/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

// q_shared.h -- included first by ALL program modules

#include <tabula.h>

#define CPUSTRING "unknown"

#if(defined _M_IX86 || defined __i386__) && !defined C_ONLY && !defined __sun__
#define id386 1
#else
#define id386 0
#endif

#if defined _M_ALPHA && !defined C_ONLY
#define idaxp 1
#else
#define idaxp 0
#endif

typedef unsigned char byte;

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

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

#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 80 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 128 // max length of an individual token

#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 128 // max length of a filesystem pathname

//
// per-level limits
//
#define MAX_CLIENTS 256 // absolute limit
#define MAX_EDICTS 1024 // must change protocol to increase more
#define MAX_LIGHTSTYLES 256
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_IMAGES 256
#define MAX_ITEMS 256
#define MAX_GENERAL (MAX_CLIENTS * 2) // general config strings

// game print flags
#define PRINT_LOW 0 // pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // chat messages

#define ERR_FATAL 0 // exit the entire game with a popup window
#define ERR_DROP 1 // print to console and disconnect from game
#define ERR_DISCONNECT 2 // don't kill server

#define PRINT_ALL 0
#define PRINT_DEVELOPER 1 // only print when "developer 1"
#define PRINT_ALERT 2

// destination class for gi.multicast()
typedef enum {
  MULTICAST_ALL,
  MULTICAST_PHS,
  MULTICAST_PVS,
  MULTICAST_ALL_R,
  MULTICAST_PHS_R,
  MULTICAST_PVS_R
} multicast_t;

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

MATHLIB

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

typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec5_t[5];

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

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

struct cplane_s;

extern vec3_t vec3_origin;

#define nanmask (255 << 23)

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

// microsoft's fabs seems to be ungodly slow...
// float Q_fabs (float f);
//#define	fabs(f) Q_fabs(f)
#if !defined C_ONLY && !defined __linux__ && !defined __sgi
extern long Q_ftol(float f);
#else
#define Q_ftol(f) (long)(f)
#endif

#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 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))

void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);

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

void ClearBounds(vec3_t mins, vec3_t maxs);
void AddPointToBounds(vec3_t v, vec3_t mins, vec3_t maxs);
int VectorCompare(vec3_t v1, vec3_t v2);
vec_t VectorLength(vec3_t v);
void CrossProduct(vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize(vec3_t v); // returns vector length
vec_t VectorNormalize2(vec3_t v, vec3_t out);
void VectorInverse(vec3_t v);
void VectorScale(vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);

void R_ConcatRotations(float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4]);

void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
int BoxOnPlaneSide(vec3_t emins, vec3_t emaxs, struct cplane_s *plane);
float anglemod(float a);
float LerpAngle(float a1, float a2, float frac);

#define BOX_ON_PLANE_SIDE(emins, emaxs, p)                                                                             \
  (((p)->type < 3) ? (((p)->dist <= (emins)[(p)->type]) ? 1 : (((p)->dist >= (emaxs)[(p)->type]) ? 2 : 3))             \
                   : BoxOnPlaneSide((emins), (emaxs), (p)))

void ProjectPointOnPlane(vec3_t dst, const vec3_t p, const vec3_t normal);
void PerpendicularVector(vec3_t dst, const vec3_t src);
void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);

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

char *COM_SkipPath(char *pathname);
void COM_StripExtension(char *in, char *out);
void COM_FileBase(char *in, char *out);
void COM_FilePath(char *in, char *out);
void COM_DefaultExtension(char *path, char *extension);

char *COM_Parse(const char **data_p);
// data is an in/out parm, returns a parsed out token

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

void Com_PageInMemory(byte *buffer, int size);

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

// portable case insensitive compare
int Q_stricmp(const char *s1, const char *s2);
int Q_strcasecmp(const char *s1, const char *s2);
int Q_strncasecmp(const char *s1, const char *s2, int n);

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

#if 0
short BigShort(short l);
short LittleShort(short l);
int BigLong(int l);
int LittleLong(int l);
float BigFloat(float l);
float LittleFloat(float l);
#else

static inline uint16_t Swap16(uint16_t x) { return __builtin_bswap16(x); }

static inline uint32_t Swap32(uint32_t x) { return __builtin_bswap32(x); }

static inline float SwapFloat(float x) {
  union {
    float f;
    uint32_t i;
  } _;
  _.f = x;
  _.i = Swap32(_.i);
  return _.f;
}

#if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__
#define BigShort(l) ((short)Swap16((uint16_t)(l)))
#define LittleShort(l) l
#define BigLong(l) ((int)Swap32((uint32_t)(l)))
#define LittleLong(l) l
#define BigFloat(l) SwapFloat(l)
#define LittleFloat(l) l
#elif __BYTE_ORDER__ == __ORDER_BIG_ENDIAN__
#define BigShort(l) l
#define LittleShort(l) ((short)Swap16((uint16_t)(l)))
#define BigLong(l) l
#define LittleLong(l) ((int)Swap32((uint32_t)(l)))
#define BigFloat(l) l
#define LittleFloat(l) SwapFloat(l)
#else
#error "invalid endian detection"
#endif

#endif

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

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

//
// key / value info strings
//
#define MAX_INFO_KEY 64
#define MAX_INFO_VALUE 64
#define MAX_INFO_STRING 512

char *Info_ValueForKey(char *s, char *key);
void Info_RemoveKey(char *s, char *key);
void Info_SetValueForKey(char *s, char *key, char *value);
bool Info_Validate(char *s);

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

SYSTEM SPECIFIC

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

extern unsigned int curtime; // time returned by last Sys_Milliseconds

unsigned int Sys_Milliseconds(void);
void Sys_Mkdir(char *path);

struct HunkAllocator {
  uint8_t *base;
  uint64_t max_size;
  uint64_t cur_size;
};

// large block stack allocation routines
static inline void *HunkAllocator_Begin(struct HunkAllocator *hunk, int max_size) {
  hunk->base = malloc(max_size);
  hunk->max_size = max_size;
  hunk->cur_size = 0;
  return hunk->base;
}

static inline void *HunkAllocator_Alloc(struct HunkAllocator *hunk, int size) {
  // round to cacheline
  size = (size + 31) & ~31;
  void *result = hunk->base + hunk->cur_size;
  hunk->cur_size += size;
  return result;
}

static inline int HunkAllocator_End(struct HunkAllocator *hunk) { return hunk->cur_size; }

static inline void HunkAllocator_Free(void *base) { free(base); }

// directory searching
#define SFF_ARCH 0x01
#define SFF_HIDDEN 0x02
#define SFF_RDONLY 0x04
#define SFF_SUBDIR 0x08
#define SFF_SYSTEM 0x10

/*
** pass in an attribute mask of things you wish to REJECT
*/
char *Sys_FindFirst(const char *path, unsigned musthave, unsigned canthave);
char *Sys_FindNext(unsigned musthave, unsigned canthave);
void Sys_FindClose(void);

// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error(char *error, ...);
void Com_Printf(char *msg, ...);

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

CVARS (console variables)

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

#ifndef CVAR
#define CVAR

#define CVAR_ARCHIVE 1 // set to cause it to be saved to vars.rc
#define CVAR_USERINFO 2 // added to userinfo  when changed
#define CVAR_SERVERINFO 4 // added to serverinfo when changed
#define CVAR_NOSET 8 // don't allow change from console at all,
// but can be set from the command line
#define CVAR_LATCH 16 // save changes until server restart

// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
  char *name;
  char *string;
  char *latched_string; // for CVAR_LATCH vars
  int flags;
  bool modified; // set each time the cvar is changed
  float value;
  struct cvar_s *next;
} cvar_t;

#endif // CVAR

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

COLLISION DETECTION

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

enum cmodel_index { CMODEL_START, CMODEL_A = CMODEL_START, CMODEL_B, CMODEL_C, CMODEL_COUNT };

// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64

// remaining contents are non-visible, and don't eat brushes

#define CONTENTS_AREAPORTAL 0x8000

#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000

// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000

#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity

#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000

#define SURF_LIGHT 0x1 // value will hold the light strength

#define SURF_SLICK 0x2 // effects game physics

#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture

// content masks
#define MASK_ALL (-1)
#define MASK_SOLID (CONTENTS_SOLID | CONTENTS_WINDOW)
#define MASK_PLAYERSOLID (CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER)
#define MASK_DEADSOLID (CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW)
#define MASK_MONSTERSOLID (CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER)
#define MASK_WATER (CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME)
#define MASK_OPAQUE (CONTENTS_SOLID | CONTENTS_SLIME | CONTENTS_LAVA)
#define MASK_SHOT (CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_WINDOW | CONTENTS_DEADMONSTER)
#define MASK_CURRENT                                                                                                   \
  (CONTENTS_CURRENT_0 | CONTENTS_CURRENT_90 | CONTENTS_CURRENT_180 | CONTENTS_CURRENT_270 | CONTENTS_CURRENT_UP |      \
   CONTENTS_CURRENT_DOWN)

// gi.BoxEdicts() can return a list of either solid or trigger entities
// FIXME: eliminate AREA_ distinction?
#define AREA_SOLID 1
#define AREA_TRIGGERS 2

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

// structure offset for asm code
#define CPLANE_NORMAL_X 0
#define CPLANE_NORMAL_Y 4
#define CPLANE_NORMAL_Z 8
#define CPLANE_DIST 12
#define CPLANE_TYPE 16
#define CPLANE_SIGNBITS 17
#define CPLANE_PAD0 18
#define CPLANE_PAD1 19

typedef struct cmodel_s {
  vec3_t mins, maxs;
  vec3_t origin; // for sounds or lights
  int headnode;
} cmodel_t;

typedef struct csurface_s {
  char name[16];
  int flags;
  int value;
} csurface_t;

typedef struct mapsurface_s // used internally due to name len probs //ZOID
{
  csurface_t c;
  char rname[32];
} mapsurface_t;

// a trace is returned when a box is swept through the world
typedef struct {
  bool allsolid;       // if true, plane is not valid
  bool startsolid;     // if true, the initial point was in a solid area
  float fraction;      // time completed, 1.0 = didn't hit anything
  vec3_t endpos;       // final position
  cplane_t plane;      // surface normal at impact
  csurface_t *surface; // surface hit
  int contents;        // contents on other side of surface hit
  struct edict_s *ent; // not set by CM_*() functions
} trace_t;

// pmove_state_t is the information necessary for client side movement
// prediction
typedef enum {
  // can accelerate and turn
  PM_NORMAL,
  PM_SPECTATOR,
  // no acceleration or turning
  PM_DEAD,
  PM_GIB, // different bounding box
  PM_FREEZE
} pmtype_t;

// pmove->pm_flags
#define PMF_DUCKED 1
#define PMF_JUMP_HELD 2
#define PMF_ON_GROUND 4
#define PMF_TIME_WATERJUMP 8 // pm_time is waterjump
#define PMF_TIME_LAND 16 // pm_time is time before rejump
#define PMF_TIME_TELEPORT 32 // pm_time is non-moving time
#define PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)

// this structure needs to be communicated bit-accurate
// from the server to the client to guarantee that
// prediction stays in sync, so no floats are used.
// if any part of the game code modifies this struct, it
// will result in a prediction error of some degree.
typedef struct {
  pmtype_t pm_type;

  short origin[3];   // 12.3
  short velocity[3]; // 12.3
  byte pm_flags;     // ducked, jump_held, etc
  byte pm_time;      // each unit = 8 ms
  short gravity;
  short delta_angles[3]; // add to command angles to get view direction
                         // changed by spawns, rotating objects, and teleporters
} pmove_state_t;

//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_ANY 128 // any key whatsoever

// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
  byte msec;
  byte buttons;
  short angles[3];
  short forwardmove, sidemove, upmove;
  byte impulse;    // remove?
  byte lightlevel; // light level the player is standing on
} usercmd_t;

#define MAXTOUCH 32
typedef struct {
  // state (in / out)
  pmove_state_t s;

  // command (in)
  usercmd_t cmd;
  bool snapinitial; // if s has been changed outside pmove

  // results (out)
  int numtouch;
  struct edict_s *touchents[MAXTOUCH];

  vec3_t viewangles; // clamped
  float viewheight;

  vec3_t mins, maxs; // bounding box size

  struct edict_s *groundentity;
  int watertype;
  int waterlevel;

  // callbacks to test the world
  int cmodel_index;
  trace_t (*trace)(int cmodel_index, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
  int (*pointcontents)(int cmodel_index, vec3_t point);
} pmove_t;

// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#define EF_ROTATE 0x00000001 // rotate (bonus items)
#define EF_GIB 0x00000002 // leave a trail
#define EF_BLASTER 0x00000008 // redlight + trail
#define EF_ROCKET 0x00000010 // redlight + trail
#define EF_GRENADE 0x00000020
#define EF_HYPERBLASTER 0x00000040
#define EF_BFG 0x00000080
#define EF_COLOR_SHELL 0x00000100
#define EF_POWERSCREEN 0x00000200
#define EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define EF_FLIES 0x00004000
#define EF_QUAD 0x00008000
#define EF_PENT 0x00010000
#define EF_TELEPORTER 0x00020000 // particle fountain
#define EF_FLAG1 0x00040000
#define EF_FLAG2 0x00080000
// RAFAEL
#define EF_IONRIPPER 0x00100000
#define EF_GREENGIB 0x00200000
#define EF_BLUEHYPERBLASTER 0x00400000
#define EF_SPINNINGLIGHTS 0x00800000
#define EF_PLASMA 0x01000000
#define EF_TRAP 0x02000000

// ROGUE
#define EF_TRACKER 0x04000000
#define EF_DOUBLE 0x08000000
#define EF_SPHERETRANS 0x10000000
#define EF_TAGTRAIL 0x20000000
#define EF_HALF_DAMAGE 0x40000000
#define EF_TRACKERTRAIL 0x80000000
// ROGUE

// entity_state_t->renderfx flags
#define RF_MINLIGHT 1 // allways have some light (viewmodel)
#define RF_VIEWERMODEL 2 // don't draw through eyes, only mirrors
#define RF_WEAPONMODEL 4 // only draw through eyes
#define RF_FULLBRIGHT 8 // allways draw full intensity
#define RF_DEPTHHACK 16 // for view weapon Z crunching
#define RF_TRANSLUCENT 32
#define RF_FRAMELERP 64
#define RF_BEAM 128
#define RF_CUSTOMSKIN 256 // skin is an index in image_precache
#define RF_GLOW 512 // pulse lighting for bonus items
#define RF_SHELL_RED 1024
#define RF_SHELL_GREEN 2048
#define RF_SHELL_BLUE 4096

// ROGUE
#define RF_IR_VISIBLE 0x00008000 // 32768
#define RF_SHELL_DOUBLE 0x00010000 // 65536
#define RF_SHELL_HALF_DAM 0x00020000
#define RF_USE_DISGUISE 0x00040000
// ROGUE

// player_state_t->refdef flags
#define RDF_UNDERWATER 1 // warp the screen as apropriate
#define RDF_NOWORLDMODEL 2 // used for player configuration screen

// ROGUE
#define RDF_IRGOGGLES 4
#define RDF_UVGOGGLES 8
// ROGUE

//
// muzzle flashes / player effects
//
#define MZ_BLASTER 0
#define MZ_MACHINEGUN 1
#define MZ_SHOTGUN 2
#define MZ_CHAINGUN1 3
#define MZ_CHAINGUN2 4
#define MZ_CHAINGUN3 5
#define MZ_RAILGUN 6
#define MZ_ROCKET 7
#define MZ_GRENADE 8
#define MZ_LOGIN 9
#define MZ_LOGOUT 10
#define MZ_RESPAWN 11
#define MZ_BFG 12
#define MZ_SSHOTGUN 13
#define MZ_HYPERBLASTER 14
#define MZ_ITEMRESPAWN 15
// RAFAEL
#define MZ_IONRIPPER 16
#define MZ_BLUEHYPERBLASTER 17
#define MZ_PHALANX 18
#define MZ_SILENCED 128 // bit flag ORed with one of the above numbers

// ROGUE
#define MZ_ETF_RIFLE 30
#define MZ_UNUSED 31
#define MZ_SHOTGUN2 32
#define MZ_HEATBEAM 33
#define MZ_BLASTER2 34
#define MZ_TRACKER 35
#define MZ_NUKE1 36
#define MZ_NUKE2 37
#define MZ_NUKE4 38
#define MZ_NUKE8 39
// ROGUE

//
// 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
// 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 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
// -------------------------------------------------
// TODO: MOVE THESE TO THE CLIENT
#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

  int cmodel_index;

  vec3_t origin;
  vec3_t angles;
  vec3_t old_origin; // for lerping
  int modelindex;
  int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
  int frame;
  int skinnum;
  unsigned int 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
} 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 {
  int cmodel_index;

  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;

  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