kingpin-sdk/gamesrc/Q_SHARED.H

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2000-03-27 00:00:00 +00:00
// q_shared.h -- included first by ALL program modules
#define DEMO 0 // enable this when compiling a demo release
// RIDAH, DISABLE THIS BEFORE RELEASE!
#define USE_OLD_CHECKSUM
#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
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#if (defined _M_IX86 || defined __i386__) && !defined C_ONLY
#define id386 1
#else
#define id386 0
#endif
#if defined _M_ALPHA && !defined C_ONLY
#define idaxp 1
#else
#define idaxp 0
#endif
typedef unsigned char byte;
typedef enum {false, true} qboolean;
#ifndef NULL
#define NULL ((void *)0)
#endif
#define RANDOM ( ((float)(rand()) / RAND_MAX)*2.0 - 1.0)
// 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
#define MAX_EDICTS 2048 // must change protocol to increase more
#define MAX_LIGHTSTYLES 256
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 384 // so they cannot be blindly increased
#define MAX_IMAGES 256
#define MAX_ITEMS 256
#define MAX_LIGHTFLARES 128
#define MAX_JUNIOR_STRINGS 512
#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
// 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__
extern long Q_ftol( float f );
#else
#define Q_ftol( f ) ( long ) (f)
#endif
void vectoangles (vec3_t value1, vec3_t angles);
// JOSEPH 6-NOV-98
#ifdef _WIN32
_inline vec_t DotProduct(x,y)
{
float dotprod;
_asm
{
mov ecx, x
mov eax, y
;optimized dot product; 15 cycles
fld dword ptr [eax+0] ;starts & ends on cycle 0
fmul dword ptr [ecx+0] ;starts on cycle 1
fld dword ptr [eax+4] ;starts & ends on cycle 2
fmul dword ptr [ecx+4] ;starts on cycle 3
fld dword ptr [eax+8] ;starts & ends on cycle 4
fmul dword ptr [ecx+8] ;starts on cycle 5
fxch st(1) ;no cost
faddp st(2),st(0) ;starts on cycle 6, stalls for cycles 7-8
faddp st(1),st(0) ;starts on cycle 9, stalls for cycles 10-12
fstp dword ptr [dotprod] ;starts on cycle 13, ends on cycle 14
}
return dotprod;
}
#else
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#endif
// END JOSEPH
#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);
float VectorDistance(vec3_t vec1, vec3_t vec2);
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 LerpAngle (float a1, float a2, float frac);
// Ridah
float AngleDiff (float a2, float a1);
#ifdef WIN32
#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)))
#endif
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 );
//=============================================
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);
char *COM_Parse256 (char **data_p);
// data is an in/out parm, returns a parsed out token
void Com_sprintf (char *dest, int size, char *fmt, ...);
void Com_PageInMemory (byte *buffer, int size);
//=============================================
// portable case insensitive compare
int Q_stricmp (char *s1, char *s2);
int Q_strcasecmp (char *s1, char *s2);
int Q_strncasecmp (char *s1, char *s2, int n);
//=============================================
short BigShort(short l);
short LittleShort(short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
void Swap_Init (void);
char *va(char *format, ...);
char *kp_strlwr( char *name );
//=============================================
//
// key / value info strings
//
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#define MAX_INFO_STRING 512
char *Info_ValueForKey (char *s, char *key);
void Info_RemoveKey (char *s, char *key);
void Info_SetValueForKey (char *s, char *key, char *value);
qboolean Info_Validate (char *s);
/*
==============================================================
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
*/
char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave );
char *Sys_FindNext ( unsigned musthave, unsigned canthave );
void Sys_FindClose (void);
// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error (char *error, ...);
void Com_Printf (char *msg, ...);
/*
==========================================================
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
{
char *name;
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
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
// JOSEPH
#define CONTENTS_ALPHA 128
#define LAST_VISIBLE_CONTENTS 128
// END JOSEPH
// remaining contents are non-visible, and don't eat brushes
#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 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
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
#define SURF_BURNT 0x100 // Ridah, used for rendering, marks this surface as having been burnt or charred
// JOSEPH 29-DEC-98
#define SURF_SPECULAR 0x400 // Ridah, shows specular lighting from light flares
#define SURF_DIFFUSE 0x800 // Ridah, used with specular lighting, makes it bigger and less intense
// END JOSEPH
// JOSEPH 26-JAN-99-C
#define SURF_ALPHA 0x1000 // wire fence effect flag
#define SURF_WATER 0x80000
#define SURF_CONCRETE 0x100000
#define SURF_FABRIC 0x200000
#define SURF_GRAVEL 0x400000
#define SURF_METAL 0x800000
#define SURF_METAL_L 0x1000000
#define SURF_SNOW 0x2000000
#define SURF_TILE 0x4000000
#define SURF_WOOD 0x8000000
// END JOSEPH
// Ridah
#define SURF_REFLECT_FAKE 0x10000000 // Ridah, uses fast (fake) reflections
#define SURF_REFLECT_LIGHT 0x20000000 // Ridah, only reflects SURF_LIGHT surfaces
// content masks
#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)
// JOSEPH
#define MASK_ALPHA (CONTENTS_ALPHA)
// END JOSEPH
// 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;
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
// Ridah
int spec_updateframe; // so we only do each plane once
int spec_updateframe_backface;
byte spec_render, spec_render_back;
} 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
{
char name[16];
int flags;
int value;
} csurface_t;
typedef struct mapsurface_s // used internally due to name len probs //ZOID
{
csurface_t c;
char rname[32];
} mapsurface_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
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
struct edict_s *ent; // not set by CM_*() functions
} trace_t;
// pmove_state_t is the information necessary for client side movement
// prediction
typedef enum
{
// can accelerate and turn
PM_NORMAL,
PM_NORMAL_WITH_JETPACK,
// Ridah, vehicles
PM_HOVERCAR, // flying hovercar
PM_HOVERCAR_GROUND, // grounded hovercar
PM_BIKE, // motorcycle
PM_CAR, // uses vehicle code
// done.
PM_SPECTATOR,
// no acceleration or turning
PM_DEAD,
PM_GIB, // different bounding box
PM_FREEZE
} pmtype_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
// Ridah, chasecam
#define PMF_CHASECAM 128
// 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
byte pm_flags; // ducked, jump_held, etc
byte pm_time; // each unit = 8 ms
short gravity;
short delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
byte runscale; // Ridah, so we can mess with the running speed
} pmove_state_t;
//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ACTIVATE 4 // Joseph
#define BUTTON_ANY 128 // any key whatsoever
// usercmd_t is sent to the server each client frame
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
} usercmd_t;
#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;
int watertype;
int waterlevel;
// 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);
// JOSEPH 1-SEP-98
int footsteptype;
// Ridah, bike collisions
int wall_collision;
} 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.
#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
#define EF_TELEPORTER 0x00020000 // particle fountain
#define EF_FLAG1 0x00040000
#define EF_FLAG2 0x00080000
#define EF_IONRIPPER 0x00100000
#define EF_FLASHLIGHT 0x00200000
#define EF_BLUEHYPERBLASTER 0x00400000
#define EF_SPINNINGLIGHTS 0x00800000
#define EF_PLASMA 0x01000000
#define EF_TRAP 0x02000000
#define EF_REFL 0x04000000
#define EF_FLAMETHROWER 0x08000000
#define EF_ANIM_ALLFAST_NEW 0x10000000 // automatically cycle through all frames at 10hz
// entity_state_t->renderfx flags
#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
#define RF_REFL_MAP 8192 // (1<<13)
#define RF_FACING 16384 // (1<<14)
#define RF_FACINGUP 32768 // (1<<15)
// JOSEPH 21-JAN-99
#define RF_DIMLIGHT (1<<16) // allways draw dim light intensity
// END JOSEPH
// JOSEPH 20-MAY-99
// 1 - 16 must check that RF2_PASSLIGHT is not set
#define RF2_FLAMESHOOTER 1
#define RF2_FLAMESHOOTER_MOD 2
#define RF2_MODULUS_FRAME 4 // if the frame is higher than the max, just do a MODULUS on it
#define RF2_8 8
#define RF2_16 16
// END JOSEPH
#define RF2_ONLY_PARENTAL_LOCKED 32 // Ridah, this entity is visible only to clients who have the parental lock ENABLED (ie. if a player is gibbed, the body remains in the game, but is only visible to client's who can't see the gibs, since they are parental locked)
#define RF2_SCALE50 64 // .5
#define RF2_SCALE25 128 // .25
#define RF2_MONEYBAG 256 // used for Teamplay, shows a moneybag on the player's back, automatically animated
#define RF2_SURF_ALPHA 512
#define RF2_DIR_LIGHTS 1024 // Uses new directional lighting code
#define RF2_FLAMETHROWER 2048 // client-side flamthrower effects (damage done in game code)
#define RF2_PASSALPHA 4096
#define RF2_NOSHADOW 8192
#define RF2_BEAM2 16384
#define RF2_PASSLIGHT 32768
// player_state_t->refdef flags
#define RDF_UNDERWATER 1 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 2 // used for player configuration screen
#define RDF_PAUSED 4 // Ridah, so renderer knows if it's paused
// RAFAEL
#define RDF_NOLERP 8
#define RDF_SKINPLUS 16
#define RDF_SKINPLUSPLUS 32
// JOSEPH 14-JAN-99
#define RDF_NOWORLDMODELALPHA 64 // used for inventory screen
//
// 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
// RAFAEL
#define MZ_IONRIPPER 16
#define MZ_BLUEHYPERBLASTER 17
#define MZ_PHALANX 18
#define MZ_PISTOL 19
#define MZ_BLACKJACK_SWING 20
#define MZ_BLACKJACK_HIT 21
#define MZ_SPISTOL 22
#define MZ_PISTOL_DAMAGE_MOD 23
// JOSEPH 19-JAN-99
#define MZ_CROWBAR_SWING 24
#define MZ_CROWBAR_HIT 25
// END JOSEPH
#define MZ_BARMACHINEGUN 26
#define MZ_BARMACHINEGUN2 27
#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
// JOSEPH 2-SEP-98
#define MZ3_LEADHIT_METAL 1
extern vec3_t monster_flash_offset [];
// ----------------------------------------------------------------
// Ridah, Surface Sprite Effects
#define SFX_SPRITE_SURF_BLOOD1 0
#define SFX_SPRITE_SURF_BULLET1 1
#define SFX_SPRITE_SURF_RIPPLE 2
#define SFX_SPRITE_SURF_BLOOD_POOL 5
// need these for each SFX_SPRITE_SURF, so the engine knows what dimensions they are
#define SFX_BLOOD_WIDTH 16
#define SFX_BLOOD_HEIGHT 16
#define SFX_BULLET_WIDTH 1
#define SFX_BULLET_HEIGHT 1
#define SFX_RIPPLE_WIDTH 8
#define SFX_RIPPLE_HEIGHT 8
// SFX flags
#define SFX_FLAG_GRAVITY 1 // velocity is effected by gravity
#define SFX_FLAG_SURFACE_EFFECT 2 // this is a surface effect, therefore velocity is the surface normal, and sprite will use alpha = 1 for "fadein_time"
#define SFX_FLAG_NO_FLIP 4 // this SFX won't have it's S coordinate randomly flipped
#define SFX_FLAG_LIGHTFLARE 8 // no depth checking, align with view
#define SFX_FLAG_DEPTHHACK 16
#define SFX_FLAG_UPRIGHT 32 // used for fire in barrel
#define SFX_FLAG_VEL_IS_ANGLES 64
#define SFX_FLAG_ADDITIVE_BLEND 128
#define SFX_FLAG_ALPHA_IS_FRAME 256
#define SFX_FLAG_VEL_IS_COLOR_MODULATION 512
#define SFX_FLAG_CLOSE_CULL 1024
#define SFX_GRAVITY 100.0 // gravity value for all SFX effected by gravity
// 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,
TE_GUNSHOT_VISIBLE,
TE_BLOOD,
TE_BLASTER,
TE_RAILTRAIL,
TE_SHOTGUN,
TE_EXPLOSION1,
TE_EXPLOSION2,
TE_ROCKET_EXPLOSION,
TE_GRENADE_EXPLOSION,
TE_METAL_SPARKS,
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_BFG_LASER,
TE_GRAPPLE_CABLE,
// RAFAEL
TE_WELDING_SPARKS,
TE_GREENBLOOD,
TE_BLUEHYPERBLASTER,
TE_PLASMA_EXPLOSION,
TE_TUNNEL_SPARKS,
// JOSEPH 30-AUG-98
TE_SFXFIRE,
TE_SFXSMOKE,
TE_SFXFIREGO,
TE_SUN_FLARE,
TE_GUN_FLARE,
TE_SNOW,
TE_RAIN,
// END JOSEPH
TE_LIGHT_FLARE,
// Ridah, Surface Sprites
// RAFAEL
TE_BLOOD_DRIP,
TE_BLOOD_SPLAT,
TE_BLOOD_POOL,
TE_SURFACE_SPRITE_ENTITY,
TE_BURN_TO_A_CRISP,
// JOSEPH 18-FEB-99
TE_CONCUSSION_EXPLOSION,
TE_CONCUSSION_EXPLOSION_WATER,
TE_EXPLOSION1B,
// END JOSEPH
// JOSEPH 1-MAR-99
TE_IMPACT,
TE_EXPLOSION1C,
// END JOSEPH
// JOSEPH 19-FEB-99
TE_SFXSTEAM,
// END JOSEPH
// JOSEPH 3-MAR-99
TE_SFXSMOKE2,
// END JOSEPH
// JOSEPH 2-APR-99
TE_IMPACT_CONCUSSION,
// END JOSEPH
TE_ART_BURN, // used to mark surfaces by artists
TE_FOG_BRUSH,
TE_GIBS,
TE_CONCUSSION_EXPLOSION_BIG,
// JOSEPH 9-APR-99
TE_BARMACHINGUN,
TE_SFXFIRET
// END JOSEPH
} temp_event_t;
#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
// JOSEPH 17-MAY-99
#define SPLASH_SPARKS_P 7
// END JOSEPH
// 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_SPECIAL 5
// 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
// player_state->stats[] indexes
#define STAT_CASH_PICKUP 0
#define STAT_HEALTH 1
#define STAT_AMMO_ICON 2
#define STAT_AMMO 3
#define STAT_ARMOR1 4 //previous STAT_ARMOR_ICON
#define STAT_ARMOR2 5 //previous STAT_ARMOR
#define STAT_ARMOR3 6 //previous STAT_SELECTED_ICON
#define STAT_PICKUP_ICON 7
#define STAT_PICKUP_STRING 8
// JOSEPH 12-MAY-99-B
#define STAT_ENDPIC 9 //previous STAT_TIMER_ICON
// END JOSEPH
#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
#define STAT_CASH 16
#define STAT_PICKUP_COUNT 17
// RAFAEL 01-11-99
#define STAT_CLIP 18
#define STAT_CLIP_ICON 19
// JOSEPH 26-JAN-99
#define STAT_HUD_INV 20
// END JOSEPH
// Following are duplicated for deathmatch, so beware if changing!
#define STAT_HUD_ENEMY_TALK 21
#define STAT_HUD_SELF_TALK 22
#define STAT_HUD_ENEMY_TALK_TIME 23
#define STAT_HUD_SELF_TALK_TIME 24
#define STAT_FORCE_HUD 25
#define STAT_HUD_HIRE1 26
#define STAT_HUD_HIRE2 27
#define STAT_HUD_HIRE1_CMD 28
#define STAT_HUD_HIRE2_CMD 29
// Ridah, duplicated these for use in teamplay, since they aren't used at all in multiplay
#define STAT_BAGCASH 21
#define STAT_DEPOSITED 22
//#define STAT_HUD_ENEMY_TALK_TIME 23
//#define STAT_HUD_SELF_TALK_TIME 24
#define STAT_TEAM1_SCORE 26
#define STAT_TEAM2_SCORE 27
#define STAT_TEAM1_FLASH 28 // 0 - no flash, 1 - green, 2 - red
#define STAT_TEAM2_FLASH 29 // 0 - no flash, 1 - green, 2 - red
// done.
#define STAT_HIDE_HUD 30
#define STAT_SWITCH_CAMERA 31
#define MAX_STATS 32
// dmflags->value flags
// Ridah, 26-may-99, disabled those that are not used in Kingpin
#define DF_NO_HEALTH 1
// Ridah, 27-may-99, Not used anymore
//#define DF_NO_ITEMS 2
#define DF_AUTO_JOIN_TEAM 2
#define DF_WEAPONS_STAY 4
#define DF_NO_FALLING 8
// Ridah, 27-may-99, not used
//#define DF_INSTANT_ITEMS 16
#define DF_SAME_LEVEL 32
// Ridah, 27-may-99, not used (teams determined by model and skin
//#define DF_SKINTEAMS 64
#define DF_MODELTEAMS 128
#define DF_NO_FRIENDLY_FIRE 256
#define DF_SPAWN_FARTHEST 512
#define DF_FORCE_RESPAWN 1024
#define DF_NO_ARMOR 2048
#define DF_ALLOW_EXIT 4096
#define DF_INFINITE_AMMO 8192
// Ridah, 27-may-99, not used
//#define DF_QUAD_DROP 16384
#define DF_FIXED_FOV 32768
// Ridah, 27-may-99, not used
//#define DF_QUADFIRE_DROP 65536
/*
==========================================================
ELEMENTS COMMUNICATED ACROSS THE NET
==========================================================
*/
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
//
// 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_DENSITY 2
#define CS_FOGVAL 3
#define CS_DENSITY2 4
#define CS_FOGVAL2 5
#define CS_SKY 6
#define CS_STATUSBAR 7 // display program string
// RAFAEL
//#define CS_SKYBOX_ORIGIN 10
/*
#define CS_SKY 2
#define CS_SKYAXIS 3 // %f %f %f format
#define CS_SKYROTATE 4
#define CS_STATUSBAR 5 // display program string
*/
#define CS_SERVER_VERSION 29 // so new clients can decide which version of download code to use
#define CS_MAXCLIENTS 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_MODELSKINS (CS_IMAGES+MAX_IMAGES)
#define CS_LIGHTS (CS_MODELSKINS+MAX_MODELS)
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
#define CS_LIGHTFLARES (CS_PLAYERSKINS+MAX_CLIENTS)
#define CS_JUNIORS (CS_LIGHTFLARES+MAX_LIGHTFLARES)
#define CS_GENERAL (CS_JUNIORS+MAX_JUNIOR_STRINGS)
#define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL)
// Ridah, Lightflares
#define FLARE_NORMAL 0
#define FLARE_SUN 1 // pos is actually the direction vector
#define FLARE_AMBER 2
#define FLARE_RED 3
#define FLARE_BLUE 4
#define FLARE_GREEN 5
typedef struct
{
char lightstyle, type;
vec3_t pos;
float size;
} lightflare_t;
/*
typedef struct
{
char showflare;
vec3_t origin;
vec3_t angles;
} sunflare_t;
*/
char num_flares; // this also goes into the configstring, at the start of the lightflare section
// done.
//==============================================
// 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...
// JOSEPH 1-SEP-98
typedef enum
{
EV_NONE,
EV_ITEM_RESPAWN,
EV_FOOTSTEP0,
EV_FOOTSTEP1,
EV_FOOTSTEP2,
EV_FOOTSTEP3,
EV_FOOTSTEP4,
EV_FOOTSTEP5,
EV_FOOTSTEP6,
EV_FOOTSTEP7,
// JOSEPH 26-JAN-99
EV_FOOTSTEP8,
// END JOSEPH
EV_FALLSHORT0,
EV_FALLSHORT1,
EV_FALLSHORT2,
EV_FALLSHORT3,
EV_FALLSHORT4,
EV_FALLSHORT5,
EV_FALLSHORT6,
EV_FALLSHORT7,
// JOSEPH 26-JAN-99
EV_FALLSHORT8,
// END JOSEPH
EV_FALL,
EV_FALLFAR,
EV_PLAYER_TELEPORT,
EV_OTHER_TELEPORT
} entity_event_t;
// END JOSEPH
// JOSEPH 18-FEB-99
typedef enum
{
TT_NONE = 0,
TT_POSITIVE,
TT_FIGHT,
TT_NEGATIVE,
TT_QUESTION,
TT_NEUTRAL,
TT_NEWHUD,
TT_NO,
TT_YES,
TT_COMMAND,
} talk_tone;
// END JOSEPH
// Ridah, MDX
typedef struct
{
vec3_t mins, maxs;
} object_bounds_t;
#define MAX_MODEL_PARTS 8 // must change network code to increase this (also savegame code)
#define MAX_MODELPART_OBJECTS 8 // absolutely do not change, bound by "invisible_objects" bit-flags
typedef struct model_part_s
{
// Ridah, MDX, ENABLE the following line when .mdx system goes online
int modelindex; // leave as 0 if blank
// int invisible_objects; // bit flags that define which sub-parts NOT to display when SET
byte invisible_objects; // bit flags that define which sub-parts NOT to display when SET
byte skinnum[MAX_MODELPART_OBJECTS];
// server-only data used for collision detection, etc
int object_bounds[MAX_MODELPART_OBJECTS]; // read in and allocated immediately after setting the modelindex
char *objectbounds_filename; // so we can restore the object bounds data when loading a savegame
int baseskin;
byte hitpoints[MAX_MODELPART_OBJECTS];
byte hit_scale[MAX_MODELPART_OBJECTS]; // 0-250
} model_part_t;
// done.
// 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
#define MAX_MODEL_DIR_LIGHTS 3 // bound to 8 by network code
typedef struct
{
int light_indexes[MAX_MODEL_DIR_LIGHTS]; // so we can tell the client to use a certain light index, and it knows the details for that light
vec3_t light_vecs[MAX_MODEL_DIR_LIGHTS]; // static light directions that touch this model (dynamic are added in ref_gl)
vec3_t light_colors[MAX_MODEL_DIR_LIGHTS];
float light_intensities[MAX_MODEL_DIR_LIGHTS]; // 0.0 -> 1.0
byte light_styles[MAX_MODEL_DIR_LIGHTS];
int num_dir_lights;
// below this doesn't get sent to client (only used at server side)
vec3_t light_orgs[MAX_MODEL_DIR_LIGHTS];
} model_lighting_t;
// Ridah, flamethrower
typedef struct flamejunc_s
{
vec3_t org, vel;
float start_width, end_width, start_height, end_height;
float lifetime, fadein_time;
float start_alpha, end_alpha;
// current values
float aged, alpha;
float width, height;
vec3_t unitvel;
int hit_wall;
struct flamejunc_s *next;
} flamejunc_t;
typedef struct entity_state_s
{
int number; // edict index
vec3_t origin;
vec3_t angles;
vec3_t old_origin; // for lerping
int modelindex;
// int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
int frame;
int skinnum;
int effects;
int renderfx;
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
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
int renderfx2;
// Ridah, MDX, making way for .mdx system..
int num_parts;
model_part_t model_parts[MAX_MODEL_PARTS];
// done.
// Ridah, new lighting data
model_lighting_t model_lighting;
vec3_t last_lighting_update_pos; // so we only calculate when a good distance from the last checked position
vec3_t last_lighting_vec_update_pos; // set when we update the vecs
// Ridah, flamethrower (only used on client-side)
flamejunc_t *flamejunc_head;
// JOSEPH 15-APR-99
flamejunc_t *flamejunc_head2;
// END JOSEPH
int last_time, prev_last_time; // time of last call to CL_FlameEffects() for this entity
byte broken_flag; // set if we release the trigger, so next time we fire, we can free all current flames
float alpha; // set in CL_AddPacketEntities() from entity_state->effects
float scale; // ranges from 0.0 -> 2.0
} entity_state_t;
//==============================================
// 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;
int gunindex;
int gunframe;
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
// RAFAEL
// weapon mdx
int num_parts;
model_part_t model_parts[MAX_MODEL_PARTS];
int weapon_usage;
} player_state_t;