/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP 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 3 of the License, or
(at your option) any later version.
RTCW MP 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 RTCW MP Source Code. If not, see .
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 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
#define Q3_VERSION "Wolf 1.41b-MP"
// 1.41b-MP: fix autodl sploit
// 1.4-MP : (== 1.34)
// 1.3-MP : final for release
// 1.1b - TTimo SP linux release (+ MP updates)
// 1.1b5 - Mac update merge in
#define NEW_ANIMS
#define MAX_TEAMNAME 32
// DHM - Nerve
//#define PRE_RELEASE_DEMO
#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 : 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
#endif
#if defined( ppc ) || defined( __ppc ) || defined( __ppc__ ) || defined( __POWERPC__ )
#define idppc 1
#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 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
#include
#include
#include
#include
#include
#include
#include
#include
#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( MACOS_X )
#define MAC_STATIC
#define CPUSTRING "MacOS_X"
#define PATH_SEP '/'
// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
// runs *much* faster than calling sqrt(). We'll use two Newton-Raphson
// refinement steps to get bunch more precision in the 1/sqrt() value for very little cost.
// We'll then multiply 1/sqrt times the original value to get the sqrt.
// This is about 12.4 times faster than sqrt() and according to my testing (not exhaustive)
// it returns fairly accurate results (error below 1.0e-5 up to 100000.0 in 0.1 increments).
static inline float idSqrt( float x ) {
const float half = 0.5;
const float one = 1.0;
float B, y0, y1;
// This'll NaN if it hits frsqrte. Handle both +0.0 and -0.0
if ( fabs( x ) == 0.0 ) {
return x;
}
B = x;
#ifdef __GNUC__
asm ( "frsqrte %0,%1" : "=f" ( y0 ) : "f" ( B ) );
#else
y0 = __frsqrte( B );
#endif
/* First refinement step */
y1 = y0 + half * y0 * ( one - B * y0 * y0 );
/* Second refinement step -- copy the output of the last step to the input of this step */
y0 = y1;
y1 = y0 + half * y0 * ( one - B * y0 * y0 );
/* Get sqrt(x) from x * 1/sqrt(x) */
return x * y1;
}
#define sqrt idSqrt
#endif
//======================= MAC DEFINES =================================
#ifdef __MACOS__
#include
#define MAC_STATIC
#define CPUSTRING "MacOS-PPC"
#define PATH_SEP ':'
void Sys_PumpEvents( void );
static inline float idSqrt( float x ) {
const float half = 0.5;
const float one = 1.0;
float B, y0, y1;
// This'll NaN if it hits frsqrte. Handle both +0.0 and -0.0
if ( fabs( x ) == 0.0 ) {
return x;
}
B = x;
#ifdef __GNUC__
asm ( "frsqrte %0,%1" : "=f" ( y0 ) : "f" ( B ) );
#else
y0 = __frsqrte( B );
#endif
/* First refinement step */
y1 = y0 + half * y0 * ( one - B * y0 * y0 );
/* Second refinement step -- copy the output of the last step to the input of this step */
y0 = y1;
y1 = y0 + half * y0 * ( one - B * y0 * y0 );
/* Get sqrt(x) from x * 1/sqrt(x) */
return x * y1;
}
#define sqrt idSqrt
#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
//=============================================================
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;
//#define SND_NORMAL 0x000 // (default) Allow sound to be cut off only by the same sound on this channel
#define SND_OKTOCUT 0x001 // Allow sound to be cut off by any following sounds on this channel
#define SND_REQUESTCUT 0x002 // Allow sound to be cut off by following sounds on this channel only for sounds who request cutoff
#define SND_CUTOFF 0x004 // Cut off sounds on this channel that are marked 'SND_REQUESTCUT'
#define SND_CUTOFF_ALL 0x008 // Cut off all sounds on this channel
#define SND_NOCUT 0x010 // Don't cut off. Always let finish (overridden by SND_CUTOFF_ALL)
#ifndef NULL
#define NULL ( (void *)0 )
#endif
#define MAX_QINT 0x7fffffff
#define MIN_QINT ( -MAX_QINT - 1 )
// TTimo gcc: was missing, added from Q3 source
#ifndef max
#define max( x, y ) ( ( ( x ) > ( y ) ) ? ( x ) : ( y ) )
#define min( x, y ) ( ( ( x ) < ( y ) ) ? ( x ) : ( y ) )
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// RF, this is just here so different elements of the engine can be aware of this setting as it changes
#define MAX_SP_CLIENTS 64 // increasing this will increase memory usage significantly
// 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 256 // max length of a filesystem pathname
#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
// JOSEPH 10-24-99
#define UI_MENULEFT 0x00008000
#define UI_MENURIGHT 0x00010000
#define UI_EXSMALLFONT 0x00020000
#define UI_MENUFULL 0x00080000
// END JOSEPH
#define UI_SMALLFONT75 0x00100000
#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
#ifdef __linux__
// show_bug.cgi?id=371
// custom Snd_Memset implementation for glibc memset bug workaround
void Snd_Memset( void* dest, const int val, const size_t count );
#else
#define Snd_Memset Com_Memset
#endif
void Com_Memset( void* dest, const int val, const size_t count );
void Com_Memcpy( void* dest, const void* src, const size_t count );
#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 ) && *( ( 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 Vector4Set( v, x, y, z, n ) ( ( v )[0] = ( x ),( v )[1] = ( y ),( v )[2] = ( z ),( v )[3] = ( n ) )
#define Vector4Copy( a,b ) ( ( b )[0] = ( a )[0],( b )[1] = ( a )[1],( b )[2] = ( a )[2],( b )[3] = ( a )[3] )
#define Vector4MA( 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 ),( o )[3] = ( v )[3] + ( b )[3] * ( s ) )
#define Vector4Average( v, b, s, o ) ( ( o )[0] = ( ( v )[0] * ( 1 - ( s ) ) ) + ( ( b )[0] * ( s ) ),( o )[1] = ( ( v )[1] * ( 1 - ( s ) ) ) + ( ( b )[1] * ( s ) ),( o )[2] = ( ( v )[2] * ( 1 - ( s ) ) ) + ( ( b )[2] * ( s ) ),( o )[3] = ( ( v )[3] * ( 1 - ( s ) ) ) + ( ( b )[3] * ( s ) ) )
#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 );
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 );
float vectoyaw( const vec3_t vec );
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
// TTimo: const vec_t ** would require explicit casts for ANSI C conformance
// see unix/const-arg.c
void AxisToAngles( /*const*/ vec3_t axis[3], vec3_t angles );
float VectorDistance( vec3_t v1, vec3_t v2 );
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 );
void LerpPosition( vec3_t start, vec3_t end, float frac, vec3_t out );
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 );
// Ridah
void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, const vec3_t p2, vec3_t up );
void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj );
// done.
//=============================================
float Com_Clamp( float min, float max, float value );
char *COM_SkipPath( char *pathname );
void COM_StripExtension( const char *in, char *out );
void COM_StripExtension2( const char *in, char *out, int destsize );
void COM_StripFilename( char *in, char *out );
void COM_DefaultExtension( char *path, int maxSize, const char *extension );
void COM_BeginParseSession( const char *name );
void COM_RestoreParseSession( char **data_p );
void COM_SetCurrentParseLine( int line );
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, ... );
void COM_ParseWarning( char *format, ... );
//int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );
qboolean COM_BitCheck( const int array[], int bitNum );
void COM_BitSet( int array[], int bitNum );
void COM_BitClear( int array[], int bitNum );
#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 SkipBracedSection_Depth( char **program, int depth ); // start at given depth if already matching stuff
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 );
#ifdef _WIN32
#define Q_putenv _putenv
#else
#define Q_putenv putenv
#endif
// 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 );
// Ridah
int Q_strncasecmp( char *s1, char *s2, int n );
int Q_strcasecmp( char *s1, char *s2 );
// done.
// TTimo
// vsnprintf is ISO/IEC 9899:1999
// abstracting this to make it portable
#ifdef WIN32
#define Q_vsnprintf _vsnprintf
#else
// TODO: Mac define?
#define Q_vsnprintf vsnprintf
#endif
//=============================================
// 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( float l );
float LittleFloat( float l );
void Swap_Init( void );
char * QDECL va( char *format, ... );
float *tv( float x, float y, float z );
//=============================================
//
// 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, ... );
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
#define CVAR_WOLFINFO 2048 // DHM - NERVE :: Like userinfo, but for wolf multiplayer info
// 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;
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 ANIM_BITS 10
#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 // JPW NERVE back to q3ta default was 128 // absolute limit
#define MAX_LOCATIONS 64
#define GENTITYNUM_BITS 10 // JPW NERVE put q3ta default back for testing // don't need to send any more
//#define GENTITYNUM_BITS 11 // don't need to send any more (SA) upped 4/21/2001 adjusted: tr_local.h (802-822), tr_main.c (1501), sv_snapshot (206)
#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
#define MAX_PARTICLES_AREAS 128
#define MAX_MULTI_SPAWNTARGETS 16 // JPW NERVE
//#define MAX_CONFIGSTRINGS 1024
#define MAX_CONFIGSTRINGS 2048
#define MAX_DLIGHT_CONFIGSTRINGS 128
#define MAX_CLIPBOARD_CONFIGSTRINGS 64
#define MAX_SPLINE_CONFIGSTRINGS 64
#define PARTICLE_SNOW128 1
#define PARTICLE_SNOW64 2
#define PARTICLE_SNOW32 3
#define PARTICLE_SNOW256 0
#define PARTICLE_BUBBLE8 4
#define PARTICLE_BUBBLE16 5
#define PARTICLE_BUBBLE32 6
#define PARTICLE_BUBBLE64 7
// 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;
#define REF_FORCE_DLIGHT ( 1 << 31 ) // RF, passed in through overdraw parameter, force this dlight under all conditions
#define REF_JUNIOR_DLIGHT ( 1 << 30 ) // (SA) this dlight does not light surfaces. it only affects dynamic light grid
//=========================================================
// shared by AI and animation scripting
//
typedef enum
{
// TTimo gcc: enums don't go <=0 unless you force a value
AISTATE_NULL = -1,
AISTATE_RELAXED,
AISTATE_QUERY,
AISTATE_ALERT,
AISTATE_COMBAT,
MAX_AISTATES
} aistateEnum_t;
//=========================================================
// weapon grouping
#define MAX_WEAP_BANKS 12
#define MAX_WEAPS_IN_BANK 3
// JPW NERVE
#define MAX_WEAPS_IN_BANK_MP 8
#define MAX_WEAP_BANKS_MP 7
// jpw
#define MAX_WEAP_ALTS WP_DYNAMITE2
// bit field limits
#define MAX_STATS 16
#define MAX_PERSISTANT 16
#define MAX_POWERUPS 16
#define MAX_WEAPONS 64 // (SA) and yet more!
// Ridah, increased this
//#define MAX_PS_EVENTS 2
// ACK: I'd really like to make this 4, but that seems to cause network problems
#define MAX_EVENTS 4 // max events per frame before we drop events
//#define MAX_EVENTS 2 // max events per frame before we drop events
#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.
//
// NOTE: all fields in here must be 32 bits (or those within sub-structures)
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 weaponDelay; // for weapons that don't fire immediately when 'fire' is hit (grenades, venom, ...)
int grenadeTimeLeft; // for delayed grenade throwing. this is set to a #define for grenade
// lifetime when the attack button goes down, then when attack is released
// this is the amount of time left before the grenade goes off (or if it
// gets to 0 while in players hand, it explodes)
int gravity;
float leanf; // amount of 'lean' when player is looking around corner //----(SA) added
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_EVENTS];
int eventParms[MAX_EVENTS];
int oldEventSequence; // so we can see which events have been added since we last converted to entityState_t
int externalEvent; // events set on player from another source
int externalEventParm;
int externalEventTime;
int clientNum; // ranges from 0 to MAX_CLIENTS-1
// weapon info
int weapon; // copied to entityState_t->weapon
int weaponstate;
// item info
int item;
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]; // total amount of ammo
int ammoclip[MAX_WEAPONS]; // ammo in clip
int holdable[16];
int holding; // the current item in holdable[] that is selected (held)
int weapons[MAX_WEAPONS / ( sizeof( int ) * 8 )]; // 64 bits for weapons held
// Ridah, allow for individual bounding boxes
vec3_t mins, maxs;
float crouchMaxZ;
float crouchViewHeight, standViewHeight, deadViewHeight;
// variable movement speed
float runSpeedScale, sprintSpeedScale, crouchSpeedScale;
// done.
// Ridah, view locking for mg42
int viewlocked;
int viewlocked_entNum;
// Ridah, need this to fix friction problems with slow zombie's whereby
// the friction prevents them from accelerating to their full potential
float friction;
// Ridah, AI character id is used for weapon association
int aiChar;
int teamNum;
// Rafael
int gunfx;
// RF, burning effect is required for view blending effect
int onFireStart;
int serverCursorHint; // what type of cursor hint the server is dictating
int serverCursorHintVal; // a value (0-255) associated with the above
trace_t serverCursorHintTrace; // not communicated over net, but used to store the current server-side cursorhint trace
// ----------------------------------------------------------------------
// not communicated over the net at all
// FIXME: this doesn't get saved between predicted frames on the clients-side (cg.predictedPlayerState)
// So to use persistent variables here, which don't need to come from the server,
// we could use a marker variable, and use that to store everything after it
// before we read in the new values for the predictedPlayerState, then restore them
// after copying the structure recieved from the server.
// (SA) yeah. this is causing me a little bit of trouble too. can we go ahead with the above suggestion or find an alternative?
int ping; // server to game info for scoreboard
int pmove_framecount; // FIXME: don't transmit over the network
int entityEventSequence;
int sprintTime;
int sprintExertTime;
// JPW NERVE -- value for all multiplayer classes with regenerating "class weapons" -- ie LT artillery, medic medpack, engineer build points, etc
int classWeaponTime;
int jumpTime; // used in MP to prevent jump accel
// jpw
int weapAnimTimer; // don't change low priority animations until this runs out //----(SA) added
int weapAnim; // mask off ANIM_TOGGLEBIT //----(SA) added
qboolean releasedFire;
float aimSpreadScaleFloat; // (SA) the server-side aimspreadscale that lets it track finer changes but still only
// transmit the 8bit int to the client
int aimSpreadScale; // 0 - 255 increases with angular movement
int lastFireTime; // used by server to hold last firing frame briefly when randomly releasing trigger (AI)
int quickGrenTime;
int leanStopDebounceTime;
//----(SA) added
// seems like heat and aimspread could be tied together somehow, however, they (appear to) change at different rates and
// I can't currently see how to optimize this to one server->client transmission "weapstatus" value.
int weapHeat[MAX_WEAPONS]; // some weapons can overheat. this tracks (server-side) how hot each weapon currently is.
int curWeapHeat; // value for the currently selected weapon (for transmission to client)
int venomTime; //----(SA) added
//----(SA) end
aistateEnum_t aiState;
int identifyClient; // NERVE - SMF
} 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
//----(SA) added
#define BUTTON_SPRINT 32
#define BUTTON_ACTIVATE 64
//----(SA) end
#define BUTTON_ANY 128 // any key whatsoever
//----(SA) wolf buttons
#define WBUTTON_ATTACK2 1
#define WBUTTON_ZOOM 2
#define WBUTTON_QUICKGREN 4
#define WBUTTON_RELOAD 8
#define WBUTTON_LEANLEFT 16
#define WBUTTON_LEANRIGHT 32
#define WBUTTON_DROP 64 // JPW NERVE
// unused
#define WBUTTON_EXTRA7 128
//----(SA) end
#define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN,
// then BUTTON_WALKING should be set
#define MP_TEAM_OFFSET 6
#define MP_CLASS_OFFSET 4
#define MP_WEAPON_OFFSET 0
#define MP_TEAM_BITS 2
#define MP_CLASS_BITS 2
#define MP_WEAPON_BITS 4
#define MP_TEAM_MASK 0xC0
#define MP_CLASS_MASK 0x30
#define MP_WEAPON_MASK 0x0F
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
int serverTime;
byte buttons;
byte wbuttons;
byte weapon;
byte holdable; //----(SA) added
int angles[3];
signed char forwardmove, rightmove, upmove;
signed char wolfkick; // RF, we should move this over to a wbutton, this is a huge waste of bandwidth
char mpSetup; // NERVE - SMF
char identClient; // NERVE - SMF
} 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_LINEAR_STOP_BACK, //----(SA) added. so reverse movement can be different than forward
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY,
// Ridah
TR_GRAVITY_LOW,
TR_GRAVITY_FLOAT, // super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
TR_GRAVITY_PAUSED, //----(SA) has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
TR_ACCELERATE,
TR_DECCELERATE
} trType_t;
typedef struct {
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
//----(SA) removed
vec3_t trBase;
vec3_t trDelta; // velocity, etc
//----(SA) removed
} trajectory_t;
// RF, put this here so we have a central means of defining a Zombie (kind of a hack, but this is to minimize bandwidth usage)
#define SET_FLAMING_ZOMBIE( x,y ) ( x.frame = y )
#define IS_FLAMING_ZOMBIE( x ) ( x.frame == 1 )
// 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
//
// NOTE: all fields in here must be 32 bits (or those within sub-structures)
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 dl_intensity; // used for coronas
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
// old style events, in for compatibility only
int event;
int eventParm;
int eventSequence; // pmove generated events
int events[MAX_EVENTS];
int eventParms[MAX_EVENTS];
// 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 weapAnim; // mask off ANIM_TOGGLEBIT //----(SA) removed (weap anims will be client-side only)
int density; // for particle effects
int dmgFlags; // to pass along additional information for damage effects for players/ Also used for cursorhints for non-player entities
// Ridah
int onFireStart, onFireEnd;
int aiChar, teamNum;
int effect1Time, effect2Time, effect3Time;
aistateEnum_t aiState;
int animMovetype; // clients can't derive movetype of other clients for anim scripting system
} 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
#define AS_LOCAL 0
#define AS_GLOBAL 1 // NERVE - SMF - modified
#define AS_FAVORITES 2
#define AS_MPLAYER 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 2048
#define MAX_OTHER_SERVERS 128
#define MAX_PINGREQUESTS 16
#define MAX_SERVERSTATUSREQUESTS 16
#define SAY_ALL 0
#define SAY_TEAM 1
#define SAY_TELL 2
#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2
// NERVE - SMF - localization
typedef enum {
#ifndef __MACOS__ //DAJ USA
LANGUAGE_FRENCH = 0,
LANGUAGE_GERMAN,
LANGUAGE_ITALIAN,
LANGUAGE_SPANISH,
#endif
MAX_LANGUAGES
} languages_t;
// NERVE - SMF - wolf server/game states
typedef enum {
GS_INITIALIZE = -1,
GS_PLAYING,
GS_WARMUP_COUNTDOWN,
GS_WARMUP,
GS_INTERMISSION,
GS_WAITING_FOR_PLAYERS,
GS_RESET
} gamestate_t;
// TTimo - voting config flags
#define VOTEFLAGS_RESTART ( 1 << 0 )
#define VOTEFLAGS_RESETMATCH ( 1 << 1 )
#define VOTEFLAGS_STARTMATCH ( 1 << 2 )
#define VOTEFLAGS_NEXTMAP ( 1 << 3 )
#define VOTEFLAGS_SWAP ( 1 << 4 )
#define VOTEFLAGS_TYPE ( 1 << 5 )
#define VOTEFLAGS_KICK ( 1 << 6 )
#define VOTEFLAGS_MAP ( 1 << 7 )
#endif // __Q_SHARED_H