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Diffstat (limited to 'source/q_shared.h')
-rw-r--r-- | source/q_shared.h | 1479 |
1 files changed, 1479 insertions, 0 deletions
diff --git a/source/q_shared.h b/source/q_shared.h new file mode 100644 index 0000000..c4357c9 --- /dev/null +++ b/source/q_shared.h @@ -0,0 +1,1479 @@ +/* +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 <time.h> + +#ifdef __GNUC__ + +#define q_printf( f, a ) __attribute__(( format( printf, f, a ) )) +#define q_noreturn __attribute__(( noreturn )) +#define q_malloc __attribute__(( malloc )) + +#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_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 fileHandle_t; + +typedef unsigned char uint8; +typedef unsigned short uint16; +typedef unsigned int uint32; + +#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 32 + +typedef enum comErrorType_e { + 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 +} comErrorType_t; + +typedef enum comPrintType_e { + PRINT_ALL, // general messages + PRINT_DEVELOPER, // only print when "developer 1" + PRINT_WARNING, // print in yellow color + PRINT_ERROR // print in red color +} comPrintType_t; + +// FIXME: move these to com_public.h? +void Com_Printf( const char *fmt, ... ) q_printf( 1, 2 ); +void Com_DPrintf( const char *fmt, ... ) q_printf( 1, 2 ); +void Com_WPrintf( const char *fmt, ... ) q_printf( 1, 2 ); +void Com_EPrintf( const char *fmt, ... ) q_printf( 1, 2 ); +void Com_Error( comErrorType_t code, const char *fmt, ... ) + q_noreturn q_printf( 2, 3 ); + +// 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_e { + 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 byte 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; + +#define NUMVERTEXNORMALS 162 + +extern vec3_t bytedirs[NUMVERTEXNORMALS]; + +extern const color_t colorBlack; +extern const color_t colorRed; +extern const color_t colorGreen; +extern const color_t colorYellow; +extern const color_t colorBlue; +extern const color_t colorCyan; +extern const color_t colorMagenta; +extern const color_t colorWhite; + +extern const color_t colorTable[8]; + +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 ) { + uint32 tmp = *( uint32 * )&f; + tmp &= 0x7FFFFFFF; + return *( float * )&tmp; +} + +#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 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)) + +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] ); +/*vec_t VectorLength (vec3_t v);*/ +vec_t VectorNormalize (vec3_t v); // returns vector length +vec_t VectorNormalize2 (vec3_t v, vec3_t out); + +int Q_log2(int val); +int Q_CeilPowerOfTwo( int value ); +float Com_CalcFov( float fov_x, float width, float height ); + +void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); +void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); + +void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); +int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane); + +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 = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535); + return a; +} + +void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ); +void PerpendicularVector( vec3_t dst, const vec3_t src ); +void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); + +int DirToByte( const vec3_t dir ); +void ByteToDir( int index, vec3_t dir ); + +#define clamp(a,b,c) ((b)>=(c)?(a)=(b):(a)<(b)?(a)=(b):(a)>(c)?(a)=(c):(a)) + +#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 ) ) ) + +/* use escape character server will never send */ +#define Q_COLOR_ESCAPE '\x7F' +#define Q_COLOR_ESCAPE_STRING "\x7F" +#define Q_IsColorString(p) ( *(p) == Q_COLOR_ESCAPE && *( (p) + 1 ) ) + +#define COLOR_BLACK '0' +#define COLOR_RED '1' +#define COLOR_GREEN '2' +#define COLOR_YELLOW '3' +#define COLOR_BLUE '4' +#define COLOR_CYAN '5' +#define COLOR_MAGENTA '6' +#define COLOR_WHITE '7' +#define ColorIndex(c) ( ( (c) - '0' ) & 7 ) + +#define COLOR_ALT '8' +#define COLOR_RESET '9' + +#define S_COLOR_BLACK Q_COLOR_ESCAPE_STRING "0" +#define S_COLOR_RED Q_COLOR_ESCAPE_STRING "1" +#define S_COLOR_GREEN Q_COLOR_ESCAPE_STRING "2" +#define S_COLOR_YELLOW Q_COLOR_ESCAPE_STRING "3" +#define S_COLOR_BLUE Q_COLOR_ESCAPE_STRING "4" +#define S_COLOR_CYAN Q_COLOR_ESCAPE_STRING "5" +#define S_COLOR_MAGENTA Q_COLOR_ESCAPE_STRING "6" +#define S_COLOR_WHITE Q_COLOR_ESCAPE_STRING "7" + +#define S_COLOR_ALT Q_COLOR_ESCAPE_STRING "8" +#define S_COLOR_RESET Q_COLOR_ESCAPE_STRING "9" + +#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 SCREEN_WIDTH 640 +#define SCREEN_HEIGHT 480 + +#define UI_LEFT 0x00000001 +#define UI_RIGHT 0x00000002 +#define UI_CENTER (UI_LEFT|UI_RIGHT) +#define UI_BOTTOM 0x00000004 +#define UI_TOP 0x00000008 +#define UI_MIDDLE (UI_BOTTOM|UI_TOP) +#define UI_DROPSHADOW 0x00000010 +#define UI_ALTCOLOR 0x00000020 +#define UI_IGNORECOLOR 0x00000040 +#define UI_ALTESCAPES 0x00000080 +#define UI_AUTOWRAP 0x00000100 +#define UI_MULTILINE 0x00000200 +#define UI_DRAWCURSOR 0x00000400 + +#define TINYCHAR_WIDTH 8 +#define TINYCHAR_HEIGHT 8 + +int Q_DrawStrlen( const char *string ); +int Q_DrawStrlenTo( const char *string, int maxChars ); +qboolean Q_IsWhiteSpace( const char *string ); +char *Q_FormatString( const char *string ); +char *Q_UnescapeString( const char *string ); +int Q_ClearColorStr( char *out, const char *in, int bufsize ); +int Q_ClearStr( char *out, const char *in, int bufsize ); +int Q_HighlightStr( char *out, const char *in, int bufsize ); +int Q_EscapeMarkup( char *out, const char *in, int bufsize ); +int Q_EscapeURI( char *out, const char *in, int bufsize ); +int Q_Decode64( char *out, const char *in, int bufsize ); +int Q_Encode64( char *out, const char *in, int bufsize ); + +//============================================= + +#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 ) + +// tests if specified character is valid quake path character +#define Q_ispath( c ) ( Q_isalnum( c ) || (c) == '_' || (c) == '-' ) + +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; +} + +// portable case insensitive compare +int Q_strcasecmp( const char *s1, const char *s2 ); +int Q_strncasecmp( const char *s1, const char *s2, int n ); + +#define Q_stricmp Q_strcasecmp +#define Q_stricmpn Q_strncasecmp + +int SortStrcmp( const void *p1, const void *p2 ); + +char *COM_SkipPath( const char *pathname ); +void COM_StripExtension( const char *in, char *out, int outSize ); +void COM_FileBase (char *in, char *out); +void COM_FilePath( const char *in, char *out, int outSize ); +void COM_DefaultExtension( char *path, const char *extension, int pathSize ); +char *COM_FileExtension( const char *in ); + +qboolean COM_IsNumeric( const char *string ); + +char *COM_SimpleParse( const char **data_p ); +char *COM_Parse( const char **data_p ); +// data is an in/out parm, returns a parsed out token +int COM_Compress( char *data ); + +int Com_WildCmp( const char *filter, const char *string, qboolean ignoreCase ); +int SortStrcmp( const void *p1, const void *p2 ); + +uint32 Com_HashString( const char *string, int hashSize ); +uint32 Com_HashPath( const char *string, int hashSize ); + +char *Com_ReplaceSeparators( char *s, int separator ); + +// buffer safe operations +void Q_strncpyz( char *dest, const char *src, int destsize ); +void Q_strcat( char *dest, int destsize, const char *src ); +int Com_sprintf( char *dest, int destsize, const char *fmt, ... ) q_printf( 3, 4 ); +int Q_vsnprintf( char *dest, int destsize, const char *fmt, va_list argptr ); + +void Com_PageInMemory (void *buffer, int size); + +uint32 COM_ParseHex( const char *string ); + +char *va( const char *format, ... ) q_printf( 1, 2 ); + +//============================================= + +static inline short ShortSwap( short l ) { + byte b1, b2; + + b1 = l & 255; + b2 = ( l >> 8 ) & 255; + + return ( b1 << 8 ) + b2; +} + +static inline int LongSwap( int l ) { + byte b1, b2, b3, b4; + + b1 = l & 255; + b2 = ( l >> 8 ) & 255; + b3 = ( l >> 16 ) & 255; + b4 = ( l >> 24 ) & 255; + + return ( ( int )b1 << 24 ) + + ( ( int )b2 << 16 ) + + ( ( int )b3 << 8 ) + b4; +} + +static inline float FloatSwap( float f ) { + union { + float f; + byte b[4]; + } dat1, dat2; + + dat1.f = f; + dat2.b[0] = dat1.b[3]; + dat2.b[1] = dat1.b[2]; + dat2.b[2] = dat1.b[1]; + dat2.b[3] = dat1.b[0]; + return dat2.f; +} + +#ifdef BIGENDIAN_TARGET + #define BigShort + #define BigLong + #define BigFloat + #define LittleShort ShortSwap + #define LittleLong LongSwap + #define LittleFloat FloatSwap + #define MakeLong( b1, b2, b3, b4 ) \ + ( ( ( b1 ) << 24 ) + ( ( b2 ) << 16 ) + ( ( b3 ) << 8 ) + ( b4 ) ) + #define MakeShort( b1, b2 ) \ + ( ( ( b1 ) << 8 ) + ( b2 ) ) +#else + #define BigShort ShortSwap + #define BigLong LongSwap + #define BigFloat FloatSwap + #define LittleShort + #define LittleLong + #define LittleFloat + #define MakeLong( b1, b2, b3, b4 ) \ + ( ( ( b4 ) << 24 ) + ( ( b3 ) << 16 ) + ( ( b2 ) << 8 ) + ( b1 ) ) + #define MakeShort( b1, b2 ) \ + ( ( ( b2 ) << 8 ) + ( b1 ) ) +#endif + +#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 ); +void Info_SetValueForKey( char *s, const char *key, const char *value ); +qboolean Info_AttemptSetValueForKey( char *s, const char *key, const char *value ); +qboolean Info_Validate( const char *s ); +qboolean Info_ValidateSubstring( const char *s ); +void Info_NextPair( const char **string, char *key, char *value ); +void Info_Print( const char *infostring ); + +//============================================= + +typedef struct tm qtime_t; + +void Com_LocalTime( qtime_t *time ); + +/* +========================================================== + +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 + +// 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; + void (*changed)( struct cvar_s *self ); // WARNING: points to static variable + + char *defaultString; + const char *description; // WARNING: points to static variable + uint32 subsystem; + + 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 + +void SetPlaneType( cplane_t *plane ); +void SetPlaneSignbits( cplane_t *plane ); + +#define BOX_INFRONT 1 +#define BOX_BEHIND 2 +#define BOX_INTERSECTS 3 + +int BoxOnPlaneSide( vec3_t emins, vec3_t emaxs, cplane_t *p ); + +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 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 +} 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 +/* +========================================================== + + 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) + + +//============================================== + + +// 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; + + + |