heretic2-sdk/Toolkit/Programming/GameCode/game/q_shared.h

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#ifndef QSHARED_H
#define QSHARED_H
// q_shared.h -- included first by ALL program modules (unfortuantly this is true for all code from id)
// unknown pragmas are SUPPOSED to be ignored, but....
#pragma warning(disable : 4244) // MIPS -- truncation from double to float in MSDEV
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4305) // truncation from const double to float
#include <direct.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include "H2Common.h"
#include "q_Typedef.h"
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//#include "player.h"
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#define DEMO_CODE 0
#ifdef QUAKE2_STATIC
#define QUAKE2_API
#else
#ifdef QUAKE2
#define QUAKE2_API __declspec(dllexport)
#else
#define QUAKE2_API __declspec(dllimport)
#endif
#endif
// These are the only 2 references to C_ONLY
// id386 could do with removing
#define C_ONLY 1
#if defined _M_IX86 && !defined C_ONLY
#define id386 1
#else
#define id386 0
#endif
#ifndef NULL
#define NULL ((void *)0)
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 128 // max length of an individual token
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 128 // max length of a filesystem pathname
// game print flags
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
#define PRINT_CAPTION 4 // captioning at bottom
#define PRINT_TEAM 5 // chat message to team members
#define ERR_FATAL 0 // exit the entire game with a popup window
#define ERR_DROP 1 // print to console and disconnect from game
#define ERR_DISCONNECT 2 // don't kill server
#define PRINT_ALL 0
#define PRINT_DEVELOPER 1 // only print when "developer 1"
#define PRINT_ALERT 2
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define SQRT2 1.414213562
#define TIME_EPSILON 0.01
#define VectorCopy_Macro(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2])
#define VectorSubtract_Macro(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2])
H2COMMON_API int Q_log2(int val);
H2COMMON_API void ClearBounds (vec3_t mins, vec3_t maxs);
H2COMMON_API void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
H2COMMON_API float anglemod(float a);
H2COMMON_API float anglemod_old(float a);
H2COMMON_API float LerpAngle (float a1, float a2, float frac);
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
( \
((p)->dist <= (emins)[(p)->type])? \
1 \
: \
( \
((p)->dist >= (emaxs)[(p)->type])?\
2 \
: \
3 \
) \
) \
: \
BoxOnPlaneSide( (emins), (emaxs), (p)))
//=============================================
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#define MAX_COLORS 33
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extern H2COMMON_API paletteRGBA_t TextPalette[MAX_COLORS];
typedef enum
{
P_BLACK ,
P_RED ,
P_GREEN ,
P_YELLOW ,
P_BLUE ,
P_PURPLE ,
P_CYAN ,
P_WHITE ,
P_HBLACK ,
P_HRED ,
P_HGREEN ,
P_HYELLOW ,
P_HBLUE ,
P_HPURPLE ,
P_HCYAN ,
P_HWHITE ,
P_DESIGNER ,
P_PROGRAMMER ,
P_OBJ_NORMAL ,
P_OBJ_BOLD ,
P_OBIT ,
P_CAPTION ,
P_CHAT ,
P_TEAM ,
P_VERSION ,
P_FRAGS ,
P_ALTFRAGS ,
P_MENUFIELD ,
P_MSGBOX ,
P_HEADER ,
P_CRED_TITLE ,
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P_CRED_CONTENT ,
P_FRAGNAME
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} PalIdx_t;
//=============================================
H2COMMON_API char *COM_SkipPath (char *pathname);
H2COMMON_API void COM_StripExtension (char *in, char *out);
H2COMMON_API void COM_FileBase (char *in, char *out);
H2COMMON_API void COM_FilePath (char *in, char *out);
H2COMMON_API void COM_DefaultExtension (char *path, char *extension);
H2COMMON_API char *COM_Parse (char **data_p);
H2COMMON_API void Com_sprintf (char *dest, int size, char *fmt, ...);
H2COMMON_API void Com_PageInMemory (byte *buffer, int size);
//=============================================
H2COMMON_API short BigShort(short l);
H2COMMON_API int BigLong(int l);
H2COMMON_API float BigFloat(float f);
#define LittleShort(x) (x)
#define LittleLong(x) (x)
#define LittleFloat(x) (x)
H2COMMON_API float Clamp(float src, float min, float max);
H2COMMON_API int ClampI(int src, int min, int max);
H2COMMON_API float Approach(float curr, float dest, float rate);
H2COMMON_API char *va(char *format, ...);
//=============================================
//
// key / value info strings
//
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#define MAX_INFO_STRING 512
#ifdef __cplusplus
extern "C"
{
#endif
H2COMMON_API char *Info_ValueForKey (char *s, char *key);
H2COMMON_API void Info_RemoveKey (char *s, char *key);
H2COMMON_API void Info_SetValueForKey (char *s, char *key, char *value);
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H2COMMON_API qboolean Info_Validate (char *s);
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H2COMMON_API void Set_Com_Printf(void (*toSet) (char *fmt, ...));
/*
==============================================================
SYSTEM SPECIFIC
==============================================================
*/
struct cplane_s;
extern H2COMMON_API vec3_t vec3_origin;
extern H2COMMON_API vec3_t vec3_up;
extern int curtime; // time returned by last Sys_Milliseconds
int Sys_Milliseconds (void);
void Sys_Mkdir (char *path);
// large block stack allocation routines
void *Hunk_Begin (int maxsize);
void *Hunk_Alloc (int size);
void Hunk_Free (void *buf);
int Hunk_End (void);
// directory searching
#define SFF_ARCH 0x01
#define SFF_HIDDEN 0x02
#define SFF_RDONLY 0x04
#define SFF_SUBDIR 0x08
#define SFF_SYSTEM 0x10
/*
** pass in an attribute mask of things you wish to REJECT
*/
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
char *Sys_FindNext ( unsigned musthave, unsigned canthave );
void Sys_FindClose (void);
// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error (char *error, ...);
void Com_Printf (char *msg, ...);
void Com_ColourPrintf (PalIdx_t colour, char *msg, ...);
#ifdef __cplusplus
}
#endif
/*
==========================================================
CVARS (console variables)
==========================================================
*/
#ifndef CVAR
#define CVAR
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
#define CVAR_USERINFO 2 // added to userinfo when changed
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
#define CVAR_NOSET 8 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 16 // save changes until server restart
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s
{
char *name;
char *string;
char *latched_string; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
float value;
struct cvar_s *next;
} cvar_t;
#endif // CVAR
cvar_t *Cvar_Get (char *var_name, char *value, int flags);
/**************************************************************
* palette info
**************************************************************/
typedef struct paletteRGB_s
{
struct
{
byte r,g,b;
};
} paletteRGB_t;
/**************************************************************
* additional info for flex models with mesh nodes
**************************************************************/
#define MAX_FM_MESH_NODES 16 // also defined in ref_gl/fmodel.h
typedef struct
{
int frame;
paletteRGBA_t color;
byte flags;
int skin;
} fmnodeinfo_t;
// flags
#define FMNI_USE_FRAME (1<<0)
#define FMNI_USE_COLOR (1<<1)
#define FMNI_USE_SKIN (1<<2)
#define FMNI_NO_LERP (1<<3)
#define FMNI_NO_DRAW (1<<4)
#define FMNI_USE_REFLECT (1<<5)
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
// ************************************************************************************************
// CONTENTS_XXX
// ------------
// Contents flags.
// ************************************************************************************************
// Lower bits are stronger, and will eat weaker brushes completely.
#define CONTENTS_EMPTY 0x00000000 // nothing
#define CONTENTS_SOLID 0x00000001 // An eye is never valid in a solid.
#define CONTENTS_WINDOW 0x00000002 // Translucent, but not watery.
#define CONTENTS_ILLUSIONARY 0x00000004 // Was CONTENTS_AUX.
#define CONTENTS_LAVA 0x00000008
#define CONTENTS_SLIME 0x00000010
#define CONTENTS_WATER 0x00000020
#define CONTENTS_MIST 0x00000040
#define LAST_VISIBLE_CONTENTS CONTENTS_MIST
// Remaining contents are non-visible, and don't eat brushes.
#define CONTENTS_AREAPORTAL 0x00008000
#define CONTENTS_PLAYERCLIP 0x00010000
#define CONTENTS_MONSTERCLIP 0x00020000
// Currents can be added to any other contents, and may be mixed.
#define CONTENTS_CURRENT_0 0x00040000
#define CONTENTS_CURRENT_90 0x00080000
#define CONTENTS_CURRENT_180 0x00100000
#define CONTENTS_CURRENT_270 0x00200000
#define CONTENTS_CURRENT_UP 0x00400000
#define CONTENTS_CURRENT_DOWN 0x00800000
// Removed before bsping an entity.
#define CONTENTS_ORIGIN 0x01000000
// Should never be on a brush, only in game (i.e. set by CM_ functions at map load time).
#define CONTENTS_MONSTER 0x02000000
#define CONTENTS_DEADMONSTER 0x04000000
// Brushes to be added after vis leaves.
#define CONTENTS_DETAIL 0x08000000
// Auto set if any surface has transparency, e.g. water.
#define CONTENTS_TRANSLUCENT 0x10000000
// This flag is special in that it is not stored in the .bsp by QuakeEd. It is passed into the trace
// functions to say that anything with CONTENTS_CAMERANOBLOCK should be ignored. So we can get away
// with defining it = CONTENTS_CAMERANOBLOCK.
#define CONTENTS_CAMERABLOCK 0x20000000 // Was CONTENTS_LADDER.
// This flag is special in that it is NOT passed into the trace functions, but may be stored in the
//.bsp by QuakeEd to say that traces with CONTENTS_CAMERABLOCK as the mask will ignore any brushes
// with this flag.
#define CONTENTS_CAMERANOBLOCK 0x40000000
// Only do the trace against the world, not entities within it. Not stored in the .bsp and passed
// only as an argument to trace fucntions.
#define CONTENTS_WORLD_ONLY 0x80000000
// ************************************************************************************************
// MASK_XXX
// --------
// Contents masks.
// ************************************************************************************************
#define MASK_ALL 0x7fffffff
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
#define MASK_DRIP (CONTENTS_SOLID|CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WINDOW)
// ************************************************************************************************
// SURF_XXX
// --------
// ************************************************************************************************
#define SURF_LIGHT 0x1 // Value will hold the light strength.
#define SURF_SLICK 0x2 // Affects game physics.
#define SURF_SKY 0x4 // Don't draw, but add to skybox.
#define SURF_WARP 0x8 // Turbulent water warp.
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // Scroll towards angle.
#define SURF_NODRAW 0x80 // Don't bother referencing the texture.
#define SURF_TALL_WALL 0x00000400 // Face doesn't get broken up as normal.
#define SURF_ALPHA_TEXTURE 0x00000800 // texture has alpha in it, and should show through in bsp process
#define SURF_ANIMSPEED 0x00001000 // value will hold the anim speed in fps
#define SURF_UNDULATE 0x00002000 // rock surface up and down...
#define SURF_QUAKE 0x00004000 // rock surface up and down when quake value on
// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2
// 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
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
} cplane_t;
// structure offset for asm code
#define CPLANE_NORMAL_X 0
#define CPLANE_NORMAL_Y 4
#define CPLANE_NORMAL_Z 8
#define CPLANE_DIST 12
#define CPLANE_TYPE 16
#define CPLANE_SIGNBITS 17
#define CPLANE_PAD0 18
#define CPLANE_PAD1 19
typedef struct cmodel_s
{
vec3_t mins, maxs;
vec3_t origin; // for sounds or lights
int headnode;
} cmodel_t;
typedef struct csurface_s
{
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char name[40];
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int flags;
int value;
} csurface_t;
// ************************************************************************************************
// trace_t
// -------
// A trace is returned when a box is swept through the world.
// ************************************************************************************************
typedef struct trace_s
{
byte allsolid; // if true, plane is not valid
byte startsolid; // if true, the initial point was in a solid area
byte succeeded; // not always set, just in special cases, subjective
byte architecture; // set if the moved collided with world (not entities)
// needed because the player move code doesn`t know anything
// about the location or nature of edicts
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
struct edict_s *ent; // not set by CM_*() functions
} trace_t;
// ************************************************************************************************
// pmtype_t
// --------
// ************************************************************************************************
typedef enum
{
PM_NORMAL, // Can accelerate and turn, clips.
PM_SPECTATOR, // Can accelerate and turn, no clip.
PM_DEAD, // No acceleration or turning, dead.
PM_GIB, // No acceleration or turning, dead, different bounding box.
PM_FREEZE, // Running a server demo.
PM_INTERMISSION, // An existing remote camera view is already underway.
} pmtype_t;
// ************************************************************************************************
// PMF_XXX
// -------
// These are pmove->pm_flags.
// ************************************************************************************************
#define PMF_STANDSTILL 0x0001
#define PMF_ON_GROUND 0x0004
#define PMF_TIME_LAND 0x0008 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 0x0010 // pm_time is non-moving time
#define PMF_NO_PREDICTION 0x0020 // temporarily disables prediction (used for grappling hook)
#define PMF_LOCKMOVE 0x0040
#define PMF_LOCKTURN 0x0080
#define PC_COLLISION 0x0001 // collided on a move
#define PC_SLIDING 0x0002 // sliding down a steep slope
#define WF_SURFACE 0x0001 // On the surface
#define WF_DIVE 0x0002 // Dive on next animation
#define WF_DIVING 0x0004 // Currently diving
#define WF_SWIMFREE 0x0008 // Currently swimming freely underwater
#define WF_SINK 0x0010 // Sink below the surface of the water
// ************************************************************************************************
// pmove_state_t
// -------------
// This structure contains the information necessary for client side movement prediction. It MUST
// be communicated bit-accurate from the server to the client to guarantee that prediction stays in
// sync., so no floats are used. If any part of the game code modifies this struct, it will result
// in a prediction error of some degree.
// ************************************************************************************************
typedef struct
{
pmtype_t pm_type;
short origin[3]; // 12.3
short velocity[3]; // 12.3
byte pm_flags; // ducked, jump_held, etc
byte w_flags; // water state
byte c_flags; // collision
byte pm_time; // each unit = 8 ms
short gravity;
short delta_angles[3];// Added to command angles to get view direction. Changed by spawns,
// rotating objects and teleporters.
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short camera_delta_angles[3];// Added to command angles to get view direction. Changed by spawns,
// rotating objects and teleporters.
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} pmove_state_t;
// ************************************************************************************************
// BUTTON_XXX
// ----------
// ************************************************************************************************
#define BUTTON_ATTACK 1
#define BUTTON_DEFEND 2
#define BUTTON_ACTION 4
#define BUTTON_CREEP 8
#define BUTTON_RUN 16
#define BUTTON_AUTOAIM 32
#define BUTTON_LOOKAROUND 64
#define BUTTON_QUICKTURN 128
#define BUTTON_INVENTORY 256
#define BUTTON_ANY 512 // Any key whatsoever.
// ************************************************************************************************
// usercmd_t
// ---------
// Sent to the server each client frame.
// ************************************************************************************************
typedef struct usercmd_s
{
byte msec;
short buttons;
short angles[3],
aimangles[3],
camera_vieworigin[3],camera_viewangles[3],
forwardmove,sidemove,upmove;
byte prediction;
byte lightlevel; // Light level the player is standing on.
} usercmd_t;
// ************************************************************************************************
// pmove_t
// -------
// ************************************************************************************************
#define MAXTOUCH 32
typedef struct
{
// State (in / out).
pmove_state_t s;
// Command (in).
usercmd_t cmd;
qboolean snapinitial; // If s has been changed outside pmove.
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qboolean run_shrine;
qboolean high_max;
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// In and out.
float waterheight;
float desiredWaterHeight;
// Results (out).
int numtouch;
struct edict_s *touchents[MAXTOUCH];
float viewheight;
vec3_t viewangles; // Clamped.
vec3_t camera_viewangles; // Camera angles from client.
float *origin, *velocity;
vec3_t mins, maxs; // Bounding-box size.
float *intentMins, *intentMaxs;
struct edict_s *groundentity;
csurface_t *GroundSurface;
cplane_t GroundPlane;
int GroundContents;
int watertype;
int waterlevel;
float knockbackfactor;
// Callbacks to test the world.
void (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end,trace_t *trace);
int (*pointcontents) (vec3_t point);
struct edict_s *self;
} pmove_t;
// entity_state_t->renderfx flags
#define RF_MINLIGHT 0x00000001 // allways have some light (viewmodel)
#define RF_REFLECTION 0x00000002 // Use GL spherical mapping, if available
#define RF_WEAPONMODEL 0x00000004 // only draw through eyes
#define RF_FULLBRIGHT 0x00000008 // allways draw full intensity
#define RF_DEPTHHACK 0x00000010 // for view weapon Z crunching
#define RF_TRANSLUCENT 0x00000020
#define RF_FRAMELERP 0x00000040
#define RF_CUSTOMSKIN 0x00000080 // skin is an index in image_precache
#define RF_GLOW 0x00000100 // pulse lighting for bonus items
#define RF_SCALE_XYZ 0x00000200
#define RF_SCALE_XY 0x00000400
#define RF_SCALE_Z 0x00000800
#define RF_PRIMITIVE 0x00001000 // line, or other primitive runtime generated by the render DLL
#define RF_FIXED 0x00002000 // the sprite has a fixed direction
// and up vector, by default, a
// sprite is always oriented to the
// view (no effect on models)
#define RF_TRANS_ADD 0x00004000 // Additive transparency
#define RF_TRANS_ADD_ALPHA 0x00008000 // Adds emulation of alpha for additive transparent objects using tint
#define RF_TRANS_GHOST 0x00010000 // Like subtractive translucency
#define RF_ALPHA_TEXTURE 0x00020000 // Object has an alpha texture map
#define RF_NODEPTHTEST 0x00080000 // Turns off depth testing for sprites only
#define RF_IGNORE_REFS 0x00100000 // don't update the ref points for a model
#define RF_NODRAW 0x00200000
#define RF_CULL_LARGE 0x00400000 // If set on a poly that is really close to the near clip plane and occupies
// a signifiant amount of screen real-estate, the poly will be culled. Used
// for particles in software.
#define RF_TRANS_ANY (RF_TRANS_ADD | RF_TRANS_GHOST | RF_TRANSLUCENT)
// player_state_t->refdef flags
#define RDF_UNDERWATER 0x00000001 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 0x00000002 // used for player configuration screen
// 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
#define CHAN_FOOTSTEP 5
#define CHAN_FOOTSTEP2 6
#define CHAN_WEAPON2 7
// 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
#define ATTN_VERYSTATIC 4
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#define ATTN_LEFT 256
#define ATTN_RIGHT 512
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// player_state->stats[] indexes
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// * - MUST BE SEQUENTIAL !!!!!!!!
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#define STAT_HEALTH_ICON 0 // Icon for health
#define STAT_HEALTH 1 // Health value
#define STAT_AMMO_ICON 2 // Icon for ammo
#define STAT_AMMO 3 // Amount of ammo
#define STAT_WEAPON_ICON 4 // Current offensive weapon
#define STAT_WEAPON 5
#define STAT_DEFENCE_ICON 6 // Current defensive weapon
#define STAT_DEFENCE 7
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#define STAT_OFFMANA_ICON 8 // * Icon describing offensive mana
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#define STAT_OFFMANA_BACK 9 // Amount of offensive mana
#define STAT_OFFMANA 10 // Icon describing defensive mana
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#define STAT_DEFMANA_ICON 11 // * Amount of defensive mana
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#define STAT_DEFMANA_BACK 12
#define STAT_DEFMANA 13
#define STAT_FRAGS_ICON 14 // cleared each frame, 1 = health, 2 = armor
#define STAT_FRAGS 15 // which status to print
#define STAT_FLASHES 16
#define STAT_LAYOUTS 17
#define STAT_PUZZLE_ITEM1 18
#define STAT_PUZZLE_ITEM2 19
#define STAT_PUZZLE_ITEM3 20
#define STAT_PUZZLE_ITEM4 21
#define STAT_PUZZLE_COUNT 22
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#define STAT_POWERUP_ICON 23 // * THESE MUST BE SEQUENTIAL !!!!!
#define STAT_POWERUP_BACK 24
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#define STAT_POWERUP_TIMER 25
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#define STAT_LUNG_ICON 26 // *
#define STAT_LUNG_BACK 27
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#define STAT_LUNG_TIMER 28
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#define STAT_LIFEBAR_XSIZE 29 // *
#define STAT_LIFEBAR_YSIZE 30
#define STAT_LIFEBAR_ICON 31
#define STAT_LIFEBAR_BACK 32
#define STAT_LIFEBAR_VALUE 33
#define STAT_ARMOUR_ICON 34
#define STAT_ARMOUR 35
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#define MAX_STATS 48
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// dmflags->value flags
#define DF_WEAPONS_STAY 0x0001
#define DF_NO_SHRINE 0x0002
#define DF_NONAMES 0x0004
#define DF_NO_HEALTH 0x0008
#define DF_SHOW_LEADER 0x0010
#define DF_SHRINE_CHAOS 0x0020
#define DF_SAME_LEVEL 0x0040
#define DF_FORCE_RESPAWN 0x0080
#define DF_SKINTEAMS 0x0100
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#define DF_MODELTEAMS 0x0200
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#define DF_ALLOW_EXIT 0x0400
#define DF_INFINITE_MANA 0x0800
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#define DF_HURT_FRIENDS 0x1000
#define DF_NO_OFFENSIVE_SPELL 0x2000 // This means staff-only combat!!!
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#define DF_NO_DEFENSIVE_SPELL 0x4000
#define DF_DISMEMBER 0x8000
#define DF_DEATHMATCH_SET 0x80000000 // High bit indicates deathmatch, so that it can be transmitted in playerinfo.
/*
==========================================================
ELEMENTS COMMUNICATED ACROSS THE NET
==========================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
//
// 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_LEVEL_NUMBER 5
#define CS_STATUSBAR 6 // display program string (this seems to take up several slots - hence must be last)
#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)
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#define CS_WELCOME (CS_PLAYERSKINS+MAX_CLIENTS) // give us 4 welcome string messages so we can have a total of 256 characters per message
#define MAX_CONFIGSTRINGS CS_WELCOME + 4
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// ************************************************************************************************
// EffectsBuffer_t
// ---------------
// ************************************************************************************************
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#define ENTITY_FX_BUF_SIZE 192
#define ENTITY_FX_BUF_BLOCK_SIZE 256
#define MAX_PERSISTANT_EFFECTS 512
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typedef struct EffectsBuffer_s
{
byte *buf;
int bufSize;
int freeBlock;
int numEffects;
} EffectsBuffer_t;
typedef struct PerEffectsBuffer_s
{
byte buf[ENTITY_FX_BUF_SIZE];
int bufSize;
int freeBlock;
int numEffects;
int send_mask;
int demo_send_mask;
int fx_num;
} PerEffectsBuffer_t;
// ************************************************************************************************
// entity_state_t
// --------------
// This is the information conveyed from the server to clients in an update message, about entities
// that the client will need to render.
// ************************************************************************************************
typedef struct entity_state_s
{
// Edict index.
short number;
// Model's current animation frame index.
short frame;
// Model's position and orientation in the world.
vec3_t origin;
vec3_t angles;
vec3_t old_origin; // Used for lerping (and hijacked for other uses).
// Tells client which model do draw.
byte modelindex;
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// byte Padding here.
short clientnum; // In Quake 2, the client num was passed in skinnum. We need this value, however.
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// For specific path to skin.
char skinname[MAX_QPATH];
int skinnum;
// Model scale.
float scale;
// EF_XXX.
int effects;
// RF_XXX.
int renderfx;
// What's this exactly?
paletteRGBA_t color;
// Entire absLight gets sent if any component changes.
paletteRGB_t absLight;
// Client prediction: 8*(bits 0-4) is x/y radius, 8*(bits 5-9) is z min, 8*(bits 10-15) is z max.
// Note that gi.linkentity() sets this up.
short solid;
// For looping sounds, to guarantee shutoff.
byte sound;
// For looping sounds, so we can set volume and attenuation.
byte sound_data;
// required so we can place sounds for bmodels correctly in 3d space
vec3_t bmodel_origin;
// Header block for list of all client effects attatched to this entity.
EffectsBuffer_t clientEffects;
// Specifies which parts (nodes) of the model are on/off, node colors etc.
fmnodeinfo_t fmnodeinfo[MAX_FM_MESH_NODES];
// Skeletal info. Only relevant for player models (i.e. have U_JOINTED).
short skeletalType;
short rootJoint;
short swapFrame;
// Used by the client to verify is this still the same entity it last had.
byte usageCount;
} entity_state_t;
// ************************************************************************************************
// player_state_t
// --------------
// This is the information needed in addition to the 'pmove_state_t' to render a view. There will
// only be 10 'player_state_t's sent each second, but the number of pmove_state_t changes will be
// relative to client frame rates.
// ************************************************************************************************
typedef struct
{
// For prediction (must be communicated bit precise).
pmove_state_t pmove;
// For fixed views and serverdemos.
vec3_t viewangles;
// For remote camera views.
vec3_t remote_vieworigin,
remote_viewangles;
int remote_id;
// Z displacement of player's head from origin.
short viewheight;
// Deltas added to the player model's client determined angles.
vec3_t offsetangles;
// Horizontal field of view.
float fov;
// Refdef flags used during rendering.
int rdflags;
// Index of edict currently targeted by the player's auto-targeting facility.
int AutotargetEntityNum;
// For showing the amount of current level completed.
byte map_percentage;
// Current fog density for the player.
float fog_density;
// Id number for primary and secondary mission statments in strings.txt.
short mission_num1;
short mission_num2;
byte cinematicfreeze; // Shows if currently in a cinematic
// Current state of players in this clients view (one bit per player).
int PIV;
// Fast status bar updates.
short stats[MAX_STATS];
// These are NEVER sent accross the net, but are purely client-side repositiories needed by
// prediction and are filled from the player's entity_state_t.
int frame,swapFrame;
vec3_t angles;
int effects,
skinnum,
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renderfx,
clientnum;
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fmnodeinfo_t fmnodeinfo[MAX_FM_MESH_NODES];
// ********************************************************************************************
// All the stuff below is required for client prediction to function. NOTE still working on
// this... expect additions / removals / packet size reduction.
// ********************************************************************************************
// Player's acurate mins and maxs.
vec3_t mins,maxs;
// Inventory changes.
byte NoOfItems,
inventory_changes[256],
inventory_remaining[256];
// Ground attributes.
byte NonNullgroundentity; // boolean
cplane_t GroundPlane;
int GroundContents;
csurface_t GroundSurface;
// Water attributes.
int watertype;
int waterlevel;
float waterheight;
// Grabbing / pullup stuff.
vec3_t grabloc;
float grabangle;
// Velocities imparted on a per animation frame basis.
float fwdvel,sidevel,upvel;
// PLAYER_FLAG_XXX.
int flags;
// FL_XXX.
int edictflags;
// Player edict's oldvelocity.
float oldvelocity_z;
// Animation sequencing state.
int upperseq,lowerseq;
int upperframe,lowerframe;
byte upperidle,loweridle; // boolean
int uppermove_index,lowermove_index;
byte weapon,defense,lastweapon,lastdefense;
int weaponready;
int switchtoweapon;
byte newweapon;
int weap_ammo_index,def_ammo_index;
byte weaponcharge;
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byte advancedstaff;
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int armortype;
byte bowtype;
byte stafflevel;
byte helltype;
byte meteor_count;
byte handfxtype;
byte plaguelevel;
short skintype;
unsigned int altparts;
int deadflag;
float ideal_yaw;
float leveltime;
float idletime;
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float quickturnEndTime;
float quickturn_rate;
float powerup_timer;
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// Deathmatch flags.
int dmflags;
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} player_state_t;
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// *************************************************************
// Inlines
// *************************************************************
// microsoft's fabs seems to be ungodly slow...
_inline float Q_fabs (float _X)
{
*((long*)&_X) &= 0x7fffffff;
return (_X);
}
// Quick version of float to long (trunc/round undefined)
#pragma warning (disable:4035)
_inline __declspec( naked ) long Q_ftol( float f )
{
static int tmp;
__asm fld dword ptr [esp+4]
__asm fistp tmp
__asm mov eax, tmp
__asm ret
}
#pragma warning (default:4035)
_inline int Q_stricmp (char *s1, char *s2)
{
#if defined(WIN32)
return _stricmp (s1, s2);
#else
return strcasecmp (s1, s2);
#endif
}
_inline int Q_strncasecmp (char *s1, char *s2, int n)
{
return strnicmp (s1, s2, n);
}
_inline int Q_strcasecmp (char *s1, char *s2)
{
return stricmp (s1, s2);
}
// For ambient sounds.
typedef enum AmbientSoundID_e
{
AS_NOTHING = 0,
AS_FIRE,
AS_WATERLAPPING,
AS_SEAGULLS,
AS_OCEAN,
AS_BIRDS,
AS_CRICKETS,
AS_FROGS,
AS_CRYING,
AS_MOSQUITOES,
AS_BUBBLES, // 10
AS_BELL,
AS_FOOTSTEPS,
AS_MOANS,
AS_SEWERDRIPS,
AS_WATERDRIPS,
AS_HEAVYDRIPS,
AS_SMALLFOUNTAIN,
AS_LARGEFOUNTAIN,
AS_SEWERWATER,
AS_OUTSIDEWATERWAY, // 20
AS_WINDCHIME,
AS_BIRD1,
AS_BIRD2,
AS_CAULDRONBUBBLE,
AS_HUGEWATERFALL,
AS_GONG,
AS_MUDPOOL,
AS_ROCKS,
AS_WINDEERIE,
AS_WINDNOISY, // 30
AS_WINDSOFTHI,
AS_WINDSOFTLO,
AS_WINDSTRONG1,
AS_WINDSTRONG2,
AS_WINDWHISTLE,
AS_CONVEYOR,
AS_BUCKETCONVEYOR,
AS_CAVECREAK,
AS_SPIT, // 39
AS_MAX
} AmbientSoundID_t;
typedef enum DoorSoundID_e
{
DS_NONE = 0,
DS_GENERIC,
DS_HEAVYSTONE,
DS_SWINGARM,
DS_SWINGBRIDGE,
DS_MEDIUMWOOD,
DS_HUGEWOOD,
DS_MEDIUMSTONE,
DS_LARGESTONE,
DS_MEDIUMMETAL,
DS_FASTSLIDING,
DS_METALSLIDING,
DS_HUGESTONE,
DS_HUGEELEVATOR,
DS_CRANEWAREHOUSE,
DS_HAMMERPUMP,
DS_METALTABLE,
DS_LABTABLE,
DS_PISTON,
DS_CLANG,
DS_UNDERWATER,
DS_BAM,
DS_MAX
} DoorSoundID_t;
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// EAX sound presets
enum
{
EAX_ENVIRONMENT_GENERIC, // factory default
EAX_ENVIRONMENT_PADDEDCELL,
EAX_ENVIRONMENT_ROOM, // standard environments
EAX_ENVIRONMENT_BATHROOM,
EAX_ENVIRONMENT_LIVINGROOM,
EAX_ENVIRONMENT_STONEROOM,
EAX_ENVIRONMENT_AUDITORIUM,
EAX_ENVIRONMENT_CONCERTHALL,
EAX_ENVIRONMENT_CAVE,
EAX_ENVIRONMENT_ARENA,
EAX_ENVIRONMENT_HANGAR,
EAX_ENVIRONMENT_CARPETEDHALLWAY,
EAX_ENVIRONMENT_HALLWAY,
EAX_ENVIRONMENT_STONECORRIDOR,
EAX_ENVIRONMENT_ALLEY,
EAX_ENVIRONMENT_FOREST,
EAX_ENVIRONMENT_CITY,
EAX_ENVIRONMENT_MOUNTAINS,
EAX_ENVIRONMENT_QUARRY,
EAX_ENVIRONMENT_PLAIN,
EAX_ENVIRONMENT_PARKINGLOT,
EAX_ENVIRONMENT_SEWERPIPE,
EAX_ENVIRONMENT_UNDERWATER,
EAX_ENVIRONMENT_DRUGGED,
EAX_ENVIRONMENT_DIZZY,
EAX_ENVIRONMENT_PSYCHOTIC,
EAX_ENVIRONMENT_COUNT // total number of environments
};
// EAX world preset types
enum
{
EAX_GENERIC,
EAX_ALL_STONE,
EAX_ARENA,
EAX_CITY_AND_SEWERS,
EAX_CITY_AND_ALLEYS,
EAX_FOREST,
EAX_PSYCHOTIC,
};
// ************************************************************************************************
// Skin defines
// -----------
// Indicates what skin Corvus has.
// When indicated on the model, each odd-numbered skin is the damaged version of the previous skin.
// ************************************************************************************************
// For code clarity
#define PLAGUE_NUM_LEVELS 3
#define DAMAGE_NUM_LEVELS 2
#define SKIN_DAMAGED 1
#define SKIN_PLAGUE1 (DAMAGE_NUM_LEVELS * 1)
#define SKIN_PLAGUE2 (DAMAGE_NUM_LEVELS * 2)
//#define SKIN_REFLECTION (DAMAGE_NUM_LEVELS * PLAGUE_NUM_LEVELS)
#define SKIN_REFLECTION (DAMAGE_NUM_LEVELS) // We don't maintain a skin for every plague level anymore.
#define SKIN_MAX (SKIN_REFLECTION + 1)
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#endif // QSHARED_H