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/*
Copyright (C) 1997-2001 Id Software, Inc.
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
of the License, 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.
*/
// q_shared.h -- included first by ALL program modules
#if !defined Q_SHARED_H_
#define Q_SHARED_H_
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <stddef.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
typedef unsigned char byte;
// TODO: check for implementation defined boolean
// typedef enum {false, true} qboolean;
#ifndef true
# define false 0
# define true 1
#endif
typedef int qboolean;
#ifndef NULL
#define NULL ((void *)0)
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
// MAX_QPATH must be 64 for Alien Arena client/server protocol.
#define MAX_QPATH 64 // max length of a quake game pathname
#if defined UNIX_VARIANT
#define MAX_OSPATH 256 // max length of a filesystem pathname
#else
#define MAX_OSPATH 128 // max length of a filesystem pathname
#endif
#define PLAYERNAME_GLYPHS 15 // maximum visible characters in a player name
#define PLAYERNAME_SIZE 32 // maximum bytes in player name string including color escapes
//
// per-level limits
//
#define MAX_CLIENTS 256 // absolute limit
#define MAX_EDICTS 1024 // must change protocol to increase more
#define MAX_LIGHTSTYLES 256
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_IMAGES 256
#define MAX_ITEMS 256
#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
// game print flags
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
#define ERR_FATAL 0 // exit the entire game with a popup window
#define ERR_DROP 1 // print to console and disconnect from game
#define ERR_DISCONNECT 2 // don't kill server
#define PRINT_ALL 0
#define PRINT_DEVELOPER 1 // only print when "developer 1"
#define PRINT_ALERT 2
// destination class for gi.multicast()
typedef enum
{
MULTICAST_ALL,
MULTICAST_PHS,
MULTICAST_PVS,
MULTICAST_ALL_R,
MULTICAST_PHS_R,
MULTICAST_PVS_R
} multicast_t;
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
typedef struct matrix3x3_s
{
vec3_t a;
vec3_t b;
vec3_t c;
}
matrix3x3_t;
typedef struct matrix3x4_s
{
vec4_t a;
vec4_t b;
vec4_t c;
}
matrix3x4_t;
typedef struct matrix4x4_s
{
vec4_t a;
vec4_t b;
vec4_t c;
vec4_t d;
}
matrix4x4_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
struct cplane_s;
extern vec3_t vec3_origin;
#define nanmask (255<<23)
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#define Q_ftol( f ) ( long ) (f)
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
#define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2])
#define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
#define VectorClear(a) (a[0]=a[1]=a[2]=0)
#define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
#define Vector4Set(v, a, b, c, d) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c),(v)[3] = (d))
#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define Vector4Scale(in,scale,out) ((out)[0]=(in)[0]*scale,(out)[1]=(in)[1]*scale,(out)[2]=(in)[2]*scale,(out)[3]=(in)[3]*scale)
#define Vector4Add(a,b,c) ((c)[0]=(((a[0])+(b[0]))),(c)[1]=(((a[1])+(b[1]))),(c)[2]=(((a[2])+(b[2]))),(c)[3]=(((a[3])+(b[3]))))
#define Vector4Sub(a,b,c) ((c)[0]=(((a[0])-(b[0]))),(c)[1]=(((a[1])-(b[1]))),(c)[2]=(((a[2])-(b[2]))),(c)[3]=(((a[3])-(b[3]))))
#define Vector4Avg(a,b,c) ((c)[0]=(((a[0])+(b[0]))*0.5f),(c)[1]=(((a[1])+(b[1]))*0.5f),(c)[2]=(((a[2])+(b[2]))*0.5f),(c)[3]=(((a[3])+(b[3]))*0.5f))
#define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0)
#define DEG2RAD( a ) (( (a) * M_PI ) / 180.0F)
#define RAD2DEG( a ) (( (a) * 180.0F ) / M_PI)
// just in case you do't want to use the macros
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
int VectorCompare (vec3_t v1, vec3_t v2);
vec_t VectorLength (vec3_t v);
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize (vec3_t v); // returns vector length
vec_t VectorNormalize2 (vec3_t v, vec3_t out);
void VectorInverse (vec3_t v);
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
void NormalToLatLong( const vec3_t normal, byte latlong[2] );
void LatLongToNormal( byte latlong[2], vec3_t normal );
void fast_sincosf( float angle, float *sina, float *cosa );
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void vectoangles (vec3_t value1, vec3_t angles);
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
float anglemod(float a);
float LerpAngle (float a1, float a2, float frac);
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
( \
((p)->dist <= (emins)[(p)->type])? \
1 \
: \
( \
((p)->dist >= (emaxs)[(p)->type])?\
2 \
: \
3 \
) \
) \
: \
BoxOnPlaneSide( (emins), (emaxs), (p)))
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void PerpendicularVector( vec3_t dst, const vec3_t src );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
//=============================================
/* FIXME: Beware - _vsnprintf does not end with \0 - vsnprintf (*nix) does */
#if defined WIN32_VARIANT
#define vsnprintf _vsnprintf
#endif
char *COM_SkipPath (char *pathname);
void COM_StripExtension (char *in, char *out);
void COM_FileBase (char *in, char *out);
void COM_FilePath (char *in, char *out);
void COM_DefaultExtension (char *path, char *extension);
char *COM_Parse (char **data_p);
// data is an in/out parm, returns a parsed out token
char *Com_ParseExt (char **data_p, qboolean allowNewLines);
char *Com_SkipWhiteSpace (char *data_p, qboolean *hasNewLines);
void Com_SkipRestOfLine (char **data_p);
int com_parseLine;
void Com_sprintf (char *dest, int size, char *fmt, ...);
void Com_PageInMemory (byte *buffer, int size);
//=============================================
// portable case insensitive compare
int Q_strcasecmp (const char *s1, const char *s2);
int Q_strncasecmp (const char *s1, const char *s2, int n);
void Q_strcat (char *dst, const char *src, int dstSize);
int Q_strnicmp (const char *string1, const char *string2, int n);
char *Q_strlwr(char *s);
//
void Q_strncpyz2 (char *dst, const char *src, int dstSize);
//=============================================
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
void Swap_Init (void);
char *va(char *format, ...);
//=============================================
//
// key / value info strings
//
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#define MAX_INFO_STRING 512
char *Info_ValueForKey (char *s, char *key);
qboolean Info_KeyExists (const char *s, const char *key);
void Info_RemoveKey (char *s, char *key);
void Info_SetValueForKey (char *s, char *key, char *value);
qboolean Info_Validate (char *s);
size_t ValidatePlayerName( char *player_name, size_t player_name_size );
/*
==============================================================
SYSTEM SPECIFIC
==============================================================
*/
extern int curtime; // time returned by last Sys_Milliseconds
int Sys_Milliseconds (void);
void Sys_Mkdir (char *path);
// large block stack allocation routines
void *Hunk_Begin (int maxsize);
void *Hunk_Alloc (int size);
void Hunk_Free (void *buf);
int Hunk_End (void);
// directory searching
#define SFF_ARCH 0x01
#define SFF_HIDDEN 0x02
#define SFF_RDONLY 0x04
#define SFF_SUBDIR 0x08
#define SFF_SYSTEM 0x10
/*
** pass in an attribute mask of things you wish to REJECT
*/
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
char *Sys_FindNext ( unsigned musthave, unsigned canthave );
void Sys_FindClose (void);
// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error (char *error, ...);
void Com_Printf (char *msg, ...);
/*
==========================================================
CVARS (console variables)
==========================================================
*/
#ifndef CVAR
#define CVAR
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
#define CVAR_USERINFO 2 // added to userinfo when changed
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
#define CVAR_NOSET 8 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 16 // save changes until server restart
#define CVAR_ROM 32 // cannot be set by user at all
#define CVAR_GAMEINFO 64 // added to the 'mods' field of the serverinfo
// string when changed
#define CVAR_PROFILE 128 // profile information
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s
{
char *name;
unsigned int hash_key;
char *string;
char *latched_string; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
float value;
float default_value;
int integer; //BLOOMS
struct cvar_s *next;
} cvar_t;
#endif // CVAR
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
#define SURF_LIGHT 0x1 // value will hold the light strength
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
#define MASK_VISIBILILITY (CONTENTS_SOLID/*|CONTENTS_WINDOW*/|CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s
{
vec3_t normal;
float dist;
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
} cplane_t;
// structure offset for asm code
#define CPLANE_NORMAL_X 0
#define CPLANE_NORMAL_Y 4
#define CPLANE_NORMAL_Z 8
#define CPLANE_DIST 12
#define CPLANE_TYPE 16
#define CPLANE_SIGNBITS 17
#define CPLANE_PAD0 18
#define CPLANE_PAD1 19
typedef struct cmodel_s
{
vec3_t mins, maxs;
vec3_t origin; // for sounds or lights
int headnode;
} cmodel_t;
typedef struct csurface_s
{
char name[16];
int flags;
int value;
} csurface_t;
typedef struct mapsurface_s // used internally due to name len probs //ZOID
{
csurface_t c;
char rname[32];
} mapsurface_t;
// a trace is returned when a box is swept through the world
typedef struct
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
struct edict_s *ent; // not set by CM_*() functions
} trace_t;
// pmove_state_t is the information necessary for client side movement
// prediction
typedef enum
{
// can accelerate and turn
PM_NORMAL,
PM_SPECTATOR,
// no acceleration or turning
PM_DEAD,
PM_GIB, // different bounding box
PM_FREEZE
} pmtype_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
// this structure needs to be communicated bit-accurate
// from the server to the client to guarantee that
// prediction stays in sync, so no floats are used.
// if any part of the game code modifies this struct, it
// will result in a prediction error of some degree.
typedef struct
{
pmtype_t pm_type;
short origin[3]; // 12.3
short velocity[3]; // 12.3
byte pm_flags; // ducked, jump_held, etc
byte pm_time; // each unit = 8 ms
short gravity;
short delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
} pmove_state_t;
//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ATTACK2 4
#define BUTTON_ANY 128 // any key whatsoever
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s
{
byte msec;
byte buttons;
short angles[3];
short forwardmove, sidemove, upmove;
byte impulse; // remove?
byte lightlevel; // light level the player is standing on
} usercmd_t;
#define MAXTOUCH 32
typedef struct
{
// state (in / out)
pmove_state_t s;
// command (in)
usercmd_t cmd;
qboolean snapinitial; // if s has been changed outside pmove
// results (out)
int numtouch;
struct edict_s *touchents[MAXTOUCH];
vec3_t viewangles; // clamped
float viewheight;
vec3_t mins, maxs; // bounding box size
struct edict_s *groundentity;
int watertype;
int waterlevel;
int joustattempts;
// callbacks to test the world
trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
int (*pointcontents) (vec3_t point);
} pmove_t;
// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#define EF_ROTATE 0x00000001 // rotate (bonus items)
#define EF_GIB 0x00000002 // leave a trail
#define EF_BLASTER 0x00000008 // redlight + trail
#define EF_ROCKET 0x00000010 // redlight + trail
#define EF_GRENADE 0x00000020
#define EF_HYPERBLASTER 0x00000040
#define EF_BFG 0x00000080
#define EF_COLOR_SHELL 0x00000100
#define EF_POWERSCREEN 0x00000200
#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define EF_FLIES 0x00004000
#define EF_QUAD 0x00008000
#define EF_PENT 0x00010000
#define EF_TELEPORTER 0x00020000 // particle fountain
#define EF_TEAM1 0x00040000
#define EF_TEAM2 0x00080000
#define EF_GREENGIB 0x00200000
#define EF_PLASMA 0x01000000
#define EF_SHIPEXHAUST 0x02000000
#define EF_ROCKETEXHAUST 0x80000000
// entity_state_t->renderfx flags
#define RF_MINLIGHT 1 // allways have some light (viewmodel)
#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define RF_WEAPONMODEL 4 // only draw through eyes
#define RF_FULLBRIGHT 8 // allways draw full intensity
#define RF_DEPTHHACK 16 // for view weapon Z crunching
#define RF_TRANSLUCENT 32
#define RF_FRAMELERP 64
#define RF_BEAM 128 // unused
#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define RF_GLOW 512 // pulse lighting for bonus items
#define RF_SHELL_RED 1024
#define RF_SHELL_GREEN 2048
#define RF_SHELL_BLUE 4096
#define RF_BOBBING 0x00008000 // 32768
#define RF_SHELL_DOUBLE 0x00010000 // 65536
#define RF_SHELL_HALF_DAM 0x00020000
#define RF_NOSHADOWS 0x00040000 //use this one for turning off shadows, etc.
#define RF_MONSTER 0x00080000
#define RF_MENUMODEL 0x01280000 //for player menu
// player_state_t->refdef flags
#define RDF_UNDERWATER 1 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 2 // used for player configuration screen
#define RDF_IRGOGGLES 4
#define RDF_UVGOGGLES 8
//
// muzzle flashes / player effects
//
#define MZ_BLASTER 0
#define MZ_MACHINEGUN 1
#define MZ_SHOTGUN 2
#define MZ_CHAINGUN1 3
#define MZ_CHAINGUN2 4
#define MZ_CHAINGUN3 5
#define MZ_RAILGUN 6
#define MZ_ROCKET 7
#define MZ_GRENADE 8
#define MZ_LOGIN 9
#define MZ_LOGOUT 10
#define MZ_RESPAWN 11
#define MZ_BFG 12
#define MZ_SSHOTGUN 13
#define MZ_HYPERBLASTER 14
#define MZ_ITEMRESPAWN 15
#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
// temp entity events
//
// Temp entity events are for things that happen
// at a location seperate from any existing entity.
// Temporary entity messages are explicitly constructed
// and broadcast.
#define TE_GUNSHOT 0
#define TE_BLOOD 1
#define TE_BLASTER 2
#define TE_RAILTRAIL 3
#define TE_LASERBEAM 4
#define TE_EXPLOSION1 5
#define TE_EXPLOSION2 6
#define TE_ROCKET_EXPLOSION 7
#define TE_SPARKS 9
#define TE_SPLASH 10
#define TE_BUBBLETRAIL 11
#define TE_SCREEN_SPARKS 12
#define TE_DEATHFIELD2 13
#define TE_BULLET_SPARKS 14
#define TE_LASER_SPARKS 15
#define TE_DONTUSE 16
#define TE_ROCKET_EXPLOSION_WATER 17
#define TE_REDLASER 19
#define TE_BFG_BIGEXPLOSION 21
#define TE_BOSSTPORT 22 // used as '22' in a map, so DON'T RENUMBER!!!
#define TE_DONTUSE2 23
#define TE_GREENBLOOD 26
#define TE_LIGHTNING 33
#define TE_VAPORBEAM 38
#define TE_STEAM 40
#define TE_SAYICON 45
#define TE_TELEPORT_EFFECT 48
#define TE_LEADERBLASTER 56
#define TE_CHAINGUNSMOKE 57
#define TE_BLUE_MUZZLEFLASH 58
#define TE_SMART_MUZZLEFLASH 59
#define TE_VOLTAGE 60
#define TE_DEATHFIELD 61
#define TE_BLASTERBEAM 62
#define TE_STAIN 63
#define TE_FIRE 64
#define TE_SMOKE 66
#define SPLASH_UNKNOWN 0
#define SPLASH_SPARKS 1
#define SPLASH_BLUE_WATER 2
#define SPLASH_BROWN_WATER 3
#define SPLASH_SLIME 4
#define SPLASH_LAVA 5
#define SPLASH_BLOOD 6
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
// modifier flags
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
// sound attenuation values
#define ATTN_NONE 0 // full volume the entire level
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3 // diminish very rapidly with distance
// player_state->stats[] indexes
#define STAT_HEALTH_ICON 0
#define STAT_HEALTH 1
#define STAT_AMMO_ICON 2
#define STAT_AMMO 3
#define STAT_ARMOR_ICON 4
#define STAT_ARMOR 5
#define STAT_SELECTED_ICON 6
#define STAT_PICKUP_ICON 7
#define STAT_PICKUP_STRING 8
#define STAT_TIMER_ICON 9
#define STAT_TIMER 10
#define STAT_HELPICON 11
#define STAT_SELECTED_ITEM 12
#define STAT_LAYOUTS 13
#define STAT_FRAGS 14
#define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
#define STAT_CHASE 16
#define STAT_SPECTATOR 17
#define STAT_SCOREBOARD 18
#define STAT_DEATHS 19
#define STAT_HIGHSCORE 20
#define STAT_REDSCORE 21
#define STAT_BLUESCORE 22
#define STAT_FLAG_ICON 23
#define STAT_ZOOMED 24
#define STAT_WEAPN1 25
#define STAT_WEAPN2 26
#define STAT_WEAPN3 27
#define STAT_WEAPN4 28
#define STAT_WEAPN5 29
#define STAT_WEAPN6 30
#define STAT_WEAPN7 31
#define MAX_STATS 32
// dmflags->value flags
#define DF_NO_HEALTH 0x00000001 // 1
#define DF_NO_ITEMS 0x00000002 // 2
#define DF_WEAPONS_STAY 0x00000004 // 4
#define DF_NO_FALLING 0x00000008 // 8
#define DF_INSTANT_ITEMS 0x00000010 // 16
#define DF_SAME_LEVEL 0x00000020 // 32
#define DF_SKINTEAMS 0x00000040 // 64
#define DF_NO_FRIENDLY_FIRE 0x00000100 // 256
#define DF_SPAWN_FARTHEST 0x00000200 // 512
#define DF_FORCE_RESPAWN 0x00000400 // 1024
#define DF_NO_ARMOR 0x00000800 // 2048
#define DF_ALLOW_EXIT 0x00001000 // 4096
#define DF_INFINITE_AMMO 0x00002000 // 8192
#define DF_QUAD_DROP 0x00004000 // 16384
// RAFAEL
#define DF_QUADFIRE_DROP 0x00010000 // 65536
//CODERED
#define DF_BOT_AUTOSAVENODES 0x00020000 //131072
#define DF_BOTCHAT 0x00040000 //262144
#define DF_BOT_FUZZYAIM 0x00080000 //524288
#define DF_BOTS 0x00100000 //1048576
#define DF_BOT_LEVELAD 0x00200000 //2097152
/*
==========================================================
ELEMENTS COMMUNICATED ACROSS THE NET
==========================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
//
// config strings are a general means of communication from
// the server to all connected clients.
// Each config string can be at most MAX_QPATH characters.
// Alien Arena client/server protocol depends on MAX_QPATH being 64
//
#define CS_NAME 0
#define CS_SKY 2
#define CS_SKYAXIS 3 // %f %f %f format
#define CS_SKYROTATE 4
#define CS_STATUSBAR 5 // display program string
#define CS_AIRACCEL 29 // air acceleration control
#define CS_MAXCLIENTS 30
#define CS_MAPCHECKSUM 31 // for catching cheater maps
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
#define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS)
#define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL)
//==============================================
// entity_state_t->event values
// ertity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// All muzzle flashes really should be converted to events...
typedef enum
{
EV_NONE,
EV_ITEM_RESPAWN,
EV_FOOTSTEP,
EV_FALLSHORT,
EV_FALL,
EV_FALLFAR,
EV_PLAYER_TELEPORT,
EV_OTHER_TELEPORT,
EV_WADE
} entity_event_t;
// entity_state_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
typedef struct entity_state_s
{
int number; // edict index
vec3_t origin;
vec3_t angles;
vec3_t old_origin; // for lerping
int modelindex;
int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
int frame;
int skinnum;
unsigned int effects; // PGM - we're filling it, so it needs to be unsigned
int renderfx;
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
// gi.linkentity sets this properly
int sound; // for looping sounds, to guarantee shutoff
int event; // impulse events -- muzzle flashes, footsteps, etc
// events only go out for a single frame, they
// are automatically cleared each frame
vec3_t spawn_pos; //used for remembering the original spawn position of an entity
} entity_state_t;
//==============================================
//bot score info
//data used to track bot scores for server status strings
typedef struct
{
char name[MAX_INFO_STRING];
int score;
} bot_t;
// player_state_t is the information needed in addition to pmove_state_t
// to rendered a view. There will only be 10 player_state_t sent each second,
// but the number of pmove_state_t changes will be reletive to client
// frame rates
typedef struct
{
pmove_state_t pmove; // for prediction
// these fields do not need to be communicated bit-precise
vec3_t viewangles; // for fixed views
vec3_t viewoffset; // add to pmovestate->origin
vec3_t kick_angles; // add to view direction to get render angles
// set by weapon kicks, pain effects, etc
vec3_t gunangles;
vec3_t gunoffset;
int gunindex;
int gunframe;
float blend[4]; // rgba full screen effect
float fov; // horizontal field of view
int rdflags; // refdef flags
short stats[MAX_STATS]; // fast status bar updates
//bot score info
int botnum;
bot_t bots[100];
} player_state_t;
//colored text
//=============================================
#define Q_COLOR_ESCAPE '^'
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE )
#define COLOR_BLACK '0'
#define COLOR_RED '1'
#define COLOR_GREEN '2'
#define COLOR_YELLOW '3'
#define COLOR_BLUE '4'
#define COLOR_CYAN '5'
#define COLOR_MAGENTA '6'
#define COLOR_WHITE '7'
#define ColorIndex(c) ( ( (c) - '0' ) & 7 )
#define COLOR_R(rgba) ((rgba) & 0xFF)
#define COLOR_G(rgba) (((rgba) >> 8) & 0xFF)
#define COLOR_B(rgba) (((rgba) >> 16) & 0xFF)
#define COLOR_A(rgba) (((rgba) >> 24) & 0xFF)
#define COLOR_RGB(r,g,b) (((r) << 0)|((g) << 8)|((b) << 16))
#define COLOR_RGBA(r,g,b,a) (((r) << 0)|((g) << 8)|((b) << 16)|((a) << 24))
#define S_COLOR_BLACK "^0"
#define S_COLOR_RED "^1"
#define S_COLOR_GREEN "^2"
#define S_COLOR_YELLOW "^3"
#define S_COLOR_BLUE "^4"
#define S_COLOR_CYAN "^5"
#define S_COLOR_MAGENTA "^6"
#define S_COLOR_WHITE "^7"
//unlagged - lag simulation #2
#define MAX_LATENT_CMDS 64
//unlagged - lag simulation #2
#endif /* Q_SHARED_H_ */
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