openmohaa/code/cgame/cg_commands.h

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/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// DESCRIPTION:
// client side entity commands
/*
The cg_command system is used for a variety of different functions, but mostly it is
used for spawning client side temp models. Either through the use of emitters or
commands that are tied to various frames of animation.
The ctempmodel_t class is the data structure for all of the static tempmodels.
These are updated every frame and refEntity and refSprite data is created and added
to the renderer for drawing.
The spawnthing_t is the intermediate data holder. When the TIKI file is processed
the spawnthing_t is cleared out and values are assigned based on the commands issued.
cg_common_data is a list of common data elements that are the same in the ctempmodel_t and
the spawhthing_t
After the m_spawnthing is filled in, 1 or more ctempmodel_t structures are spawned.
The ClientCommandManager is the listener that process all of the commands in the
TIKI file, similar to ScriptMaster in the server game dll.
*/
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#pragma once
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#include "cg_local.h"
#include "listener.h"
#include "script.h"
#include "vector.h"
#include "../qcommon/qcommon.h"
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#define EMITTER_DEFAULT_LIFE 1000
#define MAX_EMITTERS 32
#define MAX_SWIPES 32
#define T_RANDSCALE (1 << 0)
#define T_SCALEANIM (1 << 1)
#define T_SPHERE (1 << 2)
#define T_INWARDSPHERE (1 << 3)
#define T_CIRCLE (1 << 4)
#define T_FADE (1 << 5)
#define T_DIETOUCH (1 << 6)
#define T_ANGLES (1 << 7)
#define T_WAVE (1 << 8)
#define T_SWARM (1 << 9)
#define T_ALIGN (1 << 10)
#define T_COLLISION (1 << 11)
#define T_FLICKERALPHA (1 << 12)
#define T_DLIGHT (1 << 13)
#define T_FADEIN (1 << 14)
#define T_GLOBALFADEIN (1 << 15)
#define T_GLOBALFADEOUT (1 << 16)
#define T_PARENTLINK (1 << 17)
#define T_RANDOMROLL (1 << 18)
#define T_HARDLINK (1 << 19)
#define T_ANIMATEONCE (1 << 20)
#define T_BEAMTHING (1 << 21)
#define T_RANDVELAXIS (1 << 22)
#define T_BOUNCESOUND (1 << 23)
#define T_BOUNCESOUNDONCE (1 << 24)
#define T_TWINKLE (1 << 25)
#define T_TWINKLE_OFF (1 << 26)
#define T_ALIGNONCE (1 << 27)
#define T_SCALEUPDOWN (1 << 28)
#define T_AUTOCALCLIFE (1 << 29)
#define T_ASSIGNED_NUMBER (1 << 30)
#define T_DETAIL (1 << 31)
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#define T2_MOVE (1 << 0)
#define T2_AMOVE (1 << 1)
#define T2_ACCEL (1 << 2)
#define T2_TRAIL (1 << 3)
#define T2_PHYSICS_EVERYFRAME (1 << 4)
#define T2_TEMPORARY_DECAL (1 << 5)
#define T2_BOUNCE_DECAL (1 << 6)
#define T2_PARALLEL (1 << 7)
#define T2_VOLUMETRIC (1 << 8)
#define T2_COLOR_AVEL (1 << 9)
#define T2_WIND_AFFECT (1 << 10)
#define T2_SPRITEGRIDLIGHTING (1 << 11)
#define T2_WATERONLY (1 << 12)
#define T2_ALIGNSTRETCH (1 << 13)
#define T2_ALWAYSDRAW (1 << 14)
#define T2_CLAMP_VEL (1 << 15)
#define T2_CLAMP_VEL_AXIS (1 << 16)
#define T2_CONE (1 << 17)
#define T2_RADIALVELOCITY (1 << 18)
#define T2_FRICTION (1 << 19)
#define T2_VARYCOLOR (1 << 20)
#define T2_SPIN (1 << 21)
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#define T2_RELATIVEANGLES (1 << 22)
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#define T2_NOTAGAXIS (1 << 23)
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class spawnthing_t;
class specialeffect_t;
class MemArchiver;
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typedef enum {
NOT_RANDOM,
RANDOM,
CRANDOM
} randtype_t;
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class cg_common_data : public Class
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{
public:
cg_common_data();
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int life;
int createTime;
Vector origin;
Vector oldorigin;
Vector accel;
Vector angles;
Vector velocity;
Vector avelocity;
Vector parentOrigin;
Vector parentMins;
Vector parentMaxs;
Vector minVel;
Vector maxVel;
float color[4];
float alpha;
float scaleRate;
float scalemin;
float scalemax;
float bouncefactor;
int bouncecount;
int maxbouncecount;
str bouncesound;
int bouncesound_delay;
int flags;
int flags2;
dtiki_t *tiki;
int swarmfreq;
float swarmmaxspeed;
float swarmdelta;
float lightIntensity;
int lightType;
int fadeintime;
int fadedelay;
int parent;
int collisionmask;
int min_twinkletimeoff;
int max_twinkletimeoff;
int min_twinkletimeon;
int max_twinkletimeon;
int lightstyle;
int physicsRate;
float scale;
float scale2;
str swipe_shader;
str swipe_tag_start;
str swipe_tag_end;
str shadername;
float swipe_life;
float friction;
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float decal_orientation;
float decal_radius;
float spin_rotation;
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
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inline cg_common_data::cg_common_data()
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{
int i;
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bouncesound_delay = 0;
life = 0;
createTime = 0;
alpha = 0;
fadedelay = 0;
lightIntensity = 0;
lightType = (dlighttype_t)0;
bouncefactor = 0;
bouncecount = 0;
maxbouncecount = 0;
scaleRate = 0;
scale = 1;
scalemin = 0;
scalemax = 0;
swarmfreq = 0;
swarmmaxspeed = 0;
swarmdelta = 0;
flags = 0;
flags2 = 0;
fadeintime = 0;
parent = 0;
tiki = nullptr;
collisionmask = 0;
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min_twinkletimeoff = 0;
max_twinkletimeoff = 0;
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min_twinkletimeon = 0;
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max_twinkletimeoff = 0;
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lightstyle = -1;
physicsRate = 10;
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for (i = 0; i < 4; i++) {
color[i] = 0;
}
}
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class ctempmodel_t : public Class
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{
public:
ctempmodel_t();
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class ctempmodel_t *next;
class ctempmodel_t *prev;
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cg_common_data cgd;
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str modelname;
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refEntity_t lastEnt;
refEntity_t ent;
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int number;
int lastAnimTime;
int lastPhysicsTime;
int killTime;
int next_bouncesound_time;
int seed;
int twinkleTime;
int aliveTime;
qboolean addedOnce;
qboolean lastEntValid;
spawnthing_t *m_spawnthing;
void (*touchfcn)(ctempmodel_t *ct, trace_t *trace);
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
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inline ctempmodel_t::ctempmodel_t()
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{
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number = 0;
lastPhysicsTime = 0;
lastAnimTime = 0;
killTime = 0;
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next_bouncesound_time = 0;
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seed = 0;
twinkleTime = 0;
aliveTime = 0;
addedOnce = qfalse;
lastEntValid = qfalse;
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}
enum class vsstypes_t : unsigned char {
VST_DEFAULT,
VST_GUN,
VST_IMPACT,
VST_DIRT,
VST_HEAVY,
VST_STEAM,
VST_MIST,
VST_SGREN,
VST_GRENADE,
VST_FIRE,
VST_GREASEFIRE,
VST_DEBRIS,
NUM_VSS_TYPES
};
class cvssource_t
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{
public:
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cvssource_t *next;
cvssource_t *prev;
cvssource_t *stnext;
int stindex;
Vector lastOrigin;
float lastRadius;
float lastDensity;
float lastColor[3];
float lastLighting[3];
Vector newOrigin;
float newRadius;
float newDensity;
float newColor[3];
float newLighting[3];
float ooRadius;
Vector velocity;
float startAlpha;
int roll;
Vector repulsion;
int lifeTime;
int collisionmask;
int parent;
int flags;
int flags2;
int smokeType;
float typeInfo;
float fadeMult;
float scaleMult;
int lastPhysicsTime;
int lastLightingTime;
qboolean lastValid;
public:
cvssource_t();
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
inline cvssource_t::cvssource_t()
: next(NULL)
, prev(NULL)
, stnext(NULL)
, stindex(0)
, lastRadius(0)
, lastDensity(0)
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, lastColor {0}
, lastLighting {0}
, newRadius(0)
, newDensity(0)
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, newColor {0}
, newLighting {0}
, ooRadius(0)
, startAlpha(0)
, roll(0)
, lifeTime(0)
, collisionmask(0)
, parent(0)
, flags(0)
, flags2(0)
, smokeType(0)
, typeInfo(0)
, fadeMult(0)
, scaleMult(0)
, lastPhysicsTime(0)
, lastLightingTime(0)
, lastValid(qfalse)
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{}
class cvssourcestate_t
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{
public:
Vector origin;
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float color[3];
float radius;
float density;
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};
#define LIFE_SWIPE 1
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#define MAX_SWIPE_POINTS 64
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struct swipepoint_t {
vec3_t points[2];
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float time;
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};
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class swipething_t : public Class
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{
public:
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qboolean enabled;
str tagname_start;
str tagname_end;
int entitynum;
float startcolor[4];
float endcolor[4];
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swipepoint_t swipepoints[MAX_SWIPE_POINTS];
swipepoint_t cntPoint;
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int num_live_swipes;
int first_swipe;
float life;
qhandle_t shader;
void Init();
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};
inline void swipething_t::Init()
{
int i;
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enabled = qfalse;
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tagname_start = "";
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tagname_end = "";
entitynum = -1;
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for (i = 0; i < 4; i++) {
startcolor[i] = 1.f;
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endcolor[i] = 0.f;
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}
for (i = 0; i < MAX_SWIPE_POINTS; i++) {
VectorSet(swipepoints[i].points[0], 0.f, 0.f, 0.f);
VectorSet(swipepoints[i].points[1], 0.f, 0.f, 0.f);
swipepoints[i].time = 0.f;
}
num_live_swipes = 0;
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first_swipe = 0;
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}
// Enttracker is used to keep track of client side tempmodels. They are
// assigned a number from a pool of 256.
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class enttracker_t : public Class
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{
public:
enttracker_t();
int AssignNumber(void);
protected:
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qboolean usedNumbers[256];
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virtual void RemoveEntity(int entnum);
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
inline enttracker_t::enttracker_t()
{
memset(usedNumbers, 0, sizeof(usedNumbers));
}
inline void enttracker_t::RemoveEntity(int entnum)
{
// If the entnum is a magic number, then clear out the usedNumber field, so
// that it may be reused for this emitter.
if (entnum >= MAGIC_UNUSED_NUMBER) {
entnum -= MAGIC_UNUSED_NUMBER;
assert(entnum >= 0);
assert(entnum < 256);
usedNumbers[entnum] = qfalse;
}
}
inline int enttracker_t::AssignNumber(void)
{
int i;
// These numbers are used for client side tempmodels that are emitters
// themselves. Since they don't have real entity_numbers, they must be
// assigned a MAGIC number so we can keep track of the last time that the
// model emitted something.
// Search for a number that is not used
for (i = 0; i < 256; i++) {
if (!usedNumbers[i]) {
usedNumbers[i] = qtrue;
return MAGIC_UNUSED_NUMBER + i;
}
}
return -1;
}
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class emittertime_t : public Class
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{
public:
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int entity_number;
int last_emit_time;
Vector oldorigin;
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qboolean active;
qboolean lerp_emitter;
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
// emitterthing_t is used to keep track of the last time and emitter was updated
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// for a particular entity number. It inherits from the enttracker_t so it can
// manage client side tempmodels
class emitterthing_t : public enttracker_t
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{
protected:
Container<emittertime_t> m_emittertimes; // A list of entity numbers and the
// last time they emitted
public:
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emittertime_t *GetEmitTime(int entnum);
virtual void RemoveEntity(int entnum);
qboolean startoff;
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
inline void emitterthing_t::RemoveEntity(int entnum)
{
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int num, count;
emittertime_t *et;
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if (entnum == -1) {
return;
}
count = m_emittertimes.NumObjects();
for (num = count; num >= 1; num--) {
et = &m_emittertimes.ObjectAt(num);
if (et->entity_number == entnum) {
m_emittertimes.RemoveObjectAt(num);
}
}
enttracker_t::RemoveEntity(entnum);
}
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inline emittertime_t *emitterthing_t::GetEmitTime(int entnum)
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{
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int num, count;
emittertime_t *et;
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count = m_emittertimes.NumObjects();
for (num = 1; num <= count; num++) {
et = &m_emittertimes.ObjectAt(num);
if (et->entity_number == entnum) {
return et;
}
}
// Add a new entry if we didn't find it already
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et = &m_emittertimes.ObjectAt(m_emittertimes.AddObject({}));
et->entity_number = entnum;
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et->last_emit_time = cg.time;
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et->lerp_emitter = qfalse;
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if (this->startoff) {
et->active = qfalse;
} else {
et->active = qtrue;
}
return et;
}
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class commandtime_t : public Class
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{
public:
int entity_number;
int command_number;
int last_command_time;
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
// This class is used for keeping track of the last time an entity executed a
// particular command. A command number must be assigned externally by the user
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class commandthing_t : public enttracker_t
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{
Container<commandtime_t> m_commandtimes; // A list of entity numbers and the last time they
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// executed a command
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public:
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commandtime_t *GetLastCommandTime(int entnum, int commandnum);
virtual void RemoveEntity(int entnum);
void ArchiveToMemory(MemArchiver& archiver);
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};
inline void commandthing_t::RemoveEntity(int entnum)
{
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int num, count;
commandtime_t *ct;
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count = m_commandtimes.NumObjects();
for (num = count; num >= 1; num--) {
ct = &m_commandtimes.ObjectAt(num);
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if (ct->entity_number == entnum) {
m_commandtimes.RemoveObjectAt(num);
}
}
enttracker_t::RemoveEntity(entnum);
}
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inline commandtime_t *commandthing_t::GetLastCommandTime(int entnum, int commandnum)
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{
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int num, count;
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// Search for this entity number
count = m_commandtimes.NumObjects();
for (num = 1; num <= count; num++) {
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commandtime_t *ct = &m_commandtimes.ObjectAt(num);
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if ((ct->entity_number == entnum) && (ct->command_number == commandnum)) {
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return ct;
}
}
// Add a new entry if we didn't find it
commandtime_t ct;
ct.entity_number = entnum;
ct.command_number = commandnum;
ct.last_command_time = 0;
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m_commandtimes.AddObject(ct);
return &m_commandtimes.ObjectAt(m_commandtimes.NumObjects());
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}
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class spawnthing_t : public emitterthing_t
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{
public:
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Container<str> m_modellist; // A list of models that should be spawned from the emitter
Container<str> m_taglist; // A list of tags to create beams
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cg_common_data cgd;
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int entnum;
Vector origin_offset_base;
Vector origin_offset_amplitude;
Vector axis_offset_base;
Vector axis_offset_amplitude;
Vector randvel_base;
Vector randvel_amplitude;
Vector avelocity_base;
Vector avelocity_amplitude;
Vector angles_amplitude;
vec3_t axis[3];
vec3_t tag_axis[3];
float life_random;
float forwardVelocity;
float sphereRadius;
float coneHeight;
float spawnRate;
int lastTime;
int count;
int tagnum;
str emittername;
str animName;
float dcolor[3];
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qboolean dlight;
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int numtempmodels;
float linked_origin[3];
float linked_axis[3][3];
float fMinRangeSquared;
float fMaxRangeSquared;
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// beam stuff also impact trace stuff
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str startTag;
str endTag;
float length;
float min_offset;
float max_offset;
float overlap;
float numSubdivisions;
float delay;
float toggledelay;
int beamflags;
int numspherebeams;
float endalpha;
float spreadx;
float spready;
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qboolean use_last_trace_end;
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void (*touchfcn)(ctempmodel_t *ct, trace_t *trace);
str GetModel(void);
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void SetModel(str model);
public:
void ArchiveToMemory(MemArchiver& archiver);
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};
inline void spawnthing_t::SetModel(str model)
{
m_modellist.ClearObjectList();
m_modellist.AddObject(model);
}
inline str spawnthing_t::GetModel(void)
{
int num, index;
num = m_modellist.NumObjects();
if (!num) {
return "";
}
index = (num * random()) + 1;
if (index > num) {
index = num;
}
return m_modellist.ObjectAt(index);
}
// Keeps track of beams that are created by entities that need their positions
// updated every frame
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class beamthing_t : public emitterthing_t
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{
public:
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str beamname;
str shadername;
str startTag;
str endTag;
int numSubdivisions;
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dtiki_t *tiki;
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float alpha;
float scale;
int flags;
float length;
int life;
float min_offset;
float max_offset;
float overlap;
int delay;
byte modulate[4];
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};
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#define MAX_TEMPMODELS 2048
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#define MAX_BEAMS 4096
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class ClientGameCommandManager : public Listener
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{
private:
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spawnthing_t m_localemitter; // local emitter used by animation commands
ctempmodel_t m_active_tempmodels;
ctempmodel_t *m_free_tempmodels;
ctempmodel_t m_tempmodels[MAX_TEMPMODELS];
cvssource_t m_active_vsssources;
cvssource_t *m_free_vsssources;
cvssource_t *m_vsssources;
int m_iAllocatedvsssources;
spawnthing_t *m_spawnthing;
Container<spawnthing_t *> m_emitters; // Global emitters set up by client commands
int m_seed;
commandthing_t m_command_time_manager; // Keeps track of entity numbers and the last
// time they executed particular commands
specialeffect_t *m_pCurrentSfx;
int m_iLastVSSRepulsionTime;
float m_fEventWait;
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void (ClientGameCommandManager::*endblockfcn)(void);
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cvssource_t *AllocateVSSSource();
void FreeVSSSource(cvssource_t *p);
void SpawnVSSSource(int count, int timealive);
void EventViewKick(Event *ev);
void Print(Event *ev);
void PrintDeathMsg(Event *ev); // Added in 2.0
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void StartBlock(Event *ev);
void EndBlock(Event *ev);
void UpdateSpawnThing(spawnthing_t *ep);
void EmitterStartOff(Event *ev);
void SetAlpha(Event *ev);
void SetDieTouch(Event *ev);
void SetBounceFactor(Event *ev);
void SetBounceSound(Event *ev);
void SetBounceSoundOnce(Event *ev);
void SetModel(Event *ev);
void SetLife(Event *ev);
void SetColor(Event *ev);
void SetColorRange(Event *ev);
void SetLightstyle(Event *ev);
void SetRadialVelocity(Event *ev);
void SetVelocity(Event *ev);
void SetAngularVelocity(Event *ev);
void SetCount(Event *ev);
void SetScale(Event *ev);
void SetScaleUpDown(Event *ev);
void SetScaleMin(Event *ev);
void SetScaleMax(Event *ev);
void SetScaleRate(Event *ev);
void SetRandomVelocity(Event *ev);
void SetRandomVelocityAlongAxis(Event *ev);
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void SetNoTagAxis(Event *ev); // Added in 2.0
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void SetAccel(Event *ev);
void SetFriction(Event *ev);
void SetSpin(Event *ev);
void SetVaryColor(Event *ev);
void SetFade(Event *ev);
void SetFadeDelay(Event *ev);
void SetSpawnRange(Event *ev);
void SetSpawnRate(Event *ev);
void SetOriginOffset(Event *ev);
void SetOffsetAlongAxis(Event *ev);
void SetCone(Event *ev);
void SetCircle(Event *ev);
void SetSphere(Event *ev);
void SetInwardSphere(Event *ev);
void SetRandomRoll(Event *ev);
void SetVolumetric(Event *ev);
void SetSwarm(Event *ev);
void SetAlign(Event *ev);
void SetAlignOnce(Event *ev);
void SetCollision(Event *ev);
void SetFlickerAlpha(Event *ev);
void SetFadeIn(Event *ev);
void SetEntityColor(Event *ev);
void SetGlobalFade(Event *ev);
void SetRadius(Event *ev);
void SetParentLink(Event *ev);
void SetHardLink(Event *ev);
void SetAngles(Event *ev);
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void SetRelativeAngles(Event *ev);
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void ParentAngles(Event *ev);
void EmitterAngles(Event *ev);
void SetTwinkle(Event *ev);
void SetTrail(Event *ev);
void SetPhysicsRate(Event *ev);
void SetBounceDecal(Event *ev);
void UpdateSwarm(ctempmodel_t *p);
void BeginOriginSpawn(Event *ev);
void EndOriginSpawn(void);
void BeginOriginBeamSpawn(Event *ev);
void EndOriginBeamSpawn(void);
void BeginOriginBeamEmitter(Event *ev);
void EndOriginBeamEmitter(void);
void BeginTagSpawn(Event *ev);
void BeginTagSpawnLinked(Event *ev);
void EndTagSpawn(void);
void BeginTagBeamSpawn(Event *ev);
void EndTagBeamSpawn(void);
void BeginTagEmitter(Event *ev);
void EndTagEmitter(void);
void BeginOriginEmitter(Event *ev);
void EndOriginEmitter(void);
void BeginTagBeamEmitter(Event *ev);
void EndTagBeamEmitter(void);
void EmitterOn(Event *ev);
void EmitterOff(Event *ev);
void RainTouch(Event *ev);
void Sound(Event *ev);
void SetCurrentTiki(Event *ev);
void StopSound(Event *ev);
void StopAliasChannel(Event *ev);
void LoopSound(Event *ev);
void StopLoopSound(Event *ev); // Added in 2.0
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void Cache(Event *ev);
void CacheImage(Event *ev);
void CacheFont(Event *ev);
void AliasCache(Event *ev);
void Alias(Event *ev);
void CacheAlias(Event *ev);
void Client(Event *ev);
void TagDynamicLight(Event *ev);
void OriginDynamicLight(Event *ev);
void DynamicLight(Event *ev);
void BlockDynamicLight(Event *ev);
void EndBlockDynamicLight();
void GetOrientation(int tagnum, spawnthing_t *sp);
void Swipe(Event *ev);
void SwipeOn(Event *ev);
void SwipeOff(Event *ev);
void AnimateOnce(Event *ev);
void SetAnim(Event *ev);
void SetDecalRadius(Event *ev);
void SetDecalOrientation(Event *ev);
void TagList(Event *ev);
void SetParallel(Event *ev);
void Footstep(Event *ev);
void LandingSound(Event *ev);
void BodyFallSound(Event *ev);
void SetAlwaysDraw(Event *ev);
void SetDetail(Event *ev);
void SetWindAffect(Event *ev);
void SpriteGridLighting(Event *ev);
void SetWaterOnly(Event *ev);
void SetAlignStretch(Event *ev);
void SetClampVel(Event *ev);
void SetClampVelAxis(Event *ev);
ctempmodel_t *AllocateTempModel(void);
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qboolean TempModelPhysics(ctempmodel_t *p, float ftime, float scale);
qboolean TempModelRealtimeEffects(ctempmodel_t *p, float ftime, float scale);
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qboolean LerpTempModel(refEntity_t *newEnt, ctempmodel_t *p, float frac);
void SpawnEffect(int count, int timealive);
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void SpawnTempModel(int count);
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void FreeTempModel(ctempmodel_t *le);
void AnimateTempModel(ctempmodel_t *ent, Vector origin, refEntity_t *newEnt);
void OtherTempModelEffects(ctempmodel_t *p, Vector origin, refEntity_t *newEnt);
qboolean IsBlockCommand(const str &name);
void SetBaseAndAmplitude(Event *ev, Vector &base, Vector &amplitude);
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// Beam stuff
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void SetSubdivisions(Event *ev);
void SetMinOffset(Event *ev);
void SetMaxOffset(Event *ev);
void SetShader(Event *ev);
void SetLength(Event *ev);
void SetBeamDelay(Event *ev);
void SetBeamToggleDelay(Event *ev);
void SetBeamPersist(Event *ev);
void SetBeamOffsetEndpoints(Event *ev);
void SetBeamSphere(Event *ev);
void SetSpread(Event *ev);
void SetUseLastTraceEnd(Event *ev);
void SetEndAlpha(Event *ev);
void SetEyeLimits(Event *ev);
void SetEyeMovement(Event *ev);
void StartSFX(Event *ev);
void StartSFXDelayed(Event *ev);
void StartSFXCommand(Event *ev, qboolean bDelayed);
void EndIgnoreSfxBlock();
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void RandomChance(Event *ev);
void DelayedRepeat(Event *ev);
void CommandDelay(Event *ev);
void SpawnTreads(Event *ev);
void TreadsOff(Event *ev);
bool GetTagPositionAndOrientation(int tagnum, orientation_t *new_or);
bool GetTagPositionAndOrientation(str tagname, orientation_t *new_or);
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public:
CLASS_PROTOTYPE(ClientGameCommandManager);
ClientGameCommandManager();
void AddTempModels(void);
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void UpdateEmitter(dtiki_t *tiki, vec3_t axis[3], int entity_number, int parent_number, Vector entity_origin);
void UpdateBeam(dtiki_t *tiki, int entity_number, spawnthing_t *beamthing);
void PlaySound(
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str sound_name,
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const vec3_t origin = NULL,
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int channel = CHAN_AUTO,
float volume = -1,
float min_distance = -1,
float pitch = -1,
int argstype = 0
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);
spawnthing_t *InitializeSpawnthing(spawnthing_t *ep);
void SpawnEffect(int count, spawnthing_t *sp);
void FreeAllTempModels(void);
void FreeSomeTempModels(void);
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void RestartAllEmitters(void);
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void InitializeTempModels(void);
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void InitializeTempModelCvars(void);
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void InitializeEmitters(void);
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void RemoveClientEntity(int number, dtiki_t *tiki, centity_t *cent, ctempmodel_t *p = NULL);
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void ClearSwipes(void);
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void FreeSpawnthing(spawnthing_t *sp);
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void ResetTempModels(void);
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void SpawnTempModel(int count, spawnthing_t *sp);
inline void SetSpawnthing(spawnthing_t *st) { m_spawnthing = st; };
spawnthing_t *CreateNewEmitter(str emittername);
spawnthing_t *CreateNewEmitter(void);
spawnthing_t *GetEmitterByName(str emittername);
void DeleteEmitters(dtiki_t *tiki);
void CGEvent(centity_t *cent);
void ProcessPendingEventsForEntity();
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qboolean PostEventForEntity(Event *ev, float fWait);
qboolean SelectProcessEvent(Event *ev);
void TestEffectEndFunc();
void AddVSSSources();
void InitializeVSSCvars();
void InitializeVSSSources();
void ResetVSSSources();
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void ResetVSSSources(Event *ev);
void SetCurrentSFX(specialeffect_t *pSFX);
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void ClearCurrentSFX();
void AddTreadMarkSources();
void InitializeTreadMarkCvars();
void InitializeTreadMarkSources();
void ResetTreadMarkSources();
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void ResetTreadMarkSources(Event *ev);
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void InitializeRainCvars();
void InitializeBeams();
//
// archive stuff
//
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int IdForTempModel(const ctempmodel_t *model);
ctempmodel_t *TempModelForId(int id);
int IdForSpawnThing(const spawnthing_t *sp);
spawnthing_t *SpawnThingForId(int id);
int IdForVssSource(const cvssource_t *source);
cvssource_t *VssSourceForId(int id);
void ArchiveTempModelPointerToMemory(MemArchiver& archiver, ctempmodel_t **model);
void ArchiveSpawnThingPointerToMemory(MemArchiver& archiver, spawnthing_t **sp);
void ArchiveVssSourcePointerToMemory(MemArchiver& archiver, cvssource_t **source);
void ArchiveToMemory(MemArchiver& archiver);
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};
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class EmitterLoader : public Listener
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{
private:
bool emitterActive;
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public:
CLASS_PROTOTYPE(EmitterLoader);
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EmitterLoader();
bool Load(Script&);
void ProcessEmitter(Script&);
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void Emitter(Event *ev);
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};
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class EffectsEventQueueNode
{
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public:
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Event *event;
int inttime;
int flags;
int entity_num;
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EffectsEventQueueNode *prev;
EffectsEventQueueNode *next;
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#ifdef _DEBUG
str name;
#endif
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EffectsEventQueueNode()
{
prev = this;
next = this;
}
EffectsEventQueueNode(Event *event, int inttime, int flags, int entity_num)
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{
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this->event = event;
this->inttime = inttime;
this->flags = flags;
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this->entity_num = entity_num;
}
int GetEntityNum() { return entity_num; }
};
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extern ClientGameCommandManager commandManager;