/* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef COMMON_H #define COMMON_H // common.h -- definitions common between client and server, but not game.dll #define VERSION 3.21 #define BASEDIRNAME "xash" #ifdef NDEBUG #define BUILDSTRING "Win32 RELEASE" #else #define BUILDSTRING "Win32 DEBUG" #endif // many buffers use this size #define MAX_INPUTLINE 16384 // shared color tag printing constants #define STRING_COLOR_TAG '^' #define STRING_COLOR_DEFAULT 7 #define STRING_COLOR_DEFAULT_STR "^7" // move to mathlib #define RAD_TO_STUDIO (32768.0/M_PI) #define STUDIO_TO_RAD (M_PI/32768.0) size_t strlcpy(char *dst, const char *src, size_t siz); size_t strlcat(char *dst, const char *src, size_t siz); //============================================================================ typedef struct sizebuf_s { bool allowoverflow; // if false, do a Com_Error bool overflowed; // set to true if the buffer size failed byte *data; int maxsize; int cursize; int readcount; } sizebuf_t; void SZ_Init (sizebuf_t *buf, byte *data, int length); void SZ_Clear (sizebuf_t *buf); void *SZ_GetSpace (sizebuf_t *buf, int length); void SZ_Write (sizebuf_t *buf, void *data, int length); void SZ_Print (sizebuf_t *buf, char *data); // strcats onto the sizebuf //============================================================================ struct usercmd_s; struct entity_state_s; void MSG_WriteChar (sizebuf_t *sb, int c); void MSG_WriteByte (sizebuf_t *sb, int c); void MSG_WriteShort (sizebuf_t *sb, int c); void MSG_WriteLong (sizebuf_t *sb, int c); void MSG_WriteFloat (sizebuf_t *sb, float f); void MSG_WriteString (sizebuf_t *sb, char *s); void MSG_WriteCoord (sizebuf_t *sb, float f); void MSG_WritePos (sizebuf_t *sb, vec3_t pos); void MSG_WriteAngle (sizebuf_t *sb, float f); void MSG_WriteAngle16 (sizebuf_t *sb, float f); void MSG_WriteUnterminatedString (sizebuf_t *sb, const char *s); void MSG_WriteDeltaUsercmd (sizebuf_t *sb, struct usercmd_s *from, struct usercmd_s *cmd); void MSG_WriteDeltaEntity (struct entity_state_s *from, struct entity_state_s *to, sizebuf_t *msg, bool force, bool newentity); void MSG_WriteDir (sizebuf_t *sb, vec3_t vector); void MSG_WriteVector (sizebuf_t *sb, float *v ); void MSG_BeginReading (sizebuf_t *sb); int MSG_ReadChar (sizebuf_t *sb); int MSG_ReadByte (sizebuf_t *sb); int MSG_ReadShort (sizebuf_t *sb); int MSG_ReadLong (sizebuf_t *sb); float MSG_ReadFloat (sizebuf_t *sb); char *MSG_ReadString (sizebuf_t *sb); char *MSG_ReadStringLine (sizebuf_t *sb); float MSG_ReadCoord (sizebuf_t *sb); void MSG_ReadPos (sizebuf_t *sb, vec3_t pos); float MSG_ReadAngle (sizebuf_t *sb); float MSG_ReadAngle16 (sizebuf_t *sb); void MSG_ReadDeltaUsercmd (sizebuf_t *sb, struct usercmd_s *from, struct usercmd_s *cmd); void MSG_ReadDir (sizebuf_t *sb, vec3_t vector); void MSG_ReadData (sizebuf_t *sb, void *buffer, int size); //============================================================================ int COM_Argc (void); char *COM_Argv (int arg); // range and null checked void COM_ClearArgv (int arg); int COM_CheckParm (char *parm); void COM_AddParm (char *parm); void COM_Init (void); void COM_InitArgv (int argc, char **argv); char *CopyString (char *in); //============================================================================ void Info_Print (char *s); /* crc.h */ void CRC_Init(unsigned short *crcvalue); void CRC_ProcessByte(unsigned short *crcvalue, byte data); unsigned short CRC_Value(unsigned short crcvalue); unsigned short CRC_Block (byte *start, int count); /* ============================================================== PROTOCOL ============================================================== */ // protocol.h -- communications protocols #define PROTOCOL_VERSION 34 //========================================= #define PORT_MASTER 27900 #define PORT_CLIENT 27901 #define PORT_SERVER 27910 //========================================= #define UPDATE_BACKUP 16 // copies of entity_state_t to keep buffered // must be power of two #define UPDATE_MASK (UPDATE_BACKUP-1) //================== // the svc_strings[] array in cl_parse.c should mirror this //================== // // server to client // enum svc_ops_e { svc_bad, // these ops are known to the game dll svc_muzzleflash, svc_muzzleflash2, svc_temp_entity, svc_layout, svc_inventory, // the rest are private to the client and server svc_nop, svc_disconnect, svc_reconnect, svc_sound, // svc_print, // [byte] id [string] null terminated string svc_stufftext, // [string] stuffed into client's console buffer, should be \n terminated svc_serverdata, // [long] protocol ... svc_configstring, // [short] [string] svc_spawnbaseline, svc_centerprint, // [string] to put in center of the screen svc_download, // [short] size [size bytes] svc_playerinfo, // variable svc_packetentities, // [...] svc_deltapacketentities, // [...] svc_frame, //quakeC temp indexes svc_spawnstaticsound, svc_spawnstaticsound2, svc_spawnstatic, svc_spawnstatic2, svc_updatestatubyte, svc_updatestat, }; //============================================== // // client to server // enum clc_ops_e { clc_bad, clc_nop, clc_move, // [[usercmd_t] clc_userinfo, // [[userinfo string] clc_stringcmd // [string] message }; //============================================== // plyer_state_t communication #define PS_M_TYPE (1<<0) #define PS_M_ORIGIN (1<<1) #define PS_M_VELOCITY (1<<2) #define PS_M_TIME (1<<3) #define PS_M_FLAGS (1<<4) #define PS_M_GRAVITY (1<<5) #define PS_M_DELTA_ANGLES (1<<6) #define PS_VIEWOFFSET (1<<7) #define PS_VIEWANGLES (1<<8) #define PS_KICKANGLES (1<<9) #define PS_BLEND (1<<10) #define PS_FOV (1<<11) #define PS_WEAPONINDEX (1<<12) #define PS_WEAPONFRAME (1<<13) #define PS_WEAPONSEQUENCE (1<<14) #define PS_WEAPONBODY (1<<15) #define PS_WEAPONSKIN (1<<16) #define PS_RDFLAGS (1<<17) //============================================== // user_cmd_t communication // ms and light always sent, the others are optional #define CM_ANGLE1 (1<<0) #define CM_ANGLE2 (1<<1) #define CM_ANGLE3 (1<<2) #define CM_FORWARD (1<<3) #define CM_SIDE (1<<4) #define CM_UP (1<<5) #define CM_BUTTONS (1<<6) #define CM_IMPULSE (1<<7) //============================================== // a sound without an ent or pos will be a local only sound #define SND_VOLUME (1<<0) // a byte #define SND_ATTENUATION (1<<1) // a byte #define SND_POS (1<<2) // three coordinates #define SND_ENT (1<<3) // a short 0-2: channel, 3-12: entity #define SND_OFFSET (1<<4) // a byte, msec offset from frame start #define DEFAULT_SOUND_PACKET_VOLUME 1.0 #define DEFAULT_SOUND_PACKET_ATTENUATION 1.0 //============================================== // entity_state_t communication // try to pack the common update flags into the first byte #define U_ORIGIN1 (1<<0) #define U_ORIGIN2 (1<<1) #define U_ANGLE2 (1<<2) #define U_ANGLE3 (1<<3) #define U_FRAME8 (1<<4) // frame is a byte #define U_EVENT (1<<5) #define U_REMOVE (1<<6) // REMOVE this entity, don't add it #define U_MOREBITS1 (1<<7) // read one additional byte // second byte #define U_NUMBER16 (1<<8) // NUMBER8 is implicit if not set #define U_ORIGIN3 (1<<9) #define U_ANGLE1 (1<<10) #define U_MODEL (1<<11) #define U_RENDERFX8 (1<<12) // fullbright, etc #define U_EFFECTS8 (1<<14) // autorotate, trails, etc #define U_MOREBITS2 (1<<15) // read one additional byte // third byte #define U_SKIN8 (1<<16) #define U_FRAME16 (1<<17) // frame is a short #define U_RENDERFX16 (1<<18) // 8 + 16 = 32 #define U_EFFECTS16 (1<<19) // 8 + 16 = 32 #define U_WEAPONMODEL (1<<20) // weapons, flags, etc #define U_BODY (1<<21) #define U_SEQUENCE (1<<22) // animation sequence #define U_MOREBITS3 (1<<23) // read one additional byte // fourth byte #define U_OLDORIGIN (1<<24) // FIXME: get rid of this #define U_SKIN16 (1<<25) #define U_SOUND (1<<26) #define U_SOLID (1<<27) #define U_ALPHA (1<<28) //alpha value extern char com_token[MAX_INPUTLINE]; /* ============================================================== CMD Command text buffering and command execution ============================================================== */ /* Any number of commands can be added in a frame, from several different sources. Most commands come from either keybindings or console line input, but remote servers can also send across commands and entire text files can be execed. The + command line options are also added to the command buffer. The game starts with a Cbuf_AddText ("exec quake.rc\n"); Cbuf_Execute (); */ #define EXEC_NOW 0 // don't return until completed #define EXEC_INSERT 1 // insert at current position, but don't run yet #define EXEC_APPEND 2 // add to end of the command buffer void Cbuf_Init (void); // allocates an initial text buffer that will grow as needed void Cbuf_AddText (char *text); // as new commands are generated from the console or keybindings, // the text is added to the end of the command buffer. void Cbuf_InsertText (char *text); // when a command wants to issue other commands immediately, the text is // inserted at the beginning of the buffer, before any remaining unexecuted // commands. void Cbuf_ExecuteText (int exec_when, char *text); // this can be used in place of either Cbuf_AddText or Cbuf_InsertText void Cbuf_AddEarlyCommands (bool clear); // adds all the +set commands from the command line bool Cbuf_AddLateCommands (void); // adds all the remaining + commands from the command line // Returns true if any late commands were added, which // will keep the demoloop from immediately starting void Cbuf_Execute (void); // Pulls off \n terminated lines of text from the command buffer and sends // them through Cmd_ExecuteString. Stops when the buffer is empty. // Normally called once per frame, but may be explicitly invoked. // Do not call inside a command function! void Cbuf_CopyToDefer (void); void Cbuf_InsertFromDefer (void); // These two functions are used to defer any pending commands while a map // is being loaded //=========================================================================== /* Command execution takes a null terminated string, breaks it into tokens, then searches for a command or variable that matches the first token. */ typedef void (*xcommand_t) (void); void Cmd_Init (void); void Cmd_AddCommand (char *cmd_name, xcommand_t function); // called by the init functions of other parts of the program to // register commands and functions to call for them. // The cmd_name is referenced later, so it should not be in temp memory // if function is NULL, the command will be forwarded to the server // as a clc_stringcmd instead of executed locally void Cmd_RemoveCommand (char *cmd_name); bool Cmd_Exists (char *cmd_name); // used by the cvar code to check for cvar / command name overlap char *Cmd_CompleteCommand (char *partial); // attempts to match a partial command for automatic command line completion // returns NULL if nothing fits int Cmd_Argc (void); char *Cmd_Argv (int arg); char *Cmd_Args (void); // The functions that execute commands get their parameters with these // functions. Cmd_Argv () will return an empty string, not a NULL // if arg > argc, so string operations are always safe. void Cmd_TokenizeString (char *text, bool macroExpand); // Takes a null terminated string. Does not need to be /n terminated. // breaks the string up into arg tokens. void Cmd_ExecuteString (char *text); // Parses a single line of text into arguments and tries to execute it // as if it was typed at the console void Cmd_ForwardToServer (void); // adds the current command line as a clc_stringcmd to the client message. // things like godmode, noclip, etc, are commands directed to the server, // so when they are typed in at the console, they will need to be forwarded. /* ============================================================== NET ============================================================== */ // net.h -- quake's interface to the networking layer #define PORT_ANY -1 #define MAX_MSGLEN 1400 // max length of a message #define PACKET_HEADER 10 // two ints and a short typedef enum {NA_LOOPBACK, NA_BROADCAST, NA_IP, NA_IPX, NA_BROADCAST_IPX} netadrtype_t; typedef enum {NS_CLIENT, NS_SERVER} netsrc_t; typedef struct { netadrtype_t type; byte ip[4]; byte ipx[10]; unsigned short port; } netadr_t; void NET_Init (void); void NET_Shutdown (void); void NET_Config (bool multiplayer); bool NET_GetPacket (netsrc_t sock, netadr_t *net_from, sizebuf_t *net_message); void NET_SendPacket (netsrc_t sock, int length, void *data, netadr_t to); bool NET_CompareAdr (netadr_t a, netadr_t b); bool NET_CompareBaseAdr (netadr_t a, netadr_t b); bool NET_IsLocalAddress (netadr_t adr); char *NET_AdrToString (netadr_t a); bool NET_StringToAdr (char *s, netadr_t *a); void NET_Sleep(int msec); //============================================================================ #define OLD_AVG 0.99 // total = oldtotal*OLD_AVG + new*(1-OLD_AVG) #define MAX_LATENT 32 typedef struct { bool fatal_error; netsrc_t sock; int dropped; // between last packet and previous int last_received; // for timeouts int last_sent; // for retransmits netadr_t remote_address; int qport; // qport value to write when transmitting // sequencing variables int incoming_sequence; int incoming_acknowledged; int incoming_reliable_acknowledged; // single bit int incoming_reliable_sequence; // single bit, maintained local int outgoing_sequence; int reliable_sequence; // single bit int last_reliable_sequence; // sequence number of last send // reliable staging and holding areas sizebuf_t message; // writing buffer to send to server byte message_buf[MAX_MSGLEN-16]; // leave space for header // message is copied to this buffer when it is first transfered int reliable_length; byte reliable_buf[MAX_MSGLEN-16]; // unacked reliable message } netchan_t; extern netadr_t net_from; extern sizebuf_t net_message; extern byte net_message_buffer[MAX_MSGLEN]; void Netchan_Init (void); void Netchan_Setup (netsrc_t sock, netchan_t *chan, netadr_t adr, int qport); bool Netchan_NeedReliable (netchan_t *chan); void Netchan_Transmit (netchan_t *chan, int length, byte *data); void Netchan_OutOfBand (int net_socket, netadr_t adr, int length, byte *data); void Netchan_OutOfBandPrint (int net_socket, netadr_t adr, char *format, ...); bool Netchan_Process (netchan_t *chan, sizebuf_t *msg); bool Netchan_CanReliable (netchan_t *chan); /* ============================================================== CMODEL ============================================================== */ cmodel_t *CM_LoadMap (char *name, bool clientload, unsigned *checksum); cmodel_t *CM_InlineModel (char *name); // *1, *2, etc stmodel_t *CM_StudioModel (char *name); //studio models server copy stmodel_t *CM_SpriteModel (char *name); //sprite models some info (minmaxs, numframes e.t.c) extern byte portalopen[MAX_MAP_AREAPORTALS]; int CM_NumClusters (void); int CM_NumInlineModels (void); char *CM_EntityString (void); // creates a clipping hull for an arbitrary box int CM_HeadnodeForBox (vec3_t mins, vec3_t maxs); // returns an ORed contents mask int CM_PointContents (vec3_t p, int headnode); int CM_TransformedPointContents (vec3_t p, int headnode, vec3_t origin, vec3_t angles); trace_t CM_BoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask); trace_t CM_TransformedBoxTrace (vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, int headnode, int brushmask, vec3_t origin, vec3_t angles); byte *CM_ClusterPVS (int cluster); byte *CM_ClusterPHS (int cluster); int CM_PointLeafnum (vec3_t p); // call with topnode set to the headnode, returns with topnode // set to the first node that splits the box int CM_BoxLeafnums (vec3_t mins, vec3_t maxs, int *list, int listsize, int *topnode); int CM_LeafContents (int leafnum); int CM_LeafCluster (int leafnum); int CM_LeafArea (int leafnum); void CM_SetAreaPortalState (int portalnum, bool open); bool CM_AreasConnected (int area1, int area2); int CM_WriteAreaBits (byte *buffer, int area); bool CM_HeadnodeVisible (int headnode, byte *visbits); void CM_InitBoxHull (void); void CM_FloodAreaConnections (void); /* ============================================================== PLAYER MOVEMENT CODE Common between server and client so prediction matches ============================================================== */ extern float pm_airaccelerate; void Pmove (pmove_t *pmove); /* ============================================================== MISC ============================================================== */ #define ERR_FATAL 0 // exit the entire game with a popup window #define ERR_DROP 1 // print to console and disconnect from game #define ERR_QUIT 2 // not an error, just a normal exit #define EXEC_NOW 0 // don't return until completed #define EXEC_INSERT 1 // insert at current position, but don't run yet #define EXEC_APPEND 2 // add to end of the command buffer #define PRINT_ALL 0 #define PRINT_DEVELOPER 1 // only print when "developer 1" void Com_BeginRedirect (int target, char *buffer, int buffersize, void (*flush)); void Com_EndRedirect (void); void Com_Printf (char *fmt, ...); void Com_DPrintf (char *fmt, ...); void Com_Error (int code, char *fmt, ...); void Com_Error_f ( void ); void Com_Quit (void); int Com_ServerState (void); // this should have just been a cvar... void Com_SetServerState (int state); unsigned Com_BlockChecksum (void *buffer, int length); byte COM_BlockSequenceCRCByte (byte *base, int length, int sequence); float frand(void); // 0 ti 1 float crand(void); // -1 to 1 extern cvar_t *developer; extern cvar_t *dedicated; extern cvar_t *host_speeds; extern cvar_t *log_stats; extern file_t *log_stats_file; // host_speeds times extern int time_before_game; extern int time_after_game; extern int time_before_ref; extern int time_after_ref; #define NUMVERTEXNORMALS 162 extern vec3_t bytedirs[NUMVERTEXNORMALS]; // this is in the client code, but can be used for debugging from server void SCR_DebugGraph (float value, int color); /* ============================================================== NON-PORTABLE SYSTEM SERVICES ============================================================== */ void Sys_Init (void); void Sys_Print(const char *pMsg); void Sys_AppActivate (void); void Sys_UnloadGame (void); void *Sys_GetGameAPI (const char* procname, void *parms); // loads the game dll and calls the api init function void Sys_CreateConsole( void ); char *Sys_ConsoleInput (void); void Sys_SendKeyEvents (void); void Sys_Quit (void); char *Sys_GetClipboardData( void ); /* ============================================================== CLIENT / SERVER SYSTEMS ============================================================== */ void CL_Init (void); void CL_Drop (void); void CL_Shutdown (void); void CL_Frame (int msec); void Con_Print (char *text); void SCR_BeginLoadingPlaque (void); void SV_Init (void); void SV_Shutdown (char *finalmsg, bool reconnect); void SV_Frame (int msec); #endif//COMMON_H