#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 #include #include #include #include #include #include #include #include #include #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(__amd64__) || defined(__x86_64__) #define CPUSTRING "linux-amd64" #elif defined __axp__ #define CPUSTRING "linux-alpha" #else #define CPUSTRING "linux-other" #endif #define PATH_SEP '/' #endif //======================= OPENBSD DEFINES ================================= // the mac compiler can't handle >32k of locals, so we // just waste space and make big arrays static... #ifdef __OpenBSD__ #define MAC_STATIC #ifdef __i386__ #define CPUSTRING "openbsd-i386" #elif defined(__amd64__) || defined(__x86_64__) #define CPUSTRING "openbsd-amd64" #else #define CPUSTRING "openbsd-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 union { float f; int i; unsigned int ui; } floatint_t; 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) #define Q_isnan(x) (isnan(x)) #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)) / (float)(RAND_MAX)) + 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)) / (RAND_MAX)) + min; } //returns a float between 0 and 1.0 #define random() ((rand () & 0x7fff) / ((float)0x7fff)) //returns a float between -1 and 1.0 #define crandom() (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 #ifdef WIN32 inline int Q_stricmp (const char *s1, const char *s2) { return stricmp(s1, s2); } inline int Q_strnicmp (const char *s1, const char *s2, int n) { return strnicmp(s1, s2, n); } inline int Q_strcmpi (const char *s1, const char *s2) { return strcmpi(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); } #else inline int Q_stricmp (const char *s1, const char *s2) { return strcasecmp(s1, s2); } inline int Q_strnicmp (const char *s1, const char *s2, int n) { return strncasecmp(s1, s2, n); } inline int Q_strcmpi (const char *s1, const char *s2) { return strcasecmp(s1, s2); } inline int Q_strncmp (const char *s1, const char *s2, int n) { return strncasecmp(s1, s2, n); } inline int Q_stricmpn (const char *s1, const char *s2, int n) { return strncasecmp(s1, s2, n); } inline char *Q_strlwr( char *s1 ) { char *s; s = s1; while ( *s ) { *s = tolower(*s); s++; } return s1; } inline char *Q_strupr( char *s1 ) { char *s; s = s1; while ( *s ) { *s = toupper(*s); s++; } return s1; } #endif 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< 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; //SABER FLAGS //Old bools converted to a flag now #define SFL_NOT_LOCKABLE (1<<0)//can't get into a saberlock #define SFL_NOT_THROWABLE (1<<1)//can't be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber? #define SFL_NOT_DISARMABLE (1<<2)//can't be dropped #define SFL_NOT_ACTIVE_BLOCKING (1<<3)//don't to try to block incoming shots with this saber #define SFL_TWO_HANDED (1<<4)//uses both hands #define SFL_SINGLE_BLADE_THROWABLE (1<<5)//can throw this saber if only the first blade is on #define SFL_RETURN_DAMAGE (1<<6)//when returning from a saber throw, it keeps spinning and doing damage //NEW FLAGS #define SFL_ON_IN_WATER (1<<7)//if set, weapon stays active even in water #define SFL_BOUNCE_ON_WALLS (1<<8)//if set, the saber will bounce back when it hits solid architecture (good for real-sword type mods) #define SFL_BOLT_TO_WRIST (1<<9)//if set, saber model is bolted to wrist, not in hand... useful for things like claws & shields, etc. //#define SFL_STICK_ON_IMPACT (1<= numBlades ) return; blade[iBlade].active = bActive; } qboolean Active() { for ( int i = 0; i < numBlades; i++ ) { if ( blade[i].active ) { return qtrue; } } return qfalse; } qboolean ActiveManualOnly() { for ( int i = 0; i < numBlades; i++ ) { if ( bladeStyle2Start > 0 ) { if ( i >= bladeStyle2Start ) { if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE2) ) {//don't count this blade continue; } } else if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) ) {//don't count this blade continue; } } else if ( (saberFlags2&SFL2_NO_MANUAL_DEACTIVATE) ) {//don't count any of these blades! continue; } else 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; //NOTE: Below is the *retail* version of the saberInfo_t structure - it is ONLY used for loading retail-version savegames (we load the savegame into this smaller structure, then copy each field into the appropriate field in the new structure - see SG_ConvertRetailSaberinfoToNewSaberinfo() 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 ); } }; } saberInfoRetail_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( int bladeNum ) { int disarmBonus = 0; if ( saber[0].Active() ) { if ( saber[0].bladeStyle2Start > 0 && bladeNum >= saber[0].bladeStyle2Start ) { disarmBonus += saber[0].disarmBonus2; } else { disarmBonus += saber[0].disarmBonus; } } if ( dualSabers && saber[1].Active() ) {//bonus for having 2 sabers if ( saber[1].bladeStyle2Start > 0 && bladeNum >= saber[1].bladeStyle2Start ) { disarmBonus += 1 + saber[1].disarmBonus2; } else { 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 firstModel; // which model to start the gore on (can skip the first) 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