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