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# ifndef __Q_SHARED_H
# define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
# ifdef _WIN32
# pragma warning(disable : 4018) // signed/unsigned mismatch
//#pragma warning(disable : 4032) //formal parameter 'number' has different type when promoted
//#pragma warning(disable : 4051) //type conversion; possible loss of data
//#pragma warning(disable : 4057) // slightly different base types
# pragma warning(disable : 4100) // unreferenced formal parameter
//#pragma warning(disable : 4115) //'type' : named type definition in parentheses
# pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
# pragma warning(disable : 4127) // conditional expression is constant
//#pragma warning(disable : 4136) //conversion between different floating-point types
//#pragma warning(disable : 4201) //nonstandard extension used : nameless struct/union
//#pragma warning(disable : 4214) //nonstandard extension used : bit field types other than int
//#pragma warning(disable : 4220) // varargs matches remaining parameters
# pragma warning(disable : 4244) //'conversion' conversion from 'type1' to 'type2', possible loss of data
# pragma warning(disable : 4284) // return type not UDT
//#pragma warning(disable : 4305) // truncation from const double to float
# pragma warning(disable : 4310) // cast truncates constant value
# pragma warning(disable : 4514) //unreferenced inline/local function has been removed
# pragma warning(disable : 4710) // not inlined
# pragma warning(disable : 4711) // selected for automatic inline expansion
# pragma warning(disable : 4786) // identifier was truncated
# endif
# include <assert.h>
# include <math.h>
# include <stdio.h>
# include <stdarg.h>
# include <string.h>
# include <stdlib.h>
# include <time.h>
# include <ctype.h>
// 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
// for windows fastcall option
# define QDECL
//======================= 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 PATH_SEP '\\'
# endif
//======================= MAC OS X SERVER DEFINES =====================
# if defined(__MACH__) && defined(__APPLE__)
# define MAC_STATIC
# ifdef __ppc__
# define CPUSTRING "MacOSXS-ppc"
# elif defined __i386__
# define CPUSTRING "MacOSXS-i386"
# else
# define CPUSTRING "MacOSXS-other"
# endif
# define PATH_SEP ' / '
# define GAME_HARD_LINKED
# define CGAME_HARD_LINKED
# define UI_HARD_LINKED
# endif
//======================= MAC DEFINES =================================
# ifdef __MACOS__
# define MAC_STATIC static
# define CPUSTRING "MacOS-PPC"
# define PATH_SEP ':'
# define GAME_HARD_LINKED
# define CGAME_HARD_LINKED
# define UI_HARD_LINKED
void Sys_PumpEvents ( void ) ;
# endif
//======================= LINUX DEFINES =================================
// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
# ifdef __linux__
# define MAC_STATIC
# ifdef __i386__
# define CPUSTRING "linux-i386"
# elif defined __axp__
# define CPUSTRING "linux-alpha"
# else
# define CPUSTRING "linux-other"
# endif
# define PATH_SEP ' / '
# endif
//=============================================================
typedef unsigned long ulong ;
typedef unsigned short word ;
typedef unsigned char byte ;
typedef enum { qfalse , qtrue } qboolean ;
# define qboolean int //don't want strict type checking on the qboolean
typedef int qhandle_t ;
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 256 // 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 MAX_QPATH 64 // max length of a quake game pathname
# define MAX_OSPATH 128 // max length of a filesystem pathname
# define MAX_NAME_LENGTH 32 // max length of a client name
// 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
// Light Style Constants
# 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
# define MAX_LIGHT_STYLES 64
// 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 ;
// 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_DISCONNECT , // don't kill server
ERR_NEED_CD // pop up the need-cd dialog
} errorParm_t ;
// font rendering values used by ui and cgame
# 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 600
# 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
# define UI_UNDERLINE 0x00008000
# define UI_TINYFONT 0x00010000
// stuff for TA's ROQ cinematic code...
//
# define CIN_system 1
# define CIN_loop 2
# define CIN_hold 4
# define CIN_silent 8
# define CIN_shader 16
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
MATHLIB
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
typedef float vec_t ;
typedef vec_t vec2_t [ 2 ] ;
typedef vec_t vec3_t [ 3 ] ;
typedef vec_t vec4_t [ 4 ] ;
typedef vec_t vec5_t [ 5 ] ;
typedef int fixed4_t ;
typedef int fixed8_t ;
typedef int fixed16_t ;
# ifndef M_PI
# define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
# endif
# 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 ] ;
# define Q_COLOR_ESCAPE '^'
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// 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' )
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# 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
// Player weapons effects
typedef enum
{
SABER_RED ,
SABER_ORANGE ,
SABER_YELLOW ,
SABER_GREEN ,
SABER_BLUE ,
SABER_PURPLE
} saber_colors_t ;
# define MAX_BATTERIES 2500
# define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
# define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
# define ENUM2STRING(arg) #arg,arg
struct cplane_s ;
extern const vec3_t vec3_origin ;
extern const vec3_t axisDefault [ 3 ] ;
# define nanmask (255<<23)
# define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
float Q_fabs ( float f ) ;
float Q_rsqrt ( float f ) ; // reciprocal square root
# define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )
signed char ClampChar ( int i ) ;
signed short ClampShort ( int i ) ;
// this isn't a real cheap function to call!
int DirToByte ( vec3_t dir ) ;
void ByteToDir ( int b , vec3_t dir ) ;
# define _DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
# define _VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
# define _VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
# define _VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
# define _VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
# define _VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s))
# ifdef __LCC__
# ifdef VectorCopy
# undef VectorCopy
// this is a little hack to get more efficient copies
typedef struct {
float v [ 3 ] ;
} vec3struct_t ;
# define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a;
# endif
# endif
# define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
# define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
# define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
# define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
# define SnapVector(v) {v[0]=(int)v[0];v[1]=(int)v[1];v[2]=(int)v[2];}
// just in case you do't want to use the macros
inline void VectorMA ( const vec3_t veca , float scale , const vec3_t vecb , vec3_t vecc ) {
vecc [ 0 ] = veca [ 0 ] + scale * vecb [ 0 ] ;
vecc [ 1 ] = veca [ 1 ] + scale * vecb [ 1 ] ;
vecc [ 2 ] = veca [ 2 ] + scale * vecb [ 2 ] ;
}
inline vec_t DotProduct ( const vec3_t v1 , const vec3_t v2 ) {
return v1 [ 0 ] * v2 [ 0 ] + v1 [ 1 ] * v2 [ 1 ] + v1 [ 2 ] * v2 [ 2 ] ;
}
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 ] ;
}
inline void VectorSubtract ( const vec3_t veca , const vec3_t vecb , vec3_t out ) {
out [ 0 ] = veca [ 0 ] - vecb [ 0 ] ;
out [ 1 ] = veca [ 1 ] - vecb [ 1 ] ;
out [ 2 ] = veca [ 2 ] - vecb [ 2 ] ;
}
inline void VectorAdd ( const vec3_t veca , const vec3_t vecb , vec3_t out ) {
out [ 0 ] = veca [ 0 ] + vecb [ 0 ] ;
out [ 1 ] = veca [ 1 ] + vecb [ 1 ] ;
out [ 2 ] = veca [ 2 ] + vecb [ 2 ] ;
}
inline void VectorCopy ( const vec3_t in , vec3_t out ) {
out [ 0 ] = in [ 0 ] ;
out [ 1 ] = in [ 1 ] ;
out [ 2 ] = in [ 2 ] ;
}
inline void VectorScale ( const vec3_t in , vec_t scale , vec3_t out ) {
out [ 0 ] = in [ 0 ] * scale ;
out [ 1 ] = in [ 1 ] * scale ;
out [ 2 ] = in [ 2 ] * scale ;
}
float DotProductNormalize ( const vec3_t inVec1 , const vec3_t inVec2 ) ;
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 ) ;
inline void AddPointToBounds ( const vec3_t v , vec3_t mins , vec3_t maxs ) {
if ( v [ 0 ] < mins [ 0 ] ) {
mins [ 0 ] = v [ 0 ] ;
}
if ( v [ 0 ] > maxs [ 0 ] ) {
maxs [ 0 ] = v [ 0 ] ;
}
if ( v [ 1 ] < mins [ 1 ] ) {
mins [ 1 ] = v [ 1 ] ;
}
if ( v [ 1 ] > maxs [ 1 ] ) {
maxs [ 1 ] = v [ 1 ] ;
}
if ( v [ 2 ] < mins [ 2 ] ) {
mins [ 2 ] = v [ 2 ] ;
}
if ( v [ 2 ] > maxs [ 2 ] ) {
maxs [ 2 ] = v [ 2 ] ;
}
}
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 ;
}
//NOTE: less precise
inline int VectorCompare2 ( const vec3_t v1 , const vec3_t v2 ) {
if ( v1 [ 0 ] > v2 [ 0 ] + 0.0001f | | v1 [ 0 ] < v2 [ 0 ] - 0.0001f
| | v1 [ 1 ] > v2 [ 1 ] + 0.0001f | | v1 [ 1 ] < v2 [ 1 ] - 0.0001f
| | v1 [ 2 ] > v2 [ 2 ] + 0.0001f | | v1 [ 2 ] < v2 [ 2 ] - 0.0001f ) {
return 0 ;
}
return 1 ;
}
inline vec_t VectorLength ( const vec3_t v ) {
return ( vec_t ) sqrt ( v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + v [ 2 ] * v [ 2 ] ) ;
}
inline vec_t VectorLengthSquared ( const vec3_t v ) {
return ( v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + v [ 2 ] * v [ 2 ] ) ;
}
inline vec_t Distance ( const vec3_t p1 , const vec3_t p2 ) {
vec3_t v ;
VectorSubtract ( p2 , p1 , v ) ;
return VectorLength ( v ) ;
}
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
inline void VectorNormalizeFast ( vec3_t v )
{
float ilength ;
ilength = Q_rsqrt ( DotProduct ( v , v ) ) ;
v [ 0 ] * = ilength ;
v [ 1 ] * = ilength ;
v [ 2 ] * = ilength ;
}
inline void VectorInverse ( vec3_t v ) {
v [ 0 ] = - v [ 0 ] ;
v [ 1 ] = - v [ 1 ] ;
v [ 2 ] = - v [ 2 ] ;
}
inline void VectorRotate ( vec3_t in , vec3_t matrix [ 3 ] , vec3_t out )
{
out [ 0 ] = DotProduct ( in , matrix [ 0 ] ) ;
out [ 1 ] = DotProduct ( in , matrix [ 1 ] ) ;
out [ 2 ] = DotProduct ( in , matrix [ 2 ] ) ;
}
//if length is 0, v is untouched otherwise v is normalized
inline vec_t VectorNormalize ( vec3_t v ) {
float length , ilength ;
length = v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + v [ 2 ] * v [ 2 ] ;
length = sqrt ( length ) ;
if ( length ) {
ilength = 1 / length ;
v [ 0 ] * = ilength ;
v [ 1 ] * = ilength ;
v [ 2 ] * = ilength ;
}
return length ;
}
//if length is 0, out is cleared, otherwise out is normalized
inline vec_t VectorNormalize2 ( const vec3_t v , vec3_t out ) {
float length , ilength ;
length = v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + v [ 2 ] * v [ 2 ] ;
length = sqrt ( length ) ;
if ( length )
{
ilength = 1 / length ;
out [ 0 ] = v [ 0 ] * ilength ;
out [ 1 ] = v [ 1 ] * ilength ;
out [ 2 ] = v [ 2 ] * ilength ;
} else {
VectorClear ( out ) ;
}
return length ;
}
int Q_log2 ( int val ) ;
inline int Q_rand ( int * seed ) {
* seed = ( 69069 * * seed + 1 ) ;
return * seed ;
}
inline float Q_random ( int * seed ) {
return ( Q_rand ( seed ) & 0xffff ) / ( float ) 0x10000 ;
}
inline float Q_crandom ( int * seed ) {
return 2.0F * ( Q_random ( seed ) - 0.5f ) ;
}
// Returns a float min <= x < max (exclusive; will get max - 0.00001; but never max
inline float Q_flrand ( float min , float max ) {
return ( ( rand ( ) * ( max - min ) ) / 32768.0F ) + min ;
}
// Returns an integer min <= x <= max (ie inclusive)
inline int Q_irand ( int min , int max ) {
max + + ; //so it can round down
return ( ( rand ( ) * ( max - min ) ) > > 15 ) + min ;
}
//returns a float between 0 and 1.0
inline float random ( ) {
return ( rand ( ) / ( ( float ) 0x7fff ) ) ;
}
//returns a float between -1 and 1.0
inline float crandom ( ) {
return ( 2.0F * ( random ( ) - 0.5F ) ) ;
}
float erandom ( float mean ) ;
void AngleVectors ( const vec3_t angles , vec3_t forward , vec3_t right , vec3_t up ) ;
/*
= = = = = = = = = = = = = = = = =
AnglesToAxis
= = = = = = = = = = = = = = = = =
*/
inline void AnglesToAxis ( const vec3_t angles , vec3_t axis [ 3 ] ) {
vec3_t right ;
// angle vectors returns "right" instead of "y axis"
AngleVectors ( angles , axis [ 0 ] , right , axis [ 2 ] ) ;
VectorSubtract ( vec3_origin , right , axis [ 1 ] ) ;
}
inline void AxisClear ( vec3_t axis [ 3 ] ) {
axis [ 0 ] [ 0 ] = 1 ;
axis [ 0 ] [ 1 ] = 0 ;
axis [ 0 ] [ 2 ] = 0 ;
axis [ 1 ] [ 0 ] = 0 ;
axis [ 1 ] [ 1 ] = 1 ;
axis [ 1 ] [ 2 ] = 0 ;
axis [ 2 ] [ 0 ] = 0 ;
axis [ 2 ] [ 1 ] = 0 ;
axis [ 2 ] [ 2 ] = 1 ;
}
inline void AxisCopy ( const vec3_t in [ 3 ] , vec3_t out [ 3 ] ) {
VectorCopy ( in [ 0 ] , out [ 0 ] ) ;
VectorCopy ( in [ 1 ] , out [ 1 ] ) ;
VectorCopy ( in [ 2 ] , out [ 2 ] ) ;
}
void vectoangles ( const vec3_t value1 , vec3_t angles ) ;
vec_t DistanceHorizontal ( const vec3_t p1 , const vec3_t p2 ) ;
vec_t DistanceHorizontalSquared ( const vec3_t p1 , const vec3_t p2 ) ;
inline vec_t GetYawForDirection ( const vec3_t p1 , const vec3_t p2 ) {
vec3_t v , angles ;
VectorSubtract ( p2 , p1 , v ) ;
vectoangles ( v , angles ) ;
return angles [ YAW ] ;
}
inline void GetAnglesForDirection ( const vec3_t p1 , const vec3_t p2 , vec3_t out ) {
vec3_t v ;
VectorSubtract ( p2 , p1 , v ) ;
vectoangles ( v , out ) ;
}
void SetPlaneSignbits ( struct cplane_s * out ) ;
int BoxOnPlaneSide ( vec3_t emins , vec3_t emaxs , struct cplane_s * plane ) ;
//float AngleMod(float a);
inline float LerpAngle ( float from , float to , float frac ) {
float a ;
if ( to - from > 180 ) {
to - = 360 ;
}
if ( to - from < - 180 ) {
to + = 360 ;
}
a = from + frac * ( to - from ) ;
return a ;
}
/*
= = = = = = = = = = = = = = = = =
AngleSubtract
Always returns a value from - 180 to 180
= = = = = = = = = = = = = = = = =
*/
inline float AngleSubtract ( float a1 , float a2 ) {
float a ;
a = a1 - a2 ;
while ( a > 180 ) {
a - = 360 ;
}
while ( a < - 180 ) {
a + = 360 ;
}
return a ;
}
inline void AnglesSubtract ( vec3_t v1 , vec3_t v2 , vec3_t v3 ) {
v3 [ 0 ] = AngleSubtract ( v1 [ 0 ] , v2 [ 0 ] ) ;
v3 [ 1 ] = AngleSubtract ( v1 [ 1 ] , v2 [ 1 ] ) ;
v3 [ 2 ] = AngleSubtract ( v1 [ 2 ] , v2 [ 2 ] ) ;
}
/*
= = = = = = = = = = = = = = = = =
AngleNormalize360
returns angle normalized to the range [ 0 < = angle < 360 ]
= = = = = = = = = = = = = = = = =
*/
inline float AngleNormalize360 ( float angle ) {
return ( 360.0 / 65536 ) * ( ( int ) ( angle * ( 65536 / 360.0 ) ) & 65535 ) ;
}
/*
= = = = = = = = = = = = = = = = =
AngleNormalize180
returns angle normalized to the range [ - 180 < angle < = 180 ]
= = = = = = = = = = = = = = = = =
*/
inline float AngleNormalize180 ( float angle ) {
angle = AngleNormalize360 ( angle ) ;
if ( angle > 180.0 ) {
angle - = 360.0 ;
}
return angle ;
}
/*
= = = = = = = = = = = = = = = = =
AngleDelta
returns the normalized delta from angle1 to angle2
= = = = = = = = = = = = = = = = =
*/
inline float AngleDelta ( float angle1 , float angle2 ) {
return AngleNormalize180 ( angle1 - 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 PerpendicularVector ( vec3_t dst , const vec3_t src ) ;
//=============================================
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 ( void ) ;
int COM_GetCurrentParseLine ( void ) ;
char * COM_Parse ( const char * * data_p ) ;
char * COM_ParseExt ( const char * * data_p , qboolean allowLineBreak ) ;
int COM_Compress ( char * data_p ) ;
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 ) ;
// data is an in/out parm, returns a parsed out token
void COM_MatchToken ( 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
//inline int Q_stricmp (const char *s1, const char *s2) {return Q_stricmpn (s1, s2, 99999);}
//int Q_strncmp (const char *s1, const char *s2, int n);
//int Q_stricmpn (const char *s1, const char *s2, int n);
//char *Q_strlwr( char *s1 );
//char *Q_strupr( char *s1 );
//char *Q_strrchr( const char* string, int c );
// NON-portable (but faster) versions
inline int Q_stricmp ( const char * s1 , const char * s2 ) { return stricmp ( s1 , s2 ) ; }
inline int Q_strncmp ( const char * s1 , const char * s2 , int n ) { return strncmp ( s1 , s2 , n ) ; }
inline int Q_stricmpn ( const char * s1 , const char * s2 , int n ) { return strnicmp ( s1 , s2 , n ) ; }
inline char * Q_strlwr ( char * s1 ) { return strlwr ( s1 ) ; }
inline char * Q_strupr ( char * s1 ) { return strupr ( s1 ) ; }
inline char * Q_strrchr ( const char * str , int c ) { return strrchr ( str , c ) ; }
// buffer size safe library replacements
void Q_strncpyz ( char * dest , const char * src , int destsize , qboolean bBarfIfTooLong = qfalse ) ;
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 ) ;
//=============================================
# ifdef _M_IX86
//
// optimised stuff for Intel, since most of our data is in that format anyway...
//
short BigShort ( short l ) ;
int BigLong ( int l ) ;
float BigFloat ( float l ) ;
# define LittleShort(l) l
# define LittleLong(l) l
# define LittleFloat(l) l
//
# else
//
// standard smart-swap code...
//
short BigShort ( short l ) ;
short LittleShort ( short l ) ;
int BigLong ( int l ) ;
int LittleLong ( int l ) ;
float BigFloat ( float l ) ;
float LittleFloat ( float l ) ;
//
# endif
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_SetValueForKey ( char * s , const char * key , const char * value ) ;
qboolean Info_Validate ( const char * s ) ;
void Info_NextPair ( const char * * s , char key [ MAX_INFO_KEY ] , char value [ MAX_INFO_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 1 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
# define CVAR_USERINFO 2 // sent to server on connect or change
# define CVAR_SERVERINFO 4 // sent in response to front end requests
# define CVAR_SYSTEMINFO 8 // these cvars will be duplicated on all clients
# define CVAR_INIT 16 // don't allow change from console at all,
// but can be set from the command line
# define CVAR_LATCH 32 // 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 64 // display only, cannot be set by user at all
# define CVAR_USER_CREATED 128 // created by a set command
# define CVAR_TEMP 256 // can be set even when cheats are disabled, but is not archived
# define CVAR_CHEAT 512 // can not be changed if cheats are disabled
# define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued
// 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 ;
} 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
// 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
*/
# if !defined(GHOUL2_SHARED_H_INC)
# include "..\game\ghoul2_shared.h" //for CGhoul2Info_v
# endif
/*
Ghoul2 Insert End
*/
# define MAX_G2_COLLISIONS 16
// a trace is returned when a box is swept through the world
typedef struct {
qboolean allsolid ; // if true, plane is not valid
qboolean startsolid ; // if true, the initial point was in a solid area
float fraction ; // time completed, 1.0 = didn't hit anything
vec3_t endpos ; // final position
cplane_t plane ; // surface normal at impact, transformed to world space
int surfaceFlags ; // surface hit
int contents ; // contents on other side of surface hit
int entityNum ; // entity the contacted sirface is a part of
/*
Ghoul2 Insert Start
*/
CCollisionRecord 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 1
# define KEYCATCH_UI 2
# define KEYCATCH_MESSAGE 4
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
# include "channels.h"
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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
//
# define MAX_CLIENTS 1 // 128 // absolute limit
# define MAX_LOCATIONS 64
# define GENTITYNUM_BITS 10 // don't need to send any more
# define MAX_GENTITIES (1<<GENTITYNUM_BITS)
// 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)
# define MAX_MODELS 256 // these are sent over the net as 8 bits
# define MAX_SOUNDS 256 // so they cannot be blindly increased
2013-04-04 21:05:53 +00:00
# ifdef _IMMERSION
# define MAX_FORCES 96
# endif // _IMMERSION
2013-04-04 14:52:42 +00:00
# define MAX_SUBMODELS 512 // nine bits
# define MAX_FX 128
# define MAX_WORLD_FX 4
/*
Ghoul2 Insert Start
*/
# define MAX_CHARSKINS 64 // character skins
/*
Ghoul2 Insert End
*/
# define MAX_CONFIGSTRINGS 1024
// 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
//
// config strings are a general means of communicating variable length strings
// from the server to all connected clients.
//
// CS_SERVERINFO and CS_SYSTEMINFO are defined in q_shared.h
# define CS_MUSIC 2
# define CS_MESSAGE 3 // from the map worldspawn's message field
# define CS_ITEMS 4 // string of 0's and 1's that tell which items are present
# define CS_AMBIENT_SET 5 // ambient set information for the player
# define CS_MODELS 10
# define CS_SOUNDS (CS_MODELS+MAX_MODELS)
2013-04-04 21:05:53 +00:00
# ifdef _IMMERSION
# define CS_FORCES (CS_SOUNDS+MAX_SOUNDS)
# define CS_PLAYERS (CS_FORCES+MAX_FORCES)
# else
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# define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
2013-04-04 21:05:53 +00:00
# endif // _IMMERSION
2013-04-04 14:52:42 +00:00
# define CS_LIGHT_STYLES (CS_PLAYERS+MAX_CLIENTS)
# define CS_EFFECTS (CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
/*
Ghoul2 Insert Start
*/
# define CS_CHARSKINS (CS_EFFECTS + MAX_FX)
/*
Ghoul2 Insert End
*/
# define CS_DYNAMIC_MUSIC_STATE (CS_CHARSKINS + MAX_CHARSKINS)
# define CS_WORLD_FX (CS_DYNAMIC_MUSIC_STATE + 1)
# define CS_MAX (CS_WORLD_FX + MAX_WORLD_FX)
# if (CS_MAX) > MAX_CONFIGSTRINGS
# error overflow: (CS_MAX) > MAX_CONFIGSTRINGS
# endif
# define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets [ MAX_CONFIGSTRINGS ] ;
char stringData [ MAX_GAMESTATE_CHARS ] ;
int dataCount ;
} gameState_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_SABERTHROW ,
FP_SABER_DEFENSE ,
FP_SABER_OFFENSE ,
NUM_FORCE_POWERS
} forcePowers_t ;
//=========================================================
// bit field limits
# define MAX_STATS 16
// NOTE!!! be careful about altering this because although it's used to define an array size, the entry indexes come from
// the typedef'd enum "persEnum_t" in bg_public.h, and there's no compile-tie between the 2 -slc
//
# define MAX_PERSISTANT 16
# define MAX_POWERUPS 16
# define MAX_WEAPONS 32
# define MAX_AMMO 10
# define MAX_INVENTORY 15 // See INV_MAX
# define MAX_SECURITY_KEYS 5
# define MAX_SECURITY_KEY_MESSSAGE 24
# define MAX_PS_EVENTS 2 // this must be a power of 2 unless you change some &'s to %'s -ste
# define MAX_WORLD_COORD ( 64*1024 )
# define MIN_WORLD_COORD ( -64*1024 )
# define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
2013-04-04 18:24:26 +00:00
typedef enum
{
WHL_NONE ,
WHL_ANKLES ,
WHL_KNEES ,
WHL_WAIST ,
WHL_TORSO ,
WHL_SHOULDERS ,
WHL_HEAD ,
WHL_UNDER
} waterHeightLevel_t ;
2013-04-04 14:52:42 +00:00
// 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.
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
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 ;
int weaponTime ;
int weaponChargeTime ;
int rechargeTime ; // for the phaser
int gravity ;
int leanofs ;
int friction ;
int speed ;
int delta_angles [ 3 ] ; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
int groundEntityNum ; // ENTITYNUM_NONE = in air
int legsAnim ; //
int legsAnimTimer ; // don't change low priority animations on legs until this runs out
int torsoAnim ; //
int torsoAnimTimer ; // don't change low priority animations on torso until this runs out
int movementDir ; // a number 0 to 7 that represents the relative angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
int eFlags ; // copied to entityState_t->eFlags
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 ;
int batteryCharge ;
vec3_t viewangles ; // for fixed views
float legsYaw ; // actual legs forward facing
int viewheight ;
// damage feedback
int damageEvent ; // when it changes, latch the other parms
int damageYaw ;
int damagePitch ;
int damageCount ;
int stats [ MAX_STATS ] ;
int persistant [ MAX_PERSISTANT ] ; // stats that aren't cleared on death
int powerups [ MAX_POWERUPS ] ; // level.time that the powerup runs out
int ammo [ MAX_AMMO ] ;
int inventory [ MAX_INVENTORY ] ; // Count of each inventory item.
char security_key_message [ MAX_SECURITY_KEYS ] [ MAX_SECURITY_KEY_MESSSAGE ] ; // Security key types
2013-04-04 18:24:26 +00:00
vec3_t serverViewOrg ;
2013-04-04 14:52:42 +00:00
qboolean saberInFlight ;
qboolean saberActive ;
int vehicleModel ; // For overriding your playermodel with a drivable vehicle
int viewEntity ; // For overriding player movement controls and vieworg
saber_colors_t saberColor ;
float saberLength ;
float saberLengthMax ;
int forcePowersActive ; //prediction needs to know this
// !!
// not communicated over the net at all
// !!
int useTime ; //not sent
2013-04-04 18:02:27 +00:00
int lastShotTime ; //last time you shot your weapon
2013-04-04 14:52:42 +00:00
int ping ; // server to game info for scoreboard
int lastOnGround ; //last time you were on the ground
int lastStationary ; //last time you were on the ground
int weaponShotCount ;
short saberMove ;
short saberBounceMove ;
short saberBlocking ;
short saberBlocked ;
short leanStopDebounceTime ;
float saberLengthOld ;
int saberEntityNum ;
float saberEntityDist ;
int saberThrowTime ;
int saberEntityState ;
int saberDamageDebounceTime ;
int saberHitWallSoundDebounceTime ;
int saberEventFlags ;
int saberBlockingTime ;
int saberAnimLevel ;
int saberAttackChainCount ;
int saberLockTime ;
int saberLockEnemy ;
char * saberModel ;
int forcePowersKnown ;
int forcePowerDuration [ NUM_FORCE_POWERS ] ; //for effects that have a duration
int forcePowerDebounce [ NUM_FORCE_POWERS ] ; //for effects that must have an interval
int forcePower ;
int forcePowerMax ;
int forcePowerRegenDebounceTime ;
int forcePowerLevel [ NUM_FORCE_POWERS ] ; //so we know the max forceJump power you have
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 forceGripEntityNum ; //what entity I'm gripping
vec3_t forceGripOrg ; //where the gripped ent should be lifted to
int forceHealCount ; //how many points of force heal have been applied so far
int taunting ; //replaced BUTTON_GESTURE
float jumpZStart ; //So when you land, you don't get hurt as much
vec3_t moveDir ;
2013-04-04 18:24:26 +00:00
float waterheight ; //exactly what the z org of the water is (will be +4 above if under water, -4 below if not in water)
waterHeightLevel_t waterHeightLevel ; //how high it really is
2013-04-04 14:52:42 +00:00
} playerState_t ;
//====================================================================
//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
# define BUTTON_ATTACK 1
# define BUTTON_FORCE_LIGHTNING 2 // displays talk balloon and disables actions
# define BUTTON_USE_FORCE 4
# define BUTTON_BLOCKING 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 MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
// then BUTTON_WALKING should be set
// usercmd_t is sent to the server each client frame
// !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!
typedef struct usercmd_s {
int serverTime ;
int buttons ;
byte weapon ;
int angles [ 3 ] ;
signed char forwardmove , rightmove , upmove ;
} usercmd_t ;
//===================================================================
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
# define SOLID_BMODEL 0xffffff
typedef enum { // !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!
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 { // !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!
trType_t trType ;
int trTime ;
int trDuration ; // if non 0, trTime + trDuration = stop time
vec3_t trBase ;
vec3_t trDelta ; // velocity, etc
} trajectory_t ;
// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
typedef struct entityState_s { // !!!!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!!!!!
int number ; // entity index
int eType ; // entityType_t
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 ;
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
int modelindex ;
int modelindex2 ;
int modelindex3 ;
int clientNum ; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame ;
int solid ; // for client side prediction, gi.linkentity sets this properly
int event ; // impulse events -- muzzle flashes, footsteps, etc
int eventParm ;
// for players
int powerups ; // bit flags
int weapon ; // determines weapon and flash model, etc
int legsAnim ; //
int legsAnimTimer ; // don't change low priority animations on legs until this runs out
int torsoAnim ; //
int torsoAnimTimer ; // don't change low priority animations on torso until this runs out
int scale ; //Scale players
qboolean saberInFlight ;
qboolean saberActive ;
int vehicleModel ; // For overriding your playermodel with a drivable vehicle
/*
Ghoul2 Insert Start
*/
vec3_t modelScale ; // used to scale models in any axis
int radius ; // used for culling all the ghoul models attached to this ent NOTE - this is automatically scaled by Ghoul2 if/when you scale the model. This is a 100% size value
int boltInfo ; // info used for bolting entities to Ghoul2 models - NOT used for bolting ghoul2 models to themselves, more for stuff like bolting effects to ghoul2 models
/*
Ghoul2 Insert End
*/
} entityState_t ;
typedef enum {
CA_UNINITIALIZED ,
CA_DISCONNECTED , // not talking to a server
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 ;
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
String ID Tables
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
typedef struct stringID_table_s
{
char * name ;
int id ;
} stringID_table_t ;
int GetIDForString ( const stringID_table_t * table , const char * string ) ;
const char * GetStringForID ( const stringID_table_t * table , int id ) ;
// savegame screenshot size stuff...
//
# define SG_SCR_WIDTH 512 //256
# define SG_SCR_HEIGHT 512 //256
# define SG_SCR_DISPLAYHEIGHT (SG_SCR_HEIGHT * 3 / 4)
# define iSG_COMMENT_SIZE 64
# define sCVARNAME_PLAYERSAVE "playersave" // used for level-transition, accessed by game and server modules
/*
Ghoul2 Insert Start
*/
// For ghoul2 axis use
enum Eorientations
{
ORIGIN = 0 ,
POSITIVE_X ,
POSITIVE_Z ,
POSITIVE_Y ,
NEGATIVE_X ,
NEGATIVE_Z ,
NEGATIVE_Y
} ;
/*
Ghoul2 Insert End
*/
# define MAX_PARSEFILES 16
typedef struct parseData_s
{
char fileName [ MAX_QPATH ] ; // Name of current file being read in
int com_lines ; // Number of lines read in
const char * bufferStart ; // Start address of buffer holding data that was read in
const char * bufferCurrent ; // Where data is currently being parsed from buffer
} parseData_t ;
extern parseData_t parseData ;
// cinematic states
typedef enum {
FMV_IDLE ,
FMV_PLAY , // play
FMV_EOF , // all other conditions, i.e. stop/EOF/abort
FMV_ID_BLT ,
FMV_ID_IDLE ,
FMV_LOOPED ,
FMV_ID_WAIT
} e_status ;
// define the new memory tags for the zone, used by all modules now
//
# define TAGDEF(blah) TAG_ ## blah
typedef enum {
# include "../qcommon/tags.h"
} memtag_t ;
// stuff to help out during development process, force reloading/uncacheing of certain filetypes...
//
typedef enum
{
eForceReload_NOTHING ,
eForceReload_BSP ,
eForceReload_MODELS ,
eForceReload_ALL
} ForceReload_e ;
# include "../game/genericparser2.h"
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# ifdef _IMMERSION
# include "../ff/ff_public.h"
# endif // _IMMERSION
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# endif // __Q_SHARED_H