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Diffstat (limited to 'src/cgame/cg_local.h')
-rw-r--r-- | src/cgame/cg_local.h | 1630 |
1 files changed, 0 insertions, 1630 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h deleted file mode 100644 index bbf15533..00000000 --- a/src/cgame/cg_local.h +++ /dev/null @@ -1,1630 +0,0 @@ -// Copyright (C) 1999-2000 Id Software, Inc. -// - -/* - * Portions Copyright (C) 2000-2001 Tim Angus - * - * This program 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, or (at your option) - * any later version. - * - * 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, write to the Free Software - * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - */ - -/* To assertain which portions are licensed under the GPL and which are - * licensed by Id Software, Inc. please run a diff between the equivalent - * versions of the "Tremulous" modification and the unmodified "Quake3" - * game source code. - */ - -#include "../game/q_shared.h" -#include "tr_types.h" -#include "../game/bg_public.h" -#include "cg_public.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 -#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 - -#define TEAMCHAT_WIDTH 80 -#define TEAMCHAT_HEIGHT 8 - -// 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" - -#define DEFAULT_REDTEAM_NAME "Stroggs" -#define DEFAULT_BLUETEAM_NAME "Pagans" - -typedef enum { - FOOTSTEP_NORMAL, - FOOTSTEP_BOOT, - FOOTSTEP_FLESH, - FOOTSTEP_MECH, - FOOTSTEP_ENERGY, - FOOTSTEP_METAL, - FOOTSTEP_SPLASH, - - FOOTSTEP_TOTAL -} footstep_t; - -typedef enum { - IMPACTSOUND_DEFAULT, - IMPACTSOUND_METAL, - IMPACTSOUND_FLESH -} impactSound_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 - -// 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; - - -typedef struct { - lerpFrame_t legs, torso, flag; - int painTime; - int painDirection; // flip from 0 to 1 - int lightningFiring; - - // railgun trail spawning - vec3_t railgunImpact; - qboolean railgunFlash; - - // 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 -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 previousEvent; - int teleportFlag; - - int trailTime; // so missile trails can handle dropped initial packets - int dustTrailTime; - 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; - - //TA: value to store corpse number - int corpseNum; -} centity_t; - - -//====================================================================== - -// local entities are created as a result of events or predicted actions, -// and live independantly 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_EXPLOSION, - LE_SPRITE_EXPLOSION, - LE_FRAGMENT, - LE_MOVE_SCALE_FADE, - LE_FALL_SCALE_FADE, - LE_FADE_RGB, - LE_SCALE_FADE -} 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 -} leFlag_t; - -typedef enum { - LEMT_NONE, - LEMT_BURN, - LEMT_BLOOD, - LEMT_GREENBLOOD, //TA: when droids are injured - LEMT_BANG //TA: human item explosions -} leMarkType_t; // fragment local entities can leave marks on walls - -typedef enum { - LEBS_NONE, - LEBS_BLOOD, - LEBS_BANG, //TA: human item explosions - LEBS_BRASS -} leBounceSoundType_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; - int fadeInTime; - - 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; - - leMarkType_t leMarkType; // mark to leave on fragment impact - leBounceSoundType_t leBounceSoundType; - - refEntity_t refEntity; -} localEntity_t; - -//====================================================================== - - -typedef struct { - int client; - int score; - int ping; - int time; - int scoreFlags; - int powerUps; - int accuracy; - int impressiveCount; - int excellentCount; - int guantletCount; - int defendCount; - int assistCount; - int captures; - qboolean perfect; - int team; -} 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]; - team_t team; - - int botSkill; // 0 = not bot, 1-5 = bot - - vec3_t color; - - 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]; - char redTeam[MAX_TEAMNAME]; - char blueTeam[MAX_TEAMNAME]; - - qboolean deferred; - - qboolean newAnims; // true if using the new mission pack animations - - 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 modelIcon; - - animation_t animations[MAX_TOTALANIMATIONS]; - - sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; -} clientInfo_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; - gitem_t *item; - - 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 - - float flashDlight; - vec3_t flashDlightColor; - sfxHandle_t flashSound[4]; // fast firing weapons randomly choose - - qhandle_t weaponIcon; - qhandle_t ammoIcon; - - qhandle_t ammoModel; - - qhandle_t missileModel; - sfxHandle_t missileSound; - void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); - float missileDlight; - vec3_t missileDlightColor; - int missileRenderfx; - - void (*ejectBrassFunc)( centity_t * ); - - float trailRadius; - float wiTrailTime; - - sfxHandle_t readySound; - sfxHandle_t firingSound; - qboolean loopFireSound; -} weaponInfo_t; - -typedef struct upgradeInfo_s { - qboolean registered; - gitem_t *item; - - qhandle_t upgradeIcon; -} upgradeInfo_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[MAX_ITEM_MODELS]; - qhandle_t icon; -} itemInfo_t; - - -typedef struct { - int itemNum; -} powerupInfo_t; - -#define MAX_SKULLTRAIL 10 - -typedef struct { - vec3_t positions[MAX_SKULLTRAIL]; - int numpositions; -} skulltrail_t; - - -#define MAX_REWARDSTACK 10 -#define MAX_SOUNDBUFFER 20 - -//====================================================================== - -// 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 - -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; - 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 - - // skull trails - skulltrail_t skulltrails[MAX_CLIENTS]; - - // 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]; - - // 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; - char testModelName[MAX_QPATH]; - qboolean testGun; - -} 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 charsetProp; - qhandle_t charsetPropGlow; - qhandle_t charsetPropB; - qhandle_t whiteShader; - - qhandle_t redCubeModel; - qhandle_t blueCubeModel; - qhandle_t redCubeIcon; - qhandle_t blueCubeIcon; - - qhandle_t redFlagModel; - qhandle_t blueFlagModel; - qhandle_t neutralFlagModel; - qhandle_t redFlagShader[3]; - qhandle_t blueFlagShader[3]; - qhandle_t flagShader[4]; -#ifdef NEW_ANIMS - qhandle_t flagPoleModel; - qhandle_t flagFlapModel; - - qhandle_t redFlagFlapSkin; - qhandle_t blueFlagFlapSkin; - qhandle_t neutralFlagFlapSkin; - - qhandle_t redFlagBaseModel; - qhandle_t blueFlagBaseModel; - qhandle_t neutralFlagBaseModel; - - qhandle_t overloadBaseModel; - qhandle_t overloadTargetModel; - qhandle_t overloadLightsModel; - qhandle_t overloadEnergyModel; - - qhandle_t harvesterModel; - qhandle_t harvesterRedSkin; - qhandle_t harvesterBlueSkin; - qhandle_t harvesterNeutralModel; -#endif - - qhandle_t armorModel; - qhandle_t armorIcon; - - qhandle_t teamStatusBar; - - qhandle_t deferShader; - - // gib explosions - qhandle_t gibAbdomen; - qhandle_t gibArm; - qhandle_t gibChest; - qhandle_t gibFist; - qhandle_t gibFoot; - qhandle_t gibForearm; - qhandle_t gibIntestine; - qhandle_t gibLeg; - qhandle_t gibSkull; - qhandle_t gibBrain; - - qhandle_t smoke2; - - qhandle_t machinegunBrassModel; - qhandle_t shotgunBrassModel; - - qhandle_t railRingsShader; - qhandle_t railCoreShader; - - qhandle_t lightningShader; - - qhandle_t friendShader; - - qhandle_t balloonShader; - qhandle_t connectionShader; - - qhandle_t selectShader; - qhandle_t viewBloodShader; - qhandle_t tracerShader; - qhandle_t crosshairShader[NUM_CROSSHAIRS]; - qhandle_t lagometerShader; - qhandle_t backTileShader; - qhandle_t noammoShader; - - qhandle_t smokePuffShader; - qhandle_t smokePuffRageProShader; - qhandle_t shotgunSmokePuffShader; - qhandle_t plasmaBallShader; - qhandle_t waterBubbleShader; - qhandle_t bloodTrailShader; - - //TA: extra stuff - qhandle_t explosionShader; - qhandle_t greenBloodTrailShader; - qhandle_t greenBloodMarkShader; - qhandle_t greenBloodExplosionShader; - qhandle_t explosionTrailShader; - - qhandle_t humanNV; - qhandle_t droidNav10; - qhandle_t droidNav15; - qhandle_t droidNav20; - qhandle_t droidNav25; - qhandle_t droidNav30; - qhandle_t droidNav35; - qhandle_t droidNav40; - qhandle_t droidNav45; - qhandle_t droidNav50; - qhandle_t droidNav55; - qhandle_t droidNav60; - qhandle_t droidNav65; - qhandle_t droidNav70; - qhandle_t droidNav75; - qhandle_t droidNav80; - qhandle_t droidHealth; - - qhandle_t flameShader; - qhandle_t flameExplShader; - qhandle_t creepShader; - - qhandle_t scannerShader; - qhandle_t scannerBlipShader; - qhandle_t scannerLineShader; - - - qhandle_t numberShaders[11]; - - qhandle_t shadowMarkShader; - - qhandle_t botSkillShaders[5]; - - // wall mark shaders - qhandle_t wakeMarkShader; - qhandle_t bloodMarkShader; - qhandle_t bulletMarkShader; - qhandle_t burnMarkShader; - qhandle_t holeMarkShader; - qhandle_t energyMarkShader; - - // powerup shaders - qhandle_t quadShader; - qhandle_t redQuadShader; - qhandle_t quadWeaponShader; - qhandle_t invisShader; - qhandle_t regenShader; - qhandle_t battleSuitShader; - qhandle_t battleWeaponShader; - qhandle_t hastePuffShader; - qhandle_t redKamikazeShader; - qhandle_t blueKamikazeShader; - - // weapon effect models - qhandle_t bulletFlashModel; - qhandle_t ringFlashModel; - qhandle_t dishFlashModel; - qhandle_t lightningExplosionModel; - - // weapon effect shaders - qhandle_t railExplosionShader; - qhandle_t plasmaExplosionShader; - qhandle_t bulletExplosionShader; - qhandle_t rocketExplosionShader; - qhandle_t grenadeExplosionShader; - qhandle_t bfgExplosionShader; - qhandle_t bloodExplosionShader; - - // special effects models - qhandle_t teleportEffectModel; - qhandle_t teleportEffectShader; - - // scoreboard headers - qhandle_t scoreboardName; - qhandle_t scoreboardPing; - qhandle_t scoreboardScore; - qhandle_t scoreboardTime; - - // medals shown during gameplay - qhandle_t medalImpressive; - qhandle_t medalExcellent; - qhandle_t medalGauntlet; - qhandle_t medalDefend; - qhandle_t medalAssist; - qhandle_t medalCapture; - - // sounds - sfxHandle_t quadSound; - sfxHandle_t tracerSound; - sfxHandle_t selectSound; - sfxHandle_t useNothingSound; - sfxHandle_t wearOffSound; - sfxHandle_t footsteps[FOOTSTEP_TOTAL][4]; - sfxHandle_t sfx_lghit1; - sfxHandle_t sfx_lghit2; - sfxHandle_t sfx_lghit3; - sfxHandle_t sfx_ric1; - sfxHandle_t sfx_ric2; - sfxHandle_t sfx_ric3; - sfxHandle_t sfx_railg; - sfxHandle_t sfx_rockexp; - sfxHandle_t sfx_plasmaexp; - sfxHandle_t gibSound; - sfxHandle_t gibBounce1Sound; - sfxHandle_t gibBounce2Sound; - sfxHandle_t gibBounce3Sound; - sfxHandle_t teleInSound; - sfxHandle_t teleOutSound; - sfxHandle_t noAmmoSound; - sfxHandle_t respawnSound; - sfxHandle_t talkSound; - sfxHandle_t landSound; - sfxHandle_t fallSound; - sfxHandle_t jumpPadSound; - - sfxHandle_t oneMinuteSound; - sfxHandle_t fiveMinuteSound; - sfxHandle_t suddenDeathSound; - - sfxHandle_t threeFragSound; - sfxHandle_t twoFragSound; - sfxHandle_t oneFragSound; - - sfxHandle_t hitSound; - sfxHandle_t hitSoundHighArmor; - sfxHandle_t hitSoundLowArmor; - sfxHandle_t hitTeamSound; - sfxHandle_t impressiveSound; - sfxHandle_t excellentSound; - sfxHandle_t deniedSound; - sfxHandle_t humiliationSound; - sfxHandle_t assistSound; - sfxHandle_t defendSound; - sfxHandle_t firstImpressiveSound; - sfxHandle_t firstExcellentSound; - sfxHandle_t firstHumiliationSound; - - sfxHandle_t takenLeadSound; - sfxHandle_t tiedLeadSound; - sfxHandle_t lostLeadSound; - - sfxHandle_t voteNow; - sfxHandle_t votePassed; - sfxHandle_t voteFailed; - - sfxHandle_t watrInSound; - sfxHandle_t watrOutSound; - sfxHandle_t watrUnSound; - - sfxHandle_t flightSound; - sfxHandle_t medkitSound; - - sfxHandle_t weaponHoverSound; - - // teamplay sounds - sfxHandle_t captureAwardSound; - sfxHandle_t redScoredSound; - sfxHandle_t blueScoredSound; - sfxHandle_t redLeadsSound; - sfxHandle_t blueLeadsSound; - sfxHandle_t teamsTiedSound; - - sfxHandle_t captureYourTeamSound; - sfxHandle_t captureOpponentSound; - sfxHandle_t returnYourTeamSound; - sfxHandle_t returnOpponentSound; - sfxHandle_t takenYourTeamSound; - sfxHandle_t takenOpponentSound; - - sfxHandle_t redFlagReturnedSound; - sfxHandle_t blueFlagReturnedSound; - sfxHandle_t neutralFlagReturnedSound; - sfxHandle_t enemyTookYourFlagSound; - sfxHandle_t enemyTookTheFlagSound; - sfxHandle_t yourTeamTookEnemyFlagSound; - sfxHandle_t yourTeamTookTheFlagSound; - sfxHandle_t youHaveFlagSound; - sfxHandle_t yourBaseIsUnderAttackSound; - sfxHandle_t holyShitSound; - - // tournament sounds - sfxHandle_t count3Sound; - sfxHandle_t count2Sound; - sfxHandle_t count1Sound; - sfxHandle_t countFightSound; - sfxHandle_t countPrepareSound; - - qhandle_t cursor; - qhandle_t selectCursor; - qhandle_t sizeCursor; - - sfxHandle_t regenSound; - sfxHandle_t protectSound; - sfxHandle_t n_healthSound; - sfxHandle_t hgrenb1aSound; - sfxHandle_t hgrenb2aSound; - sfxHandle_t wstbimplSound; - sfxHandle_t wstbimpmSound; - sfxHandle_t wstbimpdSound; - sfxHandle_t wstbactvSound; - -} cgMedia_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 - gametype_t gametype; - int dmflags; - int teamflags; - int fraglimit; - int capturelimit; - int timelimit; - int maxclients; - char mapname[MAX_QPATH]; - char redTeam[MAX_QPATH]; - char blueTeam[MAX_QPATH]; - - 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 - int redflag, blueflag; // flag status from configstrings - int flagStatus; - - qboolean newHud; - - int hBuildPoints, aBuildPoints; - - // - // locally derived information from gamestate - // - qhandle_t gameModels[MAX_MODELS]; - 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]; - - // teamchat width is *3 because of embedded color codes - char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1]; - int teamChatMsgTimes[TEAMCHAT_HEIGHT]; - int teamChatPos; - int teamLastChatPos; - - int cursorX; - int cursorY; - qboolean eventHandling; - qboolean mouseCaptured; - qboolean sizingHud; - void *capturedItem; - qhandle_t activeCursor; - - // orders - int currentOrder; - qboolean orderPending; - int orderTime; - int currentVoiceClient; - int acceptOrderTime; - int acceptTask; - int acceptLeader; - char acceptVoice[MAX_NAME_LENGTH]; - - // 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]; - -extern itemInfo_t cg_items[MAX_ITEMS]; -extern markPoly_t cg_markPolys[MAX_MARK_POLYS]; - -//TA: -typedef struct -{ - vec3_t droidItemPositions[ MAX_ITEMS ]; - int droidItemTimes[ MAX_ITEMS ]; - int numDroidItems; - - vec3_t humanItemPositions[ MAX_ITEMS ]; - int numHumanItems; - - vec3_t droidClientPositions[ MAX_CLIENTS ]; - int droidClientClass; - int numDroidClients; - - vec3_t humanClientPositions[ MAX_CLIENTS ]; - int humanClientClass; - int numHumanClients; - -} cgItemPos_t; - -extern cgItemPos_t cgIP; - - -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_drawFPS; -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_crosshairSize; -extern vmCvar_t cg_crosshairHealth; -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_railTrailTime; -extern vmCvar_t cg_errorDecay; -extern vmCvar_t cg_nopredict; -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_teamChatTime; -extern vmCvar_t cg_teamChatHeight; -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_creepRes; -extern vmCvar_t cg_drawSurfNormal; - -// -// 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 ); - -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_RankRunFrame( void ); -void CG_SetScoreSelection(void *menu); -score_t *CG_GetSelectedScore(); -void CG_BuildSpectatorString(); - - -// -// cg_view.c -// -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_ZoomDown_f( void ); -void CG_ZoomUp_f( void ); -void CG_AddBufferedSound( sfxHandle_t sfx); -void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); - - -// -// cg_drawtools.c -// -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 ); -//TA: draw a pic weighted between two colors. <- hmm me is turning into a yank. -void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader ); -void CG_DrawString( float x, float y, const char *string, - float charWidth, float charHeight, const float *modulate ); - - -void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, - qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ); -void CG_DrawBigString( int x, int y, const char *s, float alpha ); -void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); -void CG_DrawSmallString( int x, int y, const char *s, float alpha ); -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 ); -float *CG_TeamColor( int team ); -void CG_TileClear( void ); -void CG_ColorForHealth( vec4_t hcolor ); -void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); - -void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); -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); - - -// -// cg_draw.c -// -extern int sortedTeamPlayers[TEAM_MAXOVERLAY]; -extern int numSortedTeamPlayers; -extern int drawTeamOverlayModificationCount; -extern char systemChat[256]; -extern char teamChat1[256]; -extern char teamChat2[256]; - -void CG_AddLagometerFrameInfo( void ); -void CG_AddLagometerSnapshotInfo( snapshot_t *snap ); -void CG_CenterPrint( const char *str, int y, int charWidth ); -void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ); -void CG_DrawActive( stereoFrame_t stereoView ); -void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ); -void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ); -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); -void CG_SelectPrevPlayer(); -void CG_SelectNextPlayer(); -float CG_GetValue(int ownerDraw); -qboolean CG_OwnerDrawVisible(int flags); -void CG_RunMenuScript(char **args); -void CG_ShowResponseHead(); -void CG_SetPrintString(int type, const char *p); -void CG_InitTeamChat(); -void CG_GetTeamColor(vec4_t *color); -const char *CG_GetGameStatusText(); -const char *CG_GetKillerText(); -void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ); -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_CheckOrderPending(); -const char *CG_GameTypeString(); -qboolean CG_YourTeamHasFlag(); -qboolean CG_OtherTeamHasFlag(); -qhandle_t CG_StatusHandle(int task); - -// -// cg_player.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( int clientNum ); -sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); - -// -// cg_predict.c -// -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_PredictPlayerState( void ); -void CG_LoadDeferredPlayers( 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 ); -void CG_PainEvent( centity_t *cent, int health ); - - -// -// cg_ents.c -// -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_RegisterWeapon( int weaponNum ); -void CG_RegisterItemVisuals( int itemNum ); - -void CG_FireWeapon( centity_t *cent ); -void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ); -void CG_Explosion( int clientNum, vec3_t origin, vec3_t dir ); -void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ); -void CG_ShotgunFire( entityState_t *es ); -void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); - -void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end ); -void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ); -void CG_AddViewWeapon (playerState_t *ps); -void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); -void CG_DrawWeaponSelect( void ); - -void CG_OutOfAmmoChange( void ); // should this be in pmove? - - -// -// cg_creep.c -// -void CG_Creep( centity_t *cent ); - -// -// cg_scanner.c -// -void CG_Scanner( void ); - -// -// 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_SmokePuff( const vec3_t p, - const vec3_t vel, - float radius, - float r, float g, float b, float a, - float duration, - int startTime, - int fadeInTime, - int leFlags, - qhandle_t hShader ); -void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); -void CG_SpawnEffect( vec3_t org ); -void CG_GibPlayer( vec3_t playerOrigin ); -void CG_BigExplode( vec3_t playerOrigin ); - -void CG_Bleed( vec3_t origin, int entityNum ); - -localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, - qhandle_t hModel, qhandle_t shader, int msec, - qboolean isSprite ); - -// -// cg_snapshot.c -// -void CG_ProcessSnapshots( void ); - -// -// cg_info.c -// -void CG_LoadingString( const char *s ); -void CG_LoadingItem( int itemNum ); -void CG_LoadingClient( int clientNum ); -void CG_DrawInformation( void ); - -// -// cg_scoreboard.c -// -qboolean CG_DrawOldScoreboard( void ); -void CG_DrawOldTourneyScoreboard( void ); - -// -// cg_consolecmds.c -// -qboolean CG_ConsoleCommand( void ); -void CG_InitConsoleCommands( void ); - -// -// cg_servercmds.c -// -void CG_ExecuteNewServerCommands( int latestSequence ); -void CG_ParseServerinfo( void ); -void CG_SetConfigValues( void ); -void CG_LoadVoiceChats( void ); -void CG_ShaderStateChanged(void); -void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ); -void CG_PlayBufferedVoiceChats( 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_Alloc( int size ); - -//=============================================== - -// -// 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 ); - -// 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 ); - -// 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 ); - -// 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 ); - -// repatialize 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_AddLightToScene( 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 ); - -// 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 ); - -// 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 ); - -//TA: um... -//typedef enum { -// SYSTEM_PRINT, -// CHAT_PRINT, -// TEAMCHAT_PRINT -//}; - - -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 ); - |