From e5ff1d3d4bc01d98b12d05f9cb85457c7f15c424 Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Tue, 6 Aug 2019 02:17:23 +0100 Subject: first commit --- src/cgame/cg_local.h | 2207 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2207 insertions(+) create mode 100644 src/cgame/cg_local.h (limited to 'src/cgame/cg_local.h') diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h new file mode 100644 index 0000000..ea1694b --- /dev/null +++ b/src/cgame/cg_local.h @@ -0,0 +1,2207 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + + +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "../game/bg_public.h" +#include "cg_public.h" +#include "../ui/ui_shared.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 CG_FONT_THRESHOLD 0.1 + +#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 DUCK_TIME 100 +#define PAIN_TWITCH_TIME 200 +#define WEAPON_SELECT_TIME 1400 +#define ITEM_SCALEUP_TIME 1000 +#define ZOOM_TIME 150 +#define ITEM_BLOB_TIME 200 +#define MUZZLE_FLASH_TIME 20 +#define SINK_TIME 1000 // time for fragments to sink into ground before going away +#define ATTACKER_HEAD_TIME 10000 +#define REWARD_TIME 3000 + +#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 CHAR_WIDTH 32 +#define CHAR_HEIGHT 48 +#define TEXT_ICON_SPACE 4 + +// very large characters +#define GIANT_WIDTH 32 +#define GIANT_HEIGHT 48 + +#define NUM_CROSSHAIRS 10 + +#define TEAM_OVERLAY_MAXNAME_WIDTH 12 +#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16 + +#define DEFAULT_MODEL "sarge" +#define DEFAULT_TEAM_MODEL "sarge" +#define DEFAULT_TEAM_HEAD "sarge" + +typedef enum +{ + FOOTSTEP_NORMAL, + FOOTSTEP_FLESH, + FOOTSTEP_METAL, + FOOTSTEP_SPLASH, + FOOTSTEP_CUSTOM, + FOOTSTEP_NONE, + + FOOTSTEP_TOTAL +} footstep_t; + +typedef enum +{ + IMPACTSOUND_DEFAULT, + IMPACTSOUND_METAL, + IMPACTSOUND_FLESH +} impactSound_t; + +typedef enum +{ + JPS_OFF, + JPS_DESCENDING, + JPS_HOVERING, + JPS_ASCENDING +} jetPackState_t; + +//====================================================================== + +// 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; // may include ANIM_TOGGLEBIT + animation_t *animation; + int animationTime; // time when the first frame of the animation will be exact +} lerpFrame_t; + +//====================================================================== + +//attachment system +typedef enum +{ + AT_STATIC, + AT_TAG, + AT_CENT, + AT_PARTICLE +} attachmentType_t; + +//forward declaration for particle_t +struct particle_s; + +typedef struct attachment_s +{ + attachmentType_t type; + qboolean attached; + + qboolean staticValid; + qboolean tagValid; + qboolean centValid; + qboolean particleValid; + + qboolean hasOffset; + vec3_t offset; + + vec3_t lastValidAttachmentPoint; + + //AT_STATIC + vec3_t origin; + + //AT_TAG + refEntity_t re; //FIXME: should be pointers? + refEntity_t parent; // + qhandle_t model; + char tagName[ MAX_STRING_CHARS ]; + + //AT_CENT + int centNum; + + //AT_PARTICLE + struct particle_s *particle; +} attachment_t; + +//====================================================================== + +//particle system stuff +#define MAX_PARTICLE_FILES 128 + +#define MAX_PS_SHADER_FRAMES 32 +#define MAX_PS_MODELS 8 +#define MAX_EJECTORS_PER_SYSTEM 4 +#define MAX_PARTICLES_PER_EJECTOR 4 + +#define MAX_BASEPARTICLE_SYSTEMS 192 +#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM +#define MAX_BASEPARTICLES MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR + +#define MAX_PARTICLE_SYSTEMS 48 +#define MAX_PARTICLE_EJECTORS MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM +#define MAX_PARTICLES MAX_PARTICLE_EJECTORS*5 + +#define PARTICLES_INFINITE -1 +#define PARTICLES_SAME_AS_INITIAL -2 + +//COMPILE TIME STRUCTURES +typedef enum +{ + PMT_STATIC, + PMT_STATIC_TRANSFORM, + PMT_TAG, + PMT_CENT_ANGLES, + PMT_NORMAL +} pMoveType_t; + +typedef enum +{ + PMD_LINEAR, + PMD_POINT +} pDirType_t; + +typedef struct pMoveValues_u +{ + pDirType_t dirType; + + //PMD_LINEAR + vec3_t dir; + float dirRandAngle; + + //PMD_POINT + vec3_t point; + float pointRandAngle; + + float mag; + float magRandFrac; + + float parentVelFrac; + float parentVelFracRandFrac; +} pMoveValues_t; + +typedef struct pLerpValues_s +{ + int delay; + float delayRandFrac; + + float initial; + float initialRandFrac; + + float final; + float finalRandFrac; + + float randFrac; +} pLerpValues_t; + +//particle template +typedef struct baseParticle_s +{ + vec3_t displacement; + float randDisplacement; + float normalDisplacement; + + pMoveType_t velMoveType; + pMoveValues_t velMoveValues; + + pMoveType_t accMoveType; + pMoveValues_t accMoveValues; + + int lifeTime; + float lifeTimeRandFrac; + + float bounceFrac; + float bounceFracRandFrac; + qboolean bounceCull; + + char bounceMarkName[ MAX_QPATH ]; + qhandle_t bounceMark; + float bounceMarkRadius; + float bounceMarkRadiusRandFrac; + float bounceMarkCount; + float bounceMarkCountRandFrac; + + char bounceSoundName[ MAX_QPATH ]; + qhandle_t bounceSound; + float bounceSoundCount; + float bounceSoundCountRandFrac; + + pLerpValues_t radius; + pLerpValues_t alpha; + pLerpValues_t rotation; + + qboolean dynamicLight; + pLerpValues_t dLightRadius; + byte dLightColor[ 3 ]; + + int colorDelay; + float colorDelayRandFrac; + byte initialColor[ 3 ]; + byte finalColor[ 3 ]; + + char childSystemName[ MAX_QPATH ]; + qhandle_t childSystemHandle; + + char onDeathSystemName[ MAX_QPATH ]; + qhandle_t onDeathSystemHandle; + + char childTrailSystemName[ MAX_QPATH ]; + qhandle_t childTrailSystemHandle; + + //particle invariant stuff + char shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ]; + qhandle_t shaders[ MAX_PS_SHADER_FRAMES ]; + int numFrames; + float framerate; + + char modelNames[ MAX_PS_MODELS ][ MAX_QPATH ]; + qhandle_t models[ MAX_PS_MODELS ]; + int numModels; + animation_t modelAnimation; + + qboolean overdrawProtection; + qboolean realLight; + qboolean cullOnStartSolid; +} baseParticle_t; + + +//ejector template +typedef struct baseParticleEjector_s +{ + baseParticle_t *particles[ MAX_PARTICLES_PER_EJECTOR ]; + int numParticles; + + pLerpValues_t eject; //zero period indicates creation of all particles at once + + int totalParticles; //can be infinite + float totalParticlesRandFrac; +} baseParticleEjector_t; + + +//particle system template +typedef struct baseParticleSystem_s +{ + char name[ MAX_QPATH ]; + baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ]; + int numEjectors; + + qboolean thirdPersonOnly; + qboolean registered; //whether or not the assets for this particle have been loaded +} baseParticleSystem_t; + + +//RUN TIME STRUCTURES +typedef struct particleSystem_s +{ + baseParticleSystem_t *class; + + attachment_t attachment; + + qboolean valid; + qboolean lazyRemove; //mark this system for later removal + + //for PMT_NORMAL + qboolean normalValid; + vec3_t normal; +} particleSystem_t; + + +typedef struct particleEjector_s +{ + baseParticleEjector_t *class; + particleSystem_t *parent; + + pLerpValues_t ejectPeriod; + + int count; + int totalParticles; + + int nextEjectionTime; + + qboolean valid; +} particleEjector_t; + + +//used for actual particle evaluation +typedef struct particle_s +{ + baseParticle_t *class; + particleEjector_t *parent; + + int birthTime; + int lifeTime; + + float bounceMarkRadius; + int bounceMarkCount; + int bounceSoundCount; + qboolean atRest; + + vec3_t origin; + vec3_t velocity; + + pMoveType_t accMoveType; + pMoveValues_t accMoveValues; + + int lastEvalTime; + + int nextChildTime; + + pLerpValues_t radius; + pLerpValues_t alpha; + pLerpValues_t rotation; + + pLerpValues_t dLightRadius; + + int colorDelay; + + qhandle_t model; + lerpFrame_t lf; + vec3_t lastAxis[ 3 ]; + + qboolean valid; + int frameWhenInvalidated; + + int sortKey; +} particle_t; + +//====================================================================== + +//trail system stuff +#define MAX_TRAIL_FILES 128 + +#define MAX_BEAMS_PER_SYSTEM 4 + +#define MAX_BASETRAIL_SYSTEMS 64 +#define MAX_BASETRAIL_BEAMS MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM + +#define MAX_TRAIL_SYSTEMS 32 +#define MAX_TRAIL_BEAMS MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM +#define MAX_TRAIL_BEAM_NODES 128 + +#define MAX_TRAIL_BEAM_JITTERS 4 + +typedef enum +{ + TBTT_STRETCH, + TBTT_REPEAT +} trailBeamTextureType_t; + +typedef struct baseTrailJitter_s +{ + float magnitude; + int period; +} baseTrailJitter_t; + +//beam template +typedef struct baseTrailBeam_s +{ + int numSegments; + float frontWidth; + float backWidth; + float frontAlpha; + float backAlpha; + byte frontColor[ 3 ]; + byte backColor[ 3 ]; + + // the time it takes for a segment to vanish (single attached only) + int segmentTime; + + // the time it takes for a beam to fade out (double attached only) + int fadeOutTime; + + char shaderName[ MAX_QPATH ]; + qhandle_t shader; + + trailBeamTextureType_t textureType; + + //TBTT_STRETCH + float frontTextureCoord; + float backTextureCoord; + + //TBTT_REPEAT + float repeatLength; + qboolean clampToBack; + + qboolean realLight; + + int numJitters; + baseTrailJitter_t jitters[ MAX_TRAIL_BEAM_JITTERS ]; + qboolean jitterAttachments; +} baseTrailBeam_t; + + +//trail system template +typedef struct baseTrailSystem_s +{ + char name[ MAX_QPATH ]; + baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ]; + int numBeams; + + qboolean thirdPersonOnly; + qboolean registered; //whether or not the assets for this trail have been loaded +} baseTrailSystem_t; + +typedef struct trailSystem_s +{ + baseTrailSystem_t *class; + + attachment_t frontAttachment; + attachment_t backAttachment; + + int destroyTime; + qboolean valid; +} trailSystem_t; + +typedef struct trailBeamNode_s +{ + vec3_t refPosition; + vec3_t position; + + int timeLeft; + + float textureCoord; + float halfWidth; + byte alpha; + byte color[ 3 ]; + + vec2_t jitters[ MAX_TRAIL_BEAM_JITTERS ]; + + struct trailBeamNode_s *prev; + struct trailBeamNode_s *next; + + qboolean used; +} trailBeamNode_t; + +typedef struct trailBeam_s +{ + baseTrailBeam_t *class; + trailSystem_t *parent; + + trailBeamNode_t nodePool[ MAX_TRAIL_BEAM_NODES ]; + trailBeamNode_t *nodes; + + int lastEvalTime; + + qboolean valid; + + int nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ]; +} trailBeam_t; + +//====================================================================== + +// 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 + +//TA: smoothing of view and model for WW transitions +#define MAXSMOOTHS 32 + +typedef struct +{ + float time; + float timeMod; + + vec3_t rotAxis; + float rotAngle; +} smooth_t; + + +typedef struct +{ + lerpFrame_t legs, torso, flag, nonseg; + int painTime; + int painDirection; // flip from 0 to 1 + + // machinegun spinning + float barrelAngle; + int barrelTime; + qboolean barrelSpinning; + + vec3_t lastNormal; + vec3_t lastAxis[ 3 ]; + smooth_t sList[ MAXSMOOTHS ]; +} playerEntity_t; + +typedef struct lightFlareStatus_s +{ + float lastRadius; //caching of likely flare radius + float lastRatio; //caching of likely flare ratio + int lastTime; //last time flare was visible/occluded + qboolean status; //flare is visble? +} lightFlareStatus_t; + +typedef struct buildableStatus_s +{ + int lastTime; // Last time status was visible + qboolean visible; // Status is visble? +} buildableStatus_t; + +//================================================= + +// centity_t have a direct corespondence with gentity_t in the game, but +// only the entityState_t is directly communicated to the cgame +typedef struct centity_s +{ + entityState_t currentState; // from cg.frame + 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? + int muzzleFlashTime2; // move to playerEntity? + int muzzleFlashTime3; // move to playerEntity? + int previousEvent; + int teleportFlag; + + int trailTime; // so missile trails can handle dropped initial packets + int dustTrailTime; + int miscTime; + int snapShotTime; // last time this entity was found in a snapshot + + 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; + + lerpFrame_t lerpFrame; + + //TA: + buildableAnimNumber_t buildableAnim; //persistant anim number + buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set + particleSystem_t *buildablePS; + buildableStatus_t buildableStatus; + float lastBuildableHealthScale; + int lastBuildableDamageSoundTime; + + lightFlareStatus_t lfs; + + qboolean doorState; + + qboolean animInit; + qboolean animPlaying; + qboolean animLastState; + + particleSystem_t *muzzlePS; + qboolean muzzlePsTrigger; + + particleSystem_t *jetPackPS; + jetPackState_t jetPackState; + + particleSystem_t *entityPS; + qboolean entityPSMissing; + + trailSystem_t *level2ZapTS[ 3 ]; + + trailSystem_t *muzzleTS; //used for the tesla and reactor + int muzzleTSDeathTime; + + qboolean valid; + qboolean oldValid; +} centity_t; + + +//====================================================================== + +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 struct +{ + int client; + int score; + int ping; + int time; + int team; + weapon_t weapon; + upgrade_t upgrade; +} score_t; + +// each client has an associated clientInfo_t +// that contains media references necessary to present the +// client model and other color coded effects +// this is regenerated each time a client's configstring changes, +// usually as a result of a userinfo (name, model, etc) change +#define MAX_CUSTOM_SOUNDS 32 +typedef struct +{ + qboolean infoValid; + + char name[ MAX_QPATH ]; + pTeam_t team; + + int botSkill; // 0 = not bot, 1-5 = bot + + vec3_t color1; + vec3_t color2; + + int score; // updated by score servercmds + int location; // location index for team mode + int health; // you only get this info about your teammates + int armor; + int curWeapon; + + int handicap; + int wins, losses; // in tourney mode + + int teamTask; // task in teamplay (offence/defence) + qboolean teamLeader; // true when this is a team leader + + int powerups; // so can display quad/flag status + + int medkitUsageTime; + int invulnerabilityStartTime; + int invulnerabilityStopTime; + + int breathPuffTime; + + // when clientinfo is changed, the loading of models/skins/sounds + // can be deferred until you are dead, to prevent hitches in + // gameplay + char modelName[ MAX_QPATH ]; + char skinName[ MAX_QPATH ]; + char headModelName[ MAX_QPATH ]; + char headSkinName[ MAX_QPATH ]; + + qboolean newAnims; // true if using the new mission pack animations + qboolean fixedlegs; // true if legs yaw is always the same as torso yaw + qboolean fixedtorso; // true if torso never changes yaw + qboolean nonsegmented; // true if model is Q2 style nonsegmented + + vec3_t headOffset; // move head in icon views + footstep_t footsteps; + gender_t gender; // from model + + qhandle_t legsModel; + qhandle_t legsSkin; + + qhandle_t torsoModel; + qhandle_t torsoSkin; + + qhandle_t headModel; + qhandle_t headSkin; + + qhandle_t nonSegModel; //non-segmented model system + qhandle_t nonSegSkin; //non-segmented model system + + qhandle_t modelIcon; + + animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ]; + + sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ]; + + sfxHandle_t customFootsteps[ 4 ]; + sfxHandle_t customMetalFootsteps[ 4 ]; +} clientInfo_t; + + +typedef struct weaponInfoMode_s +{ + float flashDlight; + vec3_t flashDlightColor; + sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose + qboolean continuousFlash; + + qhandle_t missileModel; + sfxHandle_t missileSound; + float missileDlight; + vec3_t missileDlightColor; + int missileRenderfx; + qboolean usesSpriteMissle; + qhandle_t missileSprite; + int missileSpriteSize; + qhandle_t missileParticleSystem; + qhandle_t missileTrailSystem; + qboolean missileRotates; + qboolean missileAnimates; + int missileAnimStartFrame; + int missileAnimNumFrames; + int missileAnimFrameRate; + int missileAnimLooping; + + sfxHandle_t firingSound; + qboolean loopFireSound; + + qhandle_t muzzleParticleSystem; + + qboolean alwaysImpact; + qhandle_t impactParticleSystem; + qhandle_t impactMark; + qhandle_t impactMarkSize; + sfxHandle_t impactSound[ 4 ]; //random impact sound + sfxHandle_t impactFleshSound[ 4 ]; //random impact sound +} weaponInfoMode_t; + +// each WP_* weapon enum has an associated weaponInfo_t +// that contains media references necessary to present the +// weapon and its effects +typedef struct weaponInfo_s +{ + qboolean registered; + char *humanName; + + qhandle_t handsModel; // the hands don't actually draw, they just position the weapon + qhandle_t weaponModel; + qhandle_t barrelModel; + qhandle_t flashModel; + + vec3_t weaponMidpoint; // so it will rotate centered instead of by tag + + qhandle_t weaponIcon; + qhandle_t ammoIcon; + + qhandle_t crossHair; + int crossHairSize; + + sfxHandle_t readySound; + + qboolean disableIn3rdPerson; + + weaponInfoMode_t wim[ WPM_NUM_WEAPONMODES ]; +} weaponInfo_t; + +typedef struct upgradeInfo_s +{ + qboolean registered; + char *humanName; + + qhandle_t upgradeIcon; +} upgradeInfo_t; + +typedef struct +{ + qboolean looped; + qboolean enabled; + + sfxHandle_t sound; +} sound_t; + +typedef struct +{ + qhandle_t models[ MAX_BUILDABLE_MODELS ]; + animation_t animations[ MAX_BUILDABLE_ANIMATIONS ]; + + //same number of sounds as animations + sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ]; +} buildableInfo_t; + +#define MAX_REWARDSTACK 10 +#define MAX_SOUNDBUFFER 20 + +//====================================================================== + +//TA: +typedef struct +{ + vec3_t alienBuildablePos[ MAX_GENTITIES ]; + int alienBuildableTimes[ MAX_GENTITIES ]; + int numAlienBuildables; + + vec3_t humanBuildablePos[ MAX_GENTITIES ]; + int numHumanBuildables; + + vec3_t alienClientPos[ MAX_CLIENTS ]; + int numAlienClients; + + vec3_t humanClientPos[ MAX_CLIENTS ]; + int numHumanClients; + + int lastUpdateTime; + vec3_t origin; + vec3_t vangles; +} entityPos_t; + +typedef struct +{ + int time; + int length; +} consoleLine_t; + +#define MAX_CONSOLE_TEXT 8192 +#define MAX_CONSOLE_LINES 32 + +// 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 + +#define MAX_PREDICTED_EVENTS 16 + +#define NUM_SAVED_STATES ( CMD_BACKUP + 2 ) + +typedef struct +{ + int clientFrame; // incremented each frame + + int clientNum; + + qboolean demoPlayback; + qboolean levelShot; // taking a level menu screenshot + int deferredPlayerLoading; + qboolean loading; // don't defer players at initial startup + qboolean intermissionStarted; // don't play voice rewards, because game will end shortly + + // 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 + + snapshot_t *snap; // cg.snap->serverTime <= cg.time + snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL + snapshot_t activeSnapshots[ 2 ]; + + 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 physicsTime; // either cg.snap->time or cg.nextSnap->time + + int timelimitWarnings; // 5 min, 1 min, overtime + int fraglimitWarnings; + + qboolean mapRestart; // set on a map restart to set back the weapon + + qboolean renderingThirdPerson; // during deaths, chasecams, etc + + // prediction state + qboolean hyperspace; // true if prediction has hit a trigger_teleport + playerState_t predictedPlayerState; + pmoveExt_t pmext; + centity_t predictedPlayerEntity; + qboolean validPPS; // clear until the first call to CG_PredictPlayerState + int predictedErrorTime; + vec3_t predictedError; + + int eventSequence; + int predictableEvents[MAX_PREDICTED_EVENTS]; + + 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; + + // 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 + qboolean zoomed; + int zoomTime; + float zoomSensitivity; + + // information screen text during loading + char infoScreenText[ MAX_STRING_CHARS ]; + + // scoreboard + int scoresRequestTime; + int numScores; + int selectedScore; + int teamScores[ 2 ]; + score_t scores[MAX_CLIENTS]; + qboolean showScores; + qboolean scoreBoardShowing; + int scoreFadeTime; + char killerName[ MAX_NAME_LENGTH ]; + char spectatorList[ MAX_STRING_CHARS ]; // list of names + int spectatorLen; // length of list + float spectatorWidth; // width in device units + int spectatorTime; // next time to offset + int spectatorPaintX; // current paint x + int spectatorPaintX2; // current paint x + int spectatorOffset; // current offset from start + int spectatorPaintLen; // current offset from start + + // centerprinting + int centerPrintTime; + int centerPrintCharWidth; + int centerPrintY; + char centerPrint[ 1024 ]; + int centerPrintLines; + + // low ammo warning state + int lowAmmoWarning; // 1 = low, 2 = empty + + // kill timers for carnage reward + int lastKillTime; + + // crosshair client ID + int crosshairClientNum; + int crosshairClientTime; + + // powerup active flashing + int powerupActive; + int powerupTime; + + // attacking player + int attackerTime; + int voiceTime; + + // reward medals + int rewardStack; + int rewardTime; + int rewardCount[ MAX_REWARDSTACK ]; + qhandle_t rewardShader[ MAX_REWARDSTACK ]; + qhandle_t rewardSound[ MAX_REWARDSTACK ]; + + // sound buffer mainly for announcer sounds + int soundBufferIn; + int soundBufferOut; + int soundTime; + qhandle_t soundBuffer[ MAX_SOUNDBUFFER ]; + + // for voice chat buffer + int voiceChatTime; + int voiceChatBufferIn; + int voiceChatBufferOut; + + // warmup countdown + int warmup; + int warmupCount; + + //========================== + + int itemPickup; + int itemPickupTime; + int itemPickupBlendTime; // the pulse around the crosshair is timed seperately + + int weaponSelectTime; + int weaponAnimation; + int weaponAnimationTime; + + // 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; + + // view movement + float v_dmg_time; + float v_dmg_pitch; + float v_dmg_roll; + + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; + + // temp working variables for player view + float bobfracsin; + int bobcycle; + float xyspeed; + int nextOrbitTime; + + // development tool + refEntity_t testModelEntity; + refEntity_t testModelBarrelEntity; + char testModelName[MAX_QPATH]; + char testModelBarrelName[MAX_QPATH]; + qboolean testGun; + + int spawnTime; //TA: fovwarp + int weapon1Time; //TA: time when BUTTON_ATTACK went t->f f->t + int weapon2Time; //TA: time when BUTTON_ATTACK2 went t->f f->t + int weapon3Time; //TA: time when BUTTON_USE_HOLDABLE went t->f f->t + qboolean weapon1Firing; + qboolean weapon2Firing; + qboolean weapon3Firing; + + int poisonedTime; + + vec3_t lastNormal; //TA: view smoothage + vec3_t lastVangles; //TA: view smoothage + smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing + + int forwardMoveTime; //TA: for struggling + int rightMoveTime; + int upMoveTime; + + float charModelFraction; //TA: loading percentages + float mediaFraction; + float buildablesFraction; + + int lastBuildAttempt; + int lastEvolveAttempt; + + char consoleText[ MAX_CONSOLE_TEXT ]; + consoleLine_t consoleLines[ MAX_CONSOLE_LINES ]; + int numConsoleLines; + + particleSystem_t *poisonCloudPS; + + float painBlendValue; + float painBlendTarget; + int lastHealth; + + int lastPredictedCommand; + int lastServerTime; + playerState_t savedPmoveStates[ NUM_SAVED_STATES ]; + int stateHead, stateTail; + int ping; +} cg_t; + + +// all of the model, shader, and sound references that are +// loaded at gamestate time are stored in cgMedia_t +// Other media that can be tied to clients, weapons, or items are +// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t +typedef struct +{ + qhandle_t charsetShader; + qhandle_t whiteShader; + qhandle_t outlineShader; + + qhandle_t level2ZapTS; + + qhandle_t balloonShader; + qhandle_t connectionShader; + + qhandle_t viewBloodShader; + qhandle_t tracerShader; + qhandle_t crosshairShader[ WP_NUM_WEAPONS ]; + qhandle_t backTileShader; + + qhandle_t creepShader; + + qhandle_t scannerShader; + qhandle_t scannerBlipShader; + qhandle_t scannerLineShader; + + + qhandle_t numberShaders[ 11 ]; + + qhandle_t shadowMarkShader; + qhandle_t wakeMarkShader; + + // buildable shaders + qhandle_t greenBuildShader; + qhandle_t redBuildShader; + qhandle_t humanSpawningShader; + + // disconnect + qhandle_t disconnectPS; + qhandle_t disconnectSound; + + // sounds + sfxHandle_t tracerSound; + sfxHandle_t selectSound; + sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ]; + sfxHandle_t talkSound; + sfxHandle_t alienTalkSound; + sfxHandle_t humanTalkSound; + sfxHandle_t landSound; + sfxHandle_t fallSound; + + sfxHandle_t hardBounceSound1; + sfxHandle_t hardBounceSound2; + + sfxHandle_t voteNow; + sfxHandle_t votePassed; + sfxHandle_t voteFailed; + + sfxHandle_t watrInSound; + sfxHandle_t watrOutSound; + sfxHandle_t watrUnSound; + + sfxHandle_t jetpackDescendSound; + sfxHandle_t jetpackIdleSound; + sfxHandle_t jetpackAscendSound; + + qhandle_t jetPackDescendPS; + qhandle_t jetPackHoverPS; + qhandle_t jetPackAscendPS; + + sfxHandle_t medkitUseSound; + + sfxHandle_t alienStageTransition; + sfxHandle_t humanStageTransition; + + sfxHandle_t alienOvermindAttack; + sfxHandle_t alienOvermindDying; + sfxHandle_t alienOvermindSpawns; + + sfxHandle_t alienBuildableExplosion; + sfxHandle_t alienBuildableDamage; + sfxHandle_t alienBuildablePrebuild; + sfxHandle_t humanBuildableExplosion; + sfxHandle_t humanBuildablePrebuild; + sfxHandle_t humanBuildableDamage[ 4 ]; + + sfxHandle_t alienL1Grab; + sfxHandle_t alienL4ChargePrepare; + sfxHandle_t alienL4ChargeStart; + + qhandle_t cursor; + qhandle_t selectCursor; + qhandle_t sizeCursor; + + //light armour + qhandle_t larmourHeadSkin; + qhandle_t larmourLegsSkin; + qhandle_t larmourTorsoSkin; + + qhandle_t jetpackModel; + qhandle_t jetpackFlashModel; + qhandle_t battpackModel; + + sfxHandle_t repeaterUseSound; + + sfxHandle_t buildableRepairSound; + sfxHandle_t buildableRepairedSound; + + qhandle_t poisonCloudPS; + qhandle_t alienEvolvePS; + qhandle_t alienAcidTubePS; + + sfxHandle_t alienEvolveSound; + + qhandle_t humanBuildableDamagedPS; + qhandle_t humanBuildableDestroyedPS; + qhandle_t alienBuildableDamagedPS; + qhandle_t alienBuildableDestroyedPS; + + qhandle_t alienBleedPS; + qhandle_t humanBleedPS; + + qhandle_t teslaZapTS; + + sfxHandle_t lCannonWarningSound; + + qhandle_t buildWeaponTimerPie[ 8 ]; + qhandle_t upgradeClassIconShader; +} cgMedia_t; + +typedef struct +{ + qhandle_t frameShader; + qhandle_t overlayShader; + qhandle_t noPowerShader; + qhandle_t markedShader; + vec4_t healthSevereColor; + vec4_t healthHighColor; + vec4_t healthElevatedColor; + vec4_t healthGuardedColor; + vec4_t healthLowColor; + int frameHeight; + int frameWidth; + int healthPadding; + int overlayHeight; + int overlayWidth; + float verticalMargin; + float horizontalMargin; + vec4_t foreColor; + vec4_t backColor; + qboolean loaded; +} buildStat_t; + + +// The client game static (cgs) structure hold everything +// loaded or calculated from the gamestate. It will NOT +// be cleared when a tournement restart is done, allowing +// all clients to begin playing instantly +typedef struct +{ + gameState_t gameState; // gamestate from server + glconfig_t glconfig; // rendering configuration + float screenXScale; // derived from glconfig + float screenYScale; + float screenXBias; + + int serverCommandSequence; // reliable command stream counter + int processedSnapshotNum; // the number of snapshots cgame has requested + + qboolean localServer; // detected on startup by checking sv_running + + // parsed from serverinfo + int timelimit; + int maxclients; + char mapname[ MAX_QPATH ]; + qboolean markDeconstruct; // Whether or not buildables are marked + + int voteTime; + int voteYes; + int voteNo; + qboolean voteModified; // beep whenever changed + char voteString[ MAX_STRING_TOKENS ]; + + int teamVoteTime[ 2 ]; + int teamVoteYes[ 2 ]; + int teamVoteNo[ 2 ]; + qboolean teamVoteModified[ 2 ]; // beep whenever changed + char teamVoteString[ 2 ][ MAX_STRING_TOKENS ]; + + int levelStartTime; + + int scores1, scores2; // from configstrings + + qboolean newHud; + + int alienBuildPoints; + int alienBuildPointsTotal; + int humanBuildPoints; + int humanBuildPointsTotal; + int humanBuildPointsPowered; + + int alienStage; + int humanStage; + int alienKills; + int humanKills; + int alienNextStageThreshold; + int humanNextStageThreshold; + + int numAlienSpawns; + int numHumanSpawns; + + // + // locally derived information from gamestate + // + qhandle_t gameModels[ MAX_MODELS ]; + qhandle_t gameShaders[ MAX_GAME_SHADERS ]; + qhandle_t gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ]; + sfxHandle_t gameSounds[ MAX_SOUNDS ]; + + int numInlineModels; + qhandle_t inlineDrawModel[ MAX_MODELS ]; + vec3_t inlineModelMidpoints[ MAX_MODELS ]; + + clientInfo_t clientinfo[ MAX_CLIENTS ]; + + //TA: corpse info + clientInfo_t corpseinfo[ MAX_CLIENTS ]; + + int cursorX; + int cursorY; + qboolean eventHandling; + qboolean mouseCaptured; + qboolean sizingHud; + void *capturedItem; + qhandle_t activeCursor; + + buildStat_t alienBuildStat; + buildStat_t humanBuildStat; + + // media + cgMedia_t media; +} cgs_t; + +//============================================================================== + +extern cgs_t cgs; +extern cg_t cg; +extern centity_t cg_entities[ MAX_GENTITIES ]; + +//TA: weapon limit expanded: +//extern weaponInfo_t cg_weapons[MAX_WEAPONS]; +extern weaponInfo_t cg_weapons[ 32 ]; +//TA: upgrade infos: +extern upgradeInfo_t cg_upgrades[ 32 ]; + +//TA: buildable infos: +extern buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ]; + +extern markPoly_t cg_markPolys[ MAX_MARK_POLYS ]; + +extern vmCvar_t cg_centertime; +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_swingSpeed; +extern vmCvar_t cg_shadows; +extern vmCvar_t cg_gibs; +extern vmCvar_t cg_drawTimer; +extern vmCvar_t cg_drawClock; +extern vmCvar_t cg_drawFPS; +extern vmCvar_t cg_drawDemoState; +extern vmCvar_t cg_drawSnapshot; +extern vmCvar_t cg_draw3dIcons; +extern vmCvar_t cg_drawIcons; +extern vmCvar_t cg_drawAmmoWarning; +extern vmCvar_t cg_drawCrosshair; +extern vmCvar_t cg_drawCrosshairNames; +extern vmCvar_t cg_drawRewards; +extern vmCvar_t cg_drawTeamOverlay; +extern vmCvar_t cg_teamOverlayUserinfo; +extern vmCvar_t cg_crosshairX; +extern vmCvar_t cg_crosshairY; +extern vmCvar_t cg_drawStatus; +extern vmCvar_t cg_draw2D; +extern vmCvar_t cg_animSpeed; +extern vmCvar_t cg_debugAnim; +extern vmCvar_t cg_debugPosition; +extern vmCvar_t cg_debugEvents; +extern vmCvar_t cg_teslaTrailTime; +extern vmCvar_t cg_railTrailTime; +extern vmCvar_t cg_errorDecay; +extern vmCvar_t cg_nopredict; +extern vmCvar_t cg_debugMove; +extern vmCvar_t cg_noPlayerAnims; +extern vmCvar_t cg_showmiss; +extern vmCvar_t cg_footsteps; +extern vmCvar_t cg_addMarks; +extern vmCvar_t cg_brassTime; +extern vmCvar_t cg_gun_frame; +extern vmCvar_t cg_gun_x; +extern vmCvar_t cg_gun_y; +extern vmCvar_t cg_gun_z; +extern vmCvar_t cg_drawGun; +extern vmCvar_t cg_viewsize; +extern vmCvar_t cg_tracerChance; +extern vmCvar_t cg_tracerWidth; +extern vmCvar_t cg_tracerLength; +extern vmCvar_t cg_autoswitch; +extern vmCvar_t cg_ignore; +extern vmCvar_t cg_simpleItems; +extern vmCvar_t cg_fov; +extern vmCvar_t cg_zoomFov; +extern vmCvar_t cg_thirdPersonRange; +extern vmCvar_t cg_thirdPersonAngle; +extern vmCvar_t cg_thirdPerson; +extern vmCvar_t cg_stereoSeparation; +extern vmCvar_t cg_lagometer; +extern vmCvar_t cg_drawAttacker; +extern vmCvar_t cg_synchronousClients; +extern vmCvar_t cg_stats; +extern vmCvar_t cg_forceModel; +extern vmCvar_t cg_buildScript; +extern vmCvar_t cg_paused; +extern vmCvar_t cg_blood; +extern vmCvar_t cg_predictItems; +extern vmCvar_t cg_deferPlayers; +extern vmCvar_t cg_drawFriend; +extern vmCvar_t cg_teamChatsOnly; +extern vmCvar_t cg_noVoiceChats; +extern vmCvar_t cg_noVoiceText; +extern vmCvar_t cg_scorePlum; +extern vmCvar_t cg_smoothClients; +extern vmCvar_t pmove_fixed; +extern vmCvar_t pmove_msec; +//extern vmCvar_t cg_pmove_fixed; +extern vmCvar_t cg_cameraOrbit; +extern vmCvar_t cg_cameraOrbitDelay; +extern vmCvar_t cg_timescaleFadeEnd; +extern vmCvar_t cg_timescaleFadeSpeed; +extern vmCvar_t cg_timescale; +extern vmCvar_t cg_cameraMode; +extern vmCvar_t cg_smallFont; +extern vmCvar_t cg_bigFont; +extern vmCvar_t cg_noTaunt; +extern vmCvar_t cg_noProjectileTrail; +extern vmCvar_t cg_oldRail; +extern vmCvar_t cg_oldRocket; +extern vmCvar_t cg_oldPlasma; +extern vmCvar_t cg_trueLightning; +extern vmCvar_t cg_creepRes; +extern vmCvar_t cg_drawSurfNormal; +extern vmCvar_t cg_drawBBOX; +extern vmCvar_t cg_debugAlloc; +extern vmCvar_t cg_wwSmoothTime; +extern vmCvar_t cg_wwFollow; +extern vmCvar_t cg_wwToggle; +extern vmCvar_t cg_depthSortParticles; +extern vmCvar_t cg_bounceParticles; +extern vmCvar_t cg_consoleLatency; +extern vmCvar_t cg_lightFlare; +extern vmCvar_t cg_debugParticles; +extern vmCvar_t cg_debugTrails; +extern vmCvar_t cg_debugPVS; +extern vmCvar_t cg_disableWarningDialogs; +extern vmCvar_t cg_disableScannerPlane; +extern vmCvar_t cg_tutorial; + +extern vmCvar_t cg_painBlendUpRate; +extern vmCvar_t cg_painBlendDownRate; +extern vmCvar_t cg_painBlendMax; +extern vmCvar_t cg_painBlendScale; +extern vmCvar_t cg_painBlendZoom; + +//TA: hack to get class an carriage through to UI module +extern vmCvar_t ui_currentClass; +extern vmCvar_t ui_carriage; +extern vmCvar_t ui_stages; +extern vmCvar_t ui_dialog; +extern vmCvar_t ui_loading; +extern vmCvar_t ui_voteActive; +extern vmCvar_t ui_alienTeamVoteActive; +extern vmCvar_t ui_humanTeamVoteActive; + +extern vmCvar_t cg_debugRandom; + +extern vmCvar_t cg_optimizePrediction; +extern vmCvar_t cg_projectileNudge; +extern vmCvar_t cg_unlagged; + +// +// cg_main.c +// +const char *CG_ConfigString( int index ); +const char *CG_Argv( int arg ); + +void QDECL CG_Printf( const char *msg, ... ); +void QDECL CG_Error( const char *msg, ... ); + +void CG_StartMusic( void ); +int CG_PlayerCount( void ); + +void CG_UpdateCvars( void ); + +int CG_CrosshairPlayer( void ); +int CG_LastAttacker( void ); +void CG_LoadMenus( const char *menuFile ); +void CG_KeyEvent( int key, qboolean down ); +void CG_MouseEvent( int x, int y ); +void CG_EventHandling( int type ); +void CG_SetScoreSelection( void *menu ); +void CG_BuildSpectatorString( void ); + +qboolean CG_FileExists( char *filename ); +void CG_RemoveNotifyLine( void ); +void CG_AddNotifyText( void ); + + +// +// cg_view.c +// +void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA +void CG_TestModel_f( void ); +void CG_TestGun_f( void ); +void CG_TestModelNextFrame_f( void ); +void CG_TestModelPrevFrame_f( void ); +void CG_TestModelNextSkin_f( void ); +void CG_TestModelPrevSkin_f( void ); +void CG_AddBufferedSound( sfxHandle_t sfx ); +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); + + +// +// cg_drawtools.c +// +void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader ); +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ); +void CG_FillRect( float x, float y, float width, float height, const float *color ); +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, + vec4_t tcolor, float amount, qhandle_t hShader ); + +int CG_DrawStrlen( const char *str ); + +float *CG_FadeColor( int startMsec, int totalMsec ); +void CG_TileClear( void ); +void CG_ColorForHealth( vec4_t hcolor ); +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); + +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ); +void CG_DrawSides(float x, float y, float w, float h, float size); +void CG_DrawTopBottom(float x, float y, float w, float h, float size); +qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ); +char *CG_KeyBinding( const char *bind ); + + +// +// cg_draw.c +// +extern int sortedTeamPlayers[ TEAM_MAXOVERLAY ]; +extern int numSortedTeamPlayers; + +void CG_AddLagometerFrameInfo( void ); +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ); +void CG_CenterPrint( const char *str, int y, int charWidth ); +void CG_DrawActive( stereoFrame_t stereoView ); +void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y, + int ownerDraw, int ownerDrawFlags, int align, float special, + float scale, vec4_t color, qhandle_t shader, int textStyle); +void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style ); +int CG_Text_Width( const char *text, float scale, int limit ); +int CG_Text_Height( const char *text, float scale, int limit ); +float CG_GetValue(int ownerDraw); +void CG_RunMenuScript(char **args); +void CG_SetPrintString( int type, const char *p ); +void CG_GetTeamColor( vec4_t *color ); +const char *CG_GetKillerText( void ); +void CG_Text_PaintChar( float x, float y, float width, float height, float scale, + float s, float t, float s2, float t2, qhandle_t hShader ); +void CG_DrawLoadingScreen( void ); +void CG_UpdateMediaFraction( float newFract ); +void CG_ResetPainBlend( void ); +void CG_DrawField( float x, float y, int width, float cw, float ch, int value ); + +// +// cg_players.c +// +void CG_Player( centity_t *cent ); +void CG_Corpse( centity_t *cent ); +void CG_ResetPlayerEntity( centity_t *cent ); +void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team ); +void CG_NewClientInfo( int clientNum ); +void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin ); +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); +void CG_PlayerDisconnect( vec3_t org ); +void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ); +qboolean CG_AtHighestClass( void ); + +// +// cg_buildable.c +// +void CG_GhostBuildable( buildable_t buildable ); +void CG_Buildable( centity_t *cent ); +void CG_BuildableStatusParse( const char *filename, buildStat_t *bs ); +void CG_DrawBuildableStatus( void ); +void CG_InitBuildables( void ); +void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ); +void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ); + +// +// cg_animation.c +// +void CG_RunLerpFrame( lerpFrame_t *lf ); + +// +// cg_animmapobj.c +// +void CG_AnimMapObj( centity_t *cent ); +void CG_ModelDoor( centity_t *cent ); + +// +// cg_predict.c +// + +#define MAGIC_TRACE_HACK -2 + +void CG_BuildSolidList( void ); +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, int skipNumber, int mask ); +void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, + const vec3_t end, int skipNumber, int mask ); +void CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end, + const float startRadius, const float endRadius, int skipNumber, int mask ); +void CG_PredictPlayerState( void ); + + +// +// cg_events.c +// +void CG_CheckEvents( centity_t *cent ); +void CG_EntityEvent( centity_t *cent, vec3_t position ); +void CG_PainEvent( centity_t *cent, int health ); + + +// +// cg_ents.c +// +void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs ); +void CG_SetEntitySoundPosition( centity_t *cent ); +void CG_AddPacketEntities( void ); +void CG_Beam( centity_t *cent ); +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, 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 ); + + + + +// +// cg_weapons.c +// +void CG_NextWeapon_f( void ); +void CG_PrevWeapon_f( void ); +void CG_Weapon_f( void ); + +void CG_InitUpgrades( void ); +void CG_RegisterUpgrade( int upgradeNum ); +void CG_InitWeapons( void ); +void CG_RegisterWeapon( int weaponNum ); + +void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ); +void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum, + vec3_t origin, vec3_t dir, impactSound_t soundType ); +void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum ); +void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); +void CG_ShotgunFire( entityState_t *es ); + +void CG_AddViewWeapon (playerState_t *ps); +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); +void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ); +void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ); + + +// +// cg_scanner.c +// +void CG_UpdateEntityPositions( void ); +void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color ); +void CG_AlienSense( rectDef_t *rect ); + +// +// 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_snapshot.c +// +void CG_ProcessSnapshots( void ); + +// +// cg_consolecmds.c +// +qboolean CG_ConsoleCommand( void ); +void CG_InitConsoleCommands( void ); +qboolean CG_RequestScores( void ); + +// +// cg_servercmds.c +// +void CG_ExecuteNewServerCommands( int latestSequence ); +void CG_ParseServerinfo( void ); +void CG_SetConfigValues( void ); +void CG_ShaderStateChanged(void); + +// +// cg_playerstate.c +// +void CG_Respawn( void ); +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); +void CG_CheckChangedPredictableEvents( playerState_t *ps ); + +// +// cg_mem.c +// +void CG_InitMemory( void ); +void *CG_Alloc( int size ); +void CG_Free( void *ptr ); +void CG_DefragmentMemory( void ); + +// +// cg_attachment.c +// +qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v ); +qboolean CG_AttachmentDir( attachment_t *a, vec3_t v ); +qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] ); +qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v ); +int CG_AttachmentCentNum( attachment_t *a ); + +qboolean CG_Attached( attachment_t *a ); + +void CG_AttachToPoint( attachment_t *a ); +void CG_AttachToCent( attachment_t *a ); +void CG_AttachToTag( attachment_t *a ); +void CG_AttachToParticle( attachment_t *a ); +void CG_SetAttachmentPoint( attachment_t *a, vec3_t v ); +void CG_SetAttachmentCent( attachment_t *a, centity_t *cent ); +void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent, + qhandle_t model, char *tagName ); +void CG_SetAttachmentParticle( attachment_t *a, particle_t *p ); + +void CG_SetAttachmentOffset( attachment_t *a, vec3_t v ); + +// +// cg_particles.c +// +void CG_LoadParticleSystems( void ); +qhandle_t CG_RegisterParticleSystem( char *name ); + +particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle ); +void CG_DestroyParticleSystem( particleSystem_t **ps ); + +qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps ); +qboolean CG_IsParticleSystemValid( particleSystem_t **ps ); + +void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal ); + +void CG_AddParticles( void ); + +void CG_ParticleSystemEntity( centity_t *cent ); + +void CG_TestPS_f( void ); +void CG_DestroyTestPS_f( void ); + +// +// cg_trails.c +// +void CG_LoadTrailSystems( void ); +qhandle_t CG_RegisterTrailSystem( char *name ); + +trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle ); +void CG_DestroyTrailSystem( trailSystem_t **ts ); + +qboolean CG_IsTrailSystemValid( trailSystem_t **ts ); + +void CG_AddTrails( void ); + +void CG_TestTS_f( void ); +void CG_DestroyTestTS_f( void ); + +// +// cg_ptr.c +// +int CG_ReadPTRCode( void ); +void CG_WritePTRCode( int code ); + +// +// cg_tutorial.c +// +const char *CG_TutorialText( void ); + +// +//=============================================== + +// +// system traps +// These functions are how the cgame communicates with the main game system +// + + +// print message on the local console +void trap_Print( const char *fmt ); + +// abort the game +void trap_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 trap_Milliseconds( void ); + +// console variable interaction +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void trap_Cvar_Update( vmCvar_t *vmCvar ); +void trap_Cvar_Set( const char *var_name, const char *value ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +// ServerCommand and ConsoleCommand parameter access +int trap_Argc( void ); +void trap_Argv( int n, char *buffer, int bufferLength ); +void trap_Args( char *buffer, int bufferLength ); +void trap_LiteralArgs( char *buffer, int bufferLength ); + +// filesystem access +// returns length of file +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void trap_FS_FCloseFile( fileHandle_t f ); +void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t +int trap_FS_GetFileList( const char *path, const char *extension, + char *listbuf, int bufsize ); + +// 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 trap_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 trap_AddCommand( const char *cmdName ); + +// send a string to the server over the network +void trap_SendClientCommand( const char *s ); + +// force a screen update, only used during gamestate load +void trap_UpdateScreen( void ); + +// model collision +void trap_CM_LoadMap( const char *mapname ); +int trap_CM_NumInlineModels( void ); +clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ); +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ); +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); +void trap_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 trap_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 ); +void trap_CM_CapsuleTrace( 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 trap_CM_TransformedCapsuleTrace( 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 ); +void trap_CM_BiSphereTrace( trace_t *results, const vec3_t start, + const vec3_t end, float startRad, float endRad, + clipHandle_t model, int mask ); +void trap_CM_TransformedBiSphereTrace( trace_t *results, const vec3_t start, + const vec3_t end, float startRad, float endRad, + clipHandle_t model, int mask, + const vec3_t origin ); + +// Returns the projection of a polygon onto the solid brushes in the world +int trap_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 trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); +void trap_S_StopLoopingSound( int entnum ); + +// a local sound is always played full volume +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +void trap_S_ClearLoopingSounds( qboolean killall ); +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ); + +// respatialize recalculates the volumes of sound as they should be heard by the +// given entityNum and position +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music +void trap_S_StopBackgroundTrack( void ); + + +void trap_R_LoadWorldMap( const char *mapname ); + +// all media should be registered during level startup to prevent +// hitches during gameplay +qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found +qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found + +// 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 trap_R_ClearScene( void ); +void trap_R_AddRefEntityToScene( const refEntity_t *re ); + +// polys are intended for simple wall marks, not really for doing +// significant construction +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys ); +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); +void trap_R_RenderScene( const refdef_t *fd ); +void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1 +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ); +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ); +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); + +// 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 trap_GetGlconfig( glconfig_t *glconfig ); + +// the gamestate should be grabbed at startup, and whenever a +// configstring changes +void trap_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 trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ); + +#ifdef MODULE_INTERFACE_11 +typedef struct { + 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 gravity; + 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 legsTimer; // don't change low priority animations until this runs out + int legsAnim; // mask off ANIM_TOGGLEBIT + + int torsoTimer; // don't change low priority animations until this runs out + int torsoAnim; // mask off ANIM_TOGGLEBIT + + int movementDir; // a number 0 to 7 that represents the reletive 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 + + vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL + + 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; + + vec3_t viewangles; // for fixed views + 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 misc[MAX_MISC]; // misc data + int ammo[16]; + + int generic1; + int loopSound; + int otherEntityNum; + + // not communicated over the net at all + int ping; // server to game info for scoreboard + int pmove_framecount; // FIXME: don't transmit over the network + int jumppad_frame; + int entityEventSequence; +} moduleAlternatePlayerState_t; + +typedef 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; // ENTITYNUM_NONE = in air + + int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24) + int loopSound; // constantly loop this sound + + int modelindex; + int modelindex2; + int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses + int frame; + + int solid; // for client side prediction, trap_linkentity sets this properly + + int event; // impulse events -- muzzle flashes, footsteps, etc + int eventParm; + + // for players + int misc; // bit flags + int weapon; // determines weapon and flash model, etc + int legsAnim; // mask off ANIM_TOGGLEBIT + int torsoAnim; // mask off ANIM_TOGGLEBIT + + int generic1; +} moduleAlternateEntityState_t; + +typedef struct +{ + int snapFlags; // SNAPFLAG_RATE_DELAYED, etc + int ping; + + int serverTime; // server time the message is valid for (in msec) + + byte areamask[ MAX_MAP_AREA_BYTES ]; // portalarea visibility bits + + moduleAlternatePlayerState_t ps; // complete information about the current player at this time + + int numEntities; // all of the entities that need to be presented + moduleAlternateEntityState_t entities[ MAX_ENTITIES_IN_SNAPSHOT ]; // at the time of this snapshot + + int numServerCommands; // text based server commands to execute when this + int serverCommandSequence; // snapshot becomes current +} moduleAlternateSnapshot_t; + +qboolean trap_GetSnapshot( int snapshotNumber, moduleAlternateSnapshot_t *snapshot ); +#else +// 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 trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); +#endif + +// 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 trap_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 trap_GetCurrentCmdNumber( void ); + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); + +// used for the weapon select and zoom +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); + +// aids for VM testing +void testPrintInt( char *string, int i ); +void testPrintFloat( char *string, float f ); + +int trap_MemoryRemaining( void ); +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); +qboolean trap_Key_IsDown( int keynum ); +int trap_Key_GetCatcher( void ); +void trap_Key_SetCatcher( int catcher ); +int trap_Key_GetKey( const char *binding ); +void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ); +void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ); +void trap_Key_SetBinding( int keynum, const char *binding ); + +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ); +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 trap_SnapVector( float *v ); +int trap_RealTime( qtime_t *tm ); + +qboolean trap_loadCamera( const char *name ); +void trap_startCamera( int time ); +qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles ); + +qboolean trap_GetEntityToken( char *buffer, int bufferSize ); + +int trap_GetDemoState( void ); +int trap_GetDemoPos( void ); +void trap_GetDemoName( char *buffer, int size ); + +// cg_drawCrosshair settings +#define CROSSHAIR_ALWAYSOFF 0 +#define CROSSHAIR_RANGEDONLY 1 +#define CROSSHAIR_ALWAYSON 2 + -- cgit