jkxr/Projects/Android/jni/OpenJK/code/cgame/cg_local.h
Simon b1e6677fc0 Hints to force direction
also rotated saber back so the glitch is not so visible
Added controls for force direction hint and Speed FOV adjust to the menu
2022-10-15 14:53:53 +01:00

1269 lines
41 KiB
C

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
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 __CG_LOCAL_H__
#define __CG_LOCAL_H__
#include "../qcommon/q_shared.h"
// define GAME_INCLUDE so that g_public.h does not define the
// short, server-visible gclient_t and gentity_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include "../game/g_shared.h"
#include "cg_camera.h"
// The entire cgame module is unloaded and reloaded on each level change,
// so there is NO persistant data between levels on the client side.
// If you absolutely need something stored, it can either be kept
// by the server in the server stored userinfos, or stashed in a cvar.
#define POWERUP_BLINKS 5
#define POWERUP_BLINK_TIME 1000
#define FADE_TIME 200
#define PULSE_TIME 200
#define DAMAGE_DEFLECT_TIME 100
#define DAMAGE_RETURN_TIME 400
#define DAMAGE_TIME 500
#define LAND_DEFLECT_TIME 150
#define LAND_RETURN_TIME 300
#define STEP_TIME 200
#define DUCK_TIME 100
#define PAIN_TWITCH_TIME 200
#define WEAPON_SELECT_TIME 1400
#define ITEM_SCALEUP_TIME 1000
// Zoom vars
#define ZOOM_TIME 150 // not currently used?
#define MAX_ZOOM_FOV 3.0f
#define ZOOM_IN_TIME 1500.0f
#define ZOOM_OUT_TIME 100.0f
#define ZOOM_START_PERCENT 0.3f
#define ITEM_BLOB_TIME 200
#define MUZZLE_FLASH_TIME 20
#define FRAG_FADE_TIME 1000 // time for fragments to fade away
#define PULSE_SCALE 1.5 // amount to scale up the icons when activating
#define MAX_STEP_CHANGE 32
#define MAX_VERTS_ON_POLY 10
#define MAX_MARK_POLYS 256
#define STAT_MINUS 10 // num frame for '-' stats digit
#define ICON_SIZE 48
#define TEXT_ICON_SPACE 4
#define CHARSMALL_WIDTH 16
#define CHARSMALL_HEIGHT 32
// very large characters
#define GIANT_WIDTH 32
#define GIANT_HEIGHT 48
#define MAX_PRINTTEXT 128
#define MAX_CAPTIONTEXT 32 // we don't need 64 now since we don't use this for scroll text, and I needed to change a hardwired 128 to 256, so...
#define MAX_LCARSTEXT 128
#define NUM_FONT_BIG 1
#define NUM_FONT_SMALL 2
#define NUM_FONT_CHUNKY 3
#define CS_BASIC 0
#define CS_COMBAT 1
#define CS_EXTRA 2
#define CS_JEDI 3
#define CS_TRY_ALL 4
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
#define DEFAULT_PLAYER_HEIGHT 64
//=================================================
// player entities need to track more information
// than any other type of entity.
// note that not every player entity is a client entity,
// because corpses after respawn are outside the normal
// client numbering range
// when changing animation, set animationTime to frameTime + lerping time
// The current lerp will finish out, then it will lerp to the new animation
typedef struct {
int oldFrame;
int oldFrameTime; // time when ->oldFrame was exactly on
int frame;
int frameTime; // time when ->frame will be exactly on
float backlerp;
float yawAngle;
qboolean yawing;
float pitchAngle;
qboolean pitching;
int animationNumber;
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
} lerpFrame_t;
typedef struct {
lerpFrame_t legs, torso;
int painTime;
int painDirection; // flip from 0 to 1
// For persistent beam weapons, so they don't play their start sound more than once
qboolean lightningFiring;
// machinegun spinning
// float barrelAngle;
// int barrelTime;
// qboolean barrelSpinning;
} playerEntity_t;
//=================================================
// centity_t have a direct corespondence with gentity_t in the game, but
// only the entityState_t is directly communicated to the cgame
struct centity_s
{
entityState_t currentState; // from cg.frame
const entityState_t *nextState; // from cg.nextFrame, if available
qboolean interpolate; // true if next is valid to interpolate to
qboolean currentValid; // true if cg.frame holds this entity
int muzzleFlashTime; // move to playerEntity?
qboolean altFire; // move to playerEntity?
int previousEvent;
// int teleportFlag;
// int trailTime; // so missile trails can handle dropped initial packets
int miscTime;
playerEntity_t pe;
// int errorTime; // decay the error from this time
// vec3_t errorOrigin;
// vec3_t errorAngles;
// qboolean extrapolated; // false if origin / angles is an interpolation
// vec3_t rawOrigin;
// vec3_t rawAngles;
// vec3_t beamEnd;
// exact interpolated position of entity on this frame
vec3_t lerpOrigin;
vec3_t lerpAngles;
vec3_t renderAngles; //for ET_PLAYERS, the actual angles it was rendered at- should be used by any getboltmatrix calls after CG_Player
float rotValue; //rotation increment for repeater effect
int snapShotTime;
//Pointer to corresponding gentity
gentity_t *gent;
};
typedef centity_s centity_t;
//======================================================================
// local entities are created as a result of events or predicted actions,
// and live independently from all server transmitted entities
typedef struct markPoly_s {
struct markPoly_s *prevMark, *nextMark;
int time;
qhandle_t markShader;
qboolean alphaFade; // fade alpha instead of rgb
float color[4];
poly_t poly;
polyVert_t verts[MAX_VERTS_ON_POLY];
} markPoly_t;
typedef enum {
LE_MARK,
LE_FADE_MODEL,
LE_FADE_SCALE_MODEL, // currently only for Demp2 shock sphere
LE_FRAGMENT,
LE_PUFF,
LE_FADE_RGB,
LE_LIGHT,
LE_LINE,
LE_QUAD,
LE_SPRITE,
} leType_t;
typedef enum {
LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time
LEF_TUMBLE = 0x0002, // tumble over time, used for ejecting shells
LEF_FADE_RGB = 0x0004, // explicitly fade
LEF_NO_RANDOM_ROTATE= 0x0008 // MakeExplosion adds random rotate which could be bad in some cases
} leFlag_t;
typedef enum
{
LEBS_NONE,
LEBS_METAL,
LEBS_ROCK
} leBounceSound_t; // fragment local entities can make sounds on impacts
typedef struct localEntity_s {
struct localEntity_s *prev, *next;
leType_t leType;
int leFlags;
int startTime;
int endTime;
float lifeRate; // 1.0 / (endTime - startTime)
trajectory_t pos;
trajectory_t angles;
float bounceFactor; // 0.0 = no bounce, 1.0 = perfect
float color[4];
float radius;
float light;
vec3_t lightColor;
leBounceSound_t leBounceSoundType;
refEntity_t refEntity;
int ownerGentNum;
} localEntity_t;
//======================================================================
// each IT_* item has an associated itemInfo_t
// that constains media references necessary to present the
// item and its effects
typedef struct {
qboolean registered;
qhandle_t models;
qhandle_t icon;
} itemInfo_t;
typedef struct {
int itemNum;
} powerupInfo_t;
#define CG_OVERRIDE_3RD_PERSON_ENT 0x00000001
#define CG_OVERRIDE_3RD_PERSON_RNG 0x00000002
#define CG_OVERRIDE_3RD_PERSON_ANG 0x00000004
#define CG_OVERRIDE_3RD_PERSON_VOF 0x00000008
#define CG_OVERRIDE_3RD_PERSON_POF 0x00000010
#define CG_OVERRIDE_3RD_PERSON_CDP 0x00000020
#define CG_OVERRIDE_3RD_PERSON_APH 0x00000040
#define CG_OVERRIDE_FOV 0x00000080
typedef struct {
//NOTE: these probably get cleared in save/load!!!
int active; //bit-flag field of which overrides are active
int thirdPersonEntity; //who to center on
float thirdPersonRange; //how far to be from them
float thirdPersonAngle; //what angle to look at them from
float thirdPersonVertOffset; //how high to be above them
float thirdPersonPitchOffset; //what offset pitch to apply the the camera view
float thirdPersonCameraDamp; //how tightly to move the camera pos behind the player
float thirdPersonAlpha; //how tightly to move the camera pos behind the player
float fov; //what fov to use
//NOTE: could put Alpha and HorzOffset and the target & camera damps, but no-one is trying to override those, so...
} overrides_t;
//======================================================================
// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action
// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after
typedef struct {
int clientFrame; // incremented each frame
qboolean levelShot; // taking a level menu screenshot
// there are only one or two snapshot_t that are relevent at a time
int latestSnapshotNum; // the number of snapshots the client system has received
int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet
int processedSnapshotNum;// the number of snapshots cgame has requested
snapshot_t *snap; // cg.snap->serverTime <= cg.time
snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL
float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime)
qboolean thisFrameTeleport;
qboolean nextFrameTeleport;
int frametime; // cg.time - cg.oldTime
int time; // this is the time value that the client
// is rendering at.
int oldTime; // time at last frame, used for missile trails and prediction checking
int timelimitWarnings; // 5 min, 1 min, overtime
qboolean renderingThirdPerson; // during deaths, chasecams, etc
// prediction state
qboolean hyperspace; // true if prediction has hit a trigger_teleport
playerState_t predicted_player_state;
qboolean validPPS; // clear until the first call to CG_PredictPlayerState
int predictedErrorTime;
vec3_t predictedError;
float stepChange; // for stair up smoothing
int stepTime;
float duckChange; // for duck viewheight smoothing
int duckTime;
float landChange; // for landing hard
int landTime;
// input state sent to server
int weaponSelect;
int saberAnimLevelPending;
// auto rotating items
vec3_t autoAngles;
vec3_t autoAxis[3];
vec3_t autoAnglesFast;
vec3_t autoAxisFast[3];
// view rendering
refdef_t refdef;
vec3_t refdefViewAngles; // will be converted to refdef.viewaxis
// zoom key
int zoomMode; // 0 - not zoomed, 1 - binoculars, 2 - disruptor weapon
int zoomDir; // -1, 1
int zoomTime;
qboolean zoomLocked;
// gonk use
int batteryChargeTime;
// FIXME:
int forceCrosshairStartTime;
int forceCrosshairEndTime;
// information screen text during loading
char infoScreenText[MAX_STRING_CHARS];
// centerprinting
int centerPrintTime;
int centerPrintY;
char centerPrint[1024];
int centerPrintLines;
// Scrolling text, caption text and LCARS text use this
char printText[MAX_PRINTTEXT][128];
int printTextY;
char captionText[MAX_CAPTIONTEXT][256/*128*/]; // bosted for taiwanese squealy radio static speech in kejim post
int captionTextY;
int scrollTextLines; // Number of lines being printed
int scrollTextTime;
int captionNextTextTime;
int captionTextCurrentLine;
int captionTextTime;
int captionLetterTime;
// For flashing health armor counter
int oldhealth;
int oldHealthTime;
int oldarmor;
int oldArmorTime;
int oldammo;
int oldAmmoTime;
// low ammo warning state
int lowAmmoWarning; // 1 = low, 2 = empty
// crosshair client ID
int crosshairClientNum; //who you're looking at
int crosshairClientTime; //last time you looked at them
// powerup active flashing
int powerupActive;
int powerupTime;
//==========================
int creditsStart;
int itemPickup;
int itemPickupTime;
int itemPickupBlendTime; // the pulse around the crosshair is timed seperately
bool drawingHUD;
float iconHUDPercent; // How far into opening sequence the icon HUD is
int iconSelectTime; // How long the Icon HUD has been active
qboolean iconHUDActive;
int DataPadInventorySelect; // Current inventory item chosen on Data Pad
int DataPadWeaponSelect; // Current weapon item chosen on Data Pad
int DataPadforcepowerSelect; // Current force power chosen on Data Pad
qboolean messageLitActive; // Flag to show of message lite is active
int weaponSelectTime;
int weaponAnimation;
int weaponAnimationTime;
int inventorySelect; // Current inventory item chosen
int inventorySelectTime;
int forcepowerSelect; // Current force power chosen
int forcepowerSelectTime;
// blend blobs
float damageTime;
float damageX, damageY, damageValue;
// status bar head
float headYaw;
float headEndPitch;
float headEndYaw;
int headEndTime;
float headStartPitch;
float headStartYaw;
int headStartTime;
int loadLCARSStage;
int missionInfoFlashTime;
qboolean missionStatusShow;
int missionStatusDeadTime;
int forceHUDTotalFlashTime;
int forceHUDNextFlashTime;
qboolean forceHUDActive; // Flag to show force hud is off/on
qboolean missionFailedScreen; // qtrue if opened
int weaponPickupTextTime;
int VHUDFlashTime;
qboolean VHUDTurboFlag;
int HUDTickFlashTime;
qboolean HUDArmorFlag;
qboolean HUDHealthFlag;
// view movement
float v_dmg_time;
float v_dmg_pitch;
float v_dmg_roll;
int wonkyTime; // when interrogator gets you, wonky time controls "drugged" camera view.
vec3_t kick_angles; // weapon kicks
int kick_time; // when the kick happened, so it gets reduced over time
// temp working variables for player view
float bobfracsin;
int bobcycle;
float xyspeed;
// development tool
char testModelName[MAX_QPATH];
/*
Ghoul2 Insert Start
*/
int testModel;
// had to be moved so we wouldn't wipe these out with the memset - these have STL in them and shouldn't be cleared that way
snapshot_t activeSnapshots[2];
refEntity_t testModelEntity;
/*
Ghoul2 Insert End
*/
overrides_t overrides; //for overriding certain third-person camera properties
} cg_t;
#define MAX_SHOWPOWERS 12
extern int showPowers[MAX_SHOWPOWERS];
extern const char *showPowersName[MAX_SHOWPOWERS];
extern int force_icons[NUM_FORCE_POWERS];
#define MAX_DPSHOWPOWERS 16
//==============================================================================
#define SG_OFF 0
#define SG_STRING 1
#define SG_GRAPHIC 2
#define SG_NUMBER 3
#define SG_VAR 4
typedef struct
{
int type; // STRING or GRAPHIC
float timer; // When it changes
int x; // X position
int y; // Y positon
int width; // Graphic width
int height; // Graphic height
char *file; // File name of graphic/ text if STRING
int ingameEnum; // Index to ingame_text[]
qhandle_t graphic; // Handle of graphic if GRAPHIC
int min; //
int max;
int target; // Final value
int inc;
int style;
int color; // Normal color
void *pointer; // To an address
} screengraphics_s;
extern cg_t cg;
extern centity_t cg_entities[MAX_GENTITIES];
extern centity_t *cg_permanents[MAX_GENTITIES];
extern int cg_numpermanents;
extern weaponInfo_t cg_weapons[MAX_WEAPONS];
extern itemInfo_t cg_items[MAX_ITEMS];
extern markPoly_t cg_markPolys[MAX_MARK_POLYS];
extern vmCvar_t cg_runpitch;
extern vmCvar_t cg_runroll;
extern vmCvar_t cg_bobup;
extern vmCvar_t cg_bobpitch;
extern vmCvar_t cg_bobroll;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_renderToTextureFX;
extern vmCvar_t cg_shadowCullDistance;
extern vmCvar_t cg_paused;
extern vmCvar_t cg_drawTimer;
extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_dynamicCrosshair;
extern vmCvar_t cg_crosshairForceHint;
extern vmCvar_t cg_crosshairIdentifyTarget;
extern vmCvar_t cg_crosshairX;
extern vmCvar_t cg_crosshairY;
extern vmCvar_t cg_crosshairSize;
extern vmCvar_t cg_drawStatus;
extern vmCvar_t cg_drawHUD;
extern vmCvar_t cg_draw2D;
extern vmCvar_t cg_debugAnim;
#ifndef FINAL_BUILD
extern vmCvar_t cg_debugAnimTarget;
extern vmCvar_t cg_gun_frame;
#endif
extern vmCvar_t cg_gun_x;
extern vmCvar_t cg_gun_y;
extern vmCvar_t cg_gun_z;
extern vmCvar_t cg_debugSaber;
extern vmCvar_t cg_debugEvents;
extern vmCvar_t cg_errorDecay;
extern vmCvar_t cg_footsteps;
extern vmCvar_t cg_addMarks;
extern vmCvar_t cg_drawGun;
extern vmCvar_t cg_autoswitch;
extern vmCvar_t cg_simpleItems;
extern vmCvar_t cg_fov;
extern vmCvar_t cg_fovAspectAdjust;
extern vmCvar_t cg_endcredits;
extern vmCvar_t cg_updatedDataPadForcePower1;
extern vmCvar_t cg_updatedDataPadForcePower2;
extern vmCvar_t cg_updatedDataPadForcePower3;
extern vmCvar_t cg_updatedDataPadObjective;
extern vmCvar_t cg_drawBreath;
extern vmCvar_t cg_roffdebug;
#ifndef FINAL_BUILD
extern vmCvar_t cg_roffval1;
extern vmCvar_t cg_roffval2;
extern vmCvar_t cg_roffval3;
extern vmCvar_t cg_roffval4;
#endif
extern vmCvar_t cg_thirdPerson;
extern vmCvar_t cg_thirdPersonRange;
extern vmCvar_t cg_thirdPersonMaxRange;
extern vmCvar_t cg_thirdPersonAngle;
extern vmCvar_t cg_thirdPersonPitchOffset;
extern vmCvar_t cg_thirdPersonVertOffset;
extern vmCvar_t cg_thirdPersonCameraDamp;
extern vmCvar_t cg_thirdPersonTargetDamp;
extern vmCvar_t cg_saberAutoThird;
extern vmCvar_t cg_gunAutoFirst;
extern vmCvar_t cg_zProj;
extern vmCvar_t cg_stereoSeparation;
extern vmCvar_t cg_worldScale;
extern vmCvar_t cg_heightAdjust;
extern vmCvar_t cg_developer;
extern vmCvar_t cg_timescale;
extern vmCvar_t cg_skippingcin;
extern vmCvar_t cg_pano;
extern vmCvar_t cg_panoNumShots;
extern vmCvar_t fx_freeze;
extern vmCvar_t fx_debug;
extern vmCvar_t cg_missionInfoFlashTime;
extern vmCvar_t cg_hudFiles;
extern vmCvar_t cg_showForcePowerDirection;
extern vmCvar_t cg_forceSpeedFOVAdjust;
extern vmCvar_t cg_turnAnims;
extern vmCvar_t cg_motionBoneComp;
extern vmCvar_t cg_reliableAnimSounds;
extern vmCvar_t cg_smoothPlayerPos;
extern vmCvar_t cg_smoothPlayerPlat;
extern vmCvar_t cg_smoothPlayerPlatAccel;
extern vmCvar_t cg_smoothCamera;
extern vmCvar_t cg_speedTrail;
extern vmCvar_t cg_fovViewmodel;
extern vmCvar_t cg_fovViewmodelAdjust;
extern vmCvar_t cg_scaleVehicleSensitivity;
//VR Weapon Offsets
extern vmCvar_t vr_weapon_adjustment_1;
extern vmCvar_t vr_weapon_adjustment_2;
extern vmCvar_t vr_weapon_adjustment_3;
extern vmCvar_t vr_weapon_adjustment_4;
extern vmCvar_t vr_weapon_adjustment_5;
extern vmCvar_t vr_weapon_adjustment_6;
extern vmCvar_t vr_weapon_adjustment_7;
extern vmCvar_t vr_weapon_adjustment_8;
extern vmCvar_t vr_weapon_adjustment_9;
extern vmCvar_t vr_weapon_adjustment_10;
extern vmCvar_t vr_weapon_adjustment_11;
extern vmCvar_t vr_weapon_adjustment_12;
extern vmCvar_t vr_weapon_adjustment_13;
extern vmCvar_t vr_weapon_adjustment_14;
extern vmCvar_t vr_weapon_adjustment_18;
extern vmCvar_t vr_weapon_adjustment_19;
extern vmCvar_t vr_weapon_adjustment_20;
extern vmCvar_t vr_weapon_adjustment_22;
void CG_NewClientinfo( int clientNum );
//
// cg_main.c
//
const char *CG_ConfigString( int index );
const char *CG_Argv( int arg );
void QDECL CG_Printf( const char *msg, ... );
NORETURN void QDECL CG_Error( const char *msg, ... );
void CG_StartMusic( qboolean bForceStart );
void CG_UpdateCvars( void );
int CG_CrosshairPlayer( void );
void CG_LoadMenus(const char *menuFile);
//
// cg_view.c
//
void CG_TestModel_f (void);
void CG_TestModelNextFrame_f (void);
void CG_TestModelPrevFrame_f (void);
void CG_TestModelNextSkin_f (void);
void CG_TestModelPrevSkin_f (void);
void CG_ZoomDown_f( void );
void CG_ZoomUp_f( void );
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView );
/*
Ghoul2 Insert Start
*/
void CG_TestG2Model_f (void);
void CG_TestModelSurfaceOnOff_f(void);
void CG_ListModelSurfaces_f (void);
void CG_ListModelBones_f (void);
void CG_TestModelSetAnglespre_f(void);
void CG_TestModelSetAnglespost_f(void);
void CG_TestModelAnimate_f(void);
/*
Ghoul2 Insert End
*/
//
// cg_drawtools.c
//
#define CG_LEFT 0x00000000 // default
#define CG_CENTER 0x00000001
#define CG_RIGHT 0x00000002
#define CG_FORMATMASK 0x00000007
#define CG_SMALLFONT 0x00000010
#define CG_BIGFONT 0x00000020 // default
#define CG_DROPSHADOW 0x00000800
#define CG_BLINK 0x00001000
#define CG_INVERSE 0x00002000
#define CG_PULSE 0x00004000
#define FONT_SCALE 0.5f
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color );
void CG_FillRect( float x, float y, float width, float height, const float *color );
void CG_Scissor( float x, float y, float width, float height);
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void CG_DrawPic2( float x, float y, float width, float height, float s1, float t1, float s2, float t2, qhandle_t hShader );
void CG_DrawRotatePic( float x, float y, float width, float height,float angle, qhandle_t hShader );
void CG_DrawRotatePic2( float x, float y, float width, float height,float angle, qhandle_t hShader );
void CG_DrawString( float x, float y, const char *string,
float charWidth, float charHeight, const float *modulate );
void CG_PrintInterfaceGraphics(int min,int max);
void CG_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight,int style,qboolean zeroFill);
void CG_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
qboolean forceColor, qboolean shadow, int charWidth, int charHeight );
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color );
int CG_DrawStrlen( const char *str );
float *CG_FadeColor( int startMsec, int totalMsec );
void CG_TileClear( void );
void CG_AdjustFrom640( float *x, float *y, float *w, float *h );
void CG_AdjustFrom640Int( int *x, int *y, int *w, int *h );
//
// cg_draw.c
//
void CG_CenterPrint( const char *str, int y );
void CG_DrawActive( stereoFrame_t stereoView );
void CG_ScrollText( const char *str, int iPixelWidth );
void CG_CaptionText( const char *str, int sound );
void CG_CaptionTextStop( void );
//
// cg_text.c
//
void CG_DrawScrollText( void );
void CG_DrawCaptionText( void );
void CG_DrawCenterString( void );
//
// cg_player.c
//
void CG_AddGhoul2Mark(int type, float size, vec3_t hitloc, vec3_t hitdirection,
int entnum, vec3_t entposition, float entangle, CGhoul2Info_v &ghoul2, vec3_t modelScale, int lifeTime = 0, int firstModel = 0, vec3_t uaxis = 0);
void CG_Player( centity_t *cent );
void CG_ResetPlayerEntity( centity_t *cent );
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent );
void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] );
//
// cg_predict.c
//
int CG_PointContents( const vec3_t point, int passEntityNum );
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
const int skipNumber, const int mask, const EG2_Collision eG2TraceType=G2_NOCOLLIDE, const int useLod=0 );
void CG_PredictPlayerState( void );
//
// cg_events.c
//
void CG_CheckEvents( centity_t *cent );
const char *CG_PlaceString( int rank );
void CG_EntityEvent( centity_t *cent, vec3_t position );
//
// cg_ents.c
//
vec3_t *CG_SetEntitySoundPosition( centity_t *cent );
void CG_AddPacketEntities( qboolean isPortal );
void CG_Beam( centity_t *cent, int color );
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int atTime, vec3_t out );
void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName );
void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
qhandle_t parentModel, char *tagName, orientation_t *tagOrient );
/*
Ghoul2 Insert Start
*/
void ScaleModelAxis(refEntity_t *ent);
/*
Ghoul2 Insert End
*/
//
// cg_weapons.c
//
void CG_NextWeapon_f( void );
void CG_PrevWeapon_f( void );
void CG_Weapon_f( void );
void CG_DPNextWeapon_f( void );
void CG_DPPrevWeapon_f( void );
void CG_DPNextInventory_f( void );
void CG_DPPrevInventory_f( void );
void CG_DPNextForcePower_f( void );
void CG_DPPrevForcePower_f( void );
void CG_RegisterWeapon( int weaponNum );
void CG_RegisterItemVisuals( int itemNum );
void CG_RegisterItemSounds( int itemNum );
void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
void CG_AddViewWeapon (playerState_t *ps);
void CG_DrawWeaponSelect( void );
void CG_OutOfAmmoChange( void ); // should this be in pmove?
//
// cg_marks.c
//
void CG_InitMarkPolys( void );
void CG_AddMarks( void );
void CG_ImpactMark( qhandle_t markShader,
const vec3_t origin, const vec3_t dir,
float orientation,
float r, float g, float b, float a,
qboolean alphaFade,
float radius, qboolean temporary );
//
// cg_localents.c
//
void CG_InitLocalEntities( void );
localEntity_t *CG_AllocLocalEntity( void );
void CG_AddLocalEntities( void );
//
// cg_effects.c
//
/*localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
qboolean isSprite, float scale = 1.0f );// Overloaded
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
qhandle_t hModel, int numframes, qhandle_t shader, int msec,
qboolean isSprite, float scale, int flags );// Overloaded
*/
localEntity_t *CG_AddTempLight( vec3_t origin, float scale, vec3_t color, int msec );
void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius);
//
// cg_snapshot.c
//
void CG_ProcessSnapshots( void );
//
// cg_info.c
//
void CG_DrawInformation( void );
//
// cg_scoreboard.c
//
qboolean CG_DrawScoreboard( void );
extern void CG_MissionCompletion(void);
//
// cg_consolecmds.c
//
qboolean CG_ConsoleCommand( void );
void CG_InitConsoleCommands( void );
//
// cg_servercmds.c
//
void CG_ExecuteNewServerCommands( int latestSequence );
void CG_ParseServerinfo( void );
//
// cg_playerstate.c
//
void CG_Respawn( void );
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops );
// cg_credits.cpp
//
void CG_Credits_Init( const char *psStripReference, vec4_t *pv4Color);
qboolean CG_Credits_Running( void );
qboolean CG_Credits_Draw( void );
//===============================================
//
// system calls
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
void cgi_Printf( const char *fmt );
// abort the game
NORETURN void cgi_Error( const char *fmt );
// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
int cgi_Milliseconds( void );
// console variable interaction
void cgi_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void cgi_Cvar_Update( vmCvar_t *vmCvar );
void cgi_Cvar_Set( const char *var_name, const char *value );
char* cgi_Cvar_Get( const char *var_name );
// ServerCommand and ConsoleCommand parameter access
int cgi_Argc( void );
void cgi_Argv( int n, char *buffer, int bufferLength );
void cgi_Args( char *buffer, int bufferLength );
// filesystem access
// returns length of file
int cgi_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
int cgi_FS_Read( void *buffer, int len, fileHandle_t f );
int cgi_FS_Write( const void *buffer, int len, fileHandle_t f );
void cgi_FS_FCloseFile( fileHandle_t f );
// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void cgi_SendConsoleCommand( const char *text );
// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void cgi_AddCommand( const char *cmdName );
// send a string to the server over the network
void cgi_SendClientCommand( const char *s );
// force a screen update, only used during gamestate load
void cgi_UpdateScreen( void );
//RMG
void cgi_RMG_Init(int terrainID, const char *terrainInfo);
int cgi_CM_RegisterTerrain(const char *terrainInfo);
void cgi_RE_InitRendererTerrain( const char *terrainInfo );
// model collision
void cgi_CM_LoadMap( const char *mapname, qboolean subBSP );
int cgi_CM_NumInlineModels( void );
clipHandle_t cgi_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
clipHandle_t cgi_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );//, const int contents );
int cgi_CM_PointContents( const vec3_t p, clipHandle_t model );
int cgi_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void cgi_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask );
void cgi_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles );
// Returns the projection of a polygon onto the solid brushes in the world
int cgi_CM_MarkFragments( int numPoints, const vec3_t *points,
const vec3_t projection,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer );
// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void cgi_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void cgi_S_StopSounds( void );
// a local sound is always played full volume
void cgi_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void cgi_S_ClearLoopingSounds( void );
void cgi_S_AddLoopingSound(int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx, soundChannel_t chan = CHAN_AUTO );
void cgi_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
// repatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void cgi_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], qboolean inwater );
sfxHandle_t cgi_S_RegisterSound( const char *sample ); // returns buzz if not found
void cgi_S_StartBackgroundTrack( const char *intro, const char *loop, qboolean bForceStart ); // empty name stops music
float cgi_S_GetSampleLength( sfxHandle_t sfx);
void cgi_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t cgi_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t cgi_R_RegisterSkin( const char *name );
qhandle_t cgi_R_RegisterShader( const char *name ); // returns default shader if not found
qhandle_t cgi_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
qhandle_t cgi_R_RegisterFont( const char *name );
int cgi_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale = 1.0f);
int cgi_R_Font_StrLenChars(const char *text);
int cgi_R_Font_HeightPixels(const int iFontIndex, const float scale = 1.0f);
void cgi_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f);
qboolean cgi_Language_IsAsian(void);
qboolean cgi_Language_UsesSpaces(void);
unsigned cgi_AnyLanguage_ReadCharFromString( const char *psText, int *iAdvanceCount, qboolean *pbIsTrailingPunctuation = NULL );
void cgi_R_SetRefractProp(float alpha, float stretch, qboolean prepost, qboolean negate);
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void cgi_R_ClearScene( void );
void cgi_R_AddRefEntityToScene( const refEntity_t *re );
void cgi_R_GetLighting( const vec3_t origin, vec3_t ambientLight, vec3_t directedLight, vec3_t ligthDir );
//used by miscents
qboolean cgi_R_inPVS( vec3_t p1, vec3_t p2 );
// polys are intended for simple wall marks, not really for doing
// significant construction
void cgi_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void cgi_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void cgi_R_RenderScene( const refdef_t *fd );
void cgi_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void cgi_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void cgi_R_ModelBounds( qhandle_t model, vec3_t mins, vec3_t maxs );
void cgi_R_LerpTag( orientation_t *tag, qhandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
// Does weird, barely controllable rotation behaviour
void cgi_R_DrawRotatePic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
// rotates image around exact center point of passed in coords
void cgi_R_DrawRotatePic2( float x, float y, float w, float h,
float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
void cgi_R_SetRangeFog(float range);
void cgi_R_LAGoggles( void );
void cgi_R_Scissor( float x, float y, float w, float h);
// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void cgi_GetGlconfig( glconfig_t *glconfig );
// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void cgi_GetGameState( gameState_t *gamestate );
// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// snapshot latency can be calculated.
void cgi_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
// a snapshot get can fail if the snapshot (or the entties it holds) is so
// old that it has fallen out of the client system queue
qboolean cgi_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
qboolean cgi_GetDefaultState(int entityIndex, entityState_t *state );
// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean cgi_GetServerCommand( int serverCommandNumber );
// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int cgi_GetCurrentCmdNumber( void );
qboolean cgi_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void cgi_SetUserCmdValue( int stateValue, float sensitivityScale, float mPitchOverride, float mYawOverride );
void cgi_SetUserCmdAngles( float pitchOverride, float yawOverride, float rollOverride );
void cgi_S_UpdateAmbientSet( const char *name, vec3_t origin );
void cgi_AS_ParseSets( void );
void cgi_AS_AddPrecacheEntry( const char *name );
int cgi_S_AddLocalSet( const char *name, vec3_t listener_origin, vec3_t origin, int entID, int time );
sfxHandle_t cgi_AS_GetBModelSound( const char *name, int stage );
void CG_DrawMiscEnts(void);
//-----------------------------
// Effects related prototypes
//-----------------------------
// Weapon prototypes
void FX_Saber( vec3_t start, vec3_t normal, float height, float radius, saber_colors_t color );
void FX_BryarHitWall( vec3_t origin, vec3_t normal );
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_BlasterWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DisruptorMainShot( vec3_t start, vec3_t end );
void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean full );
void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_DEMP2_AltDetonate( vec3_t org, float size );
void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_RocketHitWall( vec3_t origin, vec3_t normal );
void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_ConcProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_ConcHitWall( vec3_t origin, vec3_t normal );
void FX_ConcHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_ConcAltShot( vec3_t start, vec3_t end );
void FX_ConcAltMiss( vec3_t origin, vec3_t normal );
void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb );
void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb );
void FX_EmplacedProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_ATSTMainHitWall( vec3_t origin, vec3_t normal );
void FX_ATSTMainHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_ATSTMainProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_TuskenShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_TuskenShotWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_TuskenShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid );
void FX_NoghriShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_NoghriShotWeaponHitWall( vec3_t origin, vec3_t normal );
void FX_NoghriShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid );
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal );
void CG_MissileStick( centity_t *cent, int weapon, vec3_t origin );
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire );
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire );
void CG_DrawTargetBeam( vec3_t start, vec3_t end, vec3_t norm, const char *beamFx, const char *impactFx );
qboolean CG_VehicleWeaponImpact( centity_t *cent );
/*
Ghoul2 Insert Start
*/
// CG specific API access
void trap_G2_SetGhoul2ModelIndexes(CGhoul2Info_v &ghoul2, qhandle_t *modelList, qhandle_t *skinList);
void CG_Init_CG(void);
void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent);
/*
Ghoul2 Insert End
*/
void trap_Com_SetOrgAngles(vec3_t org,vec3_t angles);
void trap_R_GetLightStyle(int style, color4ub_t color);
void trap_R_SetLightStyle(int style, int color);
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile = NULL);
e_status trap_CIN_StopCinematic(int handle);
e_status trap_CIN_RunCinematic (int handle);
void trap_CIN_DrawCinematic (int handle);
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
void *cgi_Z_Malloc( int size, int tag );
void cgi_Z_Free( void *ptr );
int cgi_SP_GetStringTextString(const char *text, char *buf, int bufferlength);
void cgi_UI_Menu_Reset( void );
void cgi_UI_Menu_New(char *buf );
void cgi_UI_Menu_OpenByName(char *buf);
void cgi_UI_SetActive_Menu(char *name);
void cgi_UI_Parse_Int(int *value);
void cgi_UI_Parse_String(char *buf);
void cgi_UI_Parse_Float(float *value);
int cgi_UI_StartParseSession(char *menuFile,char **buf);
void cgi_UI_ParseExt(char **token);
void cgi_UI_MenuPaintAll(void);
void cgi_UI_MenuCloseAll(void);
void cgi_UI_String_Init(void);
int cgi_UI_GetMenuItemInfo(const char *menuFile,const char *itemName,int *x,int *y,int *w,int *h,vec4_t color,qhandle_t *background);
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y,int *w,int *h);
void cgi_UI_Menu_Paint( void *menu, qboolean force );
void *cgi_UI_GetMenuByName( const char *menu );
void SetWeaponSelectTime(void);
void CG_PlayEffectBolted( const char *fxName, const int modelIndex, const int boltIndex, const int entNum, vec3_t origin, int iLoopTime=0, const bool isRelative=false );
void CG_PlayEffectIDBolted( const int fxID, const int modelIndex, const int boltIndex, const int entNum, vec3_t origin, int iLoopTime=0, const bool isRelative=false );
void CG_PlayEffectOnEnt( const char *fxName, const int clientNum, vec3_t origin, const vec3_t fwd );
void CG_PlayEffectIDOnEnt( const int fxID, const int clientNum, vec3_t origin, const vec3_t fwd );
void CG_PlayEffect( const char *fxName, vec3_t origin, const vec3_t fwd );
void CG_PlayEffectID( const int fxID, vec3_t origin, const vec3_t fwd );
void CG_ClearLightStyles( void );
void CG_RunLightStyles( void );
void CG_SetLightstyle( int i );
#endif //__CG_LOCAL_H__