// 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 #include #include #include #include #include #include #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 _MSC_VER // _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 && !defined __linux__ && !defined __sgi // This used to be a macro, do NOT use this! // We now use the declared function in a jump table elsewhere. extern int 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 // 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 #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, // 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;