thirtyflightsofloving/zaero/q_shared.h

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// q_shared.h -- included first by ALL program modules
#ifdef _WIN32
// unknown pragmas are SUPPOSED to be ignored, but....
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4305) // truncation from const double to float
#endif
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#if defined _M_IX86 && !defined C_ONLY
#define id386 1
#else
#define id386 0
#endif
#if defined _M_ALPHA && !defined C_ONLY
#define idaxp 1
#else
#define idaxp 0
#endif
#if defined(__APPLE__) || defined(MACOSX)
#undef true
#undef false
#endif // __APPLE__ || MACOSX
typedef unsigned char byte;
typedef enum {false, true} qboolean;
#ifndef NULL
#define NULL ((void *)0)
#endif
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
// from Quake3 source
#ifdef WIN32
//#define Q_vsnprintf _vsnprintf
__inline int Q_vsnprintf (char *Dest, size_t Count, const char *Format, va_list Args) {
int ret = _vsnprintf(Dest, Count, Format, Args);
Dest[Count-1] = 0; // null terminate
return ret;
}
#else
// TODO: do we need Mac define?
#define Q_vsnprintf vsnprintf
#endif
// Knightmare- whether to include new engine enhancements
#define KMQUAKE2_ENGINE_MOD
#ifdef KMQUAKE2_ENGINE_MOD
// 32-bit pmove coords when using custom engine
#define LARGE_MAP_SIZE
// looping of attenuated sounds
#define LOOP_SOUND_ATTENUATION
#endif
#define SAVEGAME_USE_FUNCTION_TABLE
#define SAVEGAME_DLLNAME "Zaero Mission Pack"
#define SAVEGAME_VERSION 1
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 128 // max length of an individual token
#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
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare- increase MAX_EDICTS
#define MAX_EDICTS 8192 // must change protocol to increase more
#else
#define MAX_EDICTS 1024 // must change protocol to increase more
#endif
#define MAX_LIGHTSTYLES 256
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare- Ding-Dong, Index: Overflow is dead!
#define MAX_MODELS 8192 // these are sent over the net as shorts
#define MAX_SOUNDS 8192 // so they cannot exceed 64K
#define MAX_IMAGES 2048
#else
#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
#endif
#define MAX_ITEMS 256
// Knightmare- world size
#ifdef KMQUAKE2_ENGINE_MOD
#define MAX_WORLD_COORD (16384)
#define MIN_WORLD_COORD (-16384)
#else
#define MAX_WORLD_COORD (4096)
#define MIN_WORLD_COORD (-4096)
#endif
#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)
// end Knightmare
// game print flags
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
#define ERR_FATAL 0 // exit the entire game with a popup window
#define ERR_DROP 1 // print to console and disconnect from game
#define ERR_DISCONNECT 2 // don't kill server
#define PRINT_ALL 0
#define PRINT_DEVELOPER 1 // only print when "developer 1"
#define PRINT_ALERT 2
// destination class for gi.multicast()
typedef enum
{
MULTICAST_ALL,
MULTICAST_PHS,
MULTICAST_PVS,
MULTICAST_ALL_R,
MULTICAST_PHS_R,
MULTICAST_PVS_R
} multicast_t;
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec5_t[5];
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 nanmask (255<<23)
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
// microsoft's fabs seems to be ungodly slow...
//float Q_fabs (float f);
//#define fabs(f) Q_fabs(f)
#if !defined C_ONLY
extern long Q_ftol( float f );
#else
#define Q_ftol( f ) ( long ) (f)
#endif
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
#define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2])
#define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
#define VectorClear(a) (a[0]=a[1]=a[2]=0)
#define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
// just in case you do't want to use the macros
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
int VectorCompare (vec3_t v1, vec3_t v2);
vec_t VectorLength (vec3_t v);
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize (vec3_t v); // returns vector length
vec_t VectorNormalize2 (vec3_t v, vec3_t out);
void VectorInverse (vec3_t v);
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
void 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);
float anglemod(float a);
float LerpAngle (float a1, float a2, float frac);
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
( \
((p)->dist <= (emins)[(p)->type])? \
1 \
: \
( \
((p)->dist >= (emaxs)[(p)->type])?\
2 \
: \
3 \
) \
) \
: \
BoxOnPlaneSide( (emins), (emaxs), (p)))
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void PerpendicularVector( vec3_t dst, const vec3_t src );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
//=============================================
char *COM_SkipPath (char *pathname);
void COM_StripExtension (char *in, char *out);
void COM_FileBase (char *in, char *out);
void COM_FilePath (char *in, char *out);
void COM_DefaultExtension (char *path, size_t pathSize, char *extension);
char *COM_Parse (char **data_p);
// data is an in/out parm, returns a parsed out token
void Com_sprintf (char *dest, size_t size, char *fmt, ...);
// Knightmare added
size_t Com_strcpy (char *dest, size_t destSize, const char *src);
size_t Com_strcat (char *dest, size_t destSize, const char *src);
void Com_PageInMemory (byte *buffer, int size);
//=============================================
// portable case insensitive compare
int Q_stricmp (const char *s1, const char *s2);
int Q_strcasecmp (const char *s1, const char *s2);
int Q_strncasecmp (const char *s1, const char *s2, size_t n);
//=============================================
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
void Swap_Init (void);
char *va(char *format, ...);
//=============================================
//
// key / value info strings
//
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#define MAX_INFO_STRING 512
char *Info_ValueForKey (char *s, char *key);
void Info_RemoveKey (char *s, char *key);
void Info_SetValueForKey (char *s, char *key, char *value);
qboolean Info_Validate (char *s);
/*
==============================================================
SYSTEM SPECIFIC
==============================================================
*/
extern int curtime; // time returned by last Sys_Milliseconds
int Sys_Milliseconds (void);
void Sys_Mkdir (char *path);
// large block stack allocation routines
void *Hunk_Begin (int maxsize);
void *Hunk_Alloc (int size);
void Hunk_Free (void *buf);
int Hunk_End (void);
// directory searching
#define SFF_ARCH 0x01
#define SFF_HIDDEN 0x02
#define SFF_RDONLY 0x04
#define SFF_SUBDIR 0x08
#define SFF_SYSTEM 0x10
/*
** pass in an attribute mask of things you wish to REJECT
*/
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
char *Sys_FindNext ( unsigned musthave, unsigned canthave );
void Sys_FindClose (void);
// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error (char *error, ...);
void Com_Printf (char *msg, ...);
/*
==========================================================
CVARS (console variables)
==========================================================
*/
#ifndef CVAR
#define CVAR
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
#define CVAR_USERINFO 2 // added to userinfo when changed
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
#define CVAR_NOSET 8 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 16 // save changes until server restart
// 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;
// Knightmare- added cvar defaults
#ifdef KMQUAKE2_ENGINE_MOD
char *default_string;
int integer;
char *description;
#endif
} cvar_t;
#endif // CVAR
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
#define SURF_LIGHT 0x1 // value will hold the light strength
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
#define MASK_SHOT_NO_WINDOW (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER)
// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s
{
vec3_t normal;
float dist;
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
} cplane_t;
// structure offset for asm code
#define CPLANE_NORMAL_X 0
#define CPLANE_NORMAL_Y 4
#define CPLANE_NORMAL_Z 8
#define CPLANE_DIST 12
#define CPLANE_TYPE 16
#define CPLANE_SIGNBITS 17
#define CPLANE_PAD0 18
#define CPLANE_PAD1 19
typedef struct cmodel_s
{
vec3_t mins, maxs;
vec3_t origin; // for sounds or lights
int headnode;
} cmodel_t;
typedef struct csurface_s
{
char name[16];
int flags;
int value;
} csurface_t;
// a trace is returned when a box is swept through the world
typedef struct
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
struct edict_s *ent; // not set by CM_*() functions
} trace_t;
// pmove_state_t is the information necessary for client side movement
// prediction
typedef enum
{
// can accelerate and turn
PM_NORMAL,
PM_SPECTATOR,
// no acceleration or turning
PM_DEAD,
PM_GIB, // different bounding box
PM_FREEZE
} pmtype_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
// this structure needs to be communicated bit-accurate
// from the server to the client to guarantee that
// prediction stays in sync, so no floats are used.
// if any part of the game code modifies this struct, it
// will result in a prediction error of some degree.
typedef struct
{
pmtype_t pm_type;
#ifdef KMQUAKE2_ENGINE_MOD // Knightmare- larger coordinate range
int origin[3]; // 20.3
#else
short origin[3]; // 12.3
#endif
short velocity[3]; // 12.3
byte pm_flags; // ducked, jump_held, etc
byte pm_time; // each unit = 8 ms
short gravity;
short delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
} pmove_state_t;
//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ATTACK2 4
#define BUTTONS_ATTACK (BUTTON_ATTACK | BUTTON_ATTACK2)
#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
#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
#define RF_NOSHADOW 0x00080000 //Knightmare- no shadow flag
#define RF_SPHEREMAP 0x00100000 // Knightmare- spheremap flag
// player_state_t->refdef flags
#define RDF_UNDERWATER 1 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 2 // used for player configuration screen
//
// 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
//Knightmare 1/3/2002- blue blaster and green hyperblaster
#define MZ_BLUEBLASTER 40
#define MZ_GREENHYPERBLASTER 41
#define MZ_REDBLASTER 42
#define MZ_REDHYPERBLASTER 43
//end Knightmare
//
// 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
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, //0
TE_BLOOD, //1
TE_BLASTER, //2
TE_RAILTRAIL, //3
TE_SHOTGUN, //4
TE_EXPLOSION1, //5
TE_EXPLOSION2, //6
TE_ROCKET_EXPLOSION, //7
TE_GRENADE_EXPLOSION, //8
TE_SPARKS, //9
TE_SPLASH, //10
TE_BUBBLETRAIL, //11
TE_SCREEN_SPARKS, //12
TE_SHIELD_SPARKS, //13
TE_BULLET_SPARKS, //14
TE_LASER_SPARKS, //15
TE_PARASITE_ATTACK, //16
TE_ROCKET_EXPLOSION_WATER, //17
TE_GRENADE_EXPLOSION_WATER, //18
TE_MEDIC_CABLE_ATTACK, //19
TE_BFG_EXPLOSION, //20
TE_BFG_BIGEXPLOSION, //21
TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
TE_BFG_LASER, //23
TE_GRAPPLE_CABLE, //24
TE_WELDING_SPARKS, //25
TE_GREENBLOOD, //26
TE_BLUEHYPERBLASTER, //27
TE_PLASMA_EXPLOSION, //28
TE_TUNNEL_SPARKS, //29
//ROGUE
TE_BLASTER2, //30
TE_RAILTRAIL2, //31
TE_FLAME, //32
TE_LIGHTNING, //33
TE_DEBUGTRAIL, //34
TE_PLAIN_EXPLOSION, //35
TE_FLASHLIGHT, //36
TE_FORCEWALL, //37
TE_HEATBEAM, //38
TE_MONSTER_HEATBEAM, //39
TE_STEAM, //40
TE_BUBBLETRAIL2, //41
TE_MOREBLOOD, //42
TE_HEATBEAM_SPARKS, //43
TE_HEATBEAM_STEAM, //44
TE_CHAINFIST_SMOKE, //45
TE_ELECTRIC_SPARKS, //46
TE_TRACKER_EXPLOSION, //47
TE_TELEPORT_EFFECT, //48
TE_DBALL_GOAL, //49
TE_WIDOWBEAMOUT, //50
TE_NUKEBLAST, //51
TE_WIDOWSPLASH, //52
TE_EXPLOSION1_BIG, //53
TE_EXPLOSION1_NP, //54
TE_FLECHETTE, //55
TE_REDBLASTER, //56
TE_SHOCKSPLASH, //57
//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
#define CHAN_WEAPON2 5
// 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_SHOW_ORIGIN 16
#define STAT_ORIGIN_X 17
#define STAT_ORIGIN_Y 18
#define STAT_ORIGIN_Z 19
#define STAT_CAMERA_ICON 20
#define STAT_CAMERA_TIMER 21
// Knightmare- some extra stats for scripted HUDs
#define STAT_CAMERA_RANGE 250
#define STAT_TIMER_RANGE 251
#define STAT_MAXAMMO 252
#define STAT_MAXARMOR 253
#define STAT_MAXHEALTH 254
#define STAT_WEAPON 255
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare increased
#define MAX_STATS 256
#else
#define MAX_STATS 32
#endif
// dmflags->value flags
#define DF_NO_HEALTH 1
#define DF_NO_ITEMS 2
#define DF_WEAPONS_STAY 4
#define DF_NO_FALLING 8
#define DF_INSTANT_ITEMS 16
#define DF_SAME_LEVEL 32
#define DF_SKINTEAMS 64
#define DF_MODELTEAMS 128
#define DF_NO_FRIENDLY_FIRE 256
#define DF_SPAWN_FARTHEST 512
#define DF_FORCE_RESPAWN 1024
#define DF_NO_ARMOR 2048
#define DF_ALLOW_EXIT 4096
#define DF_INFINITE_AMMO 8192
#define DF_QUAD_DROP 16384
#define DF_FIXED_FOV 32768
/*
==========================================================
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_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 MAX_CONFIGSTRINGS (CS_PLAYERSKINS+MAX_CLIENTS)
//==============================================
// 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,
2020-03-09 19:11:50 +00:00
// Knightmare added
EV_LOUDSTEP, // loud footstep from landing
EV_SLOSH, // Sloshing in ankle-deep water
EV_WADE, // wading or treading water
EV_WADE_MUD, // wading in mud
EV_CLIMB_LADDER, //climbing ladder
EV_PLAYER_TELEPORT_Q1 // Q1 teleport, sounds in rogue pak0.pak
// end Knightmare
} 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
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare- Privater wanted this
int modelindex5, modelindex6; //more attached models
#endif
int frame;
int skinnum;
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare- allow the server to set this
float alpha; //entity transparency
#endif
int effects;
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
#ifdef LOOP_SOUND_ATTENUATION // Knightmare- added sound attenuation
float attenuation;
#endif
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;
#ifdef KMQUAKE2_ENGINE_MOD //Knightmare added
int gunskin; // for animated weapon skins
int gunindex2; // for a second weapon model (boot)
int gunframe2;
int gunskin2;
// server-side speed control!
int maxspeed;
int duckspeed;
int waterspeed;
int accel;
int stopspeed;
#endif //end Knightmare
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;