sin-sdk/q_shared.h
1998-12-20 00:00:00 +00:00

2435 lines
70 KiB
C

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/q_shared.h $
// $Revision:: 187 $
// $Author:: Jimdose $
// $Date:: 11/14/98 8:07p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/q_shared.h $
//
// 187 11/14/98 8:07p Jimdose
// added DF_NO_DROP_WEAPONS
//
// 186 11/09/98 12:56a Jimdose
// added EF_NOFOOTSTEPS
//
// 185 11/08/98 8:24p Markd
// increased text length on keys and values
//
// 184 11/06/98 5:47p Markd
// put in stuff for H2INC stuff
//
// 183 10/26/98 2:16p Aldie
// Added AirClamp
//
// 182 10/25/98 4:37a Aldie
// Upped MAX_SOUNDS
//
// 181 10/19/98 9:52p Jimdose
// changed slime variables to lightvolume
//
// 180 10/18/98 9:03p Markd
// Added PM_INVEHICLE_ZOOM
//
// 179 10/18/98 8:45p Jimdose
// ifdefed out event from entity_state_t
//
// 178 10/18/98 5:52p Aldie
// Added tempmodel flag
//
// 177 10/14/98 6:29p Markd
// Put in STAT_EXITSIGN
//
// 176 10/11/98 12:04a Aldie
// Added PMF_ADRENALINE
//
// 175 10/09/98 2:07a Aldie
// Updated DMFLAGS
//
// 174 10/08/98 8:23p Markd
// Increased MAX_SOUNDS
//
// 173 10/08/98 7:42p Jimdose
// Added DF_NOEXIT
//
// 172 10/08/98 4:34p Aldie
// Added RDF_NOENTITIES
//
// 171 10/06/98 9:16p Aldie
// Changed SURF_STRONG to SURF_ADD
//
// 170 10/05/98 12:27a Jimdose
// Added angledist
//
// 169 10/04/98 10:31p Markd
// Added MDL_GROUP stuff
//
// 168 10/04/98 10:28p Aldie
// Added multiple weapon changes. Damage, flashes, quantum stuff
//
// 167 10/03/98 1:12p Aldie
// Added new pulse effects
//
// 166 9/28/98 5:51p Markd
// Changed Swamp to Duct
//
// 165 9/28/98 4:07p Aldie
// Added oxygen powerup
//
// 164 9/26/98 4:46p Aldie
// Added mutant mode
//
// 163 9/25/98 3:01p Aldie
// Tesselation defaults and flags
//
// 162 9/20/98 7:11p Aldie
// Added flags to particles
//
// 161 9/19/98 12:24p Markd
// eliminated unused fields in surfinfo_t
//
// 160 9/18/98 10:57p Jimdose
// added bound macro
//
// 159 9/11/98 12:22p Markd
// Changed SURF_DAMAGED to SURF_HARDWAREONLY
//
// 158 9/10/98 8:38p Aldie
// Electrical beam effects
//
// 157 9/09/98 3:56p Aldie
// New lightning effect
//
// 156 9/08/98 6:27p Markd
// rewrote commens for solid in entity_state
//
// 155 9/05/98 5:10p Aldie
//
// 154 9/03/98 2:11p Aldie
// Added checksums checks to .def files
//
// 153 9/01/98 7:47p Aldie
// Added itemname to inventory stuff
//
// 152 8/31/98 7:45p Aldie
// Updated surface data structure and removed surfinfo field
//
// 151 8/31/98 5:46p Aldie
// Powerup timer stuff
//
// 150 8/30/98 8:28p Markd
// Took out NOVIS flag, no longer needed
//
// 149 8/29/98 7:17p Markd
// added te_scaled_explosion
//
// 148 8/29/98 2:37p Markd
// Added EF_AUTO_ANIMATE
//
// 147 8/26/98 5:37p Aldie
// Removed damage_threshold field from surfinfo
//
// 146 8/25/98 7:55p Markd
// Removed THIRDPERSONVIEW
//
// 145 8/25/98 5:50p Markd
// Added PM_THIRDPERSONVIEW
//
// 144 8/24/98 6:50p Jimdose
// gravity axis is now encoded into effects
//
// 143 8/24/98 1:53p Markd
// renamed friction and restitution to magnitude and frequency
//
// 142 8/22/98 9:48p Markd
// Added TEMPMODEL_NOVIS flag
//
// 141 8/22/98 9:37p Jimdose
// GRAVITY_AXIS_MASK was defined wrong
//
// 140 8/22/98 8:48p Jimdose
// Added support for alternate gravity axis
//
// 139 8/22/98 12:06a Aldie
// New surface manager implemented
//
// 138 8/19/98 8:51p Aldie
// Added random particles
//
// 137 8/19/98 5:02p Markd
// Added new flags and fixed argument issue with sincmds
//
// 136 8/14/98 8:14p Aldie
// Added generic overlay system
//
// 135 8/12/98 6:04p Aldie
// Added a shield timer
//
// 134 8/06/98 7:05p Markd
// Added crouch flag to effects
//
// 133 8/05/98 7:48p Markd
// Added physics to tempmodels
//
// 132 8/04/98 6:06p Aldie
// Added RF_DETAIL
//
// 131 8/03/98 7:34p Markd
// Added SURFACE_DamageMultiplier func and debris field to client cmds
//
// 130 8/02/98 9:00p Markd
// Merged code 3.17
//
// 129 7/31/98 7:43p Aldie
// Client side bullet effects
//
// 128 7/24/98 10:50p Jimdose
// Increased MAX_MODELS to 640
//
// 127 7/24/98 6:21p Jimdose
// Added groundsurface, groundplane, and groundcontents to pmove_t
//
// 126 7/24/98 4:55p Jimdose
// Added CS_MAXCLIENTS for determining the number of clients the server allows
// from another client
//
// 125 7/24/98 2:10p Markd
// Added new audio channels
//
// 124 7/23/98 4:40p Markd
// Added EF_EVERYFRAME
//
// 123 7/23/98 12:31p Markd
// Added onladder to pmove_t
//
// 122 7/21/98 9:07p Markd
// Added new moods for music stuff
//
// 121 7/18/98 4:02p Markd
// Added PM_INVEHICLE movetype
//
// 120 7/17/98 11:31a Aldie
// Added STAT_CLIPAMMO
//
// 119 7/15/98 11:24p Markd
// Added normal to sinmdl_intersection_t
//
// 118 7/15/98 10:04p Aldie
// Added TE_BULLET_SPRAY
//
// 117 7/14/98 5:33a Jimdose
// Changed player eye and stand height
//
// 116 7/13/98 5:02p Aldie
// Added dead player bodies with gibbing
//
// 115 7/12/98 9:47p Markd
// added crosshair to statusbar layout
//
// 114 7/10/98 11:11p Markd
// Added local dialog flag
//
// 113 7/10/98 12:24a Aldie
// Undid RF_CUSTOMSKIN
//
// 112 7/10/98 12:21a Aldie
// Added customskin flag
//
// 111 7/09/98 9:35p Jimdose
// Removed RF_CONSOLE
// Added EF_SMOOTHANGLES
//
// 110 7/09/98 4:33p Markd
// Added console_owner to console_state_t
//
// 109 7/08/98 3:12p Aldie
// Reworked layout stuff
//
// 108 7/02/98 2:34p Aldie
// Mission computer
//
// 107 7/01/98 2:20p Markd
// Added RDF_NOCLEAR
//
// 106 6/30/98 4:40p Markd
// Changed default tesselation amount
//
// 105 6/27/98 4:25p Aldie
// Added STAT_WEAPONLIST
//
// 104 6/25/98 8:09p Aldie
// Added armor stats, and te_damage_wall
//
// 103 6/24/98 12:23p Markd
// Added more tesselation stuff, removed TE_SPARKS and TE_BLOOD
//
// 102 6/23/98 10:15p Markd
// Added position to sinmdl_intersection_t
//
// 101 6/20/98 6:22p Aldie
// Added flag for inventory model
//
// 100 6/20/98 2:20p Aldie
// Updated stats flags
//
// 99 6/19/98 6:39p Aldie
// Updated #defines for stats
//
// 98 6/18/98 6:19p Markd
// changed default tesselation sizes
//
// 97 6/18/98 2:15p Markd
// Added dir to trace_t
//
// 96 6/18/98 2:00p Markd
// rewrote tesselation code
//
// 95 6/15/98 7:57p Markd
// Reduced MAX_EDICTS, reduced MAX_MODELS, put in LittleUnsignedShort
//
// 94 6/15/98 10:40a Aldie
// Added defines for pulse beam
//
// 93 6/10/98 9:30p Markd
// fixed config string problem
//
// 92 6/10/98 4:37p Aldie
// Added comment to remind us that statusbars take up more than one
// configstring.
//
// 91 6/10/98 2:52p Markd
// typo with old configstring stuff
//
// 90 6/10/98 2:46p Markd
// Took out old configstrings
//
// 89 6/09/98 4:41p Markd
// Added additional environment mapped flag
//
// 88 6/08/98 5:18p Aldie
// Added spidermines and moved some defines here.
//
// 87 6/05/98 6:27p Aldie
// Added armor stats
//
// 86 6/03/98 4:40p Markd
// Removed variables from player_state_t and also added U_PREVFRAME, removed
// U_GUNFRAME, merged it with U_GUNANIMFRAME
//
// 85 5/28/98 1:26p Aldie
// Added rocket explosion particles
//
// 84 5/27/98 8:06p Aldie
// Added SIN_GetToken and SIN_Parse
//
// 83 5/27/98 4:54p Markd
// Put in TEMPMODEL_ALPHAFADE flag
//
// 82 5/27/98 5:04a Aldie
// Added EF_GIB
//
// 81 5/26/98 4:20p Markd
// Added sinmdl_intersection_t
//
// 80 5/25/98 8:51a Aldie
// Added new mask type (solid without fence)
//
// 79 5/25/98 7:15p Markd
// Added more TEMPMODEL commands
//
// 78 5/25/98 5:42p Markd
// Added TE_STRIKE and TE_DLIGHT
//
// 77 5/24/98 6:29p Markd
// Added CalculateRotatedBounds2
//
// 76 5/24/98 4:48p Jimdose
// Made char *'s const
//
// 75 5/24/98 2:56p Markd
// increased MAX_EDICTS to 1536
//
// 74 5/23/98 10:38p Markd
// Added TE_TEMPMODEL and TEMPMODEL flags
//
// 73 5/23/98 12:53p Aldie
// Updated surfaces networking.
//
// 72 5/20/98 11:12a Markd
// removed char * dependency
//
// 71 5/19/98 10:41p Markd
// Added surf_envmapped
//
// 70 5/18/98 6:18p Markd
// Added RF_ENVMAPPED
//
// 69 5/17/98 8:10p Aldie
// Moved mainconsole string here
//
// 68 5/16/98 11:02p Aldie
// Changed format of deathmatch flags
//
// 67 5/16/98 5:00p Markd
// Added RF_XFLIP
//
// 66 5/15/98 7:20p Markd
// Added SOUND_FLAGS
//
// 65 5/15/98 6:47p Markd
// added music_moods to playerstate and enumerated type
//
// 64 5/14/98 6:26p Markd
// Fixed up MASKS and added CONTENTS_FENCE and DUMMYFENCE
//
// 63 5/14/98 11:44a Markd
// Removed base_angle, added transvec
//
// 62 5/13/98 6:22p Markd
// Added TE_Burnwall and CalculateRotatedBounds
//
// 61 5/13/98 4:47p Aldie
// Update damage surfaces
//
// 60 5/08/98 7:54p Markd
// Set proper MAX_CMDS limit
//
// 59 5/08/98 7:02p Markd
// Added lightofs to entity_state also removed some render flags
//
// 58 5/07/98 11:24p Markd
// Added playerframe, playeranim and playerindex to playerstate, added
// gunframe, gunanim, and gunmodelindex to entity_state_t
//
// 57 5/06/98 7:49p Markd
// Added style and state to csurfinfo_s
//
// 56 5/05/98 7:38p Markd
// Added last_gunframe and last_gunanim to player_state_t for client side frame
// stuff
//
// 55 5/05/98 2:44p Aldie
// Added server side surface states
//
// 54 5/03/98 8:12p Markd
// Commented out MuzzleFlashes
//
// 53 5/02/98 8:46p Markd
// Added SURFACE flags and stuff
//
// 52 5/02/98 8:37p Aldie
// More console stuff for demos
//
// 51 4/30/98 4:49p Aldie
// Server side console states
//
// 50 4/28/98 7:00p Aldie
// Added sever side console buffer
//
// 49 4/27/98 3:21p Jimdose
// Added DebugLines
//
// 48 4/27/98 1:52p Aldie
// Added server side consoles.
//
// 47 4/18/98 6:12p Aldie
// Added ammo stats
//
// 46 4/18/98 4:24p Aldie
// Added ammo bar to stats
//
// 45 4/16/98 1:57p Jimdose
// Added prevframe to entity_state and gunprevframe to playerstate
//
// 44 4/14/98 6:30p Aldie
// Added laser temp ent.
//
// 43 4/09/98 1:41p Markd
// Added CONTENTS_SHOOTABLE and changed MASK_SHOT
//
// 42 4/07/98 8:01p Markd
// Added CS_SOUNDTRACK
//
// 41 4/06/98 7:10p Aldie
// Added zooming for SniperRifle
//
// 40 4/04/98 5:13p Markd
// Added TE_TESSELATE
//
// 39 4/03/98 3:35p Jimdose
// Added fast weapons
// Added draw flags for layouts
//
// 38 3/30/98 11:06p Aldie
// Added consoles as configstrings.
//
// 37 3/29/98 8:33p Markd
// Added sinmdl_cmd_t structure
//
// 36 3/28/98 3:10p Markd
// Increased MAX_MODEL_GROUPS
//
// 35 3/27/98 8:50p Jimdose
// Added support for third person view
//
// 34 3/27/98 7:00p Markd
// Increased MAX_MODELS, changed bone definition, added viewangles and
// vieworigin to entity_state_t and changed TransformFromTriangle and
// OriginFromTriangle
//
// 33 3/25/98 3:25p Markd
// Expanded bone_t definition
//
// 32 3/24/98 9:59a Markd
// Added TransformFromTriangle
//
// 31 3/18/98 7:47p Markd
// Added numgroups and groups to entity_state_t
//
// 30 3/18/98 7:16p Markd
// Added bone support to the entity state for entity linking in models
//
// 29 3/18/98 6:27p Aldie
// Added console to renderfx.
//
// 28 3/13/98 7:26p Aldie
// Added some new dlight renderfx
//
// 27 3/10/98 7:44p Aldie
// Added constants for player heights here.
//
// 26 3/09/98 2:51p Jimdose
// Working on euler-quat stuff
//
// 25 3/06/98 7:16p Aldie
// Arbitrary alpha for entities & lensflare
//
// 24 3/05/98 6:47p Markd
// added scale, to entity_state
//
// 23 3/05/98 3:49p Aldie
// More support for damaged surfaces.
//
// 22 3/05/98 11:36a Markd
// Added Anim suport
//
// 21 3/04/98 7:59p Aldie
// More support for damage textures.
//
// 20 3/04/98 5:14p Aldie
// Added support for damaged surfaces.
//
// 19 3/03/98 6:04p Aldie
// Added first pass for footsteps.
//
// 18 2/28/98 5:49p Markd
// Accidentally put the wrong file in their, I meant COM_FileExtension
//
// 17 2/28/98 5:46p Markd
// forgot a ;
//
// 16 2/28/98 5:46p Markd
// Added COM_StripExtension
//
// 15 2/28/98 4:43p Aldie
// Added Matrix4TransformVector
//
// 14 2/27/98 5:46p Jimdose
// Added min and max macros
//
// 13 2/25/98 4:38p Markd
// Added COM_GetToken
//
// 12 2/25/98 2:24p Aldie
// Added texture damage threshold constants
//
// 11 2/24/98 3:42p Aldie
// Added support for groupname and updated conveyor flag
//
// 10 2/22/98 10:15p Aldie
// Added support for texinfo commands over the net
//
// 9 2/22/98 2:19p Aldie
// Added support for trans_mag and trans_angle in the surface.
//
// 8 2/21/98 7:58p Aldie
// Removed dependency on TRANS33/66
//
// 7 2/21/98 7:18p Jimdose
// Added PMF_OLDNOCLIP and PMF_OLDLADDERS for client prediction
//
// 6 2/16/98 2:09p Jimdose
// Added quaternion field to entity_state_t for proper interpolation
// Added the following math utility functions: MatrixToEulerAngles,
// TransposeMatrix, MatrixTransformVector, OrthoNormalize, QuatToMat,
// MatToQuat, SlerpQuaternion, AnglesToMat, RotateAxis, MultQuat, EulerToQuat,
// VectorsToEulerAngles
//
// 5 2/04/98 4:04p Aldie
// Removed reference to value
//
// 4 1/21/98 6:53p Jimdose
// Made compatible with C++
// Added new render flag RF_DONTDRAW for invisible items
//
// 3 12/30/97 6:04p Jimdose
// Added header text
//
// DESCRIPTION:
// included first by ALL program modules
//
#ifndef __Q_SHARED_H__
#define __Q_SHARED_H__
#ifdef _WIN32
// unknown pragmas are SUPPOSED to be ignored, but....
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4305) // truncation from const double to float
#endif
#ifndef _H2INC
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#endif
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
#ifndef _H2INC
#define bound(a,minval,maxval) ( ((a) > (minval)) ? ( ((a) < (maxval)) ? (a) : (maxval) ) : (minval) )
#endif
#if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
#define id386 1
#else
#define id386 0
#endif
#if defined _M_ALPHA && !defined C_ONLY
#define idaxp 1
#else
#define idaxp 0
#endif
#ifdef __cplusplus
extern "C" {
#endif
#ifndef _H2INC
typedef unsigned char byte;
#endif
#ifdef __cplusplus
typedef int qboolean;
#else
typedef enum {false, true} qboolean;
#endif
#ifndef NULL
#define NULL ((void *)0)
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 128 // max length of an individual token
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 128 // max length of a filesystem pathname
//
// per-level limits
//
#define MAX_CLIENTS 256 // absolute limit
#ifdef SIN
#define MAX_EDICTS 1024 // must change protocol to increase more
#else
#define MAX_EDICTS 1024 // must change protocol to increase more
#endif
#define MAX_LIGHTSTYLES 256
#ifdef SIN
#define MAX_MODELS 640 // these are sent over the net as bytes
#define MAX_CONSOLES 32
#define MAX_SURFACES 1024
#define MAX_SOUNDS 512 // so they cannot be blindly increased
#else
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#endif
#define MAX_IMAGES 256
#define MAX_ITEMS 256
// game print flags
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
#define ERR_FATAL 0 // exit the entire game with a popup window
#define ERR_DROP 1 // print to console and disconnect from game
#define ERR_DISCONNECT 2 // don't kill server
#define PRINT_ALL 0
#define PRINT_DEVELOPER 1 // only print when "developer 1"
#define PRINT_ALERT 2
// destination class for gi.multicast()
typedef enum
{
MULTICAST_ALL,
MULTICAST_PHS,
MULTICAST_PVS,
MULTICAST_ALL_R,
MULTICAST_PHS_R,
MULTICAST_PVS_R
} multicast_t;
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec3_t[3];
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
struct cplane_s;
extern vec3_t vec3_origin;
#define nanmask (255<<23)
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
// microsoft's fabs seems to be ungodly slow...
//float Q_fabs (float f);
//#define fabs(f) Q_fabs(f)
#if !defined C_ONLY && !defined __linux__ && !defined __sgi
extern long Q_ftol( float f );
#else
#define Q_ftol( f ) ( long ) (f)
#endif
#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 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))
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
// just in case you do't want to use the macros
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
int VectorCompare (vec3_t v1, vec3_t v2);
vec_t VectorLength (vec3_t v);
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize (vec3_t v); // returns vector length
vec_t VectorNormalize2 (vec3_t v, vec3_t out);
void VectorInverse (vec3_t v);
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
float anglemod(float a);
float angledist( float ang );
float LerpAngle (float a1, float a2, float frac);
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
( \
((p)->dist <= (emins)[(p)->type])? \
1 \
: \
( \
((p)->dist >= (emaxs)[(p)->type])?\
2 \
: \
3 \
) \
) \
: \
BoxOnPlaneSide( (emins), (emaxs), (p)))
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void PerpendicularVector( vec3_t dst, const vec3_t src );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
//=============================================
#ifdef SIN
const char *COM_SkipPath (const char *pathname);
void COM_StripExtension (const char *in, char *out);
char *COM_FileExtension (const char *in);
void COM_FileBase (const char *in, char *out);
void COM_FilePath (const char *in, char *out);
void COM_DefaultExtension (char *path, const char *extension);
int COM_ParseHex (const char *hex);
const char *COM_GetToken(const char **data_p, qboolean crossline);
const char *COM_Parse (const char **data_p);
#ifdef SIN
const char *SIN_GetToken(const char **data_p, qboolean crossline);
const char *SIN_Parse (const char **data_p);
#endif
// data is an in/out parm, returns a parsed out token
#ifndef _H2INC
void Com_sprintf (char *dest, int size, const char *fmt, ...);
#endif
#else
char *COM_SkipPath (char *pathname);
void COM_StripExtension (char *in, char *out);
void COM_FileBase (char *in, char *out);
void COM_FilePath (char *in, char *out);
void COM_DefaultExtension (char *path, char *extension);
char *COM_Parse (char **data_p);
// data is an in/out parm, returns a parsed out token
#ifndef _H2INC
void Com_sprintf (char *dest, int size, char *fmt, ...);
#endif
#endif
#ifdef _H2INC
void Com_PageInMemory (unsigned char *buffer, int size);
#else
void Com_PageInMemory (byte *buffer, int size);
#endif
//=============================================
// portable case insensitive compare
int Q_stricmp (const char *s1, const char *s2);
int Q_strcasecmp (const char *s1, const char *s2);
int Q_strncasecmp (const char *s1, const char *s2, int n);
//=============================================
#ifndef _H2INC
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
#ifdef SIN
unsigned short BigUnsignedShort(unsigned short l);
unsigned short LittleUnsignedShort(unsigned short l);
#endif
#endif
void Swap_Init (void);
#ifndef _H2INC
#ifdef SIN
const char *va(const char *format, ...);
#else
char *va(char *format, ...);
#endif
#endif
//=============================================
//
// key / value info strings
//
#ifdef SIN
#define MAX_INFO_KEY 128
#define MAX_INFO_VALUE 128
#else
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#endif
#define MAX_INFO_STRING 512
#ifdef SIN
const 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);
#else
char *Info_ValueForKey (char *s, char *key);
void Info_RemoveKey (char *s, char *key);
void Info_SetValueForKey (char *s, char *key, char *value);
#endif
/*
==============================================================
SYSTEM SPECIFIC
==============================================================
*/
extern int curtime; // time returned by last Sys_Milliseconds
int Sys_Milliseconds (void);
void Sys_Mkdir (char *path);
// large block stack allocation routines
void *Hunk_Begin (int maxsize);
void *Hunk_Alloc (int size);
void Hunk_Free (void *buf);
int Hunk_End (void);
// directory searching
#define SFF_ARCH 0x01
#define SFF_HIDDEN 0x02
#define SFF_RDONLY 0x04
#define SFF_SUBDIR 0x08
#define SFF_SYSTEM 0x10
/*
** pass in an attribute mask of things you wish to REJECT
*/
#ifdef SIN
const char *Sys_FindFirst (const char *path, unsigned musthave, unsigned canthave );
const char *Sys_FindNext ( unsigned musthave, unsigned canthave );
#else
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
char *Sys_FindNext ( unsigned musthave, unsigned canthave );
#endif
void Sys_FindClose (void);
// this is only here so the functions in q_shared.c and q_shwin.c can link
#ifndef _H2INC
#ifdef SIN
void Sys_Error (const char *error, ...);
void Com_Printf (const char *msg, ...);
#else
void Sys_Error (char *error, ...);
void Com_Printf (char *msg, ...);
#endif
#endif
/*
==========================================================
CVARS (console variables)
==========================================================
*/
#ifndef CVAR
#define CVAR
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
#define CVAR_USERINFO 2 // added to userinfo when changed
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
#define CVAR_NOSET 8 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 16 // save changes until server restart
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s
{
#ifdef _H2INC
char *AMD_name;
#else
char *name;
#endif
char *string;
char *latched_string; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
float value;
struct cvar_s *next;
} cvar_t;
#endif // CVAR
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#ifdef SIN
#define CONTENTS_FENCE 4
#else
#define CONTENTS_AUX 4
#endif
#define CONTENTS_LAVA 8
#ifdef SIN
#define CONTENTS_LIGHTVOLUME 16
#else
#define CONTENTS_SLIME 16
#endif
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64
// remaining contents are non-visible, and don't eat brushes
#ifdef SIN
#define CONTENTS_DUMMYFENCE 0x1000
#endif
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
#define CONTENTS_SHOOTABLE 0x40000000 // is shootable, but may not be blocking
#define SURF_LIGHT 0x1 // value will hold the light strength
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#ifdef SIN
#define SURF_NONLIT 0x10 // surface is not lit
#define SURF_NOFILTER 0x20 // surface is not filtered
#else
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#endif
#ifdef SIN
#define SURF_CONVEYOR 0x40
#else
#define SURF_FLOWING 0x40 // scroll towards angle
#endif
#define SURF_NODRAW 0x80 // don't bother referencing the texture
#ifdef SIN
#define SURF_WAVY 0x400 // surface has waves
#define SURF_RICOCHET 0x800 // projectiles bounce literally bounce off this surface
#define SURF_PRELIT 0x1000 // surface has intensity information for pre-lighting
#define SURF_CONSOLE 0x4000 // surface has a console on it
#define SURF_HARDWAREONLY 0x10000 // surface should only do things in hardware
#define SURF_DAMAGE 0x20000 // surface can be damaged
#define SURF_WEAK 0x40000 // surface has weak hit points
#define SURF_NORMAL 0x80000 // surface has normal hit points
#define SURF_ADD 0x100000 // surface will be additive
#define SURF_ENVMAPPED 0x200000 // surface is envmapped
#define SURF_RANDOMANIMATE 0x400000 // surface start animating on a random frame
#define SURF_ANIMATE 0x800000 // surface animates
#define SURF_RNDTIME 0x1000000 // time between animations is random
#define SURF_TRANSLATE 0x2000000 // surface translates
#define SURF_NOMERGE 0x4000000 // surface is not merged in csg phase
#define SURF_TYPE_BIT0 0x8000000 // 0 bit of surface type
#define SURF_TYPE_BIT1 0x10000000 // 1 bit of surface type
#define SURF_TYPE_BIT2 0x20000000 // 2 bit of surface type
#define SURF_TYPE_BIT3 0x40000000 // 3 bit of surface type
#define MASK_SURF_TYPE (SURF_TYPE_BIT0|SURF_TYPE_BIT1|SURF_TYPE_BIT2|SURF_TYPE_BIT3)
#define SURF_START_BIT 27
#define SURFACETYPE_FROM_FLAGS( x ) ( ( x >> (SURF_START_BIT) ) & 0xf )
#define SURF_TYPE_SHIFT(x) ( (x) << (SURF_START_BIT) ) // macro for getting proper bit mask
#define SURF_TYPE_NONE SURF_TYPE_SHIFT(0)
#define SURF_TYPE_WOOD SURF_TYPE_SHIFT(1)
#define SURF_TYPE_METAL SURF_TYPE_SHIFT(2)
#define SURF_TYPE_STONE SURF_TYPE_SHIFT(3)
#define SURF_TYPE_CONCRETE SURF_TYPE_SHIFT(4)
#define SURF_TYPE_DIRT SURF_TYPE_SHIFT(5)
#define SURF_TYPE_FLESH SURF_TYPE_SHIFT(6)
#define SURF_TYPE_GRILL SURF_TYPE_SHIFT(7)
#define SURF_TYPE_GLASS SURF_TYPE_SHIFT(8)
#define SURF_TYPE_FABRIC SURF_TYPE_SHIFT(9)
#define SURF_TYPE_MONITOR SURF_TYPE_SHIFT(10)
#define SURF_TYPE_GRAVEL SURF_TYPE_SHIFT(11)
#define SURF_TYPE_VEGETATION SURF_TYPE_SHIFT(12)
#define SURF_TYPE_PAPER SURF_TYPE_SHIFT(13)
#define SURF_TYPE_DUCT SURF_TYPE_SHIFT(14)
#define SURF_TYPE_WATER SURF_TYPE_SHIFT(15)
#endif
#ifdef SIN
#define STRONG_DAMAGE_VALUE 200
#define NORMAL_DAMAGE_VALUE 90
#define WEAK_DAMAGE_VALUE 10
#endif
// content masks
#ifdef SIN
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_FENCE)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_FENCE)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_FENCE)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_FENCE)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER|CONTENTS_SHOOTABLE)
#define MASK_PROJECTILE (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER|CONTENTS_SHOOTABLE|CONTENTS_FENCE)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
#define MASK_SOLIDNONFENCE (CONTENTS_SOLID|CONTENTS_WINDOW)
#else
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
#endif
// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s
{
vec3_t normal;
float dist;
#ifdef _H2INC
unsigned char AMD_type; // for fast side tests
unsigned char signbits; // signx + (signy<<1) + (signz<<1)
unsigned char pad[2];
#else
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
#endif
} cplane_t;
// structure offset for asm code
#define CPLANE_NORMAL_X 0
#define CPLANE_NORMAL_Y 4
#define CPLANE_NORMAL_Z 8
#define CPLANE_DIST 12
#define CPLANE_TYPE 16
#define CPLANE_SIGNBITS 17
#define CPLANE_PAD0 18
#define CPLANE_PAD1 19
typedef struct cmodel_s
{
vec3_t mins, maxs;
vec3_t origin; // for sounds or lights
int headnode;
} cmodel_t;
typedef struct csurface_s
{
#ifdef SIN
char groupname[64]; // Name of the surface
int groupnumber; // Number of the surface
int flags; // Surface flags
int style; // Style
qboolean trans_state; // Translation on/off
float trans_mag; // Translation magnitude
float trans_angle; // Translation angle
float translucence; // Translucence of the surface
float frequency; // Frequency of the wavy surface / restitution of that surface
float magnitude; // Magnitude of the wavy surface / friction of that surface
float upload_width; // Power of 2 upload width
float upload_height; // Power of 2 upload height
vec3_t transvec; // Translation vector
float nonlit; // Nonlit vale
int animation_frame; // Animation frame to display
int numframes; // Number of frames of animation
float animtime; // Animation time between frames
int frameoffset; // Offset for random start frame animation
float nextanimtime; // Time in the future to change the animation
float delta_s; // Delta s for the texture coordinates
float delta_t; // Delta t for the texture coordinates
float last_update_time; // Last time the surface was updated
vec3_t color; // Color of the surface
int leaf; // Leaf number this surface resides in
struct csurface_s *next; // Next surface in the chain
#else
char name[16];
int flags;
int value;
#endif
} csurface_t;
#ifdef SIN
typedef struct
{
qboolean valid;
#ifdef _H2INC
int AMD_group;
#else
int group;
#endif
int parentgroup;
int tri_num;
vec3_t position;
vec3_t normal;
float damage_multiplier;
} sinmdl_intersection_t;
#endif
// 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
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
struct edict_s *ent; // not set by CM_*() functions
#ifdef SIN
vec3_t dir; // the direction of the trace
sinmdl_intersection_t intersect; // set if the trace hit a specific polygon
#endif
} trace_t;
// pmove_state_t is the information necessary for client side movement
// prediction
typedef enum
{
// can accelerate and turn
PM_NORMAL,
#ifdef SIN
PM_ZOOM,
PM_INVEHICLE_ZOOM,
#endif
PM_SPECTATOR,
#ifdef SIN
PM_INVEHICLE,
PM_LOCKVIEW,
#endif
// no acceleration or turning
PM_DEAD,
PM_GIB, // different bounding box
PM_FREEZE
} pmtype_t;
// pmove->pm_flags
#define PMF_DUCKED (1<<0)
#define PMF_JUMP_HELD (1<<1)
#define PMF_ON_GROUND (1<<2)
#define PMF_TIME_WATERJUMP (1<<3) // pm_time is waterjump
#define PMF_TIME_LAND (1<<4) // pm_time is time before rejump
#define PMF_TIME_TELEPORT (1<<5) // pm_time is non-moving time
#define PMF_NO_PREDICTION (1<<6) // temporarily disables prediction (used for grappling hook)
#ifdef SIN
#define PMF_MOREBITS (1<<7)
#define PMF_OLDNOCLIP (1<<8)
#define PMF_MUTANT (1<<9)
#define PMF_ADRENALINE (1<<10)
#define PMF_NOAIRCLAMP (1<<11)
#endif
#ifdef SIN
#define CROUCH_HEIGHT 36
#define CROUCH_EYE_HEIGHT 30
#define STAND_HEIGHT 72
#define STAND_EYE_HEIGHT 66
#endif
// this structure needs to be communicated bit-accurate
// from the server to the client to guarantee that
// prediction stays in sync, so no floats are used.
// if any part of the game code modifies this struct, it
// will result in a prediction error of some degree.
typedef struct
{
pmtype_t pm_type;
short origin[3]; // 12.3
short velocity[3]; // 12.3
short pm_flags; // ducked, jump_held, etc
#ifdef _H2INC
unsigned char pm_time; // each unit = 8 ms
short AMD_gravity;
#else
byte pm_time; // each unit = 8 ms
#ifdef SIN
short gravity : 13;
unsigned gravity_axis : 3; // direction of gravity
#else
short gravity;
#endif
#endif
short delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
} pmove_state_t;
#ifdef SIN
#define GRAVITY_AXIS_SHIFT 13
#define GRAVITY_AXIS_MASK 0xe000
#define GRAVITY_MASK ( ~GRAVITY_AXIS_MASK )
#define GRAVITY_NUM_AXIS 6
typedef struct
{
int x;
int y;
int z;
int sign;
} gravityaxis_t;
extern const gravityaxis_t gravity_axis[ GRAVITY_NUM_AXIS ];
#endif
//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ANY 128 // any key whatsoever
// usercmd_t is sent to the server each client frame
#ifdef _H2INC
typedef struct usercmd_s
{
unsigned char msec;
unsigned char buttons;
short angles[3];
short forwardmove, sidemove, upmove;
unsigned char impulse; // remove?
unsigned char lightlevel; // light level the player is standing on
unsigned char debris; // have we been hit by debris?
} usercmd_t;
#else
typedef struct usercmd_s
{
byte msec;
byte buttons;
short angles[3];
short forwardmove, sidemove, upmove;
byte impulse; // remove?
byte lightlevel; // light level the player is standing on
#ifdef SIN
byte debris; // have we been hit by debris?
#endif
} usercmd_t;
#endif
#define MAXTOUCH 32
typedef struct
{
// state (in / out)
pmove_state_t s;
// command (in)
usercmd_t cmd;
qboolean snapinitial; // if s has been changed outside pmove
// results (out)
int numtouch;
struct edict_s *touchents[MAXTOUCH];
vec3_t viewangles; // clamped
float viewheight;
vec3_t mins, maxs; // bounding box size
struct edict_s *groundentity;
#ifdef SIN
csurface_t *groundsurface;
cplane_t groundplane;
int groundcontents;
#endif
int watertype;
int waterlevel;
qboolean onladder; // is he on a ladder
// callbacks to test the world
trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
int (*pointcontents) (vec3_t point);
} pmove_t;
// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#ifdef SIN
#define EF_ROTATE (1<<0) // rotate (bonus items)
#define EF_ROCKET (1<<1) // redlight + trail
#define EF_GIB (1<<2) // leave a trail
#define EF_PULSE (1<<3) // pulsecannon projectile effect
#define EF_SMOOTHANGLES (1<<4) // 16-bit angles over net
#define EF_EVERYFRAME (1<<5) // def commands will be run every client frame
#define EF_CROUCH (1<<6) // character is crouching
#define EF_EFFECTS_16 (1<<7) // reserved for net transmission
#define EF_GRAVITY_AXIS_0 (1<<8) // bit 0 of gravity axis
#define EF_GRAVITY_AXIS_1 (1<<9) // bit 1 of gravity axis
#define EF_GRAVITY_AXIS_2 (1<<10) // bit 2 of gravity axis
#define EF_BEAMEFFECT (1<<11) // Beams effect
#define EF_AUTO_ANIMATE (1<<12) // auto animate
#define EF_NOFOOTSTEPS (1<<13) // don't play footsteps on model
#define EF_EFFECTS_32 (1<<15) // reserved for net transmission
#define EF_FORCEBASELINE EF_CROUCH // used to make sure we create a baseline for entities that wouldn't be processed
// ordinarily.
#define EFFECTS_TO_GRAVITYAXIS( effect ) \
( ( ( effect ) & ( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 ) ) >> 8 )
#define GRAVITYAXIS_TO_EFFECTS( gravaxis ) \
( ( ( gravaxis ) << 8 ) & ( EF_GRAVITY_AXIS_0 | EF_GRAVITY_AXIS_1 | EF_GRAVITY_AXIS_2 ) )
#else
#define EF_ROTATE 0x00000001 // rotate (bonus items)
#define EF_GIB 0x00000002 // leave a trail
#define EF_BLASTER 0x00000008 // redlight + trail
#define EF_ROCKET 0x00000010 // redlight + trail
#define EF_GRENADE 0x00000020
#define EF_HYPERBLASTER 0x00000040
#define EF_BFG 0x00000080
#define EF_COLOR_SHELL 0x00000100
#define EF_POWERSCREEN 0x00000200
#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define EF_FLIES 0x00004000
#define EF_QUAD 0x00008000
#define EF_PENT 0x00010000
#endif
#ifdef SIN
// model commands
#define MDL_GROUP_SKINOFFSET_BIT0 0x0001
#define MDL_GROUP_SKINOFFSET_BIT1 0x0002
#define MDL_GROUP_FULLBRIGHT 0x0004
#define MDL_GROUP_ENVMAPPED_GOLD 0x0008
#define MDL_GROUP_ENVMAPPED_SILVER 0x0010
#define MDL_GROUP_TRANSLUCENT_33 0x0020
#define MDL_GROUP_TRANSLUCENT_66 0x0040
#define MDL_GROUP_NODRAW 0x0080
//
// STATIC flags NEVER sent over the net
//
#define MDL_GROUP_SURFACETYPE_BIT0 0x0100
#define MDL_GROUP_SURFACETYPE_BIT1 0x0200
#define MDL_GROUP_SURFACETYPE_BIT2 0x0400
#define MDL_GROUP_SURFACETYPE_BIT3 0x0800
#define MDL_GROUP_RICOCHET 0x1000
#define MDL_GROUP_SKIN_NO_DAMAGE 0x2000
#define MDL_GROUP_MASKED 0x4000
#define MDL_GROUP_TWOSIDED 0x8000
#endif
#ifdef SIN
// Particle flags
#define PARTICLE_RANDOM (1<<0)
#define PARTICLE_OVERBRIGHT (1<<1)
#endif
// entity_state_t->renderfx flags
#ifdef SIN
#define RF_MINLIGHT (1<<0) // allways have some light (viewmodel)
#define RF_VIEWERMODEL (1<<1) // don't draw through eyes, only mirrors
#define RF_WEAPONMODEL (1<<2) // only draw through eyes
#define RF_FULLBRIGHT (1<<3) // allways draw full intensity
#define RF_ENVMAPPED (1<<4) // model is environment mapped completely
#define RF_TRANSLUCENT (1<<5)
#define RF_FRAMELERP (1<<6)
#define RF_BEAM (1<<7)
#define RF_CUSTOMSKIN (1<<8) // skin is an index in image_precache
#define RF_GLOW (1<<9) // pulse lighting for bonus items
#define RF_DONTDRAW (1<<10)
#define RF_LENSFLARE (1<<11)
#define RF_DLIGHT (1<<12)
#define RF_DETAIL (1<<13) // Culls a model based on the distance away from you
#define RF_LIGHTOFFSET (1<<14)
#define RF_XFLIP (1<<15) // flip the model in x space (used for weapon models)
#else
#define RF_MINLIGHT 1 // allways have some light (viewmodel)
#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define RF_WEAPONMODEL 4 // only draw through eyes
#define RF_FULLBRIGHT 8 // allways draw full intensity
#define RF_DEPTHHACK 16 // for view weapon Z crunching
#define RF_TRANSLUCENT 32
#define RF_FRAMELERP 64
#define RF_BEAM 128
#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define RF_GLOW 512 // pulse lighting for bonus items
#define RF_SHELL_RED 1024
#define RF_SHELL_GREEN 2048
#define RF_SHELL_BLUE 4096
#endif
// player_state_t->refdef flags
#define RDF_UNDERWATER 1 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 2 // used for player configuration screen
#ifdef SIN
#define RDF_NOCLEAR 4 // used for player configuration screen, don't clear behind the screen
#define RDF_NOENTITIES 8 // used for menu, so entites don't get drawn
#endif
#ifndef SIN
//
// muzzle flashes / player effects
//
#define MZ_BLASTER 0
#define MZ_MACHINEGUN 1
#define MZ_SHOTGUN 2
#define MZ_CHAINGUN1 3
#define MZ_CHAINGUN2 4
#define MZ_CHAINGUN3 5
#define MZ_RAILGUN 6
#define MZ_ROCKET 7
#define MZ_GRENADE 8
#define MZ_LOGIN 9
#define MZ_LOGOUT 10
#define MZ_RESPAWN 11
#define MZ_BFG 12
#define MZ_SSHOTGUN 13
#define MZ_HYPERBLASTER 14
#define MZ_ITEMRESPAWN 15
#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
//
// monster muzzle flashes
//
#define MZ2_TANK_BLASTER_1 1
#define MZ2_TANK_BLASTER_2 2
#define MZ2_TANK_BLASTER_3 3
#define MZ2_TANK_MACHINEGUN_1 4
#define MZ2_TANK_MACHINEGUN_2 5
#define MZ2_TANK_MACHINEGUN_3 6
#define MZ2_TANK_MACHINEGUN_4 7
#define MZ2_TANK_MACHINEGUN_5 8
#define MZ2_TANK_MACHINEGUN_6 9
#define MZ2_TANK_MACHINEGUN_7 10
#define MZ2_TANK_MACHINEGUN_8 11
#define MZ2_TANK_MACHINEGUN_9 12
#define MZ2_TANK_MACHINEGUN_10 13
#define MZ2_TANK_MACHINEGUN_11 14
#define MZ2_TANK_MACHINEGUN_12 15
#define MZ2_TANK_MACHINEGUN_13 16
#define MZ2_TANK_MACHINEGUN_14 17
#define MZ2_TANK_MACHINEGUN_15 18
#define MZ2_TANK_MACHINEGUN_16 19
#define MZ2_TANK_MACHINEGUN_17 20
#define MZ2_TANK_MACHINEGUN_18 21
#define MZ2_TANK_MACHINEGUN_19 22
#define MZ2_TANK_ROCKET_1 23
#define MZ2_TANK_ROCKET_2 24
#define MZ2_TANK_ROCKET_3 25
#define MZ2_INFANTRY_MACHINEGUN_1 26
#define MZ2_INFANTRY_MACHINEGUN_2 27
#define MZ2_INFANTRY_MACHINEGUN_3 28
#define MZ2_INFANTRY_MACHINEGUN_4 29
#define MZ2_INFANTRY_MACHINEGUN_5 30
#define MZ2_INFANTRY_MACHINEGUN_6 31
#define MZ2_INFANTRY_MACHINEGUN_7 32
#define MZ2_INFANTRY_MACHINEGUN_8 33
#define MZ2_INFANTRY_MACHINEGUN_9 34
#define MZ2_INFANTRY_MACHINEGUN_10 35
#define MZ2_INFANTRY_MACHINEGUN_11 36
#define MZ2_INFANTRY_MACHINEGUN_12 37
#define MZ2_INFANTRY_MACHINEGUN_13 38
#define MZ2_SOLDIER_BLASTER_1 39
#define MZ2_SOLDIER_BLASTER_2 40
#define MZ2_SOLDIER_SHOTGUN_1 41
#define MZ2_SOLDIER_SHOTGUN_2 42
#define MZ2_SOLDIER_MACHINEGUN_1 43
#define MZ2_SOLDIER_MACHINEGUN_2 44
#define MZ2_GUNNER_MACHINEGUN_1 45
#define MZ2_GUNNER_MACHINEGUN_2 46
#define MZ2_GUNNER_MACHINEGUN_3 47
#define MZ2_GUNNER_MACHINEGUN_4 48
#define MZ2_GUNNER_MACHINEGUN_5 49
#define MZ2_GUNNER_MACHINEGUN_6 50
#define MZ2_GUNNER_MACHINEGUN_7 51
#define MZ2_GUNNER_MACHINEGUN_8 52
#define MZ2_GUNNER_GRENADE_1 53
#define MZ2_GUNNER_GRENADE_2 54
#define MZ2_GUNNER_GRENADE_3 55
#define MZ2_GUNNER_GRENADE_4 56
#define MZ2_CHICK_ROCKET_1 57
#define MZ2_FLYER_BLASTER_1 58
#define MZ2_FLYER_BLASTER_2 59
#define MZ2_MEDIC_BLASTER_1 60
#define MZ2_GLADIATOR_RAILGUN_1 61
#define MZ2_HOVER_BLASTER_1 62
#define MZ2_ACTOR_MACHINEGUN_1 63
#define MZ2_SUPERTANK_MACHINEGUN_1 64
#define MZ2_SUPERTANK_MACHINEGUN_2 65
#define MZ2_SUPERTANK_MACHINEGUN_3 66
#define MZ2_SUPERTANK_MACHINEGUN_4 67
#define MZ2_SUPERTANK_MACHINEGUN_5 68
#define MZ2_SUPERTANK_MACHINEGUN_6 69
#define MZ2_SUPERTANK_ROCKET_1 70
#define MZ2_SUPERTANK_ROCKET_2 71
#define MZ2_SUPERTANK_ROCKET_3 72
#define MZ2_BOSS2_MACHINEGUN_L1 73
#define MZ2_BOSS2_MACHINEGUN_L2 74
#define MZ2_BOSS2_MACHINEGUN_L3 75
#define MZ2_BOSS2_MACHINEGUN_L4 76
#define MZ2_BOSS2_MACHINEGUN_L5 77
#define MZ2_BOSS2_ROCKET_1 78
#define MZ2_BOSS2_ROCKET_2 79
#define MZ2_BOSS2_ROCKET_3 80
#define MZ2_BOSS2_ROCKET_4 81
#define MZ2_FLOAT_BLASTER_1 82
#define MZ2_SOLDIER_BLASTER_3 83
#define MZ2_SOLDIER_SHOTGUN_3 84
#define MZ2_SOLDIER_MACHINEGUN_3 85
#define MZ2_SOLDIER_BLASTER_4 86
#define MZ2_SOLDIER_SHOTGUN_4 87
#define MZ2_SOLDIER_MACHINEGUN_4 88
#define MZ2_SOLDIER_BLASTER_5 89
#define MZ2_SOLDIER_SHOTGUN_5 90
#define MZ2_SOLDIER_MACHINEGUN_5 91
#define MZ2_SOLDIER_BLASTER_6 92
#define MZ2_SOLDIER_SHOTGUN_6 93
#define MZ2_SOLDIER_MACHINEGUN_6 94
#define MZ2_SOLDIER_BLASTER_7 95
#define MZ2_SOLDIER_SHOTGUN_7 96
#define MZ2_SOLDIER_MACHINEGUN_7 97
#define MZ2_SOLDIER_BLASTER_8 98
#define MZ2_SOLDIER_SHOTGUN_8 99
#define MZ2_SOLDIER_MACHINEGUN_8 100
// --- Xian shit below ---
#define MZ2_MAKRON_BFG 101
#define MZ2_MAKRON_BLASTER_1 102
#define MZ2_MAKRON_BLASTER_2 103
#define MZ2_MAKRON_BLASTER_3 104
#define MZ2_MAKRON_BLASTER_4 105
#define MZ2_MAKRON_BLASTER_5 106
#define MZ2_MAKRON_BLASTER_6 107
#define MZ2_MAKRON_BLASTER_7 108
#define MZ2_MAKRON_BLASTER_8 109
#define MZ2_MAKRON_BLASTER_9 110
#define MZ2_MAKRON_BLASTER_10 111
#define MZ2_MAKRON_BLASTER_11 112
#define MZ2_MAKRON_BLASTER_12 113
#define MZ2_MAKRON_BLASTER_13 114
#define MZ2_MAKRON_BLASTER_14 115
#define MZ2_MAKRON_BLASTER_15 116
#define MZ2_MAKRON_BLASTER_16 117
#define MZ2_MAKRON_BLASTER_17 118
#define MZ2_MAKRON_RAILGUN_1 119
#define MZ2_JORG_MACHINEGUN_L1 120
#define MZ2_JORG_MACHINEGUN_L2 121
#define MZ2_JORG_MACHINEGUN_L3 122
#define MZ2_JORG_MACHINEGUN_L4 123
#define MZ2_JORG_MACHINEGUN_L5 124
#define MZ2_JORG_MACHINEGUN_L6 125
#define MZ2_JORG_MACHINEGUN_R1 126
#define MZ2_JORG_MACHINEGUN_R2 127
#define MZ2_JORG_MACHINEGUN_R3 128
#define MZ2_JORG_MACHINEGUN_R4 129
#define MZ2_JORG_MACHINEGUN_R5 130
#define MZ2_JORG_MACHINEGUN_R6 131
#define MZ2_JORG_BFG_1 132
#define MZ2_BOSS2_MACHINEGUN_R1 133
#define MZ2_BOSS2_MACHINEGUN_R2 134
#define MZ2_BOSS2_MACHINEGUN_R3 135
#define MZ2_BOSS2_MACHINEGUN_R4 136
#define MZ2_BOSS2_MACHINEGUN_R5 137
extern vec3_t monster_flash_offset [];
#endif
// temp entity events
//
// Temp entity events are for things that happen
// at a location seperate from any existing entity.
// Temporary entity messages are explicitly constructed
// and broadcast.
typedef enum
{
TE_GUNSHOT,
#ifndef SIN
TE_BLOOD,
TE_BLASTER,
TE_RAILTRAIL,
TE_SHOTGUN,
TE_EXPLOSION1,
TE_EXPLOSION2,
TE_ROCKET_EXPLOSION,
TE_GRENADE_EXPLOSION,
TE_SPARKS,
TE_SPLASH,
TE_BUBBLETRAIL,
TE_SCREEN_SPARKS,
TE_SHIELD_SPARKS,
TE_BULLET_SPARKS,
TE_LASER_SPARKS,
TE_PARASITE_ATTACK,
TE_ROCKET_EXPLOSION_WATER,
TE_GRENADE_EXPLOSION_WATER,
TE_MEDIC_CABLE_ATTACK,
TE_BFG_EXPLOSION,
TE_BFG_BIGEXPLOSION,
TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
TE_SPARKS,
#else
TE_PARTICLES,
TE_RANDOM_PARTICLES,
TE_TESSELATE,
TE_LASER,
TE_BURNWALL,
TE_TEMPMODEL,
TE_STRIKE,
TE_DLIGHT,
TE_ROCKET_EXPLOSION,
TE_BEAM,
TE_DAMAGE_WALL,
TE_TELEPORT_EFFECT,
TE_BULLET_SPRAY,
TE_SCALED_EXPLOSION,
TE_PULSE_EXPLOSION
#endif
} temp_event_t;
#ifdef SIN
#define TM_ORIGIN 0x01
#define TM_ANGLES 0x02
#define TM_ANIM 0x04
#define TM_SCALE 0x08
#define TM_FLAGS 0x10
#define TM_OWNER 0x20
#define TM_LIFE 0x40
#define TM_ALPHA 0x80
#define TEMPMODEL_RANDOM_ROLL 0x0001
#define TEMPMODEL_AUTO_ANIMATE 0x0002
#define TEMPMODEL_ANIMATE_ONCE 0x0004
#define TEMPMODEL_ANIMATE_FAST 0x0008
#define TEMPMODEL_RANDOM_PITCH 0x0010
#define TEMPMODEL_RANDOM_YAW 0x0020
#define TEMPMODEL_ALPHAFADE 0x0040
#define TEMPMODEL_ANIMATE_SCALE 0x0080
//
// these flags are not sent over the net for now
//
#define TEMPMODEL_USE_PHYSICS 0x0100
#define TEMPMODEL_BOUNCE 0x0200
#define TEMPMODEL_TOUCH_DIE 0x0400
#define TEMPMODEL_LERP 0x0800
#define TEMPMODEL_FRAMELERP 0x1000
#define TEMPMODEL_TOUCH_DIE_NO_FADE 0x2000
#define BM_ALPHA (1<<0)
#define BM_SCALE (1<<1)
#define BM_FLAGS (1<<2)
#define BM_LIFE (1<<3)
#define BEAM_AUTO_ANIMATE (1<<0)
#define BEAM_ANIMATE_ONCE (1<<1)
#define BEAM_ANIMATE_FAST (1<<2)
#define BEAM_ROLL (1<<3)
#define BEAM_ANIMATE_RANDOM_START (1<<4)
#define BEAM_LIGHTNING_EFFECT (1<<5)
#define BEAM_RANDOM_ALPHA (1<<6)
#define TESS_ORIGIN 0x01
#define TESS_MINSIZE 0x02
#define TESS_MAXSIZE 0x04
#define TESS_DIR 0x08
#define TESS_POWER 0x10
#define TESS_PERCENT 0x20
#define TESS_THICK 0x40
#define TESS_ENTNUM 0x80
#define TESS_LIGHTSTYLE 0x100
#define TESS_TYPE 0x200
#define TESSELATE_FALL 1
#define TESSELATE_EXPANDANDSHRINK 2
#define TESSELATE_EXPLODE 3
#define TESSELATE_FALLANDTRAIL 4
#define TESSELATE_IMPLODE 5
#define TESS_DEFAULT_MIN_SIZE 10
#define TESS_DEFAULT_MAX_SIZE 25
#define TESS_DEFAULT_PERCENT 0.15f
#define TESS_DEFAULT_POWER 128
#define TESS_DEFAULT_LIGHTSTYLE 125
#define TESS_DEFAULT_TYPE 0
#endif
#define SPLASH_UNKNOWN 0
#define SPLASH_SPARKS 1
#define SPLASH_BLUE_WATER 2
#define SPLASH_BROWN_WATER 3
#define SPLASH_SLIME 4
#define SPLASH_LAVA 5
#define SPLASH_BLOOD 6
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_DIALOG 5
#define CHAN_DIALOG_SECONDARY 6
#define CHAN_WEAPONIDLE 7
// modifier flags
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
// sound attenuation values
#define ATTN_NONE 0 // full volume the entire level
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3 // diminish very rapidly with distance
#ifdef SIN
#define STAT_HEALTH 0
#define STAT_WEAPONLIST 1
#define STAT_AMMO 2
#define STAT_SELECTED_ICON 3 // Icon of currently selected inventory item
#define STAT_SELECTED_AMOUNT 4 // Amount of this item
#define STAT_PREVIOUS_ICON 5 // Icon of previous inventory item
#define STAT_NEXT_ICON 6 // Icon of next inventory item
#define STAT_PICKUP_ICON 7
#define STAT_PICKUP_STRING 8
#define STAT_LAYOUTS 9
#define STAT_FRAGS 10
#define STAT_FLASHES 11
#define STAT_AMMO_BULLET357 12
#define STAT_AMMO_SHOTGUN 13
#define STAT_AMMO_BULLET10MM 14
#define STAT_AMMO_BULLET50MM 15
#define STAT_AMMO_BULLETPULSE 16
#define STAT_AMMO_BULLETSNIPER 17
#define STAT_AMMO_ROCKETS 18
#define STAT_AMMO_SPIDERMINES 19
#define STAT_ARMOR_HEAD 20
#define STAT_ARMOR_BODY 21
#define STAT_ARMOR_LEGS 22
#define STAT_ARMOR 23
#define STAT_SELECTED_MODELINDEX 24
#define STAT_CURRENT_WEAPON 25
#define STAT_CROSSHAIR 26
#define STAT_CLIPAMMO 27
#define STAT_POWERUPTIMER 28
#define STAT_POWERUPTYPE 29
#define STAT_SELECTED_NAME 30
#define STAT_EXITSIGN 31 // cleared each frame
#define P_SHIELDS 1
#define P_ADRENALINE 2
#define P_CLOAK 3
#define P_MUTAGEN 4
#define P_OXYGEN 5
#else
// player_state->stats[] indexes
#define STAT_HEALTH_ICON 0
#define STAT_HEALTH 1
#define STAT_AMMO_ICON 2
#define STAT_AMMO 3
#define STAT_ARMOR_ICON 4
#define STAT_ARMOR 5
#define STAT_SELECTED_ICON 6
#define STAT_PICKUP_ICON 7
#define STAT_PICKUP_STRING 8
#define STAT_TIMER_ICON 9
#define STAT_TIMER 10
#define STAT_HELPICON 11
#define STAT_SELECTED_ITEM 12
#define STAT_LAYOUTS 13
#define STAT_FRAGS 14
#define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
#endif
#define MAX_STATS 32
#ifdef SIN
#define NUM_AMMO_TYPES 8
#define STAT_AMMO_BASE (STAT_AMMO_BULLET357)
#define NUM_ARMOR_TYPES 3
#define STAT_ARMOR_BASE (STAT_ARMOR_HEAD)
#endif
#ifdef SIN
#define DRAW_STATS (1<<0)
#define DRAW_SPECTATOR (1<<1)
#define DRAW_MISSIONCPU (1<<2)
#define DRAW_SCORES (1<<3)
#define DRAW_OVERLAY (1<<4)
#else
#define DRAW_STATS (1<<0)
#define DRAW_LAYOUT (1<<1)
#define DRAW_INVENTORY (1<<2)
#endif
#ifdef SIN
// dmflags->value flags
#define DF_NO_HEALTH (1<<0)
#define DF_NO_POWERUPS (1<<1)
#define DF_WEAPONS_STAY (1<<2)
#define DF_NO_FALLING (1<<3)
#define DF_INSTANT_ITEMS (1<<4)
#define DF_SAME_LEVEL (1<<5)
#define DF_SKINTEAMS (1<<6)
#define DF_MODELTEAMS (1<<7)
#define DF_FRIENDLY_FIRE (1<<8)
#define DF_SPAWN_FARTHEST (1<<9)
#define DF_FORCE_RESPAWN (1<<10)
#define DF_NO_ARMOR (1<<11)
#define DF_FAST_WEAPONS (1<<12)
#define DF_NOEXIT (1<<13)
#define DF_INFINITE_AMMO (1<<14)
#define DF_FIXED_FOV (1<<15)
#define DF_NO_DROP_WEAPONS (1<<16)
#else
// dmflags->value flags
#define DF_NO_HEALTH 1
#define DF_NO_ITEMS 2
#define DF_WEAPONS_STAY 4
#define DF_NO_FALLING 8
#define DF_INSTANT_ITEMS 16
#define DF_SAME_LEVEL 32
#define DF_SKINTEAMS 64
#define DF_MODELTEAMS 128
#define DF_FRIENDLY_FIRE 256
#define DF_SPAWN_FARTHEST 512
#define DF_FORCE_RESPAWN 1024
#define DF_NO_ARMOR 2048
#endif
/*
==========================================================
ELEMENTS COMMUNICATED ACROSS THE NET
==========================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
#ifdef SIN
//
// config strings are a general means of communication from
// the server to all connected clients.
// Each config string can be at most MAX_QPATH characters.
//
#define CS_NAME 0
#define CS_CDTRACK 1
#define CS_SKY 2
#define CS_SKYAXIS 3 // %f %f %f format
#define CS_SKYROTATE 4
#define CS_MAXCLIENTS 5
#define CS_STATUSBAR 6 // display program string
// STATUSBAR reserves configstrings from 6-30
#define CS_MAPCHECKSUM 31 // for catching cheater maps
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
#define CS_SOUNDTRACK (CS_PLAYERSKINS+MAX_CLIENTS)
#define MAX_CONFIGSTRINGS (CS_SOUNDTRACK + 1)
#else
//
// config strings are a general means of communication from
// the server to all connected clients.
// Each config string can be at most MAX_QPATH characters.
//
#define CS_NAME 0
#define CS_CDTRACK 1
#define CS_SKY 2
#define CS_SKYAXIS 3 // %f %f %f format
#define CS_SKYROTATE 4
#define CS_STATUSBAR 5 // display program string
// STATUSBAR reserves configstrings from 5-30
#define CS_MAPCHECKSUM 31 // for catching cheater maps
#define CS_MODELS 32
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
#define MAX_CONFIGSTRINGS (CS_PLAYERSKINS+MAX_CLIENTS)
#endif
//==============================================
// entity_state_t->event values
// ertity events are for effects that take place reletive
// to an existing entities origin. Very network efficient.
// All muzzle flashes really should be converted to events...
typedef enum
{
EV_NONE,
EV_ITEM_RESPAWN,
EV_FOOTSTEP,
EV_FALLSHORT,
EV_MALE_FALL,
EV_MALE_FALLFAR,
EV_FEMALE_FALL,
EV_FEMALE_FALLFAR,
EV_PLAYER_TELEPORT
} entity_event_t;
#ifdef SIN
#define MAX_MODEL_GROUPS 24
typedef struct
{
int group_num; // the group which the triangle belongs to
int tri_num; // the actual triangle at which the bone is
vec3_t orientation; // orientation of bone
} bone_t;
#endif
// entity_state_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
typedef struct entity_state_s
{
int number; // edict index
vec3_t origin;
vec3_t angles;
#ifdef SIN
float quat[ 4 ];
float mat[ 3 ][ 3 ];
#endif
vec3_t old_origin; // for lerping
int modelindex;
#ifndef SIN
int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
#endif
int frame;
#ifdef SIN
int prevframe;
vec3_t vieworigin;
vec3_t viewangles;
int anim;
float scale;
float alpha;
float color_r;
float color_g;
float color_b;
int radius;
bone_t bone;
int parent;
int numgroups;
#ifdef _H2INC
unsigned char groups[MAX_MODEL_GROUPS];
#else
byte groups[MAX_MODEL_GROUPS];
#endif
int gunanim;
int gunframe;
int gunmodelindex;
int lightofs;
#endif
int skinnum;
int effects;
int renderfx;
#ifdef SIN
int solid; // for client side prediction
// (bits 0-7) is x radius
// (bits 8-15) is y radius
// (bits 16-21) is z down distance
// (bits 22-30) is z up distance
// gi.linkentity sets this properly
#else
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
// gi.linkentity sets this properly
#endif
int sound; // for looping sounds, to guarantee shutoff
int event; // impulse events -- muzzle flashes, footsteps, etc
// events only go out for a single frame, they
// are automatically cleared each frame
} entity_state_t;
#ifdef SIN
// CONSOLE3D State
#define MAIN_CONSOLE "maincon"
#define GENERIC_CONSOLE "gencon"
#define MISSION_CONSOLE "missioncon"
#define MAX_LAYOUT_LENGTH 1024
#define MAX_CONSOLE_NAME 32
#define MAX_BUFFER_LENGTH 1024
#define MAX_CON_LINES 16
#define MAX_STATUSBARS 32
#define MAXCMDLINE 256
typedef enum {MENU3D, CONSOLE3D} consolefocus_t;
typedef struct surface_state_s
{
qboolean changed;
#ifdef _H2INC
char *AMD_name;
#else
char *name;
#endif
int number;
int groupnumber;
qboolean trans_state;
float trans_mag;
float trans_angle;
float translucence;
float magnitude;
float frequency;
int damage_frame;
} surface_state_t;
typedef struct statusbar_s
{
#ifdef _H2INC
float AMD_width,height;
#else
float width,height;
#endif
float min,max;
float value;
float red,green,blue,alpha;
float update_time;
} statusbar_t;
typedef struct console_state_s
{
int number; // Console number
char console_name[MAX_CONSOLE_NAME]; // Console name
int spawnflags; // Console type (flag 2 = Scroll, flag 4 = Menu, flag 8 = IgnorePVS)
float create_time; // Console has been initially created.
float layout_update_time; // Layout updated
float menufile_update_time; // Menufile updated
float layoutfile_update_time; // Layoutfile updated
float cleared_console_time; // Cleared the console
float name_update_time; // Changed the console name
float console_return_time; // Hit return on the console
float red,green,blue,alpha; // Foreground colors
char layout[MAX_LAYOUT_LENGTH]; // Current layout
char menu_file[MAX_OSPATH]; // menufile filename
char layout_file[MAX_OSPATH]; // layoutfile filename
float virtual_width; // User defined virtual width
float virtual_height; // User defined virtual height
float fraction; // Fraction of the scrolling console to draw
int rows; // Number of rows
int cols; // Number of cols
int linepos; // Cursor position
char cmdline[MAXCMDLINE]; // Input line text;
int menu_level; // Current menu level
int sel_menu_item; // Currently selected item
consolefocus_t focus; // Current focus (Menu or scrolling)
qboolean consoleactive; // Console is active
qboolean menuactive; // Menu is active
statusbar_t sbar[MAX_STATUSBARS]; // Status bar states
int console_owner; // entity number of owner
} console_state_t;
typedef struct console_buffer_state_s
{
int start_index; // Absolute index of the first character in the buffer
int end_index; // Absolute index of the last character in the buffer
int start; // Index of the first character in the circular buffer
#ifdef _H2INC
int AMD_end; // Index of the last character in the circular buffer
#else
int end; // Index of the last character in the circular buffer
#endif
char buffer[MAX_BUFFER_LENGTH]; // State of the buffer for the console
} console_buffer_state_t;
#endif
//==============================================
#ifdef SIN
typedef enum
{
mood_none,
mood_normal,
mood_action,
mood_suspense,
mood_mystery,
mood_success,
mood_failure,
mood_surprise,
mood_special,
mood_aux1,
mood_aux2,
mood_aux3,
mood_aux4,
mood_aux5,
mood_aux6,
mood_aux7,
mood_totalnumber
} music_mood_t;
#endif
// player_state_t is the information needed in addition to pmove_state_t
// to rendered a view. There will only be 10 player_state_t sent each second,
// but the number of pmove_state_t changes will be reletive to client
// frame rates
typedef struct
{
pmove_state_t pmove; // for prediction
// these fields do not need to be communicated bit-precise
vec3_t viewangles; // for fixed views
vec3_t viewoffset; // add to pmovestate->origin
vec3_t kick_angles; // add to view direction to get render angles
// set by weapon kicks, pain effects, etc
vec3_t gunangles;
vec3_t gunoffset;
#ifndef SIN
int gunindex;
int gunframe;
#else
// for client side commands
int last_gunframe;
int last_gunanim;
// client side music mood
#ifdef _H2INC
unsigned char current_music_mood;
unsigned char fallback_music_mood;
#else
byte current_music_mood;
byte fallback_music_mood;
#endif
#endif
float blend[4]; // rgba full screen effect
float fov; // horizontal field of view
int rdflags; // refdef flags
short stats[MAX_STATS]; // fast status bar updates
} player_state_t;
#ifdef SIN
#define SINMDL_CMD_MAX_CMDS 128
#define SINMDL_CMD_MAX_ARGS 32
typedef struct
{
int num_args;
char *args[SINMDL_CMD_MAX_ARGS];
} sinmdl_singlecmd_t;
typedef struct
{
int num_cmds;
sinmdl_singlecmd_t cmds[ SINMDL_CMD_MAX_CMDS ];
} sinmdl_cmd_t;
#define SOUND_SYNCH 0x1
#define SOUND_SYNCH_FADE 0x2
#define SOUND_RANDOM_PITCH_20 0x4
#define SOUND_RANDOM_PITCH_40 0x8
#define SOUND_LOCAL_DIALOG 0x10
typedef struct
{
vec3_t start;
#ifdef _H2INC
vec3_t AMD_end;
#else
vec3_t end;
#endif
vec3_t color;
float alpha;
} debugline_t;
#endif
void MatrixToEulerAngles( float mat[ 3 ][ 3 ], vec3_t ang );
void TransposeMatrix( float in[ 3 ][ 3 ], float out[ 3 ][ 3 ] );
void MatrixTransformVector( vec3_t in, float mat[ 3 ][ 3 ], vec3_t out );
void Matrix4TransformVector( vec3_t in, float mat[ 4 ][ 4 ], vec3_t out );
void OrthoNormalize( float mat[3][3] );
void QuatToMat( float q[ 4 ], float mat[ 3 ][ 3 ] );
void MatToQuat( float mat[ 3 ][ 3 ], float q[ 4 ] );
void SlerpQuaternion( float p[ 4 ], float q[ 4 ], float t, float qt[ 4 ] );
void AnglesToMat( float ang[ 3 ], float mat[ 3 ][ 3 ] );
void RotateAxis( float axis[ 3 ], float angle, float q[ 4 ] );
void MultQuat( float q1[ 4 ], float q2[ 4 ], float out[ 4 ] );
void EulerToQuat( float ang[ 3 ], float q[ 4 ] );
void VectorsToEulerAngles( vec3_t forward, vec3_t right, vec3_t up, vec3_t ang );
#ifdef SIN
/*
=================
TransformFromTriangle
=================
*/
void TransformFromTriangle( const float tri[3][3], float trans[3][3], vec3_t pos );
/*
=================
OriginFromTriangle
=================
*/
void OriginFromTriangle( const float tri[3][3], vec3_t pos );
void CalculateRotatedBounds( vec3_t angles, vec3_t mins, vec3_t maxs );
void CalculateRotatedBounds2( float trans[3][3], vec3_t mins, vec3_t maxs );
/*
=================
MusicMood_NameToNum
=================
*/
int MusicMood_NameToNum( const char * name );
/*
=================
MusicMood_NumToName
=================
*/
const char * MusicMood_NumToName( int num );
/*
===============
SURFACE_DamageMultiplier
===============
*/
float SURFACE_DamageMultiplier( int flags );
#endif
#ifdef __cplusplus
}
#endif
#endif