diff options
author | Andrey Nazarov <skuller@skuller.net> | 2010-09-15 22:41:27 +0400 |
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committer | Andrey Nazarov <skuller@skuller.net> | 2010-09-15 22:41:27 +0400 |
commit | cd8d25aa0b96b48e1a6d0edf9893afe9cbf796c1 (patch) | |
tree | 322d2ed47d1ab4c7afdd5e70f34829f252877872 /source/q_shared.h | |
parent | de41ad148d857184ead919fa488fd58cec5b1864 (diff) |
Renamed source tree subdirectory into ‘src’, moved ‘asm’ subdirectory there and renamed it into ‘i386’.
Diffstat (limited to 'source/q_shared.h')
-rw-r--r-- | source/q_shared.h | 1471 |
1 files changed, 0 insertions, 1471 deletions
diff --git a/source/q_shared.h b/source/q_shared.h deleted file mode 100644 index 9d5806d..0000000 --- a/source/q_shared.h +++ /dev/null @@ -1,1471 +0,0 @@ -/* -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 - -#include <math.h> -#include <ctype.h> -#include <stdio.h> -#include <stdarg.h> -#include <string.h> -#include <stdlib.h> -#include <stdint.h> -#include <inttypes.h> -#include <limits.h> -#include <time.h> -#if HAVE_ENDIAN_H -#include <endian.h> -#endif -#ifdef _WIN32 -#ifdef _MSC_VER -#include <direct.h> -#else -#include <io.h> -#endif -#else -#include <sys/stat.h> -#include <sys/types.h> -#endif - -#ifdef __GNUC__ - -#define q_printf( f, a ) __attribute__((format( printf, f, a ))) -#define q_noreturn __attribute__((noreturn)) -#define q_malloc __attribute__((malloc)) -#if __GNUC__ >= 4 -#define q_sentinel __attribute__((sentinel)) -#else -#define q_sentinel -#endif - -#define q_likely( x ) __builtin_expect( !!(x), 1 ) -#define q_unlikely( x ) __builtin_expect( !!(x), 0 ) -#if __GNUC__ >= 4 -#define q_offsetof( t, m ) __builtin_offsetof( t, m ) -#else -#define q_offsetof( t, m ) ((size_t)&((t *)0)->m) -#endif - -#else /* __GNUC__ */ - -#define q_printf( f, a ) -#define q_noreturn -#define q_malloc -#define q_sentinel -#define q_packed - -#define q_likely( x ) !!(x) -#define q_unlikely( x ) !!(x) -#define q_offsetof( t, m ) ((size_t)&((t *)0)->m) - -#endif /* !__GNUC__ */ - -typedef unsigned char byte; -typedef enum { qfalse, qtrue } qboolean; -typedef int qhandle_t; -typedef int qerror_t; - -#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 256 // max tokens resulting from Cmd_TokenizeString -#define MAX_TOKEN_CHARS 1024 // max length of an individual token -#define MAX_NET_STRING 2048 // max length of a string used in network protocol - -#define MAX_QPATH 64 // max length of a quake game pathname -#define MAX_OSPATH 256 // max length of a filesystem pathname - -// -// 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 - -#define MAX_CLIENT_NAME 16 - -typedef enum { - ERR_FATAL, // exit the entire game with a popup window - ERR_DROP, // print to console and disconnect from game - ERR_DISCONNECT, // don't kill server - ERR_SILENT -} error_type_t; - -typedef enum { - PRINT_ALL, // general messages - PRINT_TALK, // print in green color - PRINT_DEVELOPER, // only print when "developer 1" - PRINT_WARNING, // print in yellow color - PRINT_ERROR // print in red color -} print_type_t; - -void Com_LPrintf( print_type_t type, const char *fmt, ... ) - q_printf( 2, 3 ); -void Com_Error( error_type_t code, const char *fmt, ... ) - q_noreturn q_printf( 2, 3 ); - -#define Com_Printf(...) Com_LPrintf( PRINT_ALL, __VA_ARGS__ ) -#define Com_WPrintf(...) Com_LPrintf( PRINT_WARNING, __VA_ARGS__ ) -#define Com_EPrintf(...) Com_LPrintf( PRINT_ERROR, __VA_ARGS__ ) - -// 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 - -// 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 float mat4_t[16]; - -typedef unsigned char color_t[4]; - -typedef int fixed4_t; -typedef int fixed8_t; -typedef int fixed16_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; - -typedef struct vrect_s { - int x, y, width, height; -} vrect_t; - -#define nanmask (255<<23) - -#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) - -// microsoft's fabs seems to be ungodly slow... -static inline float Q_fabs( float f ) { - union { - uint32_t l; - float f; - } tmp; - - tmp.f = f; - tmp.l &= 0x7FFFFFFF; - return tmp.f; -} - -#define Q_ftol( f ) ((long)(f)) - -#define DEG2RAD( a ) ( a * M_PI ) / 180.0F - -#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) -#define CrossProduct(v1,v2,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]) -#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 VectorInverse(a) ((a)[0]=-(a)[0],(a)[1]=-(a)[1],(a)[2]=-(a)[2]) -#define VectorSet(v, x, y, z) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z)) -#define VectorAvg(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) -#define VectorMA(a,b,c,d) \ - ((d)[0]=(a)[0]+(b)*(c)[0], \ - (d)[1]=(a)[1]+(b)*(c)[1], \ - (d)[2]=(a)[2]+(b)*(c)[2]) -#define VectorVectorMA(a,b,c,d) \ - ((d)[0]=(a)[0]+(b)[0]*(c)[0], \ - (d)[1]=(a)[1]+(b)[1]*(c)[1], \ - (d)[2]=(a)[2]+(b)[2]*(c)[2]) -#define VectorCompare(v1,v2) ((v1)[0]==(v2)[0]&&(v1)[1]==(v2)[1]&&(v1)[2]==(v2)[2]) -#define VectorLength(v) (sqrt(DotProduct((v),(v)))) -#define VectorLengthSquared(v) (DotProduct((v),(v))) -#define VectorScale(in,scale,out) \ - ((out)[0]=(in)[0]*(scale), \ - (out)[1]=(in)[1]*(scale), \ - (out)[2]=(in)[2]*(scale)) -#define VectorVectorScale(in,scale,out) \ - ((out)[0]=(in)[0]*(scale)[0], \ - (out)[1]=(in)[1]*(scale)[1], \ - (out)[2]=(in)[2]*(scale)[2]) -#define DistanceSquared(v1,v2) \ - (((v1)[0]-(v2)[0])*((v1)[0]-(v2)[0])+ \ - ((v1)[1]-(v2)[1])*((v1)[1]-(v2)[1])+ \ - ((v1)[2]-(v2)[2])*((v1)[2]-(v2)[2])) -#define Distance(v1,v2) (sqrt(DistanceSquared(v1,v2))) -#define LerpAngles(a,b,c,d) \ - ((d)[0]=LerpAngle((a)[0],(b)[0],c), \ - (d)[1]=LerpAngle((a)[1],(b)[1],c), \ - (d)[2]=LerpAngle((a)[2],(b)[2],c)) -#define LerpVector(a,b,c,d) \ - ((d)[0]=(a)[0]+(c)*((b)[0]-(a)[0]), \ - (d)[1]=(a)[1]+(c)*((b)[1]-(a)[1]), \ - (d)[2]=(a)[2]+(c)*((b)[2]-(a)[2])) -#define PlaneDiff(v,p) (DotProduct(v,(p)->normal)-(p)->dist) - -#define Vector4Subtract(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 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 Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) -#define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0) -#define Vector4Negate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2],(b)[3]=-(a)[3]) -#define Vector4Set(v, a, b, c, d) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c),(v)[3]=(d)) - -#define FastColorCopy(a,b) (*(uint32_t*)(b)=*(uint32_t*)(a)) - -void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); -vec_t VectorNormalize (vec3_t v); // returns vector length -vec_t VectorNormalize2 (vec3_t v, vec3_t out); -void ClearBounds (vec3_t mins, vec3_t maxs); -void AddPointToBounds (const vec3_t v, vec3_t mins, vec3_t maxs); -vec_t RadiusFromBounds (const vec3_t mins, const vec3_t maxs); -void UnionBounds( vec3_t a[2], vec3_t b[2], vec3_t c[2] ); - -static inline int Q_CeilPowerOfTwo( int value ) { - int i; - - for( i = 1; i < value; i <<= 1 ) - ; - return i; -} - -static inline float LerpAngle( float a2, float a1, float frac ) { - if (a1 - a2 > 180) - a1 -= 360; - if (a1 - a2 < -180) - a1 += 360; - return a2 + frac * (a1 - a2); -} - -static inline float anglemod( float a ) { - a = (360.0f/65536) * ((int)(a*(65536/360.0f)) & 65535); - return a; -} - -static inline int rand_byte( void ) { - int r = rand(); - - int b1 = ( r >> 24 ) & 255; - int b2 = ( r >> 16 ) & 255; - int b3 = ( r >> 8 ) & 255; - int b4 = ( r ) & 255; - - return b1 ^ b2 ^ b3 ^ b4; -} - -#define clamp(a,b,c) ((a)<(b)?(a)=(b):(a)>(c)?(a)=(c):(a)) -#define cclamp(a,b,c) ((b)>(c)?clamp(a,c,b):clamp(a,b,c)) - -#ifndef max -#define max(a,b) ((a)>(b)?(a):(b)) -#endif - -#ifndef min -#define min(a,b) ((a)<(b)?(a):(b)) -#endif - -#define frand() ( ( rand() & 32767 ) * ( 1.0 / 32767 ) ) -#define crand() ( ( rand() & 32767 ) * ( 2.0 / 32767 ) - 1 ) - -#define Q_rint(x) ((x) < 0 ? ((int)((x) - 0.5f)) : ((int)((x) + 0.5f))) - -#define Q_IsBitSet( data, bit ) ( ( (data)[(bit) >> 3] & ( 1 << ( (bit) & 7 ) ) ) != 0 ) -#define Q_SetBit( data, bit ) ( (data)[(bit) >> 3] |= ( 1 << ( (bit) & 7 ) ) ) -#define Q_ClearBit( data, bit ) ( (data)[(bit) >> 3] &= ~( 1 << ( (bit) & 7 ) ) ) - -//============================================= - -// fast "C" macros -#define Q_isupper( c ) ( (c) >= 'A' && (c) <= 'Z' ) -#define Q_islower( c ) ( (c) >= 'a' && (c) <= 'z' ) -#define Q_isdigit( c ) ( (c) >= '0' && (c) <= '9' ) -#define Q_isalpha( c ) ( Q_isupper( c ) || Q_islower( c ) ) -#define Q_isalnum( c ) ( Q_isalpha( c ) || Q_isdigit( c ) ) -#define Q_isprint( c ) ( (c) >= 32 && (c) < 127 ) -#define Q_isgraph( c ) ( (c) > 32 && (c) < 127 ) -#define Q_isspace( c ) ( c == ' ' || c == '\f' || c == '\n' || \ - c == '\r' || c == '\t' || c == '\v' ) - -// tests if specified character is valid quake path character -#define Q_ispath( c ) ( Q_isalnum( c ) || (c) == '_' || (c) == '-' ) - -// tests if specified character has special meaning to quake console -#define Q_isspecial( c ) ( (c) == '\r' || (c) == '\n' || (c) == 127 ) - -static inline int Q_tolower( int c ) { - if( Q_isupper( c ) ) { - c += ( 'a' - 'A' ); - } - return c; -} - -static inline int Q_toupper( int c ) { - if( Q_islower( c ) ) { - c -= ( 'a' - 'A' ); - } - return c; -} - -static inline char *Q_strlwr( char *s ) { - char *p = s; - - while( *p ) { - *p = Q_tolower( *p ); - p++; - } - - return s; -} - -static inline char *Q_strupr( char *s ) { - char *p = s; - - while( *p ) { - *p = Q_toupper( *p ); - p++; - } - - return s; -} - -static inline int Q_charhex( int c ) { - if( c >= 'A' && c <= 'F' ) { - return 10 + ( c - 'A' ); - } - if( c >= 'a' && c <= 'f' ) { - return 10 + ( c - 'a' ); - } - if( c >= '0' && c <= '9' ) { - return c - '0'; - } - return -1; -} - -// converts quake char to ASCII equivalent -static inline int Q_charascii( int c ) { - c &= 127; // strip high bits - if( Q_isgraph( c ) || Q_isspace( c ) ) { - return c; - } - switch( c ) { - // handle bold brackets - case 16: return '['; - case 17: return ']'; - } - return '.'; // don't output control chars, etc -} - -// portable case insensitive compare -int Q_strcasecmp( const char *s1, const char *s2 ); -int Q_strncasecmp( const char *s1, const char *s2, size_t n ); -char *Q_strcasestr( const char *s1, const char *s2 ); - -#define Q_stricmp Q_strcasecmp -#define Q_stricmpn Q_strncasecmp -#define Q_stristr Q_strcasestr - -#ifdef _WIN32 -#define Q_mkdir( p ) _mkdir( p ) -#define Q_unlink( p ) _unlink( p ) -#else -#define Q_mkdir( p ) mkdir( p, 0775 ) -#define Q_unlink( p ) unlink( p ) -#endif - -char *Q_strchrnul( const char *s, int c ); -void Q_setenv( const char *name, const char *value ); - -char *COM_SkipPath( const char *pathname ); -void COM_StripExtension( const char *in, char *out, size_t size ); -void COM_FileBase (char *in, char *out); -void COM_FilePath( const char *in, char *out, size_t size ); -size_t COM_DefaultExtension( char *path, const char *ext, size_t size ); -char *COM_FileExtension( const char *in ); - -qboolean COM_IsFloat( const char *s ); -qboolean COM_IsUint( const char *s ); -qboolean COM_HasSpaces( const char *s ); - -unsigned COM_ParseHex( const char *s ); - -char *COM_Parse( const char **data_p ); -// data is an in/out parm, returns a parsed out token -int COM_Compress( char *data ); - -int QDECL SortStrcmp( const void *p1, const void *p2 ); -int QDECL SortStricmp( const void *p1, const void *p2 ); - -size_t COM_strclr( char *s ); -qboolean COM_iswhite( const char *s ); - -size_t COM_FormatFileSize( char *dest, size_t bytes, size_t size ); - -// buffer safe operations -size_t Q_strlcpy( char *dst, const char *src, size_t size ); -size_t Q_strlcat( char *dst, const char *src, size_t size ); - -size_t Q_concat( char *dest, size_t size, ... ) q_sentinel; - -size_t Q_vsnprintf( char *dest, size_t size, const char *fmt, va_list argptr ); -size_t Q_vscnprintf( char *dest, size_t size, const char *fmt, va_list argptr ); -size_t Q_snprintf( char *dest, size_t size, const char *fmt, ... ) q_printf( 3, 4 ); -size_t Q_scnprintf( char *dest, size_t size, const char *fmt, ... ) q_printf( 3, 4 ); - -char *va( const char *format, ... ) q_printf( 1, 2 ); - -//============================================= - -static inline uint16_t ShortSwap( uint16_t s ) { - s = ( s >> 8 ) | ( s << 8 ); - return s; -} - -static inline uint32_t LongSwap( uint32_t l ) { - l = ( ( l >> 8 ) & 0x00ff00ff ) | ( ( l << 8 ) & 0xff00ff00 ); - l = ( l >> 16 ) | ( l << 16 ); - return l; -} - -static inline float FloatSwap( float f ) { - union { - float f; - uint32_t l; - } dat1, dat2; - - dat1.f = f; - dat2.l = LongSwap( dat1.l ); - return dat2.f; -} - -#if __BYTE_ORDER == __LITTLE_ENDIAN -#define BigShort ShortSwap -#define BigLong LongSwap -#define BigFloat FloatSwap -#define LittleShort(x) ((uint16_t)(x)) -#define LittleLong(x) ((uint32_t)(x)) -#define LittleFloat(x) ((float)(x)) -#define MakeRawLong(b1,b2,b3,b4) (((b4)<<24)|((b3)<<16)|((b2)<<8)|(b1)) -#define MakeRawShort(b1,b2) (((b2)<<8)|(b1)) -#elif __BYTE_ORDER == __BIG_ENDIAN -#define BigShort(x) ((uint16_t)(x)) -#define BigLong(x) ((uint32_t)(x)) -#define BigFloat(x) ((float)(x)) -#define LittleShort ShortSwap -#define LittleLong LongSwap -#define LittleFloat FloatSwap -#define MakeRawLong(b1,b2,b3,b4) (((b1)<<24)|((b2)<<16)|((b3)<<8)|(b4)) -#define MakeRawShort(b1,b2) (((b1)<<8)|(b2)) -#else -#error Unknown byte order -#endif - -#define LittleLongMem(p) (((p)[3]<<24)|((p)[2]<<16)|((p)[1]<<8)|(p)[0]) -#define LittleShortMem(p) (((p)[1]<<8)|(p)[0]) - -#define RawLongMem(p) MakeRawLong((p)[0],(p)[1],(p)[2],(p)[3]) -#define RawShortMem(p) MakeRawShort((p)[0],(p)[1]) - -#define LittleVector(a,b) \ - ((b)[0]=LittleFloat((a)[0]),\ - (b)[1]=LittleFloat((a)[1]),\ - (b)[2]=LittleFloat((a)[2])) - -//============================================= - -// -// key / value info strings -// -#define MAX_INFO_KEY 64 -#define MAX_INFO_VALUE 64 -#define MAX_INFO_STRING 512 - -char *Info_ValueForKey( const char *s, const char *key ); -void Info_RemoveKey( char *s, const char *key ); -qboolean Info_SetValueForKey( char *s, const char *key, const char *value ); -qboolean Info_Validate( const char *s ); -size_t Info_SubValidate( const char *s ); -void Info_NextPair( const char **string, char *key, char *value ); -void Info_Print( const char *infostring ); - -/* -========================================================== - -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 - -struct cvar_s; -struct genctx_s; - -typedef void (*xchanged_t)( struct cvar_s * ); -typedef void (*xgenerator_t)( struct genctx_s * ); - -// nothing outside the cvar.*() functions should modify these fields! -typedef struct cvar_s { - char *name; - char *string; - char *latched_string; // for CVAR_LATCH vars - int flags; - qboolean modified; // set each time the cvar is changed - float value; - struct cvar_s *next; - -// ------ new stuff ------ - int integer; - char *default_string; - xchanged_t changed; - xgenerator_t generator; - struct cvar_s *hashNext; -} 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) - - -// 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; - -// 0-2 are axial planes -#define PLANE_X 0 -#define PLANE_Y 1 -#define PLANE_Z 2 - -// 3-5 are non-axial planes snapped to the nearest -#define PLANE_ANYX 3 -#define PLANE_ANYY 4 -#define PLANE_ANYZ 5 - -// planes (x&~1) and (x&~1)+1 are always opposites - -#define PLANE_NON_AXIAL 6 - -// 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 csurface_s -{ - char name[16]; - int flags; - int value; -} csurface_t; - -// a trace is returned when a box is swept through the world -typedef struct -{ - qboolean allsolid; // if qtrue, plane is not valid - qboolean startsolid; // if qtrue, 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) -#define PMF_TELEPORT_BIT 128 // used by q2pro - -// 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_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; - - // 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_FLAG1 0x00040000 -#define EF_FLAG2 0x00080000 -// RAFAEL -#define EF_IONRIPPER 0x00100000 -#define EF_GREENGIB 0x00200000 -#define EF_BLUEHYPERBLASTER 0x00400000 -#define EF_SPINNINGLIGHTS 0x00800000 -#define EF_PLASMA 0x01000000 -#define EF_TRAP 0x02000000 - -//ROGUE -#define EF_TRACKER 0x04000000 -#define EF_DOUBLE 0x08000000 -#define EF_SPHERETRANS 0x10000000 -#define EF_TAGTRAIL 0x20000000 -#define EF_HALF_DAMAGE 0x40000000 -#define EF_TRACKERTRAIL 0x80000000 -//ROGUE - -// 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 -#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 - -//ROGUE -#define RF_IR_VISIBLE 0x00008000 // 32768 -#define RF_SHELL_DOUBLE 0x00010000 // 65536 -#define RF_SHELL_HALF_DAM 0x00020000 -#define RF_USE_DISGUISE 0x00040000 -//ROGUE - -// player_state_t->refdef flags -#define RDF_UNDERWATER 1 // warp the screen as apropriate -#define RDF_NOWORLDMODEL 2 // used for player configuration screen - -//ROGUE -#define RDF_IRGOGGLES 4 -#define RDF_UVGOGGLES 8 -//ROGUE - -// -// 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 -// RAFAEL -#define MZ_IONRIPPER 16 -#define MZ_BLUEHYPERBLASTER 17 -#define MZ_PHALANX 18 -#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers - -//ROGUE -#define MZ_ETF_RIFLE 30 -#define MZ_UNUSED 31 -#define MZ_SHOTGUN2 32 -#define MZ_HEATBEAM 33 -#define MZ_BLASTER2 34 -#define MZ_TRACKER 35 -#define MZ_NUKE1 36 -#define MZ_NUKE2 37 -#define MZ_NUKE4 38 -#define MZ_NUKE8 39 -//ROGUE - -// -// monster muzzle flashes -// -#define MZ2_TANK_BLASTER_1 1 -#define MZ2_TANK_BLASTER_2 2 -#define MZ2_TANK_BLASTER_3 3 -#define MZ2_TANK_MACHINEGUN_1 4 -#define MZ2_TANK_MACHINEGUN_2 5 -#define MZ2_TANK_MACHINEGUN_3 6 -#define MZ2_TANK_MACHINEGUN_4 7 -#define MZ2_TANK_MACHINEGUN_5 8 -#define MZ2_TANK_MACHINEGUN_6 9 -#define MZ2_TANK_MACHINEGUN_7 10 -#define MZ2_TANK_MACHINEGUN_8 11 -#define MZ2_TANK_MACHINEGUN_9 12 -#define MZ2_TANK_MACHINEGUN_10 13 -#define MZ2_TANK_MACHINEGUN_11 14 -#define MZ2_TANK_MACHINEGUN_12 15 -#define MZ2_TANK_MACHINEGUN_13 16 -#define MZ2_TANK_MACHINEGUN_14 17 -#define MZ2_TANK_MACHINEGUN_15 18 -#define MZ2_TANK_MACHINEGUN_16 19 -#define MZ2_TANK_MACHINEGUN_17 20 -#define MZ2_TANK_MACHINEGUN_18 21 -#define MZ2_TANK_MACHINEGUN_19 22 -#define MZ2_TANK_ROCKET_1 23 -#define MZ2_TANK_ROCKET_2 24 -#define MZ2_TANK_ROCKET_3 25 - -#define MZ2_INFANTRY_MACHINEGUN_1 26 -#define MZ2_INFANTRY_MACHINEGUN_2 27 -#define MZ2_INFANTRY_MACHINEGUN_3 28 -#define MZ2_INFANTRY_MACHINEGUN_4 29 -#define MZ2_INFANTRY_MACHINEGUN_5 30 -#define MZ2_INFANTRY_MACHINEGUN_6 31 -#define MZ2_INFANTRY_MACHINEGUN_7 32 -#define MZ2_INFANTRY_MACHINEGUN_8 33 -#define MZ2_INFANTRY_MACHINEGUN_9 34 -#define MZ2_INFANTRY_MACHINEGUN_10 35 -#define MZ2_INFANTRY_MACHINEGUN_11 36 -#define MZ2_INFANTRY_MACHINEGUN_12 37 -#define MZ2_INFANTRY_MACHINEGUN_13 38 - -#define MZ2_SOLDIER_BLASTER_1 39 -#define MZ2_SOLDIER_BLASTER_2 40 -#define MZ2_SOLDIER_SHOTGUN_1 41 -#define MZ2_SOLDIER_SHOTGUN_2 42 -#define MZ2_SOLDIER_MACHINEGUN_1 43 -#define MZ2_SOLDIER_MACHINEGUN_2 44 - -#define MZ2_GUNNER_MACHINEGUN_1 45 -#define MZ2_GUNNER_MACHINEGUN_2 46 -#define MZ2_GUNNER_MACHINEGUN_3 47 -#define MZ2_GUNNER_MACHINEGUN_4 48 -#define MZ2_GUNNER_MACHINEGUN_5 49 -#define MZ2_GUNNER_MACHINEGUN_6 50 -#define MZ2_GUNNER_MACHINEGUN_7 51 -#define MZ2_GUNNER_MACHINEGUN_8 52 -#define MZ2_GUNNER_GRENADE_1 53 -#define MZ2_GUNNER_GRENADE_2 54 -#define MZ2_GUNNER_GRENADE_3 55 -#define MZ2_GUNNER_GRENADE_4 56 - -#define MZ2_CHICK_ROCKET_1 57 - -#define MZ2_FLYER_BLASTER_1 58 -#define MZ2_FLYER_BLASTER_2 59 - -#define MZ2_MEDIC_BLASTER_1 60 - -#define MZ2_GLADIATOR_RAILGUN_1 61 - -#define MZ2_HOVER_BLASTER_1 62 - -#define MZ2_ACTOR_MACHINEGUN_1 63 - -#define MZ2_SUPERTANK_MACHINEGUN_1 64 -#define MZ2_SUPERTANK_MACHINEGUN_2 65 -#define MZ2_SUPERTANK_MACHINEGUN_3 66 -#define MZ2_SUPERTANK_MACHINEGUN_4 67 -#define MZ2_SUPERTANK_MACHINEGUN_5 68 -#define MZ2_SUPERTANK_MACHINEGUN_6 69 -#define MZ2_SUPERTANK_ROCKET_1 70 -#define MZ2_SUPERTANK_ROCKET_2 71 -#define MZ2_SUPERTANK_ROCKET_3 72 - -#define MZ2_BOSS2_MACHINEGUN_L1 73 -#define MZ2_BOSS2_MACHINEGUN_L2 74 -#define MZ2_BOSS2_MACHINEGUN_L3 75 -#define MZ2_BOSS2_MACHINEGUN_L4 76 -#define MZ2_BOSS2_MACHINEGUN_L5 77 -#define MZ2_BOSS2_ROCKET_1 78 -#define MZ2_BOSS2_ROCKET_2 79 -#define MZ2_BOSS2_ROCKET_3 80 -#define MZ2_BOSS2_ROCKET_4 81 - -#define MZ2_FLOAT_BLASTER_1 82 - -#define MZ2_SOLDIER_BLASTER_3 83 -#define MZ2_SOLDIER_SHOTGUN_3 84 -#define MZ2_SOLDIER_MACHINEGUN_3 85 -#define MZ2_SOLDIER_BLASTER_4 86 -#define MZ2_SOLDIER_SHOTGUN_4 87 -#define MZ2_SOLDIER_MACHINEGUN_4 88 -#define MZ2_SOLDIER_BLASTER_5 89 -#define MZ2_SOLDIER_SHOTGUN_5 90 -#define MZ2_SOLDIER_MACHINEGUN_5 91 -#define MZ2_SOLDIER_BLASTER_6 92 -#define MZ2_SOLDIER_SHOTGUN_6 93 -#define MZ2_SOLDIER_MACHINEGUN_6 94 -#define MZ2_SOLDIER_BLASTER_7 95 -#define MZ2_SOLDIER_SHOTGUN_7 96 -#define MZ2_SOLDIER_MACHINEGUN_7 97 -#define MZ2_SOLDIER_BLASTER_8 98 -#define MZ2_SOLDIER_SHOTGUN_8 99 -#define MZ2_SOLDIER_MACHINEGUN_8 100 - -// --- Xian shit below --- -#define MZ2_MAKRON_BFG 101 -#define MZ2_MAKRON_BLASTER_1 102 -#define MZ2_MAKRON_BLASTER_2 103 -#define MZ2_MAKRON_BLASTER_3 104 -#define MZ2_MAKRON_BLASTER_4 105 -#define MZ2_MAKRON_BLASTER_5 106 -#define MZ2_MAKRON_BLASTER_6 107 -#define MZ2_MAKRON_BLASTER_7 108 -#define MZ2_MAKRON_BLASTER_8 109 -#define MZ2_MAKRON_BLASTER_9 110 -#define MZ2_MAKRON_BLASTER_10 111 -#define MZ2_MAKRON_BLASTER_11 112 -#define MZ2_MAKRON_BLASTER_12 113 -#define MZ2_MAKRON_BLASTER_13 114 -#define MZ2_MAKRON_BLASTER_14 115 -#define MZ2_MAKRON_BLASTER_15 116 -#define MZ2_MAKRON_BLASTER_16 117 -#define MZ2_MAKRON_BLASTER_17 118 -#define MZ2_MAKRON_RAILGUN_1 119 -#define MZ2_JORG_MACHINEGUN_L1 120 -#define MZ2_JORG_MACHINEGUN_L2 121 -#define MZ2_JORG_MACHINEGUN_L3 122 -#define MZ2_JORG_MACHINEGUN_L4 123 -#define MZ2_JORG_MACHINEGUN_L5 124 -#define MZ2_JORG_MACHINEGUN_L6 125 -#define MZ2_JORG_MACHINEGUN_R1 126 -#define MZ2_JORG_MACHINEGUN_R2 127 -#define MZ2_JORG_MACHINEGUN_R3 128 -#define MZ2_JORG_MACHINEGUN_R4 129 -#define MZ2_JORG_MACHINEGUN_R5 130 -#define MZ2_JORG_MACHINEGUN_R6 131 -#define MZ2_JORG_BFG_1 132 -#define MZ2_BOSS2_MACHINEGUN_R1 133 -#define MZ2_BOSS2_MACHINEGUN_R2 134 -#define MZ2_BOSS2_MACHINEGUN_R3 135 -#define MZ2_BOSS2_MACHINEGUN_R4 136 -#define MZ2_BOSS2_MACHINEGUN_R5 137 - -//ROGUE -#define MZ2_CARRIER_MACHINEGUN_L1 138 -#define MZ2_CARRIER_MACHINEGUN_R1 139 -#define MZ2_CARRIER_GRENADE 140 -#define MZ2_TURRET_MACHINEGUN 141 -#define MZ2_TURRET_ROCKET 142 -#define MZ2_TURRET_BLASTER 143 -#define MZ2_STALKER_BLASTER 144 -#define MZ2_DAEDALUS_BLASTER 145 -#define MZ2_MEDIC_BLASTER_2 146 -#define MZ2_CARRIER_RAILGUN 147 -#define MZ2_WIDOW_DISRUPTOR 148 -#define MZ2_WIDOW_BLASTER 149 -#define MZ2_WIDOW_RAIL 150 -#define MZ2_WIDOW_PLASMABEAM 151 // PMM - not used -#define MZ2_CARRIER_MACHINEGUN_L2 152 -#define MZ2_CARRIER_MACHINEGUN_R2 153 -#define MZ2_WIDOW_RAIL_LEFT 154 -#define MZ2_WIDOW_RAIL_RIGHT 155 -#define MZ2_WIDOW_BLASTER_SWEEP1 156 -#define MZ2_WIDOW_BLASTER_SWEEP2 157 -#define MZ2_WIDOW_BLASTER_SWEEP3 158 -#define MZ2_WIDOW_BLASTER_SWEEP4 159 -#define MZ2_WIDOW_BLASTER_SWEEP5 160 -#define MZ2_WIDOW_BLASTER_SWEEP6 161 -#define MZ2_WIDOW_BLASTER_SWEEP7 162 -#define MZ2_WIDOW_BLASTER_SWEEP8 163 -#define MZ2_WIDOW_BLASTER_SWEEP9 164 -#define MZ2_WIDOW_BLASTER_100 165 -#define MZ2_WIDOW_BLASTER_90 166 -#define MZ2_WIDOW_BLASTER_80 167 -#define MZ2_WIDOW_BLASTER_70 168 -#define MZ2_WIDOW_BLASTER_60 169 -#define MZ2_WIDOW_BLASTER_50 170 -#define MZ2_WIDOW_BLASTER_40 171 -#define MZ2_WIDOW_BLASTER_30 172 -#define MZ2_WIDOW_BLASTER_20 173 -#define MZ2_WIDOW_BLASTER_10 174 -#define MZ2_WIDOW_BLASTER_0 175 -#define MZ2_WIDOW_BLASTER_10L 176 -#define MZ2_WIDOW_BLASTER_20L 177 -#define MZ2_WIDOW_BLASTER_30L 178 -#define MZ2_WIDOW_BLASTER_40L 179 -#define MZ2_WIDOW_BLASTER_50L 180 -#define MZ2_WIDOW_BLASTER_60L 181 -#define MZ2_WIDOW_BLASTER_70L 182 -#define MZ2_WIDOW_RUN_1 183 -#define MZ2_WIDOW_RUN_2 184 -#define MZ2_WIDOW_RUN_3 185 -#define MZ2_WIDOW_RUN_4 186 -#define MZ2_WIDOW_RUN_5 187 -#define MZ2_WIDOW_RUN_6 188 -#define MZ2_WIDOW_RUN_7 189 -#define MZ2_WIDOW_RUN_8 190 -#define MZ2_CARRIER_ROCKET_1 191 -#define MZ2_CARRIER_ROCKET_2 192 -#define MZ2_CARRIER_ROCKET_3 193 -#define MZ2_CARRIER_ROCKET_4 194 -#define MZ2_WIDOW2_BEAMER_1 195 -#define MZ2_WIDOW2_BEAMER_2 196 -#define MZ2_WIDOW2_BEAMER_3 197 -#define MZ2_WIDOW2_BEAMER_4 198 -#define MZ2_WIDOW2_BEAMER_5 199 -#define MZ2_WIDOW2_BEAM_SWEEP_1 200 -#define MZ2_WIDOW2_BEAM_SWEEP_2 201 -#define MZ2_WIDOW2_BEAM_SWEEP_3 202 -#define MZ2_WIDOW2_BEAM_SWEEP_4 203 -#define MZ2_WIDOW2_BEAM_SWEEP_5 204 -#define MZ2_WIDOW2_BEAM_SWEEP_6 205 -#define MZ2_WIDOW2_BEAM_SWEEP_7 206 -#define MZ2_WIDOW2_BEAM_SWEEP_8 207 -#define MZ2_WIDOW2_BEAM_SWEEP_9 208 -#define MZ2_WIDOW2_BEAM_SWEEP_10 209 -#define MZ2_WIDOW2_BEAM_SWEEP_11 210 - -// ROGUE - -extern const vec3_t monster_flash_offset []; - - -// 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. -typedef enum -{ - TE_GUNSHOT, - TE_BLOOD, - TE_BLASTER, - TE_RAILTRAIL, - TE_SHOTGUN, - TE_EXPLOSION1, - TE_EXPLOSION2, - TE_ROCKET_EXPLOSION, - TE_GRENADE_EXPLOSION, - TE_SPARKS, - TE_SPLASH, - TE_BUBBLETRAIL, - TE_SCREEN_SPARKS, - TE_SHIELD_SPARKS, - TE_BULLET_SPARKS, - TE_LASER_SPARKS, - TE_PARASITE_ATTACK, - TE_ROCKET_EXPLOSION_WATER, - TE_GRENADE_EXPLOSION_WATER, - TE_MEDIC_CABLE_ATTACK, - TE_BFG_EXPLOSION, - TE_BFG_BIGEXPLOSION, - TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!! - TE_BFG_LASER, - TE_GRAPPLE_CABLE, - TE_WELDING_SPARKS, - TE_GREENBLOOD, - TE_BLUEHYPERBLASTER, - TE_PLASMA_EXPLOSION, - TE_TUNNEL_SPARKS, -//ROGUE - TE_BLASTER2, - TE_RAILTRAIL2, - TE_FLAME, - TE_LIGHTNING, - TE_DEBUGTRAIL, - TE_PLAIN_EXPLOSION, - TE_FLASHLIGHT, - TE_FORCEWALL, - TE_HEATBEAM, - TE_MONSTER_HEATBEAM, - TE_STEAM, - TE_BUBBLETRAIL2, - TE_MOREBLOOD, - TE_HEATBEAM_SPARKS, - TE_HEATBEAM_STEAM, - TE_CHAINFIST_SMOKE, - TE_ELECTRIC_SPARKS, - TE_TRACKER_EXPLOSION, - TE_TELEPORT_EFFECT, - TE_DBALL_GOAL, - TE_WIDOWBEAMOUT, - TE_NUKEBLAST, - TE_WIDOWSPLASH, - TE_EXPLOSION1_BIG, - TE_EXPLOSION1_NP, - TE_FLECHETTE, -//ROGUE - - TE_NUM_ENTITIES -} temp_event_t; - -#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 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_MODELTEAMS 0x00000080 // 128 -#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 -#define DF_FIXED_FOV 0x00008000 // 32768 - -// RAFAEL -#define DF_QUADFIRE_DROP 0x00010000 // 65536 - -//ROGUE -#define DF_NO_MINES 0x00020000 -#define DF_NO_STACK_DOUBLE 0x00040000 -#define DF_NO_NUKES 0x00080000 -#define DF_NO_SPHERES 0x00100000 -//ROGUE - -/* -ROGUE - VERSIONS -1234 08/13/1998 Activision -1235 08/14/1998 Id Software -1236 08/15/1998 Steve Tietze -1237 08/15/1998 Phil Dobranski -1238 08/15/1998 John Sheley -1239 08/17/1998 Barrett Alexander -1230 08/17/1998 Brandon Fish -1245 08/17/1998 Don MacAskill -1246 08/17/1998 David "Zoid" Kirsch -1247 08/17/1998 Manu Smith -1248 08/17/1998 Geoff Scully -1249 08/17/1998 Andy Van Fossen -1240 08/20/1998 Activision Build 2 -1256 08/20/1998 Ranger Clan -1257 08/20/1998 Ensemble Studios -1258 08/21/1998 Robert Duffy -1259 08/21/1998 Stephen Seachord -1250 08/21/1998 Stephen Heaslip -1267 08/21/1998 Samir Sandesara -1268 08/21/1998 Oliver Wyman -1269 08/21/1998 Steven Marchegiano -1260 08/21/1998 Build #2 for Nihilistic -1278 08/21/1998 Build #2 for Ensemble - -9999 08/20/1998 Internal Use -*/ -#define ROGUE_VERSION_ID 1278 - -#define ROGUE_VERSION_STRING "08/21/1998 Beta 2 for Ensemble" - -// ROGUE - -#define UF_AUTOSCREENSHOT 1 -#define UF_AUTORECORD 2 -#define UF_LOCALFOV 4 -#define UF_MUTE_PLAYERS 8 -#define UF_MUTE_OBSERVERS 16 -#define UF_MUTE_MISC 32 - -/* -========================================================== - - 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. -// -#define CS_NAME 0 -#define CS_CDTRACK 1 -#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) - -// Some mods actually exploit CS_STATUSBAR to take space up to CS_AIRACCEL -#define CS_SIZE( cs ) \ - ( (cs) >= CS_STATUSBAR && (cs) < CS_AIRACCEL ? \ - MAX_QPATH * ( CS_AIRACCEL - (cs) ) : MAX_QPATH ) - - -//============================================== - - -// 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 -} 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 -} entity_state_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 -} player_state_t; - - - |