jedi-academy/codemp/game/q_shared.h
Jonathan Gray 61687fff0c CVE-2011-2764/CVE-2011-3012 check for dangerous file extensions
CVE-2011-2764
The FS_CheckFilenameIsNotExecutable function in qcommon/files.c in the
ioQuake3 engine 1.36 and earlier, as used in World of Padman, Smokin'
Guns, OpenArena, Tremulous, and ioUrbanTerror, does not properly
determine dangerous file extensions, which allows remote attackers to
execute arbitrary code via a crafted third-party addon that creates a
Trojan horse DLL file.

CVE-2011-3012
The ioQuake3 engine, as used in World of Padman 1.2 and earlier,
Tremulous 1.1.0, and ioUrbanTerror 2007-12-20, does not check for
dangerous file extensions before writing to the quake3 directory, which
allows remote attackers to execute arbitrary code via a crafted
third-party addon that creates a Trojan horse DLL file, a different
vulnerability than CVE-2011-2764.

bugzilla #3695

from Tim Angus in ioquake3
svn 1405 git 2c0861c1cea44861c5ceba2dc39e601d6bc3f0af

* (bug 3695) Not allowing to write file with lib extention (.dll/.so/...)
  (TsT <tst2006@gmail.com>)

from Tim Angus in ioquake3
svn 1499 git 48d8c8876b6ec035b0bb85f4d3c47c9210c3ca30

* s/FS_FilenameIsExecutable/FS_CheckFilenameIsNotExecutable/g
* Fix potential buffer under run in FS_CheckFilenameIsNotExecutable

from Thilo Schulz in ioquake3
svn 2098 git c4f739b8d03ca203435744c4a96e3561863ccdfe

Fix extension name comparison for DLL files

from Zack Middleton in ioquake3
git 6c88bf8aeee3c1e5449682f874f91e86cb393ef4

Rename FS_CheckFilenameIsNotExecutable to ..NotImmutable

from Harley Laue in ioquake3
git 1b2a6abed996b43eb108486abbda449b3d16e019

Rename FS_CheckFilenameIsNotImmutable to ..IsMutable
2013-05-07 22:20:02 +10:00

3261 lines
94 KiB
C++

// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
//NOTENOTE: Only change this to re-point ICARUS to a new script directory
#define Q3_SCRIPT_DIR "scripts"
#define MAX_TEAMNAME 32
#include "../qcommon/disablewarnings.h"
#include "teams.h" //npc team stuff
#define MAX_WORLD_COORD ( 64 * 1024 )
#define MIN_WORLD_COORD ( -64 * 1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
//Pointer safety utilities
#define VALID( a ) ( a != NULL )
#define VALIDATE( a ) ( assert( a ) )
#define VALIDATEV( a ) if ( a == NULL ) { assert(0); return; }
#define VALIDATEB( a ) if ( a == NULL ) { assert(0); return qfalse; }
#define VALIDATEP( a ) if ( a == NULL ) { assert(0); return NULL; }
#define VALIDSTRING( a ) ( ( a != 0 ) && ( a[0] != 0 ) )
/*
#define G2_EHNANCEMENTS
#ifdef G2_EHNANCEMENTS
//these two will probably explode if they're defined independant of one another.
//rww - RAGDOLL_BEGIN
#define JK2_RAGDOLL
//rww - RAGDOLL_END
//rww - Bone cache for multiplayer base.
#define MP_BONECACHE
#endif
*/
#ifndef FINAL_BUILD
#define G2_PERFORMANCE_ANALYSIS
#define _FULL_G2_LEAK_CHECKING
extern int g_Ghoul2Allocations;
extern int g_G2ServerAlloc;
extern int g_G2ClientAlloc;
extern int g_G2AllocServer;
#endif
/**********************************************************************
VM Considerations
The VM can not use the standard system headers because we aren't really
using the compiler they were meant for. We use bg_lib.h which contains
prototypes for the functions we define for our own use in bg_lib.c.
When writing mods, please add needed headers HERE, do not start including
stuff like <stdio.h> in the various .c files that make up each of the VMs
since you will be including system headers files can will have issues.
Remember, if you use a C library function that is not defined in bg_lib.c,
you will have to add your own version for support in the VM.
**********************************************************************/
#ifdef Q3_VM
#include "bg_lib.h"
#define assert(exp) ((void)0)
#define min(x,y) ((x)<(y)?(x):(y))
#define max(x,y) ((x)>(y)?(x):(y))
#else
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>
#ifdef _MSC_VER
// vsnprintf is ISO/IEC 9899:1999
// abstracting this to make it portable
int Q_vsnprintf(char *str, size_t size, const char *format, va_list ap);
#else
#define Q_vsnprintf vsnprintf
#endif
// Special min treatment for Xbox C++ version
#ifdef _XBOX
#define min(x,y) ((x)<(y)?(x):(y))
#define max(x,y) ((x)>(y)?(x):(y))
#define tvector(T) std::vector< T >
#define tdeque(T) std::deque< T >
#define tlist(T) std::list< T >
#define tslist(T) std::slist< T >
#define tset(T) std::set< T, std::less< T > >
#define tmultiset(T) std::multiset< T, std::less< T > >
#define tcset(T,C) std::set< T, C >
#define tcmultiset(T,C) std::multiset< T, C >
#define tmap(K,T) std::map< K, T, std::less< K > >
#define tmultimap(K,T) std::multimap< K, T, std::less< K > >
#define tcmap(K,T,C) std::map< K, T, C >
#define tcmultimap(K,T,C) std::multimap< K, T, C >
#endif
#endif
#ifdef _WIN32
//#pragma intrinsic( memset, memcpy )
#endif
// this is the define for determining if we have an asm version of a C function
#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__
#define id386 1
#else
#define id386 0
#endif
#if (defined(powerc) || defined(powerpc) || defined(ppc) || defined(__ppc) || defined(__ppc__)) && !defined(C_ONLY)
#define idppc 1
#else
#define idppc 0
#endif
// for windows fastcall option
#define QDECL
short ShortSwap (short l);
int LongSwap (int l);
float FloatSwap (const float *f);
//======================= WIN32 DEFINES =================================
#ifdef WIN32
#define MAC_STATIC
#undef QDECL
#define QDECL __cdecl
// buildstring will be incorporated into the version string
#ifdef NDEBUG
#ifdef _M_IX86
#define CPUSTRING "win-x86"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP"
#endif
#else
#ifdef _M_IX86
#define CPUSTRING "win-x86-debug"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP-debug"
#endif
#endif
#define ID_INLINE __inline
static ID_INLINE short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
static ID_INLINE int BigLong(int l) { return LongSwap(l); }
#define LittleLong
static ID_INLINE float BigFloat(const float *l) { FloatSwap(l); }
#define LittleFloat
#define PATH_SEP '\\'
#define DLL_EXT ".dll"
#endif
//======================= MAC OS X DEFINES =====================
#if defined(MACOS_X)
#define MAC_STATIC
#define __cdecl
#define __declspec(x)
#define ID_INLINE inline
#ifdef __ppc__
#define CPUSTRING "MacOSX-ppc"
#elif defined __i386__
#define CPUSTRING "MacOSX-i386"
#else
#define CPUSTRING "MacOSX-other"
#endif
#define PATH_SEP '/'
#define __rlwimi(out, in, shift, maskBegin, maskEnd) asm("rlwimi %0,%1,%2,%3,%4" : "=r" (out) : "r" (in), "i" (shift), "i" (maskBegin), "i" (maskEnd))
#define __dcbt(addr, offset) asm("dcbt %0,%1" : : "b" (addr), "r" (offset))
static inline unsigned int __lwbrx(register void *addr, register int offset) {
register unsigned int word;
asm("lwbrx %0,%2,%1" : "=r" (word) : "r" (addr), "b" (offset));
return word;
}
static inline unsigned short __lhbrx(register void *addr, register int offset) {
register unsigned short halfword;
asm("lhbrx %0,%2,%1" : "=r" (halfword) : "r" (addr), "b" (offset));
return halfword;
}
static inline float __fctiw(register float f) {
register float fi;
asm("fctiw %0,%1" : "=f" (fi) : "f" (f));
return fi;
}
#define BigShort
static inline short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
static inline int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
static inline float LittleFloat (const float l) { return FloatSwap(&l); }
#define DLL_EXT ".dylib"
#endif
//======================= MAC DEFINES =================================
#ifdef __MACOS__
#include <MacTypes.h>
#define MAC_STATIC
#define ID_INLINE inline
#define CPUSTRING "MacOS-PPC"
#define PATH_SEP ':'
void Sys_PumpEvents( void );
#define BigShort
static inline short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
static inline int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
static inline float LittleFloat (const float l) { return FloatSwap(&l); }
#endif
//======================= LINUX DEFINES =================================
// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
#ifdef __linux__
#define MAC_STATIC // bk: FIXME
#define ID_INLINE inline
#ifdef __i386__
#define CPUSTRING "linux-i386"
#elif defined __axp__
#define CPUSTRING "linux-alpha"
#else
#define CPUSTRING "linux-other"
#endif
#define PATH_SEP '/'
// bk001205 - try
#ifdef Q3_STATIC
#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED
#endif
#if !idppc
inline static short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
inline static int BigLong(int l) { return LongSwap(l); }
#define LittleLong
inline static float BigFloat(const float *l) { return FloatSwap(l); }
#define LittleFloat
#else
#define BigShort
inline static short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
inline static int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
inline static float LittleFloat (const float *l) { return FloatSwap(l); }
#endif
#define DLL_EXT ".so"
#endif
//======================= OPENBSD DEFINES =================================
// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
#ifdef __OpenBSD__
#define MAC_STATIC // bk: FIXME
#define ID_INLINE inline
#ifdef __i386__
#define CPUSTRING "openbsd-i386"
#elif defined(__amd64__) || defined(__x86_64__)
#define CPUSTRING "openbsd-amd64"
#elif defined __axp__
#define CPUSTRING "openbsd-alpha"
#else
#define CPUSTRING "openbsd-other"
#endif
#define PATH_SEP '/'
// bk001205 - try
#ifdef Q3_STATIC
#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED
#endif
#if !idppc
inline static short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
inline static int BigLong(int l) { return LongSwap(l); }
#define LittleLong
inline static float BigFloat(const float *l) { return FloatSwap(l); }
#define LittleFloat
#else
#define BigShort
inline static short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
inline static int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
inline static float LittleFloat (const float *l) { return FloatSwap(l); }
#endif
#define DLL_EXT ".so"
#endif
//======================= FreeBSD DEFINES =====================
#ifdef __FreeBSD__ // rb010123
#define MAC_STATIC
#define ID_INLINE inline
#ifdef __i386__
#define CPUSTRING "freebsd-i386"
#elif defined __axp__
#define CPUSTRING "freebsd-alpha"
#else
#define CPUSTRING "freebsd-other"
#endif
#define PATH_SEP '/'
// bk010116 - omitted Q3STATIC (see Linux above), broken target
#if !idppc
static short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
static int BigLong(int l) { LongSwap(l); }
#define LittleLong
static float BigFloat(const float *l) { FloatSwap(l); }
#define LittleFloat
#else
#define BigShort
static short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
static int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
static float LittleFloat (const float *l) { return FloatSwap(l); }
#endif
#define DLL_EXT ".so"
#endif
//=============================================================
//=============================================================
typedef unsigned char byte;
typedef unsigned short word;
typedef unsigned long ulong;
typedef enum {qfalse, qtrue} qboolean;
#ifdef _XBOX
#define qboolean int //don't want strict type checking on the qboolean
#endif
typedef int qhandle_t;
typedef int thandle_t; //rwwRMG - inserted
typedef int fxHandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
#ifndef NULL
#define NULL ((void *)0)
#endif
#define MAX_QINT 0x7fffffff
#define MIN_QINT (-MAX_QINT-1)
#define ARRAY_LEN(x) (sizeof(x) / sizeof(*(x)))
#define STRARRAY_LEN(x) (ARRAY_LEN(x) - 1)
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#ifdef PATH_MAX
#define MAX_OSPATH PATH_MAX
#else
#define MAX_OSPATH 256 // max length of a filesystem pathname
#endif
#define MAX_NAME_LENGTH 32 // max length of a client name
#define MAX_SAY_TEXT 150
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
#define LS_STYLES_START 0
#define LS_NUM_STYLES 32
#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
#define LS_NUM_SWITCH 32
#if !defined MAX_LIGHT_STYLES
#define MAX_LIGHT_STYLES 64
#endif
//For system-wide prints
enum WL_e {
WL_ERROR=1,
WL_WARNING,
WL_VERBOSE,
WL_DEBUG
};
extern float forceSpeedLevels[4];
// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
PRINT_ALL,
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING,
PRINT_ERROR
} printParm_t;
#ifdef ERR_FATAL
#undef ERR_FATAL // this is be defined in malloc.h
#endif
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_SERVERDISCONNECT, // don't kill server
ERR_DISCONNECT, // client disconnected from the server
ERR_NEED_CD // pop up the need-cd dialog
} errorParm_t;
// font rendering values used by ui and cgame
/*#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 8
#define PROP_HEIGHT 27
#define PROP_SMALL_SIZE_SCALE 0.75*/
#define PROP_GAP_WIDTH 2
//#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 4
#define PROP_HEIGHT 16
#define PROP_TINY_SIZE_SCALE 1
#define PROP_SMALL_SIZE_SCALE 1
#define PROP_BIG_SIZE_SCALE 1
#define PROP_GIANT_SIZE_SCALE 2
#define PROP_TINY_HEIGHT 10
#define PROP_GAP_TINY_WIDTH 1
#define PROP_SPACE_TINY_WIDTH 3
#define PROP_BIG_HEIGHT 24
#define PROP_GAP_BIG_WIDTH 3
#define PROP_SPACE_BIG_WIDTH 6
#define BLINK_DIVISOR 200
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
//#define UI_GIANTFONT 0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
#if defined(_DEBUG) && !defined(BSPC) && !defined(_XBOX)
#define HUNK_DEBUG
#endif
typedef enum {
h_high,
h_low,
h_dontcare
} ha_pref;
void *Hunk_Alloc( int size, ha_pref preference );
void Com_Memset (void* dest, const int val, const size_t count);
void Com_Memcpy (void* dest, const void* src, const size_t count);
#define CIN_system 1
#define CIN_loop 2
#define CIN_hold 4
#define CIN_silent 8
#define CIN_shader 16
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
//rwwRMG - new vec types
typedef vec3_t vec3pair_t[2];
typedef int ivec3_t[3];
typedef int ivec4_t[4];
typedef int ivec5_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846f // 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;
enum
{
SABER_RED,
SABER_ORANGE,
SABER_YELLOW,
SABER_GREEN,
SABER_BLUE,
SABER_PURPLE,
NUM_SABER_COLORS
};
typedef int saber_colors_t;
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;
//SABER FLAGS
//Old bools converted to a flag now
#define SFL_NOT_LOCKABLE (1<<0)//can't get into a saberlock
#define SFL_NOT_THROWABLE (1<<1)//can't be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
#define SFL_NOT_DISARMABLE (1<<2)//can't be dropped
#define SFL_NOT_ACTIVE_BLOCKING (1<<3)//don't to try to block incoming shots with this saber
#define SFL_TWO_HANDED (1<<4)//uses both hands
#define SFL_SINGLE_BLADE_THROWABLE (1<<5)//can throw this saber if only the first blade is on
#define SFL_RETURN_DAMAGE (1<<6)//when returning from a saber throw, it keeps spinning and doing damage
//NEW FLAGS
#define SFL_ON_IN_WATER (1<<7)//if set, weapon stays active even in water
#define SFL_BOUNCE_ON_WALLS (1<<8)//if set, the saber will bounce back when it hits solid architecture (good for real-sword type mods)
#define SFL_BOLT_TO_WRIST (1<<9)//if set, saber model is bolted to wrist, not in hand... useful for things like claws & shields, etc.
//#define SFL_STICK_ON_IMPACT (1<<?)//if set, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown).
//#define SFL_NO_ATTACK (1<<?)//if set, you cannot attack with the saber (for sabers/weapons that are meant to be thrown only, not used as melee weapons).
//Move Restrictions
#define SFL_NO_PULL_ATTACK (1<<10)//if set, cannot do pull+attack move (move not available in MP anyway)
#define SFL_NO_BACK_ATTACK (1<<11)//if set, cannot do back-stab moves
#define SFL_NO_STABDOWN (1<<12)//if set, cannot do stabdown move (when enemy is on ground)
#define SFL_NO_WALL_RUNS (1<<13)//if set, cannot side-run or forward-run on walls
#define SFL_NO_WALL_FLIPS (1<<14)//if set, cannot do backflip off wall or side-flips off walls
#define SFL_NO_WALL_GRAB (1<<15)//if set, cannot grab wall & jump off
#define SFL_NO_ROLLS (1<<16)//if set, cannot roll
#define SFL_NO_FLIPS (1<<17)//if set, cannot do flips
#define SFL_NO_CARTWHEELS (1<<18)//if set, cannot do cartwheels
#define SFL_NO_KICKS (1<<19)//if set, cannot do kicks (can't do kicks anyway if using a throwable saber/sword)
#define SFL_NO_MIRROR_ATTACKS (1<<20)//if set, cannot do the simultaneous attack left/right moves (only available in Dual Lightsaber Combat Style)
#define SFL_NO_ROLL_STAB (1<<21)//if set, cannot do roll-stab move at end of roll
//SABER FLAGS2
//Primary Blade Style
#define SFL2_NO_WALL_MARKS (1<<0)//if set, stops the saber from drawing marks on the world (good for real-sword type mods)
#define SFL2_NO_DLIGHT (1<<1)//if set, stops the saber from drawing a dynamic light (good for real-sword type mods)
#define SFL2_NO_BLADE (1<<2)//if set, stops the saber from drawing a blade (good for real-sword type mods)
#define SFL2_NO_CLASH_FLARE (1<<3)//if set, the saber will not do the big, white clash flare with other sabers
#define SFL2_NO_DISMEMBERMENT (1<<4)//if set, the saber never does dismemberment (good for pointed/blunt melee weapons)
#define SFL2_NO_IDLE_EFFECT (1<<5)//if set, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
#define SFL2_ALWAYS_BLOCK (1<<6)//if set, the blades will always be blocking (good for things like shields that should always block)
#define SFL2_NO_MANUAL_DEACTIVATE (1<<7)//if set, the blades cannot manually be toggled on and off
#define SFL2_TRANSITION_DAMAGE (1<<8)//if set, the blade does damage in start, transition and return anims (like strong style does)
//Secondary Blade Style
#define SFL2_NO_WALL_MARKS2 (1<<9)//if set, stops the saber from drawing marks on the world (good for real-sword type mods)
#define SFL2_NO_DLIGHT2 (1<<10)//if set, stops the saber from drawing a dynamic light (good for real-sword type mods)
#define SFL2_NO_BLADE2 (1<<11)//if set, stops the saber from drawing a blade (good for real-sword type mods)
#define SFL2_NO_CLASH_FLARE2 (1<<12)//if set, the saber will not do the big, white clash flare with other sabers
#define SFL2_NO_DISMEMBERMENT2 (1<<13)//if set, the saber never does dismemberment (good for pointed/blunt melee weapons)
#define SFL2_NO_IDLE_EFFECT2 (1<<14)//if set, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods)
#define SFL2_ALWAYS_BLOCK2 (1<<15)//if set, the blades will always be blocking (good for things like shields that should always block)
#define SFL2_NO_MANUAL_DEACTIVATE2 (1<<16)//if set, the blades cannot manually be toggled on and off
#define SFL2_TRANSITION_DAMAGE2 (1<<17)//if set, the blade does damage in start, transition and return anims (like strong style does)
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.
int stylesLearned; //styles you get when you get this saber, if any
int stylesForbidden; //styles you cannot use with this saber, if any
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
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 breakParryBonus2; //for bladeStyle2 (see bladeStyle2Start below)
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
int disarmBonus2; //for bladeStyle2 (see bladeStyle2Start below)
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
// char *brokenSaber1; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand
// char *brokenSaber2; //if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand
//===NEW========================================================================================
//these values are global to the saber, like all of the ones above
int saberFlags; //from SFL_ list above
int saberFlags2; //from SFL2_ list above
//done in cgame (client-side code)
qhandle_t spinSound; //none - if set, plays this sound as it spins when thrown
qhandle_t swingSound[3]; //none - if set, plays one of these 3 sounds when swung during an attack - NOTE: must provide all 3!!!
//done in game (server-side code)
float moveSpeedScale; //1.0 - you move faster/slower when using this saber
float animSpeedScale; //1.0 - plays normal attack animations faster/slower
//done in both cgame and game (BG code)
int kataMove; //LS_INVALID - if set, player will execute this move when they press both attack buttons at the same time
int lungeAtkMove; //LS_INVALID - if set, player will execute this move when they crouch+fwd+attack
int jumpAtkUpMove; //LS_INVALID - if set, player will execute this move when they jump+attack
int jumpAtkFwdMove; //LS_INVALID - if set, player will execute this move when they jump+fwd+attack
int jumpAtkBackMove; //LS_INVALID - if set, player will execute this move when they jump+back+attack
int jumpAtkRightMove; //LS_INVALID - if set, player will execute this move when they jump+rightattack
int jumpAtkLeftMove; //LS_INVALID - if set, player will execute this move when they jump+left+attack
int readyAnim; //-1 - anim to use when standing idle
int drawAnim; //-1 - anim to use when drawing weapon
int putawayAnim; //-1 - anim to use when putting weapon away
int tauntAnim; //-1 - anim to use when hit "taunt"
int bowAnim; //-1 - anim to use when hit "bow"
int meditateAnim; //-1 - anim to use when hit "meditate"
int flourishAnim; //-1 - anim to use when hit "flourish"
int gloatAnim; //-1 - anim to use when hit "gloat"
//***NOTE: you can only have a maximum of 2 "styles" of blades, so this next value, "bladeStyle2Start" is the number of the first blade to use these value on... all blades before this use the normal values above, all blades at and after this number use the secondary values below***
int bladeStyle2Start; //0 - if set, blades from this number and higher use the following values (otherwise, they use the normal values already set)
//***The following can be different for the extra blades - not setting them individually defaults them to the value for the whole saber (and first blade)***
//===PRIMARY BLADES=====================
//done in cgame (client-side code)
int trailStyle; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
int g2MarksShader; //none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
int g2WeaponMarkShader; //none - if set, the game will ry to project this shader onto the weapon when it damages a person (good for a blood splatter on the weapon)
//int bladeShader; //none - if set, overrides the shader used for the saber blade?
//int trailShader; //none - if set, overrides the shader used for the saber trail?
qhandle_t hitSound[3]; //none - if set, plays one of these 3 sounds when saber hits a person - NOTE: must provide all 3!!!
qhandle_t blockSound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits another saber/sword - NOTE: must provide all 3!!!
qhandle_t bounceSound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits a wall and bounces off (must set bounceOnWall to 1 to use these sounds) - NOTE: must provide all 3!!!
int blockEffect; //none - if set, plays this effect when the saber/sword hits another saber/sword (instead of "saber/saber_block.efx")
int hitPersonEffect; //none - if set, plays this effect when the saber/sword hits a person (instead of "saber/blood_sparks_mp.efx")
int hitOtherEffect; //none - if set, plays this effect when the saber/sword hits something else damagable (instead of "saber/saber_cut.efx")
int bladeEffect; //none - if set, plays this effect at the blade tag
//done in game (server-side code)
float knockbackScale; //0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
float damageScale; //1 - scale up or down the damage done by the saber
float splashRadius; //0 - radius of splashDamage
int splashDamage; //0 - amount of splashDamage, 100% at a distance of 0, 0% at a distance = splashRadius
float splashKnockback; //0 - amount of splashKnockback, 100% at a distance of 0, 0% at a distance = splashRadius
//===SECONDARY BLADES===================
//done in cgame (client-side code)
int trailStyle2; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
int g2MarksShader2; //none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
int g2WeaponMarkShader2; //none - if set, the game will ry to project this shader onto the weapon when it damages a person (good for a blood splatter on the weapon)
//int bladeShader2; //none - if set, overrides the shader used for the saber blade?
//int trailShader2; //none - if set, overrides the shader used for the saber trail?
qhandle_t hit2Sound[3]; //none - if set, plays one of these 3 sounds when saber hits a person - NOTE: must provide all 3!!!
qhandle_t block2Sound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits another saber/sword - NOTE: must provide all 3!!!
qhandle_t bounce2Sound[3]; //none - if set, plays one of these 3 sounds when saber/sword hits a wall and bounces off (must set bounceOnWall to 1 to use these sounds) - NOTE: must provide all 3!!!
int blockEffect2; //none - if set, plays this effect when the saber/sword hits another saber/sword (instead of "saber/saber_block.efx")
int hitPersonEffect2; //none - if set, plays this effect when the saber/sword hits a person (instead of "saber/blood_sparks_mp.efx")
int hitOtherEffect2; //none - if set, plays this effect when the saber/sword hits something else damagable (instead of "saber/saber_cut.efx")
int bladeEffect2; //none - if set, plays this effect at the blade tag
//done in game (server-side code)
float knockbackScale2; //0 - if non-zero, uses damage done to calculate an appropriate amount of knockback
float damageScale2; //1 - scale up or down the damage done by the saber
float splashRadius2; //0 - radius of splashDamage
int splashDamage2; //0 - amount of splashDamage, 100% at a distance of 0, 0% at a distance = splashRadius
float splashKnockback2; //0 - amount of splashKnockback, 100% at a distance of 0, 0% at a distance = splashRadius
//=========================================================================================================================================
} saberInfo_t;
#define MAX_SABERS 2
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
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 Q_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])
#ifdef __GNUC__
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
#else
#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 // __LCC__
#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 );
const char *COM_GetExtension( const char *name );
void COM_StripExtension( const char *in, char *out, int destsize );
qboolean COM_CompareExtension(const char *in, const char *ext);
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);
int Com_HexStrToInt( const char *str );
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 );
// NON-portable (but faster) versions
#ifdef _WIN32
static inline int Q_strnicmp (const char *s1, const char *s2, int n) { return strnicmp(s1, s2, n); }
static inline int Q_strcmpi (const char *s1, const char *s2) { return strcmpi(s1, s2); }
#else
static inline int Q_strnicmp (const char *s1, const char *s2, int n) { return strncasecmp(s1, s2, n); }
static inline int Q_strcmpi (const char *s1, const char *s2) { return strcasecmp(s1, s2); }
#endif
// 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
#define CVAR_SERVER_CREATED 0x00002000 // cvar was created by a server the client connected to.
#define CVAR_NONEXISTENT 0xFFFFFFFF // Cvar doesn't exist.
// 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
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
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;
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
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
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