mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 17:01:21 +00:00
a39565b783
... 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)
173 lines
4.3 KiB
C
173 lines
4.3 KiB
C
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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#define CMD_BACKUP 64
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#define CMD_MASK (CMD_BACKUP - 1)
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// allow a lot of command backups for very fast systems
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// multiple commands may be combined into a single packet, so this
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// needs to be larger than PACKET_BACKUP
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#define MAX_ENTITIES_IN_SNAPSHOT 256
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// snapshots are a view of the server at a given time
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// Snapshots are generated at regular time intervals by the server,
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// but they may not be sent if a client's rate level is exceeded, or
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// they may be dropped by the network.
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typedef struct {
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int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
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int ping;
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int serverTime; // server time the message is valid for (in msec)
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byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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playerState_t ps; // complete information about the current player at this time
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int numEntities; // all of the entities that need to be presented
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entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
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int numServerCommands; // text based server commands to execute when this
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int serverCommandSequence; // snapshot becomes current
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} snapshot_t;
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/*
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==================================================================
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functions imported from the main executable
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==================================================================
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*/
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#define CGAME_IMPORT_API_VERSION 3
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//these must match up with cg_syscalls.asm
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typedef enum {
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CG_PRINT,
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CG_ERROR,
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CG_MILLISECONDS,
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CG_CVAR_REGISTER,
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CG_CVAR_UPDATE,
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CG_CVAR_SET,
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CG_CVAR_VARIABLESTRINGBUFFER,
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CG_ARGC,
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CG_ARGV,
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CG_ARGS,
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CG_FS_FOPENFILE,
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CG_FS_READ,
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CG_FS_WRITE,
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CG_FS_FCLOSEFILE,
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CG_SENDCONSOLECOMMAND,
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CG_ADDCOMMAND,
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CG_SENDCLIENTCOMMAND,
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CG_UPDATESCREEN,
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CG_CM_LOADMAP,
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CG_CM_NUMINLINEMODELS,
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CG_CM_INLINEMODEL,
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CG_CM_LOADMODEL,
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CG_CM_TEMPBOXMODEL,
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CG_CM_POINTCONTENTS,
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CG_CM_TRANSFORMEDPOINTCONTENTS,
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CG_CM_BOXTRACE,
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CG_CM_TRANSFORMEDBOXTRACE,
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CG_CM_MARKFRAGMENTS,
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CG_S_STARTSOUND,
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CG_S_STARTLOCALSOUND,
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CG_S_CLEARLOOPINGSOUNDS,
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CG_S_ADDLOOPINGSOUND,
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CG_S_UPDATEENTITYPOSITION,
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CG_S_RESPATIALIZE,
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CG_S_REGISTERSOUND,
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CG_S_STARTBACKGROUNDTRACK,
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CG_R_LOADWORLDMAP,
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CG_R_REGISTERMODEL,
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CG_R_REGISTERSKIN,
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CG_R_REGISTERSHADER,
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CG_R_CLEARSCENE,
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CG_R_ADDREFENTITYTOSCENE,
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CG_R_ADDPOLYTOSCENE,
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CG_R_ADDLIGHTTOSCENE,
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CG_R_RENDERSCENE,
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CG_R_SETCOLOR,
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CG_R_DRAWSTRETCHPIC,
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CG_R_MODELBOUNDS,
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CG_R_LERPTAG,
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CG_GETGLCONFIG,
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CG_GETGAMESTATE,
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CG_GETCURRENTSNAPSHOTNUMBER,
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CG_GETSNAPSHOT,
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CG_GETSERVERCOMMAND,
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CG_GETCURRENTCMDNUMBER,
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CG_GETUSERCMD,
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CG_SETUSERCMDVALUE,
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CG_R_REGISTERSHADERNOMIP,
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CG_MEMORY_REMAINING,
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CG_R_REGISTERSHADER3D, //59
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CG_CVAR_SET_NO_MODIFY, // 60
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CG_R_REMAP_SHADER,
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CG_MEMSET = 100,
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CG_MEMCPY,
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CG_STRNCPY,
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CG_SIN,
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CG_COS,
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CG_ATAN2,
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CG_SQRT,
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CG_FLOOR,
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CG_CEIL,
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CG_TESTPRINTINT,
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CG_TESTPRINTFLOAT,
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} cgameImport_t;
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//these must match up with cg_syscalls.asm
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/*
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==================================================================
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functions exported to the main executable
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==================================================================
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*/
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typedef enum {
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CG_INIT,
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// void CG_Init( int serverMessageNum, int serverCommandSequence )
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// called when the level loads or when the renderer is restarted
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// all media should be registered at this time
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// cgame will display loading status by calling SCR_Update, which
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// will call CG_DrawInformation during the loading process
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// reliableCommandSequence will be 0 on fresh loads, but higher for
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// demos, tourney restarts, or vid_restarts
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CG_SHUTDOWN,
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// void (*CG_Shutdown)( void );
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// oportunity to flush and close any open files
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CG_CONSOLE_COMMAND,
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// qboolean (*CG_ConsoleCommand)( void );
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// a console command has been issued locally that is not recognized by the
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// main game system.
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// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
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// command is not known to the game
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CG_DRAW_ACTIVE_FRAME,
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// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
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// Generates and draws a game scene and status information at the given time.
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// If demoPlayback is set, local movement prediction will not be enabled
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CG_CROSSHAIR_PLAYER,
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// int (*CG_CrosshairPlayer)( void );
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CG_LAST_ATTACKER
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// int (*CG_LastAttacker)( void );
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} cgameExport_t;
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//----------------------------------------------
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