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// Copyright (C) 1999-2000 Id Software, Inc.
//

/*
 *  Portions Copyright (C) 2000-2001 Tim Angus
 *
 *  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, 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.
 */

/*  To assertain which portions are licensed under the GPL and which are
 *  licensed by Id Software, Inc. please run a diff between the equivalent
 *  versions of the "Tremulous" modification and the unmodified "Quake3"
 *  game source code.
 */

#ifndef __Q_SHARED_H
#define __Q_SHARED_H

// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file

#define Q3_VERSION    "Q3 1.27g"


#define NEW_ANIMS
#define MAX_TEAMNAME 32

#ifdef _WIN32

#pragma warning(disable : 4018)     // signed/unsigned mismatch
#pragma warning(disable : 4032)
#pragma warning(disable : 4051)
#pragma warning(disable : 4057)   // slightly different base types
#pragma warning(disable : 4100)   // unreferenced formal parameter
#pragma warning(disable : 4115)
#pragma warning(disable : 4125)   // decimal digit terminates octal escape sequence
#pragma warning(disable : 4127)   // conditional expression is constant
#pragma warning(disable : 4136)
#pragma warning(disable : 4152)   // nonstandard extension, function/data pointer conversion in expression
//#pragma warning(disable : 4201)
//#pragma warning(disable : 4214)
#pragma warning(disable : 4244)
#pragma warning(disable : 4142)   // benign redefinition
//#pragma warning(disable : 4305)   // truncation from const double to float
//#pragma warning(disable : 4310)   // cast truncates constant value
//#pragma warning(disable:  4505)   // unreferenced local function has been removed
#pragma warning(disable : 4514)
#pragma warning(disable : 4702)   // unreachable code
#pragma warning(disable : 4711)   // selected for automatic inline expansion
#pragma warning(disable : 4220)   // varargs matches remaining parameters
#endif

#if defined(ppc) || defined(__ppc) || defined(__ppc__) || defined(__POWERPC__)
#define idppc 1
#endif

/**********************************************************************
  VM Considerations

  The VM can not use the standard system headers because we aren't really
  using the compiler they were meant for.  We use bg_lib.h which contains
  prototypes for the functions we define for our own use in bg_lib.c.

  When writing mods, please add needed headers HERE, do not start including
  stuff like <stdio.h> in the various .c files that make up each of the VMs
  since you will be including system headers files can will have issues.

  Remember, if you use a C library function that is not defined in bg_lib.c,
  you will have to add your own version for support in the VM.

 **********************************************************************/

#ifdef Q3_VM

#include "bg_lib.h"

#else

#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>

#endif

#ifdef _WIN32

//#pragma intrinsic( memset, memcpy )

#endif


// this is the define for determining if we have an asm version of a C function
#if (defined _M_IX86 || defined __i386__) && !defined __sun__  && !defined __LCC__
#define id386 1
#else
#define id386 0
#endif

// for windows fastcall option

#define QDECL

//======================= WIN32 DEFINES =================================

#ifdef WIN32

#define MAC_STATIC

#undef QDECL
#define QDECL __cdecl

// buildstring will be incorporated into the version string
#ifdef NDEBUG
#ifdef _M_IX86
#define CPUSTRING "win-x86"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP"
#endif
#else
#ifdef _M_IX86
#define CPUSTRING "win-x86-debug"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP-debug"
#endif
#endif


#define PATH_SEP '\\'

#endif

//======================= MAC OS X SERVER DEFINES =====================

#if defined(__MACH__) && defined(__APPLE__)

#define MAC_STATIC

#ifdef __ppc__
#define CPUSTRING "MacOSXS-ppc"
#elif defined __i386__
#define CPUSTRING "MacOSXS-i386"
#else
#define CPUSTRING "MacOSXS-other"
#endif

#define PATH_SEP  '/'

#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED

#endif

//======================= MAC DEFINES =================================

#ifdef __MACOS__

#include <MacTypes.h>

#define MAC_STATIC  static

#define CPUSTRING "MacOS-PPC"

#define PATH_SEP ':'

#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define BOTLIB_HARD_LINKED

void Sys_PumpEvents( void );

#endif

//======================= LINUX DEFINES =================================

// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
#ifdef __linux__

#define MAC_STATIC

#ifdef __i386__
#define CPUSTRING "linux-i386"
#elif defined __axp__
#define CPUSTRING "linux-alpha"
#else
#define CPUSTRING "linux-other"
#endif

#define PATH_SEP '/'

#endif

//=============================================================


typedef unsigned char     byte;

typedef enum {qfalse, qtrue}  qboolean;

typedef int   qhandle_t;
typedef int   sfxHandle_t;
typedef int   fileHandle_t;
typedef int   clipHandle_t;


#ifndef NULL
#define NULL ((void *)0)
#endif

#define MAX_QINT      0x7fffffff
#define MIN_QINT      (-MAX_QINT-1)


// angle indexes
#define PITCH       0   // up / down
#define YAW         1   // left / right
#define ROLL        2   // fall over

// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS  1024  // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 256   // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS   1024  // max length of an individual token

#define MAX_INFO_STRING   1024
#define MAX_INFO_KEY    1024
#define MAX_INFO_VALUE    1024

#define BIG_INFO_STRING   8192  // used for system info key only
#define BIG_INFO_KEY      8192
#define BIG_INFO_VALUE    8192

#define MAX_QPATH     64    // max length of a quake game pathname
#define MAX_OSPATH      256   // max length of a filesystem pathname

#define MAX_NAME_LENGTH   32    // max length of a client name

#define MAX_SAY_TEXT  150

// paramters for command buffer stuffing
typedef enum {
  EXEC_NOW,     // don't return until completed, a VM should NEVER use this,
            // because some commands might cause the VM to be unloaded...
  EXEC_INSERT,    // insert at current position, but don't run yet
  EXEC_APPEND     // add to end of the command buffer (normal case)
} cbufExec_t;


//
// these aren't needed by any of the VMs.  put in another header?
//
#define MAX_MAP_AREA_BYTES    32    // bit vector of area visibility


// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
  PRINT_ALL,
  PRINT_DEVELOPER,    // only print when "developer 1"
  PRINT_WARNING,
  PRINT_ERROR
} printParm_t;

#ifdef ERR_FATAL
#undef ERR_FATAL      // this is be defined in malloc.h
#endif

// parameters to the main Error routine
typedef enum {
  ERR_FATAL,          // exit the entire game with a popup window
  ERR_DROP,         // print to console and disconnect from game
  ERR_SERVERDISCONNECT,   // don't kill server
  ERR_DISCONNECT,       // client disconnected from the server
  ERR_NEED_CD         // pop up the need-cd dialog
} errorParm_t;


// font rendering values used by ui and cgame

#define PROP_GAP_WIDTH      3
#define PROP_SPACE_WIDTH    8
#define PROP_HEIGHT       27
#define PROP_SMALL_SIZE_SCALE 0.75

#define BLINK_DIVISOR     200
#define PULSE_DIVISOR     75

#define UI_LEFT     0x00000000  // default
#define UI_CENTER   0x00000001
#define UI_RIGHT    0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT  0x00000010
#define UI_BIGFONT    0x00000020  // default
#define UI_GIANTFONT  0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK    0x00001000
#define UI_INVERSE    0x00002000
#define UI_PULSE    0x00004000

#if defined(_DEBUG) && !defined(BSPC)
  #define HUNK_DEBUG
#endif

typedef enum {
  h_high,
  h_low,
  h_dontcare
} ha_pref;

#ifdef HUNK_DEBUG
#define Hunk_Alloc( size, preference )        Hunk_AllocDebug(size, preference, #size, __FILE__, __LINE__)
void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line );
#else
void *Hunk_Alloc( int size, ha_pref preference );
#endif

void Com_Memset (void* dest, const int val, const size_t count);
void Com_Memcpy (void* dest, const void* src, const size_t count);

#define CIN_system  1
#define CIN_loop  2
#define CIN_hold  4
#define CIN_silent  8
#define CIN_shader  16

/*
==============================================================

MATHLIB

==============================================================
*/


typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];

typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;

#ifndef M_PI
#define M_PI    3.14159265358979323846f  // matches value in gcc v2 math.h
#endif

#define NUMVERTEXNORMALS  162
extern  vec3_t  bytedirs[NUMVERTEXNORMALS];

// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH    640
#define SCREEN_HEIGHT   480

#define TINYCHAR_WIDTH    (SMALLCHAR_WIDTH)
#define TINYCHAR_HEIGHT   (SMALLCHAR_HEIGHT/2)

#define SMALLCHAR_WIDTH   8
#define SMALLCHAR_HEIGHT  16

#define BIGCHAR_WIDTH   16
#define BIGCHAR_HEIGHT    16

#define GIANTCHAR_WIDTH   32
#define GIANTCHAR_HEIGHT  48

extern  vec4_t    colorBlack;
extern  vec4_t    colorRed;
extern  vec4_t    colorGreen;
extern  vec4_t    colorBlue;
extern  vec4_t    colorYellow;
extern  vec4_t    colorMagenta;
extern  vec4_t    colorCyan;
extern  vec4_t    colorWhite;
extern  vec4_t    colorLtGrey;
extern  vec4_t    colorMdGrey;
extern  vec4_t    colorDkGrey;

#define Q_COLOR_ESCAPE  '^'
#define Q_IsColorString(p)  ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && *((p)+1) != Q_COLOR_ESCAPE )

#define COLOR_BLACK   '0'
#define COLOR_RED   '1'
#define COLOR_GREEN   '2'
#define COLOR_YELLOW  '3'
#define COLOR_BLUE    '4'
#define COLOR_CYAN    '5'
#define COLOR_MAGENTA '6'
#define COLOR_WHITE   '7'
#define ColorIndex(c) ( ( (c) - '0' ) & 7 )

#define S_COLOR_BLACK "^0"
#define S_COLOR_RED   "^1"
#define S_COLOR_GREEN "^2"
#define S_COLOR_YELLOW  "^3"
#define S_COLOR_BLUE  "^4"
#define S_COLOR_CYAN  "^5"
#define S_COLOR_MAGENTA "^6"
#define S_COLOR_WHITE "^7"

extern vec4_t g_color_table[8];

#define MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b
#define MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a

#define DEG2RAD( a ) ( ( (a) * M_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / M_PI )

struct cplane_s;

extern  vec3_t  vec3_origin;
extern  vec3_t  axisDefault[3];

#define nanmask (255<<23)

#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)

float Q_fabs( float f );
float Q_rsqrt( float f );   // reciprocal square root

#define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )

signed char ClampChar( int i );
signed short ClampShort( int i );

// this isn't a real cheap function to call!
int DirToByte( vec3_t dir );
void ByteToDir( int b, vec3_t dir );

#if 1

#define DotProduct(x,y)     ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
#define VectorAdd(a,b,c)    ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
#define VectorCopy(a,b)     ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
#define VectorScale(v, s, o)  ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
#define VectorMA(v, s, b, o)  ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s))

#else

#define DotProduct(x,y)     _DotProduct(x,y)
#define VectorSubtract(a,b,c) _VectorSubtract(a,b,c)
#define VectorAdd(a,b,c)    _VectorAdd(a,b,c)
#define VectorCopy(a,b)     _VectorCopy(a,b)
#define VectorScale(v, s, o)  _VectorScale(v,s,o)
#define VectorMA(v, s, b, o)  _VectorMA(v,s,b,o)

#endif

#ifdef __LCC__
#ifdef VectorCopy
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
  float v[3];
} vec3struct_t;
#define VectorCopy(a,b) *(vec3struct_t *)b=*(vec3struct_t *)a;
#endif
#endif

#define VectorClear(a)      ((a)[0]=(a)[1]=(a)[2]=0)
#define VectorNegate(a,b)   ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
#define Vector4Copy(a,b)    ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])

#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}

// just in case you do't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorCopy( const vec3_t in, vec3_t out );
void _VectorScale( const vec3_t in, float scale, vec3_t out );
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc );

unsigned ColorBytes3 (float r, float g, float b);
unsigned ColorBytes4 (float r, float g, float b, float a);

float NormalizeColor( const vec3_t in, vec3_t out );

float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
int VectorCompare( const vec3_t v1, const vec3_t v2 );
vec_t VectorLength( const vec3_t v );
vec_t VectorLengthSquared( const vec3_t v );
vec_t Distance( const vec3_t p1, const vec3_t p2 );
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
vec_t VectorNormalize (vec3_t v);   // returns vector length
void VectorNormalizeFast(vec3_t v);   // does NOT return vector length, uses rsqrt approximation
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void VectorInverse (vec3_t v);
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
int Q_log2(int val);

float Q_acos(float c);

int   Q_rand( int *seed );
float Q_random( int *seed );
float Q_crandom( int *seed );

#define random()  ((rand () & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))

void vectoangles( const vec3_t value1, vec3_t angles);
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );

void AxisClear( vec3_t axis[3] );
void AxisCopy( vec3_t in[3], vec3_t out[3] );

void SetPlaneSignbits( struct cplane_s *out );
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);

float AngleMod(float a);
float LerpAngle (float from, float to, float frac);
float AngleSubtract( float a1, float a2 );
void  AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );

float AngleNormalize360 ( float angle );
float AngleNormalize180 ( float angle );
float AngleDelta ( float angle1, float angle2 );

qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this

//int PlaneTypeForNormal (vec3_t normal);

void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );

//=============================================

float Com_Clamp( float min, float max, float value );

char  *COM_SkipPath( char *pathname );
void  COM_StripExtension( const char *in, char *out );
void  COM_DefaultExtension( char *path, int maxSize, const char *extension );

void  COM_BeginParseSession( const char *name );
int   COM_GetCurrentParseLine( void );
char  *COM_Parse( char **data_p );
char  *COM_ParseExt( char **data_p, qboolean allowLineBreak );
int   COM_Compress( char *data_p );
void  COM_ParseError( char *format, ... );
void  COM_ParseWarning( char *format, ... );
//int   COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );

#define MAX_TOKENLENGTH   1024

#ifndef TT_STRING
//token types
#define TT_STRING         1     // string
#define TT_LITERAL          2     // literal
#define TT_NUMBER         3     // number
#define TT_NAME           4     // name
#define TT_PUNCTUATION        5     // punctuation
#endif

typedef struct pc_token_s
{
  int type;
  int subtype;
  int intvalue;
  float floatvalue;
  char string[MAX_TOKENLENGTH];
} pc_token_t;

// data is an in/out parm, returns a parsed out token

void  COM_MatchToken( char**buf_p, char *match );

void SkipBracedSection (char **program);
void SkipRestOfLine ( char **data );

void Parse1DMatrix (char **buf_p, int x, float *m);
void Parse2DMatrix (char **buf_p, int y, int x, float *m);
void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m);

void  QDECL Com_sprintf (char *dest, int size, const char *fmt, ...);


// mode parm for FS_FOpenFile
typedef enum {
  FS_READ,
  FS_WRITE,
  FS_APPEND,
  FS_APPEND_SYNC
} fsMode_t;

typedef enum {
  FS_SEEK_CUR,
  FS_SEEK_END,
  FS_SEEK_SET
} fsOrigin_t;

//=============================================

int Q_isprint( int c );
int Q_islower( int c );
int Q_isupper( int c );
int Q_isalpha( int c );

// portable case insensitive compare
int   Q_stricmp (const char *s1, const char *s2);
int   Q_strncmp (const char *s1, const char *s2, int n);
int   Q_stricmpn (const char *s1, const char *s2, int n);
char  *Q_strlwr( char *s1 );
char  *Q_strupr( char *s1 );
char  *Q_strrchr( const char* string, int c );

// buffer size safe library replacements
void  Q_strncpyz( char *dest, const char *src, int destsize );
void  Q_strcat( char *dest, int size, const char *src );

// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );

//=============================================

// 64-bit integers for global rankings interface
// implemented as a struct for qvm compatibility
typedef struct
{
  byte  b0;
  byte  b1;
  byte  b2;
  byte  b3;
  byte  b4;
  byte  b5;
  byte  b6;
  byte  b7;
} qint64;

//=============================================

short BigShort(short l);
short LittleShort(short l);
int   BigLong (int l);
int   LittleLong (int l);
qint64  BigLong64 (qint64 l);
qint64  LittleLong64 (qint64 l);
float BigFloat (float l);
float LittleFloat (float l);

void  Swap_Init (void);
char  * QDECL va(char *format, ...);

//=============================================

//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_RemoveKey_big( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char *key, char *value );

// this is only here so the functions in q_shared.c and bg_*.c can link
void  QDECL Com_Error( int level, const char *error, ... );
void  QDECL Com_Printf( const char *msg, ... );


/*
==========================================================

CVARS (console variables)

Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/

#define CVAR_ARCHIVE    1 // set to cause it to be saved to vars.rc
                // used for system variables, not for player
                // specific configurations
#define CVAR_USERINFO   2 // sent to server on connect or change
#define CVAR_SERVERINFO   4 // sent in response to front end requests
#define CVAR_SYSTEMINFO   8 // these cvars will be duplicated on all clients
#define CVAR_INIT     16  // don't allow change from console at all,
                // but can be set from the command line
#define CVAR_LATCH      32  // will only change when C code next does
                // a Cvar_Get(), so it can't be changed
                // without proper initialization.  modified
                // will be set, even though the value hasn't
                // changed yet
#define CVAR_ROM      64  // display only, cannot be set by user at all
#define CVAR_USER_CREATED 128 // created by a set command
#define CVAR_TEMP     256 // can be set even when cheats are disabled, but is not archived
#define CVAR_CHEAT      512 // can not be changed if cheats are disabled
#define CVAR_NORESTART    1024  // do not clear when a cvar_restart is issued

// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
  char    *name;
  char    *string;
  char    *resetString;   // cvar_restart will reset to this value
  char    *latchedString;   // for CVAR_LATCH vars
  int     flags;
  qboolean  modified;     // set each time the cvar is changed
  int     modificationCount;  // incremented each time the cvar is changed
  float   value;        // atof( string )
  int     integer;      // atoi( string )
  struct cvar_s *next;
  struct cvar_s *hashNext;
} cvar_t;

#define MAX_CVAR_VALUE_STRING 256

typedef int cvarHandle_t;

// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
  cvarHandle_t  handle;
  int     modificationCount;
  float   value;
  int     integer;
  char    string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;

/*
==============================================================

COLLISION DETECTION

==============================================================
*/

#include "surfaceflags.h"     // shared with the q3map utility

// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X     0
#define PLANE_Y     1
#define PLANE_Z     2
#define PLANE_NON_AXIAL 3

/*
=================
PlaneTypeForNormal
=================
*/

#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) )

// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s {
  vec3_t  normal;
  float dist;
  byte  type;     // for fast side tests: 0,1,2 = axial, 3 = nonaxial
  byte  signbits;   // signx + (signy<<1) + (signz<<2), used as lookup during collision
  byte  pad[2];
} cplane_t;


// a trace is returned when a box is swept through the world
typedef struct {
  qboolean  allsolid; // if true, plane is not valid
  qboolean  startsolid; // if true, the initial point was in a solid area
  float   fraction; // time completed, 1.0 = didn't hit anything
  vec3_t    endpos;   // final position
  cplane_t  plane;    // surface normal at impact, transformed to world space
  int     surfaceFlags; // surface hit
  int     contents; // contents on other side of surface hit
  int     entityNum;  // entity the contacted sirface is a part of
} trace_t;

// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD


// markfragments are returned by CM_MarkFragments()
typedef struct {
  int   firstPoint;
  int   numPoints;
} markFragment_t;



typedef struct {
  vec3_t    origin;
  vec3_t    axis[3];
} orientation_t;

//=====================================================================


// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE    0x0001
#define KEYCATCH_UI         0x0002
#define KEYCATCH_MESSAGE    0x0004
#define KEYCATCH_CGAME      0x0008

// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum {
  CHAN_AUTO,
  CHAN_LOCAL,   // menu sounds, etc
  CHAN_WEAPON,
  CHAN_VOICE,
  CHAN_ITEM,
  CHAN_BODY,
  CHAN_LOCAL_SOUND, // chat messages, etc
  CHAN_ANNOUNCER    // announcer voices, etc
} soundChannel_t;


/*
========================================================================

  ELEMENTS COMMUNICATED ACROSS THE NET

========================================================================
*/

#define ANGLE2SHORT(x)  ((int)((x)*65536/360) & 65535)
#define SHORT2ANGLE(x)  ((x)*(360.0/65536))

#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE   2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT  4 // toggled every map_restart so transitions can be detected

//
// per-level limits
//
#define MAX_CLIENTS     64   // absolute limit
#define MAX_LOCATIONS   64

#define GENTITYNUM_BITS   10    // don't need to send any more
#define MAX_GENTITIES   (1<<GENTITYNUM_BITS)

// entitynums are communicated with GENTITY_BITS, so any reserved
// values thatare going to be communcated over the net need to
// also be in this range
#define ENTITYNUM_NONE    (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD   (MAX_GENTITIES-2)
#define ENTITYNUM_MAX_NORMAL  (MAX_GENTITIES-2)


#define MAX_MODELS      256   // these are sent over the net as 8 bits
#define MAX_SOUNDS      256   // so they cannot be blindly increased


#define MAX_CONFIGSTRINGS 1024

// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
#define CS_SERVERINFO   0   // an info string with all the serverinfo cvars
#define CS_SYSTEMINFO   1   // an info string for server system to client system configuration (timescale, etc)

#define RESERVED_CONFIGSTRINGS  2 // game can't modify below this, only the system can

#define MAX_GAMESTATE_CHARS 16000
typedef struct {
  int     stringOffsets[MAX_CONFIGSTRINGS];
  char    stringData[MAX_GAMESTATE_CHARS];
  int     dataCount;
} gameState_t;

//=========================================================

// bit field limits
#define MAX_STATS         16
#define MAX_PERSISTANT    16
#define MAX_POWERUPS      16 
#define MAX_WEAPONS       16

#define MAX_PS_EVENTS     2

#define PS_PMOVEFRAMECOUNTBITS  6

// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur

// you can't add anything to this without modifying the code in msg.c

// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
typedef struct playerState_s {
  int     commandTime;  // cmd->serverTime of last executed command
  int     pm_type;
  int     bobCycle;   // for view bobbing and footstep generation
  int     pm_flags;   // ducked, jump_held, etc
  int     pm_time;

  vec3_t    origin;
  vec3_t    velocity;
  int     weaponTime;
  int     gravity;
  int     speed;
  int     delta_angles[3];  // add to command angles to get view direction
                  // changed by spawns, rotating objects, and teleporters

  int     groundEntityNum;// ENTITYNUM_NONE = in air

  int     legsTimer;    // don't change low priority animations until this runs out
  int     legsAnim;   // mask off ANIM_TOGGLEBIT

  int     torsoTimer;   // don't change low priority animations until this runs out
  int     torsoAnim;    // mask off ANIM_TOGGLEBIT

  int     movementDir;  // a number 0 to 7 that represents the reletive angle
                // of movement to the view angle (axial and diagonals)
                // when at rest, the value will remain unchanged
                // used to twist the legs during strafing

  //TA: this is also used by wall climbing classes As I can't add anything to the
  //    playerState_t struct.This means wall climbing classes won't ever be able to use
  //    a grapple hook. Does this matter?
  vec3_t    grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL

  int     eFlags;     // copied to entityState_t->eFlags

  int     eventSequence;  // pmove generated events
  int     events[MAX_PS_EVENTS];
  int     eventParms[MAX_PS_EVENTS];

  int     externalEvent;  // events set on player from another source
  int     externalEventParm;
  int     externalEventTime;

  int     clientNum;    // ranges from 0 to MAX_CLIENTS-1
  int     weapon;     // copied to entityState_t->weapon
  int     weaponstate;

  vec3_t    viewangles;   // for fixed views
  int     viewheight;

  // damage feedback
  int     damageEvent;  // when it changes, latch the other parms
  int     damageYaw;
  int     damagePitch;
  int     damageCount;

  int     stats[MAX_STATS];
  int     persistant[MAX_PERSISTANT]; // stats that aren't cleared on death
  int     powerups[MAX_POWERUPS]; // level.time that the powerup runs out
  int     ammo[MAX_WEAPONS];

  int     generic1;
  int     loopSound;
  int     jumppad_ent;  // jumppad entity hit this frame
  
  // not communicated over the net at all
  int     ping;     // server to game info for scoreboard
  int     pmove_framecount; // FIXME: don't transmit over the network
  int     jumppad_frame;
  int     entityEventSequence;
} playerState_t;


//====================================================================


//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
#define BUTTON_ATTACK   1
#define BUTTON_TALK     2     // displays talk balloon and disables actions
#define BUTTON_USE_HOLDABLE 4
#define BUTTON_GESTURE    8
#define BUTTON_WALKING    16      // walking can't just be infered from MOVE_RUN
                    // because a key pressed late in the frame will
                    // only generate a small move value for that frame
                    // walking will use different animations and
                    // won't generate footsteps
#define BUTTON_AFFIRMATIVE  32
#define BUTTON_NEGATIVE   64

#define BUTTON_GETFLAG    128
#define BUTTON_GUARDBASE  256
#define BUTTON_PATROL   512
#define BUTTON_FOLLOWME   1024

#define BUTTON_ANY      2048      // any key whatsoever

#define MOVE_RUN      120     // if forwardmove or rightmove are >= MOVE_RUN,
                    // then BUTTON_WALKING should be set


// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
  int   serverTime;
  int   angles[3];
  int   buttons;
  byte  weapon; //weapon
  signed char forwardmove, rightmove, upmove;
} usercmd_t;

//===================================================================

// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define SOLID_BMODEL  0xffffff

typedef enum {
  TR_STATIONARY,
  TR_INTERPOLATE,       // non-parametric, but interpolate between snapshots
  TR_LINEAR,
  TR_LINEAR_STOP,
  TR_SINE,          // value = base + sin( time / duration ) * delta
  TR_GRAVITY
} trType_t;

typedef struct {
  trType_t  trType;
  int   trTime;
  int   trDuration;     // if non 0, trTime + trDuration = stop time
  vec3_t  trBase;
  vec3_t  trDelta;      // velocity, etc
} trajectory_t;

// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large

typedef struct entityState_s {
  int   number;     // entity index
  int   eType;      // entityType_t
  int   eFlags;

  trajectory_t  pos;  // for calculating position
  trajectory_t  apos; // for calculating angles

  int   time;
  int   time2;

  vec3_t  origin;
  vec3_t  origin2;

  vec3_t  angles;
  vec3_t  angles2;

  int   otherEntityNum; // shotgun sources, etc
  int   otherEntityNum2;

  int   groundEntityNum;  // -1 = in air

  int   constantLight;  // r + (g<<8) + (b<<16) + (intensity<<24)
  int   loopSound;    // constantly loop this sound

  int   modelindex;
  int   modelindex2;
  int   clientNum;    // 0 to (MAX_CLIENTS - 1), for players and corpses
  int   frame;

  int   solid;      // for client side prediction, trap_linkentity sets this properly

  int   event;      // impulse events -- muzzle flashes, footsteps, etc
  int   eventParm;

  // for players
  int   powerups;   // bit flags
  int   weapon;     // determines weapon and flash model, etc
  int   legsAnim;   // mask off ANIM_TOGGLEBIT
  int   torsoAnim;    // mask off ANIM_TOGGLEBIT

  int   generic1;
} entityState_t;

typedef enum {
  CA_UNINITIALIZED,
  CA_DISCONNECTED,  // not talking to a server
  CA_AUTHORIZING,   // not used any more, was checking cd key
  CA_CONNECTING,    // sending request packets to the server
  CA_CHALLENGING,   // sending challenge packets to the server
  CA_CONNECTED,   // netchan_t established, getting gamestate
  CA_LOADING,     // only during cgame initialization, never during main loop
  CA_PRIMED,      // got gamestate, waiting for first frame
  CA_ACTIVE,      // game views should be displayed
  CA_CINEMATIC    // playing a cinematic or a static pic, not connected to a server
} connstate_t;

// font support 

#define GLYPH_START 0
#define GLYPH_END 255
#define GLYPH_CHARSTART 32
#define GLYPH_CHAREND 127
#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1
typedef struct {
  int height;       // number of scan lines
  int top;          // top of glyph in buffer
  int bottom;       // bottom of glyph in buffer
  int pitch;        // width for copying
  int xSkip;        // x adjustment
  int imageWidth;   // width of actual image
  int imageHeight;  // height of actual image
  float s;          // x offset in image where glyph starts
  float t;          // y offset in image where glyph starts
  float s2;
  float t2;
  qhandle_t glyph;  // handle to the shader with the glyph
  char shaderName[32];
} glyphInfo_t;

typedef struct {
  glyphInfo_t glyphs [GLYPHS_PER_FONT];
  float glyphScale;
  char name[MAX_QPATH];
} fontInfo_t;

#define Square(x) ((x)*(x))

// real time
//=============================================


typedef struct qtime_s {
  int tm_sec;     /* seconds after the minute - [0,59] */
  int tm_min;     /* minutes after the hour - [0,59] */
  int tm_hour;    /* hours since midnight - [0,23] */
  int tm_mday;    /* day of the month - [1,31] */
  int tm_mon;     /* months since January - [0,11] */
  int tm_year;    /* years since 1900 */
  int tm_wday;    /* days since Sunday - [0,6] */
  int tm_yday;    /* days since January 1 - [0,365] */
  int tm_isdst;   /* daylight savings time flag */
} qtime_t;


// server browser sources
#define AS_LOCAL      0
#define AS_MPLAYER    1
#define AS_GLOBAL     2
#define AS_FAVORITES  3


// cinematic states
typedef enum {
  FMV_IDLE,
  FMV_PLAY,   // play
  FMV_EOF,    // all other conditions, i.e. stop/EOF/abort
  FMV_ID_BLT,
  FMV_ID_IDLE,
  FMV_LOOPED,
  FMV_ID_WAIT
} e_status;

typedef enum _flag_status {
  FLAG_ATBASE = 0,
  FLAG_TAKEN,     // CTF
  FLAG_TAKEN_RED,   // One Flag CTF
  FLAG_TAKEN_BLUE,  // One Flag CTF
  FLAG_DROPPED
} flagStatus_t;



#define MAX_GLOBAL_SERVERS      2048
#define MAX_OTHER_SERVERS     128
#define MAX_PINGREQUESTS      16
#define MAX_SERVERSTATUSREQUESTS  16

#define SAY_ALL   0
#define SAY_TEAM  1
#define SAY_TELL  2

#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2

#endif  // __Q_SHARED_H