/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // q_shared.h -- included first by ALL program modules. // A user mod should never modify this file #pragma once #if defined(__cplusplus) extern "C" { #endif #define PRODUCT_NAME "OpenMoHAA" #define PRODUCT_DATE __DATE__ #define BASEGAME "main" // We're always legacy #define LEGACY_PROTOCOL #define GAME_EXTENSION_MOH "main" #define PRODUCT_EXTENSION_MOH "Allied Assault" #define TARGET_GAME_VERSION_MOH "1.12" #define TARGET_GAME_PROTOCOL_DEMO_MOH 6 #define TARGET_GAME_PROTOCOL_MOH 8 #define TARGET_GAME_NAME_MOH "mohaa" #define HOMEPATH_NAME_UNIX_MOH ".moh" #define HOMEPATH_NAME_WIN_MOH "moh" #define HOMEPATH_NAME_MACOSX_MOH HOMEPATH_NAME_WIN_MOH #define GAME_EXTENSION_MOHTA "mainta" #define PRODUCT_EXTENSION_MOHTA "Spearhead" #define TARGET_GAME_VERSION_MOHTA "2.16" #define TARGET_GAME_PROTOCOL_MIN_MOHTA 16 #define TARGET_GAME_PROTOCOL_MOHTA 17 #define TARGET_GAME_NAME_MOHTA "mohaas" #define HOMEPATH_NAME_UNIX_MOHTA ".mohta" #define HOMEPATH_NAME_WIN_MOHTA "mohta" #define HOMEPATH_NAME_MACOSX_MOHTA HOMEPATH_NAME_WIN_MOHTA #define GAME_EXTENSION_BASE_MOHTT "maintt" #define PRODUCT_EXTENSION_MOHTT "Breakthrough" // The version string must be equal or above 2.0 to be able to connect to breakthrough servers #define TARGET_GAME_VERSION_MOHTT "2.41" #define TARGET_GAME_VERSION_MOHTT_DEMO "0.31" #define TARGET_GAME_PROTOCOL_MIN_MOHTT 16 #define TARGET_GAME_PROTOCOL_MOHTT 17 #define TARGET_GAME_NAME_MOHTT "mohaab" #define HOMEPATH_NAME_UNIX_MOHTT ".mohtt" #define HOMEPATH_NAME_WIN_MOHTT "mohtt" #define HOMEPATH_NAME_MACOSX_MOHTT HOMEPATH_NAME_WIN_MOHTT // // The target type specifies which content pack the engine targets. // // Note: An universal client is not currently possible without refactoring the network and the file system. // Pak files must be reloaded on-the-fly depending on the server the client is connecting to. // #define HOMEPATH_NAME_UNIX ".openmohaa" #define HOMEPATH_NAME_WIN "openmohaa" #define HOMEPATH_NAME_MACOSX HOMEPATH_NAME_WIN #define CLIENT_WINDOW_TITLE PRODUCT_NAME #define CLIENT_WINDOW_MIN_TITLE PRODUCT_NAME #define MAX_MASTER_SERVERS 5 // number of supported master servers #define DEMOEXT "dm_" // standard demo extension #ifdef _MSC_VER #pragma warning(disable : 4018) // signed/unsigned mismatch #pragma warning(disable : 4032) #pragma warning(disable : 4051) #pragma warning(disable : 4057) // slightly different base types #pragma warning(disable : 4100) // unreferenced formal parameter #pragma warning(disable : 4115) #pragma warning(disable : 4125) // decimal digit terminates octal escape sequence #pragma warning(disable : 4127) // conditional expression is constant #pragma warning(disable : 4136) #pragma warning(disable : 4152) // nonstandard extension, function/data pointer conversion in expression //#pragma warning(disable : 4201) //#pragma warning(disable : 4214) #pragma warning(disable : 4244) #pragma warning(disable : 4142) // benign redefinition //#pragma warning(disable : 4305) // truncation from const double to float //#pragma warning(disable : 4310) // cast truncates constant value //#pragma warning(disable: 4505) // unreferenced local function has been removed #pragma warning(disable : 4514) #pragma warning(disable : 4702) // unreachable code #pragma warning(disable : 4711) // selected for automatic inline expansion #pragma warning(disable : 4220) // varargs matches remaining parameters //#pragma intrinsic( memset, memcpy ) #endif //Ignore __attribute__ on non-gcc platforms #ifndef __GNUC__ #ifndef __attribute__ #define __attribute__(x) #endif #endif #ifdef __GNUC__ #define UNUSED_VAR __attribute__((unused)) #else #define UNUSED_VAR #endif #if (defined _MSC_VER) #define Q_EXPORT __declspec(dllexport) #elif (defined __SUNPRO_C) #define Q_EXPORT __global #elif ((__GNUC__ >= 3) && (!__EMX__) && (!sun)) #define Q_EXPORT __attribute__((visibility("default"))) #else #define Q_EXPORT #endif /********************************************************************** VM Considerations The VM can not use the standard system headers because we aren't really using the compiler they were meant for. We use bg_lib.h which contains prototypes for the functions we define for our own use in bg_lib.c. When writing mods, please add needed headers HERE, do not start including stuff like 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. **********************************************************************/ #ifndef Q3_VM #ifdef _DEBUG_MEM # ifdef WIN32 # define _CRTDBG_MAP_ALLOC # include # include # endif #endif #include #include #include #include #include #include #include #include #include #ifdef _MSC_VER #include #include #else #include #include #endif #ifdef _WIN32 // vsnprintf is ISO/IEC 9899:1999 // abstracting this to make it portable size_t Q_vsnprintf(char* str, size_t size, const char* format, va_list ap); #else #define Q_vsnprintf vsnprintf #endif #endif #include "q_platform.h" //============================================================= typedef unsigned char byte; typedef unsigned char uchar; enum { qfalse, qtrue }; typedef union { float f; int i; unsigned int ui; } floatint_t; typedef int qboolean; typedef int qhandle_t; typedef int sfxHandle_t; typedef int fileHandle_t; typedef int clipHandle_t; #ifdef __GNUC__ #define ALIGN(x) __attribute__((aligned(x))) #else #define ALIGN(x) #endif #define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1)) #define PADLEN(base, alignment) (PAD((base), (alignment)) - (base)) #define PADP(base, alignment) ((void *) PAD((intptr_t) (base), (alignment))) #ifdef __GNUC__ #define QALIGN(x) __attribute__((aligned(x))) #else #define QALIGN(x) #endif #ifndef NULL #define NULL ((void *)0) #endif #ifndef BIT #define BIT(x) (1 << x) #endif #define STRING(s) #s // expand constants before stringifying them #define XSTRING(s) STRING(s) #define MAX_QINT 0x7fffffff #define MIN_QINT (-MAX_QINT-1) #define ARRAY_LEN(x) (sizeof(x) / sizeof(*(x))) #define STRARRAY_LEN(x) (ARRAY_LEN(x) - 1) // angle indexes #define PITCH 0 // up / down #define YAW 1 // left / right #define ROLL 2 // fall over #ifndef WIN32 #define stricmp strcasecmp #define strnicmp strncasecmp #endif typedef enum { TG_MOH, TG_MOHTA, TG_MOHTT, TG_INVALID } target_game_e; typedef enum { PROTOCOL_MOH_MIN = 6, PROTOCOL_MOH_DEMO = 6, PROTOCOL_MOH = 8, PROTOCOL_MOHTA_MIN = 15, PROTOCOL_MOHTA_DEMO = 16, PROTOCOL_MOHTA = 17, } protocol_e; // plane sides typedef enum { SIDE_FRONT = 0, SIDE_BACK = 1, SIDE_ON = 2, SIDE_CROSS = 3 } planeSide_t; typedef enum { SOLID_NOT, // no interaction with other objects SOLID_TRIGGER, // only touch when inside, after moving SOLID_BBOX, // touch on edge SOLID_BSP // bsp clip, touch on edge } solid_t; // the game guarantees that no string from the network will ever // exceed MAX_STRING_CHARS #define MAX_STRING_CHARS 2048 // max length of a string passed to Cmd_TokenizeString #define MAX_STRING_TOKENS 1024 // max tokens resulting from Cmd_TokenizeString #define MAX_TOKEN_CHARS 1024 // max length of an individual token #define MAX_INFO_STRING 1350 #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_RES_NAME 64 #define MAX_QPATH 256 // max length of a quake game pathname #ifdef PATH_MAX #define MAX_OSPATH PATH_MAX #else #define MAX_OSPATH 256 // max length of a filesystem pathname #endif #define MAX_NAME_LENGTH 32 // max length of a client name #define MAX_SAY_TEXT 150 // paramters for command buffer stuffing typedef enum { EXEC_NOW, // don't return until completed, a VM should NEVER use this, // because some commands might cause the VM to be unloaded... EXEC_INSERT, // insert at current position, but don't run yet EXEC_APPEND // add to end of the command buffer (normal case) } cbufExec_t; // // these aren't needed by any of the VMs. put in another header? // #define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility // print levels from renderer (FIXME: set up for game / cgame?) typedef enum { PRINT_ALL, PRINT_DEVELOPER, // only print when "developer 1" PRINT_DEVELOPER_2, // print when "developer 2" 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 5 #define PROP_SPACE_WIDTH 8 #define PROP_HEIGHT 30 #define PROP_SMALL_SIZE_SCALE 0.75 #define BLINK_DIVISOR 200 #define PULSE_DIVISOR 250.0f #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 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, const char *label, const char *file, int line ); #else void *Hunk_Alloc( int size, ha_pref preference ); #endif #define Com_Memset memset #define Com_Memcpy memcpy #define Com_Allocate malloc #define Com_Dealloc free #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 quat_t[4]; // | x y z w | typedef vec_t vec5_t[5]; typedef vec_t matrix3x3_t[9]; typedef vec_t matrix_t[16]; typedef vec3_t axis_t[3]; 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 #ifndef M_SQRT2 #define M_SQRT2 1.414213562f #endif #ifndef M_SQRT1_2 #define M_SQRT1_2 7.0710678118654752440E-1 #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; enum { MESSAGE_YELLOW = 1, MESSAGE_CHAT_WHITE, MESSAGE_WHITE, MESSAGE_CHAT_RED, MESSAGE_CHAT_GREEN, MESSAGE_MAX }; #define Q_COLOR_ESCAPE '^' #define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && isalnum(*((p)+1)) ) // ^[0-9a-zA-Z] #define COLOR_BLACK '0' #define COLOR_RED '1' #define COLOR_GREEN '2' #define COLOR_YELLOW '3' #define COLOR_BLUE '4' #define COLOR_CYAN '5' #define COLOR_MAGENTA '6' #define COLOR_WHITE '7' #define ColorIndex(c) ( ( (c) - '0' ) & 7 ) #if 0 #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" #else #define S_COLOR_BLACK "" #define S_COLOR_RED "" #define S_COLOR_GREEN "" #define S_COLOR_YELLOW "" #define S_COLOR_BLUE "" #define S_COLOR_CYAN "" #define S_COLOR_MAGENTA "" #define S_COLOR_WHITE "" #endif #define HUD_MESSAGE_YELLOW "\x01" #define HUD_MESSAGE_WHITE "\x03" #define HUD_MESSAGE_CHAT_WHITE "\x02" #define HUD_MESSAGE_CHAT_RED "\x04" 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 ) #define Q_max(a, b) ((a) > (b) ? (a) : (b)) #define Q_min(a, b) ((a) < (b) ? (a) : (b)) #define Q_bound(a, b, c) (Q_max(a, Q_min(b, c))) #define Q_clamp(a, b, c) ((b) >= (c) ? (a)=(b) : (a) < (b) ? (a)=(b) : (a) > (c) ? (a)=(c) : (a)) #define Q_lerp(from, to, frac) (from + ((to - from) * frac)) #define LERP( a, b, w ) ( ( a ) * ( 1.0f - ( w ) ) + ( b ) * ( w ) ) #define LUMA( red, green, blue ) ( 0.2126f * ( red ) + 0.7152f * ( green ) + 0.0722f * ( blue ) ) #ifndef Q_min #define Q_min(a,b) (((a) < (b)) ? (a) : (b)) #endif #ifndef Q_max #define Q_max(a,b) (((a) > (b)) ? (a) : (b)) #endif int Q_clamp_int(int value, int min, int max); float Q_clamp_float(float value, float min, float max); #define bound(a,minval,maxval) ( ((a) > (minval)) ? ( ((a) < (maxval)) ? (a) : (maxval) ) : (minval) ) struct cplane_s; extern vec3_t vec3_origin; extern vec3_t axisDefault[3]; extern matrix_t matrixIdentity; #define nanmask (255<<23) #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) static ID_INLINE long Q_ftol(float f) { #if id386_sse && defined(_MSC_VER) static int tmp; __asm fld f __asm fistp tmp __asm mov eax, tmp #else return (long)f; #endif } #if idppc static ID_INLINE float Q_rsqrt( float number ) { float x = 0.5f * number; float y; #ifdef __GNUC__ asm("frsqrte %0,%1" : "=f" (y) : "f" (number)); #else y = __frsqrte( number ); #endif return y * (1.5f - (x * y * y)); } #ifdef __GNUC__ static ID_INLINE float Q_fabs(float x) { float abs_x; asm("fabs %0,%1" : "=f" (abs_x) : "f" (x)); return abs_x; } #else #define Q_fabs __fabsf #endif #else float Q_fabs( float f ); float Q_rsqrt( float f ); // reciprocal square root #endif #define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) ) byte ClampByte(int i); signed char ClampChar( int i ); signed short ClampShort( int i ); double dEpsilon( void ); double dIdentity( void ); double dSign( const double number ); double dClamp( const double value, const double min, const double max ); double dDistance( const double value1, const double value2 ); qboolean dCloseEnough( const double value1, const double value2, const double epsilon ); qboolean dSmallEnough( const double value, const double epsilon ); float fEpsilon( void ); float fIdentity( void ); float fSign( const float number ); float fClamp( const float value, const float min, const float max ); float fDistance( const float value1, const float value2 ); qboolean fCloseEnough( const float value1, const float value2, const float epsilon ); qboolean fSmallEnough( const float value, const float epsilon ); int iSign( const int number ); int iClamp( const int value, const int min, const int max ); // 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 DotProduct2D(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]) #define CrossProduct2D(a,b) ((a)[0]*(b)[1]-(b)[0]*(a)[1]) #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 VectorAdd2D(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1]) #define VectorSub2D(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1]) #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) #define VectorCopy2D(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1]) #define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s)) #define VectorScale2D(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(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)) #define VectorMA2D(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s)) #else #define DotProduct(x,y) _DotProduct(x,y) #define VectorSubtract(a,b,c) _VectorSubtract(a,b,c) #define VectorAdd(a,b,c) _VectorAdd(a,b,c) #define VectorCopy(a,b) _VectorCopy(a,b) #define VectorScale(v, s, o) _VectorScale(v,s,o) #define VectorMA(v, s, b, o) _VectorMA(v,s,b,o) #endif #ifdef Q3_VM #ifdef VectorCopy #undef VectorCopy // this is a little hack to get more efficient copies in our interpreter typedef struct { float v[3]; } vec3struct_t; #define VectorCopy(a,b) (*(vec3struct_t *)b=*(vec3struct_t *)a) #endif #endif #define VectorClear2D(a) ((a)[0]=(a)[1]=0) #define VectorLength2DSquared(a) ((a)[0]*(a)[0]+(a)[1]*(a)[1]) #define VectorLength2D(a) (sqrt(VectorLength2DSquared(a))) #define VectorSet2D(v, x, y) ((v)[0]=(x), (v)[1]=(y)) #define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0) #define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2]) #define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z)) #define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));} #define DotProduct4(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]+(x)[3]*(y)[3]) #define VectorSubtract4(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2],(c)[3]=(a)[3]-(b)[3]) #define VectorAdd4(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2],(c)[3]=(a)[3]+(b)[3]) #define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define VectorScale4(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s),(o)[3]=(v)[3]*(s)) #define VectorMA4(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 VectorClear4(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0) #define VectorNegate4(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2],(b)[3]=-(a)[3]) #define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w)) #define VectorCopy5(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3],(b)[4]=(a)[4]) // 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 ); vec_t Q_rint( vec_t in ); 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 ); void RotatePointAroundAxis(vec3_t dst, int axis, const vec3_t point, float degrees); void ClampColor(vec4_t color); float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ); void ClearBounds( vec3_t mins, vec3_t maxs ); void ZeroBounds(vec3_t mins, vec3_t maxs); void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ); void BoundsAdd(vec3_t mins, vec3_t maxs, const vec3_t mins2, const vec3_t maxs2); float PointToSegmentDistanceSquared(const vec3_t origin, const vec3_t a, const vec3_t b); #if !defined( Q3_VM ) || ( defined( Q3_VM ) && defined( __Q3_VM_MATH ) ) static ID_INLINE int VectorCompare( const vec3_t v1, const vec3_t v2 ) { if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) { return 0; } return 1; } static ID_INLINE int VectorCompare2D( const vec2_t v1, const vec2_t v2 ) { if( v1[ 0 ] != v2[ 0 ] || v1[ 1 ] != v2[ 1 ] ) { return 0; } return 1; } static ID_INLINE int VectorCompareEpsilon( const vec3_t v1, const vec3_t v2, float fEpsilon ) { int i; for( i = 0; i < 3; i++ ) { if( fabs( v1[ i ] - v2[ i ] ) > fEpsilon ) { return 0; } } return 1; } static ID_INLINE vec_t VectorLength( const vec3_t v ) { return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); } static ID_INLINE vec_t VectorLengthSquared( const vec3_t v ) { return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); } static ID_INLINE vec_t Distance( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return VectorLength( v ); } static ID_INLINE vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; } // fast vector normalize routine that does not check to make sure // that length != 0, nor does it return length, uses rsqrt approximation static ID_INLINE void VectorNormalizeFast( vec3_t v ) { float ilength; ilength = Q_rsqrt( DotProduct( v, v ) ); v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } static ID_INLINE void VectorInverse( vec3_t v ){ v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } static ID_INLINE void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ) { cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; } #else int VectorCompare( const vec3_t v1, const vec3_t v2 ); vec_t VectorLength( const vec3_t v ); vec_t VectorLengthSquared( const vec3_t v ); vec_t Distance( const vec3_t p1, const vec3_t p2 ); vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ); void VectorNormalizeFast( vec3_t v ); void VectorInverse( vec3_t v ); void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ); #endif vec_t VectorNormalize (vec3_t v); // returns vector length vec_t VectorNormalize2( const vec3_t v, vec3_t out ); vec_t VectorNormalize2D( vec2_t v ); vec_t VectorNormalize2D2( const vec2_t v, vec2_t out ); void VectorPackTo01( 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 NearestPowerOfTwo(int val); 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 random2() ((rand () & 0x7fff) * (1.0 / ((float)0x7fff))) #define crandom() (2.0 * (random() - 0.5)) float grandom( void ); float erandom( float mean ); #define AnglesToMat AnglesToAxis void vectoangles( const vec3_t value1, vec3_t angles ); void VectorToAngles( const vec3_t vec, vec3_t angles ); void AnglesToAxis(const vec3_t angles, vec3_t axis[3]); void YawToAxis(float yaw, float axis[2]); float noise(float vec[], int len); float noise1(float arg); float noise2(vec3_t arg); float noise3(vec3_t arg); 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 MatrixToEulerAngles( const float mat[ 3 ][ 3 ], vec3_t ang ); void QuatToMat( const float q[ 4 ], float m[ 3 ][ 3 ] ); void SlerpQuaternion(float from[4], float to[4], float t, float res[4]); void EulerToQuat( float ang[ 3 ], float q[ 4 ] ); void MatToQuat( float srcMatrix[ 3 ][ 3 ], float destQuat[ 4 ] ); float ProjectPointOnLine( const vec3_t i_vStart, const vec3_t i_vEnd, const vec3_t i_vPoint, vec3_t o_vProj ); float ProjectLineOnPlane(const vec3_t vPlaneNorm, float fPlaneDist, const vec3_t vStart, const vec3_t vEnd, vec3_t vProj ); float anglemod( float a ); float angledist( float ang ); void AxisClear( vec3_t axis[3] ); void AxisCopy( const vec3_t in[3], vec3_t out[3] ); void SetPlaneSignbits( struct cplane_s *out ); int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, struct cplane_s *plane); void CalculateRotatedBounds( vec3_t angles, vec3_t mins, vec3_t maxs ); void CalculateRotatedBounds2( float trans[ 3 ][ 3 ], vec3_t mins, vec3_t maxs ); int BoundingBoxToInteger( vec3_t mins, vec3_t maxs ); void IntegerToBoundingBox( int num, vec3_t mins, vec3_t maxs ); qboolean BoundsIntersect(const vec3_t mins, const vec3_t maxs, const vec3_t mins2, const vec3_t maxs2); qboolean BoundsIntersectSphere(const vec3_t mins, const vec3_t maxs, const vec3_t origin, vec_t radius); qboolean BoundsIntersectPoint(const vec3_t mins, const vec3_t maxs, const vec3_t origin); float AngleMod(float a); float LerpAngle (float from, float to, float frac); float LerpAngleFromCurrent( float from, float to, float current, float frac ); float AngleSubtract( float a1, float a2 ); void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 ); float AngleNormalize360 ( float angle ); float AngleNormalize180 ( float angle ); float AngleDelta ( float angle1, float angle2 ); qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ); qboolean PlanesGetIntersectionPoint(const vec4_t plane1, const vec4_t plane2, const vec4_t plane3, vec3_t out); void PlaneIntersectRay(const vec3_t rayPos, const vec3_t rayDir, const vec4_t plane, vec3_t res); 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 MatrixTransformVector( const vec3_t in, const float mat[ 3 ][ 3 ], vec3_t out ); void MatrixTransformVectorRight( const float mat[ 3 ][ 3 ], const vec3_t in, vec3_t out ); void Matrix3x3Multiply( const float in1[ 3 ][ 3 ], const float in2[ 3 ][ 3 ], float out[ 3 ][ 3 ] ); void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up ); void AngleVectorsLeft( const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up ); void PerpendicularVector( vec3_t dst, const vec3_t src ); 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); float pointToLineDistance(const vec3_t point, const vec3_t p1, const vec3_t p2); float VectorMinComponent(vec3_t v); float VectorMaxComponent(vec3_t v); #ifndef MAX #define MAX(x,y) ((x)>(y)?(x):(y)) #endif #ifndef MIN #define MIN(x,y) ((x)<(y)?(x):(y)) #endif vec_t DistanceBetweenLineSegmentsSquared(const vec3_t sP0, const vec3_t sP1, const vec3_t tP0, const vec3_t tP1, float *s, float *t); vec_t DistanceBetweenLineSegments(const vec3_t sP0, const vec3_t sP1, const vec3_t tP0, const vec3_t tP1, float *s, float *t); void VectorMatrixInverse( void* DstMatrix, const void* SrcMatrix ); void MatrixIdentity(matrix_t m); void MatrixClear(matrix_t m); void MatrixCopy(const matrix_t in, matrix_t out); qboolean MatrixCompare(const matrix_t a, const matrix_t b); void MatrixTransposeIntoXMM(const matrix_t m); void MatrixTranspose(const matrix_t in, matrix_t out); // invert any m4x4 using Kramer's rule.. return qtrue if matrix is singular, else return qfalse qboolean MatrixInverse(matrix_t m); void MatrixSetupXRotation(matrix_t m, vec_t degrees); void MatrixSetupYRotation(matrix_t m, vec_t degrees); void MatrixSetupZRotation(matrix_t m, vec_t degrees); void MatrixSetupTranslation(matrix_t m, vec_t x, vec_t y, vec_t z); void MatrixSetupScale(matrix_t m, vec_t x, vec_t y, vec_t z); void MatrixSetupShear(matrix_t m, vec_t x, vec_t y); void Matrix4x4Multiply(const matrix_t a, const matrix_t b, matrix_t out); void MatrixMultiply( const float in1[ 3 ][ 3 ], const float in2[ 3 ][ 3 ], float out[ 3 ][ 3 ] ); void MatrixMultiply2( matrix_t m, const matrix_t m2 ); void MatrixMultiplyRotation(matrix_t m, vec_t pitch, vec_t yaw, vec_t roll); void MatrixMultiplyZRotation(matrix_t m, vec_t degrees); void MatrixMultiplyTranslation(matrix_t m, vec_t x, vec_t y, vec_t z); void MatrixMultiplyScale(matrix_t m, vec_t x, vec_t y, vec_t z); void MatrixMultiplyShear(matrix_t m, vec_t x, vec_t y); void MatrixToAngles(const matrix_t m, vec3_t angles); void MatrixFromAngles(matrix_t m, vec_t pitch, vec_t yaw, vec_t roll); void MatrixFromVectorsFLU(matrix_t m, const vec3_t forward, const vec3_t left, const vec3_t up); void MatrixFromVectorsFRU(matrix_t m, const vec3_t forward, const vec3_t right, const vec3_t up); void MatrixFromQuat(matrix_t m, const quat_t q); void MatrixFromPlanes(matrix_t m, const vec4_t left, const vec4_t right, const vec4_t bottom, const vec4_t top, const vec4_t near, const vec4_t far); void MatrixToVectorsFLU(const matrix_t m, vec3_t forward, vec3_t left, vec3_t up); void MatrixToVectorsFRU(const matrix_t m, vec3_t forward, vec3_t right, vec3_t up); void MatrixSetupTransformFromVectorsFLU(matrix_t m, const vec3_t forward, const vec3_t left, const vec3_t up, const vec3_t origin); void MatrixSetupTransformFromVectorsFRU(matrix_t m, const vec3_t forward, const vec3_t right, const vec3_t up, const vec3_t origin); void MatrixSetupTransformFromRotation(matrix_t m, const matrix_t rot, const vec3_t origin); void MatrixSetupTransformFromQuat(matrix_t m, const quat_t quat, const vec3_t origin); void MatrixAffineInverse(const matrix_t in, matrix_t out); void MatrixTransformNormal(const matrix_t m, const vec3_t in, vec3_t out); void MatrixTransformNormal2(const matrix_t m, vec3_t inout); void MatrixTransformPoint(const matrix_t m, const vec3_t in, vec3_t out); void MatrixTransformPoint2(const matrix_t m, vec3_t inout); void MatrixTransform4(const matrix_t m, const vec4_t in, vec4_t out); void MatrixTransformPlane(const matrix_t m, const vec4_t in, vec4_t out); void MatrixTransformPlane2(const matrix_t m, vec3_t inout); void MatrixPerspectiveProjection(matrix_t m, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t near, vec_t far); void MatrixPerspectiveProjectionLH(matrix_t m, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t near, vec_t far); void MatrixPerspectiveProjectionRH(matrix_t m, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t near, vec_t far); void MatrixPerspectiveProjectionFovYAspectLH(matrix_t m, vec_t fov, vec_t aspect, vec_t near, vec_t far); void MatrixPerspectiveProjectionFovXYLH(matrix_t m, vec_t fovX, vec_t fovY, vec_t near, vec_t far); void MatrixPerspectiveProjectionFovXYRH(matrix_t m, vec_t fovX, vec_t fovY, vec_t near, vec_t far); void MatrixPerspectiveProjectionFovXYInfiniteRH(matrix_t m, vec_t fovX, vec_t fovY, vec_t near); void MatrixOrthogonalProjection(matrix_t m, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t near, vec_t far); void MatrixOrthogonalProjectionLH(matrix_t m, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t near, vec_t far); void MatrixOrthogonalProjectionRH(matrix_t m, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t near, vec_t far); void MatrixPlaneReflection(matrix_t m, const vec4_t plane); void MatrixLookAtLH(matrix_t output, const vec3_t pos, const vec3_t dir, const vec3_t up); void MatrixLookAtRH(matrix_t m, const vec3_t eye, const vec3_t dir, const vec3_t up); void MatrixScaleTranslateToUnitCube(matrix_t m, const vec3_t mins, const vec3_t maxs); void MatrixCrop(matrix_t m, const vec3_t mins, const vec3_t maxs); void TransposeMatrix( float in[ 3 ][ 3 ], float out[ 3 ][ 3 ] ); static ID_INLINE void AnglesToMatrix(const vec3_t angles, matrix_t m) { MatrixFromAngles(m, angles[PITCH], angles[YAW], angles[ROLL]); } #define QuatSet(q,x,y,z,w) ((q)[0]=(x),(q)[1]=(y),(q)[2]=(z),(q)[3]=(w)) #define QuatCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define QuatCompare(a,b) ((a)[0]==(b)[0] && (a)[1]==(b)[1] && (a)[2]==(b)[2] && (a)[3]==(b)[3]) static ID_INLINE void QuatClear(quat_t q) { q[0] = 0; q[1] = 0; q[2] = 0; q[3] = 1; } /* static ID_INLINE int QuatCompare(const quat_t a, const quat_t b) { if(a[0] != b[0] || a[1] != b[1] || a[2] != b[2] || a[3] != b[3]) { return 0; } return 1; } */ static ID_INLINE void QuatCalcW(quat_t q) { #if 1 vec_t term = 1.0f - (q[0] * q[0] + q[1] * q[1] + q[2] * q[2]); if(term < 0.0) q[3] = 0.0; else q[3] = -sqrt(term); #else q[3] = sqrt(fabs(1.0f - (q[0] * q[0] + q[1] * q[1] + q[2] * q[2]))); #endif } static ID_INLINE void QuatInverse(quat_t q) { q[0] = -q[0]; q[1] = -q[1]; q[2] = -q[2]; } static ID_INLINE void QuatAntipodal(quat_t q) { q[0] = -q[0]; q[1] = -q[1]; q[2] = -q[2]; q[3] = -q[3]; } static ID_INLINE vec_t QuatLength(const quat_t q) { return (vec_t) sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]); } vec_t QuatNormalize(quat_t q); void QuatFromAngles(quat_t q, vec_t pitch, vec_t yaw, vec_t roll); static ID_INLINE void AnglesToQuat(const vec3_t angles, quat_t q) { QuatFromAngles(q, angles[PITCH], angles[YAW], angles[ROLL]); } void QuatFromMatrix(quat_t q, const matrix_t m); void QuatToVectorsFLU(const quat_t quat, vec3_t forward, vec3_t left, vec3_t up); void QuatToVectorsFRU(const quat_t quat, vec3_t forward, vec3_t right, vec3_t up); void QuatToAxis(const quat_t q, vec3_t axis[3]); void QuatToAngles(const quat_t q, vec3_t angles); // wombat: pretty straightforward void QuatToRotAngle( const quat_t q, vec_t *angle ); void QuatToRotAngleAxis( const quat_t q, vec_t *angle, vec3_t axis ); void QuatFromRotAngleAxis( quat_t q, vec_t angle, const vec3_t axis ); // Quaternion multiplication, analogous to the matrix multiplication routines. // qa = rotate by qa, then qb void QuatMultiply0(quat_t qa, const quat_t qb); // qc = rotate by qa, then qb void QuatMultiply1(const quat_t qa, const quat_t qb, quat_t qc); // qc = rotate by qa, then by inverse of qb void QuatMultiply2(const quat_t qa, const quat_t qb, quat_t qc); // qc = rotate by inverse of qa, then by qb void QuatMultiply3(const quat_t qa, const quat_t qb, quat_t qc); // qc = rotate by inverse of qa, then by inverse of qb void QuatMultiply4(const quat_t qa, const quat_t qb, quat_t qc); void QuaternionMultiply( quat_t output, quat_t first, quat_t second ); void QuatSlerp(const quat_t from, const quat_t to, float frac, quat_t out); void QuatTransformVector(const quat_t q, const vec3_t in, vec3_t out); int Q_isnan( float x ); //============================================= typedef struct { qboolean frameMemory; int currentElements; int maxElements; // will reallocate and move when exceeded void **elements; } growList_t; // you don't need to init the growlist if you don't mind it growing and moving // the list as it expands void Com_InitGrowList(growList_t * list, int maxElements); void Com_DestroyGrowList(growList_t * list); int Com_AddToGrowList(growList_t * list, void *data); void *Com_GrowListElement(const growList_t * list, int index); int Com_IndexForGrowListElement(const growList_t * list, const void *element); //============================================= float Com_Clamp( float min, float max, float value ); const char *COM_SkipPath( const char *pathname ); const char *COM_GetExtension( const char *name ); void COM_StripExtension(const char *in, char *out, int destsize); qboolean COM_CompareExtension(const char* in, const char* ext); void COM_DefaultExtension( char *path, int maxSize, const char *extension ); void COM_BeginParseSession( const char *name ); int COM_GetCurrentParseLine( void ); const char *COM_Parse( char **data_p ); char *COM_ParseExt( char **data_p, qboolean allowLineBreak ); char *COM_ParseExtIgnoreQuotes( char **data_p, qboolean allowLineBreak ); const char *COM_GetToken( char **data_p, qboolean crossline ); void Com_SkipRestOfLine(char **data); void Com_SkipBracedSection(char **program); void Com_Parse1DMatrix(char **buf_p, int x, float *m, qboolean checkBrackets); int COM_Compress( char *data_p ); void COM_ParseError( char *format, ... ) __attribute__ ((format (printf, 1, 2))); void COM_ParseWarning( char *format, ... ) __attribute__ ((format (printf, 1, 2))); //int COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] ); #define MAX_TOKENLENGTH 1024 #ifndef TT_STRING //token types #define TT_STRING 1 // string #define TT_LITERAL 2 // literal #define TT_NUMBER 3 // number #define TT_NAME 4 // name #define TT_PUNCTUATION 5 // punctuation #endif typedef struct pc_token_s { int type; int subtype; int intvalue; float floatvalue; char string[MAX_TOKENLENGTH]; } pc_token_t; // data is an in/out parm, returns a parsed out token void COM_MatchToken( char**buf_p, char *match ); qboolean SkipBracedSection (char **program, int depth); void SkipRestOfLine ( char **data ); void Parse1DMatrix (char **buf_p, int x, float *m); void Parse2DMatrix (char **buf_p, int y, int x, float *m); void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m); int Com_HexStrToInt( const char *str ); size_t QDECL Com_sprintf (char *dest, size_t size, const char *fmt, ...) __attribute__ ((format (printf, 3, 4))); char *Com_SkipTokens( char *s, int numTokens, const char *sep ); char *Com_SkipCharset( char *s, const char *sep ); void Com_RandomBytes(byte* string, int len); void Com_BackslashToSlash( char *str ); // 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; //============================================= // get the control character for the given key (moved from sdl_input.c) #define CTRL(a) ((a)-'a'+1) int Q_isprint( int c ); int Q_islower( int c ); int Q_isupper( int c ); int Q_isalpha( int c ); qboolean Q_isanumber( const char *s ); qboolean Q_isintegral( float f ); // portable case insensitive compare int Q_stricmp (const char *s1, const char *s2); int Q_strncmp( const char *s1, const char *s2, size_t n ); int Q_stricmpn (const char *s1, const char *s2, size_t n); char *Q_strlwr( char *s1 ); char *Q_strupr( char *s1 ); char *Q_strrchr( const char* string, int c ); const char *Q_stristr( const char *s, const char *find); qboolean Q_strreplace(char *dest, int destsize, const char *find, const char *replace); // buffer size safe library replacements void Q_strncpyz( char *dest, const char *src, size_t destsize ); void Q_strcat( char *dest, int size, const char *src ); // strlen that discounts Quake color sequences int Q_PrintStrlen( const char *string ); // removes color sequences from string char *Q_CleanStr( char *string ); // Count the number of char tocount encountered in string int Q_CountChar(const char *string, char tocount); //============================================= void Swap_Init(void); // 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; const char *va( const char *format, ... ) __attribute__ ((format (printf, 1, 2))); #define TRUNCATE_LENGTH 64 void Com_TruncateLongString( char *buffer, const char *s ); //============================================= float vectoyaw(const vec3_t vec); int MusicMood_NameToNum( const char * name ); const char * MusicMood_NumToName( int num ); int EAXMode_NameToNum( const char * name ); const char * EAXMode_NumToName( int num ); // // key / value info strings // char *Info_ValueForKey( const char *s, const char *key ); void Info_RemoveKey( char *s, const char *key ); void Info_RemoveKey_big( char *s, const char *key ); void Info_SetValueForKey( char *s, const char *key, const char *value ); void Info_SetValueForKey_Big( char *s, const char *key, const char *value ); qboolean Info_Validate( const char *s ); void Info_NextPair( const char **s, char *key, char *value ); // this is only here so the functions in q_shared.c and bg_*.c can link void QDECL Com_Error( int level, const char *error, ... ) __attribute__ ((format (printf, 2, 3))); void QDECL Com_Printf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL Com_DPrintf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL Com_DPrintf2( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL Com_DebugPrintf( const char *msg, ... ) __attribute__ ((format (printf, 1, 2))); /* ========================================================== CVARS (console variables) Many variables can be used for cheating purposes, so when cheats is zero, force all unspecified variables to their default values. ========================================================== */ #define CVAR_ARCHIVE 0x0001 // set to cause it to be saved to vars.rc // used for system variables, not for player // specific configurations #define CVAR_USERINFO 0x0002 // sent to server on connect or change #define CVAR_SERVERINFO 0x0004 // sent in response to front end requests #define CVAR_SYSTEMINFO 0x0008 // these cvars will be duplicated on all clients #define CVAR_INIT 0x0010 // don't allow change from console at all, // but can be set from the command line #define CVAR_LATCH 0x0020 // 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 0x0040 // display only, cannot be set by user at all #define CVAR_USER_CREATED 0x0080 // created by a set command #define CVAR_TEMP 0x0100 // can be set even when cheats are disabled, but is not archived #define CVAR_CHEAT 0x0200 // can not be changed if cheats are disabled #define CVAR_NORESTART 0x0400 // do not clear when a cvar_restart is issued #define CVAR_SERVER_CREATED 0x0800 // cvar was created by a server the client connected to. #define CVAR_SOUND_LATCH 0x1000 // specifically for sound 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_TERRAIN_LATCH 0x2000 // specifically for terrain will only change #define CVAR_SAVEGAME 0x4000 // cvar will be saved when saving to file #define CVAR_VM_CREATED 0x8000 // cvar was created exclusively in one of the VMs. #define CVAR_PROTECTED 0x10000 // prevent modifying this var from VMs or the server #define CVAR_RESETSTRING 0x20000 // force the cvar's reset string to be set // These flags are only returned by the Cvar_Flags() function #define CVAR_MODIFIED 0x40000000 // Cvar was modified #define CVAR_NONEXISTENT 0x80000000 // Cvar doesn't exist. // nothing outside the Cvar_*() functions should modify these fields! typedef struct cvar_s cvar_t; struct cvar_s { char *name; char *string; char *resetString; // cvar_restart will reset to this value char *latchedString; // for CVAR_LATCH vars int flags; qboolean modified; // set each time the cvar is changed int modificationCount; // incremented each time the cvar is changed float value; // atof( string ) int integer; // atoi( string ) qboolean validate; qboolean integral; float min; float max; char *description; cvar_t *next; cvar_t *prev; cvar_t *hashNext; cvar_t *hashPrev; int hashIndex; }; #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]; char latchedString[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 #define PLANE_NON_PLANAR 4 /* ================= 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) ) ) static ID_INLINE int PlaneTypeForNormal(vec3_t normal) { if(normal[0] == 1.0) return PLANE_X; if(normal[1] == 1.0) return PLANE_Y; if(normal[2] == 1.0) return PLANE_Z; if(normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0) return PLANE_NON_PLANAR; return 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; // body hit location typedef enum hitloc_e { HITLOC_MISS = -2, HITLOC_GENERAL = -1, HITLOC_HEAD = 0, HITLOC_HELMET, HITLOC_NECK, HITLOC_TORSO_UPPER, HITLOC_TORSO_MID, HITLOC_TORSO_LOWER, HITLOC_PELVIS, HITLOC_R_ARM_UPPER, HITLOC_L_ARM_UPPER, HITLOC_R_LEG_UPPER, HITLOC_L_LEG_UPPER, HITLOC_R_ARM_LOWER, HITLOC_L_ARM_LOWER, HITLOC_R_LEG_LOWER, HITLOC_L_LEG_LOWER, HITLOC_R_HAND, HITLOC_L_HAND, HITLOC_R_FOOT, HITLOC_L_FOOT, NUMBODYLOCATIONS } hitloc_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 shaderNum; int contents; // contents on other side of surface hit int entityNum; // entity the contacted surface is a part of int location; struct gentity_s *ent; } trace_t; // trace->entityNum can also be 0 to (MAX_GENTITIES-1) // or ENTITYNUM_NONE, ENTITYNUM_WORLD #define SAVEGAME_STRUCT_VERSION 4 typedef struct savegamestruct_s { //int version // Modified in OPM //=== short version; // The type matches com_target_game byte type; // Currently unused byte flags; //=== int time; int mapTime; char comment[ 64 ]; char mapName[ 64 ]; char saveName[ 64 ]; char tm_filename[ 64 ]; int tm_loopcount; int tm_offset; } savegamestruct_t; // markfragments are returned by CM_MarkFragments() typedef struct { int firstPoint; int numPoints; int iIndex; } markFragment_t; typedef struct treadMark_s { int iReferenceNumber; int iLastTime; qhandle_t hTreadShader; int iState; float fWidth; vec3_t vStartDir; vec3_t vStartVerts[ 2 ]; float fStartTexCoord; float fStartAlpha; vec3_t vMidPos; vec3_t vMidVerts[ 2 ]; float fMidTexCoord; float fMidAlpha; vec3_t vEndPos; vec3_t vEndVerts[ 2 ]; float fEndTexCoord; float fEndAlpha; } treadMark_t; typedef struct { vec3_t p; quat_t q; } bone_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;*/ typedef enum { CHAN_AUTO, CHAN_BODY, CHAN_ITEM, CHAN_WEAPONIDLE, CHAN_VOICE, CHAN_LOCAL, CHAN_WEAPON, CHAN_DIALOG_SECONDARY, CHAN_DIALOG, CHAN_MENU, CHAN_LOCAL_SOUND, // chat messages, etc CHAN_ANNOUNCER, // announcer voices, etc CHAN_MAX } soundChannel_t; #define S_FLAG_DO_CALLBACK 0x400 #define DEFAULT_MIN_DIST -1.0 #define DEFAULT_VOL -1.0 #define LEVEL_WIDE_MIN_DIST 10000 // full volume the entire level #define LEVEL_WIDE_STRING "levelwide" #define SOUND_SYNCH 0x1 #define SOUND_SYNCH_FADE 0x2 #define SOUND_RANDOM_PITCH_20 0x4 #define SOUND_RANDOM_PITCH_40 0x8 #define SOUND_LOCAL_DIALOG 0x10 typedef enum { mood_none, mood_normal, mood_action, mood_suspense, mood_mystery, mood_success, mood_failure, mood_surprise, mood_special, mood_aux1, mood_aux2, mood_aux3, mood_aux4, mood_aux5, mood_aux6, mood_aux7, mood_totalnumber } music_mood_t; typedef enum { eax_generic, eax_paddedcell, eax_room, eax_bathroom, eax_livingroom, eax_stoneroom, eax_auditorium, eax_concerthall, eax_cave, eax_arena, eax_hangar, eax_carpetedhallway, eax_hallway, eax_stonecorridor, eax_alley, eax_forest, eax_city, eax_mountains, eax_quarry, eax_plain, eax_parkinglot, eax_sewerpipe, eax_underwater, eax_drugged, eax_dizzy, eax_psychotic, eax_totalnumber } eax_mode_t; /* ======================================================================== ELEMENTS COMMUNICATED ACROSS THE NET ======================================================================== */ #define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535) #define BYTE2ANGLE(x) ((x)*(360.0/255)) #define SHORT2ANGLE(x) ((x)*(360.0/65536)) #define SNAPFLAG_RATE_DELAYED 1 #define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies #define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected // // per-level limits // #define MAX_CLIENTS 64 // absolute limit #define MAX_LOCATIONS 64 #define MAX_MAP_BOUNDS 8192 #define MIN_MAP_BOUNDS ( -MAX_MAP_BOUNDS ) #define MAP_SIZE ( MAX_MAP_BOUNDS - MIN_MAP_BOUNDS ) #define GENTITYNUM_BITS 10 // don't need to send any more #define MAX_GENTITIES (1<serverTime of last executed command int pm_type; int bobCycle; // for view bobbing and footstep generation int net_pm_flags; // ducked, jump_held, etc int pm_flags; // ducked, jump_held, etc int pm_time; vec3_t origin; vec3_t velocity; int gravity; int speed; int delta_angles[3]; // add to command angles to get view direction // changed by spawns, rotating objects, and teleporters int groundEntityNum; // ENTITYNUM_NONE = in air qboolean walking; qboolean groundPlane; int feetfalling; float falldir[3]; trace_t groundTrace; int clientNum; // ranges from 0 to MAX_CLIENTS-1 vec3_t viewangles; // for fixed views int viewheight; float fLeanAngle; int iNetViewModelAnim; int iViewModelAnim; int iViewModelAnimChanged; int stats[MAX_STATS]; int activeItems[MAX_ACTIVE_ITEMS]; int ammo_name_index[MAX_AMMO]; int ammo_amount[MAX_AMMOCOUNT]; int max_ammo_amount[MAX_AMMOCOUNT]; int current_music_mood; int fallback_music_mood; float music_volume; float music_volume_fade_time; int reverb_type; float reverb_level; float blend[4]; // rgba full screen effect float fov; // fov of the player vec3_t camera_origin; // origin for camera view vec3_t camera_angles; // angles for camera view float camera_time; vec3_t camera_offset; // angular offset for camera vec3_t camera_posofs; int camera_flags; // third-person camera flags vec3_t damage_angles; // these angles are added directly to the view, without lerping // -- // Team Assault int radarInfo; qboolean voted; // -- // not communicated over the net at all int ping; // server to game info for scoreboard float vEyePos[3]; } playerState_t; //==================================================================== // // usercmd_t->button bits, many of which are generated by the client system, // so they aren't game-only definitions // #define BUTTON_ATTACKLEFT_BITINDEX 0 #define BUTTON_ATTACKRIGHT_BITINDEX 1 #define BUTTON_RUN_BITINDEX 2 #define BUTTON_USE_BITINDEX 3 #define BUTTON_LEAN_LEFT_BITINDEX 4 #define BUTTON_LEAN_RIGHT_BITINDEX 5 #define BUTTON_TALK_BITINDEX 6 // displays talk balloon and disables actions #define BUTTON_ANY_BITINDEX 14 // any key whatsoever #define BUTTON_MOUSE_BITINDEX 15 // mouse move #define BUTTON_ATTACKLEFT (1 << BUTTON_ATTACKLEFT_BITINDEX) #define BUTTON_ATTACKRIGHT (1 << BUTTON_ATTACKRIGHT_BITINDEX) #define BUTTON_RUN (1 << BUTTON_RUN_BITINDEX) #define BUTTON_USE (1 << BUTTON_USE_BITINDEX) #define BUTTON_LEAN_LEFT (1 << BUTTON_LEAN_LEFT_BITINDEX) #define BUTTON_LEAN_RIGHT (1 << BUTTON_LEAN_RIGHT_BITINDEX) #define BUTTON_TALK (1 << BUTTON_TALK_BITINDEX) // displays talk balloon and disables actions #define BUTTON_ANY (1 << BUTTON_ANY_BITINDEX) // any key whatsoever #define BUTTON_MOUSE (1 << BUTTON_MOUSE_BITINDEX) typedef enum { WEAPON_COMMAND_NONE, WEAPON_COMMAND_USE_PISTOL, WEAPON_COMMAND_USE_RIFLE, WEAPON_COMMAND_USE_SMG, WEAPON_COMMAND_USE_MG, WEAPON_COMMAND_USE_GRENADE, WEAPON_COMMAND_USE_HEAVY, WEAPON_COMMAND_USE_ITEM1, WEAPON_COMMAND_USE_ITEM2, WEAPON_COMMAND_USE_ITEM3, WEAPON_COMMAND_USE_ITEM4, WEAPON_COMMAND_USE_PREV_WEAPON, WEAPON_COMMAND_USE_NEXT_WEAPON, WEAPON_COMMAND_USE_LAST_WEAPON, WEAPON_COMMAND_HOLSTER, WEAPON_COMMAND_DROP, } weaponcommand_t; #define WEAPON_COMMAND_MAX_VER6 15 #define WEAPON_COMMAND_MAX_VER17 31 static unsigned int GetWeaponCommandMask(unsigned int maxCmds) { return maxCmds << 7; } static unsigned int GetWeaponCommand(unsigned int buttons, unsigned int maxCmds) { return (buttons & (maxCmds << 7)) >> 7; } #define MOVE_RUN 120 // if forwardmove or rightmove are >= MOVE_RUN, // then BUTTON_WALKING should be set // usercmd_t is sent to the server each client frame typedef struct usercmd_s { int serverTime; byte msec; short unsigned int buttons; short int angles[3]; //int weapon; // su44: there is no 'weapon' field // in MoHAA's usercmd_s - weapon commands are encoded // into buttons bits. See CL_CmdButtons from cl_input.c. signed char forwardmove, rightmove, upmove; } usercmd_t; //=================================================================== // // Animation flags // #define MDL_ANIM_DELTA_DRIVEN ( 1 << 0 ) #define MDL_ANIM_DEFAULT_ANGLES ( 1 << 3 ) #define MDL_ANIM_NO_TIMECHECK ( 1 << 4 ) // if entityState->solid == SOLID_BMODEL, modelindex is an inline model number #define SOLID_BMODEL 0xffffff // renderfx flags (entityState_t::renderfx) // su44: moved it here, in MoHAA (and FAKK) // render flags are set by "renderEffects" event // and sent to cgame trough entityState_t // TODO: find out rest of them #define RF_THIRD_PERSON (1<<0) // don't draw through eyes, only mirrors (player bodies, chat sprites) #define RF_FIRST_PERSON (1<<1) // only draw through eyes (view weapon, damage blood blob) #define RF_DEPTHHACK (1<<2) // hack the z-depth so that view weapons do not clip into walls #define RF_VIEWLENSFLARE (1<<3) // View dependent lensflare #define RF_FRAMELERP (1<<4) // interpolate between current and next state #define RF_BEAM (1<<5) // draw a beam between origin and origin2 #define RF_DONTDRAW (1<<7) // don't draw this entity but send it over #define RF_LENSFLARE (1<<8) // add a lens flare to this #define RF_EXTRALIGHT (1<<9) // use good lighting on this entity #define RF_DETAIL (1<<10) // Culls a model based on the distance away from you #define RF_SHADOW (1<<11) // whether or not to draw a shadow #define RF_PORTALSURFACE (1<<12) // don't draw, but use to set portal views #define RF_SKYORIGIN (1<<13) // don't draw, but use to set sky portal origin and coordinate system #define RF_SKYENTITY (1<<14) // this entity is only visible through a skyportal #define RF_LIGHTOFFSET (1<<15) // this entity has a light offset #define RF_CUSTOMSHADERPASS (1<<16) // draw the custom shader on top of the base geometry #define RF_MINLIGHT (1<<17) // allways have some light (viewmodel, some items) #define RF_FULLBRIGHT (1<<18) // allways have full lighting #define RF_LIGHTING_ORIGIN (1<<19) // use refEntity->lightingOrigin instead of refEntity->origin // for lighting. This allows entities to sink into the floor // with their origin going solid, and allows all parts of a // player to get the same lighting #define RF_SHADOW_PLANE (1<<20) // use refEntity->shadowPlane #define RF_WRAP_FRAMES (1<<21) // mod the model frames by the maxframes to allow continuous // animation without needing to know the frame count //#define RF_PORTALENTITY (1<<22) // this entity should only be drawn from a portal //#define RF_DUALENTITY (1<<23) // this entity is drawn both in the portal and outside it. #define RF_ADDITIVE_DLIGHT (1<<22) // this entity has an additive dynamic light #define RF_LIGHTSTYLE_DLIGHT (1<<23) // this entity has a dynamic light that uses a light style #define RF_SHADOW_PRECISE (1<<24) // this entity can have a precise shadow applied to it #define RF_INVISIBLE (1<<25) // This entity is invisible, and only negative lights will light it up #define RF_VIEWMODEL (1<<26) // This entity is invisible, and only negative lights will light it up #define RF_PRECISESHADOW (1<<28) // This entity is invisible, and only negative lights will light it up #define RF_ALWAYSDRAW (1<<30) // // use this mask when propagating renderfx from one entity to another // #define RF_FLAGS_NOT_INHERITED ( RF_LENSFLARE | RF_VIEWLENSFLARE | RF_BEAM | RF_EXTRALIGHT | RF_SKYORIGIN | RF_SHADOW | RF_SHADOW_PRECISE | RF_SHADOW_PLANE ) //#define RF_ADDICTIVEDYNAMICLIGHT ????? #define RF_FORCENOLOD 1024 #define BEAM_LIGHTNING_EFFECT (1<<0) #define BEAM_USEMODEL (1<<1) #define BEAM_PERSIST_EFFECT (1<<2) #define BEAM_SPHERE_EFFECT (1<<3) #define BEAM_RANDOM_DELAY (1<<4) #define BEAM_TOGGLE (1<<5) #define BEAM_RANDOM_TOGGLEDELAY (1<<6) #define BEAM_WAVE_EFFECT (1<<7) #define BEAM_USE_NOISE (1<<8) #define BEAM_PARENT (1<<9) #define BEAM_TILESHADER (1<<10) #define BEAM_OFFSET_ENDPOINTS (1<<11) #define BEAM_FADE (1<<12) #define BEAM_INVERTED (1<<13) #define BEAM_INVERTED_FAST (1<<14) typedef struct frameInfo_s { int index; float time; float weight; } frameInfo_t; typedef enum { TR_STATIONARY, TR_INTERPOLATE, // non-parametric, but interpolate between snapshots TR_LINEAR, TR_LINEAR_STOP, TR_SINE, // value = base + sin( time / duration ) * delta TR_GRAVITY, TR_LERP } trType_t; typedef struct { int trTime; vec3_t trDelta; } trajectory_t; #define NUM_BONE_CONTROLLERS 5 #define NUM_MORPH_CONTROLLERS 10 #define MAX_MODEL_SURFACES 32 // this needs to be the same in qfiles.h for TIKI_MAX_SURFACES #define MDL_SURFACE_SKINOFFSET_BIT0 ( 1 << 0 ) #define MDL_SURFACE_SKINOFFSET_BIT1 ( 1 << 1 ) #define MDL_SURFACE_NODRAW ( 1 << 2 ) #define MDL_SURFACE_SURFACETYPE_BIT0 ( 1 << 3 ) #define MDL_SURFACE_SURFACETYPE_BIT1 ( 1 << 4 ) #define MDL_SURFACE_SURFACETYPE_BIT2 ( 1 << 5 ) #define MDL_SURFACE_CROSSFADE_SKINS ( 1 << 6 ) #define MDL_SURFACE_SKIN_NO_DAMAGE ( 1 << 7 ) #define CROUCH_HEIGHT 36 #define CROUCH_EYE_HEIGHT 48 #define STAND_HEIGHT 72 #define STAND_EYE_HEIGHT 82 #define MAX_FRAMEINFOS 16 #define FRAMEINFO_BLEND ( MAX_FRAMEINFOS >> 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 typedef struct entityState_s { int number; // entity index int eType; // entityType_t int eFlags; trajectory_t pos; vec3_t netorigin; vec3_t origin; vec3_t origin2; vec3_t netangles; vec3_t angles; int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24) int loopSound; // constantly loop this sound float loopSoundVolume; float loopSoundMinDist; float loopSoundMaxDist; float loopSoundPitch; int loopSoundFlags; int parent; int tag_num; qboolean attach_use_angles; vec3_t attach_offset; int beam_entnum; int modelindex; int usageIndex; int skinNum; int wasframe; frameInfo_t frameInfo[ MAX_FRAMEINFOS ]; float actionWeight; int bone_tag[ NUM_BONE_CONTROLLERS ]; vec3_t bone_angles[ NUM_BONE_CONTROLLERS ]; quat_t bone_quat[ NUM_BONE_CONTROLLERS ]; // not sent over byte surfaces[ 32 ]; int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses int groundEntityNum; // -1 = in air int solid; // for client side prediction, trap_linkentity sets this properly float scale; float alpha; int renderfx; float shader_data[ 2 ]; float shader_time; quat_t quat; vec3_t eyeVector; } entityState_t; typedef enum { CA_UNINITIALIZED, CA_DISCONNECTED, // not talking to a server CA_AUTHORIZING, // not used any more, was checking cd key CA_CONNECTING, // sending request packets to the server CA_CHALLENGING, // sending challenge packets to the server CA_CONNECTED, // netchan_t established, getting gamestate CA_LOADING, // only during cgame initialization, never during main loop CA_PRIMED, // got gamestate, waiting for first frame CA_ACTIVE, // game views should be displayed CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server } connstate_t; typedef struct qtime_s { int tm_sec; int tm_min; int tm_hour; int tm_mday; int tm_mon; int tm_year; int tm_wday; int tm_yday; int tm_isdst; } qtime_t; typedef struct { float start[ 3 ]; float end[ 3 ]; float color[ 3 ]; float alpha; float width; unsigned short factor; unsigned short pattern; } debugline_t; typedef struct { char szText[ 64 ]; float pos[ 3 ]; float scale; float color[ 4 ]; } debugstring_t; enum hdalign_e { HUD_ALIGN_X_LEFT = 0, HUD_ALIGN_X_CENTER = 1, HUD_ALIGN_X_RIGHT = 2, HUD_ALIGN_Y_TOP = 0, HUD_ALIGN_Y_CENTER = 1, HUD_ALIGN_Y_BOTTOM = 2, }; typedef struct hdelement_s { qhandle_t hShader; char shaderName[ MAX_RES_NAME ]; int iX; int iY; int iWidth; int iHeight; float vColor[ 4 ]; int iHorizontalAlign; int iVerticalAlign; qboolean bVirtualScreen; char string[ MAX_STRING_CHARS ]; char fontName[ MAX_RES_NAME ]; struct fontheader_s *pFont; } hdelement_t; typedef struct { frameInfo_t g_VMFrameInfo[MAX_FRAMEINFOS]; int g_iLastVMAnim; int g_iLastVMAnimChanged; int g_iCurrentVMAnimSlot; int g_iCurrentVMDuration; qboolean g_bCrossblending; int g_iLastEquippedWeaponStat; char g_szLastActiveItem[ 80 ]; int g_iLastAnimPrefixIndex; float g_vCurrentVMPosOffset[ 3 ]; } clientAnim_t; #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 //============================================= // server browser sources // TTimo: AS_MPLAYER is no longer used #define AS_LOCAL 0 #define AS_MPLAYER 99 #define AS_GLOBAL 2 #define AS_FAVORITES 3 #define AS_GAMESPY 1 // wombat: right now we use AS_GLOBAL for GS, too // 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; // // Radar system // typedef struct { int time; int lastSpeakTime; int teamShader; float origin[2]; float axis[2]; } radarClient_t; typedef struct { int clientNum; float x; float y; float yaw; } radarUnpacked_t; #define MAX_GLOBAL_SERVERS 2048 #define MAX_OTHER_SERVERS 128 #define MAX_PINGREQUESTS 32 #define MAX_SERVERSTATUSREQUESTS 16 #define SAY_ALL 0 #define SAY_TEAM 1 #define SAY_TELL 2 #define CDKEY_LEN 16 #define CDCHKSUM_LEN 2 #define FLOAT_TO_INT( x, fracbits ) ( ( x ) * ( 1 << ( fracbits ) ) ) #define FLOAT_TO_PKT( x, dest, wholebits, fracbits ) \ { \ if ( ( x ) >= ( 1 << ( wholebits ) ) ) \ { \ ( dest ) = FLOAT_TO_INT( ( 1 << ( wholebits ) ), ( fracbits ) ) - 1; \ } \ else if ( ( x ) < 0 ) \ { \ ( dest ) = 0; \ } \ else \ { \ ( dest ) = FLOAT_TO_INT( ( x ), ( fracbits ) ); \ } \ } #define SIGNED_FLOAT_TO_PKT( x, dest, wholebits, fracbits ) \ { \ float temp_x; \ temp_x = ( x ) + ( 1 << ( wholebits ) ); \ if ( temp_x >= ( 1 << ( ( wholebits ) + 1 ) ) ) \ ( dest ) = FLOAT_TO_INT( ( 1 << ( ( wholebits ) + 1 ) ), ( fracbits ) ) - 1; \ else if ( temp_x < 0 ) \ (dest) = 0; \ else \ ( dest ) = FLOAT_TO_INT( temp_x, ( fracbits ) ); \ } #define INT_TO_FLOAT( x, wholebits, fracbits ) ( ( float )( ( ( float )( x ) ) / ( float )( 1 << ( fracbits ) ) - ( float )( 1 << ( wholebits ) ) ) ) #define UINT_TO_FLOAT( x, fracbits ) ( ( float )( ( ( float )( x ) ) / ( float )( 1 << ( fracbits ) ) ) ) #define TRANSLATION_TO_PKT( x, dest ) FLOAT_TO_PKT( ( x ), ( dest ), 4, 11 ) #define PKT_TO_TRANSLATION( x ) UINT_TO_FLOAT( ( x ), 11 ) #define OFFSET_TO_PKT( x, dest ) FLOAT_TO_PKT( ( x ), ( dest ), 1, 14 ) #define PKT_TO_OFFSET( x ) UINT_TO_FLOAT( ( x ), 14 ) #define ROTATE_TO_PKT( x, dest ) FLOAT_TO_PKT( ( x ), ( dest ), 9, 6 ) #define PKT_TO_ROTATE( x ) UINT_TO_FLOAT( ( x ), 6 ) #define BASE_TO_PKT( x, dest ) SIGNED_FLOAT_TO_PKT( ( x ), ( dest ), 3, 4 ) #define PKT_TO_BASE( x ) INT_TO_FLOAT( ( x ), 3, 4 ) #define AMPLITUDE_TO_PKT( x, dest ) FLOAT_TO_PKT( ( x ), ( dest ), 4, 4 ) #define PKT_TO_AMPLITUDE( x ) UINT_TO_FLOAT( ( x ), 4 ) #define PHASE_TO_PKT( x, dest ) SIGNED_FLOAT_TO_PKT( ( x ), ( dest ), 3, 4 ) #define PKT_TO_PHASE( x ) INT_TO_FLOAT( ( x ), 3, 4 ) #define FREQUENCY_TO_PKT( x, dest ) FLOAT_TO_PKT( ( x ), ( dest ), 4, 4 ) #define PKT_TO_FREQUENCY( x ) UINT_TO_FLOAT( ( x ), 4 ) #define BEAM_PARM_TO_PKT( x, dest ) FLOAT_TO_PKT( ( x ), ( dest ), 4, 4 ) #define PKT_TO_BEAM_PARM( x ) UINT_TO_FLOAT( ( x ), 4 ) #define STUB() printf( "STUB: function %s in %s line %d.\n", __FUNCTION__, __FILE__, __LINE__ ) #define STUB_DESC( description ) printf( "STUB: %s in %s line %d.\n", description, __FILE__, __LINE__ ) #define UNIMPLEMENTED() Com_Printf( "FIXME: (%s) is unimplemented (file %s:%d)\n", __FUNCTION__, __FILE__, __LINE__ ) #if defined(__cplusplus) } #endif #ifdef __cplusplus #include using qcclock_t = std::chrono::steady_clock; using qctime_t = qcclock_t::time_point; using qctimedelta_t = qcclock_t::duration; #endif