lilium-voyager/code/qcommon/q_shared.h
Ryan C. Gordon e2d63b1fea Enable -fvisibility=hidden on Linux.
This will prevent further symbol clashes, and makes the shared libraries
 10 to 20 percent smaller.

We should enable this on other platforms, too, if we can guarantee they'll
 use gcc 4.0 or later and the platform supports it.
2009-09-15 02:48:17 +00:00

1295 lines
37 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
#ifdef STANDALONE
#define PRODUCT_NAME "iofoo3"
#define BASEGAME "foobar"
#define CLIENT_WINDOW_TITLE "changeme"
#define CLIENT_WINDOW_MIN_TITLE "changeme2"
#define GAMENAME_FOR_MASTER "iofoo3" // must NOT contain whitespaces
#else
#define PRODUCT_NAME "ioq3"
#define BASEGAME "baseq3"
#define CLIENT_WINDOW_TITLE "ioquake3"
#define CLIENT_WINDOW_MIN_TITLE "ioq3"
#define GAMENAME_FOR_MASTER "Quake3Arena"
#endif
#ifdef _MSC_VER
#define PRODUCT_VERSION "1.35"
#endif
#define Q3_VERSION PRODUCT_NAME " " PRODUCT_VERSION
#define MAX_TEAMNAME 32
#ifdef _MSC_VER
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4032)
#pragma warning(disable : 4051)
#pragma warning(disable : 4057) // slightly different base types
#pragma warning(disable : 4100) // unreferenced formal parameter
#pragma warning(disable : 4115)
#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
#pragma warning(disable : 4127) // conditional expression is constant
#pragma warning(disable : 4136)
#pragma warning(disable : 4152) // nonstandard extension, function/data pointer conversion in expression
//#pragma warning(disable : 4201)
//#pragma warning(disable : 4214)
#pragma warning(disable : 4244)
#pragma warning(disable : 4142) // benign redefinition
//#pragma warning(disable : 4305) // truncation from const double to float
//#pragma warning(disable : 4310) // cast truncates constant value
//#pragma warning(disable: 4505) // unreferenced local function has been removed
#pragma warning(disable : 4514)
#pragma warning(disable : 4702) // unreachable code
#pragma warning(disable : 4711) // selected for automatic inline expansion
#pragma warning(disable : 4220) // varargs matches remaining parameters
//#pragma intrinsic( memset, memcpy )
#endif
//Ignore __attribute__ on non-gcc platforms
#ifndef __GNUC__
#ifndef __attribute__
#define __attribute__(x)
#endif
#endif
#if (defined _MSC_VER)
#define Q_EXPORT __declspec(dllexport)
#elif (defined __SUNPRO_C)
#define Q_EXPORT __global
#elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun))
#define Q_EXPORT __attribute__((visibility("default")))
#else
#define Q_EXPORT
#endif
/**********************************************************************
VM Considerations
The VM can not use the standard system headers because we aren't really
using the compiler they were meant for. We use bg_lib.h which contains
prototypes for the functions we define for our own use in bg_lib.c.
When writing mods, please add needed headers HERE, do not start including
stuff like <stdio.h> in the various .c files that make up each of the VMs
since you will be including system headers files can will have issues.
Remember, if you use a C library function that is not defined in bg_lib.c,
you will have to add your own version for support in the VM.
**********************************************************************/
#ifdef Q3_VM
#include "../game/bg_lib.h"
typedef int intptr_t;
#else
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>
// vsnprintf is ISO/IEC 9899:1999
// abstracting this to make it portable
#ifdef _WIN32
#define Q_vsnprintf _vsnprintf
#define Q_snprintf _snprintf
#else
#define Q_vsnprintf vsnprintf
#define Q_snprintf snprintf
#endif
#ifdef _MSC_VER
#include <io.h>
typedef __int64 int64_t;
typedef __int32 int32_t;
typedef __int16 int16_t;
typedef __int8 int8_t;
typedef unsigned __int64 uint64_t;
typedef unsigned __int32 uint32_t;
typedef unsigned __int16 uint16_t;
typedef unsigned __int8 uint8_t;
#else
#include <stdint.h>
#endif
#endif
#include "q_platform.h"
//=============================================================
typedef unsigned char byte;
typedef enum {qfalse, qtrue} qboolean;
typedef union {
float f;
int i;
unsigned int ui;
} floatint_t;
typedef int qhandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
#define PAD(x,y) (((x)+(y)-1) & ~((y)-1))
#ifdef __GNUC__
#define ALIGN(x) __attribute__((aligned(x)))
#else
#define ALIGN(x)
#endif
#ifndef NULL
#define NULL ((void *)0)
#endif
#define STRING(s) #s
// expand constants before stringifying them
#define XSTRING(s) STRING(s)
#define MAX_QINT 0x7fffffff
#define MIN_QINT (-MAX_QINT-1)
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define BIG_INFO_STRING 8192 // used for system info key only
#define BIG_INFO_KEY 8192
#define BIG_INFO_VALUE 8192
#define MAX_QPATH 64 // max length of a quake game pathname
#ifdef PATH_MAX
#define MAX_OSPATH PATH_MAX
#else
#define MAX_OSPATH 256 // max length of a filesystem pathname
#endif
#define MAX_NAME_LENGTH 32 // max length of a client name
#define MAX_SAY_TEXT 150
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
PRINT_ALL,
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING,
PRINT_ERROR
} printParm_t;
#ifdef ERR_FATAL
#undef ERR_FATAL // this is be defined in malloc.h
#endif
// parameters to the main Error routine
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_SERVERDISCONNECT, // don't kill server
ERR_DISCONNECT, // client disconnected from the server
ERR_NEED_CD // pop up the need-cd dialog
} errorParm_t;
// font rendering values used by ui and cgame
#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 8
#define PROP_HEIGHT 27
#define PROP_SMALL_SIZE_SCALE 0.75
#define BLINK_DIVISOR 200
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
#define UI_GIANTFONT 0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
#if defined(_DEBUG) && !defined(BSPC)
#define HUNK_DEBUG
#endif
typedef enum {
h_high,
h_low,
h_dontcare
} ha_pref;
#ifdef HUNK_DEBUG
#define Hunk_Alloc( size, preference ) Hunk_AllocDebug(size, preference, #size, __FILE__, __LINE__)
void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line );
#else
void *Hunk_Alloc( int size, ha_pref preference );
#endif
#define Com_Memset memset
#define Com_Memcpy memcpy
#define CIN_system 1
#define CIN_loop 2
#define CIN_hold 4
#define CIN_silent 8
#define CIN_shader 16
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
#endif
#define NUMVERTEXNORMALS 162
extern vec3_t bytedirs[NUMVERTEXNORMALS];
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
extern vec4_t colorBlack;
extern vec4_t colorRed;
extern vec4_t colorGreen;
extern vec4_t colorBlue;
extern vec4_t colorYellow;
extern vec4_t colorMagenta;
extern vec4_t colorCyan;
extern vec4_t colorWhite;
extern vec4_t colorLtGrey;
extern vec4_t colorMdGrey;
extern vec4_t colorDkGrey;
#define Q_COLOR_ESCAPE '^'
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && isalnum(*((p)+1)) ) // ^[0-9a-zA-Z]
#define COLOR_BLACK '0'
#define COLOR_RED '1'
#define COLOR_GREEN '2'
#define COLOR_YELLOW '3'
#define COLOR_BLUE '4'
#define COLOR_CYAN '5'
#define COLOR_MAGENTA '6'
#define COLOR_WHITE '7'
#define ColorIndex(c) ( ( (c) - '0' ) & 7 )
#define S_COLOR_BLACK "^0"
#define S_COLOR_RED "^1"
#define S_COLOR_GREEN "^2"
#define S_COLOR_YELLOW "^3"
#define S_COLOR_BLUE "^4"
#define S_COLOR_CYAN "^5"
#define S_COLOR_MAGENTA "^6"
#define S_COLOR_WHITE "^7"
extern vec4_t g_color_table[8];
#define MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b
#define MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a
#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )
struct cplane_s;
extern vec3_t vec3_origin;
extern vec3_t axisDefault[3];
#define nanmask (255<<23)
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#if idppc
static ID_INLINE float Q_rsqrt( float number ) {
float x = 0.5f * number;
float y;
#ifdef __GNUC__
asm("frsqrte %0,%1" : "=f" (y) : "f" (number));
#else
y = __frsqrte( number );
#endif
return y * (1.5f - (x * y * y));
}
#ifdef __GNUC__
static ID_INLINE float Q_fabs(float x) {
float abs_x;
asm("fabs %0,%1" : "=f" (abs_x) : "f" (x));
return abs_x;
}
#else
#define Q_fabs __fabsf
#endif
#else
float Q_fabs( float f );
float Q_rsqrt( float f ); // reciprocal square root
#endif
#define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) )
signed char ClampChar( int i );
signed short ClampShort( int i );
// this isn't a real cheap function to call!
int DirToByte( vec3_t dir );
void ByteToDir( int b, vec3_t dir );
#if 1
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
#define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
#define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
#define VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s))
#else
#define DotProduct(x,y) _DotProduct(x,y)
#define VectorSubtract(a,b,c) _VectorSubtract(a,b,c)
#define VectorAdd(a,b,c) _VectorAdd(a,b,c)
#define VectorCopy(a,b) _VectorCopy(a,b)
#define VectorScale(v, s, o) _VectorScale(v,s,o)
#define VectorMA(v, s, b, o) _VectorMA(v,s,b,o)
#endif
#ifdef Q3_VM
#ifdef VectorCopy
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
float v[3];
} vec3struct_t;
#define VectorCopy(a,b) (*(vec3struct_t *)b=*(vec3struct_t *)a)
#endif
#endif
#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
// just in case you do't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorCopy( const vec3_t in, vec3_t out );
void _VectorScale( const vec3_t in, float scale, vec3_t out );
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc );
unsigned ColorBytes3 (float r, float g, float b);
unsigned ColorBytes4 (float r, float g, float b, float a);
float NormalizeColor( const vec3_t in, vec3_t out );
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
#if !defined( Q3_VM ) || ( defined( Q3_VM ) && defined( __Q3_VM_MATH ) )
static ID_INLINE int VectorCompare( const vec3_t v1, const vec3_t v2 ) {
if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) {
return 0;
}
return 1;
}
static ID_INLINE vec_t VectorLength( const vec3_t v ) {
return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static ID_INLINE vec_t VectorLengthSquared( const vec3_t v ) {
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) {
vec3_t v;
VectorSubtract (p2, p1, v);
return VectorLength( v );
}
static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) {
vec3_t v;
VectorSubtract (p2, p1, v);
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
// fast vector normalize routine that does not check to make sure
// that length != 0, nor does it return length, uses rsqrt approximation
static ID_INLINE void VectorNormalizeFast( vec3_t v )
{
float ilength;
ilength = Q_rsqrt( DotProduct( v, v ) );
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
static ID_INLINE void VectorInverse( vec3_t v ){
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) {
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
#else
int VectorCompare( const vec3_t v1, const vec3_t v2 );
vec_t VectorLength( const vec3_t v );
vec_t VectorLengthSquared( const vec3_t v );
vec_t Distance( const vec3_t p1, const vec3_t p2 );
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
void VectorNormalizeFast( vec3_t v );
void VectorInverse( vec3_t v );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
#endif
vec_t VectorNormalize (vec3_t v); // returns vector length
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
int Q_log2(int val);
float Q_acos(float c);
int Q_rand( int *seed );
float Q_random( int *seed );
float Q_crandom( int *seed );
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))
void vectoangles( const vec3_t value1, vec3_t angles);
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
void AxisClear( vec3_t axis[3] );
void AxisCopy( vec3_t in[3], vec3_t out[3] );
void SetPlaneSignbits( struct cplane_s *out );
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
qboolean BoundsIntersect(const vec3_t mins, const vec3_t maxs,
const vec3_t mins2, const vec3_t maxs2);
qboolean BoundsIntersectSphere(const vec3_t mins, const vec3_t maxs,
const vec3_t origin, vec_t radius);
qboolean BoundsIntersectPoint(const vec3_t mins, const vec3_t maxs,
const vec3_t origin);
float AngleMod(float a);
float LerpAngle (float from, float to, float frac);
float AngleSubtract( float a1, float a2 );
void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
float AngleNormalize360 ( float angle );
float AngleNormalize180 ( float angle );
float AngleDelta ( float angle1, float angle2 );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this
//int PlaneTypeForNormal (vec3_t normal);
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );
int Q_isnan( float x );
//=============================================
float Com_Clamp( float min, float max, float value );
char *COM_SkipPath( char *pathname );
const char *COM_GetExtension( const char *name );
void COM_StripExtension(const char *in, char *out, int destsize);
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
void COM_BeginParseSession( const char *name );
int COM_GetCurrentParseLine( void );
char *COM_Parse( char **data_p );
char *COM_ParseExt( char **data_p, qboolean allowLineBreak );
int COM_Compress( char *data_p );
void COM_ParseError( char *format, ... ) __attribute__ ((format (printf, 1, 2)));
void COM_ParseWarning( char *format, ... ) __attribute__ ((format (printf, 1, 2)));
//int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );
#define MAX_TOKENLENGTH 1024
#ifndef TT_STRING
//token types
#define TT_STRING 1 // string
#define TT_LITERAL 2 // literal
#define TT_NUMBER 3 // number
#define TT_NAME 4 // name
#define TT_PUNCTUATION 5 // punctuation
#endif
typedef struct pc_token_s
{
int type;
int subtype;
int intvalue;
float floatvalue;
char string[MAX_TOKENLENGTH];
} pc_token_t;
// data is an in/out parm, returns a parsed out token
void COM_MatchToken( char**buf_p, char *match );
void SkipBracedSection (char **program);
void SkipRestOfLine ( char **data );
void Parse1DMatrix (char **buf_p, int x, float *m);
void Parse2DMatrix (char **buf_p, int y, int x, float *m);
void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m);
int Com_HexStrToInt( const char *str );
void QDECL Com_sprintf (char *dest, int size, const char *fmt, ...) __attribute__ ((format (printf, 3, 4)));
char *Com_SkipTokens( char *s, int numTokens, char *sep );
char *Com_SkipCharset( char *s, char *sep );
void Com_RandomBytes( byte *string, int len );
// 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 );
qboolean Q_isanumber( const char *s );
qboolean Q_isintegral( float f );
// portable case insensitive compare
int Q_stricmp (const char *s1, const char *s2);
int Q_strncmp (const char *s1, const char *s2, int n);
int Q_stricmpn (const char *s1, const char *s2, int n);
char *Q_strlwr( char *s1 );
char *Q_strupr( char *s1 );
char *Q_strrchr( const char* string, int c );
const char *Q_stristr( const char *s, const char *find);
// buffer size safe library replacements
void Q_strncpyz( char *dest, const char *src, int destsize );
void Q_strcat( char *dest, int size, const char *src );
// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );
// Count the number of char tocount encountered in string
int Q_CountChar(const char *string, char tocount);
//=============================================
// 64-bit integers for global rankings interface
// implemented as a struct for qvm compatibility
typedef struct
{
byte b0;
byte b1;
byte b2;
byte b3;
byte b4;
byte b5;
byte b6;
byte b7;
} qint64;
//=============================================
/*
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
qint64 BigLong64 (qint64 l);
qint64 LittleLong64 (qint64 l);
float BigFloat (const float *l);
float LittleFloat (const float *l);
void Swap_Init (void);
*/
char * QDECL va(char *format, ...) __attribute__ ((format (printf, 1, 2)));
#define TRUNCATE_LENGTH 64
void Com_TruncateLongString( char *buffer, const char *s );
//=============================================
//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_RemoveKey_big( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char *key, char *value );
// this is only here so the functions in q_shared.c and bg_*.c can link
void QDECL Com_Error( int level, const char *error, ... ) __attribute__ ((format (printf, 2, 3)));
void QDECL Com_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2)));
/*
==========================================================
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
#define CVAR_SERVER_CREATED 2048 // cvar was created by a server the client connected to.
#define CVAR_NONEXISTENT 0xFFFFFFFF // Cvar doesn't exist.
// 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 )
qboolean validate;
qboolean integral;
float min;
float max;
struct cvar_s *next;
struct cvar_s *hashNext;
} cvar_t;
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "surfaceflags.h" // shared with the q3map utility
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
/*
=================
PlaneTypeForNormal
=================
*/
#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) )
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s {
vec3_t normal;
float dist;
byte type; // for fast side tests: 0,1,2 = axial, 3 = nonaxial
byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
byte pad[2];
} cplane_t;
// 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
} trace_t;
// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD
// markfragments are returned by CM_MarkFragments()
typedef struct {
int firstPoint;
int numPoints;
} markFragment_t;
typedef struct {
vec3_t origin;
vec3_t axis[3];
} orientation_t;
//=====================================================================
// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE 0x0001
#define KEYCATCH_UI 0x0002
#define KEYCATCH_MESSAGE 0x0004
#define KEYCATCH_CGAME 0x0008
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum {
CHAN_AUTO,
CHAN_LOCAL, // menu sounds, etc
CHAN_WEAPON,
CHAN_VOICE,
CHAN_ITEM,
CHAN_BODY,
CHAN_LOCAL_SOUND, // chat messages, etc
CHAN_ANNOUNCER // announcer voices, etc
} soundChannel_t;
/*
========================================================================
ELEMENTS COMMUNICATED ACROSS THE NET
========================================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
//
// per-level limits
//
#define MAX_CLIENTS 64 // 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 that are 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_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
#define MAX_GAMESTATE_CHARS 16000
typedef struct {
int stringOffsets[MAX_CONFIGSTRINGS];
char stringData[MAX_GAMESTATE_CHARS];
int dataCount;
} gameState_t;
//=========================================================
// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 16
#define MAX_PS_EVENTS 2
#define PS_PMOVEFRAMECOUNTBITS 6
// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur
// you can't add anything to this without modifying the code in msg.c
// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
typedef struct playerState_s {
int commandTime; // cmd->serverTime of last executed command
int pm_type;
int bobCycle; // for view bobbing and footstep generation
int pm_flags; // ducked, jump_held, etc
int pm_time;
vec3_t origin;
vec3_t velocity;
int weaponTime;
int gravity;
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 legsTimer; // don't change low priority animations until this runs out
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT
int movementDir; // a number 0 to 7 that represents the reletive angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL
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;
vec3_t viewangles; // for fixed views
int viewheight;
// damage feedback
int damageEvent; // when it changes, latch the other parms
int damageYaw;
int damagePitch;
int damageCount;
int stats[MAX_STATS];
int persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_WEAPONS];
int generic1;
int loopSound;
int jumppad_ent; // jumppad entity hit this frame
// not communicated over the net at all
int ping; // server to game info for scoreboard
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
int entityEventSequence;
} 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_TALK 2 // displays talk balloon and disables actions
#define BUTTON_USE_HOLDABLE 4
#define BUTTON_GESTURE 8
#define BUTTON_WALKING 16 // walking can't just be infered from MOVE_RUN
// because a key pressed late in the frame will
// only generate a small move value for that frame
// walking will use different animations and
// won't generate footsteps
#define BUTTON_AFFIRMATIVE 32
#define BUTTON_NEGATIVE 64
#define BUTTON_GETFLAG 128
#define BUTTON_GUARDBASE 256
#define BUTTON_PATROL 512
#define BUTTON_FOLLOWME 1024
#define BUTTON_ANY 2048 // 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
typedef struct usercmd_s {
int serverTime;
int angles[3];
int buttons;
byte weapon; // weapon
signed char forwardmove, rightmove, upmove;
} usercmd_t;
//===================================================================
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL 0xffffff
typedef enum {
TR_STATIONARY,
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
TR_LINEAR,
TR_LINEAR_STOP,
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY
} trType_t;
typedef struct {
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
vec3_t trBase;
vec3_t trDelta; // velocity, etc
} trajectory_t;
// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
typedef struct entityState_s {
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 clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame;
int solid; // for client side prediction, trap_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; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
int generic1;
} entityState_t;
typedef enum {
CA_UNINITIALIZED,
CA_DISCONNECTED, // not talking to a server
CA_AUTHORIZING, // not used any more, was checking cd key
CA_CONNECTING, // sending request packets to the server
CA_CHALLENGING, // sending challenge packets to the server
CA_CONNECTED, // netchan_t established, getting gamestate
CA_LOADING, // only during cgame initialization, never during main loop
CA_PRIMED, // got gamestate, waiting for first frame
CA_ACTIVE, // game views should be displayed
CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
} connstate_t;
// font support
#define GLYPH_START 0
#define GLYPH_END 255
#define GLYPH_CHARSTART 32
#define GLYPH_CHAREND 127
#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1
typedef struct {
int height; // number of scan lines
int top; // top of glyph in buffer
int bottom; // bottom of glyph in buffer
int pitch; // width for copying
int xSkip; // x adjustment
int imageWidth; // width of actual image
int imageHeight; // height of actual image
float s; // x offset in image where glyph starts
float t; // y offset in image where glyph starts
float s2;
float t2;
qhandle_t glyph; // handle to the shader with the glyph
char shaderName[32];
} glyphInfo_t;
typedef struct {
glyphInfo_t glyphs [GLYPHS_PER_FONT];
float glyphScale;
char name[MAX_QPATH];
} fontInfo_t;
#define Square(x) ((x)*(x))
// real time
//=============================================
typedef struct qtime_s {
int tm_sec; /* seconds after the minute - [0,59] */
int tm_min; /* minutes after the hour - [0,59] */
int tm_hour; /* hours since midnight - [0,23] */
int tm_mday; /* day of the month - [1,31] */
int tm_mon; /* months since January - [0,11] */
int tm_year; /* years since 1900 */
int tm_wday; /* days since Sunday - [0,6] */
int tm_yday; /* days since January 1 - [0,365] */
int tm_isdst; /* daylight savings time flag */
} qtime_t;
// server browser sources
// TTimo: AS_MPLAYER is no longer used
#define AS_LOCAL 0
#define AS_MPLAYER 1
#define AS_GLOBAL 2
#define AS_FAVORITES 3
// 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;
typedef enum _flag_status {
FLAG_ATBASE = 0,
FLAG_TAKEN, // CTF
FLAG_TAKEN_RED, // One Flag CTF
FLAG_TAKEN_BLUE, // One Flag CTF
FLAG_DROPPED
} flagStatus_t;
#define MAX_GLOBAL_SERVERS 4096
#define MAX_OTHER_SERVERS 128
#define MAX_PINGREQUESTS 32
#define MAX_SERVERSTATUSREQUESTS 16
#define SAY_ALL 0
#define SAY_TEAM 1
#define SAY_TELL 2
#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2
#endif // __Q_SHARED_H