1 /* 2 Copyright (C) 1997-2001 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 21 // q_shared.h -- included first by ALL program modules 22 23 #ifdef _WIN32 24 // unknown pragmas are SUPPOSED to be ignored, but.... 25 #pragma warning(disable : 4244) // MIPS 26 #pragma warning(disable : 4136) // X86 27 #pragma warning(disable : 4051) // ALPHA 28 29 #pragma warning(disable : 4018) // signed/unsigned mismatch 30 #pragma warning(disable : 4305) // truncation from const double to float 31 32 #endif 33 34 #include <assert.h> 35 #include <math.h> 36 #include <stdio.h> 37 #include <stdarg.h> 38 #include <string.h> 39 #include <stdlib.h> 40 #include <time.h> 41 42 #if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__ 43 #define id386 1 44 #else 45 #define id386 0 46 #endif 47 48 #if defined _M_ALPHA && !defined C_ONLY 49 #define idaxp 1 50 #else 51 #define idaxp 0 52 #endif 53 54 typedef unsigned char byte; 55 typedef enum {false, true} qboolean; 56 57 58 #ifndef NULL 59 #define NULL ((void *)0) 60 #endif 61 62 #if defined (__unix__) 63 #define stricmp strcasecmp 64 #endif 65 66 // angle indexes 67 #define PITCH 0 // up / down 68 #define YAW 1 // left / right 69 #define ROLL 2 // fall over 70 71 #define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString 72 #define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString 73 #define MAX_TOKEN_CHARS 128 // max length of an individual token 74 75 #define MAX_QPATH 64 // max length of a quake game pathname 76 #define MAX_OSPATH 128 // max length of a filesystem pathname 77 78 // 79 // per-level limits 80 // 81 #define MAX_CLIENTS 256 // absolute limit 82 #define MAX_EDICTS 1024 // must change protocol to increase more 83 #define MAX_LIGHTSTYLES 256 84 #define MAX_MODELS 256 // these are sent over the net as bytes 85 #define MAX_SOUNDS 256 // so they cannot be blindly increased 86 #define MAX_IMAGES 256 87 #define MAX_ITEMS 256 88 #define MAX_GENERAL (MAX_CLIENTS*2) // general config strings 89 90 91 // game print flags 92 #define PRINT_LOW 0 // pickup messages 93 #define PRINT_MEDIUM 1 // death messages 94 #define PRINT_HIGH 2 // critical messages 95 #define PRINT_CHAT 3 // chat messages 96 97 98 99 #define ERR_FATAL 0 // exit the entire game with a popup window 100 #define ERR_DROP 1 // print to console and disconnect from game 101 #define ERR_DISCONNECT 2 // don't kill server 102 103 #define PRINT_ALL 0 104 #define PRINT_DEVELOPER 1 // only print when "developer 1" 105 #define PRINT_ALERT 2 106 107 108 // destination class for gi.multicast() 109 typedef enum 110 { 111 MULTICAST_ALL, 112 MULTICAST_PHS, 113 MULTICAST_PVS, 114 MULTICAST_ALL_R, 115 MULTICAST_PHS_R, 116 MULTICAST_PVS_R 117 } multicast_t; 118 119 120 /* 121 ============================================================== 122 123 MATHLIB 124 125 ============================================================== 126 */ 127 128 typedef float vec_t; 129 typedef vec_t vec3_t[3]; 130 typedef vec_t vec5_t[5]; 131 132 typedef int fixed4_t; 133 typedef int fixed8_t; 134 typedef int fixed16_t; 135 136 #ifndef M_PI 137 #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h 138 #endif 139 140 struct cplane_s; 141 142 extern vec3_t vec3_origin; 143 144 #define nanmask (255<<23) 145 146 #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) 147 148 // microsoft's fabs seems to be ungodly slow... 149 //float Q_fabs (float f); 150 //#define fabs(f) Q_fabs(f) 151 #if !defined C_ONLY && !defined __linux__ && !defined __sgi 152 extern long Q_ftol( float f ); 153 #else 154 #define Q_ftol( f ) ( long ) (f) 155 #endif 156 157 #define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2]) 158 #define VectorSubtract(a,b,c) (c[0]=a[0]-b[0],c[1]=a[1]-b[1],c[2]=a[2]-b[2]) 159 #define VectorAdd(a,b,c) (c[0]=a[0]+b[0],c[1]=a[1]+b[1],c[2]=a[2]+b[2]) 160 #define VectorCopy(a,b) (b[0]=a[0],b[1]=a[1],b[2]=a[2]) 161 #define VectorClear(a) (a[0]=a[1]=a[2]=0) 162 #define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2]) 163 #define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z)) 164 165 void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc); 166 167 // just in case you do't want to use the macros 168 vec_t _DotProduct (vec3_t v1, vec3_t v2); 169 void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out); 170 void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out); 171 void _VectorCopy (vec3_t in, vec3_t out); 172 173 void ClearBounds (vec3_t mins, vec3_t maxs); 174 void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs); 175 int VectorCompare (vec3_t v1, vec3_t v2); 176 vec_t VectorLength (vec3_t v); 177 void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross); 178 vec_t VectorNormalize (vec3_t v); // returns vector length 179 vec_t VectorNormalize2 (vec3_t v, vec3_t out); 180 void VectorInverse (vec3_t v); 181 void VectorScale (vec3_t in, vec_t scale, vec3_t out); 182 int Q_log2(int val); 183 184 void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); 185 void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); 186 187 void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); 188 int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane); 189 float anglemod(float a); 190 float LerpAngle (float a1, float a2, float frac); 191 192 #define BOX_ON_PLANE_SIDE(emins, emaxs, p) \ 193 (((p)->type < 3)? \ 194 ( \ 195 ((p)->dist <= (emins)[(p)->type])? \ 196 1 \ 197 : \ 198 ( \ 199 ((p)->dist >= (emaxs)[(p)->type])?\ 200 2 \ 201 : \ 202 3 \ 203 ) \ 204 ) \ 205 : \ 206 BoxOnPlaneSide( (emins), (emaxs), (p))) 207 208 void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ); 209 void PerpendicularVector( vec3_t dst, const vec3_t src ); 210 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); 211 212 213 //============================================= 214 215 char *COM_SkipPath (char *pathname); 216 void COM_StripExtension (char *in, char *out); 217 void COM_FileBase (char *in, char *out); 218 void COM_FilePath (char *in, char *out); 219 void COM_DefaultExtension (char *path, char *extension); 220 221 char *COM_Parse (char **data_p); 222 // data is an in/out parm, returns a parsed out token 223 224 void Com_sprintf (char *dest, int size, char *fmt, ...); 225 226 void Com_PageInMemory (byte *buffer, int size); 227 228 //============================================= 229 230 // portable case insensitive compare 231 int Q_stricmp (char *s1, char *s2); 232 int Q_strcasecmp (char *s1, char *s2); 233 int Q_strncasecmp (char *s1, char *s2, int n); 234 235 //============================================= 236 237 short BigShort(short l); 238 short LittleShort(short l); 239 int BigLong (int l); 240 int LittleLong (int l); 241 float BigFloat (float l); 242 float LittleFloat (float l); 243 244 void Swap_Init (void); 245 char *va(char *format, ...); 246 247 //============================================= 248 249 // 250 // key / value info strings 251 // 252 #define MAX_INFO_KEY 64 253 #define MAX_INFO_VALUE 64 254 #define MAX_INFO_STRING 512 255 256 char *Info_ValueForKey (char *s, char *key); 257 void Info_RemoveKey (char *s, char *key); 258 void Info_SetValueForKey (char *s, char *key, char *value); 259 qboolean Info_Validate (char *s); 260 261 /* 262 ============================================================== 263 264 SYSTEM SPECIFIC 265 266 ============================================================== 267 */ 268 269 extern int curtime; // time returned by last Sys_Milliseconds 270 271 int Sys_Milliseconds (void); 272 void Sys_Mkdir (char *path); 273 274 // large block stack allocation routines 275 void *Hunk_Begin (int maxsize); 276 void *Hunk_Alloc (int size); 277 void Hunk_Free (void *buf); 278 int Hunk_End (void); 279 280 // directory searching 281 #define SFF_ARCH 0x01 282 #define SFF_HIDDEN 0x02 283 #define SFF_RDONLY 0x04 284 #define SFF_SUBDIR 0x08 285 #define SFF_SYSTEM 0x10 286 287 /* 288 ** pass in an attribute mask of things you wish to REJECT 289 */ 290 char *Sys_FindFirst (char *path, unsigned musthave, unsigned canthave ); 291 char *Sys_FindNext ( unsigned musthave, unsigned canthave ); 292 void Sys_FindClose (void); 293 294 295 // this is only here so the functions in q_shared.c and q_shwin.c can link 296 void Sys_Error (char *error, ...); 297 void Com_Printf (char *msg, ...); 298 299 300 /* 301 ========================================================== 302 303 CVARS (console variables) 304 305 ========================================================== 306 */ 307 308 #ifndef CVAR 309 #define CVAR 310 311 #define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc 312 #define CVAR_USERINFO 2 // added to userinfo when changed 313 #define CVAR_SERVERINFO 4 // added to serverinfo when changed 314 #define CVAR_NOSET 8 // don't allow change from console at all, 315 // but can be set from the command line 316 #define CVAR_LATCH 16 // save changes until server restart 317 318 // nothing outside the Cvar_*() functions should modify these fields! 319 typedef struct cvar_s 320 { 321 char *name; 322 char *string; 323 char *latched_string; // for CVAR_LATCH vars 324 int flags; 325 qboolean modified; // set each time the cvar is changed 326 float value; 327 struct cvar_s *next; 328 } cvar_t; 329 330 #endif // CVAR 331 332 /* 333 ============================================================== 334 335 COLLISION DETECTION 336 337 ============================================================== 338 */ 339 340 // lower bits are stronger, and will eat weaker brushes completely 341 #define CONTENTS_SOLID 1 // an eye is never valid in a solid 342 #define CONTENTS_WINDOW 2 // translucent, but not watery 343 #define CONTENTS_AUX 4 344 #define CONTENTS_LAVA 8 345 #define CONTENTS_SLIME 16 346 #define CONTENTS_WATER 32 347 #define CONTENTS_MIST 64 348 #define LAST_VISIBLE_CONTENTS 64 349 350 // remaining contents are non-visible, and don't eat brushes 351 352 #define CONTENTS_AREAPORTAL 0x8000 353 354 #define CONTENTS_PLAYERCLIP 0x10000 355 #define CONTENTS_MONSTERCLIP 0x20000 356 357 // currents can be added to any other contents, and may be mixed 358 #define CONTENTS_CURRENT_0 0x40000 359 #define CONTENTS_CURRENT_90 0x80000 360 #define CONTENTS_CURRENT_180 0x100000 361 #define CONTENTS_CURRENT_270 0x200000 362 #define CONTENTS_CURRENT_UP 0x400000 363 #define CONTENTS_CURRENT_DOWN 0x800000 364 365 #define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity 366 367 #define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game 368 #define CONTENTS_DEADMONSTER 0x4000000 369 #define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs 370 #define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans 371 #define CONTENTS_LADDER 0x20000000 372 373 374 375 #define SURF_LIGHT 0x1 // value will hold the light strength 376 377 #define SURF_SLICK 0x2 // effects game physics 378 379 #define SURF_SKY 0x4 // don't draw, but add to skybox 380 #define SURF_WARP 0x8 // turbulent water warp 381 #define SURF_TRANS33 0x10 382 #define SURF_TRANS66 0x20 383 #define SURF_FLOWING 0x40 // scroll towards angle 384 #define SURF_NODRAW 0x80 // don't bother referencing the texture 385 386 387 388 // content masks 389 #define MASK_ALL (-1) 390 #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW) 391 #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER) 392 #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW) 393 #define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER) 394 #define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME) 395 #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA) 396 #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER) 397 #define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN) 398 399 400 // gi.BoxEdicts() can return a list of either solid or trigger entities 401 // FIXME: eliminate AREA_ distinction? 402 #define AREA_SOLID 1 403 #define AREA_TRIGGERS 2 404 405 406 // plane_t structure 407 // !!! if this is changed, it must be changed in asm code too !!! 408 typedef struct cplane_s 409 { 410 vec3_t normal; 411 float dist; 412 byte type; // for fast side tests 413 byte signbits; // signx + (signy<<1) + (signz<<1) 414 byte pad[2]; 415 } cplane_t; 416 417 // structure offset for asm code 418 #define CPLANE_NORMAL_X 0 419 #define CPLANE_NORMAL_Y 4 420 #define CPLANE_NORMAL_Z 8 421 #define CPLANE_DIST 12 422 #define CPLANE_TYPE 16 423 #define CPLANE_SIGNBITS 17 424 #define CPLANE_PAD0 18 425 #define CPLANE_PAD1 19 426 427 typedef struct cmodel_s 428 { 429 vec3_t mins, maxs; 430 vec3_t origin; // for sounds or lights 431 int headnode; 432 } cmodel_t; 433 434 typedef struct csurface_s 435 { 436 char name[16]; 437 int flags; 438 int value; 439 } csurface_t; 440 441 typedef struct mapsurface_s // used internally due to name len probs //ZOID 442 { 443 csurface_t c; 444 char rname[32]; 445 } mapsurface_t; 446 447 // a trace is returned when a box is swept through the world 448 typedef struct 449 { 450 qboolean allsolid; // if true, plane is not valid 451 qboolean startsolid; // if true, the initial point was in a solid area 452 float fraction; // time completed, 1.0 = didn't hit anything 453 vec3_t endpos; // final position 454 cplane_t plane; // surface normal at impact 455 csurface_t *surface; // surface hit 456 int contents; // contents on other side of surface hit 457 struct edict_s *ent; // not set by CM_*() functions 458 } trace_t; 459 460 461 462 // pmove_state_t is the information necessary for client side movement 463 // prediction 464 typedef enum 465 { 466 // can accelerate and turn 467 PM_NORMAL, 468 PM_SPECTATOR, 469 // no acceleration or turning 470 PM_DEAD, 471 PM_GIB, // different bounding box 472 PM_FREEZE 473 } pmtype_t; 474 475 // pmove->pm_flags 476 #define PMF_DUCKED 1 477 #define PMF_JUMP_HELD 2 478 #define PMF_ON_GROUND 4 479 #define PMF_TIME_WATERJUMP 8 // pm_time is waterjump 480 #define PMF_TIME_LAND 16 // pm_time is time before rejump 481 #define PMF_TIME_TELEPORT 32 // pm_time is non-moving time 482 #define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook) 483 484 // this structure needs to be communicated bit-accurate 485 // from the server to the client to guarantee that 486 // prediction stays in sync, so no floats are used. 487 // if any part of the game code modifies this struct, it 488 // will result in a prediction error of some degree. 489 typedef struct 490 { 491 pmtype_t pm_type; 492 493 short origin[3]; // 12.3 494 short velocity[3]; // 12.3 495 byte pm_flags; // ducked, jump_held, etc 496 byte pm_time; // each unit = 8 ms 497 short gravity; 498 short delta_angles[3]; // add to command angles to get view direction 499 // changed by spawns, rotating objects, and teleporters 500 } pmove_state_t; 501 502 503 // 504 // button bits 505 // 506 #define BUTTON_ATTACK 1 507 #define BUTTON_USE 2 508 #define BUTTON_ANY 128 // any key whatsoever 509 510 511 // usercmd_t is sent to the server each client frame 512 typedef struct usercmd_s 513 { 514 byte msec; 515 byte buttons; 516 short angles[3]; 517 short forwardmove, sidemove, upmove; 518 byte impulse; // remove? 519 byte lightlevel; // light level the player is standing on 520 } usercmd_t; 521 522 523 #define MAXTOUCH 32 524 typedef struct 525 { 526 // state (in / out) 527 pmove_state_t s; 528 529 // command (in) 530 usercmd_t cmd; 531 qboolean snapinitial; // if s has been changed outside pmove 532 533 // results (out) 534 int numtouch; 535 struct edict_s *touchents[MAXTOUCH]; 536 537 vec3_t viewangles; // clamped 538 float viewheight; 539 540 vec3_t mins, maxs; // bounding box size 541 542 struct edict_s *groundentity; 543 int watertype; 544 int waterlevel; 545 546 // callbacks to test the world 547 trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end); 548 int (*pointcontents) (vec3_t point); 549 } pmove_t; 550 551 552 // entity_state_t->effects 553 // Effects are things handled on the client side (lights, particles, frame animations) 554 // that happen constantly on the given entity. 555 // An entity that has effects will be sent to the client 556 // even if it has a zero index model. 557 #define EF_ROTATE 0x00000001 // rotate (bonus items) 558 #define EF_GIB 0x00000002 // leave a trail 559 #define EF_BLASTER 0x00000008 // redlight + trail 560 #define EF_ROCKET 0x00000010 // redlight + trail 561 #define EF_GRENADE 0x00000020 562 #define EF_HYPERBLASTER 0x00000040 563 #define EF_BFG 0x00000080 564 #define EF_COLOR_SHELL 0x00000100 565 #define EF_POWERSCREEN 0x00000200 566 #define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz 567 #define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz 568 #define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz 569 #define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz 570 #define EF_FLIES 0x00004000 571 #define EF_QUAD 0x00008000 572 #define EF_PENT 0x00010000 573 #define EF_TELEPORTER 0x00020000 // particle fountain 574 #define EF_FLAG1 0x00040000 575 #define EF_FLAG2 0x00080000 576 // RAFAEL 577 #define EF_IONRIPPER 0x00100000 578 #define EF_GREENGIB 0x00200000 579 #define EF_BLUEHYPERBLASTER 0x00400000 580 #define EF_SPINNINGLIGHTS 0x00800000 581 #define EF_PLASMA 0x01000000 582 #define EF_TRAP 0x02000000 583 584 //ROGUE 585 #define EF_TRACKER 0x04000000 586 #define EF_DOUBLE 0x08000000 587 #define EF_SPHERETRANS 0x10000000 588 #define EF_TAGTRAIL 0x20000000 589 #define EF_HALF_DAMAGE 0x40000000 590 #define EF_TRACKERTRAIL 0x80000000 591 //ROGUE 592 593 // entity_state_t->renderfx flags 594 #define RF_MINLIGHT 1 // allways have some light (viewmodel) 595 #define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors 596 #define RF_WEAPONMODEL 4 // only draw through eyes 597 #define RF_FULLBRIGHT 8 // allways draw full intensity 598 #define RF_DEPTHHACK 16 // for view weapon Z crunching 599 #define RF_TRANSLUCENT 32 600 #define RF_FRAMELERP 64 601 #define RF_BEAM 128 602 #define RF_CUSTOMSKIN 256 // skin is an index in image_precache 603 #define RF_GLOW 512 // pulse lighting for bonus items 604 #define RF_SHELL_RED 1024 605 #define RF_SHELL_GREEN 2048 606 #define RF_SHELL_BLUE 4096 607 608 //ROGUE 609 #define RF_IR_VISIBLE 0x00008000 // 32768 610 #define RF_SHELL_DOUBLE 0x00010000 // 65536 611 #define RF_SHELL_HALF_DAM 0x00020000 612 #define RF_USE_DISGUISE 0x00040000 613 //ROGUE 614 615 // player_state_t->refdef flags 616 #define RDF_UNDERWATER 1 // warp the screen as apropriate 617 #define RDF_NOWORLDMODEL 2 // used for player configuration screen 618 619 //ROGUE 620 #define RDF_IRGOGGLES 4 621 #define RDF_UVGOGGLES 8 622 //ROGUE 623 624 // 625 // muzzle flashes / player effects 626 // 627 #define MZ_BLASTER 0 628 #define MZ_MACHINEGUN 1 629 #define MZ_SHOTGUN 2 630 #define MZ_CHAINGUN1 3 631 #define MZ_CHAINGUN2 4 632 #define MZ_CHAINGUN3 5 633 #define MZ_RAILGUN 6 634 #define MZ_ROCKET 7 635 #define MZ_GRENADE 8 636 #define MZ_LOGIN 9 637 #define MZ_LOGOUT 10 638 #define MZ_RESPAWN 11 639 #define MZ_BFG 12 640 #define MZ_SSHOTGUN 13 641 #define MZ_HYPERBLASTER 14 642 #define MZ_ITEMRESPAWN 15 643 // RAFAEL 644 #define MZ_IONRIPPER 16 645 #define MZ_BLUEHYPERBLASTER 17 646 #define MZ_PHALANX 18 647 #define MZ_SILENCED 128 // bit flag ORed with one of the above numbers 648 649 //ROGUE 650 #define MZ_ETF_RIFLE 30 651 #define MZ_UNUSED 31 652 #define MZ_SHOTGUN2 32 653 #define MZ_HEATBEAM 33 654 #define MZ_BLASTER2 34 655 #define MZ_TRACKER 35 656 #define MZ_NUKE1 36 657 #define MZ_NUKE2 37 658 #define MZ_NUKE4 38 659 #define MZ_NUKE8 39 660 //ROGUE 661 662 // 663 // monster muzzle flashes 664 // 665 #define MZ2_TANK_BLASTER_1 1 666 #define MZ2_TANK_BLASTER_2 2 667 #define MZ2_TANK_BLASTER_3 3 668 #define MZ2_TANK_MACHINEGUN_1 4 669 #define MZ2_TANK_MACHINEGUN_2 5 670 #define MZ2_TANK_MACHINEGUN_3 6 671 #define MZ2_TANK_MACHINEGUN_4 7 672 #define MZ2_TANK_MACHINEGUN_5 8 673 #define MZ2_TANK_MACHINEGUN_6 9 674 #define MZ2_TANK_MACHINEGUN_7 10 675 #define MZ2_TANK_MACHINEGUN_8 11 676 #define MZ2_TANK_MACHINEGUN_9 12 677 #define MZ2_TANK_MACHINEGUN_10 13 678 #define MZ2_TANK_MACHINEGUN_11 14 679 #define MZ2_TANK_MACHINEGUN_12 15 680 #define MZ2_TANK_MACHINEGUN_13 16 681 #define MZ2_TANK_MACHINEGUN_14 17 682 #define MZ2_TANK_MACHINEGUN_15 18 683 #define MZ2_TANK_MACHINEGUN_16 19 684 #define MZ2_TANK_MACHINEGUN_17 20 685 #define MZ2_TANK_MACHINEGUN_18 21 686 #define MZ2_TANK_MACHINEGUN_19 22 687 #define MZ2_TANK_ROCKET_1 23 688 #define MZ2_TANK_ROCKET_2 24 689 #define MZ2_TANK_ROCKET_3 25 690 691 #define MZ2_INFANTRY_MACHINEGUN_1 26 692 #define MZ2_INFANTRY_MACHINEGUN_2 27 693 #define MZ2_INFANTRY_MACHINEGUN_3 28 694 #define MZ2_INFANTRY_MACHINEGUN_4 29 695 #define MZ2_INFANTRY_MACHINEGUN_5 30 696 #define MZ2_INFANTRY_MACHINEGUN_6 31 697 #define MZ2_INFANTRY_MACHINEGUN_7 32 698 #define MZ2_INFANTRY_MACHINEGUN_8 33 699 #define MZ2_INFANTRY_MACHINEGUN_9 34 700 #define MZ2_INFANTRY_MACHINEGUN_10 35 701 #define MZ2_INFANTRY_MACHINEGUN_11 36 702 #define MZ2_INFANTRY_MACHINEGUN_12 37 703 #define MZ2_INFANTRY_MACHINEGUN_13 38 704 705 #define MZ2_SOLDIER_BLASTER_1 39 706 #define MZ2_SOLDIER_BLASTER_2 40 707 #define MZ2_SOLDIER_SHOTGUN_1 41 708 #define MZ2_SOLDIER_SHOTGUN_2 42 709 #define MZ2_SOLDIER_MACHINEGUN_1 43 710 #define MZ2_SOLDIER_MACHINEGUN_2 44 711 712 #define MZ2_GUNNER_MACHINEGUN_1 45 713 #define MZ2_GUNNER_MACHINEGUN_2 46 714 #define MZ2_GUNNER_MACHINEGUN_3 47 715 #define MZ2_GUNNER_MACHINEGUN_4 48 716 #define MZ2_GUNNER_MACHINEGUN_5 49 717 #define MZ2_GUNNER_MACHINEGUN_6 50 718 #define MZ2_GUNNER_MACHINEGUN_7 51 719 #define MZ2_GUNNER_MACHINEGUN_8 52 720 #define MZ2_GUNNER_GRENADE_1 53 721 #define MZ2_GUNNER_GRENADE_2 54 722 #define MZ2_GUNNER_GRENADE_3 55 723 #define MZ2_GUNNER_GRENADE_4 56 724 725 #define MZ2_CHICK_ROCKET_1 57 726 727 #define MZ2_FLYER_BLASTER_1 58 728 #define MZ2_FLYER_BLASTER_2 59 729 730 #define MZ2_MEDIC_BLASTER_1 60 731 732 #define MZ2_GLADIATOR_RAILGUN_1 61 733 734 #define MZ2_HOVER_BLASTER_1 62 735 736 #define MZ2_ACTOR_MACHINEGUN_1 63 737 738 #define MZ2_SUPERTANK_MACHINEGUN_1 64 739 #define MZ2_SUPERTANK_MACHINEGUN_2 65 740 #define MZ2_SUPERTANK_MACHINEGUN_3 66 741 #define MZ2_SUPERTANK_MACHINEGUN_4 67 742 #define MZ2_SUPERTANK_MACHINEGUN_5 68 743 #define MZ2_SUPERTANK_MACHINEGUN_6 69 744 #define MZ2_SUPERTANK_ROCKET_1 70 745 #define MZ2_SUPERTANK_ROCKET_2 71 746 #define MZ2_SUPERTANK_ROCKET_3 72 747 748 #define MZ2_BOSS2_MACHINEGUN_L1 73 749 #define MZ2_BOSS2_MACHINEGUN_L2 74 750 #define MZ2_BOSS2_MACHINEGUN_L3 75 751 #define MZ2_BOSS2_MACHINEGUN_L4 76 752 #define MZ2_BOSS2_MACHINEGUN_L5 77 753 #define MZ2_BOSS2_ROCKET_1 78 754 #define MZ2_BOSS2_ROCKET_2 79 755 #define MZ2_BOSS2_ROCKET_3 80 756 #define MZ2_BOSS2_ROCKET_4 81 757 758 #define MZ2_FLOAT_BLASTER_1 82 759 760 #define MZ2_SOLDIER_BLASTER_3 83 761 #define MZ2_SOLDIER_SHOTGUN_3 84 762 #define MZ2_SOLDIER_MACHINEGUN_3 85 763 #define MZ2_SOLDIER_BLASTER_4 86 764 #define MZ2_SOLDIER_SHOTGUN_4 87 765 #define MZ2_SOLDIER_MACHINEGUN_4 88 766 #define MZ2_SOLDIER_BLASTER_5 89 767 #define MZ2_SOLDIER_SHOTGUN_5 90 768 #define MZ2_SOLDIER_MACHINEGUN_5 91 769 #define MZ2_SOLDIER_BLASTER_6 92 770 #define MZ2_SOLDIER_SHOTGUN_6 93 771 #define MZ2_SOLDIER_MACHINEGUN_6 94 772 #define MZ2_SOLDIER_BLASTER_7 95 773 #define MZ2_SOLDIER_SHOTGUN_7 96 774 #define MZ2_SOLDIER_MACHINEGUN_7 97 775 #define MZ2_SOLDIER_BLASTER_8 98 776 #define MZ2_SOLDIER_SHOTGUN_8 99 777 #define MZ2_SOLDIER_MACHINEGUN_8 100 778 779 // --- Xian shit below --- 780 #define MZ2_MAKRON_BFG 101 781 #define MZ2_MAKRON_BLASTER_1 102 782 #define MZ2_MAKRON_BLASTER_2 103 783 #define MZ2_MAKRON_BLASTER_3 104 784 #define MZ2_MAKRON_BLASTER_4 105 785 #define MZ2_MAKRON_BLASTER_5 106 786 #define MZ2_MAKRON_BLASTER_6 107 787 #define MZ2_MAKRON_BLASTER_7 108 788 #define MZ2_MAKRON_BLASTER_8 109 789 #define MZ2_MAKRON_BLASTER_9 110 790 #define MZ2_MAKRON_BLASTER_10 111 791 #define MZ2_MAKRON_BLASTER_11 112 792 #define MZ2_MAKRON_BLASTER_12 113 793 #define MZ2_MAKRON_BLASTER_13 114 794 #define MZ2_MAKRON_BLASTER_14 115 795 #define MZ2_MAKRON_BLASTER_15 116 796 #define MZ2_MAKRON_BLASTER_16 117 797 #define MZ2_MAKRON_BLASTER_17 118 798 #define MZ2_MAKRON_RAILGUN_1 119 799 #define MZ2_JORG_MACHINEGUN_L1 120 800 #define MZ2_JORG_MACHINEGUN_L2 121 801 #define MZ2_JORG_MACHINEGUN_L3 122 802 #define MZ2_JORG_MACHINEGUN_L4 123 803 #define MZ2_JORG_MACHINEGUN_L5 124 804 #define MZ2_JORG_MACHINEGUN_L6 125 805 #define MZ2_JORG_MACHINEGUN_R1 126 806 #define MZ2_JORG_MACHINEGUN_R2 127 807 #define MZ2_JORG_MACHINEGUN_R3 128 808 #define MZ2_JORG_MACHINEGUN_R4 129 809 #define MZ2_JORG_MACHINEGUN_R5 130 810 #define MZ2_JORG_MACHINEGUN_R6 131 811 #define MZ2_JORG_BFG_1 132 812 #define MZ2_BOSS2_MACHINEGUN_R1 133 813 #define MZ2_BOSS2_MACHINEGUN_R2 134 814 #define MZ2_BOSS2_MACHINEGUN_R3 135 815 #define MZ2_BOSS2_MACHINEGUN_R4 136 816 #define MZ2_BOSS2_MACHINEGUN_R5 137 817 818 //ROGUE 819 #define MZ2_CARRIER_MACHINEGUN_L1 138 820 #define MZ2_CARRIER_MACHINEGUN_R1 139 821 #define MZ2_CARRIER_GRENADE 140 822 #define MZ2_TURRET_MACHINEGUN 141 823 #define MZ2_TURRET_ROCKET 142 824 #define MZ2_TURRET_BLASTER 143 825 #define MZ2_STALKER_BLASTER 144 826 #define MZ2_DAEDALUS_BLASTER 145 827 #define MZ2_MEDIC_BLASTER_2 146 828 #define MZ2_CARRIER_RAILGUN 147 829 #define MZ2_WIDOW_DISRUPTOR 148 830 #define MZ2_WIDOW_BLASTER 149 831 #define MZ2_WIDOW_RAIL 150 832 #define MZ2_WIDOW_PLASMABEAM 151 // PMM - not used 833 #define MZ2_CARRIER_MACHINEGUN_L2 152 834 #define MZ2_CARRIER_MACHINEGUN_R2 153 835 #define MZ2_WIDOW_RAIL_LEFT 154 836 #define MZ2_WIDOW_RAIL_RIGHT 155 837 #define MZ2_WIDOW_BLASTER_SWEEP1 156 838 #define MZ2_WIDOW_BLASTER_SWEEP2 157 839 #define MZ2_WIDOW_BLASTER_SWEEP3 158 840 #define MZ2_WIDOW_BLASTER_SWEEP4 159 841 #define MZ2_WIDOW_BLASTER_SWEEP5 160 842 #define MZ2_WIDOW_BLASTER_SWEEP6 161 843 #define MZ2_WIDOW_BLASTER_SWEEP7 162 844 #define MZ2_WIDOW_BLASTER_SWEEP8 163 845 #define MZ2_WIDOW_BLASTER_SWEEP9 164 846 #define MZ2_WIDOW_BLASTER_100 165 847 #define MZ2_WIDOW_BLASTER_90 166 848 #define MZ2_WIDOW_BLASTER_80 167 849 #define MZ2_WIDOW_BLASTER_70 168 850 #define MZ2_WIDOW_BLASTER_60 169 851 #define MZ2_WIDOW_BLASTER_50 170 852 #define MZ2_WIDOW_BLASTER_40 171 853 #define MZ2_WIDOW_BLASTER_30 172 854 #define MZ2_WIDOW_BLASTER_20 173 855 #define MZ2_WIDOW_BLASTER_10 174 856 #define MZ2_WIDOW_BLASTER_0 175 857 #define MZ2_WIDOW_BLASTER_10L 176 858 #define MZ2_WIDOW_BLASTER_20L 177 859 #define MZ2_WIDOW_BLASTER_30L 178 860 #define MZ2_WIDOW_BLASTER_40L 179 861 #define MZ2_WIDOW_BLASTER_50L 180 862 #define MZ2_WIDOW_BLASTER_60L 181 863 #define MZ2_WIDOW_BLASTER_70L 182 864 #define MZ2_WIDOW_RUN_1 183 865 #define MZ2_WIDOW_RUN_2 184 866 #define MZ2_WIDOW_RUN_3 185 867 #define MZ2_WIDOW_RUN_4 186 868 #define MZ2_WIDOW_RUN_5 187 869 #define MZ2_WIDOW_RUN_6 188 870 #define MZ2_WIDOW_RUN_7 189 871 #define MZ2_WIDOW_RUN_8 190 872 #define MZ2_CARRIER_ROCKET_1 191 873 #define MZ2_CARRIER_ROCKET_2 192 874 #define MZ2_CARRIER_ROCKET_3 193 875 #define MZ2_CARRIER_ROCKET_4 194 876 #define MZ2_WIDOW2_BEAMER_1 195 877 #define MZ2_WIDOW2_BEAMER_2 196 878 #define MZ2_WIDOW2_BEAMER_3 197 879 #define MZ2_WIDOW2_BEAMER_4 198 880 #define MZ2_WIDOW2_BEAMER_5 199 881 #define MZ2_WIDOW2_BEAM_SWEEP_1 200 882 #define MZ2_WIDOW2_BEAM_SWEEP_2 201 883 #define MZ2_WIDOW2_BEAM_SWEEP_3 202 884 #define MZ2_WIDOW2_BEAM_SWEEP_4 203 885 #define MZ2_WIDOW2_BEAM_SWEEP_5 204 886 #define MZ2_WIDOW2_BEAM_SWEEP_6 205 887 #define MZ2_WIDOW2_BEAM_SWEEP_7 206 888 #define MZ2_WIDOW2_BEAM_SWEEP_8 207 889 #define MZ2_WIDOW2_BEAM_SWEEP_9 208 890 #define MZ2_WIDOW2_BEAM_SWEEP_10 209 891 #define MZ2_WIDOW2_BEAM_SWEEP_11 210 892 893 // ROGUE 894 895 extern vec3_t monster_flash_offset []; 896 897 898 // temp entity events 899 // 900 // Temp entity events are for things that happen 901 // at a location seperate from any existing entity. 902 // Temporary entity messages are explicitly constructed 903 // and broadcast. 904 typedef enum 905 { 906 TE_GUNSHOT, 907 TE_BLOOD, 908 TE_BLASTER, 909 TE_RAILTRAIL, 910 TE_SHOTGUN, 911 TE_EXPLOSION1, 912 TE_EXPLOSION2, 913 TE_ROCKET_EXPLOSION, 914 TE_GRENADE_EXPLOSION, 915 TE_SPARKS, 916 TE_SPLASH, 917 TE_BUBBLETRAIL, 918 TE_SCREEN_SPARKS, 919 TE_SHIELD_SPARKS, 920 TE_BULLET_SPARKS, 921 TE_LASER_SPARKS, 922 TE_PARASITE_ATTACK, 923 TE_ROCKET_EXPLOSION_WATER, 924 TE_GRENADE_EXPLOSION_WATER, 925 TE_MEDIC_CABLE_ATTACK, 926 TE_BFG_EXPLOSION, 927 TE_BFG_BIGEXPLOSION, 928 TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!! 929 TE_BFG_LASER, 930 TE_GRAPPLE_CABLE, 931 TE_WELDING_SPARKS, 932 TE_GREENBLOOD, 933 TE_BLUEHYPERBLASTER, 934 TE_PLASMA_EXPLOSION, 935 TE_TUNNEL_SPARKS, 936 //ROGUE 937 TE_BLASTER2, 938 TE_RAILTRAIL2, 939 TE_FLAME, 940 TE_LIGHTNING, 941 TE_DEBUGTRAIL, 942 TE_PLAIN_EXPLOSION, 943 TE_FLASHLIGHT, 944 TE_FORCEWALL, 945 TE_HEATBEAM, 946 TE_MONSTER_HEATBEAM, 947 TE_STEAM, 948 TE_BUBBLETRAIL2, 949 TE_MOREBLOOD, 950 TE_HEATBEAM_SPARKS, 951 TE_HEATBEAM_STEAM, 952 TE_CHAINFIST_SMOKE, 953 TE_ELECTRIC_SPARKS, 954 TE_TRACKER_EXPLOSION, 955 TE_TELEPORT_EFFECT, 956 TE_DBALL_GOAL, 957 TE_WIDOWBEAMOUT, 958 TE_NUKEBLAST, 959 TE_WIDOWSPLASH, 960 TE_EXPLOSION1_BIG, 961 TE_EXPLOSION1_NP, 962 TE_FLECHETTE 963 //ROGUE 964 } temp_event_t; 965 966 #define SPLASH_UNKNOWN 0 967 #define SPLASH_SPARKS 1 968 #define SPLASH_BLUE_WATER 2 969 #define SPLASH_BROWN_WATER 3 970 #define SPLASH_SLIME 4 971 #define SPLASH_LAVA 5 972 #define SPLASH_BLOOD 6 973 974 975 // sound channels 976 // channel 0 never willingly overrides 977 // other channels (1-7) allways override a playing sound on that channel 978 #define CHAN_AUTO 0 979 #define CHAN_WEAPON 1 980 #define CHAN_VOICE 2 981 #define CHAN_ITEM 3 982 #define CHAN_BODY 4 983 // modifier flags 984 #define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this) 985 #define CHAN_RELIABLE 16 // send by reliable message, not datagram 986 987 988 // sound attenuation values 989 #define ATTN_NONE 0 // full volume the entire level 990 #define ATTN_NORM 1 991 #define ATTN_IDLE 2 992 #define ATTN_STATIC 3 // diminish very rapidly with distance 993 994 995 // player_state->stats[] indexes 996 #define STAT_HEALTH_ICON 0 997 #define STAT_HEALTH 1 998 #define STAT_AMMO_ICON 2 999 #define STAT_AMMO 3 1000 #define STAT_ARMOR_ICON 4 1001 #define STAT_ARMOR 5 1002 #define STAT_SELECTED_ICON 6 1003 #define STAT_PICKUP_ICON 7 1004 #define STAT_PICKUP_STRING 8 1005 #define STAT_TIMER_ICON 9 1006 #define STAT_TIMER 10 1007 #define STAT_HELPICON 11 1008 #define STAT_SELECTED_ITEM 12 1009 #define STAT_LAYOUTS 13 1010 #define STAT_FRAGS 14 1011 #define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor 1012 #define STAT_CHASE 16 1013 #define STAT_SPECTATOR 17 1014 1015 #define MAX_STATS 32 1016 1017 1018 // dmflags->value flags 1019 #define DF_NO_HEALTH 0x00000001 // 1 1020 #define DF_NO_ITEMS 0x00000002 // 2 1021 #define DF_WEAPONS_STAY 0x00000004 // 4 1022 #define DF_NO_FALLING 0x00000008 // 8 1023 #define DF_INSTANT_ITEMS 0x00000010 // 16 1024 #define DF_SAME_LEVEL 0x00000020 // 32 1025 #define DF_SKINTEAMS 0x00000040 // 64 1026 #define DF_MODELTEAMS 0x00000080 // 128 1027 #define DF_NO_FRIENDLY_FIRE 0x00000100 // 256 1028 #define DF_SPAWN_FARTHEST 0x00000200 // 512 1029 #define DF_FORCE_RESPAWN 0x00000400 // 1024 1030 #define DF_NO_ARMOR 0x00000800 // 2048 1031 #define DF_ALLOW_EXIT 0x00001000 // 4096 1032 #define DF_INFINITE_AMMO 0x00002000 // 8192 1033 #define DF_QUAD_DROP 0x00004000 // 16384 1034 #define DF_FIXED_FOV 0x00008000 // 32768 1035 1036 // RAFAEL 1037 #define DF_QUADFIRE_DROP 0x00010000 // 65536 1038 1039 //ROGUE 1040 #define DF_NO_MINES 0x00020000 1041 #define DF_NO_STACK_DOUBLE 0x00040000 1042 #define DF_NO_NUKES 0x00080000 1043 #define DF_NO_SPHERES 0x00100000 1044 //ROGUE 1045 1046 /* 1047 ROGUE - VERSIONS 1048 1234 08/13/1998 Activision 1049 1235 08/14/1998 Id Software 1050 1236 08/15/1998 Steve Tietze 1051 1237 08/15/1998 Phil Dobranski 1052 1238 08/15/1998 John Sheley 1053 1239 08/17/1998 Barrett Alexander 1054 1230 08/17/1998 Brandon Fish 1055 1245 08/17/1998 Don MacAskill 1056 1246 08/17/1998 David "Zoid" Kirsch 1057 1247 08/17/1998 Manu Smith 1058 1248 08/17/1998 Geoff Scully 1059 1249 08/17/1998 Andy Van Fossen 1060 1240 08/20/1998 Activision Build 2 1061 1256 08/20/1998 Ranger Clan 1062 1257 08/20/1998 Ensemble Studios 1063 1258 08/21/1998 Robert Duffy 1064 1259 08/21/1998 Stephen Seachord 1065 1250 08/21/1998 Stephen Heaslip 1066 1267 08/21/1998 Samir Sandesara 1067 1268 08/21/1998 Oliver Wyman 1068 1269 08/21/1998 Steven Marchegiano 1069 1260 08/21/1998 Build #2 for Nihilistic 1070 1278 08/21/1998 Build #2 for Ensemble 1071 1072 9999 08/20/1998 Internal Use 1073 */ 1074 #define ROGUE_VERSION_ID 1278 1075 1076 #define ROGUE_VERSION_STRING "08/21/1998 Beta 2 for Ensemble" 1077 1078 // ROGUE 1079 /* 1080 ========================================================== 1081 1082 ELEMENTS COMMUNICATED ACROSS THE NET 1083 1084 ========================================================== 1085 */ 1086 1087 #define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535) 1088 #define SHORT2ANGLE(x) ((x)*(360.0/65536)) 1089 1090 1091 // 1092 // config strings are a general means of communication from 1093 // the server to all connected clients. 1094 // Each config string can be at most MAX_QPATH characters. 1095 // 1096 #define CS_NAME 0 1097 #define CS_CDTRACK 1 1098 #define CS_SKY 2 1099 #define CS_SKYAXIS 3 // %f %f %f format 1100 #define CS_SKYROTATE 4 1101 #define CS_STATUSBAR 5 // display program string 1102 1103 #define CS_AIRACCEL 29 // air acceleration control 1104 #define CS_MAXCLIENTS 30 1105 #define CS_MAPCHECKSUM 31 // for catching cheater maps 1106 1107 #define CS_MODELS 32 1108 #define CS_SOUNDS (CS_MODELS+MAX_MODELS) 1109 #define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS) 1110 #define CS_LIGHTS (CS_IMAGES+MAX_IMAGES) 1111 #define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES) 1112 #define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS) 1113 #define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS) 1114 #define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL) 1115 1116 1117 //============================================== 1118 1119 1120 // entity_state_t->event values 1121 // ertity events are for effects that take place reletive 1122 // to an existing entities origin. Very network efficient. 1123 // All muzzle flashes really should be converted to events... 1124 typedef enum 1125 { 1126 EV_NONE, 1127 EV_ITEM_RESPAWN, 1128 EV_FOOTSTEP, 1129 EV_FALLSHORT, 1130 EV_FALL, 1131 EV_FALLFAR, 1132 EV_PLAYER_TELEPORT, 1133 EV_OTHER_TELEPORT 1134 } entity_event_t; 1135 1136 1137 // entity_state_t is the information conveyed from the server 1138 // in an update message about entities that the client will 1139 // need to render in some way 1140 typedef struct entity_state_s 1141 { 1142 int number; // edict index 1143 1144 vec3_t origin; 1145 vec3_t angles; 1146 vec3_t old_origin; // for lerping 1147 int modelindex; 1148 int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc 1149 int frame; 1150 int skinnum; 1151 unsigned int effects; // PGM - we're filling it, so it needs to be unsigned 1152 int renderfx; 1153 int solid; // for client side prediction, 8*(bits 0-4) is x/y radius 1154 // 8*(bits 5-9) is z down distance, 8(bits10-15) is z up 1155 // gi.linkentity sets this properly 1156 int sound; // for looping sounds, to guarantee shutoff 1157 int event; // impulse events -- muzzle flashes, footsteps, etc 1158 // events only go out for a single frame, they 1159 // are automatically cleared each frame 1160 } entity_state_t; 1161 1162 //============================================== 1163 1164 1165 // player_state_t is the information needed in addition to pmove_state_t 1166 // to rendered a view. There will only be 10 player_state_t sent each second, 1167 // but the number of pmove_state_t changes will be reletive to client 1168 // frame rates 1169 typedef struct 1170 { 1171 pmove_state_t pmove; // for prediction 1172 1173 // these fields do not need to be communicated bit-precise 1174 1175 vec3_t viewangles; // for fixed views 1176 vec3_t viewoffset; // add to pmovestate->origin 1177 vec3_t kick_angles; // add to view direction to get render angles 1178 // set by weapon kicks, pain effects, etc 1179 1180 vec3_t gunangles; 1181 vec3_t gunoffset; 1182 int gunindex; 1183 int gunframe; 1184 1185 float blend[4]; // rgba full screen effect 1186 1187 float fov; // horizontal field of view 1188 1189 int rdflags; // refdef flags 1190 1191 short stats[MAX_STATS]; // fast status bar updates 1192 } player_state_t; 1193 1194 1195 // ================== 1196 // PGM 1197 #define VIDREF_GL 1 1198 #define VIDREF_SOFT 2 1199 #define VIDREF_OTHER 3 1200 1201 extern int vidref_val; 1202 // PGM 1203 // ================== 1204