1644 lines
44 KiB
C
1644 lines
44 KiB
C
#ifndef __Q_SHARED_H
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#define __Q_SHARED_H
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// q_shared.h -- included first by ALL program modules.
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// A user mod should never modify this file
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#ifdef _WIN32
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#pragma warning(disable : 4018) // signed/unsigned mismatch
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//#pragma warning(disable : 4032) //formal parameter 'number' has different type when promoted
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//#pragma warning(disable : 4051) //type conversion; possible loss of data
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//#pragma warning(disable : 4057) // slightly different base types
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#pragma warning(disable : 4100) // unreferenced formal parameter
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//#pragma warning(disable : 4115) //'type' : named type definition in parentheses
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#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
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#pragma warning(disable : 4127) // conditional expression is constant
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//#pragma warning(disable : 4136) //conversion between different floating-point types
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//#pragma warning(disable : 4201) //nonstandard extension used : nameless struct/union
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//#pragma warning(disable : 4214) //nonstandard extension used : bit field types other than int
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//#pragma warning(disable : 4220) // varargs matches remaining parameters
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#pragma warning(disable : 4244) //'conversion' conversion from 'type1' to 'type2', possible loss of data
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#pragma warning(disable : 4284) // return type not UDT
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//#pragma warning(disable : 4305) // truncation from const double to float
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#pragma warning(disable : 4310) // cast truncates constant value
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#pragma warning(disable : 4514) //unreferenced inline/local function has been removed
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#pragma warning(disable : 4710) // not inlined
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#pragma warning(disable : 4711) // selected for automatic inline expansion
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#pragma warning(disable : 4786) // identifier was truncated
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#endif
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#include <ctype.h>
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// this is the define for determining if we have an asm version of a C function
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#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__
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#define id386 1
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#else
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#define id386 0
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#endif
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// for windows fastcall option
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#define QDECL
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//======================= WIN32 DEFINES =================================
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#ifdef WIN32
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#define MAC_STATIC
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#undef QDECL
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#define QDECL __cdecl
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// buildstring will be incorporated into the version string
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#ifdef NDEBUG
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#ifdef _M_IX86
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#define CPUSTRING "win-x86"
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#elif defined _M_ALPHA
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#define CPUSTRING "win-AXP"
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#endif
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#else
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#ifdef _M_IX86
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#define CPUSTRING "win-x86-debug"
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#elif defined _M_ALPHA
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#define CPUSTRING "win-AXP-debug"
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#endif
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#endif
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#define PATH_SEP '\\'
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#endif
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//======================= MAC OS X SERVER DEFINES =====================
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#if defined(__MACH__) && defined(__APPLE__)
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#define MAC_STATIC
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#ifdef __ppc__
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#define CPUSTRING "MacOSXS-ppc"
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#elif defined __i386__
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#define CPUSTRING "MacOSXS-i386"
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#else
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#define CPUSTRING "MacOSXS-other"
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#endif
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#define PATH_SEP '/'
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#define GAME_HARD_LINKED
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#define CGAME_HARD_LINKED
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#define UI_HARD_LINKED
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#endif
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//======================= MAC DEFINES =================================
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#ifdef __MACOS__
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#define MAC_STATIC static
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#define CPUSTRING "MacOS-PPC"
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#define PATH_SEP ':'
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#define GAME_HARD_LINKED
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#define CGAME_HARD_LINKED
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#define UI_HARD_LINKED
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void Sys_PumpEvents( void );
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#endif
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//======================= LINUX DEFINES =================================
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// the mac compiler can't handle >32k of locals, so we
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// just waste space and make big arrays static...
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#ifdef __linux__
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#define MAC_STATIC
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#ifdef __i386__
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#define CPUSTRING "linux-i386"
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#elif defined __axp__
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#define CPUSTRING "linux-alpha"
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#else
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#define CPUSTRING "linux-other"
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#endif
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#define PATH_SEP '/'
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#endif
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//=============================================================
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typedef unsigned long ulong;
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typedef unsigned short word;
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typedef unsigned char byte;
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typedef enum {qfalse, qtrue} qboolean;
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#define qboolean int //don't want strict type checking on the qboolean
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typedef int qhandle_t;
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typedef int fxHandle_t;
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typedef int sfxHandle_t;
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typedef int fileHandle_t;
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typedef int clipHandle_t;
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#ifndef NULL
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#define NULL ((void *)0)
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#endif
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#define MAX_QINT 0x7fffffff
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#define MIN_QINT (-MAX_QINT-1)
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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// the game guarantees that no string from the network will ever
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// exceed MAX_STRING_CHARS
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#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
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#define MAX_STRING_TOKENS 256 // max tokens resulting from Cmd_TokenizeString
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#define MAX_TOKEN_CHARS 1024 // max length of an individual token
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#define MAX_INFO_STRING 1024
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#define MAX_INFO_KEY 1024
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#define MAX_INFO_VALUE 1024
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 128 // max length of a filesystem pathname
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#define MAX_NAME_LENGTH 32 // max length of a client name
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// paramters for command buffer stuffing
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typedef enum {
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EXEC_NOW, // don't return until completed, a VM should NEVER use this,
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// because some commands might cause the VM to be unloaded...
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EXEC_INSERT, // insert at current position, but don't run yet
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EXEC_APPEND // add to end of the command buffer (normal case)
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} cbufExec_t;
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//
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// these aren't needed by any of the VMs. put in another header?
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//
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#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
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// Light Style Constants
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#define LS_STYLES_START 0
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#define LS_NUM_STYLES 32
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#define LS_SWITCH_START (LS_STYLES_START+LS_NUM_STYLES)
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#define LS_NUM_SWITCH 32
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#define MAX_LIGHT_STYLES 64
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// print levels from renderer (FIXME: set up for game / cgame?)
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typedef enum {
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PRINT_ALL,
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PRINT_DEVELOPER, // only print when "developer 1"
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PRINT_WARNING,
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PRINT_ERROR
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} printParm_t;
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// parameters to the main Error routine
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typedef enum {
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ERR_FATAL, // exit the entire game with a popup window
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ERR_DROP, // print to console and disconnect from game
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ERR_DISCONNECT, // don't kill server
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ERR_NEED_CD // pop up the need-cd dialog
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} errorParm_t;
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// font rendering values used by ui and cgame
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#define PROP_GAP_WIDTH 2
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//#define PROP_GAP_WIDTH 3
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#define PROP_SPACE_WIDTH 4
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#define PROP_HEIGHT 16
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#define PROP_TINY_SIZE_SCALE 1
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#define PROP_SMALL_SIZE_SCALE 1
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#define PROP_BIG_SIZE_SCALE 1
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#define PROP_GIANT_SIZE_SCALE 2
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#define PROP_TINY_HEIGHT 10
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#define PROP_GAP_TINY_WIDTH 1
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#define PROP_SPACE_TINY_WIDTH 3
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#define PROP_BIG_HEIGHT 24
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#define PROP_GAP_BIG_WIDTH 3
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#define PROP_SPACE_BIG_WIDTH 6
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#define BLINK_DIVISOR 600
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#define PULSE_DIVISOR 75
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#define UI_LEFT 0x00000000 // default
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#define UI_CENTER 0x00000001
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#define UI_RIGHT 0x00000002
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#define UI_FORMATMASK 0x00000007
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#define UI_SMALLFONT 0x00000010
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#define UI_BIGFONT 0x00000020 // default
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#define UI_GIANTFONT 0x00000040
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#define UI_DROPSHADOW 0x00000800
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#define UI_BLINK 0x00001000
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#define UI_INVERSE 0x00002000
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#define UI_PULSE 0x00004000
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#define UI_UNDERLINE 0x00008000
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#define UI_TINYFONT 0x00010000
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// stuff for TA's ROQ cinematic code...
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//
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#define CIN_system 1
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#define CIN_loop 2
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#define CIN_hold 4
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#define CIN_silent 8
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#define CIN_shader 16
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/*
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==============================================================
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MATHLIB
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==============================================================
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*/
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typedef float vec_t;
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typedef vec_t vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#define NUMVERTEXNORMALS 162
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extern vec3_t bytedirs[NUMVERTEXNORMALS];
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// all drawing is done to a 640*480 virtual screen size
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// and will be automatically scaled to the real resolution
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
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#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
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#define SMALLCHAR_WIDTH 8
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#define SMALLCHAR_HEIGHT 16
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#define BIGCHAR_WIDTH 16
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#define BIGCHAR_HEIGHT 16
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#define GIANTCHAR_WIDTH 32
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#define GIANTCHAR_HEIGHT 48
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typedef enum
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{
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CT_NONE,
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CT_BLACK,
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CT_RED,
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CT_GREEN,
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CT_BLUE,
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CT_YELLOW,
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CT_MAGENTA,
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CT_CYAN,
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CT_WHITE,
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CT_LTGREY,
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CT_MDGREY,
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CT_DKGREY,
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CT_DKGREY2,
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CT_VLTORANGE,
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CT_LTORANGE,
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CT_DKORANGE,
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CT_VDKORANGE,
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CT_VLTBLUE1,
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CT_LTBLUE1,
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CT_DKBLUE1,
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CT_VDKBLUE1,
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CT_VLTBLUE2,
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CT_LTBLUE2,
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CT_DKBLUE2,
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CT_VDKBLUE2,
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CT_VLTBROWN1,
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CT_LTBROWN1,
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CT_DKBROWN1,
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CT_VDKBROWN1,
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CT_VLTGOLD1,
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CT_LTGOLD1,
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CT_DKGOLD1,
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CT_VDKGOLD1,
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CT_VLTPURPLE1,
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CT_LTPURPLE1,
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CT_DKPURPLE1,
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CT_VDKPURPLE1,
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CT_VLTPURPLE2,
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CT_LTPURPLE2,
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CT_DKPURPLE2,
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CT_VDKPURPLE2,
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CT_VLTPURPLE3,
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CT_LTPURPLE3,
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CT_DKPURPLE3,
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CT_VDKPURPLE3,
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CT_VLTRED1,
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CT_LTRED1,
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CT_DKRED1,
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CT_VDKRED1,
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CT_VDKRED,
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CT_DKRED,
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CT_VLTAQUA,
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CT_LTAQUA,
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CT_DKAQUA,
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CT_VDKAQUA,
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CT_LTPINK,
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CT_DKPINK,
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CT_LTCYAN,
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CT_DKCYAN,
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CT_LTBLUE3,
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CT_BLUE3,
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CT_DKBLUE3,
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CT_HUD_GREEN,
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CT_HUD_RED,
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CT_ICON_BLUE,
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CT_NO_AMMO_RED,
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CT_HUD_ORANGE,
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CT_MAX
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} ct_table_t;
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extern vec4_t colorTable[CT_MAX];
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#define Q_COLOR_ESCAPE '^'
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#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE )
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#define COLOR_BLACK '0'
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#define COLOR_RED '1'
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#define COLOR_GREEN '2'
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#define COLOR_YELLOW '3'
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#define COLOR_BLUE '4'
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#define COLOR_CYAN '5'
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#define COLOR_MAGENTA '6'
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#define COLOR_WHITE '7'
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#define ColorIndex(c) ( ( (c) - '0' ) & 7 )
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#define S_COLOR_BLACK "^0"
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#define S_COLOR_RED "^1"
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#define S_COLOR_GREEN "^2"
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#define S_COLOR_YELLOW "^3"
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#define S_COLOR_BLUE "^4"
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#define S_COLOR_CYAN "^5"
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#define S_COLOR_MAGENTA "^6"
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#define S_COLOR_WHITE "^7"
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extern vec4_t g_color_table[8];
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#define MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b
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#define MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a
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// Player weapons effects
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typedef enum
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{
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SABER_RED,
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SABER_ORANGE,
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SABER_YELLOW,
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SABER_GREEN,
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SABER_BLUE,
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SABER_PURPLE
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} saber_colors_t;
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#define MAX_BATTERIES 2500
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#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
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#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
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#define ENUM2STRING(arg) #arg,arg
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struct cplane_s;
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extern const vec3_t vec3_origin;
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extern const vec3_t axisDefault[3];
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#define nanmask (255<<23)
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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float Q_fabs( float f );
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float Q_rsqrt( float f ); // reciprocal square root
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#define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )
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signed char ClampChar( int i );
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signed short ClampShort( int i );
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// this isn't a real cheap function to call!
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int DirToByte( vec3_t dir );
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void ByteToDir( int b, vec3_t dir );
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#define _DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#define _VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
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#define _VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
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#define _VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
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#define _VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
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#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))
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#ifdef __LCC__
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#ifdef VectorCopy
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#undef VectorCopy
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// this is a little hack to get more efficient copies
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typedef struct {
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float v[3];
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} vec3struct_t;
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#define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a;
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#endif
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#endif
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#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
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#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
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#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
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#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define SnapVector(v) {v[0]=(int)v[0];v[1]=(int)v[1];v[2]=(int)v[2];}
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// just in case you do't want to use the macros
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inline void VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc) {
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vecc[0] = veca[0] + scale*vecb[0];
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vecc[1] = veca[1] + scale*vecb[1];
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vecc[2] = veca[2] + scale*vecb[2];
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}
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inline vec_t DotProduct( const vec3_t v1, const vec3_t v2 ) {
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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inline void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) {
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cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
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}
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inline void VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) {
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out[0] = veca[0]-vecb[0];
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out[1] = veca[1]-vecb[1];
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out[2] = veca[2]-vecb[2];
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}
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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
|
|
|
|
#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)
|
|
#define CS_PLAYERS (CS_SOUNDS+MAX_SOUNDS)
|
|
#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 )
|
|
|
|
|
|
// 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
|
|
|
|
vec3_t pushVec;
|
|
|
|
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
|
|
int lastShotTime;//last time you shot your weapon
|
|
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;
|
|
} 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
|
|
|
|
vec3_t pushVec;
|
|
|
|
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"
|
|
|
|
|
|
#endif // __Q_SHARED_H
|