mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
95295401a4
Added weapon balancing and tech control cvars to 3ZB2 DLL. Added Vampire and Ammogen techs to 3ZB2 game DLL. Fixed func_door_secret movement bug (when built with origin brush) in Zaero DLL. Fixed armor stacking bug in default Lazarus, missionpack, and Zaero DLLs. Removed unused tech cvars in default Lazarus DLL. Changed parsing of TE_BLASTER_COLORED tempent.
1093 lines
32 KiB
C
1093 lines
32 KiB
C
// 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 vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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typedef byte color_t[4];
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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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// This used to be a macro, do NOT use this!
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// We now use the declared function in a jump table elsewhere.
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extern int 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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#define Vector2Subtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1])
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#define Vector2Add(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1])
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#define Vector2Copy(a, b) (b[0]=a[0], b[1]=a[1])
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#define Vector2Clear(a) (a[0]=a[1]=0)
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#define Vector2Negate(a,b) (b[0]=-a[0],b[1]=-a[1])
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#define Vector2Set(v, x, y) (v[0]=(x), v[1]=(y))
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#define Vector4Subtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2],c[3]=a[3]-b[3])
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#define Vector4Add(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2],c[3]=a[3]+b[3])
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#define Vector4Copy(a, b) (b[0]=a[0], b[1]=a[1], b[2]=a[2], b[3]=a[3])
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#define Vector4Clear(a) (a[0]=a[1]=a[2]=a[3]=0)
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#define Vector4Negate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2],b[3]=-a[3])
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#define Vector4Set(v, w, x, y, z) (v[0]=(w), v[1]=(x), v[2]=(y), v[3]=(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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qboolean Com_ParseColorString (const char *s, color_t outColor); // Knightmare added
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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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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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// nothing outside the Cvar_*() functions should modify these fields!
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typedef struct cvar_s
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{
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char *name;
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char *string;
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char *latched_string; // for CVAR_LATCH vars
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int flags;
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qboolean modified; // set each time the cvar is changed
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float value;
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struct cvar_s *next;
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// Knightmare- added cvar defaults
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#ifdef KMQUAKE2_ENGINE_MOD
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char *default_string;
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int integer;
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#endif
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} cvar_t;
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#endif // CVAR
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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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// lower bits are stronger, and will eat weaker brushes completely
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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
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#define CONTENTS_AUX 4
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_MIST 64
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#define LAST_VISIBLE_CONTENTS 64
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#define CONTENTS_MUD 128 // not a "real" content property - used only for watertype
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// remaining contents are non-visible, and don't eat brushes
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#define CONTENTS_AREAPORTAL 0x8000
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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// currents can be added to any other contents, and may be mixed
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#define CONTENTS_CURRENT_0 0x40000
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#define CONTENTS_CURRENT_90 0x80000
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#define CONTENTS_CURRENT_180 0x100000
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#define CONTENTS_CURRENT_270 0x200000
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#define CONTENTS_CURRENT_UP 0x400000
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#define CONTENTS_CURRENT_DOWN 0x800000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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|
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#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
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#define CS_SKYROTATE 4
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#define CS_STATUSBAR 5 // display program string
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#define CS_AIRACCEL 29 // air acceleration control
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#define CS_MAXCLIENTS 30
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#define CS_MAPCHECKSUM 31 // for catching cheater maps
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#define CS_MODELS 32
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#define CS_SOUNDS (CS_MODELS+MAX_MODELS) //288
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#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS) //544
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#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES) //800
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#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES) //1056
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#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS) //1312
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#define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS) //1568
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#define CS_PAKFILE (CS_GENERAL+MAX_GENERAL)
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#define MAX_CONFIGSTRINGS (CS_PAKFILE+1)
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//#define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL) //2080
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|
|
|
// Knightmare- hacked configstring offsets for backward compatiblity
|
|
#define OLD_CS_SOUNDS (CS_MODELS+OLD_MAX_MODELS)
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#define OLD_CS_IMAGES (OLD_CS_SOUNDS+OLD_MAX_SOUNDS)
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|
#define OLD_CS_LIGHTS (OLD_CS_IMAGES+OLD_MAX_IMAGES)
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|
#define OLD_CS_ITEMS (OLD_CS_LIGHTS+MAX_LIGHTSTYLES)
|
|
#define OLD_CS_PLAYERSKINS (OLD_CS_ITEMS+MAX_ITEMS)
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|
#define OLD_CS_GENERAL (OLD_CS_PLAYERSKINS+MAX_CLIENTS)
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|
#define OLD_MAX_CONFIGSTRINGS (OLD_CS_GENERAL+MAX_GENERAL)
|
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// end Knightmare
|
|
|
|
//==============================================
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|
|
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// entity_state_t->event values
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|
// Entity events are for effects that take place relative to an existing entities origin.
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// 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
|
|
// ==================
|