mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
3055 lines
84 KiB
C++
3055 lines
84 KiB
C++
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#ifndef __Q_SHARED_H
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#define __Q_SHARED_H
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// q_shared.h -- included first by ALL program modules.
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// A user mod should never modify this file
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//NOTENOTE: Only change this to re-point ICARUS to a new script directory
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#define Q3_SCRIPT_DIR "scripts"
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#define MAX_TEAMNAME 32
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#include "../qcommon/disablewarnings.h"
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#include "teams.h" //npc team stuff
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#define MAX_WORLD_COORD ( 64 * 1024 )
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#define MIN_WORLD_COORD ( -64 * 1024 )
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#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
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//Pointer safety utilities
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#define VALID( a ) ( a != NULL )
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#define VALIDATE( a ) ( assert( a ) )
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#define VALIDATEV( a ) if ( a == NULL ) { assert(0); return; }
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#define VALIDATEB( a ) if ( a == NULL ) { assert(0); return qfalse; }
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#define VALIDATEP( a ) if ( a == NULL ) { assert(0); return NULL; }
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#define VALIDSTRING( a ) ( ( a != 0 ) && ( a[0] != 0 ) )
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/*
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#define G2_EHNANCEMENTS
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#ifdef G2_EHNANCEMENTS
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//these two will probably explode if they're defined independant of one another.
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//rww - RAGDOLL_BEGIN
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#define JK2_RAGDOLL
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//rww - RAGDOLL_END
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//rww - Bone cache for multiplayer base.
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#define MP_BONECACHE
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#endif
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*/
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#ifndef FINAL_BUILD
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#define G2_PERFORMANCE_ANALYSIS
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#define _FULL_G2_LEAK_CHECKING
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extern int g_Ghoul2Allocations;
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extern int g_G2ServerAlloc;
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extern int g_G2ClientAlloc;
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extern int g_G2AllocServer;
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#endif
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/**********************************************************************
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VM Considerations
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The VM can not use the standard system headers because we aren't really
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using the compiler they were meant for. We use bg_lib.h which contains
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prototypes for the functions we define for our own use in bg_lib.c.
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When writing mods, please add needed headers HERE, do not start including
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stuff like <stdio.h> in the various .c files that make up each of the VMs
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since you will be including system headers files can will have issues.
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Remember, if you use a C library function that is not defined in bg_lib.c,
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you will have to add your own version for support in the VM.
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**********************************************************************/
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#ifdef Q3_VM
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#include "bg_lib.h"
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#define assert(exp) ((void)0)
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#define min(x,y) ((x)<(y)?(x):(y))
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#define max(x,y) ((x)>(y)?(x):(y))
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#else
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#include <ctype.h>
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#include <limits.h>
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// Special min treatment for Xbox C++ version
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#ifdef _XBOX
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#define min(x,y) ((x)<(y)?(x):(y))
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#define max(x,y) ((x)>(y)?(x):(y))
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#define tvector(T) std::vector< T >
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#define tdeque(T) std::deque< T >
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#define tlist(T) std::list< T >
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#define tslist(T) std::slist< T >
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#define tset(T) std::set< T, std::less< T > >
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#define tmultiset(T) std::multiset< T, std::less< T > >
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#define tcset(T,C) std::set< T, C >
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#define tcmultiset(T,C) std::multiset< T, C >
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#define tmap(K,T) std::map< K, T, std::less< K > >
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#define tmultimap(K,T) std::multimap< K, T, std::less< K > >
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#define tcmap(K,T,C) std::map< K, T, C >
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#define tcmultimap(K,T,C) std::multimap< K, T, C >
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#endif
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#endif
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#ifdef _WIN32
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//#pragma intrinsic( memset, memcpy )
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#endif
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// this is the define for determining if we have an asm version of a C function
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#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__
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#define id386 1
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#else
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#define id386 0
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#endif
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#if (defined(powerc) || defined(powerpc) || defined(ppc) || defined(__ppc) || defined(__ppc__)) && !defined(C_ONLY)
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#define idppc 1
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#else
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#define idppc 0
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#endif
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// for windows fastcall option
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#define QDECL
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short ShortSwap (short l);
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int LongSwap (int l);
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float FloatSwap (const float *f);
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//======================= WIN32 DEFINES =================================
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#ifdef WIN32
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#define MAC_STATIC
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#undef QDECL
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#define QDECL __cdecl
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// buildstring will be incorporated into the version string
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#ifdef NDEBUG
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#ifdef _M_IX86
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#define CPUSTRING "win-x86"
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#elif defined _M_ALPHA
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#define CPUSTRING "win-AXP"
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#endif
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#else
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#ifdef _M_IX86
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#define CPUSTRING "win-x86-debug"
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#elif defined _M_ALPHA
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#define CPUSTRING "win-AXP-debug"
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#endif
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#endif
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#define ID_INLINE __inline
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static ID_INLINE short BigShort( short l) { return ShortSwap(l); }
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#define LittleShort
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static ID_INLINE int BigLong(int l) { return LongSwap(l); }
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#define LittleLong
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static ID_INLINE float BigFloat(const float *l) { FloatSwap(l); }
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#define LittleFloat
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#define PATH_SEP '\\'
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#endif
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//======================= MAC OS X DEFINES =====================
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#if defined(MACOS_X)
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#define MAC_STATIC
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#define __cdecl
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#define __declspec(x)
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#define stricmp strcasecmp
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#define ID_INLINE inline
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#ifdef __ppc__
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#define CPUSTRING "MacOSX-ppc"
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#elif defined __i386__
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#define CPUSTRING "MacOSX-i386"
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#else
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#define CPUSTRING "MacOSX-other"
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#endif
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#define PATH_SEP '/'
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#define __rlwimi(out, in, shift, maskBegin, maskEnd) asm("rlwimi %0,%1,%2,%3,%4" : "=r" (out) : "r" (in), "i" (shift), "i" (maskBegin), "i" (maskEnd))
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#define __dcbt(addr, offset) asm("dcbt %0,%1" : : "b" (addr), "r" (offset))
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static inline unsigned int __lwbrx(register void *addr, register int offset) {
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register unsigned int word;
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asm("lwbrx %0,%2,%1" : "=r" (word) : "r" (addr), "b" (offset));
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return word;
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}
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static inline unsigned short __lhbrx(register void *addr, register int offset) {
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register unsigned short halfword;
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asm("lhbrx %0,%2,%1" : "=r" (halfword) : "r" (addr), "b" (offset));
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return halfword;
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}
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static inline float __fctiw(register float f) {
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register float fi;
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asm("fctiw %0,%1" : "=f" (fi) : "f" (f));
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return fi;
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}
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#define BigShort
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static inline short LittleShort(short l) { return ShortSwap(l); }
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#define BigLong
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static inline int LittleLong (int l) { return LongSwap(l); }
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#define BigFloat
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static inline float LittleFloat (const float l) { return FloatSwap(&l); }
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#endif
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//======================= MAC DEFINES =================================
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#ifdef __MACOS__
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#include <MacTypes.h>
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#define MAC_STATIC
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#define ID_INLINE inline
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#define CPUSTRING "MacOS-PPC"
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#define PATH_SEP ':'
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void Sys_PumpEvents( void );
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#define BigShort
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static inline short LittleShort(short l) { return ShortSwap(l); }
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#define BigLong
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static inline int LittleLong (int l) { return LongSwap(l); }
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#define BigFloat
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static inline float LittleFloat (const float l) { return FloatSwap(&l); }
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#endif
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//======================= LINUX DEFINES =================================
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// the mac compiler can't handle >32k of locals, so we
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// just waste space and make big arrays static...
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#ifdef __linux__
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// bk001205 - from Makefile
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#define stricmp strcasecmp
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#define MAC_STATIC // bk: FIXME
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#define ID_INLINE inline
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#ifdef __i386__
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#define CPUSTRING "linux-i386"
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#elif defined __axp__
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#define CPUSTRING "linux-alpha"
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#else
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#define CPUSTRING "linux-other"
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#endif
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#define PATH_SEP '/'
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// bk001205 - try
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#ifdef Q3_STATIC
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#define GAME_HARD_LINKED
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#define CGAME_HARD_LINKED
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#define UI_HARD_LINKED
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#define BOTLIB_HARD_LINKED
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#endif
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#if !idppc
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inline static short BigShort( short l) { return ShortSwap(l); }
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#define LittleShort
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inline static int BigLong(int l) { return LongSwap(l); }
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#define LittleLong
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inline static float BigFloat(const float *l) { return FloatSwap(l); }
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#define LittleFloat
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#else
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#define BigShort
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inline static short LittleShort(short l) { return ShortSwap(l); }
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#define BigLong
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inline static int LittleLong (int l) { return LongSwap(l); }
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#define BigFloat
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inline static float LittleFloat (const float *l) { return FloatSwap(l); }
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#endif
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#endif
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//======================= FreeBSD DEFINES =====================
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#ifdef __FreeBSD__ // rb010123
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#define stricmp strcasecmp
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#define MAC_STATIC
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#define ID_INLINE inline
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#ifdef __i386__
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#define CPUSTRING "freebsd-i386"
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#elif defined __axp__
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#define CPUSTRING "freebsd-alpha"
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#else
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#define CPUSTRING "freebsd-other"
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#endif
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#define PATH_SEP '/'
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// bk010116 - omitted Q3STATIC (see Linux above), broken target
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#if !idppc
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static short BigShort( short l) { return ShortSwap(l); }
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#define LittleShort
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static int BigLong(int l) { LongSwap(l); }
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#define LittleLong
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static float BigFloat(const float *l) { FloatSwap(l); }
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#define LittleFloat
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#else
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#define BigShort
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static short LittleShort(short l) { return ShortSwap(l); }
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#define BigLong
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static int LittleLong (int l) { return LongSwap(l); }
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#define BigFloat
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static float LittleFloat (const float *l) { return FloatSwap(l); }
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#endif
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#endif
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//=============================================================
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//=============================================================
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typedef unsigned char byte;
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typedef unsigned short word;
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typedef unsigned long ulong;
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typedef enum {qfalse, qtrue} qboolean;
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#ifdef _XBOX
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#define qboolean int //don't want strict type checking on the qboolean
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#endif
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typedef int qhandle_t;
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typedef int thandle_t; //rwwRMG - inserted
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typedef int fxHandle_t;
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typedef int sfxHandle_t;
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typedef int fileHandle_t;
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typedef int clipHandle_t;
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#ifndef NULL
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#define NULL ((void *)0)
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#endif
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#define MAX_QINT 0x7fffffff
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#define MIN_QINT (-MAX_QINT-1)
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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// the game guarantees that no string from the network will ever
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// exceed MAX_STRING_CHARS
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#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
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#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
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#define MAX_TOKEN_CHARS 1024 // max length of an individual token
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#define MAX_INFO_STRING 1024
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#define MAX_INFO_KEY 1024
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#define MAX_INFO_VALUE 1024
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#define BIG_INFO_STRING 8192 // used for system info key only
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#define BIG_INFO_KEY 8192
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#define BIG_INFO_VALUE 8192
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#define MAX_QPATH 64 // max length of a quake game pathname
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#ifdef PATH_MAX
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#define MAX_OSPATH PATH_MAX
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#else
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#define MAX_OSPATH 256 // max length of a filesystem pathname
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#endif
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#define MAX_NAME_LENGTH 32 // max length of a client name
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#define MAX_SAY_TEXT 150
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// paramters for command buffer stuffing
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typedef enum {
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EXEC_NOW, // don't return until completed, a VM should NEVER use this,
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// because some commands might cause the VM to be unloaded...
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EXEC_INSERT, // insert at current position, but don't run yet
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EXEC_APPEND // add to end of the command buffer (normal case)
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} cbufExec_t;
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//
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// these aren't needed by any of the VMs. put in another header?
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//
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#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
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#define LS_STYLES_START 0
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#define LS_NUM_STYLES 32
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#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
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#define LS_NUM_SWITCH 32
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#if !defined MAX_LIGHT_STYLES
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#define MAX_LIGHT_STYLES 64
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#endif
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//For system-wide prints
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enum WL_e {
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WL_ERROR=1,
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WL_WARNING,
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WL_VERBOSE,
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WL_DEBUG
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};
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extern float forceSpeedLevels[4];
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// print levels from renderer (FIXME: set up for game / cgame?)
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typedef enum {
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PRINT_ALL,
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PRINT_DEVELOPER, // only print when "developer 1"
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PRINT_WARNING,
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PRINT_ERROR
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} printParm_t;
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#ifdef ERR_FATAL
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#undef ERR_FATAL // this is be defined in malloc.h
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#endif
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// parameters to the main Error routine
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typedef enum {
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ERR_FATAL, // exit the entire game with a popup window
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ERR_DROP, // print to console and disconnect from game
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ERR_SERVERDISCONNECT, // don't kill server
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ERR_DISCONNECT, // client disconnected from the server
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ERR_NEED_CD // pop up the need-cd dialog
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} errorParm_t;
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// font rendering values used by ui and cgame
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/*#define PROP_GAP_WIDTH 3
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#define PROP_SPACE_WIDTH 8
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#define PROP_HEIGHT 27
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#define PROP_SMALL_SIZE_SCALE 0.75*/
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#define PROP_GAP_WIDTH 2
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//#define PROP_GAP_WIDTH 3
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#define PROP_SPACE_WIDTH 4
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#define PROP_HEIGHT 16
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#define PROP_TINY_SIZE_SCALE 1
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#define PROP_SMALL_SIZE_SCALE 1
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#define PROP_BIG_SIZE_SCALE 1
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#define PROP_GIANT_SIZE_SCALE 2
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#define PROP_TINY_HEIGHT 10
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#define PROP_GAP_TINY_WIDTH 1
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#define PROP_SPACE_TINY_WIDTH 3
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#define PROP_BIG_HEIGHT 24
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#define PROP_GAP_BIG_WIDTH 3
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#define PROP_SPACE_BIG_WIDTH 6
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#define BLINK_DIVISOR 200
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#define PULSE_DIVISOR 75
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#define UI_LEFT 0x00000000 // default
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#define UI_CENTER 0x00000001
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#define UI_RIGHT 0x00000002
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#define UI_FORMATMASK 0x00000007
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#define UI_SMALLFONT 0x00000010
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#define UI_BIGFONT 0x00000020 // default
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//#define UI_GIANTFONT 0x00000040
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#define UI_DROPSHADOW 0x00000800
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#define UI_BLINK 0x00001000
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#define UI_INVERSE 0x00002000
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#define UI_PULSE 0x00004000
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#if defined(_DEBUG) && !defined(BSPC) && !defined(_XBOX)
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#define HUNK_DEBUG
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#endif
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typedef enum {
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h_high,
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h_low,
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h_dontcare
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} ha_pref;
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void *Hunk_Alloc( int size, ha_pref preference );
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void Com_Memset (void* dest, const int val, const size_t count);
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void Com_Memcpy (void* dest, const void* src, const size_t count);
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#define CIN_system 1
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#define CIN_loop 2
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#define CIN_hold 4
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#define CIN_silent 8
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#define CIN_shader 16
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/*
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==============================================================
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MATHLIB
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==============================================================
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*/
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typedef float vec_t;
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typedef vec_t vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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//rwwRMG - new vec types
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typedef vec3_t vec3pair_t[2];
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typedef int ivec3_t[3];
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typedef int ivec4_t[4];
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typedef int ivec5_t[5];
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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|
#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
|
|
#endif
|
|
|
|
|
|
typedef enum {
|
|
BLK_NO,
|
|
BLK_TIGHT, // Block only attacks and shots around the saber itself, a bbox of around 12x12x12
|
|
BLK_WIDE // Block all attacks in an area around the player in a rough arc of 180 degrees
|
|
} saberBlockType_t;
|
|
|
|
typedef enum {
|
|
BLOCKED_NONE,
|
|
BLOCKED_BOUNCE_MOVE,
|
|
BLOCKED_PARRY_BROKEN,
|
|
BLOCKED_ATK_BOUNCE,
|
|
BLOCKED_UPPER_RIGHT,
|
|
BLOCKED_UPPER_LEFT,
|
|
BLOCKED_LOWER_RIGHT,
|
|
BLOCKED_LOWER_LEFT,
|
|
BLOCKED_TOP,
|
|
BLOCKED_UPPER_RIGHT_PROJ,
|
|
BLOCKED_UPPER_LEFT_PROJ,
|
|
BLOCKED_LOWER_RIGHT_PROJ,
|
|
BLOCKED_LOWER_LEFT_PROJ,
|
|
BLOCKED_TOP_PROJ
|
|
} saberBlockedType_t;
|
|
|
|
|
|
|
|
typedef enum
|
|
{
|
|
SABER_RED,
|
|
SABER_ORANGE,
|
|
SABER_YELLOW,
|
|
SABER_GREEN,
|
|
SABER_BLUE,
|
|
SABER_PURPLE,
|
|
NUM_SABER_COLORS
|
|
|
|
};
|
|
typedef int saber_colors_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_RAGE,//duration
|
|
FP_PROTECT,
|
|
FP_ABSORB,
|
|
FP_TEAM_HEAL,
|
|
FP_TEAM_FORCE,
|
|
FP_DRAIN,
|
|
FP_SEE,
|
|
FP_SABER_OFFENSE,
|
|
FP_SABER_DEFENSE,
|
|
FP_SABERTHROW,
|
|
NUM_FORCE_POWERS
|
|
};
|
|
typedef int 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;
|
|
|
|
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;
|
|
|
|
vec3_t dualbase;
|
|
vec3_t dualtip;
|
|
|
|
// 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;
|
|
|
|
typedef struct
|
|
{
|
|
qboolean active;
|
|
saber_colors_t color;
|
|
float radius;
|
|
float length;
|
|
float lengthMax;
|
|
float lengthOld;
|
|
float desiredLength;
|
|
vec3_t muzzlePoint;
|
|
vec3_t muzzlePointOld;
|
|
vec3_t muzzleDir;
|
|
vec3_t muzzleDirOld;
|
|
saberTrail_t trail;
|
|
int hitWallDebounceTime;
|
|
int storageTime;
|
|
int extendDebounce;
|
|
} 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;
|
|
|
|
typedef struct
|
|
{
|
|
char name[64]; //entry in sabers.cfg, if any
|
|
char fullName[64]; //the "Proper Name" of the saber, shown in UI
|
|
saberType_t type; //none, single or staff
|
|
char model[MAX_QPATH]; //hilt model
|
|
qhandle_t skin; //registered skin id
|
|
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
|
|
qboolean returnDamage;
|
|
} saberInfo_t;
|
|
#define MAX_SABERS 2
|
|
|
|
typedef enum
|
|
{
|
|
FORCE_LEVEL_0,
|
|
FORCE_LEVEL_1,
|
|
FORCE_LEVEL_2,
|
|
FORCE_LEVEL_3,
|
|
NUM_FORCE_POWER_LEVELS
|
|
};
|
|
|
|
#define FORCE_LEVEL_4 (FORCE_LEVEL_3+1)
|
|
#define FORCE_LEVEL_5 (FORCE_LEVEL_4+1)
|
|
|
|
//rww - a C-ified structure version of the class which fires off callbacks and gives arguments to update ragdoll status.
|
|
enum sharedERagPhase
|
|
{
|
|
RP_START_DEATH_ANIM,
|
|
RP_END_DEATH_ANIM,
|
|
RP_DEATH_COLLISION,
|
|
RP_CORPSE_SHOT,
|
|
RP_GET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset
|
|
RP_SET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset
|
|
RP_DISABLE_EFFECTORS // this removes effectors given by the effectorsToTurnOff member
|
|
};
|
|
|
|
enum sharedERagEffector
|
|
{
|
|
RE_MODEL_ROOT= 0x00000001, //"model_root"
|
|
RE_PELVIS= 0x00000002, //"pelvis"
|
|
RE_LOWER_LUMBAR= 0x00000004, //"lower_lumbar"
|
|
RE_UPPER_LUMBAR= 0x00000008, //"upper_lumbar"
|
|
RE_THORACIC= 0x00000010, //"thoracic"
|
|
RE_CRANIUM= 0x00000020, //"cranium"
|
|
RE_RHUMEROUS= 0x00000040, //"rhumerus"
|
|
RE_LHUMEROUS= 0x00000080, //"lhumerus"
|
|
RE_RRADIUS= 0x00000100, //"rradius"
|
|
RE_LRADIUS= 0x00000200, //"lradius"
|
|
RE_RFEMURYZ= 0x00000400, //"rfemurYZ"
|
|
RE_LFEMURYZ= 0x00000800, //"lfemurYZ"
|
|
RE_RTIBIA= 0x00001000, //"rtibia"
|
|
RE_LTIBIA= 0x00002000, //"ltibia"
|
|
RE_RHAND= 0x00004000, //"rhand"
|
|
RE_LHAND= 0x00008000, //"lhand"
|
|
RE_RTARSAL= 0x00010000, //"rtarsal"
|
|
RE_LTARSAL= 0x00020000, //"ltarsal"
|
|
RE_RTALUS= 0x00040000, //"rtalus"
|
|
RE_LTALUS= 0x00080000, //"ltalus"
|
|
RE_RRADIUSX= 0x00100000, //"rradiusX"
|
|
RE_LRADIUSX= 0x00200000, //"lradiusX"
|
|
RE_RFEMURX= 0x00400000, //"rfemurX"
|
|
RE_LFEMURX= 0x00800000, //"lfemurX"
|
|
RE_CEYEBROW= 0x01000000 //"ceyebrow"
|
|
};
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t angles;
|
|
vec3_t position;
|
|
vec3_t scale;
|
|
vec3_t pelvisAnglesOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET
|
|
vec3_t pelvisPositionOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET
|
|
|
|
float fImpactStrength; //should be applicable when RagPhase is RP_DEATH_COLLISION
|
|
float fShotStrength; //should be applicable for setting velocity of corpse on shot (probably only on RP_CORPSE_SHOT)
|
|
int me; //index of entity giving this update
|
|
|
|
//rww - we have convenient animation/frame access in the game, so just send this info over from there.
|
|
int startFrame;
|
|
int endFrame;
|
|
|
|
int collisionType; // 1 = from a fall, 0 from effectors, this will be going away soon, hence no enum
|
|
|
|
qboolean CallRagDollBegin; // a return value, means that we are now begininng ragdoll and the NPC stuff needs to happen
|
|
|
|
int RagPhase;
|
|
|
|
// effector control, used for RP_DISABLE_EFFECTORS call
|
|
|
|
int effectorsToTurnOff; // set this to an | of the above flags for a RP_DISABLE_EFFECTORS
|
|
|
|
} sharedRagDollParams_t;
|
|
|
|
//And one for updating during model animation.
|
|
typedef struct
|
|
{
|
|
vec3_t angles;
|
|
vec3_t position;
|
|
vec3_t scale;
|
|
vec3_t velocity;
|
|
int me;
|
|
int settleFrame;
|
|
} 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
|
|
qboolean forceAnimOnBone; //normally if the bone has specified start/end frames already it will leave it alone.. if this is true, then the animation will be restarted on the bone with the specified frames anyway.
|
|
} sharedSetBoneIKStateParams_t;
|
|
|
|
enum sharedEIKMoveState
|
|
{
|
|
IKS_NONE = 0,
|
|
IKS_DYNAMIC
|
|
};
|
|
|
|
//material stuff needs to be shared
|
|
typedef enum //# material_e
|
|
{
|
|
MAT_METAL = 0, // scorched blue-grey metal
|
|
MAT_GLASS, // not a real chunk type, just plays an effect with glass sprites
|
|
MAT_ELECTRICAL, // sparks only
|
|
MAT_ELEC_METAL, // sparks/electrical type metal
|
|
MAT_DRK_STONE, // brown
|
|
MAT_LT_STONE, // tan
|
|
MAT_GLASS_METAL,// glass sprites and METAl chunk
|
|
MAT_METAL2, // electrical metal type
|
|
MAT_NONE, // no chunks
|
|
MAT_GREY_STONE, // grey
|
|
MAT_METAL3, // METAL and METAL2 chunks
|
|
MAT_CRATE1, // yellow multi-colored crate chunks
|
|
MAT_GRATE1, // grate chunks
|
|
MAT_ROPE, // for yavin trial...no chunks, just wispy bits
|
|
MAT_CRATE2, // read multi-colored crate chunks
|
|
MAT_WHITE_METAL,// white angular chunks
|
|
MAT_SNOWY_ROCK, // gray & brown chunks
|
|
|
|
NUM_MATERIALS
|
|
|
|
};
|
|
typedef int material_t;
|
|
|
|
//rww - bot stuff that needs to be shared
|
|
#define MAX_WPARRAY_SIZE 4096
|
|
#define MAX_NEIGHBOR_SIZE 32
|
|
|
|
#define MAX_NEIGHBOR_LINK_DISTANCE 128
|
|
#define MAX_NEIGHBOR_FORCEJUMP_LINK_DISTANCE 400
|
|
|
|
#define DEFAULT_GRID_SPACING 400
|
|
|
|
typedef struct wpneighbor_s
|
|
{
|
|
int num;
|
|
int forceJumpTo;
|
|
} wpneighbor_t;
|
|
|
|
typedef struct wpobject_s
|
|
{
|
|
vec3_t origin;
|
|
int inuse;
|
|
int index;
|
|
float weight;
|
|
float disttonext;
|
|
int flags;
|
|
int associated_entity;
|
|
|
|
int forceJumpTo;
|
|
|
|
int neighbornum;
|
|
wpneighbor_t neighbors[MAX_NEIGHBOR_SIZE];
|
|
} wpobject_t;
|
|
|
|
|
|
#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_MAX
|
|
} ct_table_t;
|
|
|
|
extern vec4_t colorTable[CT_MAX];
|
|
|
|
extern vec4_t colorBlack;
|
|
extern vec4_t colorRed;
|
|
extern vec4_t colorGreen;
|
|
extern vec4_t colorBlue;
|
|
extern vec4_t colorYellow;
|
|
extern vec4_t colorMagenta;
|
|
extern vec4_t colorCyan;
|
|
extern vec4_t colorWhite;
|
|
extern vec4_t colorLtGrey;
|
|
extern vec4_t colorMdGrey;
|
|
extern vec4_t colorDkGrey;
|
|
extern vec4_t colorLtBlue;
|
|
extern vec4_t colorDkBlue;
|
|
|
|
#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
|
|
|
|
#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
|
|
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
|
|
|
|
struct cplane_s;
|
|
|
|
extern vec3_t vec3_origin;
|
|
extern 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 // _XBOX
|
|
|
|
#if idppc
|
|
|
|
static inline float Q_rsqrt( float number ) {
|
|
float x = 0.5f * number;
|
|
float y;
|
|
#ifdef __GNUC__
|
|
asm("frsqrte %0,%1" : "=f" (y) : "f" (number));
|
|
#else
|
|
y = __frsqrte( number );
|
|
#endif
|
|
return y * (1.5f - (x * y * y));
|
|
}
|
|
|
|
#ifdef __GNUC__
|
|
static inline float Q_fabs(float x) {
|
|
float abs_x;
|
|
|
|
asm("fabs %0,%1" : "=f" (abs_x) : "f" (x));
|
|
return abs_x;
|
|
}
|
|
#else
|
|
#define Q_fabs __fabsf
|
|
#endif
|
|
|
|
#else
|
|
float Q_fabs( float f );
|
|
float Q_rsqrt( float f ); // reciprocal square root
|
|
#endif
|
|
|
|
#define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) )
|
|
|
|
signed char ClampChar( int i );
|
|
signed short ClampShort( int i );
|
|
|
|
float powf ( float x, int y );
|
|
|
|
// this isn't a real cheap function to call!
|
|
int DirToByte( vec3_t dir );
|
|
void ByteToDir( int b, vec3_t dir );
|
|
|
|
#ifdef _XBOX
|
|
// SSE Vectorized math functions
|
|
inline vec_t DotProduct( const vec3_t v1, const vec3_t v2 ) {
|
|
#if defined (_XBOX) /// use xbox stuff
|
|
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
|
|
}
|
|
|
|
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
|
|
}
|
|
|
|
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 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
|
|
}
|
|
#endif // _XBOX
|
|
|
|
#if 1
|
|
//rwwRMG - added math defines
|
|
#define minimum(x,y) ((x)<(y)?(x):(y))
|
|
#define maximum(x,y) ((x)>(y)?(x):(y))
|
|
|
|
#ifndef _XBOX // Done above to use SSE
|
|
#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 VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
|
|
#endif
|
|
#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
|
|
#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
|
|
#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 VectorInc(v) ((v)[0] += 1.0f,(v)[1] += 1.0f,(v)[2] +=1.0f)
|
|
#define VectorDec(v) ((v)[0] -= 1.0f,(v)[1] -= 1.0f,(v)[2] -=1.0f)
|
|
#define VectorInverseScaleVector(a,b,c) ((c)[0]=(a)[0]/(b)[0],(c)[1]=(a)[1]/(b)[1],(c)[2]=(a)[2]/(b)[2])
|
|
#define VectorScaleVectorAdd(c,a,b,o) ((o)[0]=(c)[0]+((a)[0]*(b)[0]),(o)[1]=(c)[1]+((a)[1]*(b)[1]),(o)[2]=(c)[2]+((a)[2]*(b)[2]))
|
|
#define VectorAdvance(a,s,b,c) (((c)[0]=(a)[0] + s * ((b)[0] - (a)[0])),((c)[1]=(a)[1] + s * ((b)[1] - (a)[1])),((c)[2]=(a)[2] + s * ((b)[2] - (a)[2])))
|
|
#define VectorAverage(a,b,c) (((c)[0]=((a)[0]+(b)[0])*0.5f),((c)[1]=((a)[1]+(b)[1])*0.5f),((c)[2]=((a)[2]+(b)[2])*0.5f))
|
|
#define VectorScaleVector(a,b,c) (((c)[0]=(a)[0]*(b)[0]),((c)[1]=(a)[1]*(b)[1]),((c)[2]=(a)[2]*(b)[2]))
|
|
|
|
#else
|
|
|
|
#define DotProduct(x,y) _DotProduct(x,y)
|
|
#define VectorSubtract(a,b,c) _VectorSubtract(a,b,c)
|
|
#define VectorAdd(a,b,c) _VectorAdd(a,b,c)
|
|
#define VectorCopy(a,b) _VectorCopy(a,b)
|
|
#define VectorScale(v, s, o) _VectorScale(v,s,o)
|
|
#define VectorMA(v, s, b, o) _VectorMA(v,s,b,o)
|
|
|
|
#endif
|
|
|
|
#ifdef __LCC__
|
|
#ifdef VectorCopy
|
|
#undef VectorCopy
|
|
// this is a little hack to get more efficient copies in our interpreter
|
|
typedef struct {
|
|
float v[3];
|
|
} vec3struct_t;
|
|
#define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a;
|
|
#define ID_INLINE static
|
|
#endif
|
|
#endif
|
|
|
|
#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
|
|
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
|
|
#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
|
|
#define VectorSet5(v,x,y,z,a,b) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z), (v)[3]=(a), (v)[4]=(b)) //rwwRMG - added
|
|
#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
|
|
|
|
#ifndef __linux2__
|
|
#ifndef __LCC__
|
|
//pitiful attempt to reduce _ftol2 calls -rww
|
|
static ID_INLINE void SnapVector( float *v )
|
|
{
|
|
static int i;
|
|
static float f;
|
|
|
|
f = *v;
|
|
__asm fld f;
|
|
__asm fistp i;
|
|
*v = i;
|
|
v++;
|
|
f = *v;
|
|
__asm fld f;
|
|
__asm fistp i;
|
|
*v = i;
|
|
v++;
|
|
f = *v;
|
|
__asm fld f;
|
|
__asm fistp i;
|
|
*v = i;
|
|
}
|
|
#else
|
|
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
|
|
#endif
|
|
#endif // __linux__
|
|
// just in case you do't want to use the macros
|
|
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
|
|
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
|
|
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
|
|
void _VectorCopy( const vec3_t in, vec3_t out );
|
|
void _VectorScale( const vec3_t in, float scale, vec3_t out );
|
|
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc );
|
|
|
|
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 );
|
|
vec_t DistanceHorizontal( const vec3_t p1, const vec3_t p2 );
|
|
vec_t DistanceHorizontalSquared( const vec3_t p1, const vec3_t p2 );
|
|
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
|
|
|
|
#ifndef __LCC__
|
|
static ID_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;
|
|
}
|
|
|
|
static ID_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
|
|
}
|
|
|
|
static ID_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
|
|
}
|
|
|
|
static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) {
|
|
vec3_t v;
|
|
|
|
VectorSubtract (p2, p1, v);
|
|
return VectorLength( v );
|
|
}
|
|
|
|
static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) {
|
|
vec3_t v;
|
|
|
|
VectorSubtract (p2, p1, v);
|
|
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
|
}
|
|
|
|
// fast vector normalize routine that does not check to make sure
|
|
// that length != 0, nor does it return length, uses rsqrt approximation
|
|
static ID_INLINE void VectorNormalizeFast( vec3_t v )
|
|
{
|
|
float ilength;
|
|
|
|
ilength = Q_rsqrt( DotProduct( v, v ) );
|
|
|
|
v[0] *= ilength;
|
|
v[1] *= ilength;
|
|
v[2] *= ilength;
|
|
}
|
|
|
|
static ID_INLINE void VectorInverse( vec3_t v ){
|
|
v[0] = -v[0];
|
|
v[1] = -v[1];
|
|
v[2] = -v[2];
|
|
}
|
|
|
|
static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) {
|
|
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
|
|
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
|
|
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
|
|
}
|
|
|
|
#else
|
|
int VectorCompare( const vec3_t v1, const vec3_t v2 );
|
|
|
|
vec_t VectorLength( const vec3_t v );
|
|
|
|
vec_t VectorLengthSquared( const vec3_t v );
|
|
|
|
vec_t Distance( const vec3_t p1, const vec3_t p2 );
|
|
|
|
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
|
|
|
|
void VectorNormalizeFast( vec3_t v );
|
|
|
|
void VectorInverse( vec3_t v );
|
|
|
|
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
|
|
|
|
#endif
|
|
|
|
vec_t VectorNormalize (vec3_t v); // returns vector length
|
|
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
|
|
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
|
|
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
|
|
int Q_log2(int val);
|
|
|
|
float Q_acos(float c);
|
|
float Q_asin(float c);
|
|
|
|
int Q_rand( int *seed );
|
|
float Q_random( int *seed );
|
|
float Q_crandom( int *seed );
|
|
|
|
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
|
|
#define crandom() (2.0 * (random() - 0.5))
|
|
|
|
void vectoangles( const vec3_t value1, vec3_t angles);
|
|
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
|
|
|
|
void AxisClear( vec3_t axis[3] );
|
|
void AxisCopy( vec3_t in[3], vec3_t out[3] );
|
|
|
|
void SetPlaneSignbits( struct cplane_s *out );
|
|
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
|
|
|
|
double fmod( double x, double y );
|
|
float AngleMod(float a);
|
|
float LerpAngle (float from, float to, float frac);
|
|
float AngleSubtract( float a1, float a2 );
|
|
void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
|
|
|
|
float AngleNormalize360 ( float angle );
|
|
float AngleNormalize180 ( float angle );
|
|
float AngleDelta ( float angle1, float angle2 );
|
|
|
|
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
|
|
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
|
|
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
|
|
void RotateAroundDirection( vec3_t axis[3], float yaw );
|
|
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
|
|
// perpendicular vector could be replaced by this
|
|
|
|
//int PlaneTypeForNormal (vec3_t normal);
|
|
|
|
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
|
|
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
void NormalToLatLong( const vec3_t normal, byte bytes[2] ); //rwwRMG - added
|
|
|
|
//=============================================
|
|
|
|
int Com_Clampi( int min, int max, int value ); //rwwRMG - added
|
|
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 );
|
|
|
|
void COM_BeginParseSession( const char *name );
|
|
int COM_GetCurrentParseLine( void );
|
|
const char *SkipWhitespace( const char *data, qboolean *hasNewLines );
|
|
char *COM_Parse( const char **data_p );
|
|
char *COM_ParseExt( const char **data_p, qboolean allowLineBreak );
|
|
int COM_Compress( char *data_p );
|
|
void COM_ParseError( char *format, ... );
|
|
void COM_ParseWarning( char *format, ... );
|
|
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);
|
|
//int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );
|
|
|
|
#define MAX_TOKENLENGTH 1024
|
|
|
|
#ifndef TT_STRING
|
|
//token types
|
|
#define TT_STRING 1 // string
|
|
#define TT_LITERAL 2 // literal
|
|
#define TT_NUMBER 3 // number
|
|
#define TT_NAME 4 // name
|
|
#define TT_PUNCTUATION 5 // punctuation
|
|
#endif
|
|
|
|
typedef struct pc_token_s
|
|
{
|
|
int type;
|
|
int subtype;
|
|
int intvalue;
|
|
float floatvalue;
|
|
char string[MAX_TOKENLENGTH];
|
|
} pc_token_t;
|
|
|
|
// data is an in/out parm, returns a parsed out token
|
|
|
|
void COM_MatchToken( const 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
|
|
int Q_stricmp (const char *s1, const char *s2);
|
|
int Q_strncmp (const char *s1, const char *s2, int n);
|
|
int Q_stricmpn (const char *s1, const char *s2, int n);
|
|
char *Q_strlwr( char *s1 );
|
|
char *Q_strupr( char *s1 );
|
|
char *Q_strrchr( const char* string, int c );
|
|
|
|
// buffer size safe library replacements
|
|
void Q_strncpyz( char *dest, const char *src, int destsize );
|
|
void Q_strcat( char *dest, int size, const char *src );
|
|
|
|
// strlen that discounts Quake color sequences
|
|
int Q_PrintStrlen( const char *string );
|
|
// removes color sequences from string
|
|
char *Q_CleanStr( char *string );
|
|
|
|
//=============================================
|
|
|
|
// 64-bit integers for global rankings interface
|
|
// implemented as a struct for qvm compatibility
|
|
typedef struct
|
|
{
|
|
byte b0;
|
|
byte b1;
|
|
byte b2;
|
|
byte b3;
|
|
byte b4;
|
|
byte b5;
|
|
byte b6;
|
|
byte b7;
|
|
} qint64;
|
|
|
|
//=============================================
|
|
/*
|
|
short BigShort(short l);
|
|
short LittleShort(short l);
|
|
int BigLong (int l);
|
|
int LittleLong (int l);
|
|
qint64 BigLong64 (qint64 l);
|
|
qint64 LittleLong64 (qint64 l);
|
|
float BigFloat (const float *l);
|
|
float LittleFloat (const float *l);
|
|
|
|
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_RemoveKey_big( char *s, const char *key );
|
|
void Info_SetValueForKey( char *s, const char *key, const char *value );
|
|
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
|
|
qboolean Info_Validate( const char *s );
|
|
void Info_NextPair( const char **s, char *key, char *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_ARCHIVE 0x00000001 // set to cause it to be saved to vars.rc
|
|
// used for system variables, not for player
|
|
// specific configurations
|
|
#define CVAR_USERINFO 0x00000002 // sent to server on connect or change
|
|
#define CVAR_SERVERINFO 0x00000004 // sent in response to front end requests
|
|
#define CVAR_SYSTEMINFO 0x00000008 // these cvars will be duplicated on all clients
|
|
#define CVAR_INIT 0x00000010 // don't allow change from console at all,
|
|
// but can be set from the command line
|
|
#define CVAR_LATCH 0x00000020 // 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 0x00000040 // display only, cannot be set by user at all (can be set by code)
|
|
#define CVAR_USER_CREATED 0x00000080 // created by a set command
|
|
#define CVAR_TEMP 0x00000100 // can be set even when cheats are disabled, but is not archived
|
|
#define CVAR_CHEAT 0x00000200 // can not be changed if cheats are disabled
|
|
#define CVAR_NORESTART 0x00000400 // do not clear when a cvar_restart is issued
|
|
#define CVAR_INTERNAL 0x00000800 // cvar won't be displayed, ever (for passwords and such)
|
|
#define CVAR_PARENTAL 0x00001000 // lets cvar system know that parental stuff needs to be updated
|
|
|
|
// 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;
|
|
struct cvar_s *hashNext;
|
|
} 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
|
|
|
|
|
|
/*
|
|
=================
|
|
PlaneTypeForNormal
|
|
=================
|
|
*/
|
|
|
|
#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) )
|
|
|
|
// plane_t structure
|
|
// !!! if this is changed, it must be changed in asm code too !!!
|
|
typedef struct cplane_s {
|
|
vec3_t normal;
|
|
float dist;
|
|
byte type; // for fast side tests: 0,1,2 = axial, 3 = nonaxial
|
|
byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
|
|
byte pad[2];
|
|
} cplane_t;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
typedef struct
|
|
{
|
|
float mDistance;
|
|
int mEntityNum;
|
|
int mModelIndex;
|
|
int mPolyIndex;
|
|
int mSurfaceIndex;
|
|
vec3_t mCollisionPosition;
|
|
vec3_t mCollisionNormal;
|
|
int mFlags;
|
|
int mMaterial;
|
|
int mLocation;
|
|
float mBarycentricI; // two barycentic coodinates for the hit point
|
|
float mBarycentricJ; // K = 1-I-J
|
|
}CollisionRecord_t;
|
|
|
|
#define MAX_G2_COLLISIONS 16
|
|
|
|
typedef CollisionRecord_t G2Trace_t[MAX_G2_COLLISIONS]; // map that describes all of the parts of ghoul2 models that got hit
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
// a trace is returned when a box is swept through the world
|
|
typedef struct {
|
|
byte allsolid; // if true, plane is not valid
|
|
byte startsolid; // if true, the initial point was in a solid area
|
|
short entityNum; // entity the contacted sirface is a part of
|
|
|
|
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
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
//rww - removed this for now, it's just wasting space in the trace structure.
|
|
// CollisionRecord_t 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 0x0001
|
|
#define KEYCATCH_UI 0x0002
|
|
#define KEYCATCH_MESSAGE 0x0004
|
|
#define KEYCATCH_CGAME 0x0008
|
|
|
|
|
|
// sound channels
|
|
// channel 0 never willingly overrides
|
|
// other channels will allways override a playing sound on that channel
|
|
typedef enum {
|
|
CHAN_AUTO, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # Auto-picks an empty channel to play sound on
|
|
CHAN_LOCAL, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # menu sounds, etc
|
|
CHAN_WEAPON,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
|
|
CHAN_VOICE, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Voice sounds cause mouth animation
|
|
CHAN_VOICE_ATTEN, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation but still use normal sound falloff
|
|
CHAN_ITEM, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
|
|
CHAN_BODY, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
|
|
CHAN_AMBIENT,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # added for ambient sounds
|
|
CHAN_LOCAL_SOUND, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #chat messages, etc
|
|
CHAN_ANNOUNCER, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #announcer voices, etc
|
|
CHAN_LESS_ATTEN, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #attenuates similar to chan_voice, but uses empty channel auto-pick behaviour
|
|
CHAN_MENU1, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #menu stuff, etc
|
|
CHAN_VOICE_GLOBAL, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation and is broadcast, like announcer
|
|
CHAN_MUSIC, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #music played as a looping sound - added by BTO (VV)
|
|
};
|
|
typedef int soundChannel_t;
|
|
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
ELEMENTS COMMUNICATED ACROSS THE NET
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
|
|
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
|
|
|
|
#define SNAPFLAG_RATE_DELAYED 1
|
|
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
|
|
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
|
|
|
|
//
|
|
// per-level limits
|
|
//
|
|
#ifdef _XBOX
|
|
#define MAX_CLIENTS 16
|
|
#else
|
|
#define MAX_CLIENTS 32 // absolute limit
|
|
#endif
|
|
#define MAX_RADAR_ENTITIES MAX_GENTITIES
|
|
#define MAX_TERRAINS 1//32 //rwwRMG: inserted
|
|
#define MAX_LOCATIONS 64
|
|
|
|
#ifdef _XBOX
|
|
#define GENTITYNUM_BITS 9 // don't need to send any more
|
|
#else
|
|
#define GENTITYNUM_BITS 10 // don't need to send any more
|
|
#endif
|
|
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
|
|
|
|
//I am reverting. I guess. For now.
|
|
/*
|
|
#define GENTITYNUM_BITS 11
|
|
//rww - I am raising this 1 bit. SP actually has room for 1024 ents - none - world - 1 client.
|
|
//Which means 1021 useable entities. However we have 32 clients.. so if we keep our limit
|
|
//at 1024 we are not going to be able to load any SP levels at the edge of the ent limit.
|
|
#define MAX_GENTITIES (1024+(MAX_CLIENTS-1))
|
|
//rww - we do have enough room to send over 2048 ents now. However, I cannot live with the guilt of
|
|
//actually increasing the entity limit to 2048 (as it would slow down countless things, and
|
|
//there are tons of ent list traversals all over the place). So I am merely going to give enough
|
|
//to compensate for our larger maxclients.
|
|
*/
|
|
|
|
// 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)
|
|
|
|
|
|
// these are also in be_aas_def.h - argh (rjr)
|
|
#define MAX_MODELS 512 // these are sent over the net as -12 bits
|
|
#define MAX_SOUNDS 256 // so they cannot be blindly increased
|
|
#define MAX_ICONS 64 // max registered icons you can have per map
|
|
#define MAX_FX 64 // max effects strings, I'm hoping that 64 will be plenty
|
|
|
|
#define MAX_SUB_BSP 32 //rwwRMG - added
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
#define MAX_G2BONES 64 //rww - changed from MAX_CHARSKINS to MAX_G2BONES. value still equal.
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
#define MAX_AMBIENT_SETS 256 //rww - ambient soundsets must be sent over in config strings.
|
|
|
|
#define MAX_CONFIGSTRINGS 1700 //this is getting pretty high. Try not to raise it anymore than it already is.
|
|
|
|
// these are the only configstrings that the system reserves, all the
|
|
// other ones are strictly for servergame to clientgame communication
|
|
#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars
|
|
#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc)
|
|
|
|
#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can
|
|
|
|
#define MAX_GAMESTATE_CHARS 16000
|
|
typedef struct {
|
|
int stringOffsets[MAX_CONFIGSTRINGS];
|
|
char stringData[MAX_GAMESTATE_CHARS];
|
|
int dataCount;
|
|
} gameState_t;
|
|
|
|
//=========================================================
|
|
|
|
// all the different tracking "channels"
|
|
typedef enum {
|
|
TRACK_CHANNEL_NONE = 50,
|
|
TRACK_CHANNEL_1,
|
|
TRACK_CHANNEL_2,
|
|
TRACK_CHANNEL_3,
|
|
TRACK_CHANNEL_4,
|
|
TRACK_CHANNEL_5,
|
|
NUM_TRACK_CHANNELS
|
|
} trackchan_t;
|
|
|
|
#define TRACK_CHANNEL_MAX (NUM_TRACK_CHANNELS-50)
|
|
|
|
typedef struct forcedata_s {
|
|
int forcePowerDebounce[NUM_FORCE_POWERS]; //for effects that must have an interval
|
|
int forcePowersKnown;
|
|
int forcePowersActive;
|
|
int forcePowerSelected;
|
|
int forceButtonNeedRelease;
|
|
int forcePowerDuration[NUM_FORCE_POWERS];
|
|
int forcePower;
|
|
int forcePowerMax;
|
|
int forcePowerRegenDebounceTime;
|
|
int forcePowerLevel[NUM_FORCE_POWERS]; //so we know the max forceJump power you have
|
|
int forcePowerBaseLevel[NUM_FORCE_POWERS];
|
|
int forceUsingAdded;
|
|
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 forceJumpSound;
|
|
int forceJumpAddTime;
|
|
int forceGripEntityNum; //what entity I'm gripping
|
|
int forceGripDamageDebounceTime; //debounce for grip damage
|
|
float forceGripBeingGripped; //if > level.time then client is in someone's grip
|
|
int forceGripCripple; //if != 0 then make it so this client can't move quickly (he's being gripped)
|
|
int forceGripUseTime; //can't use if > level.time
|
|
float forceGripSoundTime;
|
|
float forceGripStarted; //level.time when the grip was activated
|
|
int forceHealTime;
|
|
int forceHealAmount;
|
|
|
|
//This hurts me somewhat to do, but there's no other real way to allow completely "dynamic" mindtricking.
|
|
int forceMindtrickTargetIndex; //0-15
|
|
int forceMindtrickTargetIndex2; //16-32
|
|
int forceMindtrickTargetIndex3; //33-48
|
|
int forceMindtrickTargetIndex4; //49-64
|
|
|
|
int forceRageRecoveryTime;
|
|
int forceDrainEntNum;
|
|
float forceDrainTime;
|
|
|
|
int forceDoInit;
|
|
|
|
int forceSide;
|
|
int forceRank;
|
|
|
|
int forceDeactivateAll;
|
|
|
|
int killSoundEntIndex[TRACK_CHANNEL_MAX]; //this goes here so it doesn't get wiped over respawn
|
|
|
|
qboolean sentryDeployed;
|
|
|
|
int saberAnimLevelBase;//sigh...
|
|
int saberAnimLevel;
|
|
int saberDrawAnimLevel;
|
|
|
|
int suicides;
|
|
|
|
int privateDuelTime;
|
|
} forcedata_t;
|
|
|
|
|
|
typedef enum {
|
|
SENTRY_NOROOM = 1,
|
|
SENTRY_ALREADYPLACED,
|
|
SHIELD_NOROOM,
|
|
SEEKER_ALREADYDEPLOYED
|
|
} itemUseFail_t;
|
|
|
|
// bit field limits
|
|
#define MAX_STATS 16
|
|
#define MAX_PERSISTANT 16
|
|
#define MAX_POWERUPS 16
|
|
#define MAX_WEAPONS 19
|
|
|
|
#define MAX_PS_EVENTS 2
|
|
|
|
#define PS_PMOVEFRAMECOUNTBITS 6
|
|
|
|
#define FORCE_LIGHTSIDE 1
|
|
#define FORCE_DARKSIDE 2
|
|
|
|
#define MAX_FORCE_RANK 7
|
|
|
|
#define FALL_FADE_TIME 3000
|
|
|
|
//#define _ONEBIT_COMBO
|
|
//Crazy optimization attempt to take all those 1 bit values and shove them into a single
|
|
//send. May help us not have to send so many 1/0 bits to acknowledge modified values. -rww
|
|
|
|
#define _OPTIMIZED_VEHICLE_NETWORKING
|
|
//Instead of sending 2 full playerStates for the pilot and the vehicle, send a smaller,
|
|
//specialized pilot playerState and vehicle playerState. Also removes some vehicle
|
|
//fields from the normal playerState -mcg
|
|
|
|
// playerState_t is the information needed by both the client and server
|
|
// to predict player motion and actions
|
|
// nothing outside of pmove should modify these, or some degree of prediction error
|
|
// will occur
|
|
|
|
// you can't add anything to this without modifying the code in msg.c
|
|
|
|
// playerState_t is a full superset of entityState_t as it is used by players,
|
|
// so if a playerState_t is transmitted, the entityState_t can be fully derived
|
|
// from it.
|
|
typedef struct playerState_s {
|
|
int commandTime; // cmd->serverTime of last executed command
|
|
int pm_type;
|
|
int bobCycle; // for view bobbing and footstep generation
|
|
int pm_flags; // ducked, jump_held, etc
|
|
int pm_time;
|
|
|
|
vec3_t origin;
|
|
vec3_t velocity;
|
|
|
|
vec3_t moveDir; //NOT sent over the net - nor should it be.
|
|
|
|
int weaponTime;
|
|
int weaponChargeTime;
|
|
int weaponChargeSubtractTime;
|
|
int gravity;
|
|
float speed;
|
|
int basespeed; //used in prediction to know base server g_speed value when modifying speed between updates
|
|
int delta_angles[3]; // add to command angles to get view direction
|
|
// changed by spawns, rotating objects, and teleporters
|
|
|
|
int slopeRecalcTime; //this is NOT sent across the net and is maintained seperately on game and cgame in pmove code.
|
|
|
|
int useTime;
|
|
|
|
int groundEntityNum;// ENTITYNUM_NONE = in air
|
|
|
|
int legsTimer; // don't change low priority animations until this runs out
|
|
int legsAnim;
|
|
|
|
int torsoTimer; // don't change low priority animations until this runs out
|
|
int torsoAnim;
|
|
|
|
qboolean legsFlip; //set to opposite when the same anim needs restarting, sent over in only 1 bit. Cleaner and makes porting easier than having that god forsaken ANIM_TOGGLEBIT.
|
|
qboolean torsoFlip;
|
|
|
|
int movementDir; // a number 0 to 7 that represents the reletive angle
|
|
// of movement to the view angle (axial and diagonals)
|
|
// when at rest, the value will remain unchanged
|
|
// used to twist the legs during strafing
|
|
|
|
int eFlags; // copied to entityState_t->eFlags
|
|
int eFlags2; // copied to entityState_t->eFlags2, EF2_??? used much less frequently
|
|
|
|
int eventSequence; // pmove generated events
|
|
int events[MAX_PS_EVENTS];
|
|
int eventParms[MAX_PS_EVENTS];
|
|
|
|
int externalEvent; // events set on player from another source
|
|
int externalEventParm;
|
|
int externalEventTime;
|
|
|
|
int clientNum; // ranges from 0 to MAX_CLIENTS-1
|
|
int weapon; // copied to entityState_t->weapon
|
|
int weaponstate;
|
|
|
|
vec3_t viewangles; // for fixed views
|
|
int viewheight;
|
|
|
|
// damage feedback
|
|
int damageEvent; // when it changes, latch the other parms
|
|
int damageYaw;
|
|
int damagePitch;
|
|
int damageCount;
|
|
int damageType;
|
|
|
|
int painTime; // used for both game and client side to process the pain twitch - NOT sent across the network
|
|
int painDirection; // NOT sent across the network
|
|
float yawAngle; // NOT sent across the network
|
|
qboolean yawing; // NOT sent across the network
|
|
float pitchAngle; // NOT sent across the network
|
|
qboolean pitching; // NOT sent across the network
|
|
|
|
int stats[MAX_STATS];
|
|
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
|
|
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
|
|
int ammo[MAX_WEAPONS];
|
|
|
|
int generic1;
|
|
int loopSound;
|
|
int jumppad_ent; // jumppad entity hit this frame
|
|
|
|
// not communicated over the net at all
|
|
int ping; // server to game info for scoreboard
|
|
int pmove_framecount; // FIXME: don't transmit over the network
|
|
int jumppad_frame;
|
|
int entityEventSequence;
|
|
|
|
int lastOnGround; //last time you were on the ground
|
|
|
|
qboolean saberInFlight;
|
|
|
|
int saberMove;
|
|
int saberBlocking;
|
|
int saberBlocked;
|
|
|
|
int saberLockTime;
|
|
int saberLockEnemy;
|
|
int saberLockFrame; //since we don't actually have the ability to get the current anim frame
|
|
int saberLockHits; //every x number of buttons hits, allow one push forward in a saber lock (server only)
|
|
int saberLockHitCheckTime; //so we don't allow more than 1 push per server frame
|
|
int saberLockHitIncrementTime; //so we don't add a hit per attack button press more than once per server frame
|
|
qboolean saberLockAdvance; //do an advance (sent across net as 1 bit)
|
|
|
|
int saberEntityNum;
|
|
float saberEntityDist;
|
|
int saberEntityState;
|
|
int saberThrowDelay;
|
|
qboolean saberCanThrow;
|
|
int saberDidThrowTime;
|
|
int saberDamageDebounceTime;
|
|
int saberHitWallSoundDebounceTime;
|
|
int saberEventFlags;
|
|
|
|
int rocketLockIndex;
|
|
float rocketLastValidTime;
|
|
float rocketLockTime;
|
|
float rocketTargetTime;
|
|
|
|
int emplacedIndex;
|
|
float emplacedTime;
|
|
|
|
qboolean isJediMaster;
|
|
qboolean forceRestricted;
|
|
qboolean trueJedi;
|
|
qboolean trueNonJedi;
|
|
int saberIndex;
|
|
|
|
int genericEnemyIndex;
|
|
float droneFireTime;
|
|
float droneExistTime;
|
|
|
|
int activeForcePass;
|
|
|
|
qboolean hasDetPackPlanted; //better than taking up an eFlag isn't it?
|
|
|
|
float holocronsCarried[NUM_FORCE_POWERS];
|
|
int holocronCantTouch;
|
|
float holocronCantTouchTime; //for keeping track of the last holocron that just popped out of me (if any)
|
|
int holocronBits;
|
|
|
|
int electrifyTime;
|
|
|
|
int saberAttackSequence;
|
|
int saberIdleWound;
|
|
int saberAttackWound;
|
|
int saberBlockTime;
|
|
|
|
int otherKiller;
|
|
int otherKillerTime;
|
|
int otherKillerDebounceTime;
|
|
|
|
forcedata_t fd;
|
|
qboolean forceJumpFlip;
|
|
int forceHandExtend;
|
|
int forceHandExtendTime;
|
|
|
|
int forceRageDrainTime;
|
|
|
|
int forceDodgeAnim;
|
|
qboolean quickerGetup;
|
|
|
|
int groundTime; // time when first left ground
|
|
|
|
int footstepTime;
|
|
|
|
int otherSoundTime;
|
|
float otherSoundLen;
|
|
|
|
int forceGripMoveInterval;
|
|
int forceGripChangeMovetype;
|
|
|
|
int forceKickFlip;
|
|
|
|
int duelIndex;
|
|
int duelTime;
|
|
qboolean duelInProgress;
|
|
|
|
int saberAttackChainCount;
|
|
|
|
int saberHolstered;
|
|
|
|
int forceAllowDeactivateTime;
|
|
|
|
// zoom key
|
|
int zoomMode; // 0 - not zoomed, 1 - disruptor weapon
|
|
int zoomTime;
|
|
qboolean zoomLocked;
|
|
float zoomFov;
|
|
int zoomLockTime;
|
|
|
|
int fallingToDeath;
|
|
|
|
int useDelay;
|
|
|
|
qboolean inAirAnim;
|
|
|
|
vec3_t lastHitLoc;
|
|
|
|
int heldByClient; //can only be a client index - this client should be holding onto my arm using IK stuff.
|
|
|
|
int ragAttach; //attach to ent while ragging
|
|
|
|
int iModelScale;
|
|
|
|
int brokenLimbs;
|
|
|
|
//for looking at an entity's origin (NPCs and players)
|
|
qboolean hasLookTarget;
|
|
int lookTarget;
|
|
|
|
int customRGBA[4];
|
|
|
|
int standheight;
|
|
int crouchheight;
|
|
|
|
//If non-0, this is the index of the vehicle a player/NPC is riding.
|
|
int m_iVehicleNum;
|
|
|
|
//lovely hack for keeping vehicle orientation in sync with prediction
|
|
vec3_t vehOrientation;
|
|
qboolean vehBoarding;
|
|
int vehSurfaces;
|
|
|
|
//vehicle turnaround stuff (need this in ps so it doesn't jerk too much in prediction)
|
|
int vehTurnaroundIndex;
|
|
int vehTurnaroundTime;
|
|
|
|
//vehicle has weapons linked
|
|
qboolean vehWeaponsLinked;
|
|
|
|
//when hyperspacing, you just go forward really fast for HYPERSPACE_TIME
|
|
int hyperSpaceTime;
|
|
vec3_t hyperSpaceAngles;
|
|
|
|
//hacking when > time
|
|
int hackingTime;
|
|
//actual hack amount - only for the proper percentage display when
|
|
//drawing progress bar (is there a less bandwidth-eating way to do
|
|
//this without a lot of hassle?)
|
|
int hackingBaseTime;
|
|
|
|
//keeps track of jetpack fuel
|
|
int jetpackFuel;
|
|
|
|
//keeps track of cloak fuel
|
|
int cloakFuel;
|
|
|
|
//rww - spare values specifically for use by mod authors.
|
|
//See psf_overrides.txt if you want to increase the send
|
|
//amount of any of these above 1 bit.
|
|
#ifndef _XBOX
|
|
int userInt1;
|
|
int userInt2;
|
|
int userInt3;
|
|
float userFloat1;
|
|
float userFloat2;
|
|
float userFloat3;
|
|
vec3_t userVec1;
|
|
vec3_t userVec2;
|
|
#endif
|
|
|
|
#ifdef _ONEBIT_COMBO
|
|
int deltaOneBits;
|
|
int deltaNumBits;
|
|
#endif
|
|
} playerState_t;
|
|
|
|
typedef struct siegePers_s
|
|
{
|
|
qboolean beatingTime;
|
|
int lastTeam;
|
|
int lastTime;
|
|
} siegePers_t;
|
|
|
|
//====================================================================
|
|
|
|
|
|
//
|
|
// usercmd_t->button bits, many of which are generated by the client system,
|
|
// so they aren't game/cgame only definitions
|
|
//
|
|
#define BUTTON_ATTACK 1
|
|
#define BUTTON_TALK 2 // displays talk balloon and disables actions
|
|
#define BUTTON_USE_HOLDABLE 4
|
|
#define BUTTON_GESTURE 8
|
|
#define BUTTON_WALKING 16 // walking can't just be 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_ANY 256 // any key whatsoever
|
|
|
|
#define BUTTON_FORCEPOWER 512 // use the "active" force power
|
|
|
|
#define BUTTON_FORCE_LIGHTNING 1024
|
|
|
|
#define BUTTON_FORCE_DRAIN 2048
|
|
|
|
// Here's an interesting bit. The bots in TA used buttons to do additional gestures.
|
|
// I ripped them out because I didn't want too many buttons given the fact that I was already adding some for JK2.
|
|
// We can always add some back in if we want though.
|
|
/*
|
|
#define BUTTON_AFFIRMATIVE 32
|
|
#define BUTTON_NEGATIVE 64
|
|
|
|
#define BUTTON_GETFLAG 128
|
|
#define BUTTON_GUARDBASE 256
|
|
#define BUTTON_PATROL 512
|
|
#define BUTTON_FOLLOWME 1024
|
|
*/
|
|
|
|
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
|
|
// then BUTTON_WALKING should be set
|
|
|
|
typedef enum
|
|
{
|
|
GENCMD_SABERSWITCH = 1,
|
|
GENCMD_ENGAGE_DUEL,
|
|
GENCMD_FORCE_HEAL,
|
|
GENCMD_FORCE_SPEED,
|
|
GENCMD_FORCE_THROW,
|
|
GENCMD_FORCE_PULL,
|
|
GENCMD_FORCE_DISTRACT,
|
|
GENCMD_FORCE_RAGE,
|
|
GENCMD_FORCE_PROTECT,
|
|
GENCMD_FORCE_ABSORB,
|
|
GENCMD_FORCE_HEALOTHER,
|
|
GENCMD_FORCE_FORCEPOWEROTHER,
|
|
GENCMD_FORCE_SEEING,
|
|
GENCMD_USE_SEEKER,
|
|
GENCMD_USE_FIELD,
|
|
GENCMD_USE_BACTA,
|
|
GENCMD_USE_ELECTROBINOCULARS,
|
|
GENCMD_ZOOM,
|
|
GENCMD_USE_SENTRY,
|
|
GENCMD_USE_JETPACK,
|
|
GENCMD_USE_BACTABIG,
|
|
GENCMD_USE_HEALTHDISP,
|
|
GENCMD_USE_AMMODISP,
|
|
GENCMD_USE_EWEB,
|
|
GENCMD_USE_CLOAK,
|
|
GENCMD_SABERATTACKCYCLE,
|
|
GENCMD_TAUNT,
|
|
GENCMD_BOW,
|
|
GENCMD_MEDITATE,
|
|
GENCMD_FLOURISH,
|
|
GENCMD_GLOAT
|
|
} genCmds_t;
|
|
|
|
// usercmd_t is sent to the server each client frame
|
|
typedef struct usercmd_s {
|
|
int serverTime;
|
|
int angles[3];
|
|
int buttons;
|
|
byte weapon; // weapon
|
|
byte forcesel;
|
|
byte invensel;
|
|
byte generic_cmd;
|
|
signed char forwardmove, rightmove, upmove;
|
|
} usercmd_t;
|
|
|
|
//===================================================================
|
|
|
|
//rww - unsightly hack to allow us to make an FX call that takes a horrible amount of args
|
|
typedef struct addpolyArgStruct_s {
|
|
vec3_t p[4];
|
|
vec2_t ev[4];
|
|
int numVerts;
|
|
vec3_t vel;
|
|
vec3_t accel;
|
|
float alpha1;
|
|
float alpha2;
|
|
float alphaParm;
|
|
vec3_t rgb1;
|
|
vec3_t rgb2;
|
|
float rgbParm;
|
|
vec3_t rotationDelta;
|
|
float bounce;
|
|
int motionDelay;
|
|
int killTime;
|
|
qhandle_t shader;
|
|
int flags;
|
|
} addpolyArgStruct_t;
|
|
|
|
typedef struct addbezierArgStruct_s {
|
|
vec3_t start;
|
|
vec3_t end;
|
|
vec3_t control1;
|
|
vec3_t control1Vel;
|
|
vec3_t control2;
|
|
vec3_t control2Vel;
|
|
float size1;
|
|
float size2;
|
|
float sizeParm;
|
|
float alpha1;
|
|
float alpha2;
|
|
float alphaParm;
|
|
vec3_t sRGB;
|
|
vec3_t eRGB;
|
|
float rgbParm;
|
|
int killTime;
|
|
qhandle_t shader;
|
|
int flags;
|
|
} addbezierArgStruct_t;
|
|
|
|
typedef struct addspriteArgStruct_s
|
|
{
|
|
vec3_t origin;
|
|
vec3_t vel;
|
|
vec3_t accel;
|
|
float scale;
|
|
float dscale;
|
|
float sAlpha;
|
|
float eAlpha;
|
|
float rotation;
|
|
float bounce;
|
|
int life;
|
|
qhandle_t shader;
|
|
int flags;
|
|
} addspriteArgStruct_t;
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t origin;
|
|
|
|
// very specifc case, we can modulate the color and the alpha
|
|
vec3_t rgb;
|
|
vec3_t destrgb;
|
|
vec3_t curRGB;
|
|
|
|
float alpha;
|
|
float destAlpha;
|
|
float curAlpha;
|
|
|
|
// this is a very specific case thing...allow interpolating the st coords so we can map the texture
|
|
// properly as this segement progresses through it's life
|
|
float ST[2];
|
|
float destST[2];
|
|
float curST[2];
|
|
} effectTrailVertStruct_t;
|
|
|
|
typedef struct effectTrailArgStruct_s {
|
|
effectTrailVertStruct_t mVerts[4];
|
|
qhandle_t mShader;
|
|
int mSetFlags;
|
|
int mKillTime;
|
|
} effectTrailArgStruct_t;
|
|
|
|
typedef struct
|
|
{
|
|
vec3_t start;
|
|
vec3_t end;
|
|
float size1;
|
|
float size2;
|
|
float sizeParm;
|
|
float alpha1;
|
|
float alpha2;
|
|
float alphaParm;
|
|
vec3_t sRGB;
|
|
vec3_t eRGB;
|
|
float rgbParm;
|
|
float chaos;
|
|
int killTime;
|
|
qhandle_t shader;
|
|
int flags;
|
|
} addElectricityArgStruct_t;
|
|
|
|
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
|
|
#define SOLID_BMODEL 0xffffff
|
|
|
|
typedef enum {
|
|
TR_STATIONARY,
|
|
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
|
|
TR_LINEAR,
|
|
TR_LINEAR_STOP,
|
|
TR_NONLINEAR_STOP,
|
|
TR_SINE, // value = base + sin( time / duration ) * delta
|
|
TR_GRAVITY
|
|
} trType_t;
|
|
|
|
typedef struct {
|
|
trType_t trType;
|
|
int trTime;
|
|
int trDuration; // if non 0, trTime + trDuration = stop time
|
|
vec3_t trBase;
|
|
vec3_t trDelta; // velocity, etc
|
|
} trajectory_t;
|
|
|
|
// entityState_t is the information conveyed from the server
|
|
// in an update message about entities that the client will
|
|
// need to render in some way
|
|
// Different eTypes may use the information in different ways
|
|
// The messages are delta compressed, so it doesn't really matter if
|
|
// the structure size is fairly large
|
|
#ifndef _XBOX // First, real version for the PC, with all members 32-bits
|
|
|
|
typedef struct entityState_s {
|
|
int number; // entity index
|
|
int eType; // entityType_t
|
|
int eFlags;
|
|
int eFlags2; // EF2_??? used much less frequently
|
|
|
|
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;
|
|
|
|
//rww - these were originally because we shared g2 info client and server side. Now they
|
|
//just get used as generic values everywhere.
|
|
int bolt1;
|
|
int bolt2;
|
|
|
|
//rww - this is necessary for determining player visibility during a jedi mindtrick
|
|
int trickedentindex; //0-15
|
|
int trickedentindex2; //16-32
|
|
int trickedentindex3; //33-48
|
|
int trickedentindex4; //49-64
|
|
|
|
float speed;
|
|
|
|
int fireflag;
|
|
|
|
int genericenemyindex;
|
|
|
|
int activeForcePass;
|
|
|
|
int emplacedOwner;
|
|
|
|
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
|
|
qboolean loopIsSoundset; //qtrue if the loopSound index is actually a soundset index
|
|
|
|
int soundSetIndex;
|
|
|
|
int modelGhoul2;
|
|
int g2radius;
|
|
int modelindex;
|
|
int modelindex2;
|
|
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
|
|
int frame;
|
|
|
|
qboolean saberInFlight;
|
|
int saberEntityNum;
|
|
int saberMove;
|
|
int forcePowersActive;
|
|
int saberHolstered;//sent in only only 2 bits - should be 0, 1 or 2
|
|
|
|
qboolean isJediMaster;
|
|
|
|
qboolean isPortalEnt; //this needs to be seperate for all entities I guess, which is why I couldn't reuse another value.
|
|
|
|
int solid; // for client side prediction, trap_linkentity sets this properly
|
|
|
|
int event; // impulse events -- muzzle flashes, footsteps, etc
|
|
int eventParm;
|
|
|
|
// so crosshair knows what it's looking at
|
|
int owner;
|
|
int teamowner;
|
|
qboolean shouldtarget;
|
|
|
|
// for players
|
|
int powerups; // bit flags
|
|
int weapon; // determines weapon and flash model, etc
|
|
int legsAnim;
|
|
int torsoAnim;
|
|
|
|
qboolean legsFlip; //set to opposite when the same anim needs restarting, sent over in only 1 bit. Cleaner and makes porting easier than having that god forsaken ANIM_TOGGLEBIT.
|
|
qboolean torsoFlip;
|
|
|
|
int forceFrame; //if non-zero, force the anim frame
|
|
|
|
int generic1;
|
|
|
|
int heldByClient; //can only be a client index - this client should be holding onto my arm using IK stuff.
|
|
|
|
int ragAttach; //attach to ent while ragging
|
|
|
|
int iModelScale; //rww - transfer a percentage of the normal scale in a single int instead of 3 x-y-z scale values
|
|
|
|
int brokenLimbs;
|
|
|
|
int boltToPlayer; //set to index of a real client+1 to bolt the ent to that client. Must be a real client, NOT an NPC.
|
|
|
|
//for looking at an entity's origin (NPCs and players)
|
|
qboolean hasLookTarget;
|
|
int lookTarget;
|
|
|
|
int customRGBA[4];
|
|
|
|
//I didn't want to do this, but I.. have no choice. However, we aren't setting this for all ents or anything,
|
|
//only ones we want health knowledge about on cgame (like siege objective breakables) -rww
|
|
int health;
|
|
int maxhealth; //so I know how to draw the stupid health bar
|
|
|
|
//NPC-SPECIFIC FIELDS
|
|
//------------------------------------------------------------
|
|
int npcSaber1;
|
|
int npcSaber2;
|
|
|
|
//index values for each type of sound, gets the folder the sounds
|
|
//are in. I wish there were a better way to do this,
|
|
int csSounds_Std;
|
|
int csSounds_Combat;
|
|
int csSounds_Extra;
|
|
int csSounds_Jedi;
|
|
|
|
int surfacesOn; //a bitflag of corresponding surfaces from a lookup table. These surfaces will be forced on.
|
|
int surfacesOff; //same as above, but forced off instead.
|
|
|
|
//Allow up to 4 PCJ lookup values to be stored here.
|
|
//The resolve to configstrings which contain the name of the
|
|
//desired bone.
|
|
int boneIndex1;
|
|
int boneIndex2;
|
|
int boneIndex3;
|
|
int boneIndex4;
|
|
|
|
//packed with x, y, z orientations for bone angles
|
|
int boneOrient;
|
|
|
|
//I.. feel bad for doing this, but NPCs really just need to
|
|
//be able to control this sort of thing from the server sometimes.
|
|
//At least it's at the end so this stuff is never going to get sent
|
|
//over for anything that isn't an NPC.
|
|
vec3_t boneAngles1; //angles of boneIndex1
|
|
vec3_t boneAngles2; //angles of boneIndex2
|
|
vec3_t boneAngles3; //angles of boneIndex3
|
|
vec3_t boneAngles4; //angles of boneIndex4
|
|
|
|
int NPC_class; //we need to see what it is on the client for a few effects.
|
|
|
|
//If non-0, this is the index of the vehicle a player/NPC is riding.
|
|
int m_iVehicleNum;
|
|
|
|
//rww - spare values specifically for use by mod authors.
|
|
//See netf_overrides.txt if you want to increase the send
|
|
//amount of any of these above 1 bit.
|
|
int userInt1;
|
|
int userInt2;
|
|
int userInt3;
|
|
float userFloat1;
|
|
float userFloat2;
|
|
float userFloat3;
|
|
vec3_t userVec1;
|
|
vec3_t userVec2;
|
|
} entityState_t;
|
|
|
|
#else
|
|
// Now, XBOX version with members packed in tightly to save gobs of memory
|
|
// This is rather confusing. All members are in 1, 2, or 4 bytes, and then
|
|
// re-ordered within the structure to keep everything aligned.
|
|
|
|
#pragma pack(push, 1)
|
|
|
|
typedef struct entityState_s {
|
|
// Large (32-bit) fields first
|
|
|
|
int number; // entity index
|
|
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;
|
|
|
|
float speed;
|
|
|
|
int genericenemyindex;
|
|
|
|
int emplacedOwner;
|
|
|
|
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
|
|
int forcePowersActive;
|
|
|
|
int solid; // for client side prediction, trap_linkentity sets this properly
|
|
|
|
byte customRGBA[4];
|
|
|
|
int surfacesOn; //a bitflag of corresponding surfaces from a lookup table. These surfaces will be forced on.
|
|
int surfacesOff; //same as above, but forced off instead.
|
|
|
|
//I.. feel bad for doing this, but NPCs really just need to
|
|
//be able to control this sort of thing from the server sometimes.
|
|
//At least it's at the end so this stuff is never going to get sent
|
|
//over for anything that isn't an NPC.
|
|
vec3_t boneAngles1; //angles of boneIndex1
|
|
vec3_t boneAngles2; //angles of boneIndex2
|
|
vec3_t boneAngles3; //angles of boneIndex3
|
|
vec3_t boneAngles4; //angles of boneIndex4
|
|
|
|
|
|
// Now, the 16-bit members
|
|
|
|
|
|
word bolt2;
|
|
word trickedentindex; //0-15
|
|
|
|
word trickedentindex2; //16-32
|
|
word trickedentindex3; //33-48
|
|
|
|
word trickedentindex4; //49-64
|
|
word otherEntityNum; // shotgun sources, etc
|
|
|
|
word otherEntityNum2;
|
|
word groundEntityNum; // -1 = in air
|
|
|
|
short modelindex;
|
|
word clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
|
|
|
|
word frame;
|
|
word saberEntityNum;
|
|
|
|
word event; // impulse events -- muzzle flashes, footsteps, etc
|
|
word owner; // so crosshair knows what it's looking at
|
|
|
|
word powerups; // bit flags
|
|
word legsAnim;
|
|
|
|
word torsoAnim;
|
|
word forceFrame; //if non-zero, force the anim frame
|
|
|
|
word ragAttach; //attach to ent while ragging
|
|
short iModelScale; //rww - transfer a percentage of the normal scale in a single int instead of 3 x-y-z scale values
|
|
|
|
word lookTarget;
|
|
word health;
|
|
|
|
word maxhealth; //so I know how to draw the stupid health bar
|
|
word npcSaber1;
|
|
|
|
word npcSaber2;
|
|
word boneOrient; //packed with x, y, z orientations for bone angles
|
|
|
|
//If non-0, this is the index of the vehicle a player/NPC is riding.
|
|
word m_iVehicleNum;
|
|
|
|
|
|
// Now, the 8-bit members. These start out two bytes off, thanks to the above word
|
|
|
|
|
|
byte eType; // entityType_t
|
|
byte eFlags2; // EF2_??? used much less frequently
|
|
|
|
byte bolt1;
|
|
byte fireflag;
|
|
byte activeForcePass;
|
|
byte loopSound; // constantly loop this sound
|
|
|
|
byte loopIsSoundset; //qtrue if the loopSound index is actually a soundset index
|
|
byte soundSetIndex;
|
|
byte modelGhoul2;
|
|
byte g2radius;
|
|
|
|
byte modelindex2;
|
|
byte saberInFlight;
|
|
byte saberMove;
|
|
byte isJediMaster;
|
|
byte saberHolstered;//sent in only 2 bytes, should be 0, 1 or 2
|
|
|
|
byte isPortalEnt; //this needs to be seperate for all entities I guess, which is why I couldn't reuse another value.
|
|
byte eventParm;
|
|
byte teamowner;
|
|
byte shouldtarget;
|
|
|
|
byte weapon; // determines weapon and flash model, etc
|
|
byte legsFlip; //set to opposite when the same anim needs restarting, sent over in only 1 bit. Cleaner and makes porting easier than having that god forsaken ANIM_TOGGLEBIT.
|
|
byte torsoFlip;
|
|
byte generic1;
|
|
|
|
byte heldByClient; //can only be a client index - this client should be holding onto my arm using IK stuff.
|
|
byte brokenLimbs;
|
|
byte boltToPlayer; //set to index of a real client+1 to bolt the ent to that client. Must be a real client, NOT an NPC.
|
|
byte hasLookTarget; //for looking at an entity's origin (NPCs and players)
|
|
|
|
//index values for each type of sound, gets the folder the sounds
|
|
//are in. I wish there were a better way to do this,
|
|
byte csSounds_Std;
|
|
byte csSounds_Combat;
|
|
byte csSounds_Extra;
|
|
byte csSounds_Jedi;
|
|
|
|
//Allow up to 4 PCJ lookup values to be stored here.
|
|
//The resolve to configstrings which contain the name of the
|
|
//desired bone.
|
|
byte boneIndex1;
|
|
byte boneIndex2;
|
|
byte boneIndex3;
|
|
byte boneIndex4;
|
|
|
|
byte NPC_class; //we need to see what it is on the client for a few effects.
|
|
byte alignPad[3];
|
|
} entityState_t;
|
|
|
|
#pragma pack(pop)
|
|
|
|
#endif
|
|
|
|
typedef enum {
|
|
CA_UNINITIALIZED,
|
|
CA_DISCONNECTED, // not talking to a server
|
|
CA_AUTHORIZING, // not used any more, was checking cd key
|
|
CA_CONNECTING, // sending request packets to the server
|
|
CA_CHALLENGING, // sending challenge packets to the server
|
|
CA_CONNECTED, // netchan_t established, getting gamestate
|
|
CA_LOADING, // only during cgame initialization, never during main loop
|
|
CA_PRIMED, // got gamestate, waiting for first frame
|
|
CA_ACTIVE, // game views should be displayed
|
|
CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
|
|
} connstate_t;
|
|
|
|
|
|
#define Square(x) ((x)*(x))
|
|
|
|
// real time
|
|
//=============================================
|
|
|
|
|
|
typedef struct qtime_s {
|
|
int tm_sec; /* seconds after the minute - [0,59] */
|
|
int tm_min; /* minutes after the hour - [0,59] */
|
|
int tm_hour; /* hours since midnight - [0,23] */
|
|
int tm_mday; /* day of the month - [1,31] */
|
|
int tm_mon; /* months since January - [0,11] */
|
|
int tm_year; /* years since 1900 */
|
|
int tm_wday; /* days since Sunday - [0,6] */
|
|
int tm_yday; /* days since January 1 - [0,365] */
|
|
int tm_isdst; /* daylight savings time flag */
|
|
} qtime_t;
|
|
|
|
|
|
// server browser sources
|
|
#define AS_LOCAL 0
|
|
#define AS_GLOBAL 1
|
|
#define AS_FAVORITES 2
|
|
|
|
#define AS_MPLAYER 3 // (Obsolete)
|
|
|
|
// 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
|
|
};
|
|
typedef int e_status;
|
|
|
|
typedef enum _flag_status {
|
|
FLAG_ATBASE = 0,
|
|
FLAG_TAKEN, // CTF
|
|
FLAG_TAKEN_RED, // One Flag CTF
|
|
FLAG_TAKEN_BLUE, // One Flag CTF
|
|
FLAG_DROPPED
|
|
};
|
|
typedef int flagStatus_t;
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
#define MAX_GLOBAL_SERVERS 50
|
|
#define MAX_OTHER_SERVERS 16
|
|
#else
|
|
#define MAX_GLOBAL_SERVERS 2048
|
|
#define MAX_OTHER_SERVERS 128
|
|
#endif
|
|
#define MAX_PINGREQUESTS 32
|
|
#define MAX_SERVERSTATUSREQUESTS 16
|
|
|
|
#define SAY_ALL 0
|
|
#define SAY_TEAM 1
|
|
#define SAY_TELL 2
|
|
|
|
#define CDKEY_LEN 16
|
|
#define CDCHKSUM_LEN 2
|
|
|
|
void Rand_Init(int seed);
|
|
float flrand(float min, float max);
|
|
int irand(int min, int max);
|
|
int Q_irand(int value1, int value2);
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
typedef struct {
|
|
float matrix[3][4];
|
|
} mdxaBone_t;
|
|
|
|
// For ghoul2 axis use
|
|
|
|
typedef enum Eorientations
|
|
{
|
|
ORIGIN = 0,
|
|
POSITIVE_X,
|
|
POSITIVE_Z,
|
|
POSITIVE_Y,
|
|
NEGATIVE_X,
|
|
NEGATIVE_Z,
|
|
NEGATIVE_Y
|
|
};
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
|
|
// define the new memory tags for the zone, used by all modules now
|
|
//
|
|
#define TAGDEF(blah) TAG_ ## blah
|
|
typedef enum {
|
|
#include "../qcommon/tags.h"
|
|
};
|
|
typedef char memtag_t;
|
|
|
|
//rww - conveniently toggle "gore" code, for model decals and stuff.
|
|
#define _G2_GORE
|
|
|
|
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
|
|
|
|
// 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 frontFaces;
|
|
qboolean backFaces;
|
|
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
|
|
|
|
qboolean fadeRGB; //specify fade method to modify RGB (by default, the alpha is set instead)
|
|
} SSkinGoreData;
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
String ID Tables
|
|
|
|
========================================================================
|
|
*/
|
|
#define ENUM2STRING(arg) #arg,arg
|
|
typedef struct stringID_table_s
|
|
{
|
|
char *name;
|
|
int id;
|
|
} stringID_table_t;
|
|
|
|
int GetIDForString ( stringID_table_t *table, const char *string );
|
|
const char *GetStringForID( stringID_table_t *table, int id );
|
|
|
|
|
|
// stuff to help out during development process, force reloading/uncacheing of certain filetypes...
|
|
//
|
|
typedef enum
|
|
{
|
|
eForceReload_NOTHING,
|
|
// eForceReload_BSP, // not used in MP codebase
|
|
eForceReload_MODELS,
|
|
eForceReload_ALL
|
|
|
|
} ForceReload_e;
|
|
|
|
|
|
enum {
|
|
FONT_NONE,
|
|
FONT_SMALL=1,
|
|
FONT_MEDIUM,
|
|
FONT_LARGE,
|
|
FONT_SMALL2
|
|
};
|
|
|
|
|
|
|
|
#endif // __Q_SHARED_H
|