Protection System For Counter-Strike 1.6
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//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// 06/25/2002 MAH
// This header file has been modified to now include the proper BSP model
// structure definitions for each of the two Quakeworld client renderers:
// software mode and GL mode. Originally, Valve only supplied it with
// the software mode definitions, which caused General Protection Fault's
// when accessing members of the structures that are different between
// the two versions. These are: 'mnode_t', 'mleaf_t', 'msurface_t' and
// 'texture_t'. To select the GL hardware rendering versions of these
// structures, define 'HARDWARE_MODE' as a preprocessor symbol, otherwise
// it will default to software mode as supplied.
// com_model.h
#if !defined( COM_MODEL_H )
#define COM_MODEL_H
#if defined( _WIN32 )
#pragma once
#endif
#define HARDWARE_MODE
#define STUDIO_RENDER 1
#define STUDIO_EVENTS 2
#define MAX_CLIENTS 32
#define MAX_EDICTS 900
#define MAX_MODEL_NAME 64
#define MAX_MAP_HULLS 4
#define MIPLEVELS 4
#define NUM_AMBIENTS 4 // automatic ambient sounds
#define MAXLIGHTMAPS 4
#define PLANE_ANYZ 5
#define ALIAS_Z_CLIP_PLANE 5
// flags in finalvert_t.flags
#define ALIAS_LEFT_CLIP 0x0001
#define ALIAS_TOP_CLIP 0x0002
#define ALIAS_RIGHT_CLIP 0x0004
#define ALIAS_BOTTOM_CLIP 0x0008
#define ALIAS_Z_CLIP 0x0010
#define ALIAS_ONSEAM 0x0020
#define ALIAS_XY_CLIP_MASK 0x000F
#define ZISCALE ((float)0x8000)
#define CACHE_SIZE 32 // used to align key data structures
typedef enum
{
mod_brush,
mod_sprite,
mod_alias,
mod_studio
} modtype_t;
// must match definition in modelgen.h
#ifndef SYNCTYPE_T
#define SYNCTYPE_T
typedef enum
{
ST_SYNC=0,
ST_RAND
} synctype_t;
#endif
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLS];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dmodel_t;
// plane_t structure
// 06/23/2002 MAH
// This structure is the same in QW source files
// 'model.h' and 'gl_model.h'
typedef struct mplane_s
{
vec3_t normal; // surface normal
float dist; // closest appoach to origin
byte type; // for texture axis selection and fast side tests
byte signbits; // signx + signy<<1 + signz<<1
byte pad[2];
} mplane_t;
typedef struct
{
vec3_t position;
} mvertex_t;
// 06/23/2002 MAH
// This structure is the same in QW source files
// 'model.h' and 'gl_model.h'
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
#ifndef HARDWARE_MODE
// 06/23/2002 MAH
// This structure is different between hardware and software mode
//
// software mode - QW 'model.h'
typedef struct texture_s
{
char name[16];
unsigned width, height;
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
struct texture_s *anim_next; // in the animation sequence
struct texture_s *alternate_anims; // bmodels in frame 1 use these
unsigned offsets[MIPLEVELS]; // four mip maps stored
unsigned paloffset;
} texture_t;
#else
//
// hardware mode - QW 'gl_model.h'
typedef struct texture_s
{
char name[16];
unsigned width, height;
int gl_texturenum;
struct msurface_s *texturechain; // for gl_texsort drawing
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
struct texture_s *anim_next; // in the animation sequence
struct texture_s *alternate_anims; // bmodels in frmae 1 use these
unsigned offsets[MIPLEVELS]; // four mip maps stored
} texture_t;
#endif
// 06/23/2002 MAH
// This structure is the same in QW source files
// 'model.h' and 'gl_model.h'
typedef struct
{
float vecs[2][4]; // [s/t] unit vectors in world space.
// [i][3] is the s/t offset relative to the origin.
// s or t = dot(3Dpoint,vecs[i])+vecs[i][3]
float mipadjust; // ?? mipmap limits for very small surfaces
texture_t *texture;
int flags; // sky or slime, no lightmap or 256 subdivision
} mtexinfo_t;
#ifdef HARDWARE_MODE
// 06/23/2002 MAH
// This structure is only need for hardware rendering
#define VERTEXSIZE 7
typedef struct glpoly_s
{
struct glpoly_s *next;
struct glpoly_s *chain;
int numverts;
int flags; // for SURF_UNDERWATER
// 07/24/2003 R9 - not actually four! AHA! AHAHAHAHAHAHA! hack.
float verts[4][VERTEXSIZE]; // variable sized (xyz s1t1 s2t2)
} glpoly_t;
#endif
#ifndef HARDWARE_MODE
// 06/23/2002 MAH
// This structure is different between hardware and software mode
//
// Software Mode - QW 'model.h'
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
short minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
unsigned short firstsurface;
unsigned short numsurfaces;
} mnode_t;
#else
//
// hardware mode - QW 'gl_model.h'
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
unsigned short firstsurface;
unsigned short numsurfaces;
} mnode_t;
#endif
typedef struct msurface_s msurface_t;
typedef struct decal_s decal_t;
// JAY: Compress this as much as possible
struct decal_s
{
decal_t *pnext; // linked list for each surface
msurface_t *psurface; // Surface id for persistence / unlinking
short dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
short dy;
short texture; // Decal texture
byte scale; // Pixel scale
byte flags; // Decal flags
short entityIndex; // Entity this is attached to
};
#ifndef HARDWARE_MODE
// 06/23/2002 MAH
// This structure is different between hardware and software mode
//
// Software Mode - QW 'model.h'
typedef struct mleaf_s
{
// common with node
int contents; // wil be a negative contents number
int visframe; // node needs to be traversed if current
short minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
byte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
int key; // BSP sequence number for leaf's contents
byte ambient_sound_level[NUM_AMBIENTS];
} mleaf_t;
#else
//
// hardware renderer - QW 'gl_model.h'
typedef struct mleaf_s
{
// common with node
int contents; // wil be a negative contents number
int visframe; // node needs to be traversed if current
float minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
byte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
int key; // BSP sequence number for leaf's contents
byte ambient_sound_level[NUM_AMBIENTS];
} mleaf_t;
#endif
#ifndef HARDWARE_MODE
//
// software renderer - QW 'model.h'
struct msurface_s
{
int visframe; // should be drawn when node is crossed
int dlightframe; // last frame the surface was checked by an animated light
int dlightbits; // dynamically generated. Indicates if the surface illumination
// is modified by an animated light.
mplane_t *plane; // pointer to shared plane
int flags; // see SURF_ #defines
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
// surface generation data
// 06/23/2002 MAH
// WARNING: this structure is not defined anywhere in the HL SDK 2.2
// headers. See Quakeworld client software mode source for this
struct surfcache_s *cachespots[MIPLEVELS];
short texturemins[2]; // smallest s/t position on the surface.
short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
mtexinfo_t *texinfo;
// lighting info
byte styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
// no one surface can be effected by more than 4
// animated lights.
color24 *samples; // actual light map data for this surface
decal_t *pdecals;
};
#else
//
// hardware renderer - QW 'gl_model.h'
// 06/23/2002 2230 MAH
// WARNING - the above indicates this structure was modified
// for Half-Life this structure needs VERIFICATION
// 06/23/2002 2300 MAH - the below version for hardware agrees
// with a hexadecimal data dump of these structures taken
// from a running game.
typedef struct msurface_s
{
int visframe; // should be drawn when node is crossed
mplane_t *plane;
int flags;
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
short texturemins[2];
short extents[2];
int light_s, light_t; // gl lightmap coordinates
glpoly_t *polys; // multiple if warped
struct msurface_s *texturechain;
mtexinfo_t *texinfo;
// lighting info
int dlightframe;
int dlightbits;
int lightmaptexturenum;
byte styles[MAXLIGHTMAPS];
int cached_light[MAXLIGHTMAPS]; // values currently used in lightmap
qboolean cached_dlight; // true if dynamic light in cache
// byte *samples; // [numstyles*surfsize]
color24 *samples; // note: this is the actual lightmap data for this surface
decal_t *pdecals;
} msurface_t;
#endif
//
// 06/23/2002 MAH
// Note: this structure is exactly the same in QW software
// and hardware renderers QW - 'bspfile.h'
typedef struct
{
int planenum;
short children[2]; // negative numbers are contents
} dclipnode_t;
//
// 06/23/2002 MAH
// Note: this structure is exactly the same in QW software
// and hardware renderers 'model.h' and 'gl_model.h'
typedef struct hull_s
{
dclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
} hull_t;
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
#define CACHE_USER
typedef struct cache_user_s
{
void *data;
} cache_user_t;
#endif
typedef struct model_s
{
char name[ MAX_MODEL_NAME ]; // +0x000
qboolean needload; // +0x040 bmodels and sprites don't cache normally
modtype_t type; // +0x044
int numframes; // +0x048
synctype_t synctype; // +0x04C
int flags; // +0x050
//
// volume occupied by the model
//
vec3_t mins, maxs; // +0x054, +060
float radius; // +0x06C
//
// brush model
//
int firstmodelsurface, nummodelsurfaces; // +0x070, +0x074
int numsubmodels; // +0x078
dmodel_t *submodels; // +0x07C
int numplanes; // +0x080
mplane_t *planes; // +0x084
int numleafs; // +0x088 number of visible leafs, not counting 0
struct mleaf_s *leafs; // +0x08C
int numvertexes; // +0x090
mvertex_t *vertexes; // +0x094
int numedges; // +0x098
medge_t *edges; // +0x09C
int numnodes; // +0x0A0
mnode_t *nodes; // +0x0A4
int numtexinfo; // +0x0A8
mtexinfo_t *texinfo; // +0x0AC
int numsurfaces; // +0x0B0
msurface_t *surfaces; // +0x0B4
int numsurfedges;
int *surfedges;
int numclipnodes;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
int numtextures;
texture_t **textures;
byte *visdata;
color24 *lightdata;
char *entities;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
typedef vec_t vec4_t[4];
typedef struct alight_s
{
int ambientlight; // clip at 128
int shadelight; // clip at 192 - ambientlight
vec3_t color;
float *plightvec;
} alight_t;
typedef struct auxvert_s
{
float fv[3]; // viewspace x, y
} auxvert_t;
//
// ------------------ Player Model Animation Info ----------------
//
//#include "custom.h"
#include "ValveSDK/engine/custom.h"
#define MAX_INFO_STRING 256
#define MAX_SCOREBOARDNAME 32
typedef struct player_info_s
{
// User id on server
int userid;
// User info string
char userinfo[ MAX_INFO_STRING ];
// Name
char name[ MAX_SCOREBOARDNAME ];
// Spectator or not, unused
int spectator;
int ping;
int packet_loss;
// skin information
char model[MAX_QPATH];
int topcolor;
int bottomcolor;
// last frame rendered
int renderframe;
// Gait frame estimation
int gaitsequence;
float gaitframe;
float gaityaw;
vec3_t prevgaitorigin;
customization_t customdata;
} player_info_t;
#endif // #if !defined(COM_MODEL_H)