rpgxef/code/game/q_shared.h.orig
Walter Julius Hennecke a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00

1189 lines
32 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file
#if defined(ppc) || defined(__ppc) || defined(__ppc__)
#define idppc
#endif
//#define MISSION_PACK //TiM: was commented out
#ifdef _WIN32
#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 : 4201)
#pragma warning(disable : 4214)
#pragma warning(disable : 4244)
#pragma warning(disable : 4305) // truncation from const double to float
#pragma warning(disable : 4310) // cast truncates constant value
#pragma warning(disable : 4514)
#pragma warning(disable : 4711) // selected for automatic inline expansion
#pragma warning(disable : 4220) // varargs matches remaining parameters
#endif
/**********************************************************************
VM Considerations
The VM can not use the standard system headers because we aren't really
using the compiler they were meant for. We use bg_lib.h which contains
prototypes for the functions we define for our own use in bg_lib.c.
When writing mods, please add needed headers HERE, do not start including
stuff like <stdio.h> in the various .c files that make up each of the VMs
since you will be including system headers files can will have issues.
Remember, if you use a C library function that is not defined in bg_lib.c,
you will have to add your own version for support in the VM.
**********************************************************************/
#ifdef Q3_VM
#include "bg_lib.h"
#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>
#endif
#ifdef _WIN32
//#pragma intrinsic( memset, memcpy )
#endif
// this is the define for determining if we have an asm version of a C function
#if (defined _M_IX86 || defined __i386__) && !defined __sun__ && !defined __LCC__
#define id386 1
#else
#define id386 0
#endif
// for windows fastcall option
#define QDECL
//======================= WIN32 DEFINES =================================
#ifdef WIN32
#define MAC_STATIC
#undef QDECL
#define QDECL __cdecl
// buildstring will be incorporated into the version string
#ifdef NDEBUG
#ifdef _M_IX86
#define CPUSTRING "win-x86"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP"
#endif
#else
#ifdef _M_IX86
#define CPUSTRING "win-x86-debug"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP-debug"
#endif
#endif
#define PATH_SEP '\\'
#endif
//======================= MAC OS X SERVER DEFINES =====================
#if defined(__MACH__) && defined(__APPLE__)
#define MAC_STATIC
#ifdef __ppc__
#define CPUSTRING "MacOSXS-ppc"
#elif defined __i386__
#define CPUSTRING "MacOSXS-i386"
#else
#define CPUSTRING "MacOSXS-other"
#endif
#define PATH_SEP '/'
#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED
#endif
//======================= MAC DEFINES =================================
#ifdef __MACOS__
#define MAC_STATIC static
#define CPUSTRING "MacOS-PPC"
#define PATH_SEP ':'
#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED
void Sys_PumpEvents( void );
#endif
//======================= LINUX DEFINES =================================
// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
#ifdef __linux__
#define MAC_STATIC
#ifdef __i386__
#define CPUSTRING "linux-i386"
#elif defined __axp__
#define CPUSTRING "linux-alpha"
#else
#define CPUSTRING "linux-other"
#endif
#define PATH_SEP '/'
#endif
#define SOUND_DIR "sound/weapons/"
//=============================================================
typedef unsigned char byte;
typedef enum {qfalse, qtrue} qboolean;
typedef int qhandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
#ifndef NULL
#define NULL ((void *)0)
#endif
#define MAX_QINT 0x7fffffff
#define MIN_QINT (-MAX_QINT-1)
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 256 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define 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
#define MAX_OSPATH 128 // max length of a filesystem pathname
#define MAX_NAME_LENGTH 32 // max length of a client name
//client->sess.sessionClass and client->ps.persistant[PERS_CLASS]
typedef enum
{//FIXME: restrict pickups to the proper PC?
PC_NOCLASS,//default
PC_INFILTRATOR,//fast, low attack
PC_SNIPER,//sneaky, snipe only
PC_HEAVY,//slow, heavy attack
PC_DEMO,//go boom
PC_MEDIC,//heal
PC_TECH,//operate
PC_BORG,//special weapons, slower, adapting shields
PC_ACTIONHERO,//has everything
PC_SECURITY,//for escorts
PC_MEDICAL,//for escorts
PC_COMMAND,//for escorts
PC_SCIENCE,//for escorts
PC_ENGINEER,//for escorts
PC_ALIEN,//for escorts
PC_ALPHAOMEGA22,//for escorts
PC_ADMIN,//for escorts
PC_N00B,//for escorts
NUM_PLAYER_CLASSES
} pclass_t;
// 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 2
#define PROP_SPACE_WIDTH 4
#define PROP_HEIGHT 16
#define PROP_TINY_SIZE_SCALE 1
#define PROP_SMALL_SIZE_SCALE 1
#define PROP_BIG_SIZE_SCALE 1
#define PROP_GIANT_SIZE_SCALE 2
#define PROP_TINY_HEIGHT 11 //10
#define PROP_GAP_TINY_WIDTH 1 //1
#define PROP_SPACE_TINY_WIDTH 3
#define PROP_BIG_HEIGHT 24 //TiM: 24
#define PROP_GAP_BIG_WIDTH 3
#define PROP_SPACE_BIG_WIDTH 6
#define BLINK_DIVISOR 600
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
#define UI_GIANTFONT 0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
#define UI_UNDERLINE 0x00008000
#define UI_TINYFONT 0x00010000
#define UI_SHOWCOLOR 0x00020000
#define UI_FORCECOLOR 0x00040000
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define NUMVERTEXNORMALS 162
extern vec3_t bytedirs[NUMVERTEXNORMALS];
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT (SMALLCHAR_HEIGHT/2)
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
typedef enum
{
CT_NONE,
CT_BLACK,
CT_RED,
CT_GREEN,
CT_BLUE,
CT_YELLOW,
CT_MAGENTA,
CT_CYAN,
CT_TEAL,
CT_GOLD,
CT_WHITE,
CT_LTGREY,
CT_MDGREY,
CT_DKGREY,
CT_DKGREY2,
CT_VLTORANGE,
CT_LTORANGE,
CT_DKORANGE,
CT_VDKORANGE,
CT_VLTBLUE1,
CT_LTBLUE1,
CT_DKBLUE1,
CT_VDKBLUE1,
CT_VLTBLUE2,
CT_LTBLUE2,
CT_DKBLUE2,
CT_VDKBLUE2,
CT_VLTBROWN1,
CT_LTBROWN1,
CT_DKBROWN1,
CT_VDKBROWN1,
CT_VLTGOLD1,
CT_LTGOLD1,
CT_DKGOLD1,
CT_VDKGOLD1,
CT_VLTPURPLE1,
CT_LTPURPLE1,
CT_DKPURPLE1,
CT_VDKPURPLE1,
CT_VLTPURPLE2,
CT_LTPURPLE2,
CT_DKPURPLE2,
CT_VDKPURPLE2,
CT_VLTPURPLE3,
CT_LTPURPLE3,
CT_DKPURPLE3,
CT_VDKPURPLE3,
CT_VLTRED1,
CT_LTRED1,
CT_DKRED1,
CT_VDKRED1,
CT_MAX
} ct_table_t;
extern vec4_t colorTable[CT_MAX];
extern vec4_t colorBlack;
extern vec4_t colorRed;
extern vec4_t colorGreen;
extern vec4_t colorBlue;
extern vec4_t colorYellow;
extern vec4_t colorMagenta;
extern vec4_t colorCyan;
extern vec4_t colorWhite;
extern vec4_t colorLtGrey;
extern vec4_t colorMdGrey;
extern vec4_t colorDkGrey;
#define Q_COLOR_ESCAPE '^'
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE )
#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)
float Q_fabs( float f );
float Q_rsqrt( float f ); // reciprocal square root
#define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )
signed char ClampChar( int i );
signed short ClampShort( int i );
// this isn't a real cheap function to call!
int DirToByte( vec3_t dir );
void ByteToDir( int b, vec3_t dir );
#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 __LCC__
#ifdef VectorCopy
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
float v[3];
} vec3struct_t;
#define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a;
#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 );
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 CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
vec_t VectorNormalize (vec3_t v); // returns vector length
void VectorNormalizeFast(vec3_t v); // does NOT return vector length, uses rsqrt approximation
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void VectorInverse (vec3_t v);
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);
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))
float flrandom(float min, float max);
int irandom(int min, int max);
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);
float AngleMod(float a);
float LerpAngle (float from, float to, float frac);
float AngleSubtract( float a1, float a2 );
void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
float AngleNormalize360 ( float angle );
float AngleNormalize180 ( float angle );
float AngleDelta ( float angle1, float angle2 );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this
int PlaneTypeForNormal (vec3_t normal);
void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );
void VectorShort(vec3_t vect);
void UnVectorShort(vec3_t vect);
//=============================================
float Com_Clamp( float min, float max, float value );
char *COM_SkipPath( char *pathname );
void COM_StripExtension( const char *in, char *out );
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
void COM_BeginParseSession( void );
int COM_GetCurrentParseLine( void );
char *COM_Parse( char **data_p );
char *COM_ParseExt( char **data_p, qboolean allowLineBreak );
//int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );
//RPG-X: Parsing helping functions
qboolean COM_ParseString( char **data, char **s );
qboolean COM_ParseInt( char **data, int *i);
qboolean COM_ParseFloat( char **data, float *f );
qboolean COM_ParseVec4( char **data, vec4_t vector );
//RPG-X - Powers func for view camera
float powf( float x, int y );
//TiM: For averaging... and stuff
void VectorAverage( vec3_t mins, vec3_t maxs, vec3_t result );
// 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);
void QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
//=============================================
int Q_isprint( int c );
int Q_islower( int c );
int Q_isupper( int c );
int Q_isalpha( int c );
// portable case insensitive compare
int Q_stricmp (const char *s1, const char *s2);
int Q_strncmp (const char *s1, const char *s2, int n);
int Q_stricmpn (const char *s1, const char *s2, int n);
char *Q_strlwr( char *s1 );
char *Q_strupr( char *s1 );
char *Q_strrchr( const char* string, int c );
// buffer size safe library replacements
void Q_strncpyz( char *dest, const char *src, int destsize );
void Q_strcat( char *dest, int size, const char *src );
// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );
//=============================================
#ifdef _M_IX86
//
// optimised version for intel stuff...
//
short BigShort(short l);
int BigLong (int l);
float BigFloat (float l);
#define LittleShort(l) l
#define LittleLong(l) l
#define LittleFloat(l) l
//
#else
//
// standard smart byte-swap stuff...
//
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
//
#endif
void Swap_Init (void);
char * QDECL va(char *format, ...);
//=============================================
//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_RemoveKey_big( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char key[MAX_INFO_KEY], char value[MAX_INFO_VALUE] );
// this is only here so the functions in q_shared.c and bg_*.c can link
void QDECL Com_Error( int level, const char *error, ... );
void QDECL Com_Printf( const char *msg, ... );
/*
==========================================================
CVARS (console variables)
Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
// used for system variables, not for player
// specific configurations
#define CVAR_USERINFO 2 // sent to server on connect or change
#define CVAR_SERVERINFO 4 // sent in response to front end requests
#define CVAR_SYSTEMINFO 8 // these cvars will be duplicated on all clients
#define CVAR_INIT 16 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 32 // will only change when C code next does
// a Cvar_Get(), so it can't be changed
// without proper initialization. modified
// will be set, even though the value hasn't
// changed yet
#define CVAR_ROM 64 // display only, cannot be set by user at all
#define CVAR_USER_CREATED 128 // created by a set command
#define CVAR_TEMP 256 // can be set even when cheats are disabled, but is not archived
#define CVAR_CHEAT 512 // can not be changed if cheats are disabled
#define CVAR_NORESTART 1024 // do not clear when a cvar_restart is issued
// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
char *name;
char *string;
char *resetString; // cvar_restart will reset to this value
char *latchedString; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
int modificationCount; // incremented each time the cvar is changed
float value; // atof( string )
int integer; // atoi( string )
struct cvar_s *next;
} cvar_t;
#define MAX_CVAR_VALUE_STRING 256
typedef int cvarHandle_t;
// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
cvarHandle_t handle;
int modificationCount;
float value;
int integer;
char string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
#include "surfaceflags.h" // shared with the q3map utility
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s {
vec3_t normal;
float dist;
byte type; // for fast side tests: 0,1,2 = axial, 3 = nonaxial
byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
byte pad[2];
} cplane_t;
// 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 1
#define KEYCATCH_UI 2
#define KEYCATCH_MESSAGE 4
// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
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
CHAN_MENU1 // menu stuff, 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 128 // absolute limit
#define MAX_LOCATIONS 64
#define GENTITYNUM_BITS 10 // don't need to send any more
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
// entitynums are communicated with GENTITY_BITS, so any reserved
// values thatare going to be communcated over the net need to
// also be in this range
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
#define MAX_MODELS 256 // these are sent over the net as 8 bits
#define MAX_SOUNDS 256 // so they cannot be blindly increased
//RPG-X: TiM - Tricorder InfoStrings
#define MAX_TRIC_STRINGS 64
#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 //RPG-X:TiM
#define MAX_WEAPONS 16
#define MAX_PS_EVENTS 4
// Used in introTime below...
#define TIME_INTRO 5000
// 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 rechargeTime; // for the phaser
short useTime; // use debounce
int introTime; // for the holodoor
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
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 damageShieldCount;
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];
// not communicated over the net at all
int ping; // server to game info for scoreboard
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_ALT_ATTACK 32
#define BUTTON_USE 64 // the ol' use key returns!
#define BUTTON_ANY 128 // any key whatsoever
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
// then BUTTON_WALKING should be set
#define MASK_KILL_EMOTES ( BUTTON_ATTACK | BUTTON_WALKING | BUTTON_ALT_ATTACK )
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
int serverTime;
byte buttons;
byte weapon;
int angles[3];
signed char forwardmove, rightmove, upmove;
} usercmd_t;
//===================================================================
// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL 0xffffff
typedef enum {
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
// vec3_t trDelta2; // Additional vector data.
} 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
#ifdef MISSION_PACK
int generic1;
int generic2;
#endif
} 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;
typedef enum {
AIGT_SINGLE_PLAYER, // Q3A single player mode
AIGT_TEAM, // any team game
AIGT_OTHER // anything else!
} aiGametype_t;
//extern vmCvar_t rpg_medicsrevive; //RPG-X: RedTechie - To let bg_pmovto work
extern vmCvar_t rpg_noclipspectating; //Added here (by rpg-x:j2j) so it could be seen in bg_pmove.c
extern qboolean ClientNCSpec; //Private flag for weather the client chooses to spectate noclip style (rpg-x:j2j)
/*
========================================================================
String ID Tables (imported from single player by RPG-X: J2J)
========================================================================
*/
//Strictly not directly related to string Id tables, but is only used (so far) in the animation parsing string table.
#define ENUM2STRING(arg) #arg,arg
typedef struct stringID_table_s
{
char *name;
int id;
} stringID_table_t;
int GetIDForString ( stringID_table_t *table, const char *string );
const char *GetStringForID( stringID_table_t *table, int id );
#endif // __Q_SHARED_H