1290 lines
37 KiB
C
1290 lines
37 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef CONST_H
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#define CONST_H
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// const.h -- included first by ALL program modules
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#include "materials.h"
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#ifdef _WIN32
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// unknown pragmas are SUPPOSED to be ignored, but....
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#pragma warning(disable : 4244) // MIPS
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#pragma warning(disable : 4136) // X86
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#pragma warning(disable : 4051) // ALPHA
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#pragma warning(disable : 4018) // signed/unsigned mismatch
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#pragma warning(disable : 4305) // truncation from const double to float
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#endif
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// MSVC has a different name for several standard functions
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#ifdef WIN32
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# define strcasecmp stricmp
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# define strncasecmp strnicmp
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#endif
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#if (defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
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#define id386 1
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#else
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#define id386 0
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#endif
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#if defined _M_ALPHA && !defined C_ONLY
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#define idaxp 1
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#else
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#define idaxp 0
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#endif
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#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
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#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
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#define MAX_TOKEN_CHARS 128 // max length of an individual token
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 128 // max length of a filesystem pathname
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//
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// per-level limits
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//
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#define MAX_CLIENTS 256 // absolute limit
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#define MAX_EDICTS 1024 // must change protocol to increase more
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#define MAX_LIGHTSTYLES 256
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#define MAX_MODELS 256 // these are sent over the net as bytes
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#define MAX_SOUNDS 256 // so they cannot be blindly increased
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#define MAX_IMAGES 256
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#define MAX_ITEMS 256
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#define MAX_GENERAL (MAX_CLIENTS*2) // general config strings
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// game print flags
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#define PRINT_LOW 0 // pickup messages
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#define PRINT_MEDIUM 1 // death messages
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#define PRINT_HIGH 2 // critical messages
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#define PRINT_CHAT 3 // chat messages
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#define SPAWNFLAG_NOT_EASY 0x00000100
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#define SPAWNFLAG_NOT_MEDIUM 0x00000200
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#define SPAWNFLAG_NOT_HARD 0x00000400
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#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
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#define ERR_FATAL 0 // exit the entire game with a popup window
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#define ERR_DROP 1 // print to console and disconnect from game
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#define ERR_DISCONNECT 2 // don't kill server
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// entity_state_t->renderfx flags
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#define RF_MINLIGHT 1 // allways have some light (viewmodel)
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#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
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#define RF_WEAPONMODEL 4 // only draw through eyes
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#define RF_FULLBRIGHT 8 // allways draw full intensity
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#define RF_DEPTHHACK 16 // for view weapon Z crunching
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#define RF_TRANSLUCENT 32
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#define RF_FRAMELERP 64
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#define RF_BEAM 128
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#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
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#define RF_GLOW 512 // pulse lighting for bonus items
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#define RF_SHELL_RED 1024
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#define RF_SHELL_GREEN 2048
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#define RF_SHELL_BLUE 4096
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//ROGUE
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#define RF_IR_VISIBLE 0x00008000 // 32768
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#define RF_SHELL_DOUBLE 0x00010000 // 65536
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#define RF_SHELL_HALF_DAM 0x00020000
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#define RF_USE_DISGUISE 0x00040000
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//ROGUE
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//lazarus
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#define RF_VAMPIRE 0x00080000 // 524288
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// player_state_t->refdef flags
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#define RDF_UNDERWATER 1 // warp the screen as apropriate
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#define RDF_NOWORLDMODEL 2 // used for player configuration screen
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//ROGUE
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#define RDF_IRGOGGLES 4
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#define RDF_UVGOGGLES 8
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//ROGUE
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#define RDF_BLOOM 32
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#define RDF_PAIN 64
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#define RDF_WATER 128
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#define RDF_LAVA 256
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#define RDF_SLIME 512
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// edict->movetype values
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// edict->flags
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#define FL_FLY 0x00000001
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#define FL_SWIM 0x00000002 // implied immunity to drowining
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#define FL_IMMUNE_LASER 0x00000004
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#define FL_INWATER 0x00000008
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_IMMUNE_SLIME 0x00000040
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#define FL_IMMUNE_LAVA 0x00000080
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#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
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#define FL_WATERJUMP 0x00000200 // player jumping out of water
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#define FL_ONGROUND 0x00000400
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typedef enum
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{
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DAMAGE_NO,
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DAMAGE_YES, // will take damage if hit
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DAMAGE_AIM // auto targeting recognizes this
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} damage_t;
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typedef enum
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{
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WEAPON_READY,
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WEAPON_ACTIVATING,
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WEAPON_DROPPING,
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WEAPON_FIRING
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} weaponstate_t;
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#define MOVETYPE_NONE 0 // never moves
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#define MOVETYPE_NOCLIP 1 // origin and angles change with no interaction
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#define MOVETYPE_PUSH 2 // no clip to world, push on box contact
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#define MOVETYPE_STOP 3 // no clip to world, stops on box contact
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#define MOVETYPE_WALK 4 // gravity
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#define MOVETYPE_STEP 5 // gravity, special edge handling
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#define MOVETYPE_FLY 6
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#define MOVETYPE_TOSS 7 // gravity
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#define MOVETYPE_FLYMISSILE 8 // extra size to monsters
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#define MOVETYPE_BOUNCE 9
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#define MOVETYPE_FOLLOW 10 // attached models
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#define MOVETYPE_VEHICLE 11
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#define MOVETYPE_PUSHABLE 12
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#define MOVETYPE_DEBRIS 13 // non-solid debris that can still hurt you
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#define MOVETYPE_RAIN 14 // identical to MOVETYPE_FLYMISSILE, but doesn't cause splash noises when touching water.
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#define MOVETYPE_PENDULUM 15 // same as MOVETYPE_PUSH, but used only for pendulums to grab special-case problems
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#define MOVETYPE_CONVEYOR 16
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/*
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==============================================================
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MATHLIB
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==============================================================
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*/
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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struct cplane_s;
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extern vec3_t vec3_origin;
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#define nanmask (255<<23)
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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// microsoft's fabs seems to be ungodly slow...
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#define Q_ftol( f ) ( long ) (f)
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#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
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// just in case you do't want to use the macros
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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vec_t VectorNormalize (vec3_t v); // returns vector length
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vec_t VectorNormalize2 (vec3_t v, vec3_t out);
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void VectorInverse (vec3_t v);
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int Q_log2(int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
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float LerpAngle (float a1, float a2, float frac);
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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//=============================================
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char *COM_SkipPath (char *pathname);
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void COM_StripExtension (char *in, char *out);
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void COM_FileBase (char *in, char *out);
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void COM_FilePath (char *in, char *out);
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void COM_DefaultExtension (char *path, char *extension);
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char *COM_FileExtension (char *in);
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char *COM_Parse (const char **data_p);
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// data is an in/out parm, returns a parsed out token
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void Com_sprintf (char *dest, int size, char *fmt, ...);
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void Com_PageInMemory (byte *buffer, int size);
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//=============================================
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// portable case insensitive compare
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int Q_stricmp (char *s1, char *s2);
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int Q_strcasecmp (char *s1, char *s2);
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int Q_strncasecmp (char *s1, char *s2, int n);
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//=============================================
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//
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// key / value info strings
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//
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#define MAX_INFO_KEY 64
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#define MAX_INFO_VALUE 64
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#define MAX_INFO_STRING 512
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char *Info_ValueForKey (char *s, char *key);
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void Info_RemoveKey (char *s, char *key);
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void Info_SetValueForKey (char *s, char *key, char *value);
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bool Info_Validate (char *s);
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/*
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==============================================================
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SYSTEM SPECIFIC
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==============================================================
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*/
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extern int curtime; // time returned by last Sys_Milliseconds
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void Sys_Error (char *error, ...);
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void Com_Printf (char *msg, ...);
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void Com_DPrintf (char *fmt, ...);
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/*
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==============================================================
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COLLISION DETECTION
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==============================================================
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*/
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// content masks
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#define MASK_ALL (-1)
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_WINDOW)
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
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#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW)
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#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER)
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME)
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA)
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEADMONSTER)
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#define MASK_CURRENT (CONTENTS_CURRENT_0|CONTENTS_CURRENT_90|CONTENTS_CURRENT_180|CONTENTS_CURRENT_270|CONTENTS_CURRENT_UP|CONTENTS_CURRENT_DOWN)
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// gi.BoxEdicts() can return a list of either solid or trigger entities
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// FIXME: eliminate AREA_ distinction?
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#define AREA_SOLID 1
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#define AREA_TRIGGERS 2
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// a trace is returned when a box is swept through the world
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typedef struct
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{
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bool allsolid; // if true, plane is not valid
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bool startsolid; // if true, the initial point was in a solid area
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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cplane_t plane; // surface normal at impact
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csurface_t *surface; // surface hit
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int contents; // contents on other side of surface hit
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struct edict_s *ent; // not set by CM_*() functions
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} trace_t;
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// pmove_state_t is the information necessary for client side movement
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// prediction
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typedef enum
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{
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// can accelerate and turn
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PM_NORMAL,
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PM_SPECTATOR,
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// no acceleration or turning
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PM_DEAD,
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PM_GIB, // different bounding box
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PM_FREEZE
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} pmtype_t;
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// pmove->pm_flags
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#define PMF_DUCKED 1
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#define PMF_JUMP_HELD 2
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#define PMF_ON_GROUND 4
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#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
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#define PMF_TIME_LAND 16 // pm_time is time before rejump
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#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
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#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
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// this structure needs to be communicated bit-accurate
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// from the server to the client to guarantee that
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// prediction stays in sync, so no floats are used.
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// if any part of the game code modifies this struct, it
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// will result in a prediction error of some degree.
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typedef struct
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{
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pmtype_t pm_type;
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short origin[3]; // 12.3
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short velocity[3]; // 12.3
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byte pm_flags; // ducked, jump_held, etc
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byte pm_time; // each unit = 8 ms
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short gravity;
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short delta_angles[3]; // add to command angles to get view direction
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// changed by spawns, rotating objects, and teleporters
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} pmove_state_t;
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//
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// button bits
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//
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//
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// button bits
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//
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#define BUTTON_ATTACK 1
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#define BUTTON_USE 2
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#define BUTTON_ATTACK2 4
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#define BUTTONS_ATTACK (BUTTON_ATTACK | BUTTON_ATTACK2)
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#define BUTTON_ANY 128 // any key whatsoever
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// usercmd_t is sent to the server each client frame
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typedef struct usercmd_s
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{
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byte msec;
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byte buttons;
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short angles[3];
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short forwardmove, sidemove, upmove;
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byte impulse; // remove?
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byte lightlevel; // light level the player is standing on
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} usercmd_t;
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#define MAXTOUCH 32
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typedef struct
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{
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// state (in / out)
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pmove_state_t s;
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// command (in)
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usercmd_t cmd;
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bool snapinitial; // if s has been changed outside pmove
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// results (out)
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int numtouch;
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struct edict_s *touchents[MAXTOUCH];
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vec3_t viewangles; // clamped
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float viewheight;
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vec3_t mins, maxs; // bounding box size
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struct edict_s *groundentity;
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int watertype;
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int waterlevel;
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// callbacks to test the world
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trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
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int (*pointcontents) (vec3_t point);
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} pmove_t;
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// entity_state_t->effects
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// Effects are things handled on the client side (lights, particles, frame animations)
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// that happen constantly on the given entity.
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// An entity that has effects will be sent to the client
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// even if it has a zero index model.
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#define EF_ROTATE 0x00000001 // rotate (bonus items)
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#define EF_GIB 0x00000002 // leave a trail
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#define EF_BLASTER 0x00000008 // redlight + trail
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#define EF_ROCKET 0x00000010 // redlight + trail
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#define EF_GRENADE 0x00000020
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#define EF_HYPERBLASTER 0x00000040
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#define EF_BFG 0x00000080
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#define EF_COLOR_SHELL 0x00000100
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#define EF_POWERSCREEN 0x00000200
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#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
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#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
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#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
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#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
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#define EF_FLIES 0x00004000
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#define EF_QUAD 0x00008000
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#define EF_PENT 0x00010000
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#define EF_TELEPORTER 0x00020000 // particle fountain
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#define EF_FLAG1 0x00040000
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#define EF_FLAG2 0x00080000
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// RAFAEL
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#define EF_IONRIPPER 0x00100000
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#define EF_GREENGIB 0x00200000
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#define EF_BLUEHYPERBLASTER 0x00400000
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#define EF_SPINNINGLIGHTS 0x00800000
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#define EF_PLASMA 0x01000000
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#define EF_TRAP 0x02000000
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//ROGUE
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#define EF_TRACKER 0x04000000
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#define EF_DOUBLE 0x08000000
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#define EF_SPHERETRANS 0x10000000
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#define EF_TAGTRAIL 0x20000000
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#define EF_HALF_DAMAGE 0x40000000
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#define EF_TRACKERTRAIL 0x80000000
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//ROGUE
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//
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// muzzle flashes / player effects
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//
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#define MZ_BLASTER 0
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#define MZ_MACHINEGUN 1
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#define MZ_SHOTGUN 2
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#define MZ_CHAINGUN1 3
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#define MZ_CHAINGUN2 4
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#define MZ_CHAINGUN3 5
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#define MZ_RAILGUN 6
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#define MZ_ROCKET 7
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#define MZ_GRENADE 8
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#define MZ_LOGIN 9
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#define MZ_LOGOUT 10
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#define MZ_RESPAWN 11
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#define MZ_BFG 12
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#define MZ_SSHOTGUN 13
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#define MZ_HYPERBLASTER 14
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#define MZ_ITEMRESPAWN 15
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// RAFAEL
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#define MZ_IONRIPPER 16
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#define MZ_BLUEHYPERBLASTER 17
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#define MZ_PHALANX 18
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#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers
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//ROGUE
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#define MZ_ETF_RIFLE 30
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|
#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
|
|
|
|
//
|
|
// monster muzzle flashes
|
|
//
|
|
#define MZ2_TANK_BLASTER_1 1
|
|
#define MZ2_TANK_BLASTER_2 2
|
|
#define MZ2_TANK_BLASTER_3 3
|
|
#define MZ2_TANK_MACHINEGUN_1 4
|
|
#define MZ2_TANK_MACHINEGUN_2 5
|
|
#define MZ2_TANK_MACHINEGUN_3 6
|
|
#define MZ2_TANK_MACHINEGUN_4 7
|
|
#define MZ2_TANK_MACHINEGUN_5 8
|
|
#define MZ2_TANK_MACHINEGUN_6 9
|
|
#define MZ2_TANK_MACHINEGUN_7 10
|
|
#define MZ2_TANK_MACHINEGUN_8 11
|
|
#define MZ2_TANK_MACHINEGUN_9 12
|
|
#define MZ2_TANK_MACHINEGUN_10 13
|
|
#define MZ2_TANK_MACHINEGUN_11 14
|
|
#define MZ2_TANK_MACHINEGUN_12 15
|
|
#define MZ2_TANK_MACHINEGUN_13 16
|
|
#define MZ2_TANK_MACHINEGUN_14 17
|
|
#define MZ2_TANK_MACHINEGUN_15 18
|
|
#define MZ2_TANK_MACHINEGUN_16 19
|
|
#define MZ2_TANK_MACHINEGUN_17 20
|
|
#define MZ2_TANK_MACHINEGUN_18 21
|
|
#define MZ2_TANK_MACHINEGUN_19 22
|
|
#define MZ2_TANK_ROCKET_1 23
|
|
#define MZ2_TANK_ROCKET_2 24
|
|
#define MZ2_TANK_ROCKET_3 25
|
|
|
|
#define MZ2_INFANTRY_MACHINEGUN_1 26
|
|
#define MZ2_INFANTRY_MACHINEGUN_2 27
|
|
#define MZ2_INFANTRY_MACHINEGUN_3 28
|
|
#define MZ2_INFANTRY_MACHINEGUN_4 29
|
|
#define MZ2_INFANTRY_MACHINEGUN_5 30
|
|
#define MZ2_INFANTRY_MACHINEGUN_6 31
|
|
#define MZ2_INFANTRY_MACHINEGUN_7 32
|
|
#define MZ2_INFANTRY_MACHINEGUN_8 33
|
|
#define MZ2_INFANTRY_MACHINEGUN_9 34
|
|
#define MZ2_INFANTRY_MACHINEGUN_10 35
|
|
#define MZ2_INFANTRY_MACHINEGUN_11 36
|
|
#define MZ2_INFANTRY_MACHINEGUN_12 37
|
|
#define MZ2_INFANTRY_MACHINEGUN_13 38
|
|
|
|
#define MZ2_SOLDIER_BLASTER_1 39
|
|
#define MZ2_SOLDIER_BLASTER_2 40
|
|
#define MZ2_SOLDIER_SHOTGUN_1 41
|
|
#define MZ2_SOLDIER_SHOTGUN_2 42
|
|
#define MZ2_SOLDIER_MACHINEGUN_1 43
|
|
#define MZ2_SOLDIER_MACHINEGUN_2 44
|
|
|
|
#define MZ2_GUNNER_MACHINEGUN_1 45
|
|
#define MZ2_GUNNER_MACHINEGUN_2 46
|
|
#define MZ2_GUNNER_MACHINEGUN_3 47
|
|
#define MZ2_GUNNER_MACHINEGUN_4 48
|
|
#define MZ2_GUNNER_MACHINEGUN_5 49
|
|
#define MZ2_GUNNER_MACHINEGUN_6 50
|
|
#define MZ2_GUNNER_MACHINEGUN_7 51
|
|
#define MZ2_GUNNER_MACHINEGUN_8 52
|
|
#define MZ2_GUNNER_GRENADE_1 53
|
|
#define MZ2_GUNNER_GRENADE_2 54
|
|
#define MZ2_GUNNER_GRENADE_3 55
|
|
#define MZ2_GUNNER_GRENADE_4 56
|
|
|
|
#define MZ2_CHICK_ROCKET_1 57
|
|
|
|
#define MZ2_FLYER_BLASTER_1 58
|
|
#define MZ2_FLYER_BLASTER_2 59
|
|
|
|
#define MZ2_MEDIC_BLASTER_1 60
|
|
|
|
#define MZ2_GLADIATOR_RAILGUN_1 61
|
|
|
|
#define MZ2_HOVER_BLASTER_1 62
|
|
|
|
#define MZ2_ACTOR_MACHINEGUN_1 63
|
|
|
|
#define MZ2_SUPERTANK_MACHINEGUN_1 64
|
|
#define MZ2_SUPERTANK_MACHINEGUN_2 65
|
|
#define MZ2_SUPERTANK_MACHINEGUN_3 66
|
|
#define MZ2_SUPERTANK_MACHINEGUN_4 67
|
|
#define MZ2_SUPERTANK_MACHINEGUN_5 68
|
|
#define MZ2_SUPERTANK_MACHINEGUN_6 69
|
|
#define MZ2_SUPERTANK_ROCKET_1 70
|
|
#define MZ2_SUPERTANK_ROCKET_2 71
|
|
#define MZ2_SUPERTANK_ROCKET_3 72
|
|
|
|
#define MZ2_BOSS2_MACHINEGUN_L1 73
|
|
#define MZ2_BOSS2_MACHINEGUN_L2 74
|
|
#define MZ2_BOSS2_MACHINEGUN_L3 75
|
|
#define MZ2_BOSS2_MACHINEGUN_L4 76
|
|
#define MZ2_BOSS2_MACHINEGUN_L5 77
|
|
#define MZ2_BOSS2_ROCKET_1 78
|
|
#define MZ2_BOSS2_ROCKET_2 79
|
|
#define MZ2_BOSS2_ROCKET_3 80
|
|
#define MZ2_BOSS2_ROCKET_4 81
|
|
|
|
#define MZ2_FLOAT_BLASTER_1 82
|
|
|
|
#define MZ2_SOLDIER_BLASTER_3 83
|
|
#define MZ2_SOLDIER_SHOTGUN_3 84
|
|
#define MZ2_SOLDIER_MACHINEGUN_3 85
|
|
#define MZ2_SOLDIER_BLASTER_4 86
|
|
#define MZ2_SOLDIER_SHOTGUN_4 87
|
|
#define MZ2_SOLDIER_MACHINEGUN_4 88
|
|
#define MZ2_SOLDIER_BLASTER_5 89
|
|
#define MZ2_SOLDIER_SHOTGUN_5 90
|
|
#define MZ2_SOLDIER_MACHINEGUN_5 91
|
|
#define MZ2_SOLDIER_BLASTER_6 92
|
|
#define MZ2_SOLDIER_SHOTGUN_6 93
|
|
#define MZ2_SOLDIER_MACHINEGUN_6 94
|
|
#define MZ2_SOLDIER_BLASTER_7 95
|
|
#define MZ2_SOLDIER_SHOTGUN_7 96
|
|
#define MZ2_SOLDIER_MACHINEGUN_7 97
|
|
#define MZ2_SOLDIER_BLASTER_8 98
|
|
#define MZ2_SOLDIER_SHOTGUN_8 99
|
|
#define MZ2_SOLDIER_MACHINEGUN_8 100
|
|
|
|
// --- Xian shit below ---
|
|
#define MZ2_MAKRON_BFG 101
|
|
#define MZ2_MAKRON_BLASTER_1 102
|
|
#define MZ2_MAKRON_BLASTER_2 103
|
|
#define MZ2_MAKRON_BLASTER_3 104
|
|
#define MZ2_MAKRON_BLASTER_4 105
|
|
#define MZ2_MAKRON_BLASTER_5 106
|
|
#define MZ2_MAKRON_BLASTER_6 107
|
|
#define MZ2_MAKRON_BLASTER_7 108
|
|
#define MZ2_MAKRON_BLASTER_8 109
|
|
#define MZ2_MAKRON_BLASTER_9 110
|
|
#define MZ2_MAKRON_BLASTER_10 111
|
|
#define MZ2_MAKRON_BLASTER_11 112
|
|
#define MZ2_MAKRON_BLASTER_12 113
|
|
#define MZ2_MAKRON_BLASTER_13 114
|
|
#define MZ2_MAKRON_BLASTER_14 115
|
|
#define MZ2_MAKRON_BLASTER_15 116
|
|
#define MZ2_MAKRON_BLASTER_16 117
|
|
#define MZ2_MAKRON_BLASTER_17 118
|
|
#define MZ2_MAKRON_RAILGUN_1 119
|
|
#define MZ2_JORG_MACHINEGUN_L1 120
|
|
#define MZ2_JORG_MACHINEGUN_L2 121
|
|
#define MZ2_JORG_MACHINEGUN_L3 122
|
|
#define MZ2_JORG_MACHINEGUN_L4 123
|
|
#define MZ2_JORG_MACHINEGUN_L5 124
|
|
#define MZ2_JORG_MACHINEGUN_L6 125
|
|
#define MZ2_JORG_MACHINEGUN_R1 126
|
|
#define MZ2_JORG_MACHINEGUN_R2 127
|
|
#define MZ2_JORG_MACHINEGUN_R3 128
|
|
#define MZ2_JORG_MACHINEGUN_R4 129
|
|
#define MZ2_JORG_MACHINEGUN_R5 130
|
|
#define MZ2_JORG_MACHINEGUN_R6 131
|
|
#define MZ2_JORG_BFG_1 132
|
|
#define MZ2_BOSS2_MACHINEGUN_R1 133
|
|
#define MZ2_BOSS2_MACHINEGUN_R2 134
|
|
#define MZ2_BOSS2_MACHINEGUN_R3 135
|
|
#define MZ2_BOSS2_MACHINEGUN_R4 136
|
|
#define MZ2_BOSS2_MACHINEGUN_R5 137
|
|
|
|
//ROGUE
|
|
#define MZ2_CARRIER_MACHINEGUN_L1 138
|
|
#define MZ2_CARRIER_MACHINEGUN_R1 139
|
|
#define MZ2_CARRIER_GRENADE 140
|
|
#define MZ2_TURRET_MACHINEGUN 141
|
|
#define MZ2_TURRET_ROCKET 142
|
|
#define MZ2_TURRET_BLASTER 143
|
|
#define MZ2_STALKER_BLASTER 144
|
|
#define MZ2_DAEDALUS_BLASTER 145
|
|
#define MZ2_MEDIC_BLASTER_2 146
|
|
#define MZ2_CARRIER_RAILGUN 147
|
|
#define MZ2_WIDOW_DISRUPTOR 148
|
|
#define MZ2_WIDOW_BLASTER 149
|
|
#define MZ2_WIDOW_RAIL 150
|
|
#define MZ2_WIDOW_PLASMABEAM 151 // PMM - not used
|
|
#define MZ2_CARRIER_MACHINEGUN_L2 152
|
|
#define MZ2_CARRIER_MACHINEGUN_R2 153
|
|
#define MZ2_WIDOW_RAIL_LEFT 154
|
|
#define MZ2_WIDOW_RAIL_RIGHT 155
|
|
#define MZ2_WIDOW_BLASTER_SWEEP1 156
|
|
#define MZ2_WIDOW_BLASTER_SWEEP2 157
|
|
#define MZ2_WIDOW_BLASTER_SWEEP3 158
|
|
#define MZ2_WIDOW_BLASTER_SWEEP4 159
|
|
#define MZ2_WIDOW_BLASTER_SWEEP5 160
|
|
#define MZ2_WIDOW_BLASTER_SWEEP6 161
|
|
#define MZ2_WIDOW_BLASTER_SWEEP7 162
|
|
#define MZ2_WIDOW_BLASTER_SWEEP8 163
|
|
#define MZ2_WIDOW_BLASTER_SWEEP9 164
|
|
#define MZ2_WIDOW_BLASTER_100 165
|
|
#define MZ2_WIDOW_BLASTER_90 166
|
|
#define MZ2_WIDOW_BLASTER_80 167
|
|
#define MZ2_WIDOW_BLASTER_70 168
|
|
#define MZ2_WIDOW_BLASTER_60 169
|
|
#define MZ2_WIDOW_BLASTER_50 170
|
|
#define MZ2_WIDOW_BLASTER_40 171
|
|
#define MZ2_WIDOW_BLASTER_30 172
|
|
#define MZ2_WIDOW_BLASTER_20 173
|
|
#define MZ2_WIDOW_BLASTER_10 174
|
|
#define MZ2_WIDOW_BLASTER_0 175
|
|
#define MZ2_WIDOW_BLASTER_10L 176
|
|
#define MZ2_WIDOW_BLASTER_20L 177
|
|
#define MZ2_WIDOW_BLASTER_30L 178
|
|
#define MZ2_WIDOW_BLASTER_40L 179
|
|
#define MZ2_WIDOW_BLASTER_50L 180
|
|
#define MZ2_WIDOW_BLASTER_60L 181
|
|
#define MZ2_WIDOW_BLASTER_70L 182
|
|
#define MZ2_WIDOW_RUN_1 183
|
|
#define MZ2_WIDOW_RUN_2 184
|
|
#define MZ2_WIDOW_RUN_3 185
|
|
#define MZ2_WIDOW_RUN_4 186
|
|
#define MZ2_WIDOW_RUN_5 187
|
|
#define MZ2_WIDOW_RUN_6 188
|
|
#define MZ2_WIDOW_RUN_7 189
|
|
#define MZ2_WIDOW_RUN_8 190
|
|
#define MZ2_CARRIER_ROCKET_1 191
|
|
#define MZ2_CARRIER_ROCKET_2 192
|
|
#define MZ2_CARRIER_ROCKET_3 193
|
|
#define MZ2_CARRIER_ROCKET_4 194
|
|
#define MZ2_WIDOW2_BEAMER_1 195
|
|
#define MZ2_WIDOW2_BEAMER_2 196
|
|
#define MZ2_WIDOW2_BEAMER_3 197
|
|
#define MZ2_WIDOW2_BEAMER_4 198
|
|
#define MZ2_WIDOW2_BEAMER_5 199
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_1 200
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_2 201
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_3 202
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_4 203
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_5 204
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_6 205
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_7 206
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_8 207
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_9 208
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_10 209
|
|
#define MZ2_WIDOW2_BEAM_SWEEP_11 210
|
|
|
|
// ROGUE
|
|
|
|
extern vec3_t monster_flash_offset [];
|
|
|
|
|
|
// 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
|
|
} 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
|
|
#define CHAN_GIZMO 5
|
|
// modifier flags
|
|
#define CHAN_NO_PHS_ADD 8 // send to all clients, not just ones in PHS (ATTN 0 will also do this)
|
|
#define CHAN_RELIABLE 16 // send by reliable message, not datagram
|
|
|
|
|
|
// sound attenuation values
|
|
#define ATTN_NONE 0 // full volume the entire level
|
|
#define ATTN_NORM 1
|
|
#define ATTN_IDLE 2
|
|
#define ATTN_STATIC 3 // diminish very rapidly with distance
|
|
|
|
|
|
// player_state->stats[] indexes
|
|
#define STAT_HEALTH_ICON 0
|
|
#define STAT_HEALTH 1
|
|
#define STAT_AMMO_ICON 2
|
|
#define STAT_AMMO 3
|
|
#define STAT_ARMOR_ICON 4
|
|
#define STAT_ARMOR 5
|
|
#define STAT_SELECTED_ICON 6
|
|
#define STAT_PICKUP_ICON 7
|
|
#define STAT_PICKUP_STRING 8
|
|
#define STAT_TIMER_ICON 9
|
|
#define STAT_TIMER 10
|
|
#define STAT_HELPICON 11
|
|
#define STAT_SELECTED_ITEM 12
|
|
#define STAT_LAYOUTS 13
|
|
#define STAT_FRAGS 14
|
|
#define STAT_FLASHES 15 // cleared each frame, 1 = health, 2 = armor
|
|
#define STAT_CHASE 16
|
|
#define STAT_SPECTATOR 17
|
|
#define STAT_SPEED 22
|
|
#define STAT_ZOOM 23
|
|
#define MAX_STATS 32
|
|
|
|
|
|
// dmflags->value flags
|
|
#define DF_NO_HEALTH 0x00000001 // 1
|
|
#define DF_NO_ITEMS 0x00000002 // 2
|
|
#define DF_WEAPONS_STAY 0x00000004 // 4
|
|
#define DF_NO_FALLING 0x00000008 // 8
|
|
#define DF_INSTANT_ITEMS 0x00000010 // 16
|
|
#define DF_SAME_LEVEL 0x00000020 // 32
|
|
#define DF_SKINTEAMS 0x00000040 // 64
|
|
#define DF_MODELTEAMS 0x00000080 // 128
|
|
#define DF_NO_FRIENDLY_FIRE 0x00000100 // 256
|
|
#define DF_SPAWN_FARTHEST 0x00000200 // 512
|
|
#define DF_FORCE_RESPAWN 0x00000400 // 1024
|
|
#define DF_NO_ARMOR 0x00000800 // 2048
|
|
#define DF_ALLOW_EXIT 0x00001000 // 4096
|
|
#define DF_INFINITE_AMMO 0x00002000 // 8192
|
|
#define DF_QUAD_DROP 0x00004000 // 16384
|
|
#define DF_FIXED_FOV 0x00008000 // 32768
|
|
|
|
// RAFAEL
|
|
#define DF_QUADFIRE_DROP 0x00010000 // 65536
|
|
|
|
//ROGUE
|
|
#define DF_NO_MINES 0x00020000
|
|
#define DF_NO_STACK_DOUBLE 0x00040000
|
|
#define DF_NO_NUKES 0x00080000
|
|
#define DF_NO_SPHERES 0x00100000
|
|
//ROGUE
|
|
|
|
/*
|
|
ROGUE - VERSIONS
|
|
1234 08/13/1998 Activision
|
|
1235 08/14/1998 Id Software
|
|
1236 08/15/1998 Steve Tietze
|
|
1237 08/15/1998 Phil Dobranski
|
|
1238 08/15/1998 John Sheley
|
|
1239 08/17/1998 Barrett Alexander
|
|
1230 08/17/1998 Brandon Fish
|
|
1245 08/17/1998 Don MacAskill
|
|
1246 08/17/1998 David "Zoid" Kirsch
|
|
1247 08/17/1998 Manu Smith
|
|
1248 08/17/1998 Geoff Scully
|
|
1249 08/17/1998 Andy Van Fossen
|
|
1240 08/20/1998 Activision Build 2
|
|
1256 08/20/1998 Ranger Clan
|
|
1257 08/20/1998 Ensemble Studios
|
|
1258 08/21/1998 Robert Duffy
|
|
1259 08/21/1998 Stephen Seachord
|
|
1250 08/21/1998 Stephen Heaslip
|
|
1267 08/21/1998 Samir Sandesara
|
|
1268 08/21/1998 Oliver Wyman
|
|
1269 08/21/1998 Steven Marchegiano
|
|
1260 08/21/1998 Build #2 for Nihilistic
|
|
1278 08/21/1998 Build #2 for Ensemble
|
|
|
|
9999 08/20/1998 Internal Use
|
|
*/
|
|
#define ROGUE_VERSION_ID 1278
|
|
|
|
#define ROGUE_VERSION_STRING "08/21/1998 Beta 2 for Ensemble"
|
|
|
|
// ROGUE
|
|
/*
|
|
==========================================================
|
|
|
|
ELEMENTS COMMUNICATED ACROSS THE NET
|
|
|
|
==========================================================
|
|
*/
|
|
|
|
#define ANGLE2SHORT(x) ((int)((x)*65536/360) & 65535)
|
|
#define SHORT2ANGLE(x) ((x)*(360.0/65536))
|
|
|
|
|
|
//
|
|
// config strings are a general means of communication from
|
|
// the server to all connected clients.
|
|
// Each config string can be at most MAX_QPATH characters.
|
|
//
|
|
#define CS_NAME 0
|
|
#define CS_CDTRACK 1
|
|
#define CS_SKY 2
|
|
#define CS_SKYAXIS 3 // %f %f %f format
|
|
#define CS_SKYROTATE 4
|
|
#define CS_STATUSBAR 5 // display program string
|
|
|
|
#define CS_AIRACCEL 29 // air acceleration control
|
|
#define CS_MAXCLIENTS 30
|
|
#define CS_MAPCHECKSUM 31 // for catching cheater maps
|
|
|
|
#define CS_MODELS 32
|
|
#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
|
|
#define CS_IMAGES (CS_SOUNDS+MAX_SOUNDS)
|
|
#define CS_LIGHTS (CS_IMAGES+MAX_IMAGES)
|
|
#define CS_ITEMS (CS_LIGHTS+MAX_LIGHTSTYLES)
|
|
#define CS_PLAYERSKINS (CS_ITEMS+MAX_ITEMS)
|
|
#define CS_GENERAL (CS_PLAYERSKINS+MAX_CLIENTS)
|
|
#define MAX_CONFIGSTRINGS (CS_GENERAL+MAX_GENERAL)
|
|
|
|
|
|
//==============================================
|
|
|
|
|
|
// entity_state_t->event values
|
|
// ertity events are for effects that take place reletive
|
|
// to an existing entities origin. Very network efficient.
|
|
// All muzzle flashes really should be converted to events...
|
|
typedef enum
|
|
{
|
|
EV_NONE,
|
|
EV_ITEM_RESPAWN,
|
|
EV_FOOTSTEP,
|
|
EV_FALLSHORT,
|
|
EV_FALL,
|
|
EV_FALLFAR,
|
|
EV_PLAYER_TELEPORT,
|
|
EV_OTHER_TELEPORT
|
|
} entity_event_t;
|
|
|
|
|
|
// entity_state_t is the information conveyed from the server
|
|
// in an update message about entities that the client will
|
|
// need to render in some way
|
|
typedef struct entity_state_s
|
|
{
|
|
int number; // edict index
|
|
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
vec3_t old_origin; // for lerping animation
|
|
int modelindex;
|
|
int weaponmodel;
|
|
|
|
int body; // sub-model selection for studiomodels
|
|
int sequence; // animation sequence
|
|
int frame; // % playback position in animation sequences (0..255)
|
|
int skinnum;
|
|
uint effects; // PGM - we're filling it, so it needs to be unsigned
|
|
int renderfx;
|
|
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
|
|
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
|
|
// gi.linkentity sets this properly
|
|
int sound; // for looping sounds, to guarantee shutoff
|
|
int event; // impulse events -- muzzle flashes, footsteps, etc
|
|
// events only go out for a single frame, they
|
|
// are automatically cleared each frame
|
|
float alpha; // alpha value
|
|
} entity_state_t;
|
|
|
|
//==============================================
|
|
|
|
|
|
// player_state_t is the information needed in addition to pmove_state_t
|
|
// to rendered a view. There will only be 10 player_state_t sent each second,
|
|
// but the number of pmove_state_t changes will be reletive to client
|
|
// frame rates
|
|
typedef struct
|
|
{
|
|
pmove_state_t pmove; // for prediction
|
|
|
|
// these fields do not need to be communicated bit-precise
|
|
|
|
vec3_t viewangles; // for fixed views
|
|
vec3_t viewoffset; // add to pmovestate->origin
|
|
vec3_t kick_angles; // add to view direction to get render angles
|
|
// set by weapon kicks, pain effects, etc
|
|
|
|
vec3_t gunangles;
|
|
vec3_t gunoffset;
|
|
int gunindex;
|
|
int gunframe; // studio frame
|
|
int sequence; // stuido animation sequence
|
|
int gunbody;
|
|
int gunskin;
|
|
|
|
float blend[4]; // rgba full screen effect
|
|
|
|
float fov; // horizontal field of view
|
|
int rdflags; // refdef flags
|
|
short stats[MAX_STATS]; // fast status bar updates
|
|
} player_state_t;
|
|
|
|
|
|
// ==================
|
|
// PGM
|
|
#define VIDREF_GL 1
|
|
#define VIDREF_SOFT 2
|
|
#define VIDREF_OTHER 3
|
|
|
|
extern int vidref_val;
|
|
// PGM
|
|
// ==================
|
|
|
|
typedef enum
|
|
{
|
|
FOOTSTEP_METAL1,
|
|
FOOTSTEP_METAL2,
|
|
FOOTSTEP_METAL3,
|
|
FOOTSTEP_METAL4,
|
|
FOOTSTEP_DIRT1,
|
|
FOOTSTEP_DIRT2,
|
|
FOOTSTEP_DIRT3,
|
|
FOOTSTEP_DIRT4,
|
|
FOOTSTEP_VENT1,
|
|
FOOTSTEP_VENT2,
|
|
FOOTSTEP_VENT3,
|
|
FOOTSTEP_VENT4,
|
|
FOOTSTEP_GRATE1,
|
|
FOOTSTEP_GRATE2,
|
|
FOOTSTEP_GRATE3,
|
|
FOOTSTEP_GRATE4,
|
|
FOOTSTEP_TILE1,
|
|
FOOTSTEP_TILE2,
|
|
FOOTSTEP_TILE3,
|
|
FOOTSTEP_TILE4,
|
|
FOOTSTEP_GRASS1,
|
|
FOOTSTEP_GRASS2,
|
|
FOOTSTEP_GRASS3,
|
|
FOOTSTEP_GRASS4,
|
|
FOOTSTEP_SNOW1,
|
|
FOOTSTEP_SNOW2,
|
|
FOOTSTEP_SNOW3,
|
|
FOOTSTEP_SNOW4,
|
|
FOOTSTEP_CARPET1,
|
|
FOOTSTEP_CARPET2,
|
|
FOOTSTEP_CARPET3,
|
|
FOOTSTEP_CARPET4,
|
|
FOOTSTEP_FORCE1,
|
|
FOOTSTEP_FORCE2,
|
|
FOOTSTEP_FORCE3,
|
|
FOOTSTEP_FORCE4,
|
|
FOOTSTEP_SLOSH1,
|
|
FOOTSTEP_SLOSH2,
|
|
FOOTSTEP_SLOSH3,
|
|
FOOTSTEP_SLOSH4,
|
|
FOOTSTEP_LADDER1,
|
|
FOOTSTEP_LADDER2,
|
|
FOOTSTEP_LADDER3,
|
|
FOOTSTEP_LADDER4
|
|
} footstep_t;
|
|
|
|
typedef enum
|
|
{
|
|
ENTITY_DONT_USE_THIS_ONE,
|
|
ENTITY_ITEM_HEALTH,
|
|
ENTITY_ITEM_HEALTH_SMALL,
|
|
ENTITY_ITEM_HEALTH_LARGE,
|
|
ENTITY_ITEM_HEALTH_MEGA,
|
|
ENTITY_INFO_PLAYER_START,
|
|
ENTITY_INFO_PLAYER_DEATHMATCH,
|
|
ENTITY_INFO_PLAYER_COOP,
|
|
ENTITY_INFO_PLAYER_INTERMISSION,
|
|
ENTITY_FUNC_PLAT,
|
|
ENTITY_FUNC_BUTTON,
|
|
ENTITY_FUNC_DOOR,
|
|
ENTITY_FUNC_DOOR_SECRET,
|
|
ENTITY_FUNC_DOOR_ROTATING,
|
|
ENTITY_FUNC_ROTATING,
|
|
ENTITY_FUNC_TRAIN,
|
|
ENTITY_FUNC_WATER,
|
|
ENTITY_FUNC_CONVEYOR,
|
|
ENTITY_FUNC_AREAPORTAL,
|
|
ENTITY_FUNC_CLOCK,
|
|
ENTITY_FUNC_WALL,
|
|
ENTITY_FUNC_OBJECT,
|
|
ENTITY_FUNC_TIMER,
|
|
ENTITY_FUNC_EXPLOSIVE,
|
|
ENTITY_FUNC_KILLBOX,
|
|
ENTITY_TARGET_ACTOR,
|
|
ENTITY_TARGET_ANIMATION,
|
|
ENTITY_TARGET_BLASTER,
|
|
ENTITY_TARGET_CHANGELEVEL,
|
|
ENTITY_TARGET_CHARACTER,
|
|
ENTITY_TARGET_CROSSLEVEL_TARGET,
|
|
ENTITY_TARGET_CROSSLEVEL_TRIGGER,
|
|
ENTITY_TARGET_EARTHQUAKE,
|
|
ENTITY_TARGET_EXPLOSION,
|
|
ENTITY_TARGET_GOAL,
|
|
ENTITY_TARGET_HELP,
|
|
ENTITY_TARGET_LASER,
|
|
ENTITY_TARGET_LIGHTRAMP,
|
|
ENTITY_TARGET_SECRET,
|
|
ENTITY_TARGET_SPAWNER,
|
|
ENTITY_TARGET_SPEAKER,
|
|
ENTITY_TARGET_SPLASH,
|
|
ENTITY_TARGET_STRING,
|
|
ENTITY_TARGET_TEMP_ENTITY,
|
|
ENTITY_TRIGGER_ALWAYS,
|
|
ENTITY_TRIGGER_COUNTER,
|
|
ENTITY_TRIGGER_ELEVATOR,
|
|
ENTITY_TRIGGER_GRAVITY,
|
|
ENTITY_TRIGGER_HURT,
|
|
ENTITY_TRIGGER_KEY,
|
|
ENTITY_TRIGGER_ONCE,
|
|
ENTITY_TRIGGER_MONSTERJUMP,
|
|
ENTITY_TRIGGER_MULTIPLE,
|
|
ENTITY_TRIGGER_PUSH,
|
|
ENTITY_TRIGGER_RELAY,
|
|
ENTITY_VIEWTHING,
|
|
ENTITY_WORLDSPAWN,
|
|
ENTITY_LIGHT,
|
|
ENTITY_LIGHT_MINE1,
|
|
ENTITY_LIGHT_MINE2,
|
|
ENTITY_INFO_NOTNULL,
|
|
ENTITY_PATH_CORNER,
|
|
ENTITY_POINT_COMBAT,
|
|
ENTITY_MISC_EXPLOBOX,
|
|
ENTITY_MISC_BANNER,
|
|
ENTITY_MISC_SATELLITE_DISH,
|
|
ENTITY_MISC_ACTOR,
|
|
ENTITY_MISC_GIB_ARM,
|
|
ENTITY_MISC_GIB_LEG,
|
|
ENTITY_MISC_GIB_HEAD,
|
|
ENTITY_MISC_INSANE,
|
|
ENTITY_MISC_DEADSOLDIER,
|
|
ENTITY_MISC_VIPER,
|
|
ENTITY_MISC_VIPER_BOMB,
|
|
ENTITY_MISC_BIGVIPER,
|
|
ENTITY_MISC_STROGG_SHIP,
|
|
ENTITY_MISC_TELEPORTER,
|
|
ENTITY_MISC_TELEPORTER_DEST,
|
|
ENTITY_MISC_BLACKHOLE,
|
|
ENTITY_MISC_EASTERTANK,
|
|
ENTITY_MISC_EASTERCHICK,
|
|
ENTITY_MISC_EASTERCHICK2,
|
|
ENTITY_MONSTER_BERSERK,
|
|
ENTITY_MONSTER_GLADIATOR,
|
|
ENTITY_MONSTER_GUNNER,
|
|
ENTITY_MONSTER_INFANTRY,
|
|
ENTITY_MONSTER_SOLDIER_LIGHT,
|
|
ENTITY_MONSTER_SOLDIER,
|
|
ENTITY_MONSTER_SOLDIER_SS,
|
|
ENTITY_MONSTER_TANK,
|
|
ENTITY_MONSTER_MEDIC,
|
|
ENTITY_MONSTER_FLIPPER,
|
|
ENTITY_MONSTER_CHICK,
|
|
ENTITY_MONSTER_PARASITE,
|
|
ENTITY_MONSTER_FLYER,
|
|
ENTITY_MONSTER_BRAIN,
|
|
ENTITY_MONSTER_FLOATER,
|
|
ENTITY_MONSTER_HOVER,
|
|
ENTITY_MONSTER_MUTANT,
|
|
ENTITY_MONSTER_SUPERTANK,
|
|
ENTITY_MONSTER_BOSS2,
|
|
ENTITY_MONSTER_BOSS3_STAND,
|
|
ENTITY_MONSTER_JORG,
|
|
ENTITY_MONSTER_COMMANDER_BODY,
|
|
ENTITY_TURRET_BREACH,
|
|
ENTITY_TURRET_BASE,
|
|
ENTITY_TURRET_DRIVER,
|
|
ENTITY_CRANE_BEAM,
|
|
ENTITY_CRANE_HOIST,
|
|
ENTITY_CRANE_HOOK,
|
|
ENTITY_CRANE_CONTROL,
|
|
ENTITY_CRANE_RESET,
|
|
ENTITY_FUNC_BOBBINGWATER,
|
|
ENTITY_FUNC_DOOR_SWINGING,
|
|
ENTITY_FUNC_FORCE_WALL,
|
|
ENTITY_FUNC_MONITOR,
|
|
ENTITY_FUNC_PENDULUM,
|
|
ENTITY_FUNC_PIVOT,
|
|
ENTITY_FUNC_PUSHABLE,
|
|
ENTITY_FUNC_REFLECT,
|
|
ENTITY_FUNC_TRACKCHANGE,
|
|
ENTITY_FUNC_TRACKTRAIN,
|
|
ENTITY_FUNC_TRAINBUTTON,
|
|
ENTITY_FUNC_VEHICLE,
|
|
ENTITY_HINT_PATH,
|
|
ENTITY_INFO_TRAIN_START,
|
|
ENTITY_MISC_LIGHT,
|
|
ENTITY_MODEL_SPAWN,
|
|
ENTITY_MODEL_TRAIN,
|
|
ENTITY_MODEL_TURRET,
|
|
ENTITY_MONSTER_MAKRON,
|
|
ENTITY_PATH_TRACK,
|
|
ENTITY_TARGET_ANGER,
|
|
ENTITY_TARGET_ATTRACTOR,
|
|
ENTITY_TARGET_CD,
|
|
ENTITY_TARGET_CHANGE,
|
|
ENTITY_TARGET_CLONE,
|
|
ENTITY_TARGET_EFFECT,
|
|
ENTITY_TARGET_FADE,
|
|
ENTITY_TARGET_FAILURE,
|
|
ENTITY_TARGET_FOG,
|
|
ENTITY_TARGET_FOUNTAIN,
|
|
ENTITY_TARGET_LIGHTSWITCH,
|
|
ENTITY_TARGET_LOCATOR,
|
|
ENTITY_TARGET_LOCK,
|
|
ENTITY_TARGET_LOCK_CLUE,
|
|
ENTITY_TARGET_LOCK_CODE,
|
|
ENTITY_TARGET_LOCK_DIGIT,
|
|
ENTITY_TARGET_MONITOR,
|
|
ENTITY_TARGET_MONSTERBATTLE,
|
|
ENTITY_TARGET_MOVEWITH,
|
|
ENTITY_TARGET_PRECIPITATION,
|
|
ENTITY_TARGET_ROCKS,
|
|
ENTITY_TARGET_ROTATION,
|
|
ENTITY_TARGET_SET_EFFECT,
|
|
ENTITY_TARGET_SKILL,
|
|
ENTITY_TARGET_SKY,
|
|
ENTITY_TARGET_PLAYBACK,
|
|
ENTITY_TARGET_TEXT,
|
|
ENTITY_THING,
|
|
ENTITY_TREMOR_TRIGGER_MULTIPLE,
|
|
ENTITY_TRIGGER_BBOX,
|
|
ENTITY_TRIGGER_DISGUISE,
|
|
ENTITY_TRIGGER_FOG,
|
|
ENTITY_TRIGGER_INSIDE,
|
|
ENTITY_TRIGGER_LOOK,
|
|
ENTITY_TRIGGER_MASS,
|
|
ENTITY_TRIGGER_SCALES,
|
|
ENTITY_TRIGGER_SPEAKER,
|
|
ENTITY_TRIGGER_SWITCH,
|
|
ENTITY_TRIGGER_TELEPORTER,
|
|
ENTITY_TRIGGER_TRANSITION,
|
|
ENTITY_BOLT,
|
|
ENTITY_DEBRIS,
|
|
ENTITY_GIB,
|
|
ENTITY_GIBHEAD,
|
|
ENTITY_GRENADE,
|
|
ENTITY_HANDGRENADE,
|
|
ENTITY_ROCKET,
|
|
ENTITY_CHASECAM,
|
|
ENTITY_CAMPLAYER,
|
|
ENTITY_PLAYER_NOISE
|
|
} entity_id;
|
|
|
|
#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
|
|
|
|
#ifdef __LCC__
|
|
#define max(a,b) (((a) > (b)) ? (a) : (b))
|
|
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
|
#define _mkdir mkdir
|
|
#endif
|
|
|
|
#endif//CONST_H
|