mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-14 06:31:20 +00:00
1200 lines
34 KiB
C
1200 lines
34 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// q_shared.h -- included first by ALL program modules
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#ifdef _WIN32
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// unknown pragmas are SUPPOSED to be ignored, but....
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#pragma warning(disable : 4244) // MIPS
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#pragma warning(disable : 4136) // X86
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#pragma warning(disable : 4051) // ALPHA
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#pragma warning(disable : 4018) // signed/unsigned mismatch
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#pragma warning(disable : 4305) // truncation from const double to float
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#endif
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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//#if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
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//#define id386 1
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//#else
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#define id386 0
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//#endif
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#if defined _M_ALPHA && !defined C_ONLY
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#define idaxp 1
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#else
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#define idaxp 0
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#endif
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typedef unsigned char byte;
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typedef enum {false, true} qboolean;
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#ifndef NULL
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#define NULL ((void *)0)
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#endif
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
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#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
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#define MAX_TOKEN_CHARS 128 // max length of an individual token
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 128 // max length of a filesystem pathname
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//
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// per-level limits
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//
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#define MAX_CLIENTS 256 // absolute limit
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#define MAX_EDICTS 1024 // must change protocol to increase more
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#define MAX_LIGHTSTYLES 256
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#define MAX_MODELS 256 // these are sent over the net as bytes
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#define MAX_SOUNDS 256 // so they cannot be blindly increased
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#define MAX_IMAGES 256
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#define MAX_ITEMS 256
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#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
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// game print flags
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#define PRINT_LOW 0 // pickup messages
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#define PRINT_MEDIUM 1 // death messages
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#define PRINT_HIGH 2 // critical messages
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#define PRINT_CHAT 3 // chat messages
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#define ERR_FATAL 0 // exit the entire game with a popup window
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#define ERR_DROP 1 // print to console and disconnect from game
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#define ERR_DISCONNECT 2 // don't kill server
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#define PRINT_ALL 0
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#define PRINT_DEVELOPER 1 // only print when "developer 1"
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#define PRINT_ALERT 2
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// destination class for gi.multicast()
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typedef enum
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{
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MULTICAST_ALL,
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MULTICAST_PHS,
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MULTICAST_PVS,
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MULTICAST_ALL_R,
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MULTICAST_PHS_R,
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MULTICAST_PVS_R
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} multicast_t;
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/*
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==============================================================
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MATHLIB
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==============================================================
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*/
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typedef float vec_t;
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typedef vec_t vec3_t[3];
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typedef vec_t vec5_t[5];
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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struct cplane_s;
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extern vec3_t vec3_origin;
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#define nanmask (255<<23)
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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// microsoft's fabs seems to be ungodly slow...
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//float Q_fabs (float f);
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//#define fabs(f) Q_fabs(f)
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#if !defined C_ONLY && !defined __linux__ && !defined __sgi
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extern long Q_ftol( float f );
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#else
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#define Q_ftol( f ) ( long ) (f)
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#endif
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#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
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#define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
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#define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2])
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#define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
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#define VectorClear(a) (a[0]=a[1]=a[2]=0)
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#define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
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#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
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void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
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// just in case you do't want to use the macros
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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int VectorCompare (vec3_t v1, vec3_t v2);
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vec_t VectorLength (vec3_t v);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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vec_t VectorNormalize (vec3_t v); // returns vector length
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vec_t VectorNormalize2 (vec3_t v, vec3_t out);
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void VectorInverse (vec3_t v);
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void VectorScale (vec3_t in, vec_t scale, vec3_t out);
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int Q_log2(int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
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float anglemod(float a);
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float LerpAngle (float a1, float a2, float frac);
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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((p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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((p)->dist >= (emaxs)[(p)->type])?\
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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//=============================================
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char *COM_SkipPath (char *pathname);
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void COM_StripExtension (char *in, char *out);
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void COM_FileBase (char *in, char *out);
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void COM_FilePath (char *in, char *out);
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void COM_DefaultExtension (char *path, char *extension);
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char *COM_Parse (char **data_p);
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// data is an in/out parm, returns a parsed out token
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void Com_sprintf (char *dest, int size, char *fmt, ...);
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void Com_PageInMemory (byte *buffer, int size);
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//=============================================
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// portable case insensitive compare
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int Q_stricmp (char *s1, char *s2);
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int Q_strcasecmp (char *s1, char *s2);
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int Q_strncasecmp (char *s1, char *s2, int n);
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//=============================================
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short BigShort(short l);
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short LittleShort(short l);
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int BigLong (int l);
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int LittleLong (int l);
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float BigFloat (float l);
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float LittleFloat (float l);
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void Swap_Init (void);
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char *va(char *format, ...);
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//=============================================
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//
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// key / value info strings
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//
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#define MAX_INFO_KEY 64
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#define MAX_INFO_VALUE 64
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#define MAX_INFO_STRING 512
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char *Info_ValueForKey (char *s, char *key);
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void Info_RemoveKey (char *s, char *key);
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void Info_SetValueForKey (char *s, char *key, char *value);
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qboolean Info_Validate (char *s);
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/*
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==============================================================
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SYSTEM SPECIFIC
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==============================================================
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*/
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extern int curtime; // time returned by last Sys_Milliseconds
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int Sys_Milliseconds (void);
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void Sys_Mkdir (char *path);
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// large block stack allocation routines
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void *Hunk_Begin (int maxsize);
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void *Hunk_Alloc (int size);
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void Hunk_Free (void *buf);
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int Hunk_End (void);
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// directory searching
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#define SFF_ARCH 0x01
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#define SFF_HIDDEN 0x02
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#define SFF_RDONLY 0x04
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#define SFF_SUBDIR 0x08
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#define SFF_SYSTEM 0x10
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/*
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** pass in an attribute mask of things you wish to REJECT
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*/
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char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
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char *Sys_FindNext ( unsigned musthave, unsigned canthave );
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void Sys_FindClose (void);
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// this is only here so the functions in q_shared.c and q_shwin.c can link
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void Sys_Error (char *error, ...);
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void Com_Printf (char *msg, ...);
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/*
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==========================================================
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CVARS (console variables)
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==========================================================
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*/
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#ifndef CVAR
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#define CVAR
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#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
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#define CVAR_USERINFO 2 // added to userinfo when changed
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#define CVAR_SERVERINFO 4 // added to serverinfo when changed
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#define CVAR_NOSET 8 // don't allow change from console at all,
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// but can be set from the command line
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#define CVAR_LATCH 16 // save changes until server restart
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// nothing outside the Cvar_*() functions should modify these fields!
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typedef struct cvar_s
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{
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char *name;
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char *string;
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char *latched_string; // for CVAR_LATCH vars
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int flags;
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qboolean modified; // set each time the cvar is changed
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float value;
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struct cvar_s *next;
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} cvar_t;
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#endif // CVAR
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/*
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==============================================================
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COLLISION DETECTION
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==============================================================
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*/
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// lower bits are stronger, and will eat weaker brushes completely
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#define CONTENTS_SOLID 1 // an eye is never valid in a solid
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#define CONTENTS_WINDOW 2 // translucent, but not watery
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#define CONTENTS_AUX 4
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#define CONTENTS_LAVA 8
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#define CONTENTS_SLIME 16
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#define CONTENTS_WATER 32
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#define CONTENTS_MIST 64
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#define LAST_VISIBLE_CONTENTS 64
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// remaining contents are non-visible, and don't eat brushes
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#define CONTENTS_AREAPORTAL 0x8000
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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// currents can be added to any other contents, and may be mixed
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#define CONTENTS_CURRENT_0 0x40000
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#define CONTENTS_CURRENT_90 0x80000
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#define CONTENTS_CURRENT_180 0x100000
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#define CONTENTS_CURRENT_270 0x200000
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#define CONTENTS_CURRENT_UP 0x400000
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#define CONTENTS_CURRENT_DOWN 0x800000
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#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
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#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
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#define CONTENTS_DEADMONSTER 0x4000000
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#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
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#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
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#define CONTENTS_LADDER 0x20000000
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#define SURF_LIGHT 0x1 // value will hold the light strength
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#define SURF_SLICK 0x2 // effects game physics
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#define SURF_SKY 0x4 // don't draw, but add to skybox
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#define SURF_WARP 0x8 // turbulent water warp
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#define SURF_TRANS33 0x10
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#define SURF_TRANS66 0x20
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#define SURF_FLOWING 0x40 // scroll towards angle
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#define SURF_NODRAW 0x80 // don't bother referencing the texture
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// content masks
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#define MASK_ALL (-1)
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
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#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
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#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
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#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
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// gi.BoxEdicts() can return a list of either solid or trigger entities
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// FIXME: eliminate AREA_ distinction?
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#define AREA_SOLID 1
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#define AREA_TRIGGERS 2
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// plane_t structure
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// !!! if this is changed, it must be changed in asm code too !!!
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typedef struct cplane_s
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{
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vec3_t normal;
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float dist;
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byte type; // for fast side tests
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byte signbits; // signx + (signy<<1) + (signz<<1)
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byte pad[2];
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} cplane_t;
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// structure offset for asm code
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#define CPLANE_NORMAL_X 0
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#define CPLANE_NORMAL_Y 4
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#define CPLANE_NORMAL_Z 8
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#define CPLANE_DIST 12
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#define CPLANE_TYPE 16
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#define CPLANE_SIGNBITS 17
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#define CPLANE_PAD0 18
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#define CPLANE_PAD1 19
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typedef struct cmodel_s
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{
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vec3_t mins, maxs;
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vec3_t origin; // for sounds or lights
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int headnode;
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} cmodel_t;
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typedef struct csurface_s
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{
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char name[16];
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int flags;
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int value;
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} csurface_t;
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typedef struct mapsurface_s // used internally due to name len probs //ZOID
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{
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csurface_t c;
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char rname[32];
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} mapsurface_t;
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// a trace is returned when a box is swept through the world
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typedef struct
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{
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qboolean allsolid; // if true, plane is not valid
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qboolean startsolid; // if true, the initial point was in a solid area
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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cplane_t plane; // surface normal at impact
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csurface_t *surface; // surface hit
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int contents; // contents on other side of surface hit
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struct edict_s *ent; // not set by CM_*() functions
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} trace_t;
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// pmove_state_t is the information necessary for client side movement
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// prediction
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typedef enum
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{
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// can accelerate and turn
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PM_NORMAL,
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PM_SPECTATOR,
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// no acceleration or turning
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PM_DEAD,
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PM_GIB, // different bounding box
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PM_FREEZE
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} pmtype_t;
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// pmove->pm_flags
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#define PMF_DUCKED 1
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#define PMF_JUMP_HELD 2
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#define PMF_ON_GROUND 4
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#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
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#define PMF_TIME_LAND 16 // pm_time is time before rejump
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#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
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#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
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// this structure needs to be communicated bit-accurate
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// from the server to the client to guarantee that
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// prediction stays in sync, so no floats are used.
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// if any part of the game code modifies this struct, it
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// will result in a prediction error of some degree.
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typedef struct
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{
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pmtype_t pm_type;
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short origin[3]; // 12.3
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short velocity[3]; // 12.3
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byte pm_flags; // ducked, jump_held, etc
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byte pm_time; // each unit = 8 ms
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short gravity;
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short delta_angles[3]; // add to command angles to get view direction
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// changed by spawns, rotating objects, and teleporters
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} pmove_state_t;
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//
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// button bits
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//
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#define BUTTON_ATTACK 1
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#define BUTTON_USE 2
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#define BUTTON_ANY 128 // any key whatsoever
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// usercmd_t is sent to the server each client frame
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typedef struct usercmd_s
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{
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byte msec;
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byte buttons;
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short angles[3];
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short forwardmove, sidemove, upmove;
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byte impulse; // remove?
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byte lightlevel; // light level the player is standing on
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} usercmd_t;
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#define MAXTOUCH 32
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typedef struct
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{
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// state (in / out)
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pmove_state_t s;
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// command (in)
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usercmd_t cmd;
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qboolean snapinitial; // if s has been changed outside pmove
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// results (out)
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int numtouch;
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struct edict_s *touchents[MAXTOUCH];
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vec3_t viewangles; // clamped
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float viewheight;
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vec3_t mins, maxs; // bounding box size
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struct edict_s *groundentity;
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int watertype;
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int waterlevel;
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// callbacks to test the world
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trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
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int (*pointcontents) (vec3_t point);
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} pmove_t;
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// entity_state_t->effects
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// Effects are things handled on the client side (lights, particles, frame animations)
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// that happen constantly on the given entity.
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// An entity that has effects will be sent to the client
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// even if it has a zero index model.
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#define EF_ROTATE 0x00000001 // rotate (bonus items)
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#define EF_GIB 0x00000002 // leave a trail
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#define EF_BLASTER 0x00000008 // redlight + trail
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#define EF_ROCKET 0x00000010 // redlight + trail
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#define EF_GRENADE 0x00000020
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#define EF_HYPERBLASTER 0x00000040
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#define EF_BFG 0x00000080
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#define EF_COLOR_SHELL 0x00000100
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#define EF_POWERSCREEN 0x00000200
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#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
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#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
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#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
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#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
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#define EF_FLIES 0x00004000
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#define EF_QUAD 0x00008000
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#define EF_PENT 0x00010000
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#define EF_TELEPORTER 0x00020000 // particle fountain
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#define EF_FLAG1 0x00040000
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#define EF_FLAG2 0x00080000
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// RAFAEL
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#define EF_IONRIPPER 0x00100000
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#define EF_GREENGIB 0x00200000
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#define EF_BLUEHYPERBLASTER 0x00400000
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#define EF_SPINNINGLIGHTS 0x00800000
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#define EF_PLASMA 0x01000000
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#define EF_TRAP 0x02000000
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//ROGUE
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#define EF_TRACKER 0x04000000
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#define EF_DOUBLE 0x08000000
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#define EF_SPHERETRANS 0x10000000
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#define EF_TAGTRAIL 0x20000000
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#define EF_HALF_DAMAGE 0x40000000
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#define EF_TRACKERTRAIL 0x80000000
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//ROGUE
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// entity_state_t->renderfx flags
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#define RF_MINLIGHT 1 // allways have some light (viewmodel)
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#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
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#define RF_WEAPONMODEL 4 // only draw through eyes
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#define RF_FULLBRIGHT 8 // allways draw full intensity
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#define RF_DEPTHHACK 16 // for view weapon Z crunching
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#define RF_TRANSLUCENT 32
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#define RF_FRAMELERP 64
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#define RF_BEAM 128
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#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
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#define RF_GLOW 512 // pulse lighting for bonus items
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#define RF_SHELL_RED 1024
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#define RF_SHELL_GREEN 2048
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#define RF_SHELL_BLUE 4096
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//ROGUE
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#define RF_IR_VISIBLE 0x00008000 // 32768
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#define RF_SHELL_DOUBLE 0x00010000 // 65536
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#define RF_SHELL_HALF_DAM 0x00020000
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#define RF_USE_DISGUISE 0x00040000
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//ROGUE
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// player_state_t->refdef flags
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#define RDF_UNDERWATER 1 // warp the screen as apropriate
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#define RDF_NOWORLDMODEL 2 // used for player configuration screen
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//ROGUE
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#define RDF_IRGOGGLES 4
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#define RDF_UVGOGGLES 8
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//ROGUE
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//
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// muzzle flashes / player effects
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//
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#define MZ_BLASTER 0
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#define MZ_MACHINEGUN 1
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#define MZ_SHOTGUN 2
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#define MZ_CHAINGUN1 3
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#define MZ_CHAINGUN2 4
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#define MZ_CHAINGUN3 5
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#define MZ_RAILGUN 6
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#define MZ_ROCKET 7
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#define MZ_GRENADE 8
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#define MZ_LOGIN 9
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#define MZ_LOGOUT 10
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#define MZ_RESPAWN 11
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#define MZ_BFG 12
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#define MZ_SSHOTGUN 13
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#define MZ_HYPERBLASTER 14
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#define MZ_ITEMRESPAWN 15
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// RAFAEL
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#define MZ_IONRIPPER 16
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#define MZ_BLUEHYPERBLASTER 17
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#define MZ_PHALANX 18
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#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
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//ROGUE
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#define MZ_ETF_RIFLE 30
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#define MZ_UNUSED 31
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#define MZ_SHOTGUN2 32
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#define MZ_HEATBEAM 33
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#define MZ_BLASTER2 34
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#define MZ_TRACKER 35
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#define MZ_NUKE1 36
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#define MZ_NUKE2 37
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#define MZ_NUKE4 38
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#define MZ_NUKE8 39
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//ROGUE
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//
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// monster muzzle flashes
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//
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#define MZ2_TANK_BLASTER_1 1
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#define MZ2_TANK_BLASTER_2 2
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#define MZ2_TANK_BLASTER_3 3
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#define MZ2_TANK_MACHINEGUN_1 4
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#define MZ2_TANK_MACHINEGUN_2 5
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#define MZ2_TANK_MACHINEGUN_3 6
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#define MZ2_TANK_MACHINEGUN_4 7
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#define MZ2_TANK_MACHINEGUN_5 8
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#define MZ2_TANK_MACHINEGUN_6 9
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#define MZ2_TANK_MACHINEGUN_7 10
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#define MZ2_TANK_MACHINEGUN_8 11
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#define MZ2_TANK_MACHINEGUN_9 12
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#define MZ2_TANK_MACHINEGUN_10 13
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#define MZ2_TANK_MACHINEGUN_11 14
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#define MZ2_TANK_MACHINEGUN_12 15
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#define MZ2_TANK_MACHINEGUN_13 16
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#define MZ2_TANK_MACHINEGUN_14 17
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#define MZ2_TANK_MACHINEGUN_15 18
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#define MZ2_TANK_MACHINEGUN_16 19
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#define MZ2_TANK_MACHINEGUN_17 20
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#define MZ2_TANK_MACHINEGUN_18 21
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#define MZ2_TANK_MACHINEGUN_19 22
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#define MZ2_TANK_ROCKET_1 23
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#define MZ2_TANK_ROCKET_2 24
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#define MZ2_TANK_ROCKET_3 25
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#define MZ2_INFANTRY_MACHINEGUN_1 26
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#define MZ2_INFANTRY_MACHINEGUN_2 27
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#define MZ2_INFANTRY_MACHINEGUN_3 28
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#define MZ2_INFANTRY_MACHINEGUN_4 29
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#define MZ2_INFANTRY_MACHINEGUN_5 30
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#define MZ2_INFANTRY_MACHINEGUN_6 31
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#define MZ2_INFANTRY_MACHINEGUN_7 32
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#define MZ2_INFANTRY_MACHINEGUN_8 33
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#define MZ2_INFANTRY_MACHINEGUN_9 34
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#define MZ2_INFANTRY_MACHINEGUN_10 35
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#define MZ2_INFANTRY_MACHINEGUN_11 36
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#define MZ2_INFANTRY_MACHINEGUN_12 37
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#define MZ2_INFANTRY_MACHINEGUN_13 38
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#define MZ2_SOLDIER_BLASTER_1 39
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#define MZ2_SOLDIER_BLASTER_2 40
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#define MZ2_SOLDIER_SHOTGUN_1 41
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#define MZ2_SOLDIER_SHOTGUN_2 42
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#define MZ2_SOLDIER_MACHINEGUN_1 43
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#define MZ2_SOLDIER_MACHINEGUN_2 44
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#define MZ2_GUNNER_MACHINEGUN_1 45
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#define MZ2_GUNNER_MACHINEGUN_2 46
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#define MZ2_GUNNER_MACHINEGUN_3 47
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#define MZ2_GUNNER_MACHINEGUN_4 48
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#define MZ2_GUNNER_MACHINEGUN_5 49
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#define MZ2_GUNNER_MACHINEGUN_6 50
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#define MZ2_GUNNER_MACHINEGUN_7 51
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#define MZ2_GUNNER_MACHINEGUN_8 52
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#define MZ2_GUNNER_GRENADE_1 53
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#define MZ2_GUNNER_GRENADE_2 54
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#define MZ2_GUNNER_GRENADE_3 55
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#define MZ2_GUNNER_GRENADE_4 56
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#define MZ2_CHICK_ROCKET_1 57
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#define MZ2_FLYER_BLASTER_1 58
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#define MZ2_FLYER_BLASTER_2 59
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#define MZ2_MEDIC_BLASTER_1 60
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#define MZ2_GLADIATOR_RAILGUN_1 61
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#define MZ2_HOVER_BLASTER_1 62
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#define MZ2_ACTOR_MACHINEGUN_1 63
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#define MZ2_SUPERTANK_MACHINEGUN_1 64
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#define MZ2_SUPERTANK_MACHINEGUN_2 65
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#define MZ2_SUPERTANK_MACHINEGUN_3 66
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#define MZ2_SUPERTANK_MACHINEGUN_4 67
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#define MZ2_SUPERTANK_MACHINEGUN_5 68
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#define MZ2_SUPERTANK_MACHINEGUN_6 69
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#define MZ2_SUPERTANK_ROCKET_1 70
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#define MZ2_SUPERTANK_ROCKET_2 71
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#define MZ2_SUPERTANK_ROCKET_3 72
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#define MZ2_BOSS2_MACHINEGUN_L1 73
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#define MZ2_BOSS2_MACHINEGUN_L2 74
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#define MZ2_BOSS2_MACHINEGUN_L3 75
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#define MZ2_BOSS2_MACHINEGUN_L4 76
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#define MZ2_BOSS2_MACHINEGUN_L5 77
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#define MZ2_BOSS2_ROCKET_1 78
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#define MZ2_BOSS2_ROCKET_2 79
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#define MZ2_BOSS2_ROCKET_3 80
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#define MZ2_BOSS2_ROCKET_4 81
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#define MZ2_FLOAT_BLASTER_1 82
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#define MZ2_SOLDIER_BLASTER_3 83
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#define MZ2_SOLDIER_SHOTGUN_3 84
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#define MZ2_SOLDIER_MACHINEGUN_3 85
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#define MZ2_SOLDIER_BLASTER_4 86
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#define MZ2_SOLDIER_SHOTGUN_4 87
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#define MZ2_SOLDIER_MACHINEGUN_4 88
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#define MZ2_SOLDIER_BLASTER_5 89
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#define MZ2_SOLDIER_SHOTGUN_5 90
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#define MZ2_SOLDIER_MACHINEGUN_5 91
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#define MZ2_SOLDIER_BLASTER_6 92
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#define MZ2_SOLDIER_SHOTGUN_6 93
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#define MZ2_SOLDIER_MACHINEGUN_6 94
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#define MZ2_SOLDIER_BLASTER_7 95
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#define MZ2_SOLDIER_SHOTGUN_7 96
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#define MZ2_SOLDIER_MACHINEGUN_7 97
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#define MZ2_SOLDIER_BLASTER_8 98
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#define MZ2_SOLDIER_SHOTGUN_8 99
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#define MZ2_SOLDIER_MACHINEGUN_8 100
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// --- Xian shit below ---
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#define MZ2_MAKRON_BFG 101
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#define MZ2_MAKRON_BLASTER_1 102
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#define MZ2_MAKRON_BLASTER_2 103
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#define MZ2_MAKRON_BLASTER_3 104
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#define MZ2_MAKRON_BLASTER_4 105
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#define MZ2_MAKRON_BLASTER_5 106
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#define MZ2_MAKRON_BLASTER_6 107
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#define MZ2_MAKRON_BLASTER_7 108
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#define MZ2_MAKRON_BLASTER_8 109
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#define MZ2_MAKRON_BLASTER_9 110
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#define MZ2_MAKRON_BLASTER_10 111
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#define MZ2_MAKRON_BLASTER_11 112
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#define MZ2_MAKRON_BLASTER_12 113
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#define MZ2_MAKRON_BLASTER_13 114
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#define MZ2_MAKRON_BLASTER_14 115
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#define MZ2_MAKRON_BLASTER_15 116
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#define MZ2_MAKRON_BLASTER_16 117
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#define MZ2_MAKRON_BLASTER_17 118
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#define MZ2_MAKRON_RAILGUN_1 119
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#define MZ2_JORG_MACHINEGUN_L1 120
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#define MZ2_JORG_MACHINEGUN_L2 121
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#define MZ2_JORG_MACHINEGUN_L3 122
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#define MZ2_JORG_MACHINEGUN_L4 123
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#define MZ2_JORG_MACHINEGUN_L5 124
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#define MZ2_JORG_MACHINEGUN_L6 125
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#define MZ2_JORG_MACHINEGUN_R1 126
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#define MZ2_JORG_MACHINEGUN_R2 127
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#define MZ2_JORG_MACHINEGUN_R3 128
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#define MZ2_JORG_MACHINEGUN_R4 129
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#define MZ2_JORG_MACHINEGUN_R5 130
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#define MZ2_JORG_MACHINEGUN_R6 131
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#define MZ2_JORG_BFG_1 132
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#define MZ2_BOSS2_MACHINEGUN_R1 133
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#define MZ2_BOSS2_MACHINEGUN_R2 134
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#define MZ2_BOSS2_MACHINEGUN_R3 135
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#define MZ2_BOSS2_MACHINEGUN_R4 136
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#define MZ2_BOSS2_MACHINEGUN_R5 137
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|
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//ROGUE
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#define MZ2_CARRIER_MACHINEGUN_L1 138
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#define MZ2_CARRIER_MACHINEGUN_R1 139
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#define MZ2_CARRIER_GRENADE 140
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#define MZ2_TURRET_MACHINEGUN 141
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#define MZ2_TURRET_ROCKET 142
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#define MZ2_TURRET_BLASTER 143
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#define MZ2_STALKER_BLASTER 144
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#define MZ2_DAEDALUS_BLASTER 145
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#define MZ2_MEDIC_BLASTER_2 146
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#define MZ2_CARRIER_RAILGUN 147
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#define MZ2_WIDOW_DISRUPTOR 148
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#define MZ2_WIDOW_BLASTER 149
|
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#define MZ2_WIDOW_RAIL 150
|
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#define MZ2_WIDOW_PLASMABEAM 151 // PMM - not used
|
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#define MZ2_CARRIER_MACHINEGUN_L2 152
|
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#define MZ2_CARRIER_MACHINEGUN_R2 153
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#define MZ2_WIDOW_RAIL_LEFT 154
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#define MZ2_WIDOW_RAIL_RIGHT 155
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#define MZ2_WIDOW_BLASTER_SWEEP1 156
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|
#define MZ2_WIDOW_BLASTER_SWEEP2 157
|
|
#define MZ2_WIDOW_BLASTER_SWEEP3 158
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#define MZ2_WIDOW_BLASTER_SWEEP4 159
|
|
#define MZ2_WIDOW_BLASTER_SWEEP5 160
|
|
#define MZ2_WIDOW_BLASTER_SWEEP6 161
|
|
#define MZ2_WIDOW_BLASTER_SWEEP7 162
|
|
#define MZ2_WIDOW_BLASTER_SWEEP8 163
|
|
#define MZ2_WIDOW_BLASTER_SWEEP9 164
|
|
#define MZ2_WIDOW_BLASTER_100 165
|
|
#define MZ2_WIDOW_BLASTER_90 166
|
|
#define MZ2_WIDOW_BLASTER_80 167
|
|
#define MZ2_WIDOW_BLASTER_70 168
|
|
#define MZ2_WIDOW_BLASTER_60 169
|
|
#define MZ2_WIDOW_BLASTER_50 170
|
|
#define MZ2_WIDOW_BLASTER_40 171
|
|
#define MZ2_WIDOW_BLASTER_30 172
|
|
#define MZ2_WIDOW_BLASTER_20 173
|
|
#define MZ2_WIDOW_BLASTER_10 174
|
|
#define MZ2_WIDOW_BLASTER_0 175
|
|
#define MZ2_WIDOW_BLASTER_10L 176
|
|
#define MZ2_WIDOW_BLASTER_20L 177
|
|
#define MZ2_WIDOW_BLASTER_30L 178
|
|
#define MZ2_WIDOW_BLASTER_40L 179
|
|
#define MZ2_WIDOW_BLASTER_50L 180
|
|
#define MZ2_WIDOW_BLASTER_60L 181
|
|
#define MZ2_WIDOW_BLASTER_70L 182
|
|
#define MZ2_WIDOW_RUN_1 183
|
|
#define MZ2_WIDOW_RUN_2 184
|
|
#define MZ2_WIDOW_RUN_3 185
|
|
#define MZ2_WIDOW_RUN_4 186
|
|
#define MZ2_WIDOW_RUN_5 187
|
|
#define MZ2_WIDOW_RUN_6 188
|
|
#define MZ2_WIDOW_RUN_7 189
|
|
#define MZ2_WIDOW_RUN_8 190
|
|
#define MZ2_CARRIER_ROCKET_1 191
|
|
#define MZ2_CARRIER_ROCKET_2 192
|
|
#define MZ2_CARRIER_ROCKET_3 193
|
|
#define MZ2_CARRIER_ROCKET_4 194
|
|
#define MZ2_WIDOW2_BEAMER_1 195
|
|
#define MZ2_WIDOW2_BEAMER_2 196
|
|
#define MZ2_WIDOW2_BEAMER_3 197
|
|
#define MZ2_WIDOW2_BEAMER_4 198
|
|
#define MZ2_WIDOW2_BEAMER_5 199
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_1 200
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_2 201
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_3 202
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_4 203
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_5 204
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_6 205
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_7 206
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_8 207
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_9 208
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_10 209
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_11 210
|
|
|
|
// ROGUE
|
|
|
|
extern vec3_t monster_flash_offset [];
|
|
|
|
|
|
// temp entity events
|
|
//
|
|
// Temp entity events are for things that happen
|
|
// at a location seperate from any existing entity.
|
|
// Temporary entity messages are explicitly constructed
|
|
// and broadcast.
|
|
typedef enum
|
|
{
|
|
TE_GUNSHOT,
|
|
TE_BLOOD,
|
|
TE_BLASTER,
|
|
TE_RAILTRAIL,
|
|
TE_SHOTGUN,
|
|
TE_EXPLOSION1,
|
|
TE_EXPLOSION2,
|
|
TE_ROCKET_EXPLOSION,
|
|
TE_GRENADE_EXPLOSION,
|
|
TE_SPARKS,
|
|
TE_SPLASH,
|
|
TE_BUBBLETRAIL,
|
|
TE_SCREEN_SPARKS,
|
|
TE_SHIELD_SPARKS,
|
|
TE_BULLET_SPARKS,
|
|
TE_LASER_SPARKS,
|
|
TE_PARASITE_ATTACK,
|
|
TE_ROCKET_EXPLOSION_WATER,
|
|
TE_GRENADE_EXPLOSION_WATER,
|
|
TE_MEDIC_CABLE_ATTACK,
|
|
TE_BFG_EXPLOSION,
|
|
TE_BFG_BIGEXPLOSION,
|
|
TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
|
|
TE_BFG_LASER,
|
|
TE_GRAPPLE_CABLE,
|
|
TE_WELDING_SPARKS,
|
|
TE_GREENBLOOD,
|
|
TE_BLUEHYPERBLASTER,
|
|
TE_PLASMA_EXPLOSION,
|
|
TE_TUNNEL_SPARKS,
|
|
//ROGUE
|
|
TE_BLASTER2,
|
|
TE_RAILTRAIL2,
|
|
TE_FLAME,
|
|
TE_LIGHTNING,
|
|
TE_DEBUGTRAIL,
|
|
TE_PLAIN_EXPLOSION,
|
|
TE_FLASHLIGHT,
|
|
TE_FORCEWALL,
|
|
TE_HEATBEAM,
|
|
TE_MONSTER_HEATBEAM,
|
|
TE_STEAM,
|
|
TE_BUBBLETRAIL2,
|
|
TE_MOREBLOOD,
|
|
TE_HEATBEAM_SPARKS,
|
|
TE_HEATBEAM_STEAM,
|
|
TE_CHAINFIST_SMOKE,
|
|
TE_ELECTRIC_SPARKS,
|
|
TE_TRACKER_EXPLOSION,
|
|
TE_TELEPORT_EFFECT,
|
|
TE_DBALL_GOAL,
|
|
TE_WIDOWBEAMOUT,
|
|
TE_NUKEBLAST,
|
|
TE_WIDOWSPLASH,
|
|
TE_EXPLOSION1_BIG,
|
|
TE_EXPLOSION1_NP,
|
|
TE_FLECHETTE
|
|
//ROGUE
|
|
} temp_event_t;
|
|
|
|
#define SPLASH_UNKNOWN 0
|
|
#define SPLASH_SPARKS 1
|
|
#define SPLASH_BLUE_WATER 2
|
|
#define SPLASH_BROWN_WATER 3
|
|
#define SPLASH_SLIME 4
|
|
#define SPLASH_LAVA 5
|
|
#define SPLASH_BLOOD 6
|
|
|
|
|
|
// sound channels
|
|
// channel 0 never willingly overrides
|
|
// other channels (1-7) allways override a playing sound on that channel
|
|
#define CHAN_AUTO 0
|
|
#define CHAN_WEAPON 1
|
|
#define CHAN_VOICE 2
|
|
#define CHAN_ITEM 3
|
|
#define CHAN_BODY 4
|
|
// modifier flags
|
|
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
|
|
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
|
|
|
|
|
|
// sound attenuation values
|
|
#define ATTN_NONE 0 // full volume the entire level
|
|
#define ATTN_NORM 1
|
|
#define ATTN_IDLE 2
|
|
#define ATTN_STATIC 3 // diminish very rapidly with distance
|
|
|
|
|
|
// player_state->stats[] indexes
|
|
#define STAT_HEALTH_ICON 0
|
|
#define STAT_HEALTH 1
|
|
#define STAT_AMMO_ICON 2
|
|
#define STAT_AMMO 3
|
|
#define STAT_ARMOR_ICON 4
|
|
#define STAT_ARMOR 5
|
|
#define STAT_SELECTED_ICON 6
|
|
#define STAT_PICKUP_ICON 7
|
|
#define STAT_PICKUP_STRING 8
|
|
#define STAT_TIMER_ICON 9
|
|
#define STAT_TIMER 10
|
|
#define STAT_HELPICON 11
|
|
#define STAT_SELECTED_ITEM 12
|
|
#define STAT_LAYOUTS 13
|
|
#define STAT_FRAGS 14
|
|
#define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
|
|
#define STAT_CHASE 16
|
|
#define STAT_SPECTATOR 17
|
|
|
|
#define MAX_STATS 32
|
|
|
|
|
|
// dmflags->value flags
|
|
#define DF_NO_HEALTH 0x00000001 // 1
|
|
#define DF_NO_ITEMS 0x00000002 // 2
|
|
#define DF_WEAPONS_STAY 0x00000004 // 4
|
|
#define DF_NO_FALLING 0x00000008 // 8
|
|
#define DF_INSTANT_ITEMS 0x00000010 // 16
|
|
#define DF_SAME_LEVEL 0x00000020 // 32
|
|
#define DF_SKINTEAMS 0x00000040 // 64
|
|
#define DF_MODELTEAMS 0x00000080 // 128
|
|
#define DF_NO_FRIENDLY_FIRE 0x00000100 // 256
|
|
#define DF_SPAWN_FARTHEST 0x00000200 // 512
|
|
#define DF_FORCE_RESPAWN 0x00000400 // 1024
|
|
#define DF_NO_ARMOR 0x00000800 // 2048
|
|
#define DF_ALLOW_EXIT 0x00001000 // 4096
|
|
#define DF_INFINITE_AMMO 0x00002000 // 8192
|
|
#define DF_QUAD_DROP 0x00004000 // 16384
|
|
#define DF_FIXED_FOV 0x00008000 // 32768
|
|
|
|
// RAFAEL
|
|
#define DF_QUADFIRE_DROP 0x00010000 // 65536
|
|
|
|
//ROGUE
|
|
#define DF_NO_MINES 0x00020000
|
|
#define DF_NO_STACK_DOUBLE 0x00040000
|
|
#define DF_NO_NUKES 0x00080000
|
|
#define DF_NO_SPHERES 0x00100000
|
|
//ROGUE
|
|
|
|
/*
|
|
ROGUE - VERSIONS
|
|
1234 08/13/1998 Activision
|
|
1235 08/14/1998 Id Software
|
|
1236 08/15/1998 Steve Tietze
|
|
1237 08/15/1998 Phil Dobranski
|
|
1238 08/15/1998 John Sheley
|
|
1239 08/17/1998 Barrett Alexander
|
|
1230 08/17/1998 Brandon Fish
|
|
1245 08/17/1998 Don MacAskill
|
|
1246 08/17/1998 David "Zoid" Kirsch
|
|
1247 08/17/1998 Manu Smith
|
|
1248 08/17/1998 Geoff Scully
|
|
1249 08/17/1998 Andy Van Fossen
|
|
1240 08/20/1998 Activision Build 2
|
|
1256 08/20/1998 Ranger Clan
|
|
1257 08/20/1998 Ensemble Studios
|
|
1258 08/21/1998 Robert Duffy
|
|
1259 08/21/1998 Stephen Seachord
|
|
1250 08/21/1998 Stephen Heaslip
|
|
1267 08/21/1998 Samir Sandesara
|
|
1268 08/21/1998 Oliver Wyman
|
|
1269 08/21/1998 Steven Marchegiano
|
|
1260 08/21/1998 Build #2 for Nihilistic
|
|
1278 08/21/1998 Build #2 for Ensemble
|
|
|
|
9999 08/20/1998 Internal Use
|
|
*/
|
|
#define ROGUE_VERSION_ID 1278
|
|
|
|
#define ROGUE_VERSION_STRING "08/21/1998 Beta 2 for Ensemble"
|
|
|
|
// ROGUE
|
|
/*
|
|
==========================================================
|
|
|
|
ELEMENTS COMMUNICATED ACROSS THE NET
|
|
|
|
==========================================================
|
|
*/
|
|
|
|
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
|
|
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
|
|
|
|
|
|
//
|
|
// config strings are a general means of communication from
|
|
// the server to all connected clients.
|
|
// Each config string can be at most MAX_QPATH characters.
|
|
//
|
|
#define CS_NAME 0
|
|
#define CS_CDTRACK 1
|
|
#define CS_SKY 2
|
|
#define CS_SKYAXIS 3 // %f %f %f format
|
|
#define CS_SKYROTATE 4
|
|
#define CS_STATUSBAR 5 // display program string
|
|
|
|
#define CS_AIRACCEL 29 // air acceleration control
|
|
#define CS_MAXCLIENTS 30
|
|
#define CS_MAPCHECKSUM 31 // for catching cheater maps
|
|
|
|
#define CS_MODELS 32
|
|
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
|
|
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
|
|
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
|
|
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
|
|
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
|
|
#define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS)
|
|
#define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL)
|
|
|
|
|
|
//==============================================
|
|
|
|
|
|
// entity_state_t->event values
|
|
// ertity events are for effects that take place reletive
|
|
// to an existing entities origin. Very network efficient.
|
|
// All muzzle flashes really should be converted to events...
|
|
typedef enum
|
|
{
|
|
EV_NONE,
|
|
EV_ITEM_RESPAWN,
|
|
EV_FOOTSTEP,
|
|
EV_FALLSHORT,
|
|
EV_FALL,
|
|
EV_FALLFAR,
|
|
EV_PLAYER_TELEPORT,
|
|
EV_OTHER_TELEPORT
|
|
} entity_event_t;
|
|
|
|
|
|
// entity_state_t is the information conveyed from the server
|
|
// in an update message about entities that the client will
|
|
// need to render in some way
|
|
typedef struct entity_state_s
|
|
{
|
|
int number; // edict index
|
|
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t old_origin; // for lerping
|
|
int modelindex;
|
|
int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
|
|
int frame;
|
|
int skinnum;
|
|
unsigned int effects; // PGM - we're filling it, so it needs to be unsigned
|
|
int renderfx;
|
|
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
|
|
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
|
|
// gi.linkentity sets this properly
|
|
int sound; // for looping sounds, to guarantee shutoff
|
|
int event; // impulse events -- muzzle flashes, footsteps, etc
|
|
// events only go out for a single frame, they
|
|
// are automatically cleared each frame
|
|
} entity_state_t;
|
|
|
|
//==============================================
|
|
|
|
|
|
// player_state_t is the information needed in addition to pmove_state_t
|
|
// to rendered a view. There will only be 10 player_state_t sent each second,
|
|
// but the number of pmove_state_t changes will be reletive to client
|
|
// frame rates
|
|
typedef struct
|
|
{
|
|
pmove_state_t pmove; // for prediction
|
|
|
|
// these fields do not need to be communicated bit-precise
|
|
|
|
vec3_t viewangles; // for fixed views
|
|
vec3_t viewoffset; // add to pmovestate->origin
|
|
vec3_t kick_angles; // add to view direction to get render angles
|
|
// set by weapon kicks, pain effects, etc
|
|
|
|
vec3_t gunangles;
|
|
vec3_t gunoffset;
|
|
int gunindex;
|
|
int gunframe;
|
|
|
|
float blend[4]; // rgba full screen effect
|
|
|
|
float fov; // horizontal field of view
|
|
|
|
int rdflags; // refdef flags
|
|
|
|
short stats[MAX_STATS]; // fast status bar updates
|
|
} player_state_t;
|
|
|
|
|
|
// ==================
|
|
// PGM
|
|
#define VIDREF_GL 1
|
|
#define VIDREF_SOFT 2
|
|
#define VIDREF_OTHER 3
|
|
|
|
extern int vidref_val;
|
|
// PGM
|
|
// ==================
|