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b96309c22b
New header GameBase.h with all the defines from Game_local.h and gameError() to reduce header dependencies.
78 lines
3.1 KiB
C
78 lines
3.1 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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. See the
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __GAMEBASE_H__
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#define __GAMEBASE_H__
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// default scripts
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#define SCRIPT_DEFAULTDEFS "script/doom_defs.script"
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#define SCRIPT_DEFAULT "script/doom_main.script"
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#define SCRIPT_DEFAULTFUNC "doom_main"
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#define LAGO_IMG_WIDTH 64
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#define LAGO_IMG_HEIGHT 64
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#define LAGO_WIDTH 64
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#define LAGO_HEIGHT 44
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#define LAGO_MATERIAL "textures/sfx/lagometer"
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#define LAGO_IMAGE "textures/sfx/lagometer.tga"
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// if set to 1 the server sends the client PVS with snapshots and the client compares against what it sees
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#ifndef ASYNC_WRITE_PVS
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#define ASYNC_WRITE_PVS 0
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#endif
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// the "gameversion" client command will print this plus compile date
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#define GAME_VERSION "baseDOOM-1"
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#define MAX_CLIENTS 32
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#define GENTITYNUM_BITS 12
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#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
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#define ENTITYNUM_NONE (MAX_GENTITIES-1)
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#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
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#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
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#define MAX_GAME_MESSAGE_SIZE 8192
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#define MAX_ENTITY_STATE_SIZE 512
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#define ENTITY_PVS_SIZE ((MAX_GENTITIES+31)>>5)
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// content masks
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#define MASK_ALL (-1)
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#define MASK_SOLID (CONTENTS_SOLID)
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#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY)
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
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#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
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#define MASK_WATER (CONTENTS_WATER)
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#define MASK_OPAQUE (CONTENTS_OPAQUE)
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#define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL)
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#define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY)
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#define DEFAULT_GRAVITY_STRING "1066"
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extern void gameError( const char *fmt, ... );
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#endif
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