jkxr/Projects/Android/jni/OpenJK/code/qcommon/q_shared.h
Simon ab03fc7c6d So many changes..
- Fix issue where scripts stop running if you die (change to Android.mk)
- Added weapon based crosshair
- Lots of HUD fixes
- Fixed snowing indoors issue
2022-10-08 17:29:49 +01:00

2762 lines
92 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2005 - 2015, ioquake3 contributors
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
#include "qcommon/q_math.h"
#include "qcommon/q_color.h"
#include "qcommon/q_string.h"
#ifdef _MSC_VER
#pragma warning(disable : 4018) // signed/unsigned mismatch
//#pragma warning(disable : 4032) //formal parameter 'number' has different type when promoted
//#pragma warning(disable : 4051) //type conversion; possible loss of data
//#pragma warning(disable : 4057) // slightly different base types
#pragma warning(disable : 4100) // unreferenced formal parameter
//#pragma warning(disable : 4115) //'type' : named type definition in parentheses
#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
#pragma warning(disable : 4127) // conditional expression is constant
//#pragma warning(disable : 4136) //conversion between different floating-point types
//#pragma warning(disable : 4201) //nonstandard extension used : nameless struct/union
//#pragma warning(disable : 4214) //nonstandard extension used : bit field types other than int
//#pragma warning(disable : 4220) // varargs matches remaining parameters
#pragma warning(disable : 4244) //'conversion' conversion from 'type1' to 'type2', possible loss of data
#pragma warning(disable : 4284) // return type not UDT
//#pragma warning(disable : 4305) // truncation from const double to float
#pragma warning(disable : 4310) // cast truncates constant value
#pragma warning(disable : 4514) //unreferenced inline/local function has been removed
#pragma warning(disable : 4710) // not inlined
#pragma warning(disable : 4711) // selected for automatic inline expansion
#pragma warning(disable : 4786) // identifier was truncated
#pragma warning(disable : 5208) // unnamed class used in typedef name cannot declare members other than non-static data members, member enumerations, or member classes
#pragma warning(disable : 4996) // This function or variable may be unsafe.
#endif
//rww - conveniently toggle "gore" code, for model decals and stuff.
#ifndef JK2_MODE
#define _G2_GORE
#endif // !JK2_MODE
#if JK2_MODE
#define PRODUCT_NAME "openjo_sp"
#define CLIENT_WINDOW_TITLE "OpenJO (SP)"
#define CLIENT_CONSOLE_TITLE "OpenJO Console (SP)"
#define HOMEPATH_NAME_UNIX "openjo"
#define HOMEPATH_NAME_WIN "OpenJO"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#else
#define PRODUCT_NAME "openjk_sp"
#define CLIENT_WINDOW_TITLE "OpenJK (SP)"
#define CLIENT_CONSOLE_TITLE "OpenJK Console (SP)"
#define HOMEPATH_NAME_UNIX "openjk"
#define HOMEPATH_NAME_WIN "OpenJK"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#endif
#define BASEGAME "base"
#define OPENJKGAME "OpenJK"
#define Q3CONFIG_NAME PRODUCT_NAME ".cfg"
#define BASE_SAVE_COMPAT // this is defined to disable/fix some changes that break save compatibility
#define VALIDSTRING( a ) ( ( a != NULL ) && ( a[0] != '\0' ) )
//JAC: Added
#define ARRAY_LEN( x ) ( sizeof( x ) / sizeof( *(x) ) )
#define STRING( a ) #a
#define XSTRING( a ) STRING( a )
#ifndef FINAL_BUILD
#ifdef _WIN32
#define G2_PERFORMANCE_ANALYSIS
#endif
#endif
#include <assert.h>
#include <math.h>
#include <float.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>
#include <errno.h>
#include <stddef.h>
#ifdef __cplusplus
#include <cmath>
#endif
//Ignore __attribute__ on non-gcc platforms
#if !defined(__GNUC__) && !defined(__attribute__)
#define __attribute__(x)
#endif
#if defined(__GNUC__)
#define UNUSED_VAR __attribute__((unused))
#else
#define UNUSED_VAR
#endif
#if (defined _MSC_VER)
#define Q_EXPORT __declspec(dllexport)
#elif (defined __SUNPRO_C)
#define Q_EXPORT __global
#elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun))
#define Q_EXPORT __attribute__((visibility("default")))
#else
#define Q_EXPORT
#endif
// this is the define for determining if we have an asm version of a C function
#if (defined(_M_IX86) || defined(__i386__)) && !defined(__sun__)
#define id386 1
#else
#define id386 0
#endif
#if (defined(powerc) || defined(powerpc) || defined(ppc) || defined(__ppc) || defined(__ppc__)) && !defined(C_ONLY)
#define idppc 1
#else
#define idppc 0
#endif
#include "qcommon/q_platform.h"
#include "ojk_saved_game_helper_fwd.h"
// ================================================================
// TYPE DEFINITIONS
// ================================================================
typedef int32_t qhandle_t, thandle_t, fxHandle_t, sfxHandle_t, fileHandle_t, clipHandle_t;
#define NULL_HANDLE ((qhandle_t)0)
#define NULL_SOUND ((sfxHandle_t)0)
#define NULL_FX ((fxHandle_t)0)
#define NULL_SFX ((sfxHandle_t)0)
#define NULL_FILE ((fileHandle_t)0)
#define NULL_CLIP ((clipHandle_t)0)
#define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1))
#define PADLEN(base, alignment) (PAD((base), (alignment)) - (base))
#define PADP(base, alignment) ((void *) PAD((intptr_t) (base), (alignment)))
#ifdef __GNUC__
#define QALIGN(x) __attribute__((aligned(x)))
#else
#define QALIGN(x)
#endif
#ifndef NULL
// NOTE: This is all c++ so casting to void * is wrong
#define NULL ((void *)0)
#endif
#define INT_ID( a, b, c, d ) (uint32_t)((((a) & 0xff) << 24) | (((b) & 0xff) << 16) | (((c) & 0xff) << 8) | ((d) & 0xff))
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#ifdef PATH_MAX
#define MAX_OSPATH PATH_MAX
#else
#define MAX_OSPATH 256 // max length of a filesystem pathname
#endif
#define MAX_NAME_LENGTH 32 // max length of a client name
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
// Light Style Constants
#define LS_STYLES_START 0
#define LS_NUM_STYLES 32
#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
#define LS_NUM_SWITCH 32
#define MAX_LIGHT_STYLES 64
// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
PRINT_ALL,
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING,
PRINT_ERROR
} printParm_t;
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_DISCONNECT, // don't kill server
} errorParm_t;
// font rendering values used by ui and cgame
#define PROP_GAP_WIDTH 2 // 3
#define PROP_SPACE_WIDTH 4
#define PROP_HEIGHT 16
#define PROP_TINY_SIZE_SCALE 1
#define PROP_SMALL_SIZE_SCALE 1
#define PROP_BIG_SIZE_SCALE 1
#define PROP_GIANT_SIZE_SCALE 2
#define PROP_TINY_HEIGHT 10
#define PROP_GAP_TINY_WIDTH 1
#define PROP_SPACE_TINY_WIDTH 3
#define PROP_BIG_HEIGHT 24
#define PROP_GAP_BIG_WIDTH 3
#define PROP_SPACE_BIG_WIDTH 6
#define BLINK_DIVISOR 600
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
#define Com_Memset memset
#define Com_Memcpy memcpy
// stuff for TA's ROQ cinematic code...
//
#define CIN_system 1
#define CIN_loop 2
#define CIN_hold 4
#define CIN_silent 8
#define CIN_shader 16
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
// Player weapons effects
typedef enum
{
SABER_RED,
SABER_ORANGE,
SABER_YELLOW,
SABER_GREEN,
SABER_BLUE,
SABER_PURPLE
} saber_colors_t;
#define MAX_BATTERIES 2500
#define ENUM2STRING(arg) { #arg,arg }
//=============================================
char *COM_SkipPath( char *pathname );
const char *COM_GetExtension( const char *name );
void COM_StripExtension( const char *in, char *out, int destsize );
qboolean COM_CompareExtension(const char *in, const char *ext);
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
//JLFCALLOUT include MPNOTUSED
void COM_BeginParseSession( void );
void COM_EndParseSession( void );
// For compatibility with shared code
QINLINE void COM_BeginParseSession( const char *sessionName )
{
COM_BeginParseSession();
}
class COM_ParseSession {
public:
COM_ParseSession() { COM_BeginParseSession(); };
~COM_ParseSession() { COM_EndParseSession(); };
};
int COM_GetCurrentParseLine( void );
char *COM_Parse( const char **data_p );
char *COM_ParseExt( const char **data_p, qboolean allowLineBreak );
int COM_Compress( char *data_p );
qboolean COM_ParseString( const char **data, const char **s );
qboolean COM_ParseInt( const char **data, int *i );
qboolean COM_ParseFloat( const char **data, float *f );
qboolean COM_ParseVec4( const char **buffer, vec4_t *c);
// data is an in/out parm, returns a parsed out token
void COM_MatchToken( char**buf_p, char *match );
void SkipBracedSection (const char **program);
void SkipRestOfLine ( const char **data );
void Parse1DMatrix (const char **buf_p, int x, float *m);
void Parse2DMatrix (const char **buf_p, int y, int x, float *m);
void Parse3DMatrix (const char **buf_p, int z, int y, int x, float *m);
int Com_HexStrToInt( const char *str );
int QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);
char *Com_SkipTokens( char *s, int numTokens, char *sep );
char *Com_SkipCharset( char *s, char *sep );
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
//=============================================
char * QDECL va(const char *format, ...);
#define TRUNCATE_LENGTH 64
void Com_TruncateLongString( char *buffer, const char *s );
//=============================================
//
// key / value info strings
//
const char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char key[MAX_INFO_KEY], char value[MAX_INFO_VALUE] );
// this is only here so the functions in q_shared.c and bg_*.c can link
void NORETURN QDECL Com_Error( int level, const char *error, ... );
void QDECL Com_Printf( const char *msg, ... );
/*
==========================================================
CVARS (console variables)
Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/
#define CVAR_TEMP 0 // can be set even when cheats are disabled, but is not archived
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
#define CVAR_USERINFO 2 // sent to server on connect or change
#define CVAR_SERVERINFO 4 // sent in response to front end requests
#define CVAR_SYSTEMINFO 8 // these cvars will be duplicated on all clients
#define CVAR_INIT 16 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 32 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
// without proper initialization. modified
// will be set, even though the value hasn't
// changed yet
#define CVAR_ROM 64 // display only, cannot be set by user at all
#define CVAR_USER_CREATED 128 // created by a set command
#define CVAR_SAVEGAME 256 // store this in the savegame
#define CVAR_CHEAT 512 // can not be changed if cheats are disabled
#define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued
#define CVAR_SERVER_CREATED 2048 // cvar was created by a server the client connected to.
#define CVAR_VM_CREATED 4096 // cvar was created exclusively in one of the VMs.
#define CVAR_PROTECTED 8192 // prevent modifying this var from VMs or the server
#define CVAR_NODEFAULT 16384 // do not write to config if matching with default value
#define CVAR_ARCHIVE_ND (CVAR_ARCHIVE | CVAR_NODEFAULT)
// These flags are only returned by the Cvar_Flags() function
#define CVAR_MODIFIED 0x40000000 // Cvar was modified
#define CVAR_NONEXISTENT 0x80000000 // Cvar doesn't exist.
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
char *name;
char *string;
char *resetString; // cvar_restart will reset to this value
char *latchedString; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
int modificationCount; // incremented each time the cvar is changed
float value; // atof( string )
int integer; // atoi( string )
qboolean validate;
qboolean integral;
float min;
float max;
struct cvar_s *next;
struct cvar_s *prev;
struct cvar_s *hashNext;
struct cvar_s *hashPrev;
int hashIndex;
} cvar_t;
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "../game/surfaceflags.h" // shared with the q3map utility
/*
Ghoul2 Insert Start
*/
#if !defined(GHOUL2_SHARED_H_INC)
#include "../game/ghoul2_shared.h" //for CGhoul2Info_v
#endif
/*
Ghoul2 Insert End
*/
#define MAX_G2_COLLISIONS 64
// a trace is returned when a box is swept through the world
typedef struct {
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact, transformed to world space
int surfaceFlags; // surface hit
int contents; // contents on other side of surface hit
int entityNum; // entity the contacted sirface is a part of
/*
Ghoul2 Insert Start
*/
CCollisionRecord G2CollisionMap[MAX_G2_COLLISIONS]; // map that describes all of the parts of ghoul2 models that got hit
/*
Ghoul2 Insert End
*/
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int8_t>(allsolid);
saved_game.write<int8_t>(startsolid);
saved_game.write<float>(fraction);
saved_game.write<float>(endpos);
saved_game.write<>(plane);
saved_game.write<int8_t>(surfaceFlags);
saved_game.write<int8_t>(contents);
saved_game.write<int8_t>(entityNum);
saved_game.write<>(G2CollisionMap);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int8_t>(allsolid);
saved_game.read<int8_t>(startsolid);
saved_game.read<float>(fraction);
saved_game.read<float>(endpos);
saved_game.read<>(plane);
saved_game.read<int8_t>(surfaceFlags);
saved_game.read<int8_t>(contents);
saved_game.read<int8_t>(entityNum);
saved_game.read<>(G2CollisionMap);
}
} trace_t;
// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD
// markfragments are returned by CM_MarkFragments()
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
typedef struct {
vec3_t origin;
vec3_t axis[3];
} orientation_t;
//=====================================================================
// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE 1
#define KEYCATCH_UI 2
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
#include "../game/channels.h"
/*
========================================================================
ELEMENTS COMMUNICATED ACROSS THE NET
========================================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
//
// per-level limits
//
#define MAX_CLIENTS 1 // 128 // absolute limit
#define MAX_TERRAINS 1 //32
#define GENTITYNUM_BITS 10 // don't need to send any more
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
// entitynums are communicated with GENTITY_BITS, so any reserved
// values thatare going to be communcated over the net need to
// also be in this range
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
#define MAX_MODELS 256
#ifdef JK2_MODE
#define MAX_SOUNDS (256)
#else
#define MAX_SOUNDS 380
#endif // JK2_MODE
#define MAX_SUB_BSP 32
#define MAX_SUBMODELS 512 // nine bits
#define MAX_FX 128
#ifdef JK2_MODE
#define MAX_WORLD_FX (4)
#else
#define MAX_WORLD_FX 66 // was 16 // was 4
#endif // JK2_MODE
/*
Ghoul2 Insert Start
*/
#define MAX_CHARSKINS 64 // character skins
/*
Ghoul2 Insert End
*/
#ifdef JK2_MODE
#define MAX_CONFIGSTRINGS (1024)
#else
#define MAX_CONFIGSTRINGS 1300//1024 //rww - I had to up this for terrains
#endif // JK2_MODE
// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars
#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc)
#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
#define CS_MUSIC 2
#define CS_MESSAGE 3 // from the map worldspawn's message field
#define CS_ITEMS 4 // string of 0's and 1's that tell which items are present
#define CS_AMBIENT_SET 5 // ambient set information for the player
#define CS_MODELS 10
#ifndef JK2_MODE
#define CS_SKYBOXORG (CS_MODELS+MAX_MODELS) //rww - skybox info
#endif // !JK2_MODE
#ifdef JK2_MODE
#define CS_SOUNDS (CS_MODELS + MAX_MODELS)
#else
#define CS_SOUNDS (CS_SKYBOXORG+1)
#endif // JK2_MODE
#ifdef BASE_SAVE_COMPAT
#define CS_RESERVED1 (CS_SOUNDS+MAX_SOUNDS) // reserved field for base compat from immersion removal
#define CS_PLAYERS (CS_RESERVED1 + 96)
#else
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
#endif
#define CS_LIGHT_STYLES (CS_PLAYERS+MAX_CLIENTS)
#ifndef JK2_MODE
#define CS_TERRAINS (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
#define CS_BSP_MODELS (CS_TERRAINS + MAX_TERRAINS)
#endif // !JK2_MODE
#ifdef JK2_MODE
#define CS_EFFECTS (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES * 3))
#else
#define CS_EFFECTS (CS_BSP_MODELS + MAX_SUB_BSP)//(CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
#endif // JK2_MODE
/*
Ghoul2 Insert Start
*/
#define CS_CHARSKINS (CS_EFFECTS + MAX_FX)
/*
Ghoul2 Insert End
*/
#define CS_DYNAMIC_MUSIC_STATE (CS_CHARSKINS + MAX_CHARSKINS)
#define CS_WORLD_FX (CS_DYNAMIC_MUSIC_STATE + 1)
#define CS_MAX (CS_WORLD_FX + MAX_WORLD_FX)
#if (CS_MAX) > MAX_CONFIGSTRINGS
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
#endif
#define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
typedef enum
{
FP_FIRST = 0,//marker
FP_HEAL = 0,//instant
FP_LEVITATION,//hold/duration
FP_SPEED,//duration
FP_PUSH,//hold/duration
FP_PULL,//hold/duration
FP_TELEPATHY,//instant
FP_GRIP,//hold/duration
FP_LIGHTNING,//hold/duration
FP_SABERTHROW,
FP_SABER_DEFENSE,
FP_SABER_OFFENSE,
#ifndef JK2_MODE
//new Jedi Academy powers
FP_RAGE,//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
FP_PROTECT,//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
FP_ABSORB,//duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
FP_DRAIN,//hold/duration - drain force power for health
FP_SEE,//duration - detect/see hidden enemies
#endif // !JK2_MODE
NUM_FORCE_POWERS
} forcePowers_t;
typedef enum
{
SABER_NONE = 0,
SABER_SINGLE,
SABER_STAFF,
SABER_DAGGER,
SABER_BROAD,
SABER_PRONG,
SABER_ARC,
SABER_SAI,
SABER_CLAW,
SABER_LANCE,
SABER_STAR,
SABER_TRIDENT,
SABER_SITH_SWORD,
NUM_SABERS
} saberType_t;
//=========================================================
// bit field limits
#define MAX_STATS 16
// NOTE!!! be careful about altering this because although it's used to define an array size, the entry indexes come from
// the typedef'd enum "persEnum_t" in bg_public.h, and there's no compile-tie between the 2 -slc
//
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 32
#define MAX_AMMO 10
#define MAX_INVENTORY 15 // See INV_MAX
#define MAX_SECURITY_KEYS 5
#define MAX_SECURITY_KEY_MESSSAGE 24
#define MAX_PS_EVENTS 2 // this must be a power of 2 unless you change some &'s to %'s -ste
#define MAX_WORLD_COORD ( 64*1024 )
#define MIN_WORLD_COORD ( -64*1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
typedef enum
{
WHL_NONE,
WHL_ANKLES,
WHL_KNEES,
WHL_WAIST,
WHL_TORSO,
WHL_SHOULDERS,
WHL_HEAD,
WHL_UNDER
} waterHeightLevel_t;
// !!!!!!! loadsave affecting struct !!!!!!!
typedef struct
{
// Actual trail stuff
int inAction; // controls whether should we even consider starting one
int duration; // how long each trail seg stays in existence
int lastTime; // time a saber segement was last stored
vec3_t base;
vec3_t tip;
// Marks stuff
qboolean haveOldPos[2];
vec3_t oldPos[2];
vec3_t oldNormal[2]; // store this in case we don't have a connect-the-dots situation
// ..then we'll need the normal to project a mark blob onto the impact point
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(inAction);
saved_game.write<int32_t>(duration);
saved_game.write<int32_t>(lastTime);
saved_game.write<float>(base);
saved_game.write<float>(tip);
saved_game.write<int32_t>(haveOldPos);
saved_game.write<float>(oldPos);
saved_game.write<float>(oldNormal);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(inAction);
saved_game.read<int32_t>(duration);
saved_game.read<int32_t>(lastTime);
saved_game.read<float>(base);
saved_game.read<float>(tip);
saved_game.read<int32_t>(haveOldPos);
saved_game.read<float>(oldPos);
saved_game.read<float>(oldNormal);
}
} saberTrail_t;
#define MAX_SABER_TRAIL_SEGS 8
// !!!!!!!!!!!!! loadsave affecting struct !!!!!!!!!!!!!!!
typedef struct
{
qboolean active;
saber_colors_t color;
float radius;
float length;
float lengthMax;
float lengthOld;
vec3_t muzzlePoint;
vec3_t muzzlePointOld;
vec3_t muzzleDir;
vec3_t muzzleDirOld;
saberTrail_t trail;
void ActivateTrail ( float duration )
{
trail.inAction = qtrue;
trail.duration = duration;
};
void DeactivateTrail ( float duration )
{
trail.inAction = qfalse;
trail.duration = duration;
};
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(active);
saved_game.write<int32_t>(color);
saved_game.write<float>(radius);
saved_game.write<float>(length);
saved_game.write<float>(lengthMax);
saved_game.write<float>(lengthOld);
saved_game.write<float>(muzzlePoint);
saved_game.write<float>(muzzlePointOld);
saved_game.write<float>(muzzleDir);
saved_game.write<float>(muzzleDirOld);
saved_game.write<>(trail);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(active);
saved_game.read<int32_t>(color);
saved_game.read<float>(radius);
saved_game.read<float>(length);
saved_game.read<float>(lengthMax);
saved_game.read<float>(lengthOld);
saved_game.read<float>(muzzlePoint);
saved_game.read<float>(muzzlePointOld);
saved_game.read<float>(muzzleDir);
saved_game.read<float>(muzzleDirOld);
saved_game.read<>(trail);
}
} bladeInfo_t;
#define MAX_BLADES 8
typedef enum
{
SS_NONE = 0,
SS_FAST,
SS_MEDIUM,
SS_STRONG,
SS_DESANN,
SS_TAVION,
SS_DUAL,
SS_STAFF,
SS_NUM_SABER_STYLES
} saber_styles_t;
//SABER FLAGS
//Old bools converted to a flag now
#define SFL_NOT_LOCKABLE (1<<0)//can't get into a saberlock
#define SFL_NOT_THROWABLE (1<<1)//can't be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
#define SFL_NOT_DISARMABLE (1<<2)//can't be dropped
#define SFL_NOT_ACTIVE_BLOCKING (1<<3)//don't to try to block incoming shots with this saber
#define SFL_TWO_HANDED (1<<4)//uses both hands
#define SFL_SINGLE_BLADE_THROWABLE (1<<5)//can throw this saber if only the first blade is on
#define SFL_RETURN_DAMAGE (1<<6)//when returning from a saber throw, it keeps spinning and doing damage
//NEW FLAGS
#define SFL_ON_IN_WATER (1<<7)//if set, weapon stays active even in water
#define SFL_BOUNCE_ON_WALLS (1<<8)//if set, the saber will bounce back when it hits solid architecture (good for real-sword type mods)
#define SFL_BOLT_TO_WRIST (1<<9)//if set, saber model is bolted to wrist, not in hand... useful for things like claws & shields, etc.
//#define SFL_STICK_ON_IMPACT (1<<?)//if set, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown).
//#define SFL_NO_ATTACK (1<<?)//if set, you cannot attack with the saber (for sabers/weapons that are meant to be thrown only, not used as melee weapons).
//Move Restrictions
#define SFL_NO_PULL_ATTACK (1<<10)//if set, cannot do pull+attack move (move not available in MP anyway)
#define SFL_NO_BACK_ATTACK (1<<11)//if set, cannot do back-stab moves
#define SFL_NO_STABDOWN (1<<12)//if set, cannot do stabdown move (when enemy is on ground)
#define SFL_NO_WALL_RUNS (1<<13)//if set, cannot side-run or forward-run on walls
#define SFL_NO_WALL_FLIPS (1<<14)//if set, cannot do backflip off wall or side-flips off walls
#define SFL_NO_WALL_GRAB (1<<15)//if set, cannot grab wall & jump off
#define SFL_NO_ROLLS (1<<16)//if set, cannot roll
#define SFL_NO_FLIPS (1<<17)//if set, cannot do flips
#define SFL_NO_CARTWHEELS (1<<18)//if set, cannot do cartwheels
#define SFL_NO_KICKS (1<<19)//if set, cannot do kicks (can't do kicks anyway if using a throwable saber/sword)
#define SFL_NO_MIRROR_ATTACKS (1<<20)//if set, cannot do the simultaneous attack left/right moves (only available in Dual Lightsaber Combat Style)
#define SFL_NO_ROLL_STAB (1<<21)//if set, cannot do roll-stab move at end of roll
//SABER FLAGS2
//Primary Blade Style
#define SFL2_NO_WALL_MARKS (1<<0)//if set, stops the saber from drawing marks on the world (good for real-sword type mods)
#define SFL2_NO_DLIGHT (1<<1)//if set, stops the saber from drawing a dynamic light (good for real-sword type mods)
#define SFL2_NO_BLADE (1<<2)//if set, stops the saber from drawing a blade (good for real-sword type mods)
#define SFL2_NO_CLASH_FLARE (1<<3)//if set, the saber will not do the big, white clash flare with other sabers
#define SFL2_NO_DISMEMBERMENT (1<<4)//if set, the saber never does dismemberment (good for pointed/blunt melee weapons)
#define SFL2_NO_IDLE_EFFECT (1<<5)//if set, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
#define SFL2_ALWAYS_BLOCK (1<<6)//if set, the blades will always be blocking (good for things like shields that should always block)
#define SFL2_NO_MANUAL_DEACTIVATE (1<<7)//if set, the blades cannot manually be toggled on and off
#define SFL2_TRANSITION_DAMAGE (1<<8)//if set, the blade does damage in start, transition and return anims (like strong style does)
//Secondary Blade Style
#define SFL2_NO_WALL_MARKS2 (1<<9)//if set, stops the saber from drawing marks on the world (good for real-sword type mods)
#define SFL2_NO_DLIGHT2 (1<<10)//if set, stops the saber from drawing a dynamic light (good for real-sword type mods)
#define SFL2_NO_BLADE2 (1<<11)//if set, stops the saber from drawing a blade (good for real-sword type mods)
#define SFL2_NO_CLASH_FLARE2 (1<<12)//if set, the saber will not do the big, white clash flare with other sabers
#define SFL2_NO_DISMEMBERMENT2 (1<<13)//if set, the saber never does dismemberment (good for pointed/blunt melee weapons)
#define SFL2_NO_IDLE_EFFECT2 (1<<14)//if set, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
#define SFL2_ALWAYS_BLOCK2 (1<<15)//if set, the blades will always be blocking (good for things like shields that should always block)
#define SFL2_NO_MANUAL_DEACTIVATE2 (1<<16)//if set, the blades cannot manually be toggled on and off
#define SFL2_TRANSITION_DAMAGE2 (1<<17)//if set, the blade does damage in start, transition and return anims (like strong style does)
// !!!!!!!!!!!! loadsave affecting struct !!!!!!!!!!!!!!!!!!!!!!!!!!
typedef struct
{
char *name; //entry in sabers.cfg, if any
char *fullName; //the "Proper Name" of the saber, shown in the UI
saberType_t type; //none, single or staff
char *model; //hilt model
char *skin; //hilt custom skin
int soundOn; //game soundindex for turning on sound
int soundLoop; //game soundindex for hum/loop sound
int soundOff; //game soundindex for turning off sound
int numBlades;
bladeInfo_t blade[MAX_BLADES]; //blade info - like length, trail, origin, dir, etc.
int stylesLearned; //styles you get when you get this saber, if any
int stylesForbidden; //styles you cannot use with this saber, if any
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
int forceRestrictions; //force powers that cannot be used while this saber is on (bitfield) - FIXME: maybe make this a limit on the max level, per force power, that can be used with this type?
int lockBonus; //in saberlocks, this type of saber pushes harder or weaker
int parryBonus; //added to strength of parry with this saber
int breakParryBonus; //added to strength when hit a parry
int breakParryBonus2; //for bladeStyle2 (see bladeStyle2Start below)
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
int disarmBonus2; //for bladeStyle2 (see bladeStyle2Start below)
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
char *brokenSaber1; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
char *brokenSaber2; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
//===NEW========================================================================================
//these values are global to the saber, like all of the ones above
int saberFlags; //from SFL_ list above
int saberFlags2; //from SFL2_ list above
//done in cgame (client-side code)
qhandle_t spinSound; //none - if set, plays this sound as it spins when thrown
qhandle_t swingSound[3]; //none - if set, plays one of these 3 sounds when swung during an attack - NOTE: must provide all 3!!!
qhandle_t fallSound[3]; //none - if set, plays one of these 3 sounds when weapon drops to the ground - NOTE: must provide all 3!!!
//done in game (server-side code)
float moveSpeedScale; //1.0 - you move faster/slower when using this saber
float animSpeedScale; //1.0 - plays normal attack animations faster/slower
//done in both cgame and game (BG code)
int kataMove; //LS_INVALID - if set, player will execute this move when they press both attack buttons at the same time
int lungeAtkMove; //LS_INVALID - if set, player will execute this move when they crouch+fwd+attack
int jumpAtkUpMove; //LS_INVALID - if set, player will execute this move when they jump+attack
int jumpAtkFwdMove; //LS_INVALID - if set, player will execute this move when they jump+fwd+attack
int jumpAtkBackMove; //LS_INVALID - if set, player will execute this move when they jump+back+attack
int jumpAtkRightMove; //LS_INVALID - if set, player will execute this move when they jump+rightattack
int jumpAtkLeftMove; //LS_INVALID - if set, player will execute this move when they jump+left+attack
int readyAnim; //-1 - anim to use when standing idle
int drawAnim; //-1 - anim to use when drawing weapon
int putawayAnim; //-1 - anim to use when putting weapon away
int tauntAnim; //-1 - anim to use when hit "taunt"
int bowAnim; //-1 - anim to use when hit "bow"
int meditateAnim; //-1 - anim to use when hit "meditate"
int flourishAnim; //-1 - anim to use when hit "flourish"
int gloatAnim; //-1 - anim to use when hit "gloat"
//***NOTE: you can only have a maximum of 2 "styles" of blades, so this next value, "bladeStyle2Start" is the number of the first blade to use these value on... all blades before this use the normal values above, all blades at and after this number use the secondary values below***
int bladeStyle2Start; //0 - if set, blades from this number and higher use the following values (otherwise, they use the normal values already set)
//***The following can be different for the extra blades - not setting them individually defaults them to the value for the whole saber (and first blade)***
//===PRIMARY BLADES=====================
//done in cgame (client-side code)
int trailStyle; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
char g2MarksShader[MAX_QPATH]; //none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
char g2WeaponMarkShader[MAX_QPATH]; //none - if set, the game will ry to project this shader onto the weapon when it damages a person (good for a blood splatter on the weapon)
//int bladeShader; //none - if set, overrides the shader used for the saber blade?
//int trailShader; //none - if set, overrides the shader used for the saber trail?
qhandle_t hitSound[3]; //none - if set, plays one of these 3 sounds when saber hits a person - NOTE: must provide all 3!!!
qhandle_t blockSound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits another saber/sword - NOTE: must provide all 3!!!
qhandle_t bounceSound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits a wall and bounces off (must set bounceOnWall to 1 to use these sounds) - NOTE: must provide all 3!!!
int blockEffect; //none - if set, plays this effect when the saber/sword hits another saber/sword (instead of "saber/saber_block.efx")
int hitPersonEffect; //none - if set, plays this effect when the saber/sword hits a person (instead of "saber/blood_sparks_mp.efx")
int hitOtherEffect; //none - if set, plays this effect when the saber/sword hits something else damagable (instead of "saber/saber_cut.efx")
int bladeEffect; //none - if set, plays this effect at the blade tag
//done in game (server-side code)
float knockbackScale; //0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
float damageScale; //1 - scale up or down the damage done by the saber
float splashRadius; //0 - radius of splashDamage
int splashDamage; //0 - amount of splashDamage, 100% at a distance of 0, 0% at a distance = splashRadius
float splashKnockback; //0 - amount of splashKnockback, 100% at a distance of 0, 0% at a distance = splashRadius
//===SECONDARY BLADES===================
//done in cgame (client-side code)
int trailStyle2; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
char g2MarksShader2[MAX_QPATH]; //none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
char g2WeaponMarkShader2[MAX_QPATH]; //none - if set, the game will ry to project this shader onto the weapon when it damages a person (good for a blood splatter on the weapon)
//int bladeShader2; //none - if set, overrides the shader used for the saber blade?
//int trailShader2; //none - if set, overrides the shader used for the saber trail?
qhandle_t hit2Sound[3]; //none - if set, plays one of these 3 sounds when saber hits a person - NOTE: must provide all 3!!!
qhandle_t block2Sound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits another saber/sword - NOTE: must provide all 3!!!
qhandle_t bounce2Sound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits a wall and bounces off (must set bounceOnWall to 1 to use these sounds) - NOTE: must provide all 3!!!
int blockEffect2; //none - if set, plays this effect when the saber/sword hits another saber/sword (instead of "saber/saber_block.efx")
int hitPersonEffect2; //none - if set, plays this effect when the saber/sword hits a person (instead of "saber/blood_sparks_mp.efx")
int hitOtherEffect2; //none - if set, plays this effect when the saber/sword hits something else damagable (instead of "saber/saber_cut.efx")
int bladeEffect2; //none - if set, plays this effect at the blade tag
//done in game (server-side code)
float knockbackScale2; //0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
float damageScale2; //1 - scale up or down the damage done by the saber
float splashRadius2; //0 - radius of splashDamage
int splashDamage2; //0 - amount of splashDamage, 100% at a distance of 0, 0% at a distance = splashRadius
float splashKnockback2; //0 - amount of splashKnockback, 100% at a distance of 0, 0% at a distance = splashRadius
//=========================================================================================================================================
void Activate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qtrue;
}
};
void Deactivate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qfalse;
}
};
// Description: Activate a specific Blade of this Saber.
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
// [in] int iBlade Which Blade to activate.
// [in] bool bActive Whether to activate it (default true), or deactivate it (false).
// [return] void
void BladeActivate( int iBlade, qboolean bActive = qtrue )
{
// Validate blade ID/Index.
if ( iBlade < 0 || iBlade >= numBlades )
return;
blade[iBlade].active = bActive;
}
qboolean Active()
{
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].active )
{
return qtrue;
}
}
return qfalse;
}
qboolean ActiveManualOnly()
{
for ( int i = 0; i < numBlades; i++ )
{
if ( bladeStyle2Start > 0 )
{
if ( i >= bladeStyle2Start )
{
if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) )
{//don't count this blade
continue;
}
}
else if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{//don't count this blade
continue;
}
}
else if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) )
{//don't count any of these blades!
continue;
}
else if ( blade[i].active )
{
return qtrue;
}
}
return qfalse;
}
void SetLength( float length )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].length = length;
}
}
float Length()
{//return largest length
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].length > len1 )
{
len1 = blade[i].length;
}
}
return len1;
};
float LengthMax()
{
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].lengthMax > len1 )
{
len1 = blade[i].lengthMax;
}
}
return len1;
};
void ActivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].ActivateTrail( duration );
}
};
void DeactivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].DeactivateTrail( duration );
}
};
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(name);
saved_game.write<int32_t>(fullName);
saved_game.write<int32_t>(type);
saved_game.write<int32_t>(model);
saved_game.write<int32_t>(skin);
saved_game.write<int32_t>(soundOn);
saved_game.write<int32_t>(soundLoop);
saved_game.write<int32_t>(soundOff);
saved_game.write<int32_t>(numBlades);
saved_game.write<>(blade);
saved_game.write<int32_t>(stylesLearned);
saved_game.write<int32_t>(stylesForbidden);
saved_game.write<int32_t>(maxChain);
saved_game.write<int32_t>(forceRestrictions);
saved_game.write<int32_t>(lockBonus);
saved_game.write<int32_t>(parryBonus);
saved_game.write<int32_t>(breakParryBonus);
saved_game.write<int32_t>(breakParryBonus2);
saved_game.write<int32_t>(disarmBonus);
saved_game.write<int32_t>(disarmBonus2);
saved_game.write<int32_t>(singleBladeStyle);
saved_game.write<int32_t>(brokenSaber1);
saved_game.write<int32_t>(brokenSaber2);
saved_game.write<int32_t>(saberFlags);
saved_game.write<int32_t>(saberFlags2);
saved_game.write<int32_t>(spinSound);
saved_game.write<int32_t>(swingSound);
saved_game.write<int32_t>(fallSound);
saved_game.write<float>(moveSpeedScale);
saved_game.write<float>(animSpeedScale);
saved_game.write<int32_t>(kataMove);
saved_game.write<int32_t>(lungeAtkMove);
saved_game.write<int32_t>(jumpAtkUpMove);
saved_game.write<int32_t>(jumpAtkFwdMove);
saved_game.write<int32_t>(jumpAtkBackMove);
saved_game.write<int32_t>(jumpAtkRightMove);
saved_game.write<int32_t>(jumpAtkLeftMove);
saved_game.write<int32_t>(readyAnim);
saved_game.write<int32_t>(drawAnim);
saved_game.write<int32_t>(putawayAnim);
saved_game.write<int32_t>(tauntAnim);
saved_game.write<int32_t>(bowAnim);
saved_game.write<int32_t>(meditateAnim);
saved_game.write<int32_t>(flourishAnim);
saved_game.write<int32_t>(gloatAnim);
saved_game.write<int32_t>(bladeStyle2Start);
saved_game.write<int32_t>(trailStyle);
saved_game.write<int8_t>(g2MarksShader);
saved_game.write<int8_t>(g2WeaponMarkShader);
saved_game.write<int32_t>(hitSound);
saved_game.write<int32_t>(blockSound);
saved_game.write<int32_t>(bounceSound);
saved_game.write<int32_t>(blockEffect);
saved_game.write<int32_t>(hitPersonEffect);
saved_game.write<int32_t>(hitOtherEffect);
saved_game.write<int32_t>(bladeEffect);
saved_game.write<float>(knockbackScale);
saved_game.write<float>(damageScale);
saved_game.write<float>(splashRadius);
saved_game.write<int32_t>(splashDamage);
saved_game.write<float>(splashKnockback);
saved_game.write<int32_t>(trailStyle2);
saved_game.write<int8_t>(g2MarksShader2);
saved_game.write<int8_t>(g2WeaponMarkShader2);
saved_game.write<int32_t>(hit2Sound);
saved_game.write<int32_t>(block2Sound);
saved_game.write<int32_t>(bounce2Sound);
saved_game.write<int32_t>(blockEffect2);
saved_game.write<int32_t>(hitPersonEffect2);
saved_game.write<int32_t>(hitOtherEffect2);
saved_game.write<int32_t>(bladeEffect2);
saved_game.write<float>(knockbackScale2);
saved_game.write<float>(damageScale2);
saved_game.write<float>(splashRadius2);
saved_game.write<int32_t>(splashDamage2);
saved_game.write<float>(splashKnockback2);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(name);
saved_game.read<int32_t>(fullName);
saved_game.read<int32_t>(type);
saved_game.read<int32_t>(model);
saved_game.read<int32_t>(skin);
saved_game.read<int32_t>(soundOn);
saved_game.read<int32_t>(soundLoop);
saved_game.read<int32_t>(soundOff);
saved_game.read<int32_t>(numBlades);
saved_game.read<>(blade);
saved_game.read<int32_t>(stylesLearned);
saved_game.read<int32_t>(stylesForbidden);
saved_game.read<int32_t>(maxChain);
saved_game.read<int32_t>(forceRestrictions);
saved_game.read<int32_t>(lockBonus);
saved_game.read<int32_t>(parryBonus);
saved_game.read<int32_t>(breakParryBonus);
saved_game.read<int32_t>(breakParryBonus2);
saved_game.read<int32_t>(disarmBonus);
saved_game.read<int32_t>(disarmBonus2);
saved_game.read<int32_t>(singleBladeStyle);
saved_game.read<int32_t>(brokenSaber1);
saved_game.read<int32_t>(brokenSaber2);
saved_game.read<int32_t>(saberFlags);
saved_game.read<int32_t>(saberFlags2);
saved_game.read<int32_t>(spinSound);
saved_game.read<int32_t>(swingSound);
saved_game.read<int32_t>(fallSound);
saved_game.read<float>(moveSpeedScale);
saved_game.read<float>(animSpeedScale);
saved_game.read<int32_t>(kataMove);
saved_game.read<int32_t>(lungeAtkMove);
saved_game.read<int32_t>(jumpAtkUpMove);
saved_game.read<int32_t>(jumpAtkFwdMove);
saved_game.read<int32_t>(jumpAtkBackMove);
saved_game.read<int32_t>(jumpAtkRightMove);
saved_game.read<int32_t>(jumpAtkLeftMove);
saved_game.read<int32_t>(readyAnim);
saved_game.read<int32_t>(drawAnim);
saved_game.read<int32_t>(putawayAnim);
saved_game.read<int32_t>(tauntAnim);
saved_game.read<int32_t>(bowAnim);
saved_game.read<int32_t>(meditateAnim);
saved_game.read<int32_t>(flourishAnim);
saved_game.read<int32_t>(gloatAnim);
saved_game.read<int32_t>(bladeStyle2Start);
saved_game.read<int32_t>(trailStyle);
saved_game.read<int8_t>(g2MarksShader);
saved_game.read<int8_t>(g2WeaponMarkShader);
saved_game.read<int32_t>(hitSound);
saved_game.read<int32_t>(blockSound);
saved_game.read<int32_t>(bounceSound);
saved_game.read<int32_t>(blockEffect);
saved_game.read<int32_t>(hitPersonEffect);
saved_game.read<int32_t>(hitOtherEffect);
saved_game.read<int32_t>(bladeEffect);
saved_game.read<float>(knockbackScale);
saved_game.read<float>(damageScale);
saved_game.read<float>(splashRadius);
saved_game.read<int32_t>(splashDamage);
saved_game.read<float>(splashKnockback);
saved_game.read<int32_t>(trailStyle2);
saved_game.read<int8_t>(g2MarksShader2);
saved_game.read<int8_t>(g2WeaponMarkShader2);
saved_game.read<int32_t>(hit2Sound);
saved_game.read<int32_t>(block2Sound);
saved_game.read<int32_t>(bounce2Sound);
saved_game.read<int32_t>(blockEffect2);
saved_game.read<int32_t>(hitPersonEffect2);
saved_game.read<int32_t>(hitOtherEffect2);
saved_game.read<int32_t>(bladeEffect2);
saved_game.read<float>(knockbackScale2);
saved_game.read<float>(damageScale2);
saved_game.read<float>(splashRadius2);
saved_game.read<int32_t>(splashDamage2);
saved_game.read<float>(splashKnockback2);
}
} saberInfo_t;
//NOTE: Below is the *retail* version of the saberInfo_t structure - it is ONLY used for loading retail-version savegames (we load the savegame into this smaller structure, then copy each field into the appropriate field in the new structure - see SG_ConvertRetailSaberinfoToNewSaberinfo()
class saberInfoRetail_t
{
public:
char *name; //entry in sabers.cfg, if any
char *fullName; //the "Proper Name" of the saber, shown in the UI
saberType_t type; //none, single or staff
char *model; //hilt model
char *skin; //hilt custom skin
int soundOn; //game soundindex for turning on sound
int soundLoop; //game soundindex for hum/loop sound
int soundOff; //game soundindex for turning off sound
int numBlades;
bladeInfo_t blade[MAX_BLADES]; //blade info - like length, trail, origin, dir, etc.
saber_styles_t style; //locked style to use, if any
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
qboolean lockable; //can get into a saberlock
qboolean throwable; //whether or not this saber can be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
qboolean disarmable; //whether or not this saber can be dropped
qboolean activeBlocking; //whether or not to try to block incoming shots with this saber
qboolean twoHanded; //uses both hands
int forceRestrictions; //force powers that cannot be used while this saber is on (bitfield) - FIXME: maybe make this a limit on the max level, per force power, that can be used with this type?
int lockBonus; //in saberlocks, this type of saber pushes harder or weaker
int parryBonus; //added to strength of parry with this saber
int breakParryBonus; //added to strength when hit a parry
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
qboolean singleBladeThrowable; //makes it so that you can throw this saber if only the first blade is on
char *brokenSaber1; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
char *brokenSaber2; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
qboolean returnDamage; //when returning from a saber throw, it keeps spinning and doing damage
void Activate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qtrue;
}
};
void Deactivate( void )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].active = qfalse;
}
};
// Description: Activate a specific Blade of this Saber.
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
// [in] int iBlade Which Blade to activate.
// [in] bool bActive Whether to activate it (default true), or deactivate it (false).
// [return] void
void BladeActivate( int iBlade, qboolean bActive = qtrue )
{
// Validate blade ID/Index.
if ( iBlade < 0 || iBlade >= numBlades )
return;
blade[iBlade].active = bActive;
}
qboolean Active()
{
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].active )
{
return qtrue;
}
}
return qfalse;
}
void SetLength( float length )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].length = length;
}
}
float Length()
{//return largest length
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].length > len1 )
{
len1 = blade[i].length;
}
}
return len1;
};
float LengthMax()
{
float len1 = 0;
for ( int i = 0; i < numBlades; i++ )
{
if ( blade[i].lengthMax > len1 )
{
len1 = blade[i].lengthMax;
}
}
return len1;
};
void ActivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].ActivateTrail( duration );
}
};
void DeactivateTrail ( float duration )
{
for ( int i = 0; i < numBlades; i++ )
{
blade[i].DeactivateTrail( duration );
}
};
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(name);
saved_game.write<int32_t>(fullName);
saved_game.write<int32_t>(type);
saved_game.write<int32_t>(model);
saved_game.write<int32_t>(skin);
saved_game.write<int32_t>(soundOn);
saved_game.write<int32_t>(soundLoop);
saved_game.write<int32_t>(soundOff);
saved_game.write<int32_t>(numBlades);
saved_game.write<>(blade);
saved_game.write<int32_t>(style);
saved_game.write<int32_t>(maxChain);
saved_game.write<int32_t>(lockable);
saved_game.write<int32_t>(throwable);
saved_game.write<int32_t>(disarmable);
saved_game.write<int32_t>(activeBlocking);
saved_game.write<int32_t>(twoHanded);
saved_game.write<int32_t>(forceRestrictions);
saved_game.write<int32_t>(lockBonus);
saved_game.write<int32_t>(parryBonus);
saved_game.write<int32_t>(breakParryBonus);
saved_game.write<int32_t>(disarmBonus);
saved_game.write<int32_t>(singleBladeStyle);
saved_game.write<int32_t>(singleBladeThrowable);
saved_game.write<int32_t>(brokenSaber1);
saved_game.write<int32_t>(brokenSaber2);
saved_game.write<int32_t>(returnDamage);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(name);
saved_game.read<int32_t>(fullName);
saved_game.read<int32_t>(type);
saved_game.read<int32_t>(model);
saved_game.read<int32_t>(skin);
saved_game.read<int32_t>(soundOn);
saved_game.read<int32_t>(soundLoop);
saved_game.read<int32_t>(soundOff);
saved_game.read<int32_t>(numBlades);
saved_game.read<>(blade);
saved_game.read<int32_t>(style);
saved_game.read<int32_t>(maxChain);
saved_game.read<int32_t>(lockable);
saved_game.read<int32_t>(throwable);
saved_game.read<int32_t>(disarmable);
saved_game.read<int32_t>(activeBlocking);
saved_game.read<int32_t>(twoHanded);
saved_game.read<int32_t>(forceRestrictions);
saved_game.read<int32_t>(lockBonus);
saved_game.read<int32_t>(parryBonus);
saved_game.read<int32_t>(breakParryBonus);
saved_game.read<int32_t>(disarmBonus);
saved_game.read<int32_t>(singleBladeStyle);
saved_game.read<int32_t>(singleBladeThrowable);
saved_game.read<int32_t>(brokenSaber1);
saved_game.read<int32_t>(brokenSaber2);
saved_game.read<int32_t>(returnDamage);
}
void sg_export(
saberInfo_t& dst) const;
}; // saberInfoRetail_t
#define MAX_SABERS 2 // if this ever changes then update the table "static const save_field_t savefields_gClient[]"!!!!!!!!!!!!
// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur
// you can't add anything to this without modifying the code in msg.c
// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
template<typename TSaberInfo>
class PlayerStateBase
{
public:
int commandTime; // cmd->serverTime of last executed command
int pm_type;
int bobCycle; // for view bobbing and footstep generation
int pm_flags; // ducked, jump_held, etc
int pm_time;
vec3_t origin;
vec3_t velocity;
int weaponTime;
int weaponChargeTime;
int rechargeTime; // for the phaser
int gravity;
int leanofs;
int friction;
int speed;
int delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
int groundEntityNum;// ENTITYNUM_NONE = in air
int legsAnim; //
int legsAnimTimer; // don't change low priority animations on legs until this runs out
int torsoAnim; //
int torsoAnimTimer; // don't change low priority animations on torso until this runs out
int movementDir; // a number 0 to 7 that represents the relative angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
int eFlags; // copied to entityState_t->eFlags
int eventSequence; // pmove generated events
int events[MAX_PS_EVENTS];
int eventParms[MAX_PS_EVENTS];
int externalEvent; // events set on player from another source
int externalEventParm;
int externalEventTime;
int clientNum; // ranges from 0 to MAX_CLIENTS-1
int weapon; // copied to entityState_t->weapon
int weaponstate;
int batteryCharge;
vec3_t viewangles; // for fixed views
float legsYaw; // actual legs forward facing
int viewheight;
// damage feedback
int damageEvent; // when it changes, latch the other parms
int damageYaw;
int damagePitch;
int damageCount;
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_AMMO];
int inventory[MAX_INVENTORY]; // Count of each inventory item.
char security_key_message[MAX_SECURITY_KEYS][MAX_SECURITY_KEY_MESSSAGE]; // Security key types
vec3_t serverViewOrg;
qboolean saberInFlight;
#ifdef JK2_MODE
qboolean saberActive; // -- JK2 --
int vehicleModel; // -- JK2 --
int viewEntity; // For overriding player movement controls and vieworg
saber_colors_t saberColor; // -- JK2 --
float saberLength; // -- JK2 --
float saberLengthMax; // -- JK2 --
int forcePowersActive; //prediction needs to know this
#else
int viewEntity; // For overriding player movement controls and vieworg
int forcePowersActive; //prediction needs to know this
#endif
//NEW vehicle stuff
// This has been localized to the vehicle stuff (NOTE: We can still use it later, I'm just commenting it to
// root out all the calls. We can store the data in vehicles and update by copying it here).
//int vehicleIndex; // Index into vehicleData table
//vec3_t vehicleAngles; // current angles of your vehicle
//int vehicleArmor; // current armor of your vehicle (explodes if drops to 0)
// !!
// not communicated over the net at all
// !!
//int vehicleLastFXTime; //timer for all cgame-FX...?
//int vehicleExplodeTime; //when it will go BOOM!
int useTime; //not sent
int lastShotTime;//last time you shot your weapon
int ping; // server to game info for scoreboard
int lastOnGround; //last time you were on the ground
int lastStationary; //last time you were on the ground
int weaponShotCount;
#ifndef JK2_MODE
//FIXME: maybe allocate all these structures (saber, force powers, vehicles)
// or descend them as classes - so not every client has all this info
TSaberInfo saber[MAX_SABERS];
qboolean dualSabers;
qboolean SaberStaff( void ) { return (qboolean)( saber[0].type == SABER_STAFF || (dualSabers && saber[1].type == SABER_STAFF) ); };
qboolean SaberActive() { return (qboolean)( saber[0].Active() || (dualSabers&&saber[1].Active()) ); };
void SetSaberLength( float length )
{
saber[0].SetLength( length );
if ( dualSabers )
{
saber[1].SetLength( length );
}
}
float SaberLength()
{//return largest length
float len1 = saber[0].Length();
if ( dualSabers && saber[1].Length() > len1 )
{
return saber[1].Length();
}
return len1;
};
float SaberLengthMax()
{
if ( saber[0].LengthMax() > saber[1].LengthMax() )
{
return saber[0].LengthMax();
}
else if ( dualSabers )
{
return saber[1].LengthMax();
}
return 0.0f;
};
// Activate or deactivate a specific Blade of a Saber.
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
// [in] int iSaber Which Saber to modify.
// [in] int iBlade Which blade to modify (0 - (NUM_BLADES - 1)).
// [in] bool bActive Whether to make it active (default true) or inactive (false).
// [return] void
void SaberBladeActivate( int iSaber, int iBlade, qboolean bActive = qtrue )
{
// Validate saber (if it's greater than or equal to zero, OR it above the first saber but we
// are not doing duel Sabers, leave, something is not right.
if ( iSaber < 0 || ( iSaber > 0 && !dualSabers ) )
return;
saber[iSaber].BladeActivate( iBlade, bActive );
}
void SaberActivate( void )
{
saber[0].Activate();
if ( dualSabers )
{
saber[1].Activate();
}
}
void SaberDeactivate( void )
{
saber[0].Deactivate();
saber[1].Deactivate();
};
void SaberActivateTrail ( float duration )
{
saber[0].ActivateTrail( duration );
if ( dualSabers )
{
saber[1].ActivateTrail( duration );
}
};
void SaberDeactivateTrail ( float duration )
{
saber[0].DeactivateTrail( duration );
if ( dualSabers )
{
saber[1].DeactivateTrail( duration );
}
};
int SaberDisarmBonus( int bladeNum )
{
int disarmBonus = 0;
if ( saber[0].Active() )
{
if ( saber[0].bladeStyle2Start > 0
&& bladeNum >= saber[0].bladeStyle2Start )
{
disarmBonus += saber[0].disarmBonus2;
}
else
{
disarmBonus += saber[0].disarmBonus;
}
}
if ( dualSabers && saber[1].Active() )
{//bonus for having 2 sabers
if ( saber[1].bladeStyle2Start > 0
&& bladeNum >= saber[1].bladeStyle2Start )
{
disarmBonus += 1 + saber[1].disarmBonus2;
}
else
{
disarmBonus += 1 + saber[1].disarmBonus;
}
}
return disarmBonus;
};
int SaberParryBonus( void )
{
int parryBonus = 0;
if ( saber[0].Active() )
{
parryBonus += saber[0].parryBonus;
}
if ( dualSabers && saber[1].Active() )
{//bonus for having 2 sabers
parryBonus += 1 + saber[1].parryBonus;
}
return parryBonus;
};
#endif // !JK2_MODE
short saberMove;
#ifndef JK2_MODE
short saberMoveNext;
#endif // !JK2_MODE
short saberBounceMove;
short saberBlocking;
short saberBlocked;
short leanStopDebounceTime;
#ifdef JK2_MODE
float saberLengthOld;
#endif
int saberEntityNum;
float saberEntityDist;
int saberThrowTime;
int saberEntityState;
int saberDamageDebounceTime;
int saberHitWallSoundDebounceTime;
int saberEventFlags;
int saberBlockingTime;
int saberAnimLevel;
int saberAttackChainCount;
int saberLockTime;
int saberLockEnemy;
#ifndef JK2_MODE
int saberStylesKnown;
#endif // !JK2_MODE
#ifdef JK2_MODE
char *saberModel;
#endif
int forcePowersKnown;
int forcePowerDuration[NUM_FORCE_POWERS]; //for effects that have a duration
int forcePowerDebounce[NUM_FORCE_POWERS]; //for effects that must have an interval
int forcePower;
int forcePowerMax;
int forcePowerRegenDebounceTime;
#ifndef JK2_MODE
int forcePowerRegenRate; //default is 100ms
int forcePowerRegenAmount; //default is 1
#endif // !JK2_MODE
int forcePowerLevel[NUM_FORCE_POWERS]; //so we know the max forceJump power you have
float forceJumpZStart; //So when you land, you don't get hurt as much
float forceJumpCharge; //you're current forceJump charge-up level, increases the longer you hold the force jump button down
int forceGripEntityNum; //what entity I'm gripping
vec3_t forceGripOrg; //where the gripped ent should be lifted to
#ifndef JK2_MODE
int forceDrainEntityNum; //what entity I'm draining
vec3_t forceDrainOrg; //where the drained ent should be lifted to
#endif // !JK2_MODE
int forceHealCount; //how many points of force heal have been applied so far
#ifndef JK2_MODE
//new Jedi Academy force powers
int forceAllowDeactivateTime;
int forceRageDrainTime;
int forceRageRecoveryTime;
int forceDrainEntNum;
float forceDrainTime;
int forcePowersForced; //client is being forced to use these powers (FIXME: and only these?)
int pullAttackEntNum;
int pullAttackTime;
int lastKickedEntNum;
#endif // !JK2_MODE
int taunting; //replaced BUTTON_GESTURE
float jumpZStart; //So when you land, you don't get hurt as much
vec3_t moveDir;
float waterheight; //exactly what the z org of the water is (will be +4 above if under water, -4 below if not in water)
waterHeightLevel_t waterHeightLevel; //how high it really is
#ifndef JK2_MODE
//testing IK grabbing
qboolean ikStatus; //for IK
int heldClient; //for IK, who I'm grabbing, if anyone
int heldByClient; //for IK, someone is grabbing me
int heldByBolt; //for IK, what bolt I'm attached to on the holdersomeone is grabbing me by
int heldByBone; //for IK, what bone I'm being held by
//vehicle turn-around stuff... FIXME: only vehicles need this in SP...
int vehTurnaroundIndex;
int vehTurnaroundTime;
//NOTE: not really used in SP, just for Fighter Vehicle damage stuff
int brokenLimbs;
int electrifyTime;
#endif // !JK2_MODE
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(commandTime);
saved_game.write<int32_t>(pm_type);
saved_game.write<int32_t>(bobCycle);
saved_game.write<int32_t>(pm_flags);
saved_game.write<int32_t>(pm_time);
saved_game.write<float>(origin);
saved_game.write<float>(velocity);
saved_game.write<int32_t>(weaponTime);
saved_game.write<int32_t>(weaponChargeTime);
saved_game.write<int32_t>(rechargeTime);
saved_game.write<int32_t>(gravity);
saved_game.write<int32_t>(leanofs);
saved_game.write<int32_t>(friction);
saved_game.write<int32_t>(speed);
saved_game.write<int32_t>(delta_angles);
saved_game.write<int32_t>(groundEntityNum);
saved_game.write<int32_t>(legsAnim);
saved_game.write<int32_t>(legsAnimTimer);
saved_game.write<int32_t>(torsoAnim);
saved_game.write<int32_t>(torsoAnimTimer);
saved_game.write<int32_t>(movementDir);
saved_game.write<int32_t>(eFlags);
saved_game.write<int32_t>(eventSequence);
saved_game.write<int32_t>(events);
saved_game.write<int32_t>(eventParms);
saved_game.write<int32_t>(externalEvent);
saved_game.write<int32_t>(externalEventParm);
saved_game.write<int32_t>(externalEventTime);
saved_game.write<int32_t>(clientNum);
saved_game.write<int32_t>(weapon);
saved_game.write<int32_t>(weaponstate);
saved_game.write<int32_t>(batteryCharge);
saved_game.write<float>(viewangles);
saved_game.write<float>(legsYaw);
saved_game.write<int32_t>(viewheight);
saved_game.write<int32_t>(damageEvent);
saved_game.write<int32_t>(damageYaw);
saved_game.write<int32_t>(damagePitch);
saved_game.write<int32_t>(damageCount);
saved_game.write<int32_t>(stats);
saved_game.write<int32_t>(persistant);
saved_game.write<int32_t>(powerups);
saved_game.write<int32_t>(ammo);
saved_game.write<int32_t>(inventory);
saved_game.write<int8_t>(security_key_message);
saved_game.write<float>(serverViewOrg);
saved_game.write<int32_t>(saberInFlight);
#ifdef JK2_MODE
saved_game.write<int32_t>(saberActive);
saved_game.write<int32_t>(vehicleModel);
saved_game.write<int32_t>(viewEntity);
saved_game.write<int32_t>(saberColor);
saved_game.write<float>(saberLength);
saved_game.write<float>(saberLengthMax);
saved_game.write<int32_t>(forcePowersActive);
#else
saved_game.write<int32_t>(viewEntity);
saved_game.write<int32_t>(forcePowersActive);
#endif // JK2_MODE
saved_game.write<int32_t>(useTime);
saved_game.write<int32_t>(lastShotTime);
saved_game.write<int32_t>(ping);
saved_game.write<int32_t>(lastOnGround);
saved_game.write<int32_t>(lastStationary);
saved_game.write<int32_t>(weaponShotCount);
#ifndef JK2_MODE
saved_game.write<>(saber);
saved_game.write<int32_t>(dualSabers);
#endif // !JK2_MODE
saved_game.write<int16_t>(saberMove);
#ifndef JK2_MODE
saved_game.write<int16_t>(saberMoveNext);
#endif // !JK2_MODE
saved_game.write<int16_t>(saberBounceMove);
saved_game.write<int16_t>(saberBlocking);
saved_game.write<int16_t>(saberBlocked);
saved_game.write<int16_t>(leanStopDebounceTime);
#ifdef JK2_MODE
saved_game.skip(2);
saved_game.write<float>(saberLengthOld);
#endif // JK2_MODE
saved_game.write<int32_t>(saberEntityNum);
saved_game.write<float>(saberEntityDist);
saved_game.write<int32_t>(saberThrowTime);
saved_game.write<int32_t>(saberEntityState);
saved_game.write<int32_t>(saberDamageDebounceTime);
saved_game.write<int32_t>(saberHitWallSoundDebounceTime);
saved_game.write<int32_t>(saberEventFlags);
saved_game.write<int32_t>(saberBlockingTime);
saved_game.write<int32_t>(saberAnimLevel);
saved_game.write<int32_t>(saberAttackChainCount);
saved_game.write<int32_t>(saberLockTime);
saved_game.write<int32_t>(saberLockEnemy);
#ifndef JK2_MODE
saved_game.write<int32_t>(saberStylesKnown);
#endif // !JK2_MODE
#ifdef JK2_MODE
saved_game.write<int32_t>(saberModel);
#endif // JK2_MODE
saved_game.write<int32_t>(forcePowersKnown);
saved_game.write<int32_t>(forcePowerDuration);
saved_game.write<int32_t>(forcePowerDebounce);
saved_game.write<int32_t>(forcePower);
saved_game.write<int32_t>(forcePowerMax);
saved_game.write<int32_t>(forcePowerRegenDebounceTime);
#ifndef JK2_MODE
saved_game.write<int32_t>(forcePowerRegenRate);
saved_game.write<int32_t>(forcePowerRegenAmount);
#endif // !JK2_MODE
saved_game.write<int32_t>(forcePowerLevel);
saved_game.write<float>(forceJumpZStart);
saved_game.write<float>(forceJumpCharge);
saved_game.write<int32_t>(forceGripEntityNum);
saved_game.write<float>(forceGripOrg);
#ifndef JK2_MODE
saved_game.write<int32_t>(forceDrainEntityNum);
saved_game.write<float>(forceDrainOrg);
#endif // !JK2_MODE
saved_game.write<int32_t>(forceHealCount);
#ifndef JK2_MODE
saved_game.write<int32_t>(forceAllowDeactivateTime);
saved_game.write<int32_t>(forceRageDrainTime);
saved_game.write<int32_t>(forceRageRecoveryTime);
saved_game.write<int32_t>(forceDrainEntNum);
saved_game.write<float>(forceDrainTime);
saved_game.write<int32_t>(forcePowersForced);
saved_game.write<int32_t>(pullAttackEntNum);
saved_game.write<int32_t>(pullAttackTime);
saved_game.write<int32_t>(lastKickedEntNum);
#endif // !JK2_MODE
saved_game.write<int32_t>(taunting);
saved_game.write<float>(jumpZStart);
saved_game.write<float>(moveDir);
saved_game.write<float>(waterheight);
saved_game.write<int32_t>(waterHeightLevel);
#ifndef JK2_MODE
saved_game.write<int32_t>(ikStatus);
saved_game.write<int32_t>(heldClient);
saved_game.write<int32_t>(heldByClient);
saved_game.write<int32_t>(heldByBolt);
saved_game.write<int32_t>(heldByBone);
saved_game.write<int32_t>(vehTurnaroundIndex);
saved_game.write<int32_t>(vehTurnaroundTime);
saved_game.write<int32_t>(brokenLimbs);
saved_game.write<int32_t>(electrifyTime);
#endif // !JK2_MODE
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(commandTime);
saved_game.read<int32_t>(pm_type);
saved_game.read<int32_t>(bobCycle);
saved_game.read<int32_t>(pm_flags);
saved_game.read<int32_t>(pm_time);
saved_game.read<float>(origin);
saved_game.read<float>(velocity);
saved_game.read<int32_t>(weaponTime);
saved_game.read<int32_t>(weaponChargeTime);
saved_game.read<int32_t>(rechargeTime);
saved_game.read<int32_t>(gravity);
saved_game.read<int32_t>(leanofs);
saved_game.read<int32_t>(friction);
saved_game.read<int32_t>(speed);
saved_game.read<int32_t>(delta_angles);
saved_game.read<int32_t>(groundEntityNum);
saved_game.read<int32_t>(legsAnim);
saved_game.read<int32_t>(legsAnimTimer);
saved_game.read<int32_t>(torsoAnim);
saved_game.read<int32_t>(torsoAnimTimer);
saved_game.read<int32_t>(movementDir);
saved_game.read<int32_t>(eFlags);
saved_game.read<int32_t>(eventSequence);
saved_game.read<int32_t>(events);
saved_game.read<int32_t>(eventParms);
saved_game.read<int32_t>(externalEvent);
saved_game.read<int32_t>(externalEventParm);
saved_game.read<int32_t>(externalEventTime);
saved_game.read<int32_t>(clientNum);
saved_game.read<int32_t>(weapon);
saved_game.read<int32_t>(weaponstate);
saved_game.read<int32_t>(batteryCharge);
saved_game.read<float>(viewangles);
saved_game.read<float>(legsYaw);
saved_game.read<int32_t>(viewheight);
saved_game.read<int32_t>(damageEvent);
saved_game.read<int32_t>(damageYaw);
saved_game.read<int32_t>(damagePitch);
saved_game.read<int32_t>(damageCount);
saved_game.read<int32_t>(stats);
saved_game.read<int32_t>(persistant);
saved_game.read<int32_t>(powerups);
saved_game.read<int32_t>(ammo);
saved_game.read<int32_t>(inventory);
saved_game.read<int8_t>(security_key_message);
saved_game.read<float>(serverViewOrg);
saved_game.read<int32_t>(saberInFlight);
#ifdef JK2_MODE
saved_game.read<int32_t>(saberActive);
saved_game.read<int32_t>(vehicleModel);
saved_game.read<int32_t>(viewEntity);
saved_game.read<int32_t>(saberColor);
saved_game.read<float>(saberLength);
saved_game.read<float>(saberLengthMax);
saved_game.read<int32_t>(forcePowersActive);
#else
saved_game.read<int32_t>(viewEntity);
saved_game.read<int32_t>(forcePowersActive);
#endif // JK2_MODE
saved_game.read<int32_t>(useTime);
saved_game.read<int32_t>(lastShotTime);
saved_game.read<int32_t>(ping);
saved_game.read<int32_t>(lastOnGround);
saved_game.read<int32_t>(lastStationary);
saved_game.read<int32_t>(weaponShotCount);
#ifndef JK2_MODE
saved_game.read<>(saber);
saved_game.read<int32_t>(dualSabers);
#endif // !JK2_MODE
saved_game.read<int16_t>(saberMove);
#ifndef JK2_MODE
saved_game.read<int16_t>(saberMoveNext);
#endif // !JK2_MODE
saved_game.read<int16_t>(saberBounceMove);
saved_game.read<int16_t>(saberBlocking);
saved_game.read<int16_t>(saberBlocked);
saved_game.read<int16_t>(leanStopDebounceTime);
#ifdef JK2_MODE
saved_game.skip(2);
saved_game.read<float>(saberLengthOld);
#endif // JK2_MODE
saved_game.read<int32_t>(saberEntityNum);
saved_game.read<float>(saberEntityDist);
saved_game.read<int32_t>(saberThrowTime);
saved_game.read<int32_t>(saberEntityState);
saved_game.read<int32_t>(saberDamageDebounceTime);
saved_game.read<int32_t>(saberHitWallSoundDebounceTime);
saved_game.read<int32_t>(saberEventFlags);
saved_game.read<int32_t>(saberBlockingTime);
saved_game.read<int32_t>(saberAnimLevel);
saved_game.read<int32_t>(saberAttackChainCount);
saved_game.read<int32_t>(saberLockTime);
saved_game.read<int32_t>(saberLockEnemy);
#ifndef JK2_MODE
saved_game.read<int32_t>(saberStylesKnown);
#endif // !JK2_MODE
#ifdef JK2_MODE
saved_game.read<int32_t>(saberModel);
#endif // JK2_MODE
saved_game.read<int32_t>(forcePowersKnown);
saved_game.read<int32_t>(forcePowerDuration);
saved_game.read<int32_t>(forcePowerDebounce);
saved_game.read<int32_t>(forcePower);
saved_game.read<int32_t>(forcePowerMax);
saved_game.read<int32_t>(forcePowerRegenDebounceTime);
#ifndef JK2_MODE
saved_game.read<int32_t>(forcePowerRegenRate);
saved_game.read<int32_t>(forcePowerRegenAmount);
#endif // !JK2_MODE
saved_game.read<int32_t>(forcePowerLevel);
saved_game.read<float>(forceJumpZStart);
saved_game.read<float>(forceJumpCharge);
saved_game.read<int32_t>(forceGripEntityNum);
saved_game.read<float>(forceGripOrg);
#ifndef JK2_MODE
saved_game.read<int32_t>(forceDrainEntityNum);
saved_game.read<float>(forceDrainOrg);
#endif // !JK2_MODE
saved_game.read<int32_t>(forceHealCount);
#ifndef JK2_MODE
saved_game.read<int32_t>(forceAllowDeactivateTime);
saved_game.read<int32_t>(forceRageDrainTime);
saved_game.read<int32_t>(forceRageRecoveryTime);
saved_game.read<int32_t>(forceDrainEntNum);
saved_game.read<float>(forceDrainTime);
saved_game.read<int32_t>(forcePowersForced);
saved_game.read<int32_t>(pullAttackEntNum);
saved_game.read<int32_t>(pullAttackTime);
saved_game.read<int32_t>(lastKickedEntNum);
#endif // !JK2_MODE
saved_game.read<int32_t>(taunting);
saved_game.read<float>(jumpZStart);
saved_game.read<float>(moveDir);
saved_game.read<float>(waterheight);
saved_game.read<int32_t>(waterHeightLevel);
#ifndef JK2_MODE
saved_game.read<int32_t>(ikStatus);
saved_game.read<int32_t>(heldClient);
saved_game.read<int32_t>(heldByClient);
saved_game.read<int32_t>(heldByBolt);
saved_game.read<int32_t>(heldByBone);
saved_game.read<int32_t>(vehTurnaroundIndex);
saved_game.read<int32_t>(vehTurnaroundTime);
saved_game.read<int32_t>(brokenLimbs);
saved_game.read<int32_t>(electrifyTime);
#endif // !JK2_MODE
}
}; // PlayerStateBase
using playerState_t = PlayerStateBase<saberInfo_t>;
//====================================================================
//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
#define BUTTON_ATTACK 1
#define BUTTON_FORCE_LIGHTNING 2 // displays talk balloon and disables actions
#define BUTTON_USE_FORCE 4
#define BUTTON_FORCE_DRAIN 8 // draining
#define BUTTON_BLOCKING 8
#define BUTTON_VEH_SPEED 8 // used for some horrible vehicle hack... :)
#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN because a key pressed late in the frame will
// only generate a small move value for that frame walking will use different animations and
// won't generate footsteps
#define BUTTON_USE 32 // the ol' use key returns!
#define BUTTON_FORCEGRIP 64 //
#define BUTTON_ALT_ATTACK 128
#define BUTTON_FORCE_FOCUS 256 // any key whatsoever
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
// then BUTTON_WALKING should be set
typedef enum
{
GENCMD_FORCE_HEAL = 1,
GENCMD_FORCE_SPEED,
GENCMD_FORCE_THROW,
GENCMD_FORCE_PULL,
GENCMD_FORCE_DISTRACT,
GENCMD_FORCE_GRIP,
GENCMD_FORCE_LIGHTNING,
GENCMD_FORCE_RAGE,
GENCMD_FORCE_PROTECT,
GENCMD_FORCE_ABSORB,
GENCMD_FORCE_DRAIN,
GENCMD_FORCE_SEEING,
} genCmds_t;
// usercmd_t is sent to the server each client frame
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
typedef struct usercmd_s {
int serverTime;
int buttons;
byte weapon;
int angles[3];
byte generic_cmd;
signed char forwardmove, rightmove, upmove;
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(serverTime);
saved_game.write<int32_t>(buttons);
saved_game.write<uint8_t>(weapon);
saved_game.skip(3);
saved_game.write<int32_t>(angles);
saved_game.write<uint8_t>(generic_cmd);
saved_game.write<int8_t>(forwardmove);
saved_game.write<int8_t>(rightmove);
saved_game.write<int8_t>(upmove);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(serverTime);
saved_game.read<int32_t>(buttons);
saved_game.read<uint8_t>(weapon);
saved_game.skip(3);
saved_game.read<int32_t>(angles);
saved_game.read<uint8_t>(generic_cmd);
saved_game.read<int8_t>(forwardmove);
saved_game.read<int8_t>(rightmove);
saved_game.read<int8_t>(upmove);
}
} usercmd_t;
//===================================================================
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL 0xffffff
typedef enum {// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!
TR_STATIONARY,
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
TR_LINEAR,
TR_LINEAR_STOP,
TR_NONLINEAR_STOP,
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY
} trType_t;
typedef struct {// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
vec3_t trBase;
vec3_t trDelta; // velocity, etc
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(trType);
saved_game.write<int32_t>(trTime);
saved_game.write<int32_t>(trDuration);
saved_game.write<float>(trBase);
saved_game.write<float>(trDelta);
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(trType);
saved_game.read<int32_t>(trTime);
saved_game.read<int32_t>(trDuration);
saved_game.read<float>(trBase);
saved_game.read<float>(trDelta);
}
} trajectory_t;
// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
typedef struct entityState_s {// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!!
int number; // entity index
int eType; // entityType_t
int eFlags;
trajectory_t pos; // for calculating position
trajectory_t apos; // for calculating angles
int time;
int time2;
vec3_t origin;
vec3_t origin2;
vec3_t angles;
vec3_t angles2;
int otherEntityNum; // shotgun sources, etc
int otherEntityNum2;
int groundEntityNum; // -1 = in air
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
int loopSound; // constantly loop this sound
int modelindex;
int modelindex2;
int modelindex3;
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame;
int solid; // for client side prediction, gi.linkentity sets this properly
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm;
// for players
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; //
int legsAnimTimer; // don't change low priority animations on legs until this runs out
int torsoAnim; //
int torsoAnimTimer; // don't change low priority animations on torso until this runs out
int scale; //Scale players
//FIXME: why did IMMERSION dupe these 2 fields here? There's no reason for this!!!
qboolean saberInFlight;
qboolean saberActive;
#ifdef JK2_MODE
int vehicleModel; // For overriding your playermodel with a drivable vehicle
#endif
#ifndef JK2_MODE
//int vehicleIndex; // What kind of vehicle you're driving
vec3_t vehicleAngles; //
int vehicleArmor; // current armor of your vehicle (explodes if drops to 0)
// 0 if not in a vehicle, otherwise the client number.
int m_iVehicleNum;
#endif // !JK2_MODE
/*
Ghoul2 Insert Start
*/
vec3_t modelScale; // used to scale models in any axis
int radius; // used for culling all the ghoul models attached to this ent NOTE - this is automatically scaled by Ghoul2 if/when you scale the model. This is a 100% size value
int boltInfo; // info used for bolting entities to Ghoul2 models - NOT used for bolting ghoul2 models to themselves, more for stuff like bolting effects to ghoul2 models
/*
Ghoul2 Insert End
*/
#ifndef JK2_MODE
qboolean isPortalEnt;
#endif // !JK2_MODE
void sg_export(
ojk::SavedGameHelper& saved_game) const
{
saved_game.write<int32_t>(number);
saved_game.write<int32_t>(eType);
saved_game.write<int32_t>(eFlags);
saved_game.write<>(pos);
saved_game.write<>(apos);
saved_game.write<int32_t>(time);
saved_game.write<int32_t>(time2);
saved_game.write<float>(origin);
saved_game.write<float>(origin2);
saved_game.write<float>(angles);
saved_game.write<float>(angles2);
saved_game.write<int32_t>(otherEntityNum);
saved_game.write<int32_t>(otherEntityNum2);
saved_game.write<int32_t>(groundEntityNum);
saved_game.write<int32_t>(constantLight);
saved_game.write<int32_t>(loopSound);
saved_game.write<int32_t>(modelindex);
saved_game.write<int32_t>(modelindex2);
saved_game.write<int32_t>(modelindex3);
saved_game.write<int32_t>(clientNum);
saved_game.write<int32_t>(frame);
saved_game.write<int32_t>(solid);
saved_game.write<int32_t>(event);
saved_game.write<int32_t>(eventParm);
saved_game.write<int32_t>(powerups);
saved_game.write<int32_t>(weapon);
saved_game.write<int32_t>(legsAnim);
saved_game.write<int32_t>(legsAnimTimer);
saved_game.write<int32_t>(torsoAnim);
saved_game.write<int32_t>(torsoAnimTimer);
saved_game.write<int32_t>(scale);
saved_game.write<int32_t>(saberInFlight);
saved_game.write<int32_t>(saberActive);
#ifdef JK2_MODE
saved_game.write<int32_t>(vehicleModel);
#endif // JK2_MODE
#ifndef JK2_MODE
saved_game.write<float>(vehicleAngles);
saved_game.write<int32_t>(vehicleArmor);
saved_game.write<int32_t>(m_iVehicleNum);
#endif // !JK2_MODE
saved_game.write<float>(modelScale);
saved_game.write<int32_t>(radius);
saved_game.write<int32_t>(boltInfo);
#ifndef JK2_MODE
saved_game.write<int32_t>(isPortalEnt);
#endif // !JK2_MODE
}
void sg_import(
ojk::SavedGameHelper& saved_game)
{
saved_game.read<int32_t>(number);
saved_game.read<int32_t>(eType);
saved_game.read<int32_t>(eFlags);
saved_game.read<>(pos);
saved_game.read<>(apos);
saved_game.read<int32_t>(time);
saved_game.read<int32_t>(time2);
saved_game.read<float>(origin);
saved_game.read<float>(origin2);
saved_game.read<float>(angles);
saved_game.read<float>(angles2);
saved_game.read<int32_t>(otherEntityNum);
saved_game.read<int32_t>(otherEntityNum2);
saved_game.read<int32_t>(groundEntityNum);
saved_game.read<int32_t>(constantLight);
saved_game.read<int32_t>(loopSound);
saved_game.read<int32_t>(modelindex);
saved_game.read<int32_t>(modelindex2);
saved_game.read<int32_t>(modelindex3);
saved_game.read<int32_t>(clientNum);
saved_game.read<int32_t>(frame);
saved_game.read<int32_t>(solid);
saved_game.read<int32_t>(event);
saved_game.read<int32_t>(eventParm);
saved_game.read<int32_t>(powerups);
saved_game.read<int32_t>(weapon);
saved_game.read<int32_t>(legsAnim);
saved_game.read<int32_t>(legsAnimTimer);
saved_game.read<int32_t>(torsoAnim);
saved_game.read<int32_t>(torsoAnimTimer);
saved_game.read<int32_t>(scale);
saved_game.read<int32_t>(saberInFlight);
saved_game.read<int32_t>(saberActive);
#ifdef JK2_MODE
saved_game.read<int32_t>(vehicleModel);
#endif // JK2_MODE
#ifndef JK2_MODE
saved_game.read<float>(vehicleAngles);
saved_game.read<int32_t>(vehicleArmor);
saved_game.read<int32_t>(m_iVehicleNum);
#endif // !JK2_MODE
saved_game.read<float>(modelScale);
saved_game.read<int32_t>(radius);
saved_game.read<int32_t>(boltInfo);
#ifndef JK2_MODE
saved_game.read<int32_t>(isPortalEnt);
#endif // !JK2_MODE
}
} entityState_t;
typedef enum {
CA_UNINITIALIZED,
CA_DISCONNECTED, // not talking to a server
CA_CONNECTING, // sending request packets to the server
CA_CHALLENGING, // sending challenge packets to the server
CA_CONNECTED, // netchan_t established, getting gamestate
CA_LOADING, // only during cgame initialization, never during main loop
CA_PRIMED, // got gamestate, waiting for first frame
CA_ACTIVE, // game views should be displayed
CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
} connstate_t;
typedef struct SSkinGoreData_s
{
vec3_t angles;
vec3_t position;
int currentTime;
int entNum;
vec3_t rayDirection; // in world space
vec3_t hitLocation; // in world space
vec3_t scale;
float SSize; // size of splotch in the S texture direction in world units
float TSize; // size of splotch in the T texture direction in world units
float theta; // angle to rotate the splotch
vec3_t uaxis; //mark direction
float depthStart; // limit marks begin depth
float depthEnd; // depth to stop making marks
bool useTheta;
bool frontFaces;
bool backFaces;
bool fadeRGB; //specify fade method to modify RGB (by default, the alpha is set instead)
// growing stuff
int growDuration; // time over which we want this to scale up, set to -1 for no scaling
float goreScaleStartFraction; // fraction of the final size at which we want the gore to initially appear
//qboolean baseModelOnly;
int lifeTime; // effect expires after this amount of time
int firstModel; // which model to start the gore on (can skip the first)
int fadeOutTime; //specify the duration of fading, from the lifeTime (e.g. 3000 will start fading 3 seconds before removal and be faded entirely by removal)
//int shrinkOutTime; // unimplemented
//float alphaModulate; // unimplemented
//vec3_t tint; // unimplemented
//float impactStrength; // unimplemented
int shader; // shader handle
int myIndex; // used internally
} SSkinGoreData;
//rww - used for my ik stuff (ported directly from mp)
typedef struct
{
vec3_t angles;
vec3_t position;
vec3_t scale;
vec3_t velocity;
int me;
} sharedRagDollUpdateParams_t;
//rww - update parms for ik bone stuff
typedef struct
{
char boneName[512]; //name of bone
vec3_t desiredOrigin; //world coordinate that this bone should be attempting to reach
vec3_t origin; //world coordinate of the entity who owns the g2 instance that owns the bone
float movementSpeed; //how fast the bone should move toward the destination
} sharedIKMoveParams_t;
typedef struct
{
vec3_t pcjMins; //ik joint limit
vec3_t pcjMaxs; //ik joint limit
vec3_t origin; //origin of caller
vec3_t angles; //angles of caller
vec3_t scale; //scale of caller
float radius; //bone rad
int blendTime; //bone blend time
int pcjOverrides; //override ik bone flags
int startFrame; //base pose start
int endFrame; //base pose end
} sharedSetBoneIKStateParams_t;
enum sharedEIKMoveState
{
IKS_NONE = 0,
IKS_DYNAMIC
};
/*
========================================================================
String ID Tables
========================================================================
*/
typedef struct stringID_table_s
{
const char *name;
int id;
} stringID_table_t;
int GetIDForString ( const stringID_table_t *table, const char *string );
const char *GetStringForID( const stringID_table_t *table, int id );
// savegame screenshot size stuff...
//
#define SG_SCR_WIDTH 512 //256
#define SG_SCR_HEIGHT 512 //256
#define iSG_COMMENT_SIZE 64
#define sCVARNAME_PLAYERSAVE "playersave" // used for level-transition, accessed by game and server modules
/*
Ghoul2 Insert Start
*/
// For ghoul2 axis use
enum Eorientations
{
ORIGIN = 0,
POSITIVE_X,
POSITIVE_Z,
POSITIVE_Y,
NEGATIVE_X,
NEGATIVE_Z,
NEGATIVE_Y
};
/*
Ghoul2 Insert End
*/
#define MAX_PARSEFILES 16
typedef struct parseData_s
{
char fileName[MAX_QPATH]; // Name of current file being read in
int com_lines; // Number of lines read in
int com_tokenline;
const char *bufferStart; // Start address of buffer holding data that was read in
const char *bufferCurrent; // Where data is currently being parsed from buffer
} parseData_t;
//JFLCALLOUT include
//changed to array
extern parseData_t parseData[];
extern int parseDataCount;
// cinematic states
typedef enum {
FMV_IDLE,
FMV_PLAY, // play
FMV_EOF, // all other conditions, i.e. stop/EOF/abort
FMV_ID_BLT,
FMV_ID_IDLE,
FMV_LOOPED,
FMV_ID_WAIT
} e_status;
// define the new memory tags for the zone, used by all modules now
//
#define TAGDEF(blah) TAG_ ## blah
enum {
#include "../qcommon/tags.h"
};
typedef unsigned memtag_t;
// stuff to help out during development process, force reloading/uncacheing of certain filetypes...
//
typedef enum
{
eForceReload_NOTHING,
eForceReload_BSP,
eForceReload_MODELS,
eForceReload_ALL
} ForceReload_e;
qboolean Q_InBitflags( const uint32_t *bits, int index, uint32_t bitsPerByte );
void Q_AddToBitflags( uint32_t *bits, int index, uint32_t bitsPerByte );
void Q_RemoveFromBitflags( uint32_t *bits, int index, uint32_t bitsPerByte );
typedef int( *cmpFunc_t )(const void *a, const void *b);
void *Q_LinearSearch( const void *key, const void *ptr, size_t count,
size_t size, cmpFunc_t cmp );
#endif // __Q_SHARED_H