cnq3/code/qcommon/q_shared.h

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2016-12-18 04:43:04 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
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#define Q3_VERSION "CNQ3 1.49"
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#define CLIENT_WINDOW_TITLE "CNQ3"
#define CONSOLE_WINDOW_TITLE "CNQ3 Console"
#define BASEGAME "baseq3"
#define APEXGAME "cpma"
#if defined(_DEBUG)
#define COMPILE_TIME_ASSERT( pred ) switch(0) { case 0: case pred: ; }
#else
#define COMPILE_TIME_ASSERT( pred )
#endif
#ifdef _MSC_VER
#if (_MSC_VER >= 1400)
#define _CRT_SECURE_NO_DEPRECATE 1
#endif
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4389) // also signed/unsigned mismatch
#pragma warning(disable : 4244) // conversion to smaller type
#pragma warning(disable : 4100) // unreferenced formal parameter
#pragma warning(disable : 4127) // conditional expression is constant
#pragma warning(disable : 4706) // assignment within conditional (nanny mode)
//#pragma intrinsic( memset, memcpy )
#endif // _MSC_VER
#if !defined(__GNUC__) && !defined(__attribute__)
#define __attribute__(x)
#endif
#if defined(__cplusplus) && !defined(min)
template <typename T> __inline T min( T a, T b ) { return (a < b) ? a : b; }
template <typename T> __inline T max( T a, T b ) { return (a > b) ? a : b; }
#elif defined(Q3_VM) // #elif !defined(min) doesn't work here, because the VC headers are shit
#define min( a, b ) ((a) < (b) ? (a) : (b))
#define max( a, b ) ((a) > (b) ? (a) : (b))
#endif
#if defined(__cplusplus)
extern "C" {
#endif
// technically-correct form, handy for catching sloppy code that mismixes bool and int, *cough* JPVW :P
#if defined(Q3_VM)
#define assert(x) { if (!(x)) Com_Error(ERR_FATAL, "ASSERT "__FILE__"(%d): %s", __LINE__, #x); }
typedef enum { qfalse, qtrue } qbool;
#else
// this is a shitty shitty hack - the offending code should be cleaned up so we CAN use the typedef
typedef int qbool;
// and we can't even do this, because of vanilla C's multiple definition rule :(
//const qbool qfalse = 0;
//const qbool qtrue = !0;
#define qfalse (qbool)(0)
#define qtrue (qbool)(!0)
#endif
typedef qbool qboolean;
/**********************************************************************
VM Considerations
The VM can not use the standard system headers because we aren't really
using the compiler they were meant for. We use bg_lib.h which contains
prototypes for the functions we define for our own use in bg_lib.c.
When writing mods, please add needed headers HERE, do not start including
stuff like <stdio.h> in the various .c files that make up each of the VMs
since you will be including system headers files can will have issues.
Remember, if you use a C library function that is not defined in bg_lib.c,
you will have to add your own version for support in the VM.
**********************************************************************/
#ifdef Q3_VM
#define QDECL
#define ID_INLINE
#include "bg_lib.h"
#define PASSFLOAT( x ) (*(const int*)&x)
#else
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>
#include "../qcommon/q_platform.h"
ID_INLINE int PASSFLOAT( float x ) { return (*(const int*)&x); }
#endif
#if defined(Q3_VM)
typedef int intptr_t;
#elif defined(_MSC_VER)
#include <stddef.h>
typedef __int64 int64_t;
typedef __int32 int32_t;
typedef __int16 int16_t;
typedef __int8 int8_t;
typedef unsigned __int64 uint64_t;
typedef unsigned __int32 uint32_t;
typedef unsigned __int16 uint16_t;
typedef unsigned __int8 uint8_t;
typedef ptrdiff_t intptr_t;
#else
#include <stdint.h>
#endif
typedef unsigned char byte;
typedef int qhandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
#define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1))
#define PADLEN(base, alignment) (PAD((base), (alignment)) - (base))
#define PADP(base, alignment) ((void *) PAD((intptr_t) (base), (alignment)))
#if defined(_MSC_VER)
#define ALIGN(x) __declspec( align(x) )
// fuck it, im sick of gcc's arbitrary stupidities
//#elif defined(__GNUC__)
// #define ALIGN(x) __align(x)
#else
#define ALIGN(x)
#endif
#define ARRAY_LEN(x) (sizeof(x) / sizeof(*(x)))
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// #define VALUE 42
// STRINGIZE_NE(VALUE) -> "VALUE"
// STRINGIZE(VALUE) -> "42"
#define STRINGIZE_NE(x) #x // no expansion
#define STRINGIZE(x) STRINGIZE_NE(x) // with expansion
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// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// the game guarantees that no string from the network will ever exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 256 // max length of a filesystem pathname
#define MAX_NAME_LENGTH 32 // max length of a client name
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_SERVERDISCONNECT, // don't kill server
ERR_DISCONNECT, // client disconnected from the server
ERR_NEED_CD // pop up the need-cd dialog
} errorParm_t;
#if defined(_DEBUG) && !defined(BSPC)
#define HUNK_DEBUG
#endif
typedef enum {
h_high,
h_low,
h_dontcare
} ha_pref;
#ifdef HUNK_DEBUG
#define Hunk_Alloc( size, preference ) Hunk_AllocDebug(size, preference, #size, __FILE__, __LINE__)
void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line );
#else
void *Hunk_Alloc( int size, ha_pref preference );
#endif
#define Com_Memset memset
#define Com_Memcpy memcpy
#define CIN_system 1
#define CIN_loop 2
#define CIN_hold 4
#define CIN_silent 8
#define CIN_shader 16
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
extern const vec3_t vec3_origin;
#ifndef M_PI
#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
#endif
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
extern const vec4_t colorBlack;
extern const vec4_t colorRed;
extern const vec4_t colorGreen;
extern const vec4_t colorYellow;
extern const vec4_t colorBlue;
extern const vec4_t colorPink;
extern const vec4_t colorCyan;
extern const vec4_t colorWhite;
#define Q_COLOR_ESCAPE '^'
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE )
const /* vec4_t */ float* ColorFromChar( char ccode );
#define COLOR_BLACK '0'
#define COLOR_RED '1'
#define COLOR_GREEN '2'
#define COLOR_YELLOW '3'
#define COLOR_BLUE '4'
#define COLOR_CYAN '5'
#define COLOR_MAGENTA '6'
#define COLOR_WHITE '7'
#define S_COLOR_BLACK "^0"
#define S_COLOR_RED "^1"
#define S_COLOR_GREEN "^2"
#define S_COLOR_YELLOW "^3"
#define S_COLOR_BLUE "^4"
#define S_COLOR_CYAN "^5"
#define S_COLOR_MAGENTA "^6"
#define S_COLOR_WHITE "^7"
#define MAKERGB( v, r, g, b ) { v[0]=r;v[1]=g;v[2]=b; }
#define MAKERGBA( v, r, g, b, a ) { v[0]=r;v[1]=g;v[2]=b;v[3]=a; }
#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0f )
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
#if idppc
static ID_INLINE float Q_rsqrt( float number ) {
float x = 0.5f * number;
float y;
#ifdef __GNUC__
asm("frsqrte %0,%1" : "=f" (y) : "f" (number));
#else
y = __frsqrte( number );
#endif
return y * (1.5f - (x * y * y));
}
#ifdef __GNUC__
static ID_INLINE float Q_fabs(float x) {
float abs_x;
asm("fabs %0,%1" : "=f" (abs_x) : "f" (x));
return abs_x;
}
#else
#define Q_fabs __fabsf
#endif
#else
float Q_fabs( float f );
float Q_rsqrt( float f ); // reciprocal square root
#endif
#define Square(x) ((x)*(x))
int DirToByte( const vec3_t dir ); // this isn't a real cheap function to call!
void ByteToDir( int b, vec3_t dir );
#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 VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
#define VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s))
#ifdef Q3_VM
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
float v[3];
} vec3struct_t;
#define VectorCopy(a,b) (*(vec3struct_t *)b=*(vec3struct_t *)a)
#endif
#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))
#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
#if !defined( Q3_VM )
#ifdef _MSC_VER
#pragma warning(disable : 4514) // unreferenced inline
#endif
static ID_INLINE qboolean VectorCompare( const vec3_t v1, const vec3_t v2 )
{
return (v1[0] == v2[0] && v1[1] == v2[1] && v1[2] == v2[2]);
}
static ID_INLINE vec_t VectorLength( const vec3_t v )
{
return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static ID_INLINE vec_t VectorLengthSquared( const vec3_t v )
{
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 )
{
vec3_t v;
VectorSubtract (p2, p1, v);
return VectorLength( v );
}
static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 )
{
vec3_t v;
VectorSubtract (p2, p1, v);
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
// fast vector normalize routine that does not check to make sure
// that length != 0, nor does it return length, uses rsqrt approximation
static ID_INLINE void VectorNormalizeFast( vec3_t v )
{
float ilength = Q_rsqrt( DotProduct( v, v ) );
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
static ID_INLINE void VectorInverse( vec3_t v )
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross )
{
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
#else
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 );
vec_t VectorLength( const vec3_t v );
vec_t VectorLengthSquared( const vec3_t v );
vec_t Distance( const vec3_t p1, const vec3_t p2 );
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
void VectorNormalizeFast( vec3_t v ); // uses rsqrt approximation and does NOT validate length
void VectorInverse( vec3_t v );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
#endif
vec_t VectorNormalize( vec3_t v ); // returns vector length
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
float Q_acos(float c);
int Q_rand( int *seed );
float Q_random( int *seed );
float Q_crandom( int *seed );
#define random() ((rand() & 0x7FFF) / ((float)0x8000))
#define crandom() (2.0 * (((rand() & 0x7FFF) / ((float)0x7FFF)) - 0.5))
void vectoangles( const vec3_t value1, vec3_t angles );
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
void AxisClear( vec3_t axis[3] );
#if defined(Q3_VM) // lcc can't cope with "const vec3_t []"
extern vec3_t axisDefault[3];
void AxisCopy( vec3_t in[3], vec3_t out[3] );
#else
extern const vec3_t axisDefault[3];
void AxisCopy( const vec3_t in[3], vec3_t out[3] );
#endif
struct cplane_s;
void SetPlaneSignbits( struct cplane_s *out );
int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const struct cplane_s* p );
float AngleMod( float a );
float LerpAngle( float from, float to, float frac );
float AngleSubtract( float a1, float a2 );
void AnglesSubtract( const vec3_t v1, const vec3_t v2, vec3_t out );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this
void MatrixMultiply( float in1[3][3], float in2[3][3], float out[3][3] );
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
void PerpendicularVector( vec3_t dst, const vec3_t src );
///////////////////////////////////////////////////////////////
const char* QDECL va( const char* format, ... );
void QDECL Com_Error( int level, const char* error, ... );
void QDECL Com_Printf( const char* msg, ... );
void QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);
float Com_Clamp( float min, float max, float value );
int Com_ClampInt( int min, int max, int value );
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const char* COM_SkipPath( const char* pathname );
void COM_StripExtension( const char* in, char* out, int destsize );
void COM_DefaultExtension( char* path, int maxSize, const char* ext );
const char* COM_Parse( const char** data_p );
const char* COM_ParseExt( const char** data_p, qbool allowLineBreak );
int COM_Compress( char *data_p );
void SkipBracedSection( const char** data );
void SkipRestOfLine( const char** data );
#define QSUBSYSTEM_INIT_START(X) Com_Printf( ">>> Initializing "X"\n" );
#define QSUBSYSTEM_INIT_DONE(X) Com_Printf( "<<< "X" Initialization Complete\n" );
// botlib crap hacked into the engine for no good reason
#ifndef TT_STRING
#define TT_STRING 1
#define TT_LITERAL 2
#define TT_NUMBER 3
#define TT_NAME 4
#define TT_PUNCTUATION 5
#endif
typedef struct pc_token_s
{
int type;
int subtype;
int intvalue;
float floatvalue;
char string[MAX_TOKEN_CHARS];
} pc_token_t;
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
///////////////////////////////////////////////////////////////
int Q_isprint( int c );
int Q_islower( int c );
int Q_isupper( int c );
int Q_isalpha( int c );
// portable case insensitive compare
int Q_stricmp( const char *s1, const char *s2 );
int Q_strncmp( const char *s1, const char *s2, int n );
int Q_stricmpn( const char *s1, const char *s2, int n );
char *Q_strlwr( char *s1 );
char *Q_strupr( char *s1 );
char *Q_strrchr( const char* string, int c );
// buffer size safe library replacements
void Q_strncpyz( char *dest, const char *src, int destsize );
void Q_strcat( char *dest, int size, const char *src );
// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );
typedef intptr_t ( *syscall_t )( intptr_t *parms );
typedef intptr_t ( QDECL *dllSyscall_t )( intptr_t callNum, ... );
typedef void ( QDECL *dllEntry_t )( dllSyscall_t syscallptr );
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//
// key / value info strings
//
qbool Info_Validate( const char* s );
const char* Info_ValueForKey( const char *s, const char *key );
void Info_NextPair( const char **s, char *key, char *value );
void Info_RemoveKey( char *s, const char *key );
qbool Info_SetValueForKey( char* s, const char* key, const char* value );
void Info_RemoveKey_Big( char *s, const char *key );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
/*
==========================================================
CVARS (console variables)
Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
#define CVAR_USERINFO 2 // sent to server on connect or change
#define CVAR_SERVERINFO 4 // sent in response to front end requests
#define CVAR_SYSTEMINFO 8 // these cvars will be duplicated on all clients
#define CVAR_INIT 16 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 32 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
// without proper initialization. modified
// will be set, even though the value hasn't
// changed yet
#define CVAR_ROM 64 // display only, cannot be set by user at all
#define CVAR_USER_CREATED 128 // created by a set command
#define CVAR_TEMP 256 // can be set even when cheats are disabled, but is not archived
#define CVAR_CHEAT 512 // can not be changed if cheats are disabled
#define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued
#define CVAR_SERVER_CREATED 2048 // cvar was created by a server the client connected to.
#define CVAR_NONEXISTENT 0xFFFFFFFF // Cvar doesn't exist.
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "../qcommon/surfaceflags.h" // shared with the q3map utility
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) )
// 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: 0,1,2 = axial, 3 = nonaxial
byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
byte pad[2];
} cplane_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, transformed to world space
int surfaceFlags; // surface hit
int contents; // contents on other side of surface hit
int entityNum; // entity the contacted sirface is a part of
} trace_t;
// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD
// markfragments are returned by CM_MarkFragments()
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
typedef struct {
vec3_t origin;
vec3_t axis[3];
} orientation_t;
///////////////////////////////////////////////////////////////
// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE 0x0001
#define KEYCATCH_UI 0x0002
#define KEYCATCH_MESSAGE 0x0004
#define KEYCATCH_CGAME 0x0008
// sound channels
// channel 0 never willingly overrides
// other channels will always override a playing sound on that channel
typedef enum {
CHAN_AUTO,
CHAN_LOCAL, // hit sounds, menu sounds
CHAN_WEAPON,
CHAN_VOICE,
CHAN_ITEM,
CHAN_BODY,
CHAN_LOCAL_SOUND, // chat messages, etc
CHAN_ANNOUNCER, // announcer voices, etc
} soundChannel_t;
/*
========================================================================
ELEMENTS COMMUNICATED ACROSS THE NET
========================================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
//
// per-level limits
//
#define MAX_CLIENTS 64 // absolute limit
#define GENTITYNUM_BITS 10 // don't need to send any more
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
// entitynums are communicated with GENTITY_BITS, so any reserved
// values that are going to be communcated over the net need to
// also be in this range
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
#define MAX_MODELS 256 // these are sent over the net as 8 bits
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_CONFIGSTRINGS 1024
// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars
#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc)
#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can
#define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
///////////////////////////////////////////////////////////////
// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 16
#define MAX_PS_EVENTS 2
#define PS_PMOVEFRAMECOUNTBITS 6
// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur
// you can't add anything to this without modifying the code in msg.c
// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
typedef struct playerState_s {
int commandTime; // cmd->serverTime of last executed command
int pm_type;
int bobCycle; // for view bobbing and footstep generation
int pm_flags; // ducked, jump_held, etc
int pm_time;
vec3_t origin;
vec3_t velocity;
int weaponTime;
int gravity;
int speed;
int delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
int groundEntityNum;// ENTITYNUM_NONE = in air
int legsTimer; // don't change low priority animations until this runs out
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT
int movementDir; // a number 0 to 7 that represents the reletive angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL
int eFlags; // copied to entityState_t->eFlags
int eventSequence; // pmove generated events
int events[MAX_PS_EVENTS];
int eventParms[MAX_PS_EVENTS];
int externalEvent; // events set on player from another source
int externalEventParm;
int externalEventTime;
int clientNum; // ranges from 0 to MAX_CLIENTS-1
int weapon; // copied to entityState_t->weapon
int weaponstate;
vec3_t viewangles; // for fixed views
int viewheight;
// damage feedback
int damageEvent; // when it changes, latch the other parms
int damageYaw;
int damagePitch;
int damageCount;
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_WEAPONS];
int generic1;
int loopSound;
int jumppad_ent; // jumppad entity hit this frame
// not communicated over the net at all
int ping; // server to game info for scoreboard
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
int entityEventSequence;
} playerState_t;
///////////////////////////////////////////////////////////////
//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
#define BUTTON_ATTACK 1
#define BUTTON_TALK 2 // displays talk balloon and disables actions
#define BUTTON_USE_HOLDABLE 4
#define BUTTON_GESTURE 8
#define BUTTON_WALKING 16 // walking can't just be inferred from player speed
// because a key pressed late in the frame will
// only generate a small move value for that frame
// walking will use different animations and
// won't generate footsteps
// TA buttons that are useless but still welded into the bot code
#define BUTTON_AFFIRMATIVE 32
#define BUTTON_NEGATIVE 64
#define BUTTON_GETFLAG 128
#define BUTTON_GUARDBASE 256
#define BUTTON_PATROL 512
#define BUTTON_FOLLOWME 1024
#define BUTTON_ANY 2048 // any key whatsoever
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
int serverTime;
int angles[3];
int buttons;
byte weapon;
signed char forwardmove, rightmove, upmove;
} usercmd_t;
///////////////////////////////////////////////////////////////
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL 0xffffff
typedef enum {
TR_STATIONARY,
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
TR_LINEAR,
TR_LINEAR_STOP,
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY
} trType_t;
typedef struct {
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
vec3_t trBase;
vec3_t trDelta; // velocity, etc
} trajectory_t;
// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
typedef struct entityState_s {
int number; // entity index
int eType; // entityType_t
int eFlags;
trajectory_t pos; // for calculating position
trajectory_t apos; // for calculating angles
int time;
int time2;
vec3_t origin;
vec3_t origin2;
vec3_t angles;
vec3_t angles2;
int otherEntityNum; // shotgun sources, etc
int otherEntityNum2;
int groundEntityNum; // -1 = in air
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
int loopSound; // constantly loop this sound
int modelindex;
int modelindex2;
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame;
int solid; // for client side prediction, trap_linkentity sets this properly
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm;
// for players
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
int generic1;
} entityState_t;
typedef enum {
CA_UNINITIALIZED,
CA_DISCONNECTED, // not talking to a server
CA_AUTHORIZING, // not used any more, was checking cd key
CA_CONNECTING, // sending request packets to the server
CA_CHALLENGING, // sending challenge packets to the server
CA_CONNECTED, // netchan_t established, getting gamestate
CA_LOADING, // only during cgame initialization, never during main loop
CA_PRIMED, // got gamestate, waiting for first frame
CA_ACTIVE, // game views should be displayed
CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
} connstate_t;
#define GLYPH_START 32
#define GLYPH_END 126
#define GLYPHS_PER_FONT (GLYPH_END - GLYPH_START + 1)
typedef struct {
int height; // ACTUAL resolution-independent height (ie "not random garbage like pointsize")
int maxpitch;
qhandle_t shader;
int pitches[GLYPHS_PER_FONT]; // in texels
int vpitch; // in texels
vec3_t ltr[GLYPHS_PER_FONT]; // tc's of glyph (left, top, right)
float tcheight;
} fontInfo_t;
// real time
typedef struct {
int tm_sec; // seconds after the minute - [0,59]
int tm_min; // minutes after the hour - [0,59]
int tm_hour; // hours since midnight - [0,23]
int tm_mday; // day of the month - [1,31]
int tm_mon; // months since January - [0,11]
int tm_year; // years since 1900
int tm_wday; // days since Sunday - [0,6]
int tm_yday; // days since January 1 - [0,365]
int tm_isdst; // daylight savings time flag
} qtime_t;
// cinematic states
typedef enum {
FMV_IDLE,
FMV_PLAY, // play
FMV_EOF, // all other conditions, i.e. stop/EOF/abort
FMV_ID_BLT,
FMV_ID_IDLE,
FMV_LOOPED,
FMV_ID_WAIT
} e_status;
// server browser sources
// TTimo: AS_MPLAYER is no longer used
#define AS_LOCAL 0
#define AS_MPLAYER 1
#define AS_GLOBAL 2
#define AS_FAVORITES 3
#define MAX_GLOBAL_SERVERS 4096
#define MAX_OTHER_SERVERS 128
#define MAX_PINGREQUESTS 32
#define MAX_SERVERSTATUSREQUESTS 16
#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2
#if defined(__cplusplus)
};
#endif
#endif // __Q_SHARED_H