/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com) This file is part of q3rally source code. q3rally source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. q3rally source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #ifndef __Q_SHARED_H #define __Q_SHARED_H // q_shared.h -- included first by ALL program modules. // A user mod should never modify this file #ifdef STANDALONE #define PRODUCT_NAME "Q3Rally" #define BASEGAME "baseq3r" #define CLIENT_WINDOW_TITLE "Q3Rally" #define CLIENT_WINDOW_MIN_TITLE "Q3R" #define HOMEPATH_NAME_UNIX ".q3rally" #define HOMEPATH_NAME_WIN "Q3Rally" #define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN #define GAMENAME_FOR_MASTER "Q3Rally" // must NOT contain whitespace #define CINEMATICS_LOGO "idlogo.roq" #define CINEMATICS_INTRO "intro.roq" // #define LEGACY_PROTOCOL // You probably don't need this for your standalone game #else #define PRODUCT_NAME "ioq3" #define BASEGAME "baseq3" #define CLIENT_WINDOW_TITLE "ioquake3" #define CLIENT_WINDOW_MIN_TITLE "ioq3" #define HOMEPATH_NAME_UNIX ".q3a" #define HOMEPATH_NAME_WIN "Quake3" #define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN #define STEAMPATH_NAME "Quake 3 Arena" #define STEAMPATH_APPID "2200" #define GOGPATH_ID "1441704920" #define GAMENAME_FOR_MASTER "Quake3Arena" #define CINEMATICS_LOGO "idlogo.RoQ" #define CINEMATICS_INTRO "intro.RoQ" #define LEGACY_PROTOCOL #endif // Heartbeat for dpmaster protocol. You shouldn't change this unless you know what you're doing #define HEARTBEAT_FOR_MASTER "DarkPlaces" // When com_gamename is LEGACY_MASTER_GAMENAME, use quake3 master protocol. // You shouldn't change this unless you know what you're doing #define LEGACY_MASTER_GAMENAME "Quake3Arena" #define LEGACY_HEARTBEAT_FOR_MASTER "QuakeArena-1" #define BASETA "missionpack" #ifndef PRODUCT_VERSION #define PRODUCT_VERSION "v0.0.2.3_r254" #endif #ifndef PRODUCT_DATE # define PRODUCT_DATE __DATE__ #endif #define Q3_VERSION PRODUCT_NAME " " PRODUCT_VERSION #define MAX_TEAMNAME 32 #define MAX_MASTER_SERVERS 5 // number of supported master servers #define DEMOEXT "dm_" // standard demo extension #ifdef _MSC_VER #pragma warning(disable : 4018) // signed/unsigned mismatch #pragma warning(disable : 4032) #pragma warning(disable : 4051) #pragma warning(disable : 4057) // slightly different base types #pragma warning(disable : 4100) // unreferenced formal parameter #pragma warning(disable : 4115) #pragma warning(disable : 4125) // decimal digit terminates octal escape sequence #pragma warning(disable : 4127) // conditional expression is constant #pragma warning(disable : 4136) #pragma warning(disable : 4152) // nonstandard extension, function/data pointer conversion in expression //#pragma warning(disable : 4201) //#pragma warning(disable : 4214) #pragma warning(disable : 4244) #pragma warning(disable : 4142) // benign redefinition //#pragma warning(disable : 4305) // truncation from const double to float //#pragma warning(disable : 4310) // cast truncates constant value //#pragma warning(disable: 4505) // unreferenced local function has been removed #pragma warning(disable : 4514) #pragma warning(disable : 4702) // unreachable code #pragma warning(disable : 4711) // selected for automatic inline expansion #pragma warning(disable : 4220) // varargs matches remaining parameters //#pragma intrinsic( memset, memcpy ) #endif //Ignore __attribute__ on non-gcc platforms #ifndef __GNUC__ #ifndef __attribute__ #define __attribute__(x) #endif #endif #ifdef __GNUC__ #define UNUSED_VAR __attribute__((unused)) #else #define UNUSED_VAR #endif #if (defined _MSC_VER) #define Q_EXPORT __declspec(dllexport) #elif (defined __SUNPRO_C) #define Q_EXPORT __global #elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun)) #define Q_EXPORT __attribute__((visibility("default"))) #else #define Q_EXPORT #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 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. **********************************************************************/ // STONELANCE #ifndef min #define min(a, b) (a) < (b) ? a : b #endif #ifndef max #define max(a, b) (a) > (b) ? a : b #endif // END #ifdef Q3_VM #include "../game/bg_lib.h" typedef int intptr_t; #else #include #include #include #include #include #include #include #include #include #include #ifdef _MSC_VER #include typedef __int64 int64_t; typedef __int32 int32_t; typedef __int16 int16_t; typedef __int8 int8_t; typedef unsigned __int64 uint64_t; typedef unsigned __int32 uint32_t; typedef unsigned __int16 uint16_t; typedef unsigned __int8 uint8_t; #else #include #endif #ifdef _WIN32 // 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 #endif #include "q_platform.h" //============================================================= typedef unsigned char byte; typedef enum {qfalse, qtrue} qboolean; typedef union { float f; int i; unsigned int ui; } floatint_t; typedef int qhandle_t; typedef int sfxHandle_t; typedef int fileHandle_t; typedef int clipHandle_t; #define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1)) #define PADLEN(base, alignment) (PAD((base), (alignment)) - (base)) #define PADP(base, alignment) ((void *) PAD((intptr_t) (base), (alignment))) #ifdef __GNUC__ #define QALIGN(x) __attribute__((aligned(x))) #else #define QALIGN(x) #endif #ifndef NULL #define NULL ((void *)0) #endif #define STRING(s) #s // expand constants before stringifying them #define XSTRING(s) STRING(s) #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 // parameters 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 // 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 // STONELANCE /* #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 -3 #define PROP_SPACE_WIDTH 19 #define PROP_HEIGHT 32 #define PROP_SMALL_SIZE_SCALE 0.5 #define PROP_NORMAL_SIZE_SCALE 0.75 // END #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(NDEBUG) && !defined(BSPC) #define HUNK_DEBUG #endif typedef enum { h_high, h_low, h_dontcare } ha_pref; #ifdef HUNK_DEBUG #define Hunk_Alloc( size, preference ) Hunk_AllocDebug(size, preference, #size, __FILE__, __LINE__) void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line ); #else void *Hunk_Alloc( int size, ha_pref preference ); #endif #define Com_Memset memset #define Com_Memcpy memcpy #define CIN_system 1 #define CIN_loop 2 #define CIN_hold 4 #define CIN_silent 8 #define CIN_shader 16 /* ============================================================== MATHLIB ============================================================== */ typedef float vec_t; typedef vec_t vec2_t[2]; typedef vec_t vec3_t[3]; typedef vec_t vec4_t[4]; typedef vec_t vec5_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 // STONELANCE - pi / 2 #ifndef M_PI_2 #define M_PI_2 1.57079632679489661923f #endif // pi / 180 #ifndef M_PI_180 #define M_PI_180 0.017453292519943295769236907684886f #endif // 180 / pi #ifndef M_180_PI #define M_180_PI 57.295779513082320876798154814105f #endif // END #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 // STONELANCE /* #define TINYCHAR_WIDTH (SMALLCHAR_WIDTH) #define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2) */ #define TINYCHAR_WIDTH 6 #define TINYCHAR_HEIGHT 10 // END // ZTM: Only change size for Q3Rally VMs, not client console text #if defined CGAME || defined UI // STONELANCE - drawn pic is actually bigger because this // is the value after the letters are moved closer together //#define SMALLCHAR_WIDTH 8 #define SMALLCHAR_WIDTH 6 // END #define SMALLCHAR_HEIGHT 16 #else #define SMALLCHAR_WIDTH 8 #define SMALLCHAR_HEIGHT 16 #endif #define BIGCHAR_WIDTH 16 #define BIGCHAR_HEIGHT 16 #define GIANTCHAR_WIDTH 32 #define GIANTCHAR_HEIGHT 48 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; #define Q_COLOR_ESCAPE '^' #define Q_IsColorString(p) ((p) && *(p) == Q_COLOR_ESCAPE && *((p)+1) && isalnum(*((p)+1))) // ^[0-9a-zA-Z] #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 ColorIndexForNumber(c) ((c) & 0x07) #define ColorIndex(c) (ColorIndexForNumber((c) - '0')) #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 // STONELANCE // #define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F ) // #define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI ) #define DEG2RAD( a ) ( (a) * M_PI_180 ) #define RAD2DEG( a ) ( (a) * M_180_PI ) // END 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) int Q_isnan(float x); #if idx64 extern long qftolsse(float f); extern int qvmftolsse(void); extern void qsnapvectorsse(vec3_t vec); #define Q_ftol qftolsse #define Q_SnapVector qsnapvectorsse extern int (*Q_VMftol)(void); #elif id386 extern long QDECL qftolx87(float f); extern long QDECL qftolsse(float f); extern int QDECL qvmftolx87(void); extern int QDECL qvmftolsse(void); extern void QDECL qsnapvectorx87(vec3_t vec); extern void QDECL qsnapvectorsse(vec3_t vec); extern long (QDECL *Q_ftol)(float f); extern int (QDECL *Q_VMftol)(void); extern void (QDECL *Q_SnapVector)(vec3_t vec); #else // Q_ftol must expand to a function name so the pluggable renderer can take // its address #define Q_ftol lrintf #define Q_SnapVector(vec)\ do\ {\ vec3_t *temp = (vec);\ \ (*temp)[0] = round((*temp)[0]);\ (*temp)[1] = round((*temp)[1]);\ (*temp)[2] = round((*temp)[2]);\ } while(0) #endif /* // if your system does not have lrintf() and round() you can try this block. Please also open a bug report at bugzilla.icculus.org // or write a mail to the ioq3 mailing list. #else #define Q_ftol(v) ((long) (v)) #define Q_round(v) do { if((v) < 0) (v) -= 0.5f; else (v) += 0.5f; (v) = Q_ftol((v)); } while(0) #define Q_SnapVector(vec) \ do\ {\ vec3_t *temp = (vec);\ \ Q_round((*temp)[0]);\ Q_round((*temp)[1]);\ Q_round((*temp)[2]);\ } while(0) #endif */ #if idppc static ID_INLINE float Q_rsqrt( float number ) { float x = 0.5f * number; float y; #ifdef __GNUC__ asm("frsqrte %0,%1" : "=f" (y) : "f" (number)); #else y = __frsqrte( number ); #endif return y * (1.5f - (x * y * y)); } #ifdef __GNUC__ static ID_INLINE float Q_fabs(float x) { float abs_x; asm("fabs %0,%1" : "=f" (abs_x) : "f" (x)); return abs_x; } #else #define Q_fabs __fabsf #endif #else float Q_fabs( float f ); float Q_rsqrt( float f ); // reciprocal square root #endif #define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) ) signed char ClampChar( int i ); signed short ClampShort( int i ); // this isn't a real cheap function to call! int DirToByte( vec3_t dir ); void ByteToDir( int b, vec3_t dir ); #if 1 #define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) #define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2]) #define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2]) #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) #define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s)) #define VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s)) #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 Q3_VM #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) #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 Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));} // just in case you don'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 ); void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ); #if !defined( Q3_VM ) || ( defined( Q3_VM ) && defined( __Q3_VM_MATH ) ) 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 ) { return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); } static ID_INLINE vec_t VectorLengthSquared( const vec3_t v ) { return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); } static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return VectorLength( v ); } static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; } // fast vector normalize routine that does not check to make sure // that length != 0, nor does it return length, uses rsqrt approximation static ID_INLINE void VectorNormalizeFast( vec3_t v ) { float ilength; 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); qboolean BoundsIntersect(const vec3_t mins, const vec3_t maxs, const vec3_t mins2, const vec3_t maxs2); qboolean BoundsIntersectSphere(const vec3_t mins, const vec3_t maxs, const vec3_t origin, vec_t radius); qboolean BoundsIntersectPoint(const vec3_t mins, const vec3_t maxs, const vec3_t origin); 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); // STONELANCE qboolean VectorNAN( const vec3_t vec ); void MatrixTranspose( float in[3][3], float out[3][3] ); void MatrixAdd( float in1[3][3], float in2[3][3], float out[3][3] ); void MatrixScale( float in[3][3], float s, float out[3][3] ); void AnglesToOrientation( const vec3_t angles, float t[3][3] ); void AnglesToDeltaAngles( vec3_t angles, const vec3_t w, vec3_t delta_angles ); void OrientationToAngles( float t[3][3], vec3_t angles ); void OrientationToVectors( float t[3][3], vec3_t forward, vec3_t right, vec3_t up ); void OrthonormalizeOrientation( float t[3][3] ); void QuaternionMultiply(const vec4_t in1, const vec4_t in2, vec4_t out); float QuaternionFastNormalize( vec4_t quat ); float QuaternionNormalize( vec4_t quat ); void QuaternionRotate( const vec4_t quat, const vec3_t w, const float time, vec4_t out); void QuaternionSLERP( const vec4_t from, const vec4_t to, float t, vec4_t res ); void AnglesToQuaternion( const vec3_t angles, vec4_t quat ); void QuaternionToAngles( const vec4_t quat, vec3_t angles ); void OrientationToQuaternion( float t[3][3], vec4_t quat ); void QuaternionToOrientation( const vec4_t quat, float t[3][3] ); void QuaternionL2ToOrientation( const vec4_t quat, const float l2, float t[3][3] ); void QuaternionToVectors( const vec4_t quat, vec3_t forward, vec3_t right, vec3_t up ); // END 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 ); #ifndef MAX #define MAX(x,y) ((x)>(y)?(x):(y)) #endif #ifndef MIN #define MIN(x,y) ((x)<(y)?(x):(y)) #endif //============================================= 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 ); char *COM_Parse( char **data_p ); char *COM_ParseExt( char **data_p, qboolean allowLineBreak ); int COM_Compress( char *data_p ); void COM_ParseError( char *format, ... ) __attribute__ ((format (printf, 1, 2))); void COM_ParseWarning( char *format, ... ) __attribute__ ((format (printf, 1, 2))); //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( char**buf_p, char *match ); qboolean SkipBracedSection (char **program, int depth); void SkipRestOfLine ( char **data ); void Parse1DMatrix (char **buf_p, int x, float *m); void Parse2DMatrix (char **buf_p, int y, int x, float *m); void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m); int Com_HexStrToInt( const char *str ); int QDECL Com_sprintf (char *dest, int size, const char *fmt, ...) __attribute__ ((format (printf, 3, 4))); char *Com_SkipTokens( char *s, int numTokens, char *sep ); char *Com_SkipCharset( char *s, char *sep ); void Com_RandomBytes( byte *string, int len ); // 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 ); qboolean Q_isanumber( const char *s ); qboolean Q_isintegral( float f ); // 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 ); const char *Q_stristr( const char *s, const char *find); // 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 ); // Count the number of char tocount encountered in string int Q_CountChar(const char *string, char tocount); //============================================= // 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(char *format, ...) __attribute__ ((format (printf, 1, 2))); #define TRUNCATE_LENGTH 64 void Com_TruncateLongString( char *buffer, const char *s ); // STONELANCE float WheelAngle(float carYaw, float viewYaw); float AngleDifference(float ang1, float ang2); char *vtos( const vec3_t v ) ; float vectoyaw( const vec3_t vec ); // END //============================================= // // 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, ... ) __attribute__ ((noreturn, format(printf, 2, 3))); void QDECL Com_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); // STONELANCE char *getStringForTime( int time ); char *getStringForTimeDuration( int startTime, int finishTime); // END /* ========================================================== 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 0x0001 // set to cause it to be saved to vars.rc // used for system variables, not for player // specific configurations #define CVAR_USERINFO 0x0002 // sent to server on connect or change #define CVAR_SERVERINFO 0x0004 // sent in response to front end requests #define CVAR_SYSTEMINFO 0x0008 // these cvars will be duplicated on all clients #define CVAR_INIT 0x0010 // don't allow change from console at all, // but can be set from the command line #define CVAR_LATCH 0x0020 // 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 0x0040 // display only, cannot be set by user at all #define CVAR_USER_CREATED 0x0080 // created by a set command #define CVAR_TEMP 0x0100 // can be set even when cheats are disabled, but is not archived #define CVAR_CHEAT 0x0200 // can not be changed if cheats are disabled #define CVAR_NORESTART 0x0400 // do not clear when a cvar_restart is issued #define CVAR_SERVER_CREATED 0x0800 // cvar was created by a server the client connected to. #define CVAR_VM_CREATED 0x1000 // cvar was created exclusively in one of the VMs. #define CVAR_PROTECTED 0x2000 // prevent modifying this var from VMs or the server // These flags are only returned by the Cvar_Flags() function #define CVAR_MODIFIED 0x40000000 // Cvar was modified #define CVAR_NONEXISTENT 0x80000000 // Cvar doesn't exist. // nothing outside the Cvar_*() functions should modify these fields! typedef struct cvar_s cvar_t; 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 ) qboolean validate; qboolean integral; float min; float max; char *description; cvar_t *next; cvar_t *prev; cvar_t *hashNext; cvar_t *hashPrev; int hashIndex; }; #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; /* ============================================================== VoIP ============================================================== */ // if you change the count of flags be sure to also change VOIP_FLAGNUM #define VOIP_SPATIAL 0x01 // spatialized voip message #define VOIP_DIRECT 0x02 // non-spatialized voip message // number of flags voip knows. You will have to bump protocol version number if you // change this. #define VOIP_FLAGCNT 2 /* ============================================================== 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; // a trace is returned when a box is swept through the world typedef struct { qboolean allsolid; // if true, plane is not valid qboolean startsolid; // if true, the initial point was in a solid area float fraction; // time completed, 1.0 = didn't hit anything vec3_t endpos; // final position cplane_t plane; // surface normal at impact, transformed to world space int surfaceFlags; // surface hit int contents; // contents on other side of surface hit int entityNum; // entity the contacted sirface is a part of } trace_t; // trace->entityNum can also be 0 to (MAX_GENTITIES-1) // or ENTITYNUM_NONE, ENTITYNUM_WORLD // markfragments are returned by R_MarkFragments() typedef struct { int firstPoint; int numPoints; } markFragment_t; typedef struct { vec3_t origin; vec3_t axis[3]; } orientation_t; //===================================================================== // in order from highest priority to lowest // if none of the catchers are active, bound key strings will be executed #define KEYCATCH_CONSOLE 0x0001 #define KEYCATCH_UI 0x0002 #define KEYCATCH_MESSAGE 0x0004 #define KEYCATCH_CGAME 0x0008 // sound channels // channel 0 never willingly overrides // other channels will allways override a playing sound on that channel typedef enum { CHAN_AUTO, CHAN_LOCAL, // menu sounds, etc CHAN_WEAPON, CHAN_VOICE, CHAN_ITEM, CHAN_BODY, CHAN_LOCAL_SOUND, // chat messages, etc CHAN_ANNOUNCER // announcer voices, etc } soundChannel_t; /* ======================================================================== ELEMENTS COMMUNICATED ACROSS THE NET ======================================================================== */ #define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535) #define SHORT2ANGLE(x) ((x)*(360.0/65536)) // STONELANCE #define FLOAT2SHORT(x) ((int)((x)*16384)) #define SHORT2FLOAT(x) ((x)*(1.0/16384)) // END #define SNAPFLAG_RATE_DELAYED 1 #define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies #define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected // // per-level limits // #define MAX_CLIENTS 64 // absolute limit #define MAX_LOCATIONS 64 #define GENTITYNUM_BITS 10 // don't need to send any more #define MAX_GENTITIES (1<serverTime of last executed command int pm_type; // STONELANCE - FIXME: use this for something else? // STONELANCE - 8 bits over the net #define bobCycle extra_eFlags // ZTM: Remove this later // int bobCycle; // for view bobbing and footstep generation int extra_eFlags; int pm_flags; // ducked, jump_held, etc int pm_time; vec3_t origin; vec3_t velocity; int weaponTime; // STONELANCE - FIXME: use these for something else? // STONELANCE - both 16 bits over the net int gravity; int speed; int delta_angles[3]; // add to command angles to get view direction // changed by spawns, rotating objects, and teleporters // STONELANCE - FIXME: use this for something else? int groundEntityNum;// ENTITYNUM_NONE = in air // STONELANCE - these are used as spring lengths - all 8 bits over the net (I think) int legsTimer; // don't change low priority animations until this runs out int legsAnim; // mask off ANIM_TOGGLEBIT int torsoTimer; // don't change low priority animations until this runs out int torsoAnim; // mask off ANIM_TOGGLEBIT // STONELANCE - using this for brake and reverse // STONELANCE - 4 bits over the net int observerMode; #define movementDir observerMode // ZTM: Remove this later // int movementDir; // a number 0 to 7 that represents the relative angle // of movement to the view angle (axial and diagonals) // when at rest, the value will remain unchanged // used to twist the legs during strafing // STONELANCE grapplePoint now used as angular momentum vec3_t angularMomentum; #define grapplePoint angularMomentum // ZTM: Remove this later // vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL // STONELANCE - 16 bits over the net int eFlags; // copied to entityState_t->eFlags // END 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; // STONELANCE FIXME - viewangles now used as car angles vec3_t viewangles; // for fixed views // STONELANCE - 32 bits over the net int viewheight; // END // damage feedback // STONELANCE - 8 bits over the net int damageEvent; // when it changes, latch the other parms // STONELANCE - 8 bits over the net // STONELANCE - damageYaw and Pitch used for view angles int damageYaw; int damagePitch; // STONELANCE - 8 bits over the net int damageCount; int stats[MAX_STATS]; int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death int powerups[MAX_POWERUPS]; // level.time that the powerup runs out int ammo[MAX_WEAPONS]; // STONELANCE - 8 bits over the net int generic1; // STONELANCE - 16 bits over the net int loopSound; // STONELANCE - 10 bits over the net 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; int jumppad_frame; int entityEventSequence; } playerState_t; //==================================================================== // // usercmd_t->button bits, many of which are generated by the client system, // so they aren't game/cgame only definitions // #define BUTTON_ATTACK 1 #define BUTTON_TALK 2 // displays talk balloon and disables actions #define BUTTON_USE_HOLDABLE 4 // STONELANCE #define BUTTON_HORN 8 #define BUTTON_TURBO 16 /* #define BUTTON_GESTURE 8 #define BUTTON_WALKING 16 // walking can't just be inferred 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 */ //END #define BUTTON_ALT_ATTACK 32 #define BUTTON_NEGATIVE 64 #define BUTTON_GETFLAG 128 #define BUTTON_GUARDBASE 256 #define BUTTON_PATROL 512 #define BUTTON_FOLLOWME 1024 #define BUTTON_ANY 2048 // any key whatsoever #define BUTTON_AFFIRMATIVE 4096 // STONELANCE #define BUTTON_REARATTACK 0x1000 // use it for something else #define BUTTON_DROPWEAPON 0x2000 #define BUTTON_HANDBRAKE 0x4000 // cant go higher than this, maybe use button_any? // END #define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN, // then BUTTON_WALKING should be set // usercmd_t is sent to the server each client frame typedef struct usercmd_s { int serverTime; int angles[3]; int buttons; byte weapon; // weapon signed char forwardmove, rightmove, upmove; } usercmd_t; //=================================================================== // if entityState->solid == SOLID_BMODEL, modelindex is an inline model number #define SOLID_BMODEL 0xffffff typedef enum { TR_STATIONARY, TR_INTERPOLATE, // non-parametric, but interpolate between snapshots TR_LINEAR, TR_LINEAR_STOP, TR_SINE, // value = base + sin( time / duration ) * delta TR_GRAVITY, TR_ROTATING } trType_t; typedef struct { trType_t trType; int trTime; int trDuration; // if non 0, trTime + trDuration = stop time vec3_t trBase; vec3_t trDelta; // velocity, etc } trajectory_t; // entityState_t is the information conveyed from the server // in an update message about entities that the client will // need to render in some way // Different eTypes may use the information in different ways // The messages are delta compressed, so it doesn't really matter if // the structure size is fairly large typedef struct entityState_s { int number; // entity index int eType; // entityType_t // STONELANCE - 16 bits over the net int eFlags; trajectory_t pos; // for calculating position trajectory_t apos; // for calculating angles int time; // STONELANCE - 32 bits over the net int time2; vec3_t origin; vec3_t origin2; vec3_t angles; vec3_t angles2; int otherEntityNum; // shotgun sources, etc // STONELANCE - 10 bits over the net int otherEntityNum2; int groundEntityNum; // ENTITYNUM_NONE = in air int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24) int loopSound; // constantly loop this sound int modelindex; int modelindex2; int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses // STONELANCE - 16 bits over the net int frame; // STONELANCE - 24 bits over the net int solid; // for client side prediction, trap_linkentity sets this properly int event; // impulse events -- muzzle flashes, footsteps, etc int eventParm; // for players int powerups; // bit flags int weapon; // determines weapon and flash model, etc // STONELANCE - 8 bits over the net int legsAnim; // mask off ANIM_TOGGLEBIT int torsoAnim; // mask off ANIM_TOGGLEBIT // STONELANCE - 8 bits over the net int generic1; } entityState_t; // STONELANCE - possible way to optimize entityState /* //Manuel - Greed - entityState mappings // s# = short unsigned int // l# = long int // c# = unsigned char typedef struct es_default_s{ #ifdef Q3_VM //eFlags unsigned :13; //Do not use signed signed_19bit:19; //Signed -262143 to 262143 //pos.trType unsigned :24; //Do not use unsigned c1:8; //Unsigned char 0 to 255 #else //eFlags signed signed_19bit:19; //Signed -262143 to 262143 unsigned :13; //Do not use //pos.trType unsigned c1:8; //Unsigned char 0 to 255 unsigned :24; //Do not use #endif //pos.trTime int l1; //Signed long int //pos.trDuration int l2; //Signed long int //pos.trBase int float1[3]; //Floats index [0 - 2] //pos.trDelta int float2[3]; //Floats index [0 - 2] #ifdef Q3_VM //apos.trType unsigned :24; //Do not use unsigned c2:8; //Unsigned char 0 to 255 #else //apos.trType unsigned c2:8; //Unsigned char 0 to 255 unsigned :24; //Do not use #endif //apos.trTime int l3; //Signed long int //apos.trDuration int l4; //Signed long int //apos.trBase int float3[3]; //Floats index [0 - 2] //apos.trDelta int float4[3]; //Floats index [0 - 2] //time int l5; //Signed long int //time2 int l6; //Signed long int //origin, origin2, angles, angles2 int float5[12]; //Floats index [0 - 11] #ifdef Q3_VM //otherEntityNum unsigned :22; //Do not use signed signed_10bit1:10; //-511 to 511 //otherEntityNum2 unsigned :22; //Do not use signed signed_10bit2:10; //-511 to 511 //groundEntityNum unsigned :22; //Do not use signed signed_10bit3:10; //-511 to 511 #else //otherEntityNum signed signed_10bit1:10; //-511 to 511 unsigned :22; //Do not use //otherEntityNum2 signed signed_10bit2:10; //-511 to 511 unsigned :22; //Do not use //groundEntityNum signed signed_10bit3:10; //-511 to 511 unsigned :22; //Do not use #endif //constantLight int l7; //Signed long int #ifdef Q3_VM //loopedSound unsigned :24; //Do not use unsigned c3:8; //Unsigned char 0 to 255 //modelIndex unsigned :24; //Do not use unsigned c3:8; //Unsigned char 0 to 255 //modelIndex2 unsigned :24; //Do not use unsigned c5:8; //Unsigned char 0 to 255 //clientNum unsigned :24; //Do not use unsigned c6:8; //Unsigned char 0 to 255 //frame unsigned :16; //Do not use signed s1:16; //Signed -32767 to 32767 //solid unsigned :8; //Do not use signed signed_24bit:24; //-8388607 to 8388607 //event unsigned :22; //Do not use signed signed_10bit4:10; //-511 to 511 //eventParm unsigned :24; //Do not use unsigned c7:8; //Unsigned char 0 to 255 //powerups unsigned :16; //Do not use signed s2:16; //Signed -32767 to 32767 //weapon unsigned :24; //Do not use unsigned c8:8; //Unsigned char 0 to 255 //legsAnim unsigned :24; //Do not use unsigned c9:8; //Unsigned char 0 to 255 //torsoAnim unsigned :24; //Do not use unsigned c10:8; //Unsigned char 0 to 255 //generic1 unsigned :24; //Do not use unsigned c11:8; //Unsigned char 0 to 255 #else //loopedSound unsigned c3:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //modelIndex unsigned c4:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //modelIndex2 unsigned c5:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //clientNum unsigned c6:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //frame signed s1:16; //Signed -32767 to 32767 unsigned :16; //Do not use //solid signed signed_24bit:24; //-8388607 to 8388607 unsigned :8; //Do not use //event signed signed_10bit4:10; //-511 to 511 unsigned :22; //Do not use //eventParm unsigned c7:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //powerups signed s2:16; //Signed -32767 to 32767 unsigned :16; //Do not use //weapon unsigned c8:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //legsAnim unsigned c9:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //torsoAnim unsigned c10:8; //Unsigned char 0 to 255 unsigned :24; //Do not use //generic1 unsigned c11:8; //Unsigned char 0 to 255 #endif } es_default_t; */ // END 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; // STONELANCE typedef enum { CT_MOUSE, CT_JOYSTICK, CT_NUMMODES } controlMode_t; // END // font support #define GLYPH_START 0 #define GLYPH_END 255 #define GLYPH_CHARSTART 32 #define GLYPH_CHAREND 127 #define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1 typedef struct { int height; // number of scan lines int top; // top of glyph in buffer int bottom; // bottom of glyph in buffer int pitch; // width for copying int xSkip; // x adjustment int imageWidth; // width of actual image int imageHeight; // height of actual image float s; // x offset in image where glyph starts float t; // y offset in image where glyph starts float s2; float t2; qhandle_t glyph; // handle to the shader with the glyph char shaderName[32]; } glyphInfo_t; typedef struct { glyphInfo_t glyphs [GLYPHS_PER_FONT]; float glyphScale; char name[MAX_QPATH]; } fontInfo_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 // TTimo: AS_MPLAYER is no longer used #define AS_LOCAL 0 #define AS_MPLAYER 1 #define AS_GLOBAL 2 #define AS_FAVORITES 3 // cinematic states typedef enum { FMV_IDLE, FMV_PLAY, // play FMV_EOF, // all other conditions, i.e. stop/EOF/abort FMV_ID_BLT, FMV_ID_IDLE, FMV_LOOPED, FMV_ID_WAIT } e_status; typedef enum _flag_status { FLAG_ATBASE = 0, FLAG_TAKEN, // CTF FLAG_TAKEN_RED, // One Flag CTF FLAG_TAKEN_BLUE, // One Flag CTF FLAG_DROPPED } flagStatus_t; // Q3Rally Code Start #define MAX_SIGILS 3 typedef enum _sigil_status { SIGIL_ISWHITE = 0, SIGIL_ISRED, SIGIL_ISBLUE } sigilStatus_t; // Q3Rally Code END #define MAX_GLOBAL_SERVERS 4096 #define MAX_OTHER_SERVERS 128 #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 // Q3Rally Code Start #define RL_WORLD 0 #define RL_PLAYERS 1 #define RL_OBJECTS 2 #define RL_SMOKE 4 #define RL_MARKS 8 #define RL_SPARKS 16 // Q3Rally Code END #define LERP( a, b, w ) ( ( a ) * ( 1.0f - ( w ) ) + ( b ) * ( w ) ) #define LUMA( red, green, blue ) ( 0.2126f * ( red ) + 0.7152f * ( green ) + 0.0722f * ( blue ) ) #endif // __Q_SHARED_H