jediacademy/codemp/game/q_shared.h
2013-04-04 17:35:38 -05:00

3055 lines
84 KiB
C++

// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
//NOTENOTE: Only change this to re-point ICARUS to a new script directory
#define Q3_SCRIPT_DIR "scripts"
#define MAX_TEAMNAME 32
#include "../qcommon/disablewarnings.h"
#include "teams.h" //npc team stuff
#define MAX_WORLD_COORD ( 64 * 1024 )
#define MIN_WORLD_COORD ( -64 * 1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
//Pointer safety utilities
#define VALID( a ) ( a != NULL )
#define VALIDATE( a ) ( assert( a ) )
#define VALIDATEV( a ) if ( a == NULL ) { assert(0); return; }
#define VALIDATEB( a ) if ( a == NULL ) { assert(0); return qfalse; }
#define VALIDATEP( a ) if ( a == NULL ) { assert(0); return NULL; }
#define VALIDSTRING( a ) ( ( a != 0 ) && ( a[0] != 0 ) )
/*
#define G2_EHNANCEMENTS
#ifdef G2_EHNANCEMENTS
//these two will probably explode if they're defined independant of one another.
//rww - RAGDOLL_BEGIN
#define JK2_RAGDOLL
//rww - RAGDOLL_END
//rww - Bone cache for multiplayer base.
#define MP_BONECACHE
#endif
*/
#ifndef FINAL_BUILD
#define G2_PERFORMANCE_ANALYSIS
#define _FULL_G2_LEAK_CHECKING
extern int g_Ghoul2Allocations;
extern int g_G2ServerAlloc;
extern int g_G2ClientAlloc;
extern int g_G2AllocServer;
#endif
/**********************************************************************
VM Considerations
The VM can not use the standard system headers because we aren't really
using the compiler they were meant for. We use bg_lib.h which contains
prototypes for the functions we define for our own use in bg_lib.c.
When writing mods, please add needed headers HERE, do not start including
stuff like <stdio.h> in the various .c files that make up each of the VMs
since you will be including system headers files can will have issues.
Remember, if you use a C library function that is not defined in bg_lib.c,
you will have to add your own version for support in the VM.
**********************************************************************/
#ifdef Q3_VM
#include "bg_lib.h"
#define assert(exp) ((void)0)
#define min(x,y) ((x)<(y)?(x):(y))
#define max(x,y) ((x)>(y)?(x):(y))
#else
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>
// Special min treatment for Xbox C++ version
#ifdef _XBOX
#define min(x,y) ((x)<(y)?(x):(y))
#define max(x,y) ((x)>(y)?(x):(y))
#define tvector(T) std::vector< T >
#define tdeque(T) std::deque< T >
#define tlist(T) std::list< T >
#define tslist(T) std::slist< T >
#define tset(T) std::set< T, std::less< T > >
#define tmultiset(T) std::multiset< T, std::less< T > >
#define tcset(T,C) std::set< T, C >
#define tcmultiset(T,C) std::multiset< T, C >
#define tmap(K,T) std::map< K, T, std::less< K > >
#define tmultimap(K,T) std::multimap< K, T, std::less< K > >
#define tcmap(K,T,C) std::map< K, T, C >
#define tcmultimap(K,T,C) std::multimap< K, T, C >
#endif
#endif
#ifdef _WIN32
//#pragma intrinsic( memset, memcpy )
#endif
// this is the define for determining if we have an asm version of a C function
#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__
#define id386 1
#else
#define id386 0
#endif
#if (defined(powerc) || defined(powerpc) || defined(ppc) || defined(__ppc) || defined(__ppc__)) && !defined(C_ONLY)
#define idppc 1
#else
#define idppc 0
#endif
// for windows fastcall option
#define QDECL
short ShortSwap (short l);
int LongSwap (int l);
float FloatSwap (const float *f);
//======================= WIN32 DEFINES =================================
#ifdef WIN32
#define MAC_STATIC
#undef QDECL
#define QDECL __cdecl
// buildstring will be incorporated into the version string
#ifdef NDEBUG
#ifdef _M_IX86
#define CPUSTRING "win-x86"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP"
#endif
#else
#ifdef _M_IX86
#define CPUSTRING "win-x86-debug"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP-debug"
#endif
#endif
#define ID_INLINE __inline
static ID_INLINE short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
static ID_INLINE int BigLong(int l) { return LongSwap(l); }
#define LittleLong
static ID_INLINE float BigFloat(const float *l) { FloatSwap(l); }
#define LittleFloat
#define PATH_SEP '\\'
#endif
//======================= MAC OS X DEFINES =====================
#if defined(MACOS_X)
#define MAC_STATIC
#define __cdecl
#define __declspec(x)
#define stricmp strcasecmp
#define ID_INLINE inline
#ifdef __ppc__
#define CPUSTRING "MacOSX-ppc"
#elif defined __i386__
#define CPUSTRING "MacOSX-i386"
#else
#define CPUSTRING "MacOSX-other"
#endif
#define PATH_SEP '/'
#define __rlwimi(out, in, shift, maskBegin, maskEnd) asm("rlwimi %0,%1,%2,%3,%4" : "=r" (out) : "r" (in), "i" (shift), "i" (maskBegin), "i" (maskEnd))
#define __dcbt(addr, offset) asm("dcbt %0,%1" : : "b" (addr), "r" (offset))
static inline unsigned int __lwbrx(register void *addr, register int offset) {
register unsigned int word;
asm("lwbrx %0,%2,%1" : "=r" (word) : "r" (addr), "b" (offset));
return word;
}
static inline unsigned short __lhbrx(register void *addr, register int offset) {
register unsigned short halfword;
asm("lhbrx %0,%2,%1" : "=r" (halfword) : "r" (addr), "b" (offset));
return halfword;
}
static inline float __fctiw(register float f) {
register float fi;
asm("fctiw %0,%1" : "=f" (fi) : "f" (f));
return fi;
}
#define BigShort
static inline short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
static inline int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
static inline float LittleFloat (const float l) { return FloatSwap(&l); }
#endif
//======================= MAC DEFINES =================================
#ifdef __MACOS__
#include <MacTypes.h>
#define MAC_STATIC
#define ID_INLINE inline
#define CPUSTRING "MacOS-PPC"
#define PATH_SEP ':'
void Sys_PumpEvents( void );
#define BigShort
static inline short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
static inline int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
static inline float LittleFloat (const float l) { return FloatSwap(&l); }
#endif
//======================= LINUX DEFINES =================================
// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
#ifdef __linux__
// bk001205 - from Makefile
#define stricmp strcasecmp
#define MAC_STATIC // bk: FIXME
#define ID_INLINE inline
#ifdef __i386__
#define CPUSTRING "linux-i386"
#elif defined __axp__
#define CPUSTRING "linux-alpha"
#else
#define CPUSTRING "linux-other"
#endif
#define PATH_SEP '/'
// bk001205 - try
#ifdef Q3_STATIC
#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED
#endif
#if !idppc
inline static short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
inline static int BigLong(int l) { return LongSwap(l); }
#define LittleLong
inline static float BigFloat(const float *l) { return FloatSwap(l); }
#define LittleFloat
#else
#define BigShort
inline static short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
inline static int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
inline static float LittleFloat (const float *l) { return FloatSwap(l); }
#endif
#endif
//======================= FreeBSD DEFINES =====================
#ifdef __FreeBSD__ // rb010123
#define stricmp strcasecmp
#define MAC_STATIC
#define ID_INLINE inline
#ifdef __i386__
#define CPUSTRING "freebsd-i386"
#elif defined __axp__
#define CPUSTRING "freebsd-alpha"
#else
#define CPUSTRING "freebsd-other"
#endif
#define PATH_SEP '/'
// bk010116 - omitted Q3STATIC (see Linux above), broken target
#if !idppc
static short BigShort( short l) { return ShortSwap(l); }
#define LittleShort
static int BigLong(int l) { LongSwap(l); }
#define LittleLong
static float BigFloat(const float *l) { FloatSwap(l); }
#define LittleFloat
#else
#define BigShort
static short LittleShort(short l) { return ShortSwap(l); }
#define BigLong
static int LittleLong (int l) { return LongSwap(l); }
#define BigFloat
static float LittleFloat (const float *l) { return FloatSwap(l); }
#endif
#endif
//=============================================================
//=============================================================
typedef unsigned char byte;
typedef unsigned short word;
typedef unsigned long ulong;
typedef enum {qfalse, qtrue} qboolean;
#ifdef _XBOX
#define qboolean int //don't want strict type checking on the qboolean
#endif
typedef int qhandle_t;
typedef int thandle_t; //rwwRMG - inserted
typedef int fxHandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
#ifndef NULL
#define NULL ((void *)0)
#endif
#define MAX_QINT 0x7fffffff
#define MIN_QINT (-MAX_QINT-1)
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#ifdef PATH_MAX
#define MAX_OSPATH PATH_MAX
#else
#define MAX_OSPATH 256 // max length of a filesystem pathname
#endif
#define MAX_NAME_LENGTH 32 // max length of a client name
#define MAX_SAY_TEXT 150
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
#define LS_STYLES_START 0
#define LS_NUM_STYLES 32
#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
#define LS_NUM_SWITCH 32
#if !defined MAX_LIGHT_STYLES
#define MAX_LIGHT_STYLES 64
#endif
//For system-wide prints
enum WL_e {
WL_ERROR=1,
WL_WARNING,
WL_VERBOSE,
WL_DEBUG
};
extern float forceSpeedLevels[4];
// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
PRINT_ALL,
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING,
PRINT_ERROR
} printParm_t;
#ifdef ERR_FATAL
#undef ERR_FATAL // this is be defined in malloc.h
#endif
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_SERVERDISCONNECT, // don't kill server
ERR_DISCONNECT, // client disconnected from the server
ERR_NEED_CD // pop up the need-cd dialog
} errorParm_t;
// font rendering values used by ui and cgame
/*#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 8
#define PROP_HEIGHT 27
#define PROP_SMALL_SIZE_SCALE 0.75*/
#define PROP_GAP_WIDTH 2
//#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 4
#define PROP_HEIGHT 16
#define PROP_TINY_SIZE_SCALE 1
#define PROP_SMALL_SIZE_SCALE 1
#define PROP_BIG_SIZE_SCALE 1
#define PROP_GIANT_SIZE_SCALE 2
#define PROP_TINY_HEIGHT 10
#define PROP_GAP_TINY_WIDTH 1
#define PROP_SPACE_TINY_WIDTH 3
#define PROP_BIG_HEIGHT 24
#define PROP_GAP_BIG_WIDTH 3
#define PROP_SPACE_BIG_WIDTH 6
#define BLINK_DIVISOR 200
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
//#define UI_GIANTFONT 0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
#if defined(_DEBUG) && !defined(BSPC) && !defined(_XBOX)
#define HUNK_DEBUG
#endif
typedef enum {
h_high,
h_low,
h_dontcare
} ha_pref;
void *Hunk_Alloc( int size, ha_pref preference );
void Com_Memset (void* dest, const int val, const size_t count);
void Com_Memcpy (void* dest, const void* src, const size_t count);
#define CIN_system 1
#define CIN_loop 2
#define CIN_hold 4
#define CIN_silent 8
#define CIN_shader 16
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
//rwwRMG - new vec types
typedef vec3_t vec3pair_t[2];
typedef int ivec3_t[3];
typedef int ivec4_t[4];
typedef int ivec5_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
#endif
typedef enum {
BLK_NO,
BLK_TIGHT, // Block only attacks and shots around the saber itself, a bbox of around 12x12x12
BLK_WIDE // Block all attacks in an area around the player in a rough arc of 180 degrees
} saberBlockType_t;
typedef enum {
BLOCKED_NONE,
BLOCKED_BOUNCE_MOVE,
BLOCKED_PARRY_BROKEN,
BLOCKED_ATK_BOUNCE,
BLOCKED_UPPER_RIGHT,
BLOCKED_UPPER_LEFT,
BLOCKED_LOWER_RIGHT,
BLOCKED_LOWER_LEFT,
BLOCKED_TOP,
BLOCKED_UPPER_RIGHT_PROJ,
BLOCKED_UPPER_LEFT_PROJ,
BLOCKED_LOWER_RIGHT_PROJ,
BLOCKED_LOWER_LEFT_PROJ,
BLOCKED_TOP_PROJ
} saberBlockedType_t;
typedef enum
{
SABER_RED,
SABER_ORANGE,
SABER_YELLOW,
SABER_GREEN,
SABER_BLUE,
SABER_PURPLE,
NUM_SABER_COLORS
};
typedef int saber_colors_t;
typedef enum
{
FP_FIRST = 0,//marker
FP_HEAL = 0,//instant
FP_LEVITATION,//hold/duration
FP_SPEED,//duration
FP_PUSH,//hold/duration
FP_PULL,//hold/duration
FP_TELEPATHY,//instant
FP_GRIP,//hold/duration
FP_LIGHTNING,//hold/duration
FP_RAGE,//duration
FP_PROTECT,
FP_ABSORB,
FP_TEAM_HEAL,
FP_TEAM_FORCE,
FP_DRAIN,
FP_SEE,
FP_SABER_OFFENSE,
FP_SABER_DEFENSE,
FP_SABERTHROW,
NUM_FORCE_POWERS
};
typedef int forcePowers_t;
typedef enum
{
SABER_NONE = 0,
SABER_SINGLE,
SABER_STAFF,
SABER_DAGGER,
SABER_BROAD,
SABER_PRONG,
SABER_ARC,
SABER_SAI,
SABER_CLAW,
SABER_LANCE,
SABER_STAR,
SABER_TRIDENT,
SABER_SITH_SWORD,
NUM_SABERS
} saberType_t;
typedef struct
{
// Actual trail stuff
int inAction; // controls whether should we even consider starting one
int duration; // how long each trail seg stays in existence
int lastTime; // time a saber segement was last stored
vec3_t base;
vec3_t tip;
vec3_t dualbase;
vec3_t dualtip;
// Marks stuff
qboolean haveOldPos[2];
vec3_t oldPos[2];
vec3_t oldNormal[2]; // store this in case we don't have a connect-the-dots situation
// ..then we'll need the normal to project a mark blob onto the impact point
} saberTrail_t;
typedef struct
{
qboolean active;
saber_colors_t color;
float radius;
float length;
float lengthMax;
float lengthOld;
float desiredLength;
vec3_t muzzlePoint;
vec3_t muzzlePointOld;
vec3_t muzzleDir;
vec3_t muzzleDirOld;
saberTrail_t trail;
int hitWallDebounceTime;
int storageTime;
int extendDebounce;
} bladeInfo_t;
#define MAX_BLADES 8
typedef enum
{
SS_NONE = 0,
SS_FAST,
SS_MEDIUM,
SS_STRONG,
SS_DESANN,
SS_TAVION,
SS_DUAL,
SS_STAFF,
SS_NUM_SABER_STYLES
} saber_styles_t;
typedef struct
{
char name[64]; //entry in sabers.cfg, if any
char fullName[64]; //the "Proper Name" of the saber, shown in UI
saberType_t type; //none, single or staff
char model[MAX_QPATH]; //hilt model
qhandle_t skin; //registered skin id
int soundOn; //game soundindex for turning on sound
int soundLoop; //game soundindex for hum/loop sound
int soundOff; //game soundindex for turning off sound
int numBlades;
bladeInfo_t blade[MAX_BLADES]; //blade info - like length, trail, origin, dir, etc.
saber_styles_t style; //locked style to use, if any
int maxChain; //how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior)
qboolean lockable; //can get into a saberlock
qboolean throwable; //whether or not this saber can be thrown - FIXME: maybe make this a max level of force saber throw that can be used with this saber?
qboolean disarmable; //whether or not this saber can be dropped
qboolean activeBlocking; //whether or not to try to block incoming shots with this saber
qboolean twoHanded; //uses both hands
int forceRestrictions; //force powers that cannot be used while this saber is on (bitfield) - FIXME: maybe make this a limit on the max level, per force power, that can be used with this type?
int lockBonus; //in saberlocks, this type of saber pushes harder or weaker
int parryBonus; //added to strength of parry with this saber
int breakParryBonus; //added to strength when hit a parry
int disarmBonus; //added to disarm chance when win saberlock or have a good parry (knockaway)
saber_styles_t singleBladeStyle; //makes it so that you use a different style if you only have the first blade active
qboolean singleBladeThrowable; //makes it so that you can throw this saber if only the first blade is on
qboolean returnDamage;
} saberInfo_t;
#define MAX_SABERS 2
typedef enum
{
FORCE_LEVEL_0,
FORCE_LEVEL_1,
FORCE_LEVEL_2,
FORCE_LEVEL_3,
NUM_FORCE_POWER_LEVELS
};
#define FORCE_LEVEL_4 (FORCE_LEVEL_3+1)
#define FORCE_LEVEL_5 (FORCE_LEVEL_4+1)
//rww - a C-ified structure version of the class which fires off callbacks and gives arguments to update ragdoll status.
enum sharedERagPhase
{
RP_START_DEATH_ANIM,
RP_END_DEATH_ANIM,
RP_DEATH_COLLISION,
RP_CORPSE_SHOT,
RP_GET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset
RP_SET_PELVIS_OFFSET, // this actually does nothing but set the pelvisAnglesOffset, and pelvisPositionOffset
RP_DISABLE_EFFECTORS // this removes effectors given by the effectorsToTurnOff member
};
enum sharedERagEffector
{
RE_MODEL_ROOT= 0x00000001, //"model_root"
RE_PELVIS= 0x00000002, //"pelvis"
RE_LOWER_LUMBAR= 0x00000004, //"lower_lumbar"
RE_UPPER_LUMBAR= 0x00000008, //"upper_lumbar"
RE_THORACIC= 0x00000010, //"thoracic"
RE_CRANIUM= 0x00000020, //"cranium"
RE_RHUMEROUS= 0x00000040, //"rhumerus"
RE_LHUMEROUS= 0x00000080, //"lhumerus"
RE_RRADIUS= 0x00000100, //"rradius"
RE_LRADIUS= 0x00000200, //"lradius"
RE_RFEMURYZ= 0x00000400, //"rfemurYZ"
RE_LFEMURYZ= 0x00000800, //"lfemurYZ"
RE_RTIBIA= 0x00001000, //"rtibia"
RE_LTIBIA= 0x00002000, //"ltibia"
RE_RHAND= 0x00004000, //"rhand"
RE_LHAND= 0x00008000, //"lhand"
RE_RTARSAL= 0x00010000, //"rtarsal"
RE_LTARSAL= 0x00020000, //"ltarsal"
RE_RTALUS= 0x00040000, //"rtalus"
RE_LTALUS= 0x00080000, //"ltalus"
RE_RRADIUSX= 0x00100000, //"rradiusX"
RE_LRADIUSX= 0x00200000, //"lradiusX"
RE_RFEMURX= 0x00400000, //"rfemurX"
RE_LFEMURX= 0x00800000, //"lfemurX"
RE_CEYEBROW= 0x01000000 //"ceyebrow"
};
typedef struct
{
vec3_t angles;
vec3_t position;
vec3_t scale;
vec3_t pelvisAnglesOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET
vec3_t pelvisPositionOffset; // always set on return, an argument for RP_SET_PELVIS_OFFSET
float fImpactStrength; //should be applicable when RagPhase is RP_DEATH_COLLISION
float fShotStrength; //should be applicable for setting velocity of corpse on shot (probably only on RP_CORPSE_SHOT)
int me; //index of entity giving this update
//rww - we have convenient animation/frame access in the game, so just send this info over from there.
int startFrame;
int endFrame;
int collisionType; // 1 = from a fall, 0 from effectors, this will be going away soon, hence no enum
qboolean CallRagDollBegin; // a return value, means that we are now begininng ragdoll and the NPC stuff needs to happen
int RagPhase;
// effector control, used for RP_DISABLE_EFFECTORS call
int effectorsToTurnOff; // set this to an | of the above flags for a RP_DISABLE_EFFECTORS
} sharedRagDollParams_t;
//And one for updating during model animation.
typedef struct
{
vec3_t angles;
vec3_t position;
vec3_t scale;
vec3_t velocity;
int me;
int settleFrame;
} sharedRagDollUpdateParams_t;
//rww - update parms for ik bone stuff
typedef struct
{
char boneName[512]; //name of bone
vec3_t desiredOrigin; //world coordinate that this bone should be attempting to reach
vec3_t origin; //world coordinate of the entity who owns the g2 instance that owns the bone
float movementSpeed; //how fast the bone should move toward the destination
} sharedIKMoveParams_t;
typedef struct
{
vec3_t pcjMins; //ik joint limit
vec3_t pcjMaxs; //ik joint limit
vec3_t origin; //origin of caller
vec3_t angles; //angles of caller
vec3_t scale; //scale of caller
float radius; //bone rad
int blendTime; //bone blend time
int pcjOverrides; //override ik bone flags
int startFrame; //base pose start
int endFrame; //base pose end
qboolean forceAnimOnBone; //normally if the bone has specified start/end frames already it will leave it alone.. if this is true, then the animation will be restarted on the bone with the specified frames anyway.
} sharedSetBoneIKStateParams_t;
enum sharedEIKMoveState
{
IKS_NONE = 0,
IKS_DYNAMIC
};
//material stuff needs to be shared
typedef enum //# material_e
{
MAT_METAL = 0, // scorched blue-grey metal
MAT_GLASS, // not a real chunk type, just plays an effect with glass sprites
MAT_ELECTRICAL, // sparks only
MAT_ELEC_METAL, // sparks/electrical type metal
MAT_DRK_STONE, // brown
MAT_LT_STONE, // tan
MAT_GLASS_METAL,// glass sprites and METAl chunk
MAT_METAL2, // electrical metal type
MAT_NONE, // no chunks
MAT_GREY_STONE, // grey
MAT_METAL3, // METAL and METAL2 chunks
MAT_CRATE1, // yellow multi-colored crate chunks
MAT_GRATE1, // grate chunks
MAT_ROPE, // for yavin trial...no chunks, just wispy bits
MAT_CRATE2, // read multi-colored crate chunks
MAT_WHITE_METAL,// white angular chunks
MAT_SNOWY_ROCK, // gray & brown chunks
NUM_MATERIALS
};
typedef int material_t;
//rww - bot stuff that needs to be shared
#define MAX_WPARRAY_SIZE 4096
#define MAX_NEIGHBOR_SIZE 32
#define MAX_NEIGHBOR_LINK_DISTANCE 128
#define MAX_NEIGHBOR_FORCEJUMP_LINK_DISTANCE 400
#define DEFAULT_GRID_SPACING 400
typedef struct wpneighbor_s
{
int num;
int forceJumpTo;
} wpneighbor_t;
typedef struct wpobject_s
{
vec3_t origin;
int inuse;
int index;
float weight;
float disttonext;
int flags;
int associated_entity;
int forceJumpTo;
int neighbornum;
wpneighbor_t neighbors[MAX_NEIGHBOR_SIZE];
} wpobject_t;
#define NUMVERTEXNORMALS 162
extern vec3_t bytedirs[NUMVERTEXNORMALS];
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
typedef enum
{
CT_NONE,
CT_BLACK,
CT_RED,
CT_GREEN,
CT_BLUE,
CT_YELLOW,
CT_MAGENTA,
CT_CYAN,
CT_WHITE,
CT_LTGREY,
CT_MDGREY,
CT_DKGREY,
CT_DKGREY2,
CT_VLTORANGE,
CT_LTORANGE,
CT_DKORANGE,
CT_VDKORANGE,
CT_VLTBLUE1,
CT_LTBLUE1,
CT_DKBLUE1,
CT_VDKBLUE1,
CT_VLTBLUE2,
CT_LTBLUE2,
CT_DKBLUE2,
CT_VDKBLUE2,
CT_VLTBROWN1,
CT_LTBROWN1,
CT_DKBROWN1,
CT_VDKBROWN1,
CT_VLTGOLD1,
CT_LTGOLD1,
CT_DKGOLD1,
CT_VDKGOLD1,
CT_VLTPURPLE1,
CT_LTPURPLE1,
CT_DKPURPLE1,
CT_VDKPURPLE1,
CT_VLTPURPLE2,
CT_LTPURPLE2,
CT_DKPURPLE2,
CT_VDKPURPLE2,
CT_VLTPURPLE3,
CT_LTPURPLE3,
CT_DKPURPLE3,
CT_VDKPURPLE3,
CT_VLTRED1,
CT_LTRED1,
CT_DKRED1,
CT_VDKRED1,
CT_VDKRED,
CT_DKRED,
CT_VLTAQUA,
CT_LTAQUA,
CT_DKAQUA,
CT_VDKAQUA,
CT_LTPINK,
CT_DKPINK,
CT_LTCYAN,
CT_DKCYAN,
CT_LTBLUE3,
CT_BLUE3,
CT_DKBLUE3,
CT_HUD_GREEN,
CT_HUD_RED,
CT_ICON_BLUE,
CT_NO_AMMO_RED,
CT_HUD_ORANGE,
CT_MAX
} ct_table_t;
extern vec4_t colorTable[CT_MAX];
extern vec4_t colorBlack;
extern vec4_t colorRed;
extern vec4_t colorGreen;
extern vec4_t colorBlue;
extern vec4_t colorYellow;
extern vec4_t colorMagenta;
extern vec4_t colorCyan;
extern vec4_t colorWhite;
extern vec4_t colorLtGrey;
extern vec4_t colorMdGrey;
extern vec4_t colorDkGrey;
extern vec4_t colorLtBlue;
extern vec4_t colorDkBlue;
#define Q_COLOR_ESCAPE '^'
// you MUST have the last bit on here about colour strings being less than 7 or taiwanese strings register as colour!!!!
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE && *((p)+1) <= '7' && *((p)+1) >= '0' )
#define COLOR_BLACK '0'
#define COLOR_RED '1'
#define COLOR_GREEN '2'
#define COLOR_YELLOW '3'
#define COLOR_BLUE '4'
#define COLOR_CYAN '5'
#define COLOR_MAGENTA '6'
#define COLOR_WHITE '7'
#define ColorIndex(c) ( ( (c) - '0' ) & 7 )
#define S_COLOR_BLACK "^0"
#define S_COLOR_RED "^1"
#define S_COLOR_GREEN "^2"
#define S_COLOR_YELLOW "^3"
#define S_COLOR_BLUE "^4"
#define S_COLOR_CYAN "^5"
#define S_COLOR_MAGENTA "^6"
#define S_COLOR_WHITE "^7"
extern vec4_t g_color_table[8];
#define MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b
#define MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a
#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
struct cplane_s;
extern vec3_t vec3_origin;
extern vec3_t axisDefault[3];
#define nanmask (255<<23)
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#ifdef _XBOX
inline void Q_CastShort2Float(float *f, const short *s)
{
*f = ((float)*s);
}
inline void Q_CastUShort2Float(float *f, const unsigned short *s)
{
*f = ((float)*s);
}
inline void Q_CastShort2FloatScale(float *f, const short *s, float scale)
{
*f = ((float)*s) * scale;
}
inline void Q_CastUShort2FloatScale(float *f, const unsigned short *s, float scale)
{
*f = ((float)*s) * scale;
}
#endif // _XBOX
#if idppc
static inline float Q_rsqrt( float number ) {
float x = 0.5f * number;
float y;
#ifdef __GNUC__
asm("frsqrte %0,%1" : "=f" (y) : "f" (number));
#else
y = __frsqrte( number );
#endif
return y * (1.5f - (x * y * y));
}
#ifdef __GNUC__
static inline float Q_fabs(float x) {
float abs_x;
asm("fabs %0,%1" : "=f" (abs_x) : "f" (x));
return abs_x;
}
#else
#define Q_fabs __fabsf
#endif
#else
float Q_fabs( float f );
float Q_rsqrt( float f ); // reciprocal square root
#endif
#define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) )
signed char ClampChar( int i );
signed short ClampShort( int i );
float powf ( float x, int y );
// this isn't a real cheap function to call!
int DirToByte( vec3_t dir );
void ByteToDir( int b, vec3_t dir );
#ifdef _XBOX
// SSE Vectorized math functions
inline vec_t DotProduct( const vec3_t v1, const vec3_t v2 ) {
#if defined (_XBOX) /// use xbox stuff
float res;
__asm {
mov edx, v1
movss xmm1, [edx]
movhps xmm1, [edx+4]
mov edx, v2
movss xmm2, [edx]
movhps xmm2, [edx+4]
mulps xmm1, xmm2
movaps xmm0, xmm1
shufps xmm0, xmm0, 32h
addps xmm1, xmm0
shufps xmm0, xmm0, 32h
addps xmm1, xmm0
movss [res], xmm1
}
return res;
#else
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
#endif
}
inline void VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t o ) {
#ifdef _XBOX
__asm {
mov ecx, veca
movss xmm0, [ecx]
movhps xmm0, [ecx+4]
mov edx, vecb
movss xmm1, [edx]
movhps xmm1, [edx+4]
subps xmm0, xmm1
mov eax, o
movss [eax], xmm0
movhps [eax+4], xmm0
}
#else
o[0] = veca[0]-vecb[0];
o[1] = veca[1]-vecb[1];
o[2] = veca[2]-vecb[2];
#endif
}
inline void VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t o ) {
#ifdef _XBOX
__asm {
mov ecx, veca
movss xmm0, [ecx]
movhps xmm0, [ecx+4]
mov edx, vecb
movss xmm1, [edx]
movhps xmm1, [edx+4]
addps xmm0, xmm1
mov eax, o
movss [eax], xmm0
movhps [eax+4], xmm0
}
#else
o[0] = veca[0]+vecb[0];
o[1] = veca[1]+vecb[1];
o[2] = veca[2]+vecb[2];
#endif
}
inline void VectorScale( const vec3_t i, vec_t scale, vec3_t o ) {
#ifdef _XBOX
__asm {
movss xmm0, scale
shufps xmm0, xmm0, 0h
mov edx, i
movss xmm1, [edx]
movhps xmm1, [edx+4]
mulps xmm0, xmm1
mov eax, o
movss [eax], xmm0
movhps [eax+4], xmm0
}
#else
o[0] = i[0]*scale;
o[1] = i[1]*scale;
o[2] = i[2]*scale;
#endif
}
#endif // _XBOX
#if 1
//rwwRMG - added math defines
#define minimum(x,y) ((x)<(y)?(x):(y))
#define maximum(x,y) ((x)>(y)?(x):(y))
#ifndef _XBOX // Done above to use SSE
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
#define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
#define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
#endif
#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s))
#define VectorInc(v) ((v)[0] += 1.0f,(v)[1] += 1.0f,(v)[2] +=1.0f)
#define VectorDec(v) ((v)[0] -= 1.0f,(v)[1] -= 1.0f,(v)[2] -=1.0f)
#define VectorInverseScaleVector(a,b,c) ((c)[0]=(a)[0]/(b)[0],(c)[1]=(a)[1]/(b)[1],(c)[2]=(a)[2]/(b)[2])
#define VectorScaleVectorAdd(c,a,b,o) ((o)[0]=(c)[0]+((a)[0]*(b)[0]),(o)[1]=(c)[1]+((a)[1]*(b)[1]),(o)[2]=(c)[2]+((a)[2]*(b)[2]))
#define VectorAdvance(a,s,b,c) (((c)[0]=(a)[0] + s * ((b)[0] - (a)[0])),((c)[1]=(a)[1] + s * ((b)[1] - (a)[1])),((c)[2]=(a)[2] + s * ((b)[2] - (a)[2])))
#define VectorAverage(a,b,c) (((c)[0]=((a)[0]+(b)[0])*0.5f),((c)[1]=((a)[1]+(b)[1])*0.5f),((c)[2]=((a)[2]+(b)[2])*0.5f))
#define VectorScaleVector(a,b,c) (((c)[0]=(a)[0]*(b)[0]),((c)[1]=(a)[1]*(b)[1]),((c)[2]=(a)[2]*(b)[2]))
#else
#define DotProduct(x,y) _DotProduct(x,y)
#define VectorSubtract(a,b,c) _VectorSubtract(a,b,c)
#define VectorAdd(a,b,c) _VectorAdd(a,b,c)
#define VectorCopy(a,b) _VectorCopy(a,b)
#define VectorScale(v, s, o) _VectorScale(v,s,o)
#define VectorMA(v, s, b, o) _VectorMA(v,s,b,o)
#endif
#ifdef __LCC__
#ifdef VectorCopy
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
float v[3];
} vec3struct_t;
#define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a;
#define ID_INLINE static
#endif
#endif
#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
#define VectorSet5(v,x,y,z,a,b) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z), (v)[3]=(a), (v)[4]=(b)) //rwwRMG - added
#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#ifndef __linux2__
#ifndef __LCC__
//pitiful attempt to reduce _ftol2 calls -rww
static ID_INLINE void SnapVector( float *v )
{
static int i;
static float f;
f = *v;
__asm fld f;
__asm fistp i;
*v = i;
v++;
f = *v;
__asm fld f;
__asm fistp i;
*v = i;
v++;
f = *v;
__asm fld f;
__asm fistp i;
*v = i;
}
#else
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
#endif
#endif // __linux__
// just in case you do't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorCopy( const vec3_t in, vec3_t out );
void _VectorScale( const vec3_t in, float scale, vec3_t out );
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc );
unsigned ColorBytes3 (float r, float g, float b);
unsigned ColorBytes4 (float r, float g, float b, float a);
float NormalizeColor( const vec3_t in, vec3_t out );
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ClearBounds( vec3_t mins, vec3_t maxs );
vec_t DistanceHorizontal( const vec3_t p1, const vec3_t p2 );
vec_t DistanceHorizontalSquared( const vec3_t p1, const vec3_t p2 );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
#ifndef __LCC__
static ID_INLINE int VectorCompare( const vec3_t v1, const vec3_t v2 ) {
if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) {
return 0;
}
return 1;
}
static ID_INLINE vec_t VectorLength( const vec3_t v ) {
#ifdef _XBOX
float res;
__asm {
mov edx, v
movss xmm1, [edx]
movhps xmm1, [edx+4]
movaps xmm2, xmm1
mulps xmm1, xmm2
movaps xmm0, xmm1
shufps xmm0, xmm0, 32h
addps xmm1, xmm0
shufps xmm0, xmm0, 32h
addps xmm1, xmm0
sqrtss xmm1, xmm1
movss [res], xmm1
}
return res;
#else
return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
#endif
}
static ID_INLINE vec_t VectorLengthSquared( const vec3_t v ) {
#ifdef _XBOX
float res;
__asm {
mov edx, v
movss xmm1, [edx]
movhps xmm1, [edx+4]
movaps xmm2, xmm1
mulps xmm1, xmm2
movaps xmm0, xmm1
shufps xmm0, xmm0, 32h
addps xmm1, xmm0
shufps xmm0, xmm0, 32h
addps xmm1, xmm0
movss [res], xmm1
}
return res;
#else
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
#endif
}
static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) {
vec3_t v;
VectorSubtract (p2, p1, v);
return VectorLength( v );
}
static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) {
vec3_t v;
VectorSubtract (p2, p1, v);
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
// fast vector normalize routine that does not check to make sure
// that length != 0, nor does it return length, uses rsqrt approximation
static ID_INLINE void VectorNormalizeFast( vec3_t v )
{
float ilength;
ilength = Q_rsqrt( DotProduct( v, v ) );
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
static ID_INLINE void VectorInverse( vec3_t v ){
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) {
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
#else
int VectorCompare( const vec3_t v1, const vec3_t v2 );
vec_t VectorLength( const vec3_t v );
vec_t VectorLengthSquared( const vec3_t v );
vec_t Distance( const vec3_t p1, const vec3_t p2 );
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
void VectorNormalizeFast( vec3_t v );
void VectorInverse( vec3_t v );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
#endif
vec_t VectorNormalize (vec3_t v); // returns vector length
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
int Q_log2(int val);
float Q_acos(float c);
float Q_asin(float c);
int Q_rand( int *seed );
float Q_random( int *seed );
float Q_crandom( int *seed );
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))
void vectoangles( const vec3_t value1, vec3_t angles);
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
void AxisClear( vec3_t axis[3] );
void AxisCopy( vec3_t in[3], vec3_t out[3] );
void SetPlaneSignbits( struct cplane_s *out );
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
double fmod( double x, double y );
float AngleMod(float a);
float LerpAngle (float from, float to, float frac);
float AngleSubtract( float a1, float a2 );
void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
float AngleNormalize360 ( float angle );
float AngleNormalize180 ( float angle );
float AngleDelta ( float angle1, float angle2 );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this
//int PlaneTypeForNormal (vec3_t normal);
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );
void NormalToLatLong( const vec3_t normal, byte bytes[2] ); //rwwRMG - added
//=============================================
int Com_Clampi( int min, int max, int value ); //rwwRMG - added
float Com_Clamp( float min, float max, float value );
char *COM_SkipPath( char *pathname );
void COM_StripExtension( const char *in, char *out );
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
void COM_BeginParseSession( const char *name );
int COM_GetCurrentParseLine( void );
const char *SkipWhitespace( const char *data, qboolean *hasNewLines );
char *COM_Parse( const char **data_p );
char *COM_ParseExt( const char **data_p, qboolean allowLineBreak );
int COM_Compress( char *data_p );
void COM_ParseError( char *format, ... );
void COM_ParseWarning( char *format, ... );
qboolean COM_ParseString( const char **data, const char **s );
qboolean COM_ParseInt( const char **data, int *i );
qboolean COM_ParseFloat( const char **data, float *f );
qboolean COM_ParseVec4( const char **buffer, vec4_t *c);
//int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );
#define MAX_TOKENLENGTH 1024
#ifndef TT_STRING
//token types
#define TT_STRING 1 // string
#define TT_LITERAL 2 // literal
#define TT_NUMBER 3 // number
#define TT_NAME 4 // name
#define TT_PUNCTUATION 5 // punctuation
#endif
typedef struct pc_token_s
{
int type;
int subtype;
int intvalue;
float floatvalue;
char string[MAX_TOKENLENGTH];
} pc_token_t;
// data is an in/out parm, returns a parsed out token
void COM_MatchToken( const char**buf_p, char *match );
void SkipBracedSection (const char **program);
void SkipRestOfLine ( const char **data );
void Parse1DMatrix (const char **buf_p, int x, float *m);
void Parse2DMatrix (const char **buf_p, int y, int x, float *m);
void Parse3DMatrix (const char **buf_p, int z, int y, int x, float *m);
void QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
//=============================================
int Q_isprint( int c );
int Q_islower( int c );
int Q_isupper( int c );
int Q_isalpha( int c );
// portable case insensitive compare
int Q_stricmp (const char *s1, const char *s2);
int Q_strncmp (const char *s1, const char *s2, int n);
int Q_stricmpn (const char *s1, const char *s2, int n);
char *Q_strlwr( char *s1 );
char *Q_strupr( char *s1 );
char *Q_strrchr( const char* string, int c );
// buffer size safe library replacements
void Q_strncpyz( char *dest, const char *src, int destsize );
void Q_strcat( char *dest, int size, const char *src );
// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );
//=============================================
// 64-bit integers for global rankings interface
// implemented as a struct for qvm compatibility
typedef struct
{
byte b0;
byte b1;
byte b2;
byte b3;
byte b4;
byte b5;
byte b6;
byte b7;
} qint64;
//=============================================
/*
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
qint64 BigLong64 (qint64 l);
qint64 LittleLong64 (qint64 l);
float BigFloat (const float *l);
float LittleFloat (const float *l);
void Swap_Init (void);
*/
char * QDECL va(const char *format, ...);
//=============================================
//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_RemoveKey_big( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char *key, char *value );
// this is only here so the functions in q_shared.c and bg_*.c can link
void QDECL Com_Error( int level, const char *error, ... );
void QDECL Com_Printf( const char *msg, ... );
/*
==========================================================
CVARS (console variables)
Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/
#define CVAR_ARCHIVE 0x00000001 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
#define CVAR_USERINFO 0x00000002 // sent to server on connect or change
#define CVAR_SERVERINFO 0x00000004 // sent in response to front end requests
#define CVAR_SYSTEMINFO 0x00000008 // these cvars will be duplicated on all clients
#define CVAR_INIT 0x00000010 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 0x00000020 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
// without proper initialization. modified
// will be set, even though the value hasn't
// changed yet
#define CVAR_ROM 0x00000040 // display only, cannot be set by user at all (can be set by code)
#define CVAR_USER_CREATED 0x00000080 // created by a set command
#define CVAR_TEMP 0x00000100 // can be set even when cheats are disabled, but is not archived
#define CVAR_CHEAT 0x00000200 // can not be changed if cheats are disabled
#define CVAR_NORESTART 0x00000400 // do not clear when a cvar_restart is issued
#define CVAR_INTERNAL 0x00000800 // cvar won't be displayed, ever (for passwords and such)
#define CVAR_PARENTAL 0x00001000 // lets cvar system know that parental stuff needs to be updated
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
char *name;
char *string;
char *resetString; // cvar_restart will reset to this value
char *latchedString; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
int modificationCount; // incremented each time the cvar is changed
float value; // atof( string )
int integer; // atoi( string )
struct cvar_s *next;
struct cvar_s *hashNext;
} cvar_t;
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "surfaceflags.h" // shared with the q3map utility
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
/*
=================
PlaneTypeForNormal
=================
*/
#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) )
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s {
vec3_t normal;
float dist;
byte type; // for fast side tests: 0,1,2 = axial, 3 = nonaxial
byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
byte pad[2];
} cplane_t;
/*
Ghoul2 Insert Start
*/
typedef struct
{
float mDistance;
int mEntityNum;
int mModelIndex;
int mPolyIndex;
int mSurfaceIndex;
vec3_t mCollisionPosition;
vec3_t mCollisionNormal;
int mFlags;
int mMaterial;
int mLocation;
float mBarycentricI; // two barycentic coodinates for the hit point
float mBarycentricJ; // K = 1-I-J
}CollisionRecord_t;
#define MAX_G2_COLLISIONS 16
typedef CollisionRecord_t G2Trace_t[MAX_G2_COLLISIONS]; // map that describes all of the parts of ghoul2 models that got hit
/*
Ghoul2 Insert End
*/
// a trace is returned when a box is swept through the world
typedef struct {
byte allsolid; // if true, plane is not valid
byte startsolid; // if true, the initial point was in a solid area
short entityNum; // entity the contacted sirface is a part of
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact, transformed to world space
int surfaceFlags; // surface hit
int contents; // contents on other side of surface hit
/*
Ghoul2 Insert Start
*/
//rww - removed this for now, it's just wasting space in the trace structure.
// CollisionRecord_t G2CollisionMap[MAX_G2_COLLISIONS]; // map that describes all of the parts of ghoul2 models that got hit
/*
Ghoul2 Insert End
*/
} trace_t;
// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD
// markfragments are returned by CM_MarkFragments()
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
typedef struct {
vec3_t origin;
vec3_t axis[3];
} orientation_t;
//=====================================================================
// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE 0x0001
#define KEYCATCH_UI 0x0002
#define KEYCATCH_MESSAGE 0x0004
#define KEYCATCH_CGAME 0x0008
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum {
CHAN_AUTO, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # Auto-picks an empty channel to play sound on
CHAN_LOCAL, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # menu sounds, etc
CHAN_WEAPON,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
CHAN_VOICE, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Voice sounds cause mouth animation
CHAN_VOICE_ATTEN, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation but still use normal sound falloff
CHAN_ITEM, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
CHAN_BODY, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3"
CHAN_AMBIENT,//## %s !!"W:\game\base\!!sound\*.wav;*.mp3" # added for ambient sounds
CHAN_LOCAL_SOUND, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #chat messages, etc
CHAN_ANNOUNCER, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #announcer voices, etc
CHAN_LESS_ATTEN, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #attenuates similar to chan_voice, but uses empty channel auto-pick behaviour
CHAN_MENU1, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #menu stuff, etc
CHAN_VOICE_GLOBAL, //## %s !!"W:\game\base\!!sound\voice\*.wav;*.mp3" # Causes mouth animation and is broadcast, like announcer
CHAN_MUSIC, //## %s !!"W:\game\base\!!sound\*.wav;*.mp3" #music played as a looping sound - added by BTO (VV)
};
typedef int soundChannel_t;
/*
========================================================================
ELEMENTS COMMUNICATED ACROSS THE NET
========================================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
//
// per-level limits
//
#ifdef _XBOX
#define MAX_CLIENTS 16
#else
#define MAX_CLIENTS 32 // absolute limit
#endif
#define MAX_RADAR_ENTITIES MAX_GENTITIES
#define MAX_TERRAINS 1//32 //rwwRMG: inserted
#define MAX_LOCATIONS 64
#ifdef _XBOX
#define GENTITYNUM_BITS 9 // don't need to send any more
#else
#define GENTITYNUM_BITS 10 // don't need to send any more
#endif
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
//I am reverting. I guess. For now.
/*
#define GENTITYNUM_BITS 11
//rww - I am raising this 1 bit. SP actually has room for 1024 ents - none - world - 1 client.
//Which means 1021 useable entities. However we have 32 clients.. so if we keep our limit
//at 1024 we are not going to be able to load any SP levels at the edge of the ent limit.
#define MAX_GENTITIES (1024+(MAX_CLIENTS-1))
//rww - we do have enough room to send over 2048 ents now. However, I cannot live with the guilt of
//actually increasing the entity limit to 2048 (as it would slow down countless things, and
//there are tons of ent list traversals all over the place). So I am merely going to give enough
//to compensate for our larger maxclients.
*/
// entitynums are communicated with GENTITY_BITS, so any reserved
// values thatare going to be communcated over the net need to
// also be in this range
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
// these are also in be_aas_def.h - argh (rjr)
#define MAX_MODELS 512 // these are sent over the net as -12 bits
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_ICONS 64 // max registered icons you can have per map
#define MAX_FX 64 // max effects strings, I'm hoping that 64 will be plenty
#define MAX_SUB_BSP 32 //rwwRMG - added
/*
Ghoul2 Insert Start
*/
#define MAX_G2BONES 64 //rww - changed from MAX_CHARSKINS to MAX_G2BONES. value still equal.
/*
Ghoul2 Insert End
*/
#define MAX_AMBIENT_SETS 256 //rww - ambient soundsets must be sent over in config strings.
#define MAX_CONFIGSTRINGS 1700 //this is getting pretty high. Try not to raise it anymore than it already is.
// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
#define CS_SERVERINFO 0 // an info string with all the serverinfo cvars
#define CS_SYSTEMINFO 1 // an info string for server system to client system configuration (timescale, etc)
#define RESERVED_CONFIGSTRINGS 2 // game can't modify below this, only the system can
#define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
//=========================================================
// all the different tracking "channels"
typedef enum {
TRACK_CHANNEL_NONE = 50,
TRACK_CHANNEL_1,
TRACK_CHANNEL_2,
TRACK_CHANNEL_3,
TRACK_CHANNEL_4,
TRACK_CHANNEL_5,
NUM_TRACK_CHANNELS
} trackchan_t;
#define TRACK_CHANNEL_MAX (NUM_TRACK_CHANNELS-50)
typedef struct forcedata_s {
int forcePowerDebounce[NUM_FORCE_POWERS]; //for effects that must have an interval
int forcePowersKnown;
int forcePowersActive;
int forcePowerSelected;
int forceButtonNeedRelease;
int forcePowerDuration[NUM_FORCE_POWERS];
int forcePower;
int forcePowerMax;
int forcePowerRegenDebounceTime;
int forcePowerLevel[NUM_FORCE_POWERS]; //so we know the max forceJump power you have
int forcePowerBaseLevel[NUM_FORCE_POWERS];
int forceUsingAdded;
float forceJumpZStart; //So when you land, you don't get hurt as much
float forceJumpCharge; //you're current forceJump charge-up level, increases the longer you hold the force jump button down
int forceJumpSound;
int forceJumpAddTime;
int forceGripEntityNum; //what entity I'm gripping
int forceGripDamageDebounceTime; //debounce for grip damage
float forceGripBeingGripped; //if > level.time then client is in someone's grip
int forceGripCripple; //if != 0 then make it so this client can't move quickly (he's being gripped)
int forceGripUseTime; //can't use if > level.time
float forceGripSoundTime;
float forceGripStarted; //level.time when the grip was activated
int forceHealTime;
int forceHealAmount;
//This hurts me somewhat to do, but there's no other real way to allow completely "dynamic" mindtricking.
int forceMindtrickTargetIndex; //0-15
int forceMindtrickTargetIndex2; //16-32
int forceMindtrickTargetIndex3; //33-48
int forceMindtrickTargetIndex4; //49-64
int forceRageRecoveryTime;
int forceDrainEntNum;
float forceDrainTime;
int forceDoInit;
int forceSide;
int forceRank;
int forceDeactivateAll;
int killSoundEntIndex[TRACK_CHANNEL_MAX]; //this goes here so it doesn't get wiped over respawn
qboolean sentryDeployed;
int saberAnimLevelBase;//sigh...
int saberAnimLevel;
int saberDrawAnimLevel;
int suicides;
int privateDuelTime;
} forcedata_t;
typedef enum {
SENTRY_NOROOM = 1,
SENTRY_ALREADYPLACED,
SHIELD_NOROOM,
SEEKER_ALREADYDEPLOYED
} itemUseFail_t;
// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 19
#define MAX_PS_EVENTS 2
#define PS_PMOVEFRAMECOUNTBITS 6
#define FORCE_LIGHTSIDE 1
#define FORCE_DARKSIDE 2
#define MAX_FORCE_RANK 7
#define FALL_FADE_TIME 3000
//#define _ONEBIT_COMBO
//Crazy optimization attempt to take all those 1 bit values and shove them into a single
//send. May help us not have to send so many 1/0 bits to acknowledge modified values. -rww
#define _OPTIMIZED_VEHICLE_NETWORKING
//Instead of sending 2 full playerStates for the pilot and the vehicle, send a smaller,
//specialized pilot playerState and vehicle playerState. Also removes some vehicle
//fields from the normal playerState -mcg
// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur
// you can't add anything to this without modifying the code in msg.c
// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
typedef struct playerState_s {
int commandTime; // cmd->serverTime of last executed command
int pm_type;
int bobCycle; // for view bobbing and footstep generation
int pm_flags; // ducked, jump_held, etc
int pm_time;
vec3_t origin;
vec3_t velocity;
vec3_t moveDir; //NOT sent over the net - nor should it be.
int weaponTime;
int weaponChargeTime;
int weaponChargeSubtractTime;
int gravity;
float speed;
int basespeed; //used in prediction to know base server g_speed value when modifying speed between updates
int delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
int slopeRecalcTime; //this is NOT sent across the net and is maintained seperately on game and cgame in pmove code.
int useTime;
int groundEntityNum;// ENTITYNUM_NONE = in air
int legsTimer; // don't change low priority animations until this runs out
int legsAnim;
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim;
qboolean legsFlip; //set to opposite when the same anim needs restarting, sent over in only 1 bit. Cleaner and makes porting easier than having that god forsaken ANIM_TOGGLEBIT.
qboolean torsoFlip;
int movementDir; // a number 0 to 7 that represents the reletive angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
int eFlags; // copied to entityState_t->eFlags
int eFlags2; // copied to entityState_t->eFlags2, EF2_??? used much less frequently
int eventSequence; // pmove generated events
int events[MAX_PS_EVENTS];
int eventParms[MAX_PS_EVENTS];
int externalEvent; // events set on player from another source
int externalEventParm;
int externalEventTime;
int clientNum; // ranges from 0 to MAX_CLIENTS-1
int weapon; // copied to entityState_t->weapon
int weaponstate;
vec3_t viewangles; // for fixed views
int viewheight;
// damage feedback
int damageEvent; // when it changes, latch the other parms
int damageYaw;
int damagePitch;
int damageCount;
int damageType;
int painTime; // used for both game and client side to process the pain twitch - NOT sent across the network
int painDirection; // NOT sent across the network
float yawAngle; // NOT sent across the network
qboolean yawing; // NOT sent across the network
float pitchAngle; // NOT sent across the network
qboolean pitching; // NOT sent across the network
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_WEAPONS];
int generic1;
int loopSound;
int jumppad_ent; // jumppad entity hit this frame
// not communicated over the net at all
int ping; // server to game info for scoreboard
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
int entityEventSequence;
int lastOnGround; //last time you were on the ground
qboolean saberInFlight;
int saberMove;
int saberBlocking;
int saberBlocked;
int saberLockTime;
int saberLockEnemy;
int saberLockFrame; //since we don't actually have the ability to get the current anim frame
int saberLockHits; //every x number of buttons hits, allow one push forward in a saber lock (server only)
int saberLockHitCheckTime; //so we don't allow more than 1 push per server frame
int saberLockHitIncrementTime; //so we don't add a hit per attack button press more than once per server frame
qboolean saberLockAdvance; //do an advance (sent across net as 1 bit)
int saberEntityNum;
float saberEntityDist;
int saberEntityState;
int saberThrowDelay;
qboolean saberCanThrow;
int saberDidThrowTime;
int saberDamageDebounceTime;
int saberHitWallSoundDebounceTime;
int saberEventFlags;
int rocketLockIndex;
float rocketLastValidTime;
float rocketLockTime;
float rocketTargetTime;
int emplacedIndex;
float emplacedTime;
qboolean isJediMaster;
qboolean forceRestricted;
qboolean trueJedi;
qboolean trueNonJedi;
int saberIndex;
int genericEnemyIndex;
float droneFireTime;
float droneExistTime;
int activeForcePass;
qboolean hasDetPackPlanted; //better than taking up an eFlag isn't it?
float holocronsCarried[NUM_FORCE_POWERS];
int holocronCantTouch;
float holocronCantTouchTime; //for keeping track of the last holocron that just popped out of me (if any)
int holocronBits;
int electrifyTime;
int saberAttackSequence;
int saberIdleWound;
int saberAttackWound;
int saberBlockTime;
int otherKiller;
int otherKillerTime;
int otherKillerDebounceTime;
forcedata_t fd;
qboolean forceJumpFlip;
int forceHandExtend;
int forceHandExtendTime;
int forceRageDrainTime;
int forceDodgeAnim;
qboolean quickerGetup;
int groundTime; // time when first left ground
int footstepTime;
int otherSoundTime;
float otherSoundLen;
int forceGripMoveInterval;
int forceGripChangeMovetype;
int forceKickFlip;
int duelIndex;
int duelTime;
qboolean duelInProgress;
int saberAttackChainCount;
int saberHolstered;
int forceAllowDeactivateTime;
// zoom key
int zoomMode; // 0 - not zoomed, 1 - disruptor weapon
int zoomTime;
qboolean zoomLocked;
float zoomFov;
int zoomLockTime;
int fallingToDeath;
int useDelay;
qboolean inAirAnim;
vec3_t lastHitLoc;
int heldByClient; //can only be a client index - this client should be holding onto my arm using IK stuff.
int ragAttach; //attach to ent while ragging
int iModelScale;
int brokenLimbs;
//for looking at an entity's origin (NPCs and players)
qboolean hasLookTarget;
int lookTarget;
int customRGBA[4];
int standheight;
int crouchheight;
//If non-0, this is the index of the vehicle a player/NPC is riding.
int m_iVehicleNum;
//lovely hack for keeping vehicle orientation in sync with prediction
vec3_t vehOrientation;
qboolean vehBoarding;
int vehSurfaces;
//vehicle turnaround stuff (need this in ps so it doesn't jerk too much in prediction)
int vehTurnaroundIndex;
int vehTurnaroundTime;
//vehicle has weapons linked
qboolean vehWeaponsLinked;
//when hyperspacing, you just go forward really fast for HYPERSPACE_TIME
int hyperSpaceTime;
vec3_t hyperSpaceAngles;
//hacking when > time
int hackingTime;
//actual hack amount - only for the proper percentage display when
//drawing progress bar (is there a less bandwidth-eating way to do
//this without a lot of hassle?)
int hackingBaseTime;
//keeps track of jetpack fuel
int jetpackFuel;
//keeps track of cloak fuel
int cloakFuel;
//rww - spare values specifically for use by mod authors.
//See psf_overrides.txt if you want to increase the send
//amount of any of these above 1 bit.
#ifndef _XBOX
int userInt1;
int userInt2;
int userInt3;
float userFloat1;
float userFloat2;
float userFloat3;
vec3_t userVec1;
vec3_t userVec2;
#endif
#ifdef _ONEBIT_COMBO
int deltaOneBits;
int deltaNumBits;
#endif
} playerState_t;
typedef struct siegePers_s
{
qboolean beatingTime;
int lastTeam;
int lastTime;
} siegePers_t;
//====================================================================
//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
#define BUTTON_ATTACK 1
#define BUTTON_TALK 2 // displays talk balloon and disables actions
#define BUTTON_USE_HOLDABLE 4
#define BUTTON_GESTURE 8
#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN
// because a key pressed late in the frame will
// only generate a small move value for that frame
// walking will use different animations and
// won't generate footsteps
#define BUTTON_USE 32 // the ol' use key returns!
#define BUTTON_FORCEGRIP 64 //
#define BUTTON_ALT_ATTACK 128
#define BUTTON_ANY 256 // any key whatsoever
#define BUTTON_FORCEPOWER 512 // use the "active" force power
#define BUTTON_FORCE_LIGHTNING 1024
#define BUTTON_FORCE_DRAIN 2048
// Here's an interesting bit. The bots in TA used buttons to do additional gestures.
// I ripped them out because I didn't want too many buttons given the fact that I was already adding some for JK2.
// We can always add some back in if we want though.
/*
#define BUTTON_AFFIRMATIVE 32
#define BUTTON_NEGATIVE 64
#define BUTTON_GETFLAG 128
#define BUTTON_GUARDBASE 256
#define BUTTON_PATROL 512
#define BUTTON_FOLLOWME 1024
*/
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
// then BUTTON_WALKING should be set
typedef enum
{
GENCMD_SABERSWITCH = 1,
GENCMD_ENGAGE_DUEL,
GENCMD_FORCE_HEAL,
GENCMD_FORCE_SPEED,
GENCMD_FORCE_THROW,
GENCMD_FORCE_PULL,
GENCMD_FORCE_DISTRACT,
GENCMD_FORCE_RAGE,
GENCMD_FORCE_PROTECT,
GENCMD_FORCE_ABSORB,
GENCMD_FORCE_HEALOTHER,
GENCMD_FORCE_FORCEPOWEROTHER,
GENCMD_FORCE_SEEING,
GENCMD_USE_SEEKER,
GENCMD_USE_FIELD,
GENCMD_USE_BACTA,
GENCMD_USE_ELECTROBINOCULARS,
GENCMD_ZOOM,
GENCMD_USE_SENTRY,
GENCMD_USE_JETPACK,
GENCMD_USE_BACTABIG,
GENCMD_USE_HEALTHDISP,
GENCMD_USE_AMMODISP,
GENCMD_USE_EWEB,
GENCMD_USE_CLOAK,
GENCMD_SABERATTACKCYCLE,
GENCMD_TAUNT,
GENCMD_BOW,
GENCMD_MEDITATE,
GENCMD_FLOURISH,
GENCMD_GLOAT
} genCmds_t;
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
int serverTime;
int angles[3];
int buttons;
byte weapon; // weapon
byte forcesel;
byte invensel;
byte generic_cmd;
signed char forwardmove, rightmove, upmove;
} usercmd_t;
//===================================================================
//rww - unsightly hack to allow us to make an FX call that takes a horrible amount of args
typedef struct addpolyArgStruct_s {
vec3_t p[4];
vec2_t ev[4];
int numVerts;
vec3_t vel;
vec3_t accel;
float alpha1;
float alpha2;
float alphaParm;
vec3_t rgb1;
vec3_t rgb2;
float rgbParm;
vec3_t rotationDelta;
float bounce;
int motionDelay;
int killTime;
qhandle_t shader;
int flags;
} addpolyArgStruct_t;
typedef struct addbezierArgStruct_s {
vec3_t start;
vec3_t end;
vec3_t control1;
vec3_t control1Vel;
vec3_t control2;
vec3_t control2Vel;
float size1;
float size2;
float sizeParm;
float alpha1;
float alpha2;
float alphaParm;
vec3_t sRGB;
vec3_t eRGB;
float rgbParm;
int killTime;
qhandle_t shader;
int flags;
} addbezierArgStruct_t;
typedef struct addspriteArgStruct_s
{
vec3_t origin;
vec3_t vel;
vec3_t accel;
float scale;
float dscale;
float sAlpha;
float eAlpha;
float rotation;
float bounce;
int life;
qhandle_t shader;
int flags;
} addspriteArgStruct_t;
typedef struct
{
vec3_t origin;
// very specifc case, we can modulate the color and the alpha
vec3_t rgb;
vec3_t destrgb;
vec3_t curRGB;
float alpha;
float destAlpha;
float curAlpha;
// this is a very specific case thing...allow interpolating the st coords so we can map the texture
// properly as this segement progresses through it's life
float ST[2];
float destST[2];
float curST[2];
} effectTrailVertStruct_t;
typedef struct effectTrailArgStruct_s {
effectTrailVertStruct_t mVerts[4];
qhandle_t mShader;
int mSetFlags;
int mKillTime;
} effectTrailArgStruct_t;
typedef struct
{
vec3_t start;
vec3_t end;
float size1;
float size2;
float sizeParm;
float alpha1;
float alpha2;
float alphaParm;
vec3_t sRGB;
vec3_t eRGB;
float rgbParm;
float chaos;
int killTime;
qhandle_t shader;
int flags;
} addElectricityArgStruct_t;
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL 0xffffff
typedef enum {
TR_STATIONARY,
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
TR_LINEAR,
TR_LINEAR_STOP,
TR_NONLINEAR_STOP,
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY
} trType_t;
typedef struct {
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
vec3_t trBase;
vec3_t trDelta; // velocity, etc
} trajectory_t;
// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
#ifndef _XBOX // First, real version for the PC, with all members 32-bits
typedef struct entityState_s {
int number; // entity index
int eType; // entityType_t
int eFlags;
int eFlags2; // EF2_??? used much less frequently
trajectory_t pos; // for calculating position
trajectory_t apos; // for calculating angles
int time;
int time2;
vec3_t origin;
vec3_t origin2;
vec3_t angles;
vec3_t angles2;
//rww - these were originally because we shared g2 info client and server side. Now they
//just get used as generic values everywhere.
int bolt1;
int bolt2;
//rww - this is necessary for determining player visibility during a jedi mindtrick
int trickedentindex; //0-15
int trickedentindex2; //16-32
int trickedentindex3; //33-48
int trickedentindex4; //49-64
float speed;
int fireflag;
int genericenemyindex;
int activeForcePass;
int emplacedOwner;
int otherEntityNum; // shotgun sources, etc
int otherEntityNum2;
int groundEntityNum; // -1 = in air
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
int loopSound; // constantly loop this sound
qboolean loopIsSoundset; //qtrue if the loopSound index is actually a soundset index
int soundSetIndex;
int modelGhoul2;
int g2radius;
int modelindex;
int modelindex2;
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame;
qboolean saberInFlight;
int saberEntityNum;
int saberMove;
int forcePowersActive;
int saberHolstered;//sent in only only 2 bits - should be 0, 1 or 2
qboolean isJediMaster;
qboolean isPortalEnt; //this needs to be seperate for all entities I guess, which is why I couldn't reuse another value.
int solid; // for client side prediction, trap_linkentity sets this properly
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm;
// so crosshair knows what it's looking at
int owner;
int teamowner;
qboolean shouldtarget;
// for players
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim;
int torsoAnim;
qboolean legsFlip; //set to opposite when the same anim needs restarting, sent over in only 1 bit. Cleaner and makes porting easier than having that god forsaken ANIM_TOGGLEBIT.
qboolean torsoFlip;
int forceFrame; //if non-zero, force the anim frame
int generic1;
int heldByClient; //can only be a client index - this client should be holding onto my arm using IK stuff.
int ragAttach; //attach to ent while ragging
int iModelScale; //rww - transfer a percentage of the normal scale in a single int instead of 3 x-y-z scale values
int brokenLimbs;
int boltToPlayer; //set to index of a real client+1 to bolt the ent to that client. Must be a real client, NOT an NPC.
//for looking at an entity's origin (NPCs and players)
qboolean hasLookTarget;
int lookTarget;
int customRGBA[4];
//I didn't want to do this, but I.. have no choice. However, we aren't setting this for all ents or anything,
//only ones we want health knowledge about on cgame (like siege objective breakables) -rww
int health;
int maxhealth; //so I know how to draw the stupid health bar
//NPC-SPECIFIC FIELDS
//------------------------------------------------------------
int npcSaber1;
int npcSaber2;
//index values for each type of sound, gets the folder the sounds
//are in. I wish there were a better way to do this,
int csSounds_Std;
int csSounds_Combat;
int csSounds_Extra;
int csSounds_Jedi;
int surfacesOn; //a bitflag of corresponding surfaces from a lookup table. These surfaces will be forced on.
int surfacesOff; //same as above, but forced off instead.
//Allow up to 4 PCJ lookup values to be stored here.
//The resolve to configstrings which contain the name of the
//desired bone.
int boneIndex1;
int boneIndex2;
int boneIndex3;
int boneIndex4;
//packed with x, y, z orientations for bone angles
int boneOrient;
//I.. feel bad for doing this, but NPCs really just need to
//be able to control this sort of thing from the server sometimes.
//At least it's at the end so this stuff is never going to get sent
//over for anything that isn't an NPC.
vec3_t boneAngles1; //angles of boneIndex1
vec3_t boneAngles2; //angles of boneIndex2
vec3_t boneAngles3; //angles of boneIndex3
vec3_t boneAngles4; //angles of boneIndex4
int NPC_class; //we need to see what it is on the client for a few effects.
//If non-0, this is the index of the vehicle a player/NPC is riding.
int m_iVehicleNum;
//rww - spare values specifically for use by mod authors.
//See netf_overrides.txt if you want to increase the send
//amount of any of these above 1 bit.
int userInt1;
int userInt2;
int userInt3;
float userFloat1;
float userFloat2;
float userFloat3;
vec3_t userVec1;
vec3_t userVec2;
} entityState_t;
#else
// Now, XBOX version with members packed in tightly to save gobs of memory
// This is rather confusing. All members are in 1, 2, or 4 bytes, and then
// re-ordered within the structure to keep everything aligned.
#pragma pack(push, 1)
typedef struct entityState_s {
// Large (32-bit) fields first
int number; // entity index
int eFlags;
trajectory_t pos; // for calculating position
trajectory_t apos; // for calculating angles
int time;
int time2;
vec3_t origin;
vec3_t origin2;
vec3_t angles;
vec3_t angles2;
float speed;
int genericenemyindex;
int emplacedOwner;
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
int forcePowersActive;
int solid; // for client side prediction, trap_linkentity sets this properly
byte customRGBA[4];
int surfacesOn; //a bitflag of corresponding surfaces from a lookup table. These surfaces will be forced on.
int surfacesOff; //same as above, but forced off instead.
//I.. feel bad for doing this, but NPCs really just need to
//be able to control this sort of thing from the server sometimes.
//At least it's at the end so this stuff is never going to get sent
//over for anything that isn't an NPC.
vec3_t boneAngles1; //angles of boneIndex1
vec3_t boneAngles2; //angles of boneIndex2
vec3_t boneAngles3; //angles of boneIndex3
vec3_t boneAngles4; //angles of boneIndex4
// Now, the 16-bit members
word bolt2;
word trickedentindex; //0-15
word trickedentindex2; //16-32
word trickedentindex3; //33-48
word trickedentindex4; //49-64
word otherEntityNum; // shotgun sources, etc
word otherEntityNum2;
word groundEntityNum; // -1 = in air
short modelindex;
word clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
word frame;
word saberEntityNum;
word event; // impulse events -- muzzle flashes, footsteps, etc
word owner; // so crosshair knows what it's looking at
word powerups; // bit flags
word legsAnim;
word torsoAnim;
word forceFrame; //if non-zero, force the anim frame
word ragAttach; //attach to ent while ragging
short iModelScale; //rww - transfer a percentage of the normal scale in a single int instead of 3 x-y-z scale values
word lookTarget;
word health;
word maxhealth; //so I know how to draw the stupid health bar
word npcSaber1;
word npcSaber2;
word boneOrient; //packed with x, y, z orientations for bone angles
//If non-0, this is the index of the vehicle a player/NPC is riding.
word m_iVehicleNum;
// Now, the 8-bit members. These start out two bytes off, thanks to the above word
byte eType; // entityType_t
byte eFlags2; // EF2_??? used much less frequently
byte bolt1;
byte fireflag;
byte activeForcePass;
byte loopSound; // constantly loop this sound
byte loopIsSoundset; //qtrue if the loopSound index is actually a soundset index
byte soundSetIndex;
byte modelGhoul2;
byte g2radius;
byte modelindex2;
byte saberInFlight;
byte saberMove;
byte isJediMaster;
byte saberHolstered;//sent in only 2 bytes, should be 0, 1 or 2
byte isPortalEnt; //this needs to be seperate for all entities I guess, which is why I couldn't reuse another value.
byte eventParm;
byte teamowner;
byte shouldtarget;
byte weapon; // determines weapon and flash model, etc
byte legsFlip; //set to opposite when the same anim needs restarting, sent over in only 1 bit. Cleaner and makes porting easier than having that god forsaken ANIM_TOGGLEBIT.
byte torsoFlip;
byte generic1;
byte heldByClient; //can only be a client index - this client should be holding onto my arm using IK stuff.
byte brokenLimbs;
byte boltToPlayer; //set to index of a real client+1 to bolt the ent to that client. Must be a real client, NOT an NPC.
byte hasLookTarget; //for looking at an entity's origin (NPCs and players)
//index values for each type of sound, gets the folder the sounds
//are in. I wish there were a better way to do this,
byte csSounds_Std;
byte csSounds_Combat;
byte csSounds_Extra;
byte csSounds_Jedi;
//Allow up to 4 PCJ lookup values to be stored here.
//The resolve to configstrings which contain the name of the
//desired bone.
byte boneIndex1;
byte boneIndex2;
byte boneIndex3;
byte boneIndex4;
byte NPC_class; //we need to see what it is on the client for a few effects.
byte alignPad[3];
} entityState_t;
#pragma pack(pop)
#endif
typedef enum {
CA_UNINITIALIZED,
CA_DISCONNECTED, // not talking to a server
CA_AUTHORIZING, // not used any more, was checking cd key
CA_CONNECTING, // sending request packets to the server
CA_CHALLENGING, // sending challenge packets to the server
CA_CONNECTED, // netchan_t established, getting gamestate
CA_LOADING, // only during cgame initialization, never during main loop
CA_PRIMED, // got gamestate, waiting for first frame
CA_ACTIVE, // game views should be displayed
CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
} connstate_t;
#define Square(x) ((x)*(x))
// real time
//=============================================
typedef struct qtime_s {
int tm_sec; /* seconds after the minute - [0,59] */
int tm_min; /* minutes after the hour - [0,59] */
int tm_hour; /* hours since midnight - [0,23] */
int tm_mday; /* day of the month - [1,31] */
int tm_mon; /* months since January - [0,11] */
int tm_year; /* years since 1900 */
int tm_wday; /* days since Sunday - [0,6] */
int tm_yday; /* days since January 1 - [0,365] */
int tm_isdst; /* daylight savings time flag */
} qtime_t;
// server browser sources
#define AS_LOCAL 0
#define AS_GLOBAL 1
#define AS_FAVORITES 2
#define AS_MPLAYER 3 // (Obsolete)
// cinematic states
typedef enum {
FMV_IDLE,
FMV_PLAY, // play
FMV_EOF, // all other conditions, i.e. stop/EOF/abort
FMV_ID_BLT,
FMV_ID_IDLE,
FMV_LOOPED,
FMV_ID_WAIT
};
typedef int e_status;
typedef enum _flag_status {
FLAG_ATBASE = 0,
FLAG_TAKEN, // CTF
FLAG_TAKEN_RED, // One Flag CTF
FLAG_TAKEN_BLUE, // One Flag CTF
FLAG_DROPPED
};
typedef int flagStatus_t;
#ifdef _XBOX
#define MAX_GLOBAL_SERVERS 50
#define MAX_OTHER_SERVERS 16
#else
#define MAX_GLOBAL_SERVERS 2048
#define MAX_OTHER_SERVERS 128
#endif
#define MAX_PINGREQUESTS 32
#define MAX_SERVERSTATUSREQUESTS 16
#define SAY_ALL 0
#define SAY_TEAM 1
#define SAY_TELL 2
#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2
void Rand_Init(int seed);
float flrand(float min, float max);
int irand(int min, int max);
int Q_irand(int value1, int value2);
/*
Ghoul2 Insert Start
*/
typedef struct {
float matrix[3][4];
} mdxaBone_t;
// For ghoul2 axis use
typedef enum Eorientations
{
ORIGIN = 0,
POSITIVE_X,
POSITIVE_Z,
POSITIVE_Y,
NEGATIVE_X,
NEGATIVE_Z,
NEGATIVE_Y
};
/*
Ghoul2 Insert End
*/
// define the new memory tags for the zone, used by all modules now
//
#define TAGDEF(blah) TAG_ ## blah
typedef enum {
#include "../qcommon/tags.h"
};
typedef char memtag_t;
//rww - conveniently toggle "gore" code, for model decals and stuff.
#define _G2_GORE
typedef struct SSkinGoreData_s
{
vec3_t angles;
vec3_t position;
int currentTime;
int entNum;
vec3_t rayDirection; // in world space
vec3_t hitLocation; // in world space
vec3_t scale;
float SSize; // size of splotch in the S texture direction in world units
float TSize; // size of splotch in the T texture direction in world units
float theta; // angle to rotate the splotch
// growing stuff
int growDuration; // time over which we want this to scale up, set to -1 for no scaling
float goreScaleStartFraction; // fraction of the final size at which we want the gore to initially appear
qboolean frontFaces;
qboolean backFaces;
qboolean baseModelOnly;
int lifeTime; // effect expires after this amount of time
int fadeOutTime; //specify the duration of fading, from the lifeTime (e.g. 3000 will start fading 3 seconds before removal and be faded entirely by removal)
int shrinkOutTime; // unimplemented
float alphaModulate; // unimplemented
vec3_t tint; // unimplemented
float impactStrength; // unimplemented
int shader; // shader handle
int myIndex; // used internally
qboolean fadeRGB; //specify fade method to modify RGB (by default, the alpha is set instead)
} SSkinGoreData;
/*
========================================================================
String ID Tables
========================================================================
*/
#define ENUM2STRING(arg) #arg,arg
typedef struct stringID_table_s
{
char *name;
int id;
} stringID_table_t;
int GetIDForString ( stringID_table_t *table, const char *string );
const char *GetStringForID( stringID_table_t *table, int id );
// stuff to help out during development process, force reloading/uncacheing of certain filetypes...
//
typedef enum
{
eForceReload_NOTHING,
// eForceReload_BSP, // not used in MP codebase
eForceReload_MODELS,
eForceReload_ALL
} ForceReload_e;
enum {
FONT_NONE,
FONT_SMALL=1,
FONT_MEDIUM,
FONT_LARGE,
FONT_SMALL2
};
#endif // __Q_SHARED_H