mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
1071 lines
30 KiB
C
1071 lines
30 KiB
C
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// q_shared.h -- included first by ALL program modules
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#ifdef _WIN32
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// unknown pragmas are SUPPOSED to be ignored, but....
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#pragma warning(disable : 4244) // MIPS
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#pragma warning(disable : 4136) // X86
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#pragma warning(disable : 4051) // ALPHA
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#pragma warning(disable : 4018) // signed/unsigned mismatch
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#pragma warning(disable : 4305) // truncation from const double to float
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//r1++ Enabled some more warnings.
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//useful warnings
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#pragma warning(2 : 4189 4210 4389)
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//"off by default" warnings
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#pragma warning(3 : 4056)
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#pragma warning(3 : 4191)
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#pragma warning(3 : 4254)
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#pragma warning(3 : 4287)
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#pragma warning(3 : 4296)
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#pragma warning(3 : 4514)
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#pragma warning(3 : 4545)
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#pragma warning(3 : 4546)
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#pragma warning(3 : 4547)
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#pragma warning(3 : 4548)
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#pragma warning(3 : 4549)
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#pragma warning(3 : 4555)
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#pragma warning(3 : 4905)
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#pragma warning(3 : 4906)
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#pragma warning(3 : 4245)
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//r1--
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#endif
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
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#define id386 1
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#else
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#define id386 0
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#endif
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#if defined _M_ALPHA && !defined C_ONLY
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#define idaxp 1
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#else
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#define idaxp 0
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#endif
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typedef unsigned char byte;
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typedef enum {false, true} qboolean;
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#ifndef NULL
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#define NULL ((void *)0)
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#endif
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#ifndef min
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#endif
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#ifndef max
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#define max(a,b) (((a) > (b)) ? (a) : (b))
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#endif
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// from Quake3 source
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#ifdef _MSC_VER // _WIN32
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//#define Q_vsnprintf _vsnprintf
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__inline int Q_vsnprintf (char *Dest, size_t Count, const char *Format, va_list Args) {
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int ret = _vsnprintf(Dest, Count, Format, Args);
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Dest[Count-1] = 0; // null terminate
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return ret;
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}
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#else
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// TODO: do we need Mac define?
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#define Q_vsnprintf vsnprintf
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#endif
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// Knightmare- whether to include new engine enhancements
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#define KMQUAKE2_ENGINE_MOD
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#ifdef KMQUAKE2_ENGINE_MOD
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// 32-bit pmove coords when using custom engine
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#define LARGE_MAP_SIZE
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// looping of attenuated sounds
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#define LOOP_SOUND_ATTENUATION
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#endif
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
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#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
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#define MAX_TOKEN_CHARS 128 // max length of an individual token
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 128 // max length of a filesystem pathname
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//CW++
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#define MAX_MAPS 1000 // max number of maps in file
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#define MAX_CONFIGS 100 // max number of configs in file
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#define MAX_OLDMAPS 10 // max number of previously-played maps to store
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#define MAX_NAMELEN 16 // max length of player names
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#define MAX_SKINLEN 64 // max length of skin names
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#define MENU_MSGLEN 128 // length of menu messages
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#define VOTE_MSGLEN 128 // length of vote messages
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//CW--
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//
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// per-level limits
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//
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#define MAX_CLIENTS 256 // absolute limit
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#ifdef KMQUAKE2_ENGINE_MOD // Knightmare- increase MAX_EDICTS
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#define MAX_EDICTS 8192 // must change protocol to increase more
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#else
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#define MAX_EDICTS 1024 // must change protocol to increase more
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#endif
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#define MAX_LIGHTSTYLES 256
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#ifdef KMQUAKE2_ENGINE_MOD //Knightmare- Ding-Dong, Index: Overflow is dead!
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#define MAX_MODELS 8192 // these are sent over the net as shorts
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#define MAX_SOUNDS 8192 // so they cannot exceed 64K
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#define MAX_IMAGES 2048
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#else
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#define MAX_MODELS 256 // these are sent over the net as bytes
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#define MAX_SOUNDS 256 // so they cannot be blindly increased
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#define MAX_IMAGES 256
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#endif
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// Knightmare- hacked offsets for old demos
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#define OLD_MAX_MODELS 256
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#define OLD_MAX_SOUNDS 256
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#define OLD_MAX_IMAGES 256
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// end Knightmare
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#define MAX_ITEMS 256
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#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
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// Knightmare- world size
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#ifdef KMQUAKE2_ENGINE_MOD
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#define MAX_WORLD_COORD (16384)
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#define MIN_WORLD_COORD (-16384)
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#else
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#define MAX_WORLD_COORD (4096)
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#define MIN_WORLD_COORD (-4096)
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#endif
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#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)
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// end Knightmare
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// game print flags
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#define PRINT_LOW 0 // pickup messages
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#define PRINT_MEDIUM 1 // death messages
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#define PRINT_HIGH 2 // critical messages
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#define PRINT_CHAT 3 // chat messages
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#define ERR_FATAL 0 // exit the entire game with a popup window
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#define ERR_DROP 1 // print to console and disconnect from game
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#define ERR_DISCONNECT 2 // don't kill server
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#define PRINT_ALL 0
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#define PRINT_DEVELOPER 1 // only print when "developer 1"
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#define PRINT_ALERT 2
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// destination class for gi.multicast()
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typedef enum
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{
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MULTICAST_ALL,
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MULTICAST_PHS,
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MULTICAST_PVS,
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MULTICAST_ALL_R,
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MULTICAST_PHS_R,
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MULTICAST_PVS_R
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} multicast_t;
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/*
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==============================================================
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MATHLIB
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==============================================================
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*/
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typedef float vec_t;
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typedef vec_t vec3_t[3];
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typedef vec_t vec5_t[5];
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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//CW++
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#define DEG2RAD( a ) ( a * 0.01745329251994329577 )
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#define RAD2DEG( a ) ( a * 57.29577951308232087680 )
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#define INVROOT2 0.70710678118654752440
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//CW--
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struct cplane_s;
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extern vec3_t vec3_origin;
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//CW++
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extern vec3_t vec3_up;
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extern vec3_t vec3_dn;
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extern vec3_t vec3_border;
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//CW--
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#define nanmask (255<<23)
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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// microsoft's fabs seems to be ungodly slow...
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//float Q_fabs (float f);
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//#define fabs(f) Q_fabs(f)
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#if !defined C_ONLY && !defined __linux__ && !defined __sgi
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extern long Q_ftol( float f );
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#else
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#define Q_ftol( f ) ( long ) (f)
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#endif
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#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
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#define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
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#define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2])
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#define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
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#define VectorClear(a) (a[0]=a[1]=a[2]=0)
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#define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
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#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
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void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
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// just in case you do't want to use the macros
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vec_t _DotProduct(vec3_t v1, vec3_t v2);
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void _VectorSubtract(vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorAdd(vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy(vec3_t in, vec3_t out);
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void ClearBounds(vec3_t mins, vec3_t maxs);
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void AddPointToBounds(vec3_t v, vec3_t mins, vec3_t maxs);
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int VectorCompare(vec3_t v1, vec3_t v2);
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vec_t VectorLength(vec3_t v);
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void CrossProduct(vec3_t v1, vec3_t v2, vec3_t cross);
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vec_t VectorNormalize(vec3_t v);
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vec_t VectorNormalize2(vec3_t v, vec3_t out);
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void VectorInverse(vec3_t v);
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void VectorScale(vec3_t in, vec_t scale, vec3_t out);
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int Q_log2(int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
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float anglemod(float a);
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float LerpAngle (float a1, float a2, float frac);
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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((p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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((p)->dist >= (emaxs)[(p)->type])?\
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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//=============================================
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char *COM_SkipPath (char *pathname);
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void COM_StripExtension (char *in, char *out, size_t outSize);
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void COM_FileBase (char *in, char *out, size_t outSize);
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void COM_FilePath (char *in, char *out, size_t outSize);
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void COM_DefaultExtension (char *path, size_t pathSize, char *extension);
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char *COM_Parse (char **data_p);
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// data is an in/out parm, returns a parsed out token
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void Com_sprintf (char *dest, size_t size, char *fmt, ...);
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// Knightmare added
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size_t Com_strcpy (char *dest, size_t destSize, const char *src);
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size_t Com_strcat (char *dest, size_t destSize, const char *src);
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void Com_PageInMemory (byte *buffer, int size);
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//=============================================
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// portable case insensitive compare
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int Q_stricmp (char *s1, char *s2);
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int Q_strcasecmp (char *s1, char *s2);
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int Q_strncasecmp (char *s1, char *s2, int n);
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//=============================================
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short BigShort(short l);
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short LittleShort(short l);
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int BigLong (int l);
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int LittleLong (int l);
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float BigFloat (float l);
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float LittleFloat (float l);
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void Swap_Init (void);
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char *va(char *format, ...);
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//=============================================
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//
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// key / value info strings
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//
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#define MAX_INFO_KEY 64
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#define MAX_INFO_VALUE 64
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#define MAX_INFO_STRING 512
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char *Info_ValueForKey (char *s, char *key);
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void Info_RemoveKey (char *s, char *key);
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void Info_SetValueForKey (char *s, char *key, char *value);
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qboolean Info_Validate (char *s);
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/*
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==============================================================
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SYSTEM SPECIFIC
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==============================================================
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*/
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extern int curtime; // time returned by last Sys_Milliseconds
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int Sys_Milliseconds(void);
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void Sys_Mkdir(char *path);
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// large block stack allocation routines
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void *Hunk_Begin (int maxsize);
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void *Hunk_Alloc (int size);
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void Hunk_Free (void *buf);
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int Hunk_End (void);
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// directory searching
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#define SFF_ARCH 0x01
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#define SFF_HIDDEN 0x02
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#define SFF_RDONLY 0x04
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#define SFF_SUBDIR 0x08
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#define SFF_SYSTEM 0x10
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// pass in an attribute mask of things you wish to REJECT
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char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
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char *Sys_FindNext ( unsigned musthave, unsigned canthave );
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void Sys_FindClose (void);
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// this is only here so the functions in q_shared.c and q_shwin.c can link
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void Sys_Error (char *error, ...);
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void Com_Printf (char *msg, ...);
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/*
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||
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==========================================================
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CVARS (console variables)
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==========================================================
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*/
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#ifndef CVAR
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#define CVAR
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#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
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#define CVAR_USERINFO 2 // added to userinfo when changed
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#define CVAR_SERVERINFO 4 // added to serverinfo when changed
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#define CVAR_NOSET 8 // don't allow change from console at all, but can be set from the command line
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#define CVAR_LATCH 16 // save changes until server restart
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||
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// nothing outside the Cvar_*() functions should modify these fields!
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||
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typedef struct cvar_s
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||
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{
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||
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char *name;
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||
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char *string;
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||
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char *latched_string; // for CVAR_LATCH vars
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||
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int flags;
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||
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qboolean modified; // set each time the cvar is changed
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||
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float value;
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||
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struct cvar_s *next;
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||
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// Knightmare- added cvar defaults
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||
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#ifdef KMQUAKE2_ENGINE_MOD
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||
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char *default_string;
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||
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int integer;
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||
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#endif
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||
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} cvar_t;
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||
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||
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#endif // CVAR
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||
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||
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/*
|
||
|
==============================================================
|
||
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|
||
|
COLLISION DETECTION
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||
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|
||
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==============================================================
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||
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*/
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||
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||
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// lower bits are stronger, and will eat weaker brushes completely
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||
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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||
|
#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
|
||
|
#define CONTENTS_MUD 128 // not a "real" content property - used only for watertype
|
||
|
|
||
|
// 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)
|
||
|
|
||
|
//Maj++
|
||
|
#define MASK_BOTSOLID (CONTENTS_SOLID|CONTENTS_LADDER|CONTENTS_WINDOW|CONTENTS_MONSTER)
|
||
|
#define MASK_BOTSOLIDX (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTER)
|
||
|
//Maj--
|
||
|
|
||
|
|
||
|
// 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;
|
||
|
vec3_t 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;
|
||
|
|
||
|
//ZOID++
|
||
|
typedef struct mapsurface_s // used internally due to name len probs
|
||
|
{
|
||
|
csurface_t c;
|
||
|
char rname[32];
|
||
|
} mapsurface_t;
|
||
|
//ZOID--
|
||
|
|
||
|
// 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;
|
||
|
short sidemove;
|
||
|
short 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; // bounding box size
|
||
|
vec3_t maxs; //
|
||
|
|
||
|
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
|
||
|
|
||
|
|
||
|
// 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
|
||
|
// Knightmare added
|
||
|
TE_REDBLASTER, //56
|
||
|
TE_SHOCKSPLASH, //57
|
||
|
TE_BLASTER_COLORED, //58
|
||
|
TE_RAILTRAIL_COLORED, //59
|
||
|
} 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
|
||
|
// Knightmare- some extra stats for scripted HUDs
|
||
|
#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
|
||
|
#define OLD_MAX_STATS 32 // needed for backward compatibility
|
||
|
|
||
|
|
||
|
// 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 //CW: Note that this flag is no longer used
|
||
|
#define DF_MODELTEAMS 0x00000080 // 128 //CW: Note that this flag is no longer used
|
||
|
#define DF_NO_FRIENDLY_FIRE 0x00000100 // 256 //CW: Note that this flag is no longer used
|
||
|
#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
|
||
|
//CW++
|
||
|
#define DF_FAST_SWITCH 0x00010000 // 65536
|
||
|
#define DF_EXTRA_ITEMS 0x00020000 // 131072
|
||
|
#define DF_NO_REPLACEMENTS 0x00040000 // 262144
|
||
|
#define DF_FORCEJOIN 0x00080000 // 524288
|
||
|
#define DF_ARMOR_PROTECT 0x00100000 // 1048576
|
||
|
#define DF_CTF_NO_TECH 0x00200000 // 2097152
|
||
|
#define DF_CTF_SPAWNS_ONLY 0x00400000 // 4194304
|
||
|
//CW--
|
||
|
|
||
|
/*
|
||
|
==========================================================
|
||
|
|
||
|
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) //288
|
||
|
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS) //544
|
||
|
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES) //800
|
||
|
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES) //1056
|
||
|
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS) //1312
|
||
|
#define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS) //1568
|
||
|
#define CS_PAKFILE (CS_GENERAL+MAX_GENERAL)
|
||
|
#define MAX_CONFIGSTRINGS (CS_PAKFILE+1)
|
||
|
//#define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL) //2080
|
||
|
|
||
|
// Knightmare- hacked configstring offsets for backward compatiblity
|
||
|
#define OLD_CS_SOUNDS (CS_MODELS+OLD_MAX_MODELS)
|
||
|
#define OLD_CS_IMAGES (OLD_CS_SOUNDS+OLD_MAX_SOUNDS)
|
||
|
#define OLD_CS_LIGHTS (OLD_CS_IMAGES+OLD_MAX_IMAGES)
|
||
|
#define OLD_CS_ITEMS (OLD_CS_LIGHTS+MAX_LIGHTSTYLES)
|
||
|
#define OLD_CS_PLAYERSKINS (OLD_CS_ITEMS+MAX_ITEMS)
|
||
|
#define OLD_CS_GENERAL (OLD_CS_PLAYERSKINS+MAX_CLIENTS)
|
||
|
#define OLD_MAX_CONFIGSTRINGS (OLD_CS_GENERAL+MAX_GENERAL)
|
||
|
// end Knightmare
|
||
|
|
||
|
//==============================================
|
||
|
|
||
|
// entity_state_t->event values
|
||
|
// Entity events are for effects that take place relative 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,
|
||
|
// 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_TELEPORT2 // Q1-style 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; // weapons
|
||
|
int modelindex3; // CTF flags
|
||
|
int modelindex4; // indicator sprites/models
|
||
|
#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
|
||
|
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
|
||
|
#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 render 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;
|
||
|
|
||
|
|
||
|
// ==================
|
||
|
// PGM
|
||
|
#define VIDREF_GL 1
|
||
|
#define VIDREF_SOFT 2
|
||
|
#define VIDREF_OTHER 3
|
||
|
|
||
|
extern int vidref_val;
|
||
|
// PGM
|
||
|
// ==================
|