/* =========================================================================== 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 #define Q3_VERSION "CNQ3 1.49" #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 __inline T min( T a, T b ) { return (a < b) ? a : b; } template __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 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 #include #include #include #include #include #include #include #include #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 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 #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))) // #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 // 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 ); 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 ); // // 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<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