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fteqw/engine/common/bothdefs.h

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __BOTHDEFS_H
#define __BOTHDEFS_H
#if defined(__MINGW32_VERSION) || defined(__MINGW__)
#define MINGW
#endif
#if !defined(MINGW) && defined(__GNUC__) && defined(_WIN32)
#define MINGW //Erm, why is this happening?
#endif
#ifdef HAVE_CONFIG_H //if it was configured properly, then we have a more correct list of features we want to use.
#include "config.h"
#else
//#define AVAIL_OGGVORBIS
#if !defined(__CYGWIN__) && !defined(MINGW)
#define AVAIL_PNGLIB
#define AVAIL_JPEGLIB
#define AVAIL_ZLIB
// #define AVAIL_OGGVORBIS
#endif
#define AVAIL_MASM
//#define AVAIL_DX7
//set any additional defines or libs in win32
#ifndef AVAIL_MASM
#ifdef _WIN32
#define NOASM
#else
#undef AVAIL_MASM //fixme
#endif
#endif
#define SVRANKING
#ifdef MINIMAL
#define CL_MASTER //this is useful
#undef AVAIL_MP3 //no mp3 support
#undef AVAIL_JPEGLIB //no jpeg support
#undef AVAIL_PNGLIB //no png support
#undef USE_MADLIB //no internal mp3 playing
#undef AVAIL_DX7 //no d3d support
#define NOMEDIA //NO playing of avis/cins/roqs
#define NOVOICECHAT //NO sound recording, tcp streaming and playback on a remote client. not finalised.
#define MD3MODELS //we DO want to use quake3 alias models. This might be a minimal build, but we still want this.
#ifndef SERVERONLY //don't be stupid, stupid.
#define CLIENTONLY
#endif
#else
#define SIDEVIEWS 4 //enable secondary/reverse views.
#define SP2MODELS //quake2 sprite models
#define MD2MODELS //quake2 alias models
#define MD3MODELS //quake3 alias models
#define ZYMOTICMODELS //zymotic skeletal models.
#define HUFFNETWORK //huffman network compression
#define HALFLIFEMODELS //halflife model support (experimental)
#define DOOMWADS //doom wad/map/sprite support
//#define WOLF3DSUPPORT //wolfenstein3d map support (not started yet)
#define Q2BSPS //quake 2 bsp support
#define Q3BSPS //quake 3 bsp support
#define SV_MASTER //starts up a master server
#define SVCHAT //serverside npc chatting. see sv_chat.c
#define Q2SERVER //server can run a q2 game dll and switches to q2 network and everything else.
#define Q2CLIENT //client can connect to q2 servers
#define NQPROT //server and client are capable of using quake1/netquake protocols. (qw is still prefered. uses the command 'nqconnect')
#define FISH //sw rendering only
#define VM_UI //support userinterfaces within Q3 Virtual Machines
#define ZLIB //zip/pk3 support
#define WEBSERVER //http/ftp servers
#define WEBCLIENT //http/ftp clients.
#define EMAILSERVER //smtp/pop3 server should you feel a need
#define EMAILCLIENT //smtp/pop3 clients (email notifications)
#define RUNTIMELIGHTING //calculate lit/lux files the first time the map is loaded and doesn't have a loadable lit.
#define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm.
#define CL_MASTER //query master servers and stuff for a dynamic server listing.
#define SERIALMOUSE //means that the engine talks to a serial mouse directly via the com/serial port. Thus allowing duel mice with seperate inputs.
#define R_XFLIP //allow view to be flipped horizontally
#define IN_XFLIP //allow input to be flipped horizontally.
#define TEXTEDITOR
#define PPL //per pixel lighting (stencil shadowing)
#define PLUGINS
#define MENU_DAT //support for menu.dat
#define Q3SHADERS
// #define VOICECHAT //experimental
//these things were moved to plugins.
//#define IRCCLIENT //connects to irc servers.
#endif
#endif
//fix things a little...
#ifdef MINGW
#undef ZLIB
#undef AVAIL_ZLIB
#endif
#ifdef USE_MADLIB //global option. Specify on compiler command line.
#define AVAIL_MP3 //suposedly anti-gpl. don't use in a distributed binary
#endif
#ifndef ZLIB
#undef AVAIL_ZLIB //no zip/pk3 support
#endif
#ifndef _WIN32
#undef QTERM
#endif
#if (defined(Q2CLIENT) || defined(Q2SERVER))
#ifndef Q2BSPS
#error "Q2 game support without Q2BSP support. doesn't make sense"
#endif
#if !defined(MD2MODELS) || !defined(SP2MODELS)
#error "Q2 game support without full Q2 model support. doesn't make sense"
#endif
#endif
#ifdef NODIRECTX
#undef AVAIL_DX7
#endif
#ifdef SERVERONLY //remove options that don't make sense on only a server
#undef Q2CLIENT
#undef Q3CLIENT
#undef WEBCLIENT
#undef IRCCLIENT
#undef EMAILCLIENT
#undef TEXTEDITOR
#undef RUNTIMELIGHTING
#undef PLUGINS //we don't have any server side stuff.
#undef Q3SHADERS
#endif
#ifdef CLIENTONLY //remove optional server componants that make no sence on a client only build.
#undef Q2SERVER
#undef WEBSERVER
#undef EMAILSERVER
#endif
//remove any options that depend upon GL.
#ifndef SERVERONLY
#if defined(SWQUAKE) && !defined(GLQUAKE)
#undef DOOMWADS
#undef HALFLIFEMODELS
#undef Q3BSPS
#undef R_XFLIP
#undef RUNTIMELIGHTING
#endif
#endif
#if !defined(GLQUAKE)
#undef Q3BSPS
#endif
#if !defined(Q3BSPS)
#undef Q3SHADERS
#undef Q3CLIENT //reconsider this (later)
#endif
#ifndef Q3CLIENT
#undef VM_CG // :(
#else
#define VM_CG
#endif
#if defined(VM_UI) || defined(VM_CG)
#define VM_ANY
#endif
#define PROTOCOLEXTENSIONS
#define PRE_SAYONE 2.487 //FIXME: remove.
// defs common to client and server
#define VERSION 2.56
//#define VERSION3PART //add the 3rd decimal point of a more precise version.
#define DISTRIBUTION "FTE"
#define DISTRIBUTIONLONG "Forethought Entertainment"
#define ENGINEWEBSITE "http://fte.quakesrc.org/"
#ifdef _WIN32
#define PLATFORM "Win32"
#else
#define PLATFORM "Linux"
#endif
#if (defined(_M_IX86) || defined(__i386__)) && !defined(id386)
#define id386 1
#else
#define id386 0
#endif
#if defined(NOASM) // no asm in dedicated server
#undef id386
#endif
#if id386
#define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported
#else
#define UNALIGNED_OK 0
#endif
#ifdef _MSC_VER
#define VARGS __cdecl
#endif
#ifndef VARGS
#define VARGS
#endif
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
#define CACHE_SIZE 32 // used to align key data structures
#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
#define MINIMUM_MEMORY 0x550000
// up / down
#define PITCH 0
// left / right
#define YAW 1
// fall over
#define ROLL 2
#define MAX_SCOREBOARD 16 // max numbers of players
#define SOUND_CHANNELS 8
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 256 // max length of a filesystem pathname
#define ON_EPSILON 0.1 // point on plane side epsilon
#define MAX_NQMSGLEN 8000 // max length of a reliable message
#define MAX_Q2MSGLEN 1400
#define MAX_QWMSGLEN 1450
#define MAX_OVERALLMSGLEN MAX_NQMSGLEN
#define MAX_DATAGRAM 1450 // max length of unreliable message
#define MAX_Q2DATAGRAM MAX_Q2MSGLEN
#define MAX_NQDATAGRAM 1024 // max length of unreliable message
#define MAX_OVERALLDATAGRAM MAX_DATAGRAM
#define MAX_BACKBUFLEN 1200
//
// per-level limits
//
#define MAX_EDICTS 2048 // FIXME: ouch! ouch! ouch!
#define MAX_LIGHTSTYLES 64
#define MAX_MODELS 512 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define SAVEGAME_COMMENT_LENGTH 39
#define MAX_STYLESTRING 64
//
// stats are integers communicated to the client by the server
//
#define MAX_QW_STATS 32
enum {
STAT_HEALTH = 0,
//STAT_FRAGS = 1,
STAT_WEAPON = 2,
STAT_AMMO = 3,
STAT_ARMOR = 4,
STAT_WEAPONFRAME = 5,
STAT_SHELLS = 6,
STAT_NAILS = 7,
STAT_ROCKETS = 8,
STAT_CELLS = 9,
STAT_ACTIVEWEAPON = 10,
STAT_TOTALSECRETS = 11,
STAT_TOTALMONSTERS = 12,
STAT_SECRETS = 13, // bumped on client side by svc_foundsecret
STAT_MONSTERS = 14, // bumped by svc_killedmonster
STAT_ITEMS = 15,
STAT_VIEWHEIGHT = 16, //same as zquake
STAT_TIME = 17, //zquake
#ifdef SIDEVIEWS
STAT_VIEW2 = 20,
#endif
STAT_VIEWZOOM = 21, // DP
STAT_H2_LEVEL = 32, // changes stat bar
STAT_H2_INTELLIGENCE, // changes stat bar
STAT_H2_WISDOM, // changes stat bar
STAT_H2_STRENGTH, // changes stat bar
STAT_H2_DEXTERITY, // changes stat bar
STAT_H2_BLUEMANA, // changes stat bar
STAT_H2_GREENMANA, // changes stat bar
STAT_H2_EXPERIENCE, // changes stat bar
STAT_H2_CNT_TORCH, // changes stat bar
STAT_H2_CNT_H_BOOST, // changes stat bar
STAT_H2_CNT_SH_BOOST, // changes stat bar
STAT_H2_CNT_MANA_BOOST, // changes stat bar
STAT_H2_CNT_TELEPORT, // changes stat bar
STAT_H2_CNT_TOME, // changes stat bar
STAT_H2_CNT_SUMMON, // changes stat bar
STAT_H2_CNT_INVISIBILITY, // changes stat bar
STAT_H2_CNT_GLYPH, // changes stat bar
STAT_H2_CNT_HASTE, // changes stat bar
STAT_H2_CNT_BLAST, // changes stat bar
STAT_H2_CNT_POLYMORPH, // changes stat bar
STAT_H2_CNT_FLIGHT, // changes stat bar
STAT_H2_CNT_CUBEOFFORCE, // changes stat bar
STAT_H2_CNT_INVINCIBILITY, // changes stat bar
STAT_H2_ARTIFACT_ACTIVE,
STAT_H2_ARTIFACT_LOW,
STAT_H2_MOVETYPE,
STAT_H2_CAMERAMODE,
STAT_H2_HASTED,
STAT_H2_INVENTORY,
STAT_H2_RINGS_ACTIVE,
STAT_H2_RINGS_LOW,
STAT_H2_AMULET,
STAT_H2_BRACER,
STAT_H2_BREASTPLATE,
STAT_H2_HELMET,
STAT_H2_FLIGHT_T,
STAT_H2_WATER_T,
STAT_H2_TURNING_T,
STAT_H2_REGEN_T,
STAT_H2_PUZZLE1A,
STAT_H2_PUZZLE1B,
STAT_H2_PUZZLE1C,
STAT_H2_PUZZLE1D,
STAT_H2_PUZZLE2A,
STAT_H2_PUZZLE2B,
STAT_H2_PUZZLE2C,
STAT_H2_PUZZLE2D,
STAT_H2_PUZZLE3A,
STAT_H2_PUZZLE3B,
STAT_H2_PUZZLE3C,
STAT_H2_PUZZLE3D,
STAT_H2_PUZZLE4A,
STAT_H2_PUZZLE4B,
STAT_H2_PUZZLE4C,
STAT_H2_PUZZLE4D,
STAT_H2_PUZZLE5A,
STAT_H2_PUZZLE5B,
STAT_H2_PUZZLE5C,
STAT_H2_PUZZLE5D,
STAT_H2_PUZZLE6A,
STAT_H2_PUZZLE6B,
STAT_H2_PUZZLE6C,
STAT_H2_PUZZLE6D,
STAT_H2_PUZZLE7A,
STAT_H2_PUZZLE7B,
STAT_H2_PUZZLE7C,
STAT_H2_PUZZLE7D,
STAT_H2_PUZZLE8A,
STAT_H2_PUZZLE8B,
STAT_H2_PUZZLE8C,
STAT_H2_PUZZLE8D,
STAT_H2_MAXHEALTH,
STAT_H2_MAXMANA,
STAT_H2_FLAGS,
MAX_CL_STATS = 128
};
//
// item flags
//
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 4
#define IT_SUPER_NAILGUN 8
#define IT_GRENADE_LAUNCHER 16
#define IT_ROCKET_LAUNCHER 32
#define IT_LIGHTNING 64
#define IT_SUPER_LIGHTNING 128
#define IT_SHELLS 256
#define IT_NAILS 512
#define IT_ROCKETS 1024
#define IT_CELLS 2048
#define IT_AXE 4096
#define IT_ARMOR1 8192
#define IT_ARMOR2 16384
#define IT_ARMOR3 32768
#define IT_SUPERHEALTH 65536
#define IT_KEY1 131072
#define IT_KEY2 262144
#define IT_INVISIBILITY 524288
#define IT_INVULNERABILITY 1048576
#define IT_SUIT 2097152
#define IT_QUAD 4194304
#define IT_SIGIL1 (1<<28)
#define IT_SIGIL2 (1<<29)
#define IT_SIGIL3 (1<<30)
#define IT_SIGIL4 (1<<31)
//
// 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
//split screen stuff
#define MAX_SPLITS 4
//savegame vars
#define SAVEGAME_COMMENT_LENGTH 39
#define SAVEGAME_VERSION 667
#define dem_cmd 0
#define dem_read 1
#define dem_set 2
#define dem_multiple 3
#define dem_single 4
#define dem_stats 5
#define dem_all 6
#endif //ifndef __BOTHDEFS_H