mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 15:32:19 +00:00
2420 lines
65 KiB
C
2420 lines
65 KiB
C
|
#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
|
||
|
|
||
|
#ifdef _WIN32
|
||
|
|
||
|
#pragma warning(disable : 4018) // signed/unsigned mismatch
|
||
|
//#pragma warning(disable : 4032) //formal parameter 'number' has different type when promoted
|
||
|
//#pragma warning(disable : 4051) //type conversion; possible loss of data
|
||
|
//#pragma warning(disable : 4057) // slightly different base types
|
||
|
#pragma warning(disable : 4100) // unreferenced formal parameter
|
||
|
//#pragma warning(disable : 4115) //'type' : named type definition in parentheses
|
||
|
#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
|
||
|
#pragma warning(disable : 4127) // conditional expression is constant
|
||
|
//#pragma warning(disable : 4136) //conversion between different floating-point types
|
||
|
//#pragma warning(disable : 4201) //nonstandard extension used : nameless struct/union
|
||
|
//#pragma warning(disable : 4214) //nonstandard extension used : bit field types other than int
|
||
|
//#pragma warning(disable : 4220) // varargs matches remaining parameters
|
||
|
#pragma warning(disable : 4244) //'conversion' conversion from 'type1' to 'type2', possible loss of data
|
||
|
#pragma warning(disable : 4284) // return type not UDT
|
||
|
//#pragma warning(disable : 4305) // truncation from const double to float
|
||
|
#pragma warning(disable : 4310) // cast truncates constant value
|
||
|
#pragma warning(disable : 4514) //unreferenced inline/local function has been removed
|
||
|
#pragma warning(disable : 4710) // not inlined
|
||
|
#pragma warning(disable : 4711) // selected for automatic inline expansion
|
||
|
#pragma warning(disable : 4786) // identifier was truncated
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//rww - conveniently toggle "gore" code, for model decals and stuff.
|
||
|
#ifndef _XBOX
|
||
|
#define _G2_GORE
|
||
|
#endif
|
||
|
|
||
|
#ifndef FINAL_BUILD
|
||
|
#define G2_PERFORMANCE_ANALYSIS
|
||
|
#endif
|
||
|
|
||
|
#include <assert.h>
|
||
|
#include <math.h>
|
||
|
#include <stdio.h>
|
||
|
#include <stdarg.h>
|
||
|
#include <string.h>
|
||
|
#include <stdlib.h>
|
||
|
#include <time.h>
|
||
|
#include <ctype.h>
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
#define tvector(T) std::vector< T >
|
||
|
#define tdeque(T) std::deque< T >
|
||
|
|
||
|
#define tlist(T) std::list< T >
|
||
|
#define tslist(T) std::slist< T >
|
||
|
|
||
|
#define tset(T) std::set< T, std::less< T > >
|
||
|
#define tmultiset(T) std::multiset< T, std::less< T > >
|
||
|
|
||
|
#define tcset(T,C) std::set< T, C >
|
||
|
#define tcmultiset(T,C) std::multiset< T, C >
|
||
|
|
||
|
#define tmap(K,T) std::map< K, T, std::less< K > >
|
||
|
#define tmultimap(K,T) std::multimap< K, T, std::less< K > >
|
||
|
|
||
|
#define tcmap(K,T,C) std::map< K, T, C >
|
||
|
#define tcmultimap(K,T,C) std::multimap< K, T, C >
|
||
|
#endif // _XBOX
|
||
|
|
||
|
|
||
|
// this is the define for determining if we have an asm version of a C function
|
||
|
#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__
|
||
|
#define id386 1
|
||
|
#else
|
||
|
#define id386 0
|
||
|
#endif
|
||
|
|
||
|
// for windows fastcall option
|
||
|
|
||
|
#define QDECL
|
||
|
|
||
|
//======================= WIN32 DEFINES =================================
|
||
|
|
||
|
#ifdef WIN32
|
||
|
|
||
|
#define MAC_STATIC
|
||
|
|
||
|
#undef QDECL
|
||
|
#define QDECL __cdecl
|
||
|
|
||
|
// buildstring will be incorporated into the version string
|
||
|
#ifdef NDEBUG
|
||
|
#ifdef _M_IX86
|
||
|
#define CPUSTRING "win-x86"
|
||
|
#elif defined _M_ALPHA
|
||
|
#define CPUSTRING "win-AXP"
|
||
|
#endif
|
||
|
#else
|
||
|
#ifdef _M_IX86
|
||
|
#define CPUSTRING "win-x86-debug"
|
||
|
#elif defined _M_ALPHA
|
||
|
#define CPUSTRING "win-AXP-debug"
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#define PATH_SEP '\\'
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//======================= MAC OS X SERVER DEFINES =====================
|
||
|
|
||
|
#if defined(__MACH__) && defined(__APPLE__)
|
||
|
|
||
|
#define MAC_STATIC
|
||
|
|
||
|
#ifdef __ppc__
|
||
|
#define CPUSTRING "MacOSXS-ppc"
|
||
|
#elif defined __i386__
|
||
|
#define CPUSTRING "MacOSXS-i386"
|
||
|
#else
|
||
|
#define CPUSTRING "MacOSXS-other"
|
||
|
#endif
|
||
|
|
||
|
#define PATH_SEP '/'
|
||
|
|
||
|
#define GAME_HARD_LINKED
|
||
|
#define CGAME_HARD_LINKED
|
||
|
#define UI_HARD_LINKED
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//======================= MAC DEFINES =================================
|
||
|
|
||
|
#ifdef __MACOS__
|
||
|
|
||
|
#define MAC_STATIC static
|
||
|
|
||
|
#define CPUSTRING "MacOS-PPC"
|
||
|
|
||
|
#define PATH_SEP ':'
|
||
|
|
||
|
#define GAME_HARD_LINKED
|
||
|
#define CGAME_HARD_LINKED
|
||
|
#define UI_HARD_LINKED
|
||
|
|
||
|
void Sys_PumpEvents( void );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//======================= LINUX DEFINES =================================
|
||
|
|
||
|
// the mac compiler can't handle >32k of locals, so we
|
||
|
// just waste space and make big arrays static...
|
||
|
#ifdef __linux__
|
||
|
|
||
|
#define MAC_STATIC
|
||
|
|
||
|
#ifdef __i386__
|
||
|
#define CPUSTRING "linux-i386"
|
||
|
#elif defined __axp__
|
||
|
#define CPUSTRING "linux-alpha"
|
||
|
#else
|
||
|
#define CPUSTRING "linux-other"
|
||
|
#endif
|
||
|
|
||
|
#define PATH_SEP '/'
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//=============================================================
|
||
|
|
||
|
typedef unsigned long ulong;
|
||
|
typedef unsigned short word;
|
||
|
|
||
|
typedef unsigned char byte;
|
||
|
|
||
|
typedef const char *LPCSTR;
|
||
|
|
||
|
typedef enum {qfalse, qtrue} qboolean;
|
||
|
#define qboolean int //don't want strict type checking on the qboolean
|
||
|
|
||
|
typedef int qhandle_t;
|
||
|
typedef int thandle_t;
|
||
|
typedef int fxHandle_t;
|
||
|
typedef int sfxHandle_t;
|
||
|
typedef int fileHandle_t;
|
||
|
typedef int clipHandle_t;
|
||
|
|
||
|
|
||
|
#ifndef NULL
|
||
|
#define NULL ((void *)0)
|
||
|
#endif
|
||
|
|
||
|
#define MAX_QINT 0x7fffffff
|
||
|
#define MIN_QINT (-MAX_QINT-1)
|
||
|
|
||
|
|
||
|
// 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 256 // 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 MAX_QPATH 64 // max length of a quake game pathname
|
||
|
#define MAX_OSPATH 260 // max length of a filesystem pathname
|
||
|
|
||
|
#define MAX_NAME_LENGTH 32 // max length of a client name
|
||
|
|
||
|
// paramters for command buffer stuffing
|
||
|
typedef enum {
|
||
|
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
|
||
|
// because some commands might cause the VM to be unloaded...
|
||
|
EXEC_INSERT, // insert at current position, but don't run yet
|
||
|
EXEC_APPEND // add to end of the command buffer (normal case)
|
||
|
} cbufExec_t;
|
||
|
|
||
|
|
||
|
//
|
||
|
// these aren't needed by any of the VMs. put in another header?
|
||
|
//
|
||
|
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
|
||
|
|
||
|
// Light Style Constants
|
||
|
|
||
|
#define LS_STYLES_START 0
|
||
|
#define LS_NUM_STYLES 32
|
||
|
#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
|
||
|
#define LS_NUM_SWITCH 32
|
||
|
#define MAX_LIGHT_STYLES 64
|
||
|
|
||
|
// print levels from renderer (FIXME: set up for game / cgame?)
|
||
|
typedef enum {
|
||
|
PRINT_ALL,
|
||
|
PRINT_DEVELOPER, // only print when "developer 1"
|
||
|
PRINT_WARNING,
|
||
|
PRINT_ERROR
|
||
|
} printParm_t;
|
||
|
|
||
|
// 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_DISCONNECT, // don't kill server
|
||
|
ERR_NEED_CD // pop up the need-cd dialog
|
||
|
} errorParm_t;
|
||
|
|
||
|
// font rendering values used by ui and cgame
|
||
|
#define PROP_GAP_WIDTH 2
|
||
|
//#define PROP_GAP_WIDTH 3
|
||
|
#define PROP_SPACE_WIDTH 4
|
||
|
#define PROP_HEIGHT 16
|
||
|
|
||
|
#define PROP_TINY_SIZE_SCALE 1
|
||
|
#define PROP_SMALL_SIZE_SCALE 1
|
||
|
#define PROP_BIG_SIZE_SCALE 1
|
||
|
#define PROP_GIANT_SIZE_SCALE 2
|
||
|
|
||
|
#define PROP_TINY_HEIGHT 10
|
||
|
#define PROP_GAP_TINY_WIDTH 1
|
||
|
#define PROP_SPACE_TINY_WIDTH 3
|
||
|
|
||
|
#define PROP_BIG_HEIGHT 24
|
||
|
#define PROP_GAP_BIG_WIDTH 3
|
||
|
#define PROP_SPACE_BIG_WIDTH 6
|
||
|
|
||
|
|
||
|
#define BLINK_DIVISOR 600
|
||
|
#define PULSE_DIVISOR 75
|
||
|
|
||
|
#define UI_LEFT 0x00000000 // default
|
||
|
#define UI_CENTER 0x00000001
|
||
|
#define UI_RIGHT 0x00000002
|
||
|
#define UI_FORMATMASK 0x00000007
|
||
|
#define UI_SMALLFONT 0x00000010
|
||
|
#define UI_BIGFONT 0x00000020 // default
|
||
|
#define UI_GIANTFONT 0x00000040
|
||
|
#define UI_DROPSHADOW 0x00000800
|
||
|
#define UI_BLINK 0x00001000
|
||
|
#define UI_INVERSE 0x00002000
|
||
|
#define UI_PULSE 0x00004000
|
||
|
#define UI_UNDERLINE 0x00008000
|
||
|
#define UI_TINYFONT 0x00010000
|
||
|
|
||
|
|
||
|
// stuff for TA's ROQ cinematic code...
|
||
|
//
|
||
|
#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];
|
||
|
typedef vec_t vec5_t[5];
|
||
|
|
||
|
typedef vec3_t vec3pair_t[2];
|
||
|
|
||
|
typedef int ivec2_t[2];
|
||
|
typedef int ivec3_t[3];
|
||
|
typedef int ivec4_t[4];
|
||
|
typedef int ivec5_t[5];
|
||
|
|
||
|
typedef int fixed4_t;
|
||
|
typedef int fixed8_t;
|
||
|
typedef int fixed16_t;
|
||
|
|
||
|
#ifndef M_PI
|
||
|
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||
|
#endif
|
||
|
|
||
|
#define NUMVERTEXNORMALS 162
|
||
|
extern vec3_t bytedirs[NUMVERTEXNORMALS];
|
||
|
|
||
|
// 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 TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
|
||
|
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
|
||
|
|
||
|
#define SMALLCHAR_WIDTH 8
|
||
|
#define SMALLCHAR_HEIGHT 16
|
||
|
|
||
|
#define BIGCHAR_WIDTH 16
|
||
|
#define BIGCHAR_HEIGHT 16
|
||
|
|
||
|
#define GIANTCHAR_WIDTH 32
|
||
|
#define GIANTCHAR_HEIGHT 48
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
CT_NONE,
|
||
|
CT_BLACK,
|
||
|
CT_RED,
|
||
|
CT_GREEN,
|
||
|
CT_BLUE,
|
||
|
CT_YELLOW,
|
||
|
CT_MAGENTA,
|
||
|
CT_CYAN,
|
||
|
CT_WHITE,
|
||
|
CT_LTGREY,
|
||
|
CT_MDGREY,
|
||
|
CT_DKGREY,
|
||
|
CT_DKGREY2,
|
||
|
|
||
|
CT_VLTORANGE,
|
||
|
CT_LTORANGE,
|
||
|
CT_DKORANGE,
|
||
|
CT_VDKORANGE,
|
||
|
|
||
|
CT_VLTBLUE1,
|
||
|
CT_LTBLUE1,
|
||
|
CT_DKBLUE1,
|
||
|
CT_VDKBLUE1,
|
||
|
|
||
|
CT_VLTBLUE2,
|
||
|
CT_LTBLUE2,
|
||
|
CT_DKBLUE2,
|
||
|
CT_VDKBLUE2,
|
||
|
|
||
|
CT_VLTBROWN1,
|
||
|
CT_LTBROWN1,
|
||
|
CT_DKBROWN1,
|
||
|
CT_VDKBROWN1,
|
||
|
|
||
|
CT_VLTGOLD1,
|
||
|
CT_LTGOLD1,
|
||
|
CT_DKGOLD1,
|
||
|
CT_VDKGOLD1,
|
||
|
|
||
|
CT_VLTPURPLE1,
|
||
|
CT_LTPURPLE1,
|
||
|
CT_DKPURPLE1,
|
||
|
CT_VDKPURPLE1,
|
||
|
|
||
|
CT_VLTPURPLE2,
|
||
|
CT_LTPURPLE2,
|
||
|
CT_DKPURPLE2,
|
||
|
CT_VDKPURPLE2,
|
||
|
|
||
|
CT_VLTPURPLE3,
|
||
|
CT_LTPURPLE3,
|
||
|
CT_DKPURPLE3,
|
||
|
CT_VDKPURPLE3,
|
||
|
|
||
|
CT_VLTRED1,
|
||
|
CT_LTRED1,
|
||
|
CT_DKRED1,
|
||
|
CT_VDKRED1,
|
||
|
CT_VDKRED,
|
||
|
CT_DKRED,
|
||
|
|
||
|
CT_VLTAQUA,
|
||
|
CT_LTAQUA,
|
||
|
CT_DKAQUA,
|
||
|
CT_VDKAQUA,
|
||
|
|
||
|
CT_LTPINK,
|
||
|
CT_DKPINK,
|
||
|
CT_LTCYAN,
|
||
|
CT_DKCYAN,
|
||
|
CT_LTBLUE3,
|
||
|
CT_BLUE3,
|
||
|
CT_DKBLUE3,
|
||
|
|
||
|
CT_HUD_GREEN,
|
||
|
CT_HUD_RED,
|
||
|
CT_ICON_BLUE,
|
||
|
CT_NO_AMMO_RED,
|
||
|
CT_HUD_ORANGE,
|
||
|
|
||
|
CT_TITLE,
|
||
|
|
||
|
CT_MAX
|
||
|
} ct_table_t;
|
||
|
|
||
|
extern vec4_t colorTable[CT_MAX];
|
||
|
|
||
|
|
||
|
#define Q_COLOR_ESCAPE '^'
|
||
|
// you MUST have the last bit on here about colour strings being less than 7 or taiwanese strings register as colour!!!!
|
||
|
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE && *((p)+1) <= '7' && *((p)+1) >= '0' )
|
||
|
|
||
|
#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 ColorIndex(c) ( ( (c) - '0' ) & 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"
|
||
|
|
||
|
extern vec4_t g_color_table[8];
|
||
|
|
||
|
#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
|
||
|
|
||
|
// Player weapons effects
|
||
|
typedef enum
|
||
|
{
|
||
|
SABER_RED,
|
||
|
SABER_ORANGE,
|
||
|
SABER_YELLOW,
|
||
|
SABER_GREEN,
|
||
|
SABER_BLUE,
|
||
|
SABER_PURPLE
|
||
|
|
||
|
} saber_colors_t;
|
||
|
|
||
|
#define MAX_BATTERIES 2500
|
||
|
|
||
|
#define PI_DIV_180 0.017453292519943295769236907684886
|
||
|
#define INV_PI_DIV_180 57.295779513082320876798154814105
|
||
|
|
||
|
// Punish Aurelio if you don't like these performance enhancements. :-)
|
||
|
#define DEG2RAD( a ) ( ( (a) * PI_DIV_180 ) )
|
||
|
#define RAD2DEG( a ) ( ( (a) * INV_PI_DIV_180 ) )
|
||
|
|
||
|
// A divide can be avoided by just multiplying by PI_DIV_180 which is PI divided by 180. - Aurelio
|
||
|
//#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
|
||
|
// A divide can be avoided by just multiplying by INV_PI_DIV_180(inverse of PI/180) which is 180 divided by PI. - Aurelio
|
||
|
//#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
|
||
|
|
||
|
#define ENUM2STRING(arg) #arg,arg
|
||
|
|
||
|
struct cplane_s;
|
||
|
|
||
|
extern const vec3_t vec3_origin;
|
||
|
extern const vec3_t axisDefault[3];
|
||
|
|
||
|
#define nanmask (255<<23)
|
||
|
|
||
|
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline void Q_CastShort2Float(float *f, const short *s)
|
||
|
{
|
||
|
*f = ((float)*s);
|
||
|
}
|
||
|
|
||
|
inline void Q_CastUShort2Float(float *f, const unsigned short *s)
|
||
|
{
|
||
|
*f = ((float)*s);
|
||
|
}
|
||
|
|
||
|
inline void Q_CastShort2FloatScale(float *f, const short *s, float scale)
|
||
|
{
|
||
|
*f = ((float)*s) * scale;
|
||
|
}
|
||
|
|
||
|
inline void Q_CastUShort2FloatScale(float *f, const unsigned short *s, float scale)
|
||
|
{
|
||
|
*f = ((float)*s) * scale;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
float Q_fabs( float f );
|
||
|
float Q_rsqrt( float f ); // reciprocal square root
|
||
|
|
||
|
#define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )
|
||
|
|
||
|
signed char ClampChar( int i );
|
||
|
signed short ClampShort( int i );
|
||
|
|
||
|
// this isn't a real cheap function to call!
|
||
|
int DirToByte( vec3_t dir );
|
||
|
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))
|
||
|
|
||
|
|
||
|
#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])
|
||
|
|
||
|
#define SnapVector(v) {v[0]=(int)v[0];v[1]=(int)v[1];v[2]=(int)v[2];}
|
||
|
|
||
|
// just in case you do't want to use the macros
|
||
|
inline void VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc) {
|
||
|
vecc[0] = veca[0] + scale*vecb[0];
|
||
|
vecc[1] = veca[1] + scale*vecb[1];
|
||
|
vecc[2] = veca[2] + scale*vecb[2];
|
||
|
}
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline void VectorMA( const vec3_t veca, float scale, const short vecb[3], vec3_t vecc) {
|
||
|
// The only time this overload gets used is with normals, so
|
||
|
// (I think) it's safe to do this....
|
||
|
vecc[0] = veca[0] + scale * ((float)vecb[0] / 32767.0f);
|
||
|
vecc[1] = veca[1] + scale * ((float)vecb[1] / 32767.0f);
|
||
|
vecc[2] = veca[2] + scale * ((float)vecb[2] / 32767.0f);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
inline vec_t DotProduct( const vec3_t v1, const vec3_t v2 ) {
|
||
|
#ifdef _XBOX /// use SSE
|
||
|
float res;
|
||
|
__asm {
|
||
|
mov edx, v1
|
||
|
movss xmm1, [edx]
|
||
|
movhps xmm1, [edx+4]
|
||
|
|
||
|
mov edx, v2
|
||
|
movss xmm2, [edx]
|
||
|
movhps xmm2, [edx+4]
|
||
|
|
||
|
mulps xmm1, xmm2
|
||
|
|
||
|
movaps xmm0, xmm1
|
||
|
|
||
|
shufps xmm0, xmm0, 32h
|
||
|
addps xmm1, xmm0
|
||
|
|
||
|
shufps xmm0, xmm0, 32h
|
||
|
addps xmm1, xmm0
|
||
|
|
||
|
movss [res], xmm1
|
||
|
}
|
||
|
return res;
|
||
|
#else
|
||
|
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline vec_t DotProduct( const short v1[3], const vec3_t v2 ) {
|
||
|
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
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];
|
||
|
}
|
||
|
|
||
|
inline void VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t o ) {
|
||
|
#ifdef _XBOX
|
||
|
__asm {
|
||
|
mov ecx, veca
|
||
|
movss xmm0, [ecx]
|
||
|
movhps xmm0, [ecx+4]
|
||
|
|
||
|
mov edx, vecb
|
||
|
movss xmm1, [edx]
|
||
|
movhps xmm1, [edx+4]
|
||
|
|
||
|
subps xmm0, xmm1
|
||
|
|
||
|
mov eax, o
|
||
|
movss [eax], xmm0
|
||
|
movhps [eax+4], xmm0
|
||
|
}
|
||
|
#else
|
||
|
o[0] = veca[0]-vecb[0];
|
||
|
o[1] = veca[1]-vecb[1];
|
||
|
o[2] = veca[2]-vecb[2];
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline void VectorSubtract( const short veca[3], const vec3_t vecb, vec3_t o ) {
|
||
|
o[0] = veca[0]-vecb[0];
|
||
|
o[1] = veca[1]-vecb[1];
|
||
|
o[2] = veca[2]-vecb[2];
|
||
|
}
|
||
|
|
||
|
inline void VectorSubtract( const vec3_t veca, const short vecb[3], vec3_t o ) {
|
||
|
o[0] = veca[0]-vecb[0];
|
||
|
o[1] = veca[1]-vecb[1];
|
||
|
o[2] = veca[2]-vecb[2];
|
||
|
}
|
||
|
|
||
|
inline void VectorSubtract( const short veca[3], const short vecb[3], vec3_t o ) {
|
||
|
o[0] = veca[0]-vecb[0];
|
||
|
o[1] = veca[1]-vecb[1];
|
||
|
o[2] = veca[2]-vecb[2];
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
inline void VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t o ) {
|
||
|
#ifdef _XBOX
|
||
|
__asm {
|
||
|
mov ecx, veca
|
||
|
movss xmm0, [ecx]
|
||
|
movhps xmm0, [ecx+4]
|
||
|
|
||
|
mov edx, vecb
|
||
|
movss xmm1, [edx]
|
||
|
movhps xmm1, [edx+4]
|
||
|
|
||
|
addps xmm0, xmm1
|
||
|
|
||
|
mov eax, o
|
||
|
movss [eax], xmm0
|
||
|
movhps [eax+4], xmm0
|
||
|
}
|
||
|
#else
|
||
|
o[0] = veca[0]+vecb[0];
|
||
|
o[1] = veca[1]+vecb[1];
|
||
|
o[2] = veca[2]+vecb[2];
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
inline void VectorCopy( const vec3_t in, vec3_t out ) {
|
||
|
out[0] = in[0];
|
||
|
out[1] = in[1];
|
||
|
out[2] = in[2];
|
||
|
}
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline void VectorCopy( const short in[3], vec3_t out ) {
|
||
|
out[0] = (float)in[0];
|
||
|
out[1] = (float)in[1];
|
||
|
out[2] = (float)in[2];
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
inline void VectorScale( const vec3_t i, vec_t scale, vec3_t o ) {
|
||
|
#ifdef _XBOX
|
||
|
__asm {
|
||
|
movss xmm0, scale
|
||
|
shufps xmm0, xmm0, 0h
|
||
|
|
||
|
mov edx, i
|
||
|
movss xmm1, [edx]
|
||
|
movhps xmm1, [edx+4]
|
||
|
|
||
|
mulps xmm0, xmm1
|
||
|
|
||
|
mov eax, o
|
||
|
movss [eax], xmm0
|
||
|
movhps [eax+4], xmm0
|
||
|
}
|
||
|
#else
|
||
|
o[0] = i[0]*scale;
|
||
|
o[1] = i[1]*scale;
|
||
|
o[2] = i[2]*scale;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
float DotProductNormalize( const vec3_t inVec1, const vec3_t inVec2 );
|
||
|
|
||
|
unsigned ColorBytes3 (float r, float g, float b);
|
||
|
unsigned ColorBytes4 (float r, float g, float b, float a);
|
||
|
|
||
|
float NormalizeColor( const vec3_t in, vec3_t out );
|
||
|
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
|
||
|
|
||
|
void ClearBounds( vec3_t mins, vec3_t maxs );
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline void AddPointToBounds( const short v[3], vec3_t mins, vec3_t maxs ) {
|
||
|
if ( v[0] < mins[0] ) {
|
||
|
mins[0] = v[0];
|
||
|
}
|
||
|
if ( v[0] > maxs[0]) {
|
||
|
maxs[0] = v[0];
|
||
|
}
|
||
|
|
||
|
if ( v[1] < mins[1] ) {
|
||
|
mins[1] = v[1];
|
||
|
}
|
||
|
if ( v[1] > maxs[1]) {
|
||
|
maxs[1] = v[1];
|
||
|
}
|
||
|
|
||
|
if ( v[2] < mins[2] ) {
|
||
|
mins[2] = v[2];
|
||
|
}
|
||
|
if ( v[2] > maxs[2]) {
|
||
|
maxs[2] = v[2];
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
inline void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) {
|
||
|
if ( v[0] < mins[0] ) {
|
||
|
mins[0] = v[0];
|
||
|
}
|
||
|
if ( v[0] > maxs[0]) {
|
||
|
maxs[0] = v[0];
|
||
|
}
|
||
|
|
||
|
if ( v[1] < mins[1] ) {
|
||
|
mins[1] = v[1];
|
||
|
}
|
||
|
if ( v[1] > maxs[1]) {
|
||
|
maxs[1] = v[1];
|
||
|
}
|
||
|
|
||
|
if ( v[2] < mins[2] ) {
|
||
|
mins[2] = v[2];
|
||
|
}
|
||
|
if ( v[2] > maxs[2]) {
|
||
|
maxs[2] = v[2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
inline int VectorCompare( const vec3_t v1, const vec3_t v2 ) {
|
||
|
if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) {
|
||
|
return 0;
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
//NOTE: less precise
|
||
|
inline int VectorCompare2( const vec3_t v1, const vec3_t v2 ) {
|
||
|
if ( v1[0] > v2[0]+0.0001f || v1[0] < v2[0]-0.0001f
|
||
|
|| v1[1] > v2[1]+0.0001f || v1[1] < v2[1]-0.0001f
|
||
|
|| v1[2] > v2[2]+0.0001f || v1[2] < v2[2]-0.0001f ) {
|
||
|
return 0;
|
||
|
}
|
||
|
return 1;
|
||
|
}
|
||
|
inline vec_t VectorLength( const vec3_t v ) {
|
||
|
#ifdef _XBOX
|
||
|
float res;
|
||
|
|
||
|
__asm {
|
||
|
mov edx, v
|
||
|
movss xmm1, [edx]
|
||
|
movhps xmm1, [edx+4]
|
||
|
|
||
|
movaps xmm2, xmm1
|
||
|
|
||
|
mulps xmm1, xmm2
|
||
|
|
||
|
movaps xmm0, xmm1
|
||
|
|
||
|
shufps xmm0, xmm0, 32h
|
||
|
addps xmm1, xmm0
|
||
|
|
||
|
shufps xmm0, xmm0, 32h
|
||
|
addps xmm1, xmm0
|
||
|
|
||
|
sqrtss xmm1, xmm1
|
||
|
movss [res], xmm1
|
||
|
}
|
||
|
|
||
|
return res;
|
||
|
#else
|
||
|
return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
inline vec_t VectorLengthSquared( const vec3_t v ) {
|
||
|
#ifdef _XBOX
|
||
|
float res;
|
||
|
__asm {
|
||
|
mov edx, v
|
||
|
movss xmm1, [edx]
|
||
|
movhps xmm1, [edx+4]
|
||
|
|
||
|
movaps xmm2, xmm1
|
||
|
|
||
|
mulps xmm1, xmm2
|
||
|
|
||
|
movaps xmm0, xmm1
|
||
|
|
||
|
shufps xmm0, xmm0, 32h
|
||
|
addps xmm1, xmm0
|
||
|
|
||
|
shufps xmm0, xmm0, 32h
|
||
|
addps xmm1, xmm0
|
||
|
|
||
|
movss [res], xmm1
|
||
|
}
|
||
|
|
||
|
return res;
|
||
|
#else
|
||
|
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
inline vec_t Distance( const vec3_t p1, const vec3_t p2 ) {
|
||
|
vec3_t v;
|
||
|
|
||
|
VectorSubtract (p2, p1, v);
|
||
|
return VectorLength( v );
|
||
|
}
|
||
|
|
||
|
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
|
||
|
inline void VectorNormalizeFast( vec3_t v )
|
||
|
{
|
||
|
float ilength;
|
||
|
|
||
|
ilength = Q_rsqrt( DotProduct( v, v ) );
|
||
|
|
||
|
v[0] *= ilength;
|
||
|
v[1] *= ilength;
|
||
|
v[2] *= ilength;
|
||
|
}
|
||
|
|
||
|
inline void VectorInverse( vec3_t v ){
|
||
|
v[0] = -v[0];
|
||
|
v[1] = -v[1];
|
||
|
v[2] = -v[2];
|
||
|
}
|
||
|
|
||
|
inline void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out )
|
||
|
{
|
||
|
out[0] = DotProduct( in, matrix[0] );
|
||
|
out[1] = DotProduct( in, matrix[1] );
|
||
|
out[2] = DotProduct( in, matrix[2] );
|
||
|
}
|
||
|
|
||
|
//if length is 0, v is untouched otherwise v is normalized
|
||
|
inline vec_t VectorNormalize( vec3_t v ) {
|
||
|
float length, ilength;
|
||
|
|
||
|
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
||
|
length = sqrt (length);
|
||
|
|
||
|
if ( length > 0.0001f ) {
|
||
|
ilength = 1/length;
|
||
|
v[0] *= ilength;
|
||
|
v[1] *= ilength;
|
||
|
v[2] *= ilength;
|
||
|
}
|
||
|
|
||
|
return length;
|
||
|
}
|
||
|
|
||
|
|
||
|
//if length is 0, out is cleared, otherwise out is normalized
|
||
|
inline vec_t VectorNormalize2( const vec3_t v, vec3_t out) {
|
||
|
float length, ilength;
|
||
|
|
||
|
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
||
|
length = sqrt (length);
|
||
|
|
||
|
if (length)
|
||
|
{
|
||
|
ilength = 1/length;
|
||
|
out[0] = v[0]*ilength;
|
||
|
out[1] = v[1]*ilength;
|
||
|
out[2] = v[2]*ilength;
|
||
|
} else {
|
||
|
VectorClear( out );
|
||
|
}
|
||
|
|
||
|
return length;
|
||
|
}
|
||
|
|
||
|
#ifdef _XBOX
|
||
|
inline vec_t VectorNormalize2( const vec3_t v, short out[3]) {
|
||
|
float length, ilength;
|
||
|
|
||
|
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
||
|
length = sqrt (length);
|
||
|
|
||
|
if (length)
|
||
|
{
|
||
|
ilength = 1/length;
|
||
|
out[0] = (short)(v[0]*ilength * 32767.0f);
|
||
|
out[1] = (short)(v[1]*ilength * 32767.0f);
|
||
|
out[2] = (short)(v[2]*ilength * 32767.0f);
|
||
|
} else {
|
||
|
VectorClear( out );
|
||
|
}
|
||
|
|
||
|
return length;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
int Q_log2(int val);
|
||
|
|
||
|
inline int Q_rand( int *seed ) {
|
||
|
*seed = (69069 * *seed + 1);
|
||
|
return *seed;
|
||
|
}
|
||
|
|
||
|
inline float Q_random( int *seed ) {
|
||
|
return ( Q_rand( seed ) & 0xffff ) / (float)0x10000;
|
||
|
}
|
||
|
|
||
|
inline float Q_crandom( int *seed ) {
|
||
|
return 2.0F * ( Q_random( seed ) - 0.5f );
|
||
|
}
|
||
|
|
||
|
// Returns a float min <= x < max (exclusive; will get max - 0.00001; but never max
|
||
|
inline float Q_flrand(float min, float max) {
|
||
|
return ((rand() * (max - min)) / 32768.0F) + min;
|
||
|
}
|
||
|
|
||
|
// Returns an integer min <= x <= max (ie inclusive)
|
||
|
inline int Q_irand(int min, int max) {
|
||
|
max++; //so it can round down
|
||
|
return ((rand() * (max - min)) >> 15) + min;
|
||
|
}
|
||
|
|
||
|
//returns a float between 0 and 1.0
|
||
|
inline float random() {
|
||
|
return (rand() / ((float)0x7fff));
|
||
|
}
|
||
|
|
||
|
//returns a float between -1 and 1.0
|
||
|
inline float crandom() {
|
||
|
return (2.0F * (random() - 0.5F));
|
||
|
}
|
||
|
|
||
|
float erandom( float mean );
|
||
|
|
||
|
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
AnglesToAxis
|
||
|
=================
|
||
|
*/
|
||
|
inline void AnglesToAxis( const vec3_t angles, vec3_t axis[3] ) {
|
||
|
vec3_t right;
|
||
|
|
||
|
// angle vectors returns "right" instead of "y axis"
|
||
|
AngleVectors( angles, axis[0], right, axis[2] );
|
||
|
VectorSubtract( vec3_origin, right, axis[1] );
|
||
|
}
|
||
|
|
||
|
inline void AxisClear( vec3_t axis[3] ) {
|
||
|
axis[0][0] = 1;
|
||
|
axis[0][1] = 0;
|
||
|
axis[0][2] = 0;
|
||
|
axis[1][0] = 0;
|
||
|
axis[1][1] = 1;
|
||
|
axis[1][2] = 0;
|
||
|
axis[2][0] = 0;
|
||
|
axis[2][1] = 0;
|
||
|
axis[2][2] = 1;
|
||
|
}
|
||
|
|
||
|
inline void AxisCopy( const vec3_t in[3], vec3_t out[3] ) {
|
||
|
VectorCopy( in[0], out[0] );
|
||
|
VectorCopy( in[1], out[1] );
|
||
|
VectorCopy( in[2], out[2] );
|
||
|
}
|
||
|
|
||
|
void vectoangles( const vec3_t value1, vec3_t angles);
|
||
|
|
||
|
vec_t DistanceHorizontal( const vec3_t p1, const vec3_t p2 );
|
||
|
vec_t DistanceHorizontalSquared( const vec3_t p1, const vec3_t p2 );
|
||
|
|
||
|
inline vec_t GetYawForDirection( const vec3_t p1, const vec3_t p2 ) {
|
||
|
vec3_t v, angles;
|
||
|
|
||
|
VectorSubtract( p2, p1, v );
|
||
|
vectoangles( v, angles );
|
||
|
|
||
|
return angles[YAW];
|
||
|
}
|
||
|
|
||
|
inline void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out ) {
|
||
|
vec3_t v;
|
||
|
|
||
|
VectorSubtract( p2, p1, v );
|
||
|
vectoangles( v, out );
|
||
|
}
|
||
|
|
||
|
|
||
|
void SetPlaneSignbits( struct cplane_s *out );
|
||
|
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
|
||
|
//float AngleMod(float a);
|
||
|
|
||
|
inline float LerpAngle (float from, float to, float frac) {
|
||
|
float a;
|
||
|
|
||
|
if ( to - from > 180 ) {
|
||
|
to -= 360;
|
||
|
}
|
||
|
if ( to - from < -180 ) {
|
||
|
to += 360;
|
||
|
}
|
||
|
a = from + frac * (to - from);
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
AngleSubtract
|
||
|
|
||
|
Always returns a value from -180 to 180
|
||
|
=================
|
||
|
*/
|
||
|
inline float AngleSubtract( float a1, float a2 ) {
|
||
|
float a;
|
||
|
|
||
|
a = a1 - a2;
|
||
|
while ( a > 180 ) {
|
||
|
a -= 360;
|
||
|
}
|
||
|
while ( a < -180 ) {
|
||
|
a += 360;
|
||
|
}
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
inline void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 ) {
|
||
|
v3[0] = AngleSubtract( v1[0], v2[0] );
|
||
|
v3[1] = AngleSubtract( v1[1], v2[1] );
|
||
|
v3[2] = AngleSubtract( v1[2], v2[2] );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
AngleNormalize360
|
||
|
|
||
|
returns angle normalized to the range [0 <= angle < 360]
|
||
|
=================
|
||
|
*/
|
||
|
inline float AngleNormalize360 ( float angle ) {
|
||
|
return (360.0 / 65536) * ((int)(angle * (65536 / 360.0)) & 65535);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
AngleNormalize180
|
||
|
|
||
|
returns angle normalized to the range [-180 < angle <= 180]
|
||
|
=================
|
||
|
*/
|
||
|
inline float AngleNormalize180 ( float angle ) {
|
||
|
angle = AngleNormalize360( angle );
|
||
|
if ( angle > 180.0 ) {
|
||
|
angle -= 360.0;
|
||
|
}
|
||
|
return angle;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
AngleDelta
|
||
|
|
||
|
returns the normalized delta from angle1 to angle2
|
||
|
=================
|
||
|
*/
|
||
|
inline float AngleDelta ( float angle1, float angle2 ) {
|
||
|
return AngleNormalize180( angle1 - angle2 );
|
||
|
}
|
||
|
|
||
|
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
|
||
|
#ifdef _XBOX
|
||
|
qboolean PlaneFromPoints( vec4_t plane, const short a[3], const short b[3], const short c[3] );
|
||
|
#endif
|
||
|
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
|
||
|
|
||
|
int PlaneTypeForNormal (vec3_t normal);
|
||
|
|
||
|
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
|
||
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
||
|
|
||
|
|
||
|
|
||
|
//=============================================
|
||
|
|
||
|
float Com_Clamp( float min, float max, float value );
|
||
|
|
||
|
char *COM_SkipPath( char *pathname );
|
||
|
void COM_StripExtension( const char *in, char *out );
|
||
|
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
|
||
|
|
||
|
//JLFCALLOUT include MPNOTUSED
|
||
|
#ifdef _XBOX
|
||
|
void COM_BeginParseSession( bool nested = false );
|
||
|
#else
|
||
|
void COM_BeginParseSession( void );
|
||
|
#endif
|
||
|
|
||
|
int COM_GetCurrentParseLine( void );
|
||
|
char *COM_Parse( const char **data_p );
|
||
|
char *COM_ParseExt( const char **data_p, qboolean allowLineBreak );
|
||
|
int COM_Compress( char *data_p );
|
||
|
qboolean COM_ParseString( const char **data, const char **s );
|
||
|
qboolean COM_ParseInt( const char **data, int *i );
|
||
|
qboolean COM_ParseFloat( const char **data, float *f );
|
||
|
qboolean COM_ParseVec4( const char **buffer, vec4_t *c);
|
||
|
|
||
|
// data is an in/out parm, returns a parsed out token
|
||
|
|
||
|
void COM_MatchToken( char**buf_p, char *match );
|
||
|
|
||
|
void SkipBracedSection (const char **program);
|
||
|
void SkipRestOfLine ( const char **data );
|
||
|
|
||
|
void Parse1DMatrix (const char **buf_p, int x, float *m);
|
||
|
void Parse2DMatrix (const char **buf_p, int y, int x, float *m);
|
||
|
void Parse3DMatrix (const char **buf_p, int z, int y, int x, float *m);
|
||
|
|
||
|
void QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);
|
||
|
|
||
|
|
||
|
// 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
|
||
|
//inline int Q_stricmp (const char *s1, const char *s2) {return Q_stricmpn (s1, s2, 99999);}
|
||
|
//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 );
|
||
|
|
||
|
// NON-portable (but faster) versions
|
||
|
inline int Q_stricmp (const char *s1, const char *s2) { return stricmp(s1, s2); }
|
||
|
inline int Q_strncmp (const char *s1, const char *s2, int n) { return strncmp(s1, s2, n); }
|
||
|
inline int Q_stricmpn (const char *s1, const char *s2, int n) { return strnicmp(s1, s2, n); }
|
||
|
inline char *Q_strlwr( char *s1 ) { return strlwr(s1); }
|
||
|
inline char *Q_strupr( char *s1 ) { return strupr(s1); }
|
||
|
inline char *Q_strrchr( const char* str, int c ) { return strrchr(str, c); }
|
||
|
|
||
|
|
||
|
// buffer size safe library replacements
|
||
|
void Q_strncpyz( char *dest, const char *src, int destsize, qboolean bBarfIfTooLong=qfalse );
|
||
|
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 );
|
||
|
|
||
|
//=============================================
|
||
|
|
||
|
#ifdef _M_IX86
|
||
|
//
|
||
|
// optimised stuff for Intel, since most of our data is in that format anyway...
|
||
|
//
|
||
|
short BigShort(short l);
|
||
|
int BigLong (int l);
|
||
|
float BigFloat (float l);
|
||
|
#define LittleShort(l) l
|
||
|
#define LittleLong(l) l
|
||
|
#define LittleFloat(l) l
|
||
|
//
|
||
|
#else
|
||
|
//
|
||
|
// standard smart-swap code...
|
||
|
//
|
||
|
short BigShort(short l);
|
||
|
short LittleShort(short l);
|
||
|
int BigLong (int l);
|
||
|
int LittleLong (int l);
|
||
|
float BigFloat (float l);
|
||
|
float LittleFloat (float l);
|
||
|
//
|
||
|
#endif
|
||
|
|
||
|
|
||
|
void Swap_Init (void);
|
||
|
char * QDECL va(const char *format, ...);
|
||
|
|
||
|
//=============================================
|
||
|
|
||
|
//
|
||
|
// key / value info strings
|
||
|
//
|
||
|
char *Info_ValueForKey( const char *s, const char *key );
|
||
|
void Info_RemoveKey( char *s, const char *key );
|
||
|
void Info_SetValueForKey( char *s, const char *key, const char *value );
|
||
|
qboolean Info_Validate( const char *s );
|
||
|
void Info_NextPair( const char **s, char key[MAX_INFO_KEY], char value[MAX_INFO_VALUE] );
|
||
|
|
||
|
// this is only here so the functions in q_shared.c and bg_*.c can link
|
||
|
void QDECL Com_Error( int level, const char *error, ... );
|
||
|
void QDECL Com_Printf( const char *msg, ... );
|
||
|
|
||
|
|
||
|
/*
|
||
|
==========================================================
|
||
|
|
||
|
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_TEMP 0 // can be set even when cheats are disabled, but is not archived
|
||
|
#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_SAVEGAME 256 // store this in the savegame
|
||
|
#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
|
||
|
|
||
|
// nothing outside the Cvar_*() functions should modify these fields!
|
||
|
typedef struct cvar_s {
|
||
|
char *name;
|
||
|
char *string;
|
||
|
char *resetString; // cvar_restart will reset to this value
|
||
|
char *latchedString; // for CVAR_LATCH vars
|
||
|
int flags;
|
||
|
qboolean modified; // set each time the cvar is changed
|
||
|
int modificationCount; // incremented each time the cvar is changed
|
||
|
float value; // atof( string )
|
||
|
int integer; // atoi( string )
|
||
|
struct cvar_s *next;
|
||
|
} cvar_t;
|
||
|
|
||
|
#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 "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
|
||
|
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
|
||
|
#if !defined(GHOUL2_SHARED_H_INC)
|
||
|
#include "..\game\ghoul2_shared.h" //for CGhoul2Info_v
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
|
||
|
#define MAX_G2_COLLISIONS 16
|
||
|
// 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
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
CCollisionRecord G2CollisionMap[MAX_G2_COLLISIONS]; // map that describes all of the parts of ghoul2 models that got hit
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
} 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 1
|
||
|
#define KEYCATCH_UI 2
|
||
|
#define KEYCATCH_MESSAGE 4
|
||
|
|
||
|
|
||
|
// sound channels
|
||
|
// channel 0 never willingly overrides
|
||
|
// other channels will allways override a playing sound on that channel
|
||
|
#include "channels.h"
|
||
|
|
||
|
/*
|
||
|
========================================================================
|
||
|
|
||
|
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 1 // 128 // absolute limit
|
||
|
#define MAX_TERRAINS 1 //32
|
||
|
|
||
|
#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 thatare 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
|
||
|
#define MAX_SOUNDS 380
|
||
|
|
||
|
#define MAX_SUB_BSP 32
|
||
|
|
||
|
#ifdef _IMMERSION
|
||
|
#define MAX_FORCES 96
|
||
|
#endif // _IMMERSION
|
||
|
#define MAX_SUBMODELS 512 // nine bits
|
||
|
|
||
|
#define MAX_FX 128
|
||
|
#define MAX_WORLD_FX 66 // was 16 // was 4
|
||
|
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
#define MAX_CHARSKINS 64 // character skins
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
|
||
|
#define MAX_CONFIGSTRINGS 1300//1024 //rww - I had to up this for terrains
|
||
|
|
||
|
// 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
|
||
|
//
|
||
|
// config strings are a general means of communicating variable length strings
|
||
|
// from the server to all connected clients.
|
||
|
//
|
||
|
|
||
|
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
|
||
|
#define CS_MUSIC 2
|
||
|
#define CS_MESSAGE 3 // from the map worldspawn's message field
|
||
|
#define CS_ITEMS 4 // string of 0's and 1's that tell which items are present
|
||
|
#define CS_AMBIENT_SET 5 // ambient set information for the player
|
||
|
|
||
|
#define CS_MODELS 10
|
||
|
|
||
|
#define CS_SKYBOXORG (CS_MODELS+MAX_MODELS) //rww - skybox info
|
||
|
|
||
|
#define CS_SOUNDS (CS_SKYBOXORG+1)
|
||
|
#ifdef _IMMERSION
|
||
|
#define CS_FORCES (CS_SOUNDS+MAX_SOUNDS)
|
||
|
#define CS_PLAYERS (CS_FORCES+MAX_FORCES)
|
||
|
#else
|
||
|
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
|
||
|
#endif // _IMMERSION
|
||
|
#define CS_LIGHT_STYLES (CS_PLAYERS+MAX_CLIENTS)
|
||
|
#define CS_TERRAINS (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
|
||
|
#define CS_BSP_MODELS (CS_TERRAINS + MAX_TERRAINS)
|
||
|
#define CS_EFFECTS (CS_BSP_MODELS + MAX_SUB_BSP)//(CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
#define CS_CHARSKINS (CS_EFFECTS + MAX_FX)
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
#define CS_DYNAMIC_MUSIC_STATE (CS_CHARSKINS + MAX_CHARSKINS)
|
||
|
#define CS_WORLD_FX (CS_DYNAMIC_MUSIC_STATE + 1)
|
||
|
#define CS_MAX (CS_WORLD_FX + MAX_WORLD_FX)
|
||
|
|
||
|
#if (CS_MAX) > MAX_CONFIGSTRINGS
|
||
|
#error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
|
||
|
#endif
|
||
|
|
||
|
#define MAX_GAMESTATE_CHARS 16000
|
||
|
typedef struct {
|
||
|
int stringOffsets[MAX_CONFIGSTRINGS];
|
||
|
char stringData[MAX_GAMESTATE_CHARS];
|
||
|
int dataCount;
|
||
|
} gameState_t;
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
FP_FIRST = 0,//marker
|
||
|
FP_HEAL = 0,//instant
|
||
|
FP_LEVITATION,//hold/duration
|
||
|
FP_SPEED,//duration
|
||
|
FP_PUSH,//hold/duration
|
||
|
FP_PULL,//hold/duration
|
||
|
FP_TELEPATHY,//instant
|
||
|
FP_GRIP,//hold/duration
|
||
|
FP_LIGHTNING,//hold/duration
|
||
|
FP_SABERTHROW,
|
||
|
FP_SABER_DEFENSE,
|
||
|
FP_SABER_OFFENSE,
|
||
|
//new Jedi Academy powers
|
||
|
FP_RAGE,//duration - speed, invincibility and extra damage for short period, drains your health and leaves you weak and slow afterwards.
|
||
|
FP_PROTECT,//duration - protect against physical/energy (level 1 stops blaster/energy bolts, level 2 stops projectiles, level 3 protects against explosions)
|
||
|
FP_ABSORB,//duration - protect against dark force powers (grip, lightning, drain - maybe push/pull, too?)
|
||
|
FP_DRAIN,//hold/duration - drain force power for health
|
||
|
FP_SEE,//duration - detect/see hidden enemies
|
||
|
NUM_FORCE_POWERS
|
||
|
} forcePowers_t;
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
SABER_NONE = 0,
|
||
|
SABER_SINGLE,
|
||
|
SABER_STAFF,
|
||
|
SABER_DAGGER,
|
||
|
SABER_BROAD,
|
||
|
SABER_PRONG,
|
||
|
SABER_ARC,
|
||
|
SABER_SAI,
|
||
|
SABER_CLAW,
|
||
|
SABER_LANCE,
|
||
|
SABER_STAR,
|
||
|
SABER_TRIDENT,
|
||
|
SABER_SITH_SWORD,
|
||
|
NUM_SABERS
|
||
|
} saberType_t;
|
||
|
|
||
|
//=========================================================
|
||
|
|
||
|
// bit field limits
|
||
|
#define MAX_STATS 16
|
||
|
|
||
|
// NOTE!!! be careful about altering this because although it's used to define an array size, the entry indexes come from
|
||
|
// the typedef'd enum "persEnum_t" in bg_public.h, and there's no compile-tie between the 2 -slc
|
||
|
//
|
||
|
#define MAX_PERSISTANT 16
|
||
|
|
||
|
#define MAX_POWERUPS 16
|
||
|
#define MAX_WEAPONS 32
|
||
|
#define MAX_AMMO 10
|
||
|
#define MAX_INVENTORY 15 // See INV_MAX
|
||
|
#define MAX_SECURITY_KEYS 5
|
||
|
#define MAX_SECURITY_KEY_MESSSAGE 24
|
||
|
|
||
|
#define MAX_PS_EVENTS 2 // this must be a power of 2 unless you change some &'s to %'s -ste
|
||
|
|
||
|
|
||
|
#define MAX_WORLD_COORD ( 64*1024 )
|
||
|
#define MIN_WORLD_COORD ( -64*1024 )
|
||
|
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
WHL_NONE,
|
||
|
WHL_ANKLES,
|
||
|
WHL_KNEES,
|
||
|
WHL_WAIST,
|
||
|
WHL_TORSO,
|
||
|
WHL_SHOULDERS,
|
||
|
WHL_HEAD,
|
||
|
WHL_UNDER
|
||
|
} waterHeightLevel_t;
|
||
|
|
||
|
// !!!!!!! loadsave affecting struct !!!!!!!
|
||
|
typedef struct
|
||
|
{
|
||
|
// Actual trail stuff
|
||
|
int inAction; // controls whether should we even consider starting one
|
||
|
int duration; // how long each trail seg stays in existence
|
||
|
int lastTime; // time a saber segement was last stored
|
||
|
vec3_t base;
|
||
|
vec3_t tip;
|
||
|
|
||
|
// Marks stuff
|
||
|
qboolean haveOldPos[2];
|
||
|
vec3_t oldPos[2];
|
||
|
vec3_t oldNormal[2]; // store this in case we don't have a connect-the-dots situation
|
||
|
// ..then we'll need the normal to project a mark blob onto the impact point
|
||
|
} saberTrail_t;
|
||
|
#define MAX_SABER_TRAIL_SEGS 8
|
||
|
|
||
|
// !!!!!!!!!!!!! loadsave affecting struct !!!!!!!!!!!!!!!
|
||
|
typedef struct
|
||
|
{
|
||
|
qboolean active;
|
||
|
saber_colors_t color;
|
||
|
float radius;
|
||
|
float length;
|
||
|
float lengthMax;
|
||
|
float lengthOld;
|
||
|
vec3_t muzzlePoint;
|
||
|
vec3_t muzzlePointOld;
|
||
|
vec3_t muzzleDir;
|
||
|
vec3_t muzzleDirOld;
|
||
|
saberTrail_t trail;
|
||
|
void ActivateTrail ( float duration )
|
||
|
{
|
||
|
trail.inAction = qtrue;
|
||
|
trail.duration = duration;
|
||
|
};
|
||
|
void DeactivateTrail ( float duration )
|
||
|
{
|
||
|
trail.inAction = qfalse;
|
||
|
trail.duration = duration;
|
||
|
};
|
||
|
} bladeInfo_t;
|
||
|
#define MAX_BLADES 8
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
SS_NONE = 0,
|
||
|
SS_FAST,
|
||
|
SS_MEDIUM,
|
||
|
SS_STRONG,
|
||
|
SS_DESANN,
|
||
|
SS_TAVION,
|
||
|
SS_DUAL,
|
||
|
SS_STAFF,
|
||
|
SS_NUM_SABER_STYLES
|
||
|
} saber_styles_t;
|
||
|
|
||
|
// !!!!!!!!!!!! loadsave affecting struct !!!!!!!!!!!!!!!!!!!!!!!!!!
|
||
|
typedef struct
|
||
|
{
|
||
|
char *name; //entry in sabers.cfg, if any
|
||
|
char *fullName; //the "Proper Name" of the saber, shown in the UI
|
||
|
saberType_t type; //none, single or staff
|
||
|
char *model; //hilt model
|
||
|
char *skin; //hilt custom skin
|
||
|
int soundOn; //game soundindex for turning on sound
|
||
|
int soundLoop; //game soundindex for hum/loop sound
|
||
|
int soundOff; //game soundindex for turning off sound
|
||
|
int numBlades;
|
||
|
bladeInfo_t blade[MAX_BLADES]; //blade info - like length, trail, origin, dir, etc.
|
||
|
saber_styles_t style; //locked style to use, if any
|
||
|
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
|
||
|
qboolean lockable; //can get into a saberlock
|
||
|
qboolean throwable; //whether or not this saber can be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
|
||
|
qboolean disarmable; //whether or not this saber can be dropped
|
||
|
qboolean activeBlocking; //whether or not to try to block incoming shots with this saber
|
||
|
qboolean twoHanded; //uses both hands
|
||
|
int forceRestrictions; //force powers that cannot be used while this saber is on (bitfield) - FIXME: maybe make this a limit on the max level, per force power, that can be used with this type?
|
||
|
int lockBonus; //in saberlocks, this type of saber pushes harder or weaker
|
||
|
int parryBonus; //added to strength of parry with this saber
|
||
|
int breakParryBonus; //added to strength when hit a parry
|
||
|
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
|
||
|
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
|
||
|
qboolean singleBladeThrowable; //makes it so that you can throw this saber if only the first blade is on
|
||
|
char *brokenSaber1; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
|
||
|
char *brokenSaber2; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
|
||
|
qboolean returnDamage; //when returning from a saber throw, it keeps spinning and doing damage
|
||
|
void Activate( void )
|
||
|
{
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
blade[i].active = qtrue;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void Deactivate( void )
|
||
|
{
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
blade[i].active = qfalse;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
// Description: Activate a specific Blade of this Saber.
|
||
|
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
|
||
|
// [in] int iBlade Which Blade to activate.
|
||
|
// [in] bool bActive Whether to activate it (default true), or deactivate it (false).
|
||
|
// [return] void
|
||
|
void BladeActivate( int iBlade, qboolean bActive = qtrue )
|
||
|
{
|
||
|
// Validate blade ID/Index.
|
||
|
if ( iBlade < 0 || iBlade >= numBlades )
|
||
|
return;
|
||
|
|
||
|
blade[iBlade].active = bActive;
|
||
|
}
|
||
|
|
||
|
qboolean Active()
|
||
|
{
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
if ( blade[i].active )
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
void SetLength( float length )
|
||
|
{
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
blade[i].length = length;
|
||
|
}
|
||
|
}
|
||
|
float Length()
|
||
|
{//return largest length
|
||
|
float len1 = 0;
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
if ( blade[i].length > len1 )
|
||
|
{
|
||
|
len1 = blade[i].length;
|
||
|
}
|
||
|
}
|
||
|
return len1;
|
||
|
};
|
||
|
float LengthMax()
|
||
|
{
|
||
|
float len1 = 0;
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
if ( blade[i].lengthMax > len1 )
|
||
|
{
|
||
|
len1 = blade[i].lengthMax;
|
||
|
}
|
||
|
}
|
||
|
return len1;
|
||
|
};
|
||
|
void ActivateTrail ( float duration )
|
||
|
{
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
blade[i].ActivateTrail( duration );
|
||
|
}
|
||
|
};
|
||
|
void DeactivateTrail ( float duration )
|
||
|
{
|
||
|
for ( int i = 0; i < numBlades; i++ )
|
||
|
{
|
||
|
blade[i].DeactivateTrail( duration );
|
||
|
}
|
||
|
};
|
||
|
} saberInfo_t;
|
||
|
|
||
|
|
||
|
#define MAX_SABERS 2 // if this ever changes then update the table "static const save_field_t savefields_gClient[]"!!!!!!!!!!!!
|
||
|
|
||
|
// 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.
|
||
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
||
|
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 weaponChargeTime;
|
||
|
int rechargeTime; // for the phaser
|
||
|
int gravity;
|
||
|
int leanofs;
|
||
|
int friction;
|
||
|
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 legsAnim; //
|
||
|
int legsAnimTimer; // don't change low priority animations on legs until this runs out
|
||
|
int torsoAnim; //
|
||
|
int torsoAnimTimer; // don't change low priority animations on torso until this runs out
|
||
|
int movementDir; // a number 0 to 7 that represents the relative 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
|
||
|
|
||
|
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;
|
||
|
|
||
|
int batteryCharge;
|
||
|
|
||
|
vec3_t viewangles; // for fixed views
|
||
|
float legsYaw; // actual legs forward facing
|
||
|
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_AMMO];
|
||
|
int inventory[MAX_INVENTORY]; // Count of each inventory item.
|
||
|
char security_key_message[MAX_SECURITY_KEYS][MAX_SECURITY_KEY_MESSSAGE]; // Security key types
|
||
|
|
||
|
vec3_t serverViewOrg;
|
||
|
|
||
|
qboolean saberInFlight;
|
||
|
|
||
|
int viewEntity; // For overriding player movement controls and vieworg
|
||
|
int forcePowersActive; //prediction needs to know this
|
||
|
|
||
|
//NEW vehicle stuff
|
||
|
// This has been localized to the vehicle stuff (NOTE: We can still use it later, I'm just commenting it to
|
||
|
// root out all the calls. We can store the data in vehicles and update by copying it here).
|
||
|
//int vehicleIndex; // Index into vehicleData table
|
||
|
//vec3_t vehicleAngles; // current angles of your vehicle
|
||
|
//int vehicleArmor; // current armor of your vehicle (explodes if drops to 0)
|
||
|
|
||
|
// !!
|
||
|
// not communicated over the net at all
|
||
|
// !!
|
||
|
//int vehicleLastFXTime; //timer for all cgame-FX...?
|
||
|
//int vehicleExplodeTime; //when it will go BOOM!
|
||
|
|
||
|
int useTime; //not sent
|
||
|
int lastShotTime;//last time you shot your weapon
|
||
|
int ping; // server to game info for scoreboard
|
||
|
int lastOnGround; //last time you were on the ground
|
||
|
int lastStationary; //last time you were on the ground
|
||
|
int weaponShotCount;
|
||
|
|
||
|
//FIXME: maybe allocate all these structures (saber, force powers, vehicles)
|
||
|
// or descend them as classes - so not every client has all this info
|
||
|
saberInfo_t saber[MAX_SABERS];
|
||
|
qboolean dualSabers;
|
||
|
qboolean SaberStaff( void ) { return ( saber[0].type == SABER_STAFF || (dualSabers && saber[1].type == SABER_STAFF) ); };
|
||
|
qboolean SaberActive() { return ( saber[0].Active() || (dualSabers&&saber[1].Active()) ); };
|
||
|
void SetSaberLength( float length )
|
||
|
{
|
||
|
saber[0].SetLength( length );
|
||
|
if ( dualSabers )
|
||
|
{
|
||
|
saber[1].SetLength( length );
|
||
|
}
|
||
|
}
|
||
|
float SaberLength()
|
||
|
{//return largest length
|
||
|
float len1 = saber[0].Length();
|
||
|
if ( dualSabers && saber[1].Length() > len1 )
|
||
|
{
|
||
|
return saber[1].Length();
|
||
|
}
|
||
|
return len1;
|
||
|
};
|
||
|
float SaberLengthMax()
|
||
|
{
|
||
|
if ( saber[0].LengthMax() > saber[1].LengthMax() )
|
||
|
{
|
||
|
return saber[0].LengthMax();
|
||
|
}
|
||
|
else if ( dualSabers )
|
||
|
{
|
||
|
return saber[1].LengthMax();
|
||
|
}
|
||
|
return 0.0f;
|
||
|
};
|
||
|
|
||
|
// Activate or deactivate a specific Blade of a Saber.
|
||
|
// Created: 10/03/02 by Aurelio Reis, Modified: 10/03/02 by Aurelio Reis.
|
||
|
// [in] int iSaber Which Saber to modify.
|
||
|
// [in] int iBlade Which blade to modify (0 - (NUM_BLADES - 1)).
|
||
|
// [in] bool bActive Whether to make it active (default true) or inactive (false).
|
||
|
// [return] void
|
||
|
void SaberBladeActivate( int iSaber, int iBlade, qboolean bActive = qtrue )
|
||
|
{
|
||
|
// Validate saber (if it's greater than or equal to zero, OR it above the first saber but we
|
||
|
// are not doing duel Sabers, leave, something is not right.
|
||
|
if ( iSaber < 0 || ( iSaber > 0 && !dualSabers ) )
|
||
|
return;
|
||
|
|
||
|
saber[iSaber].BladeActivate( iBlade, bActive );
|
||
|
}
|
||
|
|
||
|
void SaberActivate( void )
|
||
|
{
|
||
|
saber[0].Activate();
|
||
|
if ( dualSabers )
|
||
|
{
|
||
|
saber[1].Activate();
|
||
|
}
|
||
|
}
|
||
|
void SaberDeactivate( void )
|
||
|
{
|
||
|
saber[0].Deactivate();
|
||
|
saber[1].Deactivate();
|
||
|
};
|
||
|
void SaberActivateTrail ( float duration )
|
||
|
{
|
||
|
saber[0].ActivateTrail( duration );
|
||
|
if ( dualSabers )
|
||
|
{
|
||
|
saber[1].ActivateTrail( duration );
|
||
|
}
|
||
|
};
|
||
|
void SaberDeactivateTrail ( float duration )
|
||
|
{
|
||
|
saber[0].DeactivateTrail( duration );
|
||
|
if ( dualSabers )
|
||
|
{
|
||
|
saber[1].DeactivateTrail( duration );
|
||
|
}
|
||
|
};
|
||
|
int SaberDisarmBonus( void )
|
||
|
{
|
||
|
int disarmBonus = 0;
|
||
|
if ( saber[0].Active() )
|
||
|
{
|
||
|
disarmBonus += saber[0].disarmBonus;
|
||
|
}
|
||
|
if ( dualSabers && saber[1].Active() )
|
||
|
{//bonus for having 2 sabers
|
||
|
disarmBonus += 1 + saber[1].disarmBonus;
|
||
|
}
|
||
|
return disarmBonus;
|
||
|
};
|
||
|
int SaberParryBonus( void )
|
||
|
{
|
||
|
int parryBonus = 0;
|
||
|
if ( saber[0].Active() )
|
||
|
{
|
||
|
parryBonus += saber[0].parryBonus;
|
||
|
}
|
||
|
if ( dualSabers && saber[1].Active() )
|
||
|
{//bonus for having 2 sabers
|
||
|
parryBonus += 1 + saber[1].parryBonus;
|
||
|
}
|
||
|
return parryBonus;
|
||
|
};
|
||
|
|
||
|
short saberMove;
|
||
|
short saberMoveNext;
|
||
|
short saberBounceMove;
|
||
|
short saberBlocking;
|
||
|
short saberBlocked;
|
||
|
short leanStopDebounceTime;
|
||
|
|
||
|
int saberEntityNum;
|
||
|
float saberEntityDist;
|
||
|
int saberThrowTime;
|
||
|
int saberEntityState;
|
||
|
int saberDamageDebounceTime;
|
||
|
int saberHitWallSoundDebounceTime;
|
||
|
int saberEventFlags;
|
||
|
int saberBlockingTime;
|
||
|
int saberAnimLevel;
|
||
|
int saberAttackChainCount;
|
||
|
int saberLockTime;
|
||
|
int saberLockEnemy;
|
||
|
int saberStylesKnown;
|
||
|
|
||
|
int forcePowersKnown;
|
||
|
int forcePowerDuration[NUM_FORCE_POWERS]; //for effects that have a duration
|
||
|
int forcePowerDebounce[NUM_FORCE_POWERS]; //for effects that must have an interval
|
||
|
int forcePower;
|
||
|
int forcePowerMax;
|
||
|
int forcePowerRegenDebounceTime;
|
||
|
int forcePowerRegenRate; //default is 100ms
|
||
|
int forcePowerRegenAmount; //default is 1
|
||
|
int forcePowerLevel[NUM_FORCE_POWERS]; //so we know the max forceJump power you have
|
||
|
float forceJumpZStart; //So when you land, you don't get hurt as much
|
||
|
float forceJumpCharge; //you're current forceJump charge-up level, increases the longer you hold the force jump button down
|
||
|
int forceGripEntityNum; //what entity I'm gripping
|
||
|
vec3_t forceGripOrg; //where the gripped ent should be lifted to
|
||
|
int forceDrainEntityNum; //what entity I'm draining
|
||
|
vec3_t forceDrainOrg; //where the drained ent should be lifted to
|
||
|
int forceHealCount; //how many points of force heal have been applied so far
|
||
|
|
||
|
//new Jedi Academy force powers
|
||
|
int forceAllowDeactivateTime;
|
||
|
int forceRageDrainTime;
|
||
|
int forceRageRecoveryTime;
|
||
|
int forceDrainEntNum;
|
||
|
float forceDrainTime;
|
||
|
int forcePowersForced; //client is being forced to use these powers (FIXME: and only these?)
|
||
|
int pullAttackEntNum;
|
||
|
int pullAttackTime;
|
||
|
int lastKickedEntNum;
|
||
|
|
||
|
int taunting; //replaced BUTTON_GESTURE
|
||
|
|
||
|
float jumpZStart; //So when you land, you don't get hurt as much
|
||
|
vec3_t moveDir;
|
||
|
|
||
|
float waterheight; //exactly what the z org of the water is (will be +4 above if under water, -4 below if not in water)
|
||
|
waterHeightLevel_t waterHeightLevel; //how high it really is
|
||
|
|
||
|
//testing IK grabbing
|
||
|
qboolean ikStatus; //for IK
|
||
|
int heldClient; //for IK, who I'm grabbing, if anyone
|
||
|
int heldByClient; //for IK, someone is grabbing me
|
||
|
int heldByBolt; //for IK, what bolt I'm attached to on the holdersomeone is grabbing me by
|
||
|
int heldByBone; //for IK, what bone I'm being held by
|
||
|
|
||
|
//vehicle turn-around stuff... FIXME: only vehicles need this in SP...
|
||
|
int vehTurnaroundIndex;
|
||
|
int vehTurnaroundTime;
|
||
|
|
||
|
//NOTE: not really used in SP, just for Fighter Vehicle damage stuff
|
||
|
int brokenLimbs;
|
||
|
int electrifyTime;
|
||
|
} 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_FORCE_LIGHTNING 2 // displays talk balloon and disables actions
|
||
|
#define BUTTON_USE_FORCE 4
|
||
|
#define BUTTON_FORCE_DRAIN 8 // draining
|
||
|
#define BUTTON_VEH_SPEED 8 // used for some horrible vehicle hack... :)
|
||
|
#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN 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
|
||
|
#define BUTTON_USE 32 // the ol' use key returns!
|
||
|
#define BUTTON_FORCEGRIP 64 //
|
||
|
#define BUTTON_ALT_ATTACK 128
|
||
|
|
||
|
#define BUTTON_FORCE_FOCUS 256 // any key whatsoever
|
||
|
|
||
|
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
|
||
|
// then BUTTON_WALKING should be set
|
||
|
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
GENCMD_FORCE_HEAL = 1,
|
||
|
GENCMD_FORCE_SPEED,
|
||
|
GENCMD_FORCE_THROW,
|
||
|
GENCMD_FORCE_PULL,
|
||
|
GENCMD_FORCE_DISTRACT,
|
||
|
GENCMD_FORCE_GRIP,
|
||
|
GENCMD_FORCE_LIGHTNING,
|
||
|
GENCMD_FORCE_RAGE,
|
||
|
GENCMD_FORCE_PROTECT,
|
||
|
GENCMD_FORCE_ABSORB,
|
||
|
GENCMD_FORCE_DRAIN,
|
||
|
GENCMD_FORCE_SEEING,
|
||
|
} genCmds_t;
|
||
|
|
||
|
|
||
|
// usercmd_t is sent to the server each client frame
|
||
|
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
|
||
|
typedef struct usercmd_s {
|
||
|
int serverTime;
|
||
|
int buttons;
|
||
|
byte weapon;
|
||
|
int angles[3];
|
||
|
byte generic_cmd;
|
||
|
signed char forwardmove, rightmove, upmove;
|
||
|
} usercmd_t;
|
||
|
|
||
|
//===================================================================
|
||
|
|
||
|
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
|
||
|
#define SOLID_BMODEL 0xffffff
|
||
|
|
||
|
typedef enum {// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!
|
||
|
TR_STATIONARY,
|
||
|
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
|
||
|
TR_LINEAR,
|
||
|
TR_LINEAR_STOP,
|
||
|
TR_NONLINEAR_STOP,
|
||
|
TR_SINE, // value = base + sin( time / duration ) * delta
|
||
|
TR_GRAVITY
|
||
|
} trType_t;
|
||
|
|
||
|
typedef struct {// !!!!!!!!!!! LOADSAVE-affecting 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 {// !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!!
|
||
|
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 modelindex3;
|
||
|
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
|
||
|
int frame;
|
||
|
|
||
|
int solid; // for client side prediction, gi.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; //
|
||
|
int legsAnimTimer; // don't change low priority animations on legs until this runs out
|
||
|
int torsoAnim; //
|
||
|
int torsoAnimTimer; // don't change low priority animations on torso until this runs out
|
||
|
|
||
|
int scale; //Scale players
|
||
|
|
||
|
//FIXME: why did IMMERSION dupe these 2 fields here? There's no reason for this!!!
|
||
|
qboolean saberInFlight;
|
||
|
qboolean saberActive;
|
||
|
|
||
|
//int vehicleIndex; // What kind of vehicle you're driving
|
||
|
vec3_t vehicleAngles; //
|
||
|
int vehicleArmor; // current armor of your vehicle (explodes if drops to 0)
|
||
|
// 0 if not in a vehicle, otherwise the client number.
|
||
|
int m_iVehicleNum;
|
||
|
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
vec3_t modelScale; // used to scale models in any axis
|
||
|
int radius; // used for culling all the ghoul models attached to this ent NOTE - this is automatically scaled by Ghoul2 if/when you scale the model. This is a 100% size value
|
||
|
int boltInfo; // info used for bolting entities to Ghoul2 models - NOT used for bolting ghoul2 models to themselves, more for stuff like bolting effects to ghoul2 models
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
|
||
|
qboolean isPortalEnt;
|
||
|
|
||
|
} entityState_t;
|
||
|
|
||
|
typedef enum {
|
||
|
CA_UNINITIALIZED,
|
||
|
CA_DISCONNECTED, // not talking to a server
|
||
|
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;
|
||
|
|
||
|
typedef struct SSkinGoreData_s
|
||
|
{
|
||
|
vec3_t angles;
|
||
|
vec3_t position;
|
||
|
int currentTime;
|
||
|
int entNum;
|
||
|
vec3_t rayDirection; // in world space
|
||
|
vec3_t hitLocation; // in world space
|
||
|
vec3_t scale;
|
||
|
float SSize; // size of splotch in the S texture direction in world units
|
||
|
float TSize; // size of splotch in the T texture direction in world units
|
||
|
float theta; // angle to rotate the splotch
|
||
|
vec3_t uaxis; //mark direction
|
||
|
float depthStart; // limit marks begin depth
|
||
|
float depthEnd; // depth to stop making marks
|
||
|
|
||
|
bool useTheta;
|
||
|
bool frontFaces;
|
||
|
bool backFaces;
|
||
|
bool fadeRGB; //specify fade method to modify RGB (by default, the alpha is set instead)
|
||
|
|
||
|
// growing stuff
|
||
|
int growDuration; // time over which we want this to scale up, set to -1 for no scaling
|
||
|
float goreScaleStartFraction; // fraction of the final size at which we want the gore to initially appear
|
||
|
|
||
|
//qboolean baseModelOnly;
|
||
|
int lifeTime; // effect expires after this amount of time
|
||
|
int fadeOutTime; //specify the duration of fading, from the lifeTime (e.g. 3000 will start fading 3 seconds before removal and be faded entirely by removal)
|
||
|
//int shrinkOutTime; // unimplemented
|
||
|
//float alphaModulate; // unimplemented
|
||
|
//vec3_t tint; // unimplemented
|
||
|
//float impactStrength; // unimplemented
|
||
|
|
||
|
int shader; // shader handle
|
||
|
|
||
|
int myIndex; // used internally
|
||
|
|
||
|
} SSkinGoreData;
|
||
|
|
||
|
//rww - used for my ik stuff (ported directly from mp)
|
||
|
typedef struct
|
||
|
{
|
||
|
vec3_t angles;
|
||
|
vec3_t position;
|
||
|
vec3_t scale;
|
||
|
vec3_t velocity;
|
||
|
int me;
|
||
|
} sharedRagDollUpdateParams_t;
|
||
|
|
||
|
//rww - update parms for ik bone stuff
|
||
|
typedef struct
|
||
|
{
|
||
|
char boneName[512]; //name of bone
|
||
|
vec3_t desiredOrigin; //world coordinate that this bone should be attempting to reach
|
||
|
vec3_t origin; //world coordinate of the entity who owns the g2 instance that owns the bone
|
||
|
float movementSpeed; //how fast the bone should move toward the destination
|
||
|
} sharedIKMoveParams_t;
|
||
|
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
vec3_t pcjMins; //ik joint limit
|
||
|
vec3_t pcjMaxs; //ik joint limit
|
||
|
vec3_t origin; //origin of caller
|
||
|
vec3_t angles; //angles of caller
|
||
|
vec3_t scale; //scale of caller
|
||
|
float radius; //bone rad
|
||
|
int blendTime; //bone blend time
|
||
|
int pcjOverrides; //override ik bone flags
|
||
|
int startFrame; //base pose start
|
||
|
int endFrame; //base pose end
|
||
|
} sharedSetBoneIKStateParams_t;
|
||
|
|
||
|
enum sharedEIKMoveState
|
||
|
{
|
||
|
IKS_NONE = 0,
|
||
|
IKS_DYNAMIC
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
========================================================================
|
||
|
|
||
|
String ID Tables
|
||
|
|
||
|
========================================================================
|
||
|
*/
|
||
|
typedef struct stringID_table_s
|
||
|
{
|
||
|
char *name;
|
||
|
int id;
|
||
|
} stringID_table_t;
|
||
|
|
||
|
int GetIDForString ( const stringID_table_t *table, const char *string );
|
||
|
const char *GetStringForID( const stringID_table_t *table, int id );
|
||
|
|
||
|
// savegame screenshot size stuff...
|
||
|
//
|
||
|
//#define SG_SCR_WIDTH 512 //256
|
||
|
//#define SG_SCR_HEIGHT 512 //256
|
||
|
#define iSG_COMMENT_SIZE 64
|
||
|
|
||
|
#define sCVARNAME_PLAYERSAVE "playersave" // used for level-transition, accessed by game and server modules
|
||
|
|
||
|
|
||
|
/*
|
||
|
Ghoul2 Insert Start
|
||
|
*/
|
||
|
|
||
|
// For ghoul2 axis use
|
||
|
|
||
|
enum Eorientations
|
||
|
{
|
||
|
ORIGIN = 0,
|
||
|
POSITIVE_X,
|
||
|
POSITIVE_Z,
|
||
|
POSITIVE_Y,
|
||
|
NEGATIVE_X,
|
||
|
NEGATIVE_Z,
|
||
|
NEGATIVE_Y
|
||
|
};
|
||
|
/*
|
||
|
Ghoul2 Insert End
|
||
|
*/
|
||
|
|
||
|
#define MAX_PARSEFILES 16
|
||
|
typedef struct parseData_s
|
||
|
{
|
||
|
char fileName[MAX_QPATH]; // Name of current file being read in
|
||
|
int com_lines; // Number of lines read in
|
||
|
const char *bufferStart; // Start address of buffer holding data that was read in
|
||
|
const char *bufferCurrent; // Where data is currently being parsed from buffer
|
||
|
} parseData_t;
|
||
|
|
||
|
//JFLCALLOUT include
|
||
|
//changed to array
|
||
|
extern parseData_t parseData[];
|
||
|
extern int parseDataCount;
|
||
|
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
|
||
|
// define the new memory tags for the zone, used by all modules now
|
||
|
//
|
||
|
#define TAGDEF(blah) TAG_ ## blah
|
||
|
enum {
|
||
|
#include "../qcommon/tags.h"
|
||
|
};
|
||
|
typedef char memtag_t;
|
||
|
|
||
|
// stuff to help out during development process, force reloading/uncacheing of certain filetypes...
|
||
|
//
|
||
|
typedef enum
|
||
|
{
|
||
|
eForceReload_NOTHING,
|
||
|
eForceReload_BSP,
|
||
|
eForceReload_MODELS,
|
||
|
eForceReload_ALL
|
||
|
|
||
|
} ForceReload_e;
|
||
|
|
||
|
|
||
|
#include "../game/genericparser2.h"
|
||
|
|
||
|
#ifdef _IMMERSION
|
||
|
#include "../ff/ff_public.h"
|
||
|
#endif // _IMMERSION
|
||
|
|
||
|
#endif // __Q_SHARED_H
|