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Xash3DArchive/engine/common.h

696 lines
20 KiB
C

/*
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, // <see code>
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 bool 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_WritePortalState (file_t *f);
void CM_ReadPortalState (file_t *f);
/*
==============================================================
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_Error (char *error, ...);
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