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q_shared.h
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef SHARED_H
#define SHARED_H
//
// shared.h -- included first by ALL program modules
//
#if HAVE_CONFIG_H
#include "config.h"
#endif
#include <math.h>
#include <ctype.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdbool.h>
#include <inttypes.h>
#include <limits.h>
#include <time.h>
#if HAVE_ENDIAN_H
#include <endian.h>
#endif
#include "q_platform.h"
#define q_countof(a) (sizeof(a) / sizeof(a[0]))
typedef unsigned char byte;
typedef enum { qfalse, qtrue } qboolean; // ABI compat only, don't use
typedef int qhandle_t;
#ifndef NULL
#define NULL ((void *)0)
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 256 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_NET_STRING 2048 // max length of a string used in network protocol
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 256 // max length of a filesystem pathname
//
// per-level limits
//
#define MAX_CLIENTS 256 // absolute limit
#define MAX_EDICTS 1024 // must change protocol to increase more
#define MAX_LIGHTSTYLES 256
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_IMAGES 256
#define MAX_ITEMS 256
#define MAX_GENERAL (MAX_CLIENTS * 2) // general config strings
#define MAX_CLIENT_NAME 16
typedef enum {
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_DISCONNECT, // like drop, but not an error
ERR_RECONNECT // make server broadcast 'reconnect' message
} error_type_t;
typedef enum {
PRINT_ALL, // general messages
PRINT_TALK, // print in green color
PRINT_DEVELOPER, // only print when "developer 1"
PRINT_WARNING, // print in yellow color
PRINT_ERROR, // print in red color
PRINT_NOTICE // print in cyan color
} print_type_t;
void Com_LPrintf(print_type_t type, const char *fmt, ...)
q_printf(2, 3);
void Com_Error(error_type_t code, const char *fmt, ...)
q_noreturn q_printf(2, 3);
#define Com_Printf(...) Com_LPrintf(PRINT_ALL, __VA_ARGS__)
#define Com_WPrintf(...) Com_LPrintf(PRINT_WARNING, __VA_ARGS__)
#define Com_EPrintf(...) Com_LPrintf(PRINT_ERROR, __VA_ARGS__)
// game print flags
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages
// destination class for gi.multicast()
typedef enum {
MULTICAST_ALL,
MULTICAST_PHS,
MULTICAST_PVS,
MULTICAST_ALL_R,
MULTICAST_PHS_R,
MULTICAST_PVS_R
} multicast_t;
/*
==============================================================
MATHLIB
==============================================================
*/
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
typedef float mat4_t[16];
typedef union {
uint32_t u32;
uint8_t u8[4];
} color_t;
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
struct cplane_s;
extern vec3_t vec3_origin;
#define DEG2RAD(a) ((a) * (M_PI / 180))
#define RAD2DEG(a) ((a) * (180 / M_PI))
#define ALIGN(x, a) (((x) + (a) - 1) & ~((a) - 1))
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define CrossProduct(v1,v2,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])
#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 VectorAdd3(a,b,c,d) \
((d)[0]=(a)[0]+(b)[0]+(c)[0], \
(d)[1]=(a)[1]+(b)[1]+(c)[1], \
(d)[2]=(a)[2]+(b)[2]+(c)[2])
#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define VectorInverse(a) ((a)[0]=-(a)[0],(a)[1]=-(a)[1],(a)[2]=-(a)[2])
#define VectorSet(v, x, y, z) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z))
#define VectorAvg(a,b,c) \
((c)[0]=((a)[0]+(b)[0])*0.5f, \
(c)[1]=((a)[1]+(b)[1])*0.5f, \
(c)[2]=((a)[2]+(b)[2])*0.5f)
#define VectorMA(a,b,c,d) \
((d)[0]=(a)[0]+(b)*(c)[0], \
(d)[1]=(a)[1]+(b)*(c)[1], \
(d)[2]=(a)[2]+(b)*(c)[2])
#define VectorVectorMA(a,b,c,d) \
((d)[0]=(a)[0]+(b)[0]*(c)[0], \
(d)[1]=(a)[1]+(b)[1]*(c)[1], \
(d)[2]=(a)[2]+(b)[2]*(c)[2])
#define VectorEmpty(v) ((v)[0]==0&&(v)[1]==0&&(v)[2]==0)
#define VectorCompare(v1,v2) ((v1)[0]==(v2)[0]&&(v1)[1]==(v2)[1]&&(v1)[2]==(v2)[2])
#define VectorLength(v) (sqrtf(DotProduct((v),(v))))
#define VectorLengthSquared(v) (DotProduct((v),(v)))
#define VectorScale(in,scale,out) \
((out)[0]=(in)[0]*(scale), \
(out)[1]=(in)[1]*(scale), \
(out)[2]=(in)[2]*(scale))
#define VectorVectorScale(in,scale,out) \
((out)[0]=(in)[0]*(scale)[0], \
(out)[1]=(in)[1]*(scale)[1], \
(out)[2]=(in)[2]*(scale)[2])
#define DistanceSquared(v1,v2) \
(((v1)[0]-(v2)[0])*((v1)[0]-(v2)[0])+ \
((v1)[1]-(v2)[1])*((v1)[1]-(v2)[1])+ \
((v1)[2]-(v2)[2])*((v1)[2]-(v2)[2]))
#define Distance(v1,v2) (sqrtf(DistanceSquared(v1,v2)))
#define LerpAngles(a,b,c,d) \
((d)[0]=LerpAngle((a)[0],(b)[0],c), \
(d)[1]=LerpAngle((a)[1],(b)[1],c), \
(d)[2]=LerpAngle((a)[2],(b)[2],c))
#define LerpVector(a,b,c,d) \
((d)[0]=(a)[0]+(c)*((b)[0]-(a)[0]), \
(d)[1]=(a)[1]+(c)*((b)[1]-(a)[1]), \
(d)[2]=(a)[2]+(c)*((b)[2]-(a)[2]))
#define LerpVector2(a,b,c,d,e) \
((e)[0]=(a)[0]*(c)+(b)[0]*(d), \
(e)[1]=(a)[1]*(c)+(b)[1]*(d), \
(e)[2]=(a)[2]*(c)+(b)[2]*(d))
#define PlaneDiff(v,p) (DotProduct(v,(p)->normal)-(p)->dist)
#define Vector4Subtract(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 Vector4Add(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 Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0)
#define Vector4Negate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2],(b)[3]=-(a)[3])
#define Vector4Set(v, a, b, c, d) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c),(v)[3]=(d))
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
vec_t VectorNormalize(vec3_t v); // returns vector length
vec_t VectorNormalize2(vec3_t v, vec3_t out);
void ClearBounds(vec3_t mins, vec3_t maxs);
void AddPointToBounds(const vec3_t v, vec3_t mins, vec3_t maxs);
vec_t RadiusFromBounds(const vec3_t mins, const vec3_t maxs);
void UnionBounds(vec3_t a[2], vec3_t b[2], vec3_t c[2]);
static inline void AnglesToAxis(vec3_t angles, vec3_t axis[3])
{
AngleVectors(angles, axis[0], axis[1], axis[2]);
VectorInverse(axis[1]);
}
static inline void TransposeAxis(vec3_t axis[3])
{
vec_t temp;
temp = axis[0][1];
axis[0][1] = axis[1][0];
axis[1][0] = temp;
temp = axis[0][2];
axis[0][2] = axis[2][0];
axis[2][0] = temp;
temp = axis[1][2];
axis[1][2] = axis[2][1];
axis[2][1] = temp;
}
static inline void RotatePoint(vec3_t point, vec3_t axis[3])
{
vec3_t temp;
VectorCopy(point, temp);
point[0] = DotProduct(temp, axis[0]);
point[1] = DotProduct(temp, axis[1]);
point[2] = DotProduct(temp, axis[2]);
}
static inline unsigned npot32(unsigned k)
{
if (k == 0)
return 1;
k--;
k = k | (k >> 1);
k = k | (k >> 2);
k = k | (k >> 4);
k = k | (k >> 8);
k = k | (k >> 16);
return k + 1;
}
static inline float LerpAngle(float a2, float a1, float frac)
{
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
return a2 + frac * (a1 - a2);
}
static inline float anglemod(float a)
{
a = (360.0f / 65536) * ((int)(a * (65536 / 360.0f)) & 65535);
return a;
}
static inline int Q_align(int value, int align)
{
int mod = value % align;
return mod ? value + align - mod : value;
}
static inline int Q_gcd(int a, int b)
{
while (b != 0) {
int t = b;
b = a % b;
a = t;
}
return a;
}
void Q_srand(uint32_t seed);
uint32_t Q_rand(void);
uint32_t Q_rand_uniform(uint32_t n);
#define clamp(a,b,c) ((a)<(b)?(a)=(b):(a)>(c)?(a)=(c):(a))
#define cclamp(a,b,c) ((b)>(c)?clamp(a,c,b):clamp(a,b,c))
#ifndef max
#define max(a,b) ((a)>(b)?(a):(b))
#endif
#ifndef min
#define min(a,b) ((a)<(b)?(a):(b))
#endif
#define frand() ((int32_t)Q_rand() * 0x1p-32f + 0.5f)
#define crand() ((int32_t)Q_rand() * 0x1p-31f)
#define Q_rint(x) ((x) < 0 ? ((int)((x) - 0.5f)) : ((int)((x) + 0.5f)))
#define Q_IsBitSet(data, bit) (((data)[(bit) >> 3] & (1 << ((bit) & 7))) != 0)
#define Q_SetBit(data, bit) ((data)[(bit) >> 3] |= (1 << ((bit) & 7)))
#define Q_ClearBit(data, bit) ((data)[(bit) >> 3] &= ~(1 << ((bit) & 7)))
//=============================================
// fast "C" macros
#define Q_isupper(c) ((c) >= 'A' && (c) <= 'Z')
#define Q_islower(c) ((c) >= 'a' && (c) <= 'z')
#define Q_isdigit(c) ((c) >= '0' && (c) <= '9')
#define Q_isalpha(c) (Q_isupper(c) || Q_islower(c))
#define Q_isalnum(c) (Q_isalpha(c) || Q_isdigit(c))
#define Q_isprint(c) ((c) >= 32 && (c) < 127)
#define Q_isgraph(c) ((c) > 32 && (c) < 127)
#define Q_isspace(c) (c == ' ' || c == '\f' || c == '\n' || \
c == '\r' || c == '\t' || c == '\v')
// tests if specified character is valid quake path character
#define Q_ispath(c) (Q_isalnum(c) || (c) == '_' || (c) == '-')
// tests if specified character has special meaning to quake console
#define Q_isspecial(c) ((c) == '\r' || (c) == '\n' || (c) == 127)
static inline int Q_tolower(int c)
{
if (Q_isupper(c)) {
c += ('a' - 'A');
}
return c;
}
static inline int Q_toupper(int c)
{
if (Q_islower(c)) {
c -= ('a' - 'A');
}
return c;
}
static inline char *Q_strlwr(char *s)
{
char *p = s;
while (*p) {
*p = Q_tolower(*p);
p++;
}
return s;
}
static inline char *Q_strupr(char *s)
{
char *p = s;
while (*p) {
*p = Q_toupper(*p);
p++;
}
return s;
}
static inline int Q_charhex(int c)
{
if (c >= 'A' && c <= 'F') {
return 10 + (c - 'A');
}
if (c >= 'a' && c <= 'f') {
return 10 + (c - 'a');
}
if (c >= '0' && c <= '9') {
return c - '0';
}
return -1;
}
// converts quake char to ASCII equivalent
static inline int Q_charascii(int c)
{
if (Q_isspace(c)) {
// white-space chars are output as-is
return c;
}
c &= 127; // strip high bits
if (Q_isprint(c)) {
return c;
}
switch (c) {
// handle bold brackets
case 16: return '[';
case 17: return ']';
}
return '.'; // don't output control chars, etc
}
// portable case insensitive compare
int Q_strcasecmp(const char *s1, const char *s2);
int Q_strncasecmp(const char *s1, const char *s2, size_t n);
char *Q_strcasestr(const char *s1, const char *s2);
#define Q_stricmp Q_strcasecmp
#define Q_stricmpn Q_strncasecmp
#define Q_stristr Q_strcasestr
char *Q_strchrnul(const char *s, int c);
void *Q_memccpy(void *dst, const void *src, int c, size_t size);
void Q_setenv(const char *name, const char *value);
char *COM_SkipPath(const char *pathname);
size_t COM_StripExtension(char *out, const char *in, size_t size);
size_t COM_DefaultExtension(char *path, const char *ext, size_t size);
char *COM_FileExtension(const char *in);
#define COM_CompareExtension(in, ext) \
Q_strcasecmp(COM_FileExtension(in), ext)
bool COM_IsFloat(const char *s);
bool COM_IsUint(const char *s);
bool COM_IsPath(const char *s);
bool COM_IsWhite(const char *s);
char *COM_Parse(const char **data_p);
// data is an in/out parm, returns a parsed out token
size_t COM_Compress(char *data);
int SortStrcmp(const void *p1, const void *p2);
int SortStricmp(const void *p1, const void *p2);
size_t COM_strclr(char *s);
// buffer safe operations
size_t Q_strlcpy(char *dst, const char *src, size_t size);
size_t Q_strlcat(char *dst, const char *src, size_t size);
size_t Q_concat(char *dest, size_t size, ...) q_sentinel;
size_t Q_vsnprintf(char *dest, size_t size, const char *fmt, va_list argptr);
size_t Q_vscnprintf(char *dest, size_t size, const char *fmt, va_list argptr);
size_t Q_snprintf(char *dest, size_t size, const char *fmt, ...) q_printf(3, 4);
size_t Q_scnprintf(char *dest, size_t size, const char *fmt, ...) q_printf(3, 4);
char *va(const char *format, ...) q_printf(1, 2);
//=============================================
static inline uint16_t ShortSwap(uint16_t s)
{
s = (s >> 8) | (s << 8);
return s;
}
static inline uint32_t LongSwap(uint32_t l)
{
l = ((l >> 8) & 0x00ff00ff) | ((l << 8) & 0xff00ff00);
l = (l >> 16) | (l << 16);
return l;
}
static inline float FloatSwap(float f)
{
union {
float f;
uint32_t l;
} dat1, dat2;
dat1.f = f;
dat2.l = LongSwap(dat1.l);
return dat2.f;
}
#if __BYTE_ORDER == __LITTLE_ENDIAN
#define BigShort ShortSwap
#define BigLong LongSwap
#define BigFloat FloatSwap
#define LittleShort(x) ((uint16_t)(x))
#define LittleLong(x) ((uint32_t)(x))
#define LittleFloat(x) ((float)(x))
#define MakeRawLong(b1,b2,b3,b4) (((unsigned)(b4)<<24)|((b3)<<16)|((b2)<<8)|(b1))
#define MakeRawShort(b1,b2) (((b2)<<8)|(b1))
#elif __BYTE_ORDER == __BIG_ENDIAN
#define BigShort(x) ((uint16_t)(x))
#define BigLong(x) ((uint32_t)(x))
#define BigFloat(x) ((float)(x))
#define LittleShort ShortSwap
#define LittleLong LongSwap
#define LittleFloat FloatSwap
#define MakeRawLong(b1,b2,b3,b4) (((unsigned)(b1)<<24)|((b2)<<16)|((b3)<<8)|(b4))
#define MakeRawShort(b1,b2) (((b1)<<8)|(b2))
#else
#error Unknown byte order
#endif
#define LittleLongMem(p) (((unsigned)(p)[3]<<24)|((p)[2]<<16)|((p)[1]<<8)|(p)[0])
#define LittleShortMem(p) (((p)[1]<<8)|(p)[0])
#define RawLongMem(p) MakeRawLong((p)[0],(p)[1],(p)[2],(p)[3])
#define RawShortMem(p) MakeRawShort((p)[0],(p)[1])
#define LittleVector(a,b) \
((b)[0]=LittleFloat((a)[0]),\
(b)[1]=LittleFloat((a)[1]),\
(b)[2]=LittleFloat((a)[2]))
#if USE_BGRA
#define MakeColor(r, g, b, a) MakeRawLong(b, g, r, a)
#else
#define MakeColor(r, g, b, a) MakeRawLong(r, g, b, a)
#endif
//=============================================
//
// key / value info strings
//
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#define MAX_INFO_STRING 512
char *Info_ValueForKey(const char *s, const char *key);
void Info_RemoveKey(char *s, const char *key);
bool Info_SetValueForKey(char *s, const char *key, const char *value);
bool Info_Validate(const char *s);
size_t Info_SubValidate(const char *s);
void Info_NextPair(const char **string, char *key, char *value);
void Info_Print(const char *infostring);
/*
==========================================================
CVARS (console variables)
==========================================================
*/
#ifndef CVAR
#define CVAR
#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
#define CVAR_USERINFO 2 // added to userinfo when changed
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
#define CVAR_NOSET 8 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 16 // save changes until server restart
// nothing outside the cvar.*() functions should modify these fields!
typedef struct cvar_s {
char *name;
char *string;
char *latched_string; // for CVAR_LATCH vars
int flags;
qboolean modified; // set each time the cvar is changed
float value;
struct cvar_s *next;
} cvar_t;
#endif // CVAR
/*
==============================================================
COLLISION DETECTION
==============================================================
*/
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
#define SURF_LIGHT 0x1 // value will hold the light strength
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2
// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s {
vec3_t normal;
float dist;
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
} cplane_t;
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
// 3-5 are non-axial planes snapped to the nearest
#define PLANE_ANYX 3
#define PLANE_ANYY 4
#define PLANE_ANYZ 5
// planes (x&~1) and (x&~1)+1 are always opposites
#define PLANE_NON_AXIAL 6
typedef struct csurface_s {
char name[16];
int flags;
int value;
} csurface_t;
// a trace is returned when a box is swept through the world
typedef struct {
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
struct edict_s *ent; // not set by CM_*() functions
} trace_t;
// pmove_state_t is the information necessary for client side movement
// prediction
typedef enum {
// can accelerate and turn
PM_NORMAL,
PM_SPECTATOR,
// no acceleration or turning
PM_DEAD,
PM_GIB, // different bounding box
PM_FREEZE
} pmtype_t;
// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
#define PMF_TELEPORT_BIT 128 // used by q2pro
// this structure needs to be communicated bit-accurate
// from the server to the client to guarantee that
// prediction stays in sync, so no floats are used.
// if any part of the game code modifies this struct, it
// will result in a prediction error of some degree.
typedef struct {
pmtype_t pm_type;
short origin[3]; // 12.3
short velocity[3]; // 12.3
byte pm_flags; // ducked, jump_held, etc
byte pm_time; // each unit = 8 ms
short gravity;
short delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
} pmove_state_t;
//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ANY 128 // any key whatsoever
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
byte msec;
byte buttons;
short angles[3];
short forwardmove, sidemove, upmove;
byte impulse; // remove?
byte lightlevel; // light level the player is standing on
} usercmd_t;
#define MAXTOUCH 32
typedef struct {
// state (in / out)
pmove_state_t s;
// command (in)
usercmd_t cmd;
qboolean snapinitial; // if s has been changed outside pmove
// results (out)
int numtouch;
struct edict_s *touchents[MAXTOUCH];
vec3_t viewangles; // clamped
float viewheight;
vec3_t mins, maxs; // bounding box size
struct edict_s *groundentity;
int watertype;
int waterlevel;
// callbacks to test the world
trace_t (* q_gameabi trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
int (*pointcontents)(vec3_t point);
} pmove_t;
// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#define EF_ROTATE 0x00000001 // rotate (bonus items)
#define EF_GIB 0x00000002 // leave a trail
#define EF_BLASTER 0x00000008 // redlight + trail
#define EF_ROCKET 0x00000010 // redlight + trail
#define EF_GRENADE 0x00000020
#define EF_HYPERBLASTER 0x00000040
#define EF_BFG 0x00000080
#define EF_COLOR_SHELL 0x00000100
#define EF_POWERSCREEN 0x00000200
#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define EF_FLIES 0x00004000
#define EF_QUAD 0x00008000
#define EF_PENT 0x00010000
#define EF_TELEPORTER 0x00020000 // particle fountain
#define EF_FLAG1 0x00040000
#define EF_FLAG2 0x00080000
// RAFAEL
#define EF_IONRIPPER 0x00100000
#define EF_GREENGIB 0x00200000
#define EF_BLUEHYPERBLASTER 0x00400000
#define EF_SPINNINGLIGHTS 0x00800000
#define EF_PLASMA 0x01000000
#define EF_TRAP 0x02000000
//ROGUE
#define EF_TRACKER 0x04000000
#define EF_DOUBLE 0x08000000
#define EF_SPHERETRANS 0x10000000
#define EF_TAGTRAIL 0x20000000
#define EF_HALF_DAMAGE 0x40000000
#define EF_TRACKERTRAIL 0x80000000
//ROGUE
// entity_state_t->renderfx flags
#define RF_MINLIGHT 1 // allways have some light (viewmodel)
#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define RF_WEAPONMODEL 4 // only draw through eyes
#define RF_FULLBRIGHT 8 // allways draw full intensity
#define RF_DEPTHHACK 16 // for view weapon Z crunching
#define RF_TRANSLUCENT 32
#define RF_FRAMELERP 64
#define RF_BEAM 128
#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define RF_GLOW 512 // pulse lighting for bonus items
#define RF_SHELL_RED 1024
#define RF_SHELL_GREEN 2048
#define RF_SHELL_BLUE 4096
//ROGUE
#define RF_IR_VISIBLE 0x00008000 // 32768
#define RF_SHELL_DOUBLE 0x00010000 // 65536
#define RF_SHELL_HALF_DAM 0x00020000
#define RF_USE_DISGUISE 0x00040000
//ROGUE
// player_state_t->refdef flags
#define RDF_UNDERWATER 1 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 2 // used for player configuration screen
//ROGUE
#define RDF_IRGOGGLES 4
#define RDF_UVGOGGLES 8
//ROGUE
//
// muzzle flashes / player effects
//
#define MZ_BLASTER 0
#define MZ_MACHINEGUN 1
#define MZ_SHOTGUN 2
#define MZ_CHAINGUN1 3
#define MZ_CHAINGUN2 4
#define MZ_CHAINGUN3 5
#define MZ_RAILGUN 6
#define MZ_ROCKET 7
#define MZ_GRENADE 8
#define MZ_LOGIN 9
#define MZ_LOGOUT 10
#define MZ_RESPAWN 11
#define MZ_BFG 12
#define MZ_SSHOTGUN 13
#define MZ_HYPERBLASTER 14
#define MZ_ITEMRESPAWN 15
// RAFAEL
#define MZ_IONRIPPER 16
#define MZ_BLUEHYPERBLASTER 17
#define MZ_PHALANX 18
#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
//ROGUE
#define MZ_ETF_RIFLE 30
#define MZ_UNUSED 31
#define MZ_SHOTGUN2 32
#define MZ_HEATBEAM 33
#define MZ_BLASTER2 34
#define MZ_TRACKER 35
#define MZ_NUKE1 36
#define MZ_NUKE2 37
#define MZ_NUKE4 38
#define MZ_NUKE8 39
//ROGUE
// temp entity events
//
// Temp entity events are for things that happen
// at a location seperate from any existing entity.
// Temporary entity messages are explicitly constructed
// and broadcast.
typedef enum {
TE_GUNSHOT,
TE_BLOOD,
TE_BLASTER,
TE_RAILTRAIL,
TE_SHOTGUN,
TE_EXPLOSION1,
TE_EXPLOSION2,
TE_ROCKET_EXPLOSION,
TE_GRENADE_EXPLOSION,
TE_SPARKS,
TE_SPLASH,
TE_BUBBLETRAIL,
TE_SCREEN_SPARKS,
TE_SHIELD_SPARKS,
TE_BULLET_SPARKS,
TE_LASER_SPARKS,
TE_PARASITE_ATTACK,
TE_ROCKET_EXPLOSION_WATER,
TE_GRENADE_EXPLOSION_WATER,
TE_MEDIC_CABLE_ATTACK,
TE_BFG_EXPLOSION,
TE_BFG_BIGEXPLOSION,
TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
TE_BFG_LASER,
TE_GRAPPLE_CABLE,
TE_WELDING_SPARKS,
TE_GREENBLOOD,
TE_BLUEHYPERBLASTER,
TE_PLASMA_EXPLOSION,
TE_TUNNEL_SPARKS,
//ROGUE
TE_BLASTER2,
TE_RAILTRAIL2,
TE_FLAME,
TE_LIGHTNING,
TE_DEBUGTRAIL,
TE_PLAIN_EXPLOSION,
TE_FLASHLIGHT,
TE_FORCEWALL,
TE_HEATBEAM,
TE_MONSTER_HEATBEAM,
TE_STEAM,
TE_BUBBLETRAIL2,
TE_MOREBLOOD,
TE_HEATBEAM_SPARKS,
TE_HEATBEAM_STEAM,
TE_CHAINFIST_SMOKE,
TE_ELECTRIC_SPARKS,
TE_TRACKER_EXPLOSION,
TE_TELEPORT_EFFECT,
TE_DBALL_GOAL,
TE_WIDOWBEAMOUT,
TE_NUKEBLAST,
TE_WIDOWSPLASH,
TE_EXPLOSION1_BIG,
TE_EXPLOSION1_NP,
TE_FLECHETTE,
//ROGUE
TE_NUM_ENTITIES
} temp_event_t;
#define SPLASH_UNKNOWN 0
#define SPLASH_SPARKS 1
#define SPLASH_BLUE_WATER 2
#define SPLASH_BROWN_WATER 3
#define SPLASH_SLIME 4
#define SPLASH_LAVA 5
#define SPLASH_BLOOD 6
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
// modifier flags