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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
// #define Q3_VERSION "Wolf 1.41"
// ver 1.0.0 - release
// ver 1.0.1 - post-release work
// ver 1.1.0 - patch 1 (12/12/01)
// ver 1.1b - TTimo SP linux release (+ MP update)
// ver 1.2.b5 - Mac code merge in
// ver 1.3 - patch 2 (02/13/02)
#ifdef STANDALONE
#define PRODUCT_NAME "iofoo3"
#define BASEGAME "foobar"
#define CLIENT_WINDOW_TITLE "changeme"
#define CLIENT_WINDOW_MIN_TITLE "changeme2"
#define HOMEPATH_NAME_UNIX ".foo"
#define HOMEPATH_NAME_WIN "FooBar"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define GAMENAME_FOR_MASTER "foobar" // must NOT contain whitespace
// #define LEGACY_PROTOCOL // You probably don't need this for your standalone game
#else
#define PRODUCT_NAME "iortcw"
#define BASEGAME "main"
#define CLIENT_WINDOW_TITLE "Return To Castle Wolfenstein"
#define CLIENT_WINDOW_MIN_TITLE "iowolfsp"
#ifdef USE_XDG
#define HOMEPATH_NAME_UNIX "iortcw"
#else
#define HOMEPATH_NAME_UNIX ".wolf"
#endif
#define HOMEPATH_NAME_WIN "RTCW"
#define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN
#define GAMENAME_FOR_MASTER "wolfsp"
#define LEGACY_PROTOCOL
#endif
// Heartbeat for dpmaster protocol. You shouldn't change this unless you know what you're doing
#define HEARTBEAT_FOR_MASTER "DarkPlaces"
#define FLATLINE_FOR_MASTER "WolfFlatline-1"
// When com_gamename is LEGACY_MASTER_GAMENAME, use wolfenstein master protocol.
// You shouldn't change this unless you know what you're doing
#define LEGACY_MASTER_GAMENAME "wolfsp"
#define LEGACY_HEARTBEAT_FOR_MASTER "Wolfenstein-1"
#ifndef PRODUCT_VERSION
#define PRODUCT_VERSION "1.42b"
#endif
#define Q3_VERSION PRODUCT_NAME " " PRODUCT_VERSION
#define MAX_TEAMNAME 32
#define MAX_MASTER_SERVERS 5 // number of supported master servers
#define DEMOEXT "dm_" // standard demo extension
#ifdef _MSC_VER
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4032)
#pragma warning(disable : 4051)
#pragma warning(disable : 4057) // slightly different base types
#pragma warning(disable : 4100) // unreferenced formal parameter
#pragma warning(disable : 4115)
#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
#pragma warning(disable : 4127) // conditional expression is constant
#pragma warning(disable : 4136)
#pragma warning(disable : 4152) // nonstandard extension, function/data pointer conversion in expression
#pragma warning(disable : 4201)
#pragma warning(disable : 4214)
#pragma warning(disable : 4244)
//#pragma warning(disable : 4142) // benign redefinition
#pragma warning(disable : 4305) // truncation from const double to float
//#pragma warning(disable : 4310) // cast truncates constant value
//#pragma warning(disable : 4505) // unreferenced local function has been removed
#pragma warning(disable : 4514)
#pragma warning(disable : 4702) // unreachable code
#pragma warning(disable : 4711) // selected for automatic inline expansion
#pragma warning(disable : 4220) // varargs matches remaining parameters
//#pragma intrinsic( memset, memcpy )
#endif
//Ignore __attribute__ on non-gcc platforms
#ifndef __GNUC__
#ifndef __attribute__
#define __attribute__(x)
#endif
#endif
#ifdef __GNUC__
#define UNUSED_VAR __attribute__((unused))
#else
#define UNUSED_VAR
#endif
#if (defined _MSC_VER)
#define Q_EXPORT __declspec(dllexport)
#elif (defined __SUNPRO_C)
#define Q_EXPORT __global
#elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun))
#define Q_EXPORT __attribute__((visibility("default")))
#else
#define Q_EXPORT
#endif
#if defined( ppc ) || defined( __ppc ) || defined( __ppc__ ) || defined( __POWERPC__ )
#define idppc 1
#endif
/**********************************************************************
VM Considerations
The VM can not use the standard system headers because we aren't really
using the compiler they were meant for. We use bg_lib.h which contains
prototypes for the functions we define for our own use in bg_lib.c.
When writing mods, please add needed headers HERE, do not start including
stuff like <stdio.h> in the various .c files that make up each of the VMs
since you will be including system headers files can will have issues.
Remember, if you use a C library function that is not defined in bg_lib.c,
you will have to add your own version for support in the VM.
**********************************************************************/
#ifdef Q3_VM
#include "../game/bg_lib.h"
typedef int intptr_t;
#else
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>
#ifdef _MSC_VER
#include <io.h>
typedef __int64 int64_t;
typedef __int32 int32_t;
typedef __int16 int16_t;
typedef __int8 int8_t;
typedef unsigned __int64 uint64_t;
typedef unsigned __int32 uint32_t;
typedef unsigned __int16 uint16_t;
typedef unsigned __int8 uint8_t;
// vsnprintf is ISO/IEC 9899:1999
// abstracting this to make it portable
int Q_vsnprintf(char *str, size_t size, const char *format, va_list ap);
#else
#include <stdint.h>
#define Q_vsnprintf vsnprintf
#endif
#endif
#include "../qcommon/q_platform.h"
//=============================================================
typedef unsigned char byte;
typedef enum {qfalse, qtrue} qboolean;
typedef union {
float f;
int i;
unsigned int ui;
} floatint_t;
typedef int qhandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
#define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1))
#define PADLEN(base, alignment) (PAD((base), (alignment)) - (base))
#define PADP(base, alignment) ((void *) PAD((intptr_t) (base), (alignment)))
#ifdef __GNUC__
#define QALIGN(x) __attribute__((aligned(x)))
#else
#define QALIGN(x)
#endif
#ifndef ID_INLINE
#ifdef _WIN32
#define ID_INLINE __inline
#else
#define ID_INLINE inline
#endif
#endif
//#define SND_NORMAL 0x000 // (default) Allow sound to be cut off only by the same sound on this channel
#define SND_OKTOCUT 0x001 // Allow sound to be cut off by any following sounds on this channel
#define SND_REQUESTCUT 0x002 // Allow sound to be cut off by following sounds on this channel only for sounds who request cutoff
#define SND_CUTOFF 0x004 // Cut off sounds on this channel that are marked 'SND_REQUESTCUT'
#define SND_CUTOFF_ALL 0x008 // Cut off all sounds on this channel
#define SND_NOCUT 0x010 // Don't cut off. Always let finish (overridden by SND_CUTOFF_ALL)
#ifndef NULL
#define NULL ( (void *)0 )
#endif
#define STRING(s) #s
// expand constants before stringifying them
#define XSTRING(s) STRING(s)
#define MAX_QINT 0x7fffffff
#define MIN_QINT ( -MAX_QINT - 1 )
#define ARRAY_LEN(x) (sizeof(x) / sizeof(*(x)))
#define STRARRAY_LEN(x) (ARRAY_LEN(x) - 1)
#ifndef max
#define max( x, y ) ( ( ( x ) > ( y ) ) ? ( x ) : ( y ) )
#define min( x, y ) ( ( ( x ) < ( y ) ) ? ( x ) : ( y ) )
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// RF, this is just here so different elements of the engine can be aware of this setting as it changes
#define MAX_SP_CLIENTS 64 // increasing this will increase memory usage significantly
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 256 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 256 // max length of a filesystem pathname
#define MAX_NAME_LENGTH 32 // max length of a client name
#define MAX_SAY_TEXT 150
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
PRINT_ALL,
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING,
PRINT_ERROR
} printParm_t;
#ifdef ERR_FATAL
#undef ERR_FATAL // this is be defined in malloc.h
#endif
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_SERVERDISCONNECT, // don't kill server
ERR_DISCONNECT, // client disconnected from the server
ERR_NEED_CD, // pop up the need-cd dialog
ERR_ENDGAME // not an error. just clean up properly, exit to the menu, and start up the "endgame" menu //----(SA) added
} errorParm_t;
// font rendering values used by ui and cgame
#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 8
#define PROP_HEIGHT 27
#define PROP_SMALL_SIZE_SCALE 0.75
#define BLINK_DIVISOR 200
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
#define UI_GIANTFONT 0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
// JOSEPH 10-24-99
#define UI_MENULEFT 0x00008000
#define UI_MENURIGHT 0x00010000
#define UI_EXSMALLFONT 0x00020000
#define UI_MENUFULL 0x00080000
// END JOSEPH
#define UI_SMALLFONT75 0x00100000
#if !defined(NDEBUG) && !defined(BSPC)
#define HUNK_DEBUG
#endif
typedef enum {
h_high,
h_low,
h_dontcare
} ha_pref;
#ifdef HUNK_DEBUG
#define Hunk_Alloc( size, preference ) Hunk_AllocDebug( size, preference, # size, __FILE__, __LINE__ )
void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line );
#else
void *Hunk_Alloc( int size, ha_pref preference );
#endif
#define Com_Memset memset
#define Com_Memcpy memcpy
#define CIN_system 0x01
#define CIN_loop 0x02
#define CIN_hold 0x04
#define CIN_silent 0x08
#define CIN_shader 0x10
#define CIN_letterBox 0x20
/*
==============================================================
MATHLIB
==============================================================
*/
#ifdef __cplusplus // so we can include this in C code
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
#define SIDE_CROSS 3
#endif
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;
#ifndef Q_PI
#define Q_PI 3.14159265358979323846
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
#endif
#include "math_vector.h"
#include "math_angles.h"
#include "math_matrix.h"
#include "math_quaternion.h"
class idVec3; // for defining vectors
typedef idVec3 &vec3_p; // for passing vectors as function arguments
typedef const idVec3 &vec3_c; // for passing vectors as const function arguments
class angles_t; // for defining angle vectors
typedef angles_t &angles_p; // for passing angles as function arguments
typedef const angles_t &angles_c; // for passing angles as const function arguments
class mat3_t; // for defining matrices
typedef mat3_t &mat3_p; // for passing matrices as function arguments
typedef const mat3_t &mat3_c; // for passing matrices as const function arguments
#define NUMVERTEXNORMALS 162
extern vec3_t bytedirs[NUMVERTEXNORMALS];
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH ( SMALLCHAR_WIDTH )
#define TINYCHAR_HEIGHT ( SMALLCHAR_HEIGHT / 2 )
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
extern vec4_t colorBlack;
extern vec4_t colorRed;
extern vec4_t colorGreen;
extern vec4_t colorBlue;
extern vec4_t colorYellow;
extern vec4_t colorMagenta;
extern vec4_t colorCyan;
extern vec4_t colorWhite;
extern vec4_t colorLtGrey;
extern vec4_t colorMdGrey;
extern vec4_t colorDkGrey;
#define Q_COLOR_ESCAPE '^'
#define Q_IsColorString(p) ((p) && *(p) == Q_COLOR_ESCAPE && *((p)+1) && isalnum(*((p)+1))) // ^[0-9a-zA-Z]
#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 ColorIndexForNumber(c) ((c) & 0x07)
#define ColorIndex(c) (ColorIndexForNumber((c) - '0'))
#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"
extern vec4_t g_color_table[8];
#define MAKERGB( v, r, g, b ) v[0] = r; v[1] = g; v[2] = b
#define MAKERGBA( v, r, g, b, a ) v[0] = r; v[1] = g; v[2] = b; v[3] = a
#define DEG2RAD( a ) ( ( ( a ) * M_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( ( a ) * 180.0f ) / M_PI )
struct cplane_s;
extern vec3_t vec3_origin;
extern vec3_t axisDefault[3];
#define nanmask ( 255 << 23 )
#define IS_NAN( x ) ( ( ( *(int *)&x ) & nanmask ) == nanmask )
int Q_isnan(float x);
#if idx64
extern long qftolsse(float f);
extern int qvmftolsse(void);
extern void qsnapvectorsse(vec3_t vec);
#define Q_ftol qftolsse
#define Q_SnapVector qsnapvectorsse
extern int (*Q_VMftol)(void);
#elif id386
extern long QDECL qftolx87(float f);
extern long QDECL qftolsse(float f);
extern int QDECL qvmftolx87(void);
extern int QDECL qvmftolsse(void);
extern void QDECL qsnapvectorx87(vec3_t vec);
extern void QDECL qsnapvectorsse(vec3_t vec);
extern long (QDECL *Q_ftol)(float f);
extern int (QDECL *Q_VMftol)(void);
extern void (QDECL *Q_SnapVector)(vec3_t vec);
#else
// Q_ftol must expand to a function name so the pluggable renderer can take
// its address
#define Q_ftol lrintf
#define Q_SnapVector(vec)\
do\
{\
vec3_t *temp = (vec);\
\
(*temp)[0] = round((*temp)[0]);\
(*temp)[1] = round((*temp)[1]);\
(*temp)[2] = round((*temp)[2]);\
} while(0)
#endif
/*
// if your system does not have lrintf() and round() you can try this block. Please also open a bug report at bugzilla.icculus.org
// or write a mail to the ioq3 mailing list.
#else
#define Q_ftol(v) ((long) (v))
#define Q_round(v) do { if((v) < 0) (v) -= 0.5f; else (v) += 0.5f; (v) = Q_ftol((v)); } while(0)
#define Q_SnapVector(vec) \
do\
{\
vec3_t *temp = (vec);\
\
Q_round((*temp)[0]);\
Q_round((*temp)[1]);\
Q_round((*temp)[2]);\
} while(0)
#endif
*/
// TTimo
// handy stuff when tracking isnan problems
#ifndef NDEBUG
#define CHECK_NAN( x ) assert( !IS_NAN( x ) )
#define CHECK_NAN_VEC( v ) assert( !IS_NAN( v[0] ) && !IS_NAN( v[1] ) && !IS_NAN( v[2] ) )
#else
#define CHECK_NAN
#define CHECK_NAN_VEC
#endif
#if idppc
static ID_INLINE float Q_rsqrt( float number ) {
float x = 0.5f * number;
float y;
#ifdef __GNUC__
asm("frsqrte %0,%1" : "=f" (y) : "f" (number));
#else
y = __frsqrte( number );
#endif
return y * (1.5f - (x * y * y));
}
#else
float Q_rsqrt( float f ); // reciprocal square root
#endif // idppc
#define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )
signed char ClampChar( int i );
signed short ClampShort( int i );
// this isn't a real cheap function to call!
int DirToByte( vec3_t dir );
void ByteToDir( int b, vec3_t dir );
#if 1
#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 VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define VectorScale( v, s, o ) ( ( o )[0] = ( v )[0] * ( s ),( o )[1] = ( v )[1] * ( s ),( o )[2] = ( v )[2] * ( s ) )
#define VectorMA( v, s, b, o ) ( ( o )[0] = ( v )[0] + ( b )[0] * ( s ),( o )[1] = ( v )[1] + ( b )[1] * ( s ),( o )[2] = ( v )[2] + ( b )[2] * ( s ) )
#else
#define DotProduct( x,y ) _DotProduct( x,y )
#define VectorSubtract( a,b,c ) _VectorSubtract( a,b,c )
#define VectorAdd( a,b,c ) _VectorAdd( a,b,c )
#define VectorCopy( a,b ) _VectorCopy( a,b )
#define VectorScale( v, s, o ) _VectorScale( v,s,o )
#define VectorMA( v, s, b, o ) _VectorMA( v,s,b,o )
#endif
#ifdef Q3_VM
#ifdef VectorCopy
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
float v[3];
} vec3struct_t;
#define VectorCopy( a,b ) * (vec3struct_t *)b = *(vec3struct_t *)a;
#endif
#endif
#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 Vector4Set( v, x, y, z, n ) ( ( v )[0] = ( x ),( v )[1] = ( y ),( v )[2] = ( z ),( v )[3] = ( n ) )
#define Vector4Copy( a,b ) ( ( b )[0] = ( a )[0],( b )[1] = ( a )[1],( b )[2] = ( a )[2],( b )[3] = ( a )[3] )
#define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define Vector4MA( v, s, b, o ) ( ( o )[0] = ( v )[0] + ( b )[0] * ( s ),( o )[1] = ( v )[1] + ( b )[1] * ( s ),( o )[2] = ( v )[2] + ( b )[2] * ( s ),( o )[3] = ( v )[3] + ( b )[3] * ( s ) )
#define Vector4Average( v, b, s, o ) ( ( o )[0] = ( ( v )[0] * ( 1 - ( s ) ) ) + ( ( b )[0] * ( s ) ),( o )[1] = ( ( v )[1] * ( 1 - ( s ) ) ) + ( ( b )[1] * ( s ) ),( o )[2] = ( ( v )[2] * ( 1 - ( s ) ) ) + ( ( b )[2] * ( s ) ),( o )[3] = ( ( v )[3] * ( 1 - ( s ) ) ) + ( ( b )[3] * ( s ) ) )
#define SnapVector( v ) {v[0] = ( (int)( v[0] ) ); v[1] = ( (int)( v[1] ) ); v[2] = ( (int)( v[2] ) );}
// just in case you don't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorCopy( const vec3_t in, vec3_t out );
void _VectorScale( const vec3_t in, float scale, vec3_t out );
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc );
unsigned ColorBytes3( float r, float g, float b );
unsigned ColorBytes4( float r, float g, float b, float a );
float NormalizeColor( const vec3_t in, vec3_t out );
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
#if !defined( Q3_VM ) || ( defined( Q3_VM ) && defined( __Q3_VM_MATH ) )
static ID_INLINE int VectorCompare( const vec3_t v1, const vec3_t v2 ) {
if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) {
return 0;
}
return 1;
}
static ID_INLINE vec_t VectorLength( const vec3_t v ) {
return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static ID_INLINE vec_t VectorLengthSquared( const vec3_t v ) {
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) {
vec3_t v;
VectorSubtract (p2, p1, v);
return VectorLength( v );
}
static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) {
vec3_t v;
VectorSubtract (p2, p1, v);
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
// fast vector normalize routine that does not check to make sure
// that length != 0, nor does it return length, uses rsqrt approximation
static ID_INLINE void VectorNormalizeFast( vec3_t v )
{
float ilength;
ilength = Q_rsqrt( DotProduct( v, v ) );
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
static ID_INLINE void VectorInverse( vec3_t v ){
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) {
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
#else
int VectorCompare( const vec3_t v1, const vec3_t v2 );
vec_t VectorLength( const vec3_t v );
vec_t VectorLengthSquared( const vec3_t v );
vec_t Distance( const vec3_t p1, const vec3_t p2 );
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
void VectorNormalizeFast( vec3_t v ); // does NOT return vector length, uses rsqrt approximation
void VectorInverse( vec3_t v );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
#endif
vec_t VectorNormalize( vec3_t v ); // returns vector length
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
int Q_log2( int val );
float Q_acos( float c );
int Q_rand( int *seed );
float Q_random( int *seed );
float Q_crandom( int *seed );
#define random() ( ( rand() & 0x7fff ) / ( (float)0x7fff ) )
#define crandom() ( 2.0 * ( random() - 0.5 ) )
void vectoangles( const vec3_t value1, vec3_t angles );
float vectoyaw( const vec3_t vec );
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
// TTimo: const vec_t ** would require explicit casts for ANSI C conformance
// see unix/const-arg.c
void AxisToAngles( /*const*/ vec3_t axis[3], vec3_t angles );
float VectorDistance( vec3_t v1, vec3_t v2 );
void AxisClear( vec3_t axis[3] );
void AxisCopy( vec3_t in[3], vec3_t out[3] );
void SetPlaneSignbits( struct cplane_s *out );
int BoxOnPlaneSide( vec3_t emins, vec3_t emaxs, struct cplane_s *plane );
qboolean BoundsIntersect(const vec3_t mins, const vec3_t maxs,
const vec3_t mins2, const vec3_t maxs2);
qboolean BoundsIntersectSphere(const vec3_t mins, const vec3_t maxs,
const vec3_t origin, vec_t radius);
qboolean BoundsIntersectPoint(const vec3_t mins, const vec3_t maxs,
const vec3_t origin);
float AngleMod( float a );
float LerpAngle( float from, float to, float frac );
float AngleSubtract( float a1, float a2 );
void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
float AngleNormalize360( float angle );
float AngleNormalize180( float angle );
float AngleDelta( float angle1, float angle2 );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this
int PlaneTypeForNormal( vec3_t normal );
void MatrixMultiply( float in1[3][3], float in2[3][3], float out[3][3] );
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
void PerpendicularVector( vec3_t dst, const vec3_t src );
#ifndef MAX
#define MAX(x,y) ((x)>(y)?(x):(y))
#endif
#ifndef MIN
#define MIN(x,y) ((x)<(y)?(x):(y))
#endif
// Ridah
void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, const vec3_t p2, vec3_t up );
void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj );
// done.
//=============================================
float Com_Clamp( float min, float max, float value );
char *COM_SkipPath( char *pathname );
const char *COM_GetExtension( const char *name );
void COM_StripExtension(const char *in, char *out, int destsize);
qboolean COM_CompareExtension(const char *in, const char *ext);
void COM_StripFilename( char *in, char *out );
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
void COM_BeginParseSession( const char *name );
void COM_RestoreParseSession( char **data_p );
void COM_SetCurrentParseLine( int line );
int COM_GetCurrentParseLine( void );
char *COM_Parse( char **data_p );
char *COM_ParseExt( char **data_p, qboolean allowLineBreak );
int COM_Compress( char *data_p );
void COM_ParseError( char *format, ... ) __attribute__ ((format (printf, 1, 2)));
void COM_ParseWarning( char *format, ... ) __attribute__ ((format (printf, 1, 2)));
// TTimo
qboolean COM_BitCheck( const int array[], int bitNum );
void COM_BitSet( int array[], int bitNum );
void COM_BitClear( int array[], int bitNum );
#define MAX_TOKENLENGTH 1024
#ifndef TT_STRING
//token types
#define TT_STRING 1 // string
#define TT_LITERAL 2 // literal
#define TT_NUMBER 3 // number
#define TT_NAME 4 // name
#define TT_PUNCTUATION 5 // punctuation
#endif
typedef struct pc_token_s
{
int type;
int subtype;
int intvalue;
float floatvalue;
char string[MAX_TOKENLENGTH];
} pc_token_t;
// this just controls the comment printing, it doesn't actually load a file
void Com_BeginParseSession( const char *filename );
void Com_EndParseSession( void );
int Com_GetCurrentParseLine( void );
// Will never return NULL, just empty strings.
// An empty string will only be returned at end of file.
// ParseOnLine will return empty if there isn't another token on this line
// this funny typedef just means a moving pointer into a const char * buffer
const char *Com_Parse( const char *( *data_p ) );
const char *Com_ParseOnLine( const char *( *data_p ) );
const char *Com_ParseRestOfLine( const char *( *data_p ) );
void Com_UngetToken( void );
// data is an in/out parm, returns a parsed out token
#ifdef __cplusplus
void Com_MatchToken( const char *( *buf_p ), const char *match, qboolean warning = qfalse );
#else
void Com_MatchToken( const char *( *buf_p ), const char *match, qboolean warning );
#endif
void Com_ScriptError( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
void Com_ScriptWarning( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
void SkipBracedSection( char **program );
void SkipRestOfLine( char **data );
float Com_ParseFloat( const char *( *buf_p ) );
int Com_ParseInt( const char *( *buf_p ) );
void Parse1DMatrix( char **buf_p, int x, float *m );
void Parse2DMatrix( char **buf_p, int y, int x, float *m );
void Parse3DMatrix( char **buf_p, int z, int y, int x, float *m );
void Com_Parse1DMatrix( const char *( *buf_p ), int x, float *m );
void Com_Parse2DMatrix( const char *( *buf_p ), int y, int x, float *m );
void Com_Parse3DMatrix( const char *( *buf_p ), int z, int y, int x, float *m );
int Com_HexStrToInt( const char *str );
char *Com_SkipTokens( char *s, int numTokens, char *sep );
char *Com_SkipCharset( char *s, char *sep );
#ifdef __cplusplus
extern "C" {
#endif
int QDECL Com_sprintf (char *dest, int size, const char *fmt, ...) __attribute__ ((format (printf, 3, 4)));
void Com_RandomBytes( byte *string, int len );
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
//=============================================
int Q_isprint( int c );
int Q_islower( int c );
int Q_isupper( int c );
int Q_isalpha( int c );
qboolean Q_isanumber( const char *s );
qboolean Q_isintegral( float f );
int Q_isnumeric( int c ); //----(SA) added
int Q_isalphanumeric( int c ); //----(SA) added
int Q_isforfilename( int c ); //----(SA) added
// portable case insensitive compare
int Q_stricmp( const char *s1, const char *s2 );
int Q_strncmp( const char *s1, const char *s2, int n );
int Q_stricmpn( const char *s1, const char *s2, int n );
char *Q_strlwr( char *s1 );
char *Q_strupr( char *s1 );
const char *Q_stristr( const char *s, const char *find);
#ifdef _WIN32
#define Q_putenv _putenv
#else
#define Q_putenv putenv
#endif
// buffer size safe library replacements
void Q_strncpyz( char *dest, const char *src, int destsize );
void Q_strcat( char *dest, int size, const char *src );
// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );
// Count the number of char tocount encountered in string
int Q_CountChar(const char *string, char tocount);
// Ridah
int Q_strncasecmp( char *s1, char *s2, int n );
int Q_strcasecmp( char *s1, char *s2 );
// done.
//=============================================
// 64-bit integers for global rankings interface
// implemented as a struct for qvm compatibility
typedef struct
{
byte b0;
byte b1;
byte b2;
byte b3;
byte b4;
byte b5;
byte b6;
byte b7;
} qint64;
//=============================================
/*
short BigShort( short l );
short LittleShort( short l );
int BigLong( int l );
int LittleLong( int l );
qint64 BigLong64( qint64 l );
qint64 LittleLong64( qint64 l );
float BigFloat( float l );
float LittleFloat( float l );
void Swap_Init( void );
*/
char * QDECL va(char *format, ...) __attribute__ ((format (printf, 1, 2)));
#ifdef __cplusplus
}
#endif
#define TRUNCATE_LENGTH 64
void Com_TruncateLongString( char *buffer, const char *s );
float *tv( float x, float y, float z );
//=============================================
//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_RemoveKey_Big( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char *key, char *value );
// this is only here so the functions in q_shared.c and bg_*.c can link
#ifdef __cplusplus
extern "C" {
#endif
void QDECL Com_Error( int level, const char *error, ... ) __attribute__ ((noreturn, format(printf, 2, 3)));
void QDECL Com_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
#ifdef __cplusplus
}
#endif
/*
==============================================================
SAVE
12 -
13 - (SA) added 'episode' tracking to savegame
14 - RF added 'skill'
15 - (SA) moved time info above the main game reading
16 - (SA) added fog
17 - (SA) rats, changed fog.
18 - TTimo targetdeath fix
show_bug.cgi?id=434
==============================================================
*/
#define SAVE_VERSION 18
#define SAVE_INFOSTRING_LENGTH 256
/*
==========================================================
RELOAD STATES
==========================================================
*/
#define RELOAD_SAVEGAME 0x01
#define RELOAD_NEXTMAP 0x02
#define RELOAD_NEXTMAP_WAITING 0x04
#define RELOAD_FAILED 0x08
#define RELOAD_ENDGAME 0x10
/*
==========================================================
CVARS (console variables)
Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/
#define CVAR_ARCHIVE 0x0001 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
#define CVAR_USERINFO 0x0002 // sent to server on connect or change
#define CVAR_SERVERINFO 0x0004 // sent in response to front end requests
#define CVAR_SYSTEMINFO 0x0008 // these cvars will be duplicated on all clients
#define CVAR_INIT 0x0010 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 0x0020 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
// without proper initialization. modified
// will be set, even though the value hasn't
// changed yet
#define CVAR_ROM 0x0040 // display only, cannot be set by user at all
#define CVAR_USER_CREATED 0x0080 // created by a set command
#define CVAR_TEMP 0x0100 // can be set even when cheats are disabled, but is not archived
#define CVAR_CHEAT 0x0200 // can not be changed if cheats are disabled
#define CVAR_NORESTART 0x0400 // do not clear when a cvar_restart is issued
#define CVAR_SERVER_CREATED 0x0800 // cvar was created by a server the client connected to.
#define CVAR_VM_CREATED 0x1000 // cvar was created exclusively in one of the VMs.
#define CVAR_PROTECTED 0x2000 // prevent modifying this var from VMs or the server
// These flags are only returned by the Cvar_Flags() function
#define CVAR_MODIFIED 0x40000000 // Cvar was modified
#define CVAR_NONEXISTENT 0x80000000 // Cvar doesn't exist.
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s cvar_t;
struct cvar_s {
char *name;
char *string;
char *resetString; // cvar_restart will reset to this value
char *latchedString; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
int modificationCount; // incremented each time the cvar is changed
float value; // atof( string )
int integer; // atoi( string )
qboolean validate;
qboolean integral;
float min;
float max;
cvar_t *next;
cvar_t *prev;
cvar_t *hashNext;
cvar_t *hashPrev;
int hashIndex;
};
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
VoIP
==============================================================
*/
// if you change the count of flags be sure to also change VOIP_FLAGNUM
#define VOIP_SPATIAL 0x01 // spatialized voip message
#define VOIP_DIRECT 0x02 // non-spatialized voip message
// number of flags voip knows. You will have to bump protocol version number if you
// change this.
#define VOIP_FLAGCNT 2
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "../qcommon/surfaceflags.h" // shared with the q3map utility
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
/*
=================
PlaneTypeForNormal
=================
*/
#define PlaneTypeForNormal( x ) ( x[0] == 1.0 ? PLANE_X : ( x[1] == 1.0 ? PLANE_Y : ( x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL ) ) )
// 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: 0,1,2 = axial, 3 = nonaxial
byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
byte pad[2];
} cplane_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, transformed to world space
int surfaceFlags; // surface hit
int contents; // contents on other side of surface hit
int entityNum; // entity the contacted sirface is a part of
} trace_t;
// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD
// markfragments are returned by R_MarkFragments()
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
typedef struct {
vec3_t origin;
vec3_t axis[3];
} orientation_t;
//=====================================================================
// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE 0x0001
#define KEYCATCH_UI 0x0002
#define KEYCATCH_MESSAGE 0x0004
#define KEYCATCH_CGAME 0x0008
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum {
CHAN_AUTO,
CHAN_LOCAL, // menu sounds, etc
CHAN_WEAPON,
CHAN_VOICE,
CHAN_ITEM,
CHAN_BODY,
CHAN_LOCAL_SOUND, // chat messages, etc
CHAN_ANNOUNCER // announcer voices, etc
} soundChannel_t;
/*
========================================================================
ELEMENTS COMMUNICATED ACROSS THE NET
========================================================================
*/
#define ANIM_BITS 10
#define ANGLE2SHORT( x ) ( (int)( ( x ) * 65536 / 360 ) & 65535 )
#define SHORT2ANGLE( x ) ( ( x ) * ( 360.0 / 65536 ) )
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
//
// per-level limits
//
#define MAX_CLIENTS 128 // absolute limit
#define MAX_LOCATIONS 64
#define GENTITYNUM_BITS 10 // don't need to send any more
//#define GENTITYNUM_BITS 11 // don't need to send any more (SA) upped 4/21/2001 adjusted: tr_local.h (802-822), tr_main.c (1501), sv_snapshot (206)
#define MAX_GENTITIES ( 1 << GENTITYNUM_BITS )
// entitynums are communicated with GENTITY_BITS, so any reserved
// values thatare going to be communcated over the net need to
// also be in this range
#define ENTITYNUM_NONE ( MAX_GENTITIES - 1 )
#define ENTITYNUM_WORLD ( MAX_GENTITIES - 2 )
#define ENTITYNUM_MAX_NORMAL ( MAX_GENTITIES - 2 )
#define MAX_MODELS 256 // these are sent over the net as 8 bits
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_PARTICLES_AREAS 128
#define MAX_MULTI_SPAWNTARGETS 16 // JPW NERVE
//#define MAX_CONFIGSTRINGS 1024
#define MAX_CONFIGSTRINGS 2048
#define MAX_DLIGHT_CONFIGSTRINGS 128
#define MAX_CLIPBOARD_CONFIGSTRINGS 64
#define MAX_SPLINE_CONFIGSTRINGS 64
#define PARTICLE_SNOW128 1
#define PARTICLE_SNOW64 2
#define PARTICLE_SNOW32 3
#define PARTICLE_SNOW256 0
#define PARTICLE_BUBBLE8 4
#define PARTICLE_BUBBLE16 5
#define PARTICLE_BUBBLE32 6
#define PARTICLE_BUBBLE64 7
// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars
#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc)
#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can
#define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
#define REF_FORCE_DLIGHT ( 1 << 31 ) // RF, passed in through overdraw parameter, force this dlight under all conditions
#define REF_JUNIOR_DLIGHT ( 1 << 30 ) // (SA) this dlight does not light surfaces. it only affects dynamic light grid
//=========================================================
// shared by AI and animation scripting
//
typedef enum
{
AISTATE_RELAXED,
AISTATE_QUERY,
AISTATE_ALERT,
AISTATE_COMBAT,
MAX_AISTATES
} aistateEnum_t;
//=========================================================
// weapon grouping
#define MAX_WEAP_BANKS 12
#define MAX_WEAPS_IN_BANK 3
// JPW NERVE
#define MAX_WEAPS_IN_BANK_MP 8
#define MAX_WEAP_BANKS_MP 7
// jpw
#define MAX_WEAP_ALTS WP_DYNAMITE
// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 64 // (SA) and yet more!
#define MAX_HOLDABLE 16
// Ridah, increased this
//#define MAX_PS_EVENTS 2
// ACK: I'd really like to make this 4, but that seems to cause network problems
#define MAX_EVENTS 4 // max events per frame before we drop events
//#define MAX_EVENTS 2 // max events per frame before we drop events
#define PS_PMOVEFRAMECOUNTBITS 6
// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur
// you can't add anything to this without modifying the code in msg.c
// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
//
// NOTE: all fields in here must be 32 bits (or those within sub-structures)
typedef struct playerState_s {
int commandTime; // cmd->serverTime of last executed command
int pm_type;
int bobCycle; // for view bobbing and footstep generation
int pm_flags; // ducked, jump_held, etc
int pm_time;
vec3_t origin;
vec3_t velocity;
int weaponTime;
int weaponDelay; // for weapons that don't fire immediately when 'fire' is hit (grenades, venom, ...)
int grenadeTimeLeft; // for delayed grenade throwing. this is set to a #define for grenade
// lifetime when the attack button goes down, then when attack is released
// this is the amount of time left before the grenade goes off (or if it
// gets to 0 while in players hand, it explodes)
int gravity;
float leanf; // amount of 'lean' when player is looking around corner //----(SA) added
int speed;
int delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
int groundEntityNum; // ENTITYNUM_NONE = in air
int legsTimer; // don't change low priority animations until this runs out
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT
int movementDir; // a number 0 to 7 that represents the relative angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
int eFlags; // copied to entityState_t->eFlags
int eventSequence; // pmove generated events
int events[MAX_EVENTS];
int eventParms[MAX_EVENTS];
int oldEventSequence; // so we can see which events have been added since we last converted to entityState_t
int externalEvent; // events set on player from another source
int externalEventParm;
int externalEventTime;
int clientNum; // ranges from 0 to MAX_CLIENTS-1
// weapon info
int weapon; // copied to entityState_t->weapon
int weaponstate;
// item info
int item;
vec3_t viewangles; // for fixed views
int viewheight;
// damage feedback
int damageEvent; // when it changes, latch the other parms
int damageYaw;
int damagePitch;
int damageCount;
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_WEAPONS]; // total amount of ammo
int ammoclip[MAX_WEAPONS]; // ammo in clip
int holdable[MAX_HOLDABLE];
int holding; // the current item in holdable[] that is selected (held)
int weapons[MAX_WEAPONS / ( sizeof( int ) * 8 )]; // 64 bits for weapons held
// Ridah, allow for individual bounding boxes
vec3_t mins, maxs;
float crouchMaxZ;
float crouchViewHeight, standViewHeight, deadViewHeight;
// variable movement speed
float runSpeedScale, sprintSpeedScale, crouchSpeedScale;
// done.
// Ridah, view locking for mg42
int viewlocked;
int viewlocked_entNum;
// Ridah, need this to fix friction problems with slow zombie's whereby
// the friction prevents them from accelerating to their full potential
float friction;
// Ridah, AI character id is used for weapon association
int aiChar;
int teamNum;
// Rafael
int gunfx;
// RF, burning effect is required for view blending effect
int onFireStart;
int serverCursorHint; // what type of cursor hint the server is dictating
int serverCursorHintVal; // a value (0-255) associated with the above
trace_t serverCursorHintTrace; // not communicated over net, but used to store the current server-side cursorhint trace
// ----------------------------------------------------------------------
// not communicated over the net at all
// FIXME: this doesn't get saved between predicted frames on the clients-side (cg.predictedPlayerState)
// So to use persistent variables here, which don't need to come from the server,
// we could use a marker variable, and use that to store everything after it
// before we read in the new values for the predictedPlayerState, then restore them
// after copying the structure recieved from the server.
// (SA) yeah. this is causing me a little bit of trouble too. can we go ahead with the above suggestion or find an alternative?
int ping; // server to game info for scoreboard
int pmove_framecount;
int entityEventSequence;
int sprintTime;
int sprintExertTime;
// JPW NERVE -- value for all multiplayer classes with regenerating "class weapons" -- ie LT artillery, medic medpack, engineer build points, etc
int classWeaponTime;
int jumpTime; // used in SP/MP to prevent jump accel
// jpw
int weapAnimTimer; // don't change low priority animations until this runs out
int weapAnim; // mask off ANIM_TOGGLEBIT
qboolean releasedFire;
float aimSpreadScaleFloat; // (SA) the server-side aimspreadscale that lets it track finer changes but still only
// transmit the 8bit int to the client
int aimSpreadScale; // 0 - 255 increases with angular movement
int lastFireTime; // used by server to hold last firing frame briefly when randomly releasing trigger (AI)
int quickGrenTime;
int leanStopDebounceTime;
int weapHeat[MAX_WEAPONS]; // some weapons can overheat. this tracks (server-side) how hot each weapon currently is.
int curWeapHeat; // value for the currently selected weapon (for transmission to client)
int venomTime;
//----(SA) added
int accShowBits; // RF (changed from short), these should all be 32 bit
int accHideBits;
//----(SA) end
aistateEnum_t aiState;
float footstepCount;
} playerState_t;
//====================================================================
//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
#define BUTTON_ATTACK 1
#define BUTTON_TALK 2 // displays talk balloon and disables actions
#define BUTTON_USE_HOLDABLE 4
#define BUTTON_GESTURE 8
#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN
// because a key pressed late in the frame will
// only generate a small move value for that frame
// walking will use different animations and
// won't generate footsteps
//----(SA) added
#define BUTTON_SPRINT 32
#define BUTTON_ACTIVATE 64
//----(SA) end
#define BUTTON_ANY 128 // any key whatsoever
//----(SA) wolf buttons
#define WBUTTON_ATTACK2 1
#define WBUTTON_ZOOM 2
#define WBUTTON_QUICKGREN 4
#define WBUTTON_RELOAD 8
#define WBUTTON_LEANLEFT 16
#define WBUTTON_LEANRIGHT 32
// unused
#define WBUTTON_EXTRA6 64
#define WBUTTON_EXTRA7 128
//----(SA) end
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
// then BUTTON_WALKING should be set
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
int serverTime;
byte buttons;
byte wbuttons;
byte weapon;
byte holdable; //----(SA) added
int angles[3];
signed char forwardmove, rightmove, upmove;
signed char wolfkick; // RF, we should move this over to a wbutton, this is a huge waste of bandwidth
unsigned short cld; // NERVE - SMF - send client damage in usercmd instead of as a server command
} usercmd_t;
//===================================================================
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL 0xffffff
typedef enum {
TR_STATIONARY,
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
TR_LINEAR,
TR_LINEAR_STOP,
TR_LINEAR_STOP_BACK, //----(SA) added. so reverse movement can be different than forward
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY,
// Ridah
TR_GRAVITY_LOW,
TR_GRAVITY_FLOAT, // super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
TR_GRAVITY_PAUSED, //----(SA) has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
TR_ACCELERATE,
TR_DECCELERATE
} trType_t;
typedef struct {
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
//----(SA) removed
vec3_t trBase;
vec3_t trDelta; // velocity, etc
//----(SA) removed
} trajectory_t;
// RF, put this here so we have a central means of defining a Zombie (kind of a hack, but this is to minimize bandwidth usage)
#define SET_FLAMING_ZOMBIE( x,y ) ( x.frame = y )
#define IS_FLAMING_ZOMBIE( x ) ( x.frame == 1 )
// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
//
// NOTE: all fields in here must be 32 bits (or those within sub-structures)
typedef struct entityState_s {
int number; // entity index
int eType; // entityType_t
int eFlags;
trajectory_t pos; // for calculating position
trajectory_t apos; // for calculating angles
int time;
int time2;
vec3_t origin;
vec3_t origin2;
vec3_t angles;
vec3_t angles2;
int otherEntityNum; // shotgun sources, etc
int otherEntityNum2;
int groundEntityNum; // ENTITYNUM_NONE = in air
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
int dl_intensity; // used for coronas
int loopSound; // constantly loop this sound
int modelindex;
int modelindex2;
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame;
int solid; // for client side prediction, trap_linkentity sets this properly
// old style events, in for compatibility only
int event;
int eventParm;
int eventSequence; // pmove generated events
int events[MAX_EVENTS];
int eventParms[MAX_EVENTS];
// for players
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
// int weapAnim; // mask off ANIM_TOGGLEBIT //----(SA) removed (weap anims will be client-side only)
int density; // for particle effects
int dmgFlags; // to pass along additional information for damage effects for players/ Also used for cursorhints for non-player entities
// Ridah
int onFireStart, onFireEnd;
int aiChar, teamNum;
int effect1Time, effect2Time, effect3Time;
aistateEnum_t aiState;
int animMovetype; // clients can't derive movetype of other clients for anim scripting system
} entityState_t;
typedef enum {
CA_UNINITIALIZED,
CA_DISCONNECTED, // not talking to a server
CA_AUTHORIZING, // not used any more, was checking cd key
CA_CONNECTING, // sending request packets to the server
CA_CHALLENGING, // sending challenge packets to the server
CA_CONNECTED, // netchan_t established, getting gamestate
CA_LOADING, // only during cgame initialization, never during main loop
CA_PRIMED, // got gamestate, waiting for first frame
CA_ACTIVE, // game views should be displayed
CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
} connstate_t;
// font support
#define GLYPH_START 0
#define GLYPH_END 255
#define GLYPH_CHARSTART 32
#define GLYPH_CHAREND 127
#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1
typedef struct {
int height; // number of scan lines
int top; // top of glyph in buffer
int bottom; // bottom of glyph in buffer
int pitch; // width for copying
int xSkip; // x adjustment
int imageWidth; // width of actual image
int imageHeight; // height of actual image
float s; // x offset in image where glyph starts
float t; // y offset in image where glyph starts
float s2;
float t2;
qhandle_t glyph; // handle to the shader with the glyph
char shaderName[32];
} glyphInfo_t;
typedef struct {
glyphInfo_t glyphs [GLYPHS_PER_FONT];
float glyphScale;
char name[MAX_QPATH];
} fontInfo_t;
#define Square( x ) ( ( x ) * ( x ) )
// real time
//=============================================
typedef struct qtime_s {
int tm_sec; /* seconds after the minute - [0,59] */
int tm_min; /* minutes after the hour - [0,59] */
int tm_hour; /* hours since midnight - [0,23] */
int tm_mday; /* day of the month - [1,31] */
int tm_mon; /* months since January - [0,11] */
int tm_year; /* years since 1900 */
int tm_wday; /* days since Sunday - [0,6] */
int tm_yday; /* days since January 1 - [0,365] */
int tm_isdst; /* daylight savings time flag */
} qtime_t;
// server browser sources
#define AS_LOCAL 0
#define AS_MPLAYER 1
#define AS_GLOBAL 2
#define AS_FAVORITES 3
// cinematic states
typedef enum {
FMV_IDLE,
FMV_PLAY, // play
FMV_EOF, // all other conditions, i.e. stop/EOF/abort
FMV_ID_BLT,
FMV_ID_IDLE,
FMV_LOOPED,
FMV_ID_WAIT
} e_status;
typedef enum _flag_status {
FLAG_ATBASE = 0,
FLAG_TAKEN, // CTF
FLAG_TAKEN_RED, // One Flag CTF
FLAG_TAKEN_BLUE, // One Flag CTF
FLAG_DROPPED
} flagStatus_t;
#define MAX_GLOBAL_SERVERS 2048
#define MAX_OTHER_SERVERS 128
#define MAX_PINGREQUESTS 32
#define MAX_SERVERSTATUSREQUESTS 16
#define SAY_ALL 0
#define SAY_TEAM 1
#define SAY_TELL 2
#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2
#define LERP( a, b, w ) ( ( a ) * ( 1.0f - ( w ) ) + ( b ) * ( w ) )
#define LUMA( red, green, blue ) ( 0.2126f * ( red ) + 0.7152f * ( green ) + 0.0722f * ( blue ) )
// NERVE - SMF - localization
typedef enum {
LANGUAGE_FRENCH = 0,
LANGUAGE_GERMAN,
LANGUAGE_ITALIAN,
LANGUAGE_SPANISH,
MAX_LANGUAGES
} languages_t;
#endif // __Q_SHARED_H
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