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fteqw/engine/common/bothdefs.h
Spoike 503eff6421 Reworked the filesystem. We now support a virtual filesystem. Many places accept stream usage, although many formats do not support this.
I'm not sure if this will break anything. It shouldn't do, but it might.

Not everything is ported over yet. Ideally there would be no more use of fopen anywhere else in the engine, and com_gamedir would be made static to fs.c
There are a couple of other changes too.

http/ftp stuff is currently disabled.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1728 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-12-21 03:07:33 +00:00

527 lines
13 KiB
C

/*
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(__APPLE__) && defined(__MACH__)
#define MACOSX
#endif
#if defined(__MINGW32_VERSION) || defined(__MINGW__) || defined(__MINGW32__)
#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) && !defined(MACOSX)
#define AVAIL_PNGLIB
#define AVAIL_JPEGLIB
#define AVAIL_ZLIB
#define AVAIL_OGGVORBIS
#endif
#define AVAIL_MASM
#ifdef NO_PNG
#undef AVAIL_PNGLIB
#endif
#ifdef NO_JPEG
#undef AVAIL_JPEGLIB
#endif
#ifdef NO_ZLIB
#undef AVAIL_ZLIB
#endif
#ifdef NO_OGG
#undef AVAIL_OGGVORBIS
#endif
#if defined(NO_MASM) || !defined(_WIN32)
#undef AVAIL_MASM
#endif
//set any additional defines or libs in win32
#ifndef AVAIL_MASM
#ifdef _WIN32
#define NOASM
#else
#undef AVAIL_MASM //fixme
#endif
#endif
#define SVRANKING
#define SWSTAINS
#ifdef MINIMAL
#define CL_MASTER //this is useful
#undef AVAIL_JPEGLIB //no jpeg support
#undef AVAIL_PNGLIB //no png support
#undef USE_MADLIB //no internal mp3 playing
#undef USE_D3D //no d3d support
#define NOMEDIA //NO playing of avis/cins/roqs
#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 MD5MODELS //doom3 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 TERRAIN //heightmap 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 Q3CLIENT
#define Q3SERVER
#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 ZLIB //zip/pk3 support
// #define WEBSERVER //http/ftp servers
// #define WEBCLIENT //http/ftp clients.
#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 DDS //a sort of image file format.
#define TCPCONNECT //a tcpconnect command, that allows the player to connect to tcp-encapsulated qw protocols.
#define PLUGINS
#define CSQC_DAT //support for csqc
#define MENU_DAT //support for menu.dat
#define Q3SHADERS
// #define VOICECHAT //not added yet.
//these things were moved to plugins.
//#define IRCCLIENT //connects to irc servers.
#endif
#endif
//fix things a little...
#ifdef MINGW
#undef AVAIL_ZLIB
#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
#if defined(NODIRECTX) || (!defined(GLQUAKE) && !defined(RGLQUAKE))
#undef USE_D3D
#endif
#ifdef SERVERONLY //remove options that don't make sense on only a server
#undef Q2CLIENT
#undef Q3CLIENT
#undef VM_UI
#undef VM_CG
#undef WEBCLIENT
#undef IRCCLIENT
#undef TEXTEDITOR
#undef RUNTIMELIGHTING
// #undef PLUGINS //we don't have any server side stuff.
#undef Q3SHADERS
#undef TERRAIN
#endif
#ifdef CLIENTONLY //remove optional server componants that make no sence on a client only build.
#undef Q2SERVER
#undef Q3SERVER
#undef WEBSERVER
//this is regretable, but the csqc/ssqc needs a cleanup to move common builtins to a common c file.
#undef CSQC_DAT
#undef MENU_DAT
#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
#undef TERRAIN
#undef Q3CLIENT
#endif
#endif
#if !defined(GLQUAKE)
#undef Q3BSPS
#endif
#if !defined(Q3BSPS)
#undef Q3SHADERS
#undef Q3CLIENT //reconsider this (later)
#undef Q3SERVER //reconsider this (later)
#endif
#ifndef Q3CLIENT
#undef VM_CG // :(
#undef VM_UI
#else
#define VM_CG
#define VM_UI
#endif
#if defined(VM_UI) || defined(VM_CG) || defined(Q3SERVER) || defined(PLUGINS)
#define VM_ANY
#endif
#define PROTOCOLEXTENSIONS
//#define PRE_SAYONE 2.487 //FIXME: remove.
// defs common to client and server
//#define VERSION 2.56
#ifndef DISTRIBUTION
#define DISTRIBUTION "FTE"
#define DISTRIBUTIONLONG "Forethought Entertainment"
#define FULLENGINENAME "FTE QuakeWorld"
#define ENGINEWEBSITE "http://fteqw.sourceforge.net/"
#endif
#ifndef PLATFORM
#if defined(_WIN32)
#if defined(__amd64__)
#define PLATFORM "Win32"
#else
#define PLATFORM "Win64"
#endif
#elif defined(__linux__)
#if defined(__amd64__)
#define PLATFORM "Linux64"
#else
#define PLATFORM "Linux"
#endif
#elif defined(__FreeBSD__)
#define PLATFORM "FreeBSD"
#elif defined(__OpenBSD__)
#define PLATFORM "OpenBSD"
#elif defined(__NetBSD__)
#define PLATFORM "NetBSD"
#elif defined(__MORPHOS__)
#define PLATFORM "MorphOS"
#elif defined(MACOSX)
#define PLATFORM "MacOS X"
#else
#define PLATFORM "Unknown"
#endif
#endif
#if (defined(_M_IX86) || defined(__i386__)) && !defined(id386) && !defined(__amd64__)
#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 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 32767 // FIXME: ouch! ouch! ouch!
#define MAX_LIGHTSTYLES 255
#define MAX_STANDARDLIGHTSTYLES 64
#define MAX_MODELS 512 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#define MAX_CSQCMODELS 256 // these live entirly clientside
#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
//note that hexen2 stats are only used in hexen2 gamemodes, and can be read by csqc without further server changes.
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