/* 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. */ // quakedef.h -- primary header for client //#define GLTEST // experimental stuff #define QUAKE_GAME // as opposed to utilities //#define BENCH // Standalone benchmark only (no sound or menu) //#define PROTO // Prototype additions // this game isn't anything anymore #ifdef _WIN32 #include "mathlib.h" // I make djgpp upset for some reason #endif #include "matrixlib.h" #include "version.h" //#define EXPERIMENT // This just enables the -fixmefixmefixme- menu // this is pretty much the line between release versions // and unreleased versions // for the sake of the end user really // WARNING: THESE CAN INCREASE MEMORY USAGE TO 200MB! CAUTION! //#define QSB // QSB Limit increases to meet the standard of QSB //#define QSB_NET // QSB's changes to network protocol that breaks things // leilei note: I raised the limit on unreliable messages // to a stupidly high amount for debugging. Please read below // for why. // EXPERIMENTALY HACKS #define twentyfourbithack // Converts textures to 24-bit for dithered rendering. Doesn't work //#define dithermodelhack // Attempts dithered lighting on models //#define statictest // uses Static for the tables used by rgb surfaceblocks //#define LOOKANGLE // adds aimangle (crude pointing of the viewmodel to autoaim angle) #define ITSFIX //#define ANTIPACKETOVERFLOW // argh //#define WINDOWS31 // to allow the engine to be run in windows 3 w/ win32s // it doesn't work right now (and latest win32s aborts it too) // but theoretically it is broken at the TIMER level, at least // in older mid-1995 win32s versions //#define SPLIT // Splitscreen hack (NOTE: Depends on GLOBOT for now, for client functionality) #define REALLYCRASHESITHINK // ----------------------------------------- // Video Features // ----------------------------------------- //#define EGA // EGA 4-bit colors experiment *WIP* //#define EGAHACK // EGA Palette Hackup Test //#define VGA // VGA 4-bit colors experiment to allow game running in safe mode *WIP* //#define INTERPOL // buggy interpolation (ToChriS/makaqu port - this will crash.) //#define MHINTERPOL // other interpolation (still buggy)*WIP* #define INTERPOL7 // other interpolation again (still buggy)*WIP* //#define NOFULLSCREENEVER // absolutely force windowed mode //#define INTERPOL2 // Tochris interpolation //#define ALPHASCALE // enable .alpha and .scale*WIP* (may break protocol?) //#define SCALEE // enable just the scale ocde, no protocols #define SCALED2D // enables scaled hud/menu etc. adapted from siggi's uhexen2 patch //#define THIRTYTWOBITHACK //#define MMXHACK // try to shove in MMX intrinsics to some functions //#define DECALS // Port of FTEQW's disabled SW DECALS feature. Probably doesn't work. //#define COMBINED //#define STAINMAPS // I don't like this common feature much, but we'll try it anyway. //#define WATERLOW // Use a warpbuffer clone for storing the reflection in, rendering it stretched to the buffer (why) //#define EXPREND // Experimental shadowmap rendering mode #define WATERREFLECTIONS //#define INTERPOLENTITIES //#define VOODOO // vid_win.c only - try to mock 3dfx Voodoo 4x1 filter // ----------------------------------------- // Audio Features // ----------------------------------------- //#define DUMB // Use DUMB Module playback library *WIP* #define ASS_MIDI // Use Apogee Sound System for MIDI playback only*WIP* int inthedos; #define EFFINGMOUSE // disables "Enhance Pointer Precision" // a definite MUST for debugging // ----------------------------------------- // Gameplay Features // ----------------------------------------- #define GLOBOT // tomaz globots //#define VMTOC // viewmodelforclient changes #define SONOFABITS // Bits workaround :( //#define BITSAGAIN // qip way // ----------------------------------------- // Versioning // ----------------------------------------- int qbeta; // when 1, it tries to force guestimated pre-1.00 behaviors int protocol; // OK. int Nehahrademcompatibility; // LordHavoc: to allow playback of the early Nehahra movie segments int dpprotocol; #define DPPROTOCOLS #define QIP_VERSION "Build 277" #define QIP_URL "nowhere" #define VERSION 1.08 #define TNQ_VERSION 240 // todo: increment build numbers #define GLQUAKE_VERSION 1.00 #define D3DQUAKE_VERSION 0.01 #define WINQUAKE_VERSION 2.77 // was 0.996, but WinQuake was already final #define LINUX_VERSION 1.30 #define X11_VERSION 1.10 #define PROTOCOL_STOCK 0 // old 1.09 #define PROTOCOL_QUAKEDP 1 // dp105 #define PROTOCOL_TQ 2 // Tomazquake //define PARANOID // speed sapping error checking // ----------------------------------------- // Game Data // ----------------------------------------- #ifdef PROTO #define GAMENAME "data" #else #define GAMENAME "id1" #endif #define FIGHT 1 // fight experiment // ----------------------------------------- // Game Modes // // Support for other Q1-derivative engine games // // This is used to keep built-ins used by these // games from conflicting with others, as well as // spiffying them up in general (i.e. hud in // Transfusion) // // THIS IS NOT FINAL AND IS SUBJECT TO CHANGE // AND PROMISE // ----------------------------------------- int gamemode; #define GAME_QUAKE 0 // 1997 - 1.07-1.09 #define GAME_QUAKE_OLD 1 // 1996 - 0.8-0.92 #define GAME_QUAKE_ARCADE 2 // 1998 - mame cabinet, has avi playback (TODO: MCI this) and a new menu system #define GAME_QUAKE_106 3 // 1996 - 1.00-1.06 (lacks all mp changes) #define GAME_LASER_ARENA 4 // 2000 - trainwreck #define GAME_TRANSFUSION 5 // 2002 #define GAME_CIA_OPERATIVE 6 // 2001 - trainwreck #define GAME_JESUSTHEFPS 7 // 2003 - very jesusy #define GAME_GRASS 8 // 2002 #define GAME_MINIRACER 9 // 2002 //#define GAME_HEXEN_II 10 // 1997 - too many system vars changes atm #define GAME_FIEND_HUNTER 11 // 2001 v0.64 #define GAME_NEHAHRA 12 // 2000 #define GAME_URBANMERC 13 // 2000 - profits are "emulated" #define GAME_KUROK 14 // 2008 #define GAME_FIGHT 15 // 2015? #include #include #include #include #include #include // // The precompiler definition "__i386__" comes from the DJGPP package and // states that the code is compiled for an Intel x386 compatible machine. // Windows compilers (definition "_WIN32") do not provide this DJGPP definition, // but provide something similar called "_M_IX86". So when using a Windows // compiler "__i386__" can be created when "_WIN32" and "_M_IX86" are defined. // // If you do not want to use assembler code, then set the definition "id386" to // zero (0) in QUAKEASM.H for asm sources and in QUAKEDEF.H for C sources // #if defined(_WIN32) && !defined(WINDED) #if defined(_M_IX86) #define __i386__ 1 #endif void VID_LockBuffer (void); void VID_UnlockBuffer (void); #else #define VID_LockBuffer() #define VID_UnlockBuffer() #endif #if defined __i386__ // && !defined __sun__ #define id386 1 #define id386poly 0 #define id386rgb 0 #else #define id386 0 #define id386poly 0 #define id386rgb 0 #endif #if id386 #define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported #else #define UNALIGNED_OK 0 #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 #ifdef BENCH #define MINIMUM_MEMORY 0x0186A0 // 100kb hack test #else #define MINIMUM_MEMORY 0x550000 #endif #define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000) #define MAX_NUM_ARGVS 50 // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 #define MAX_QPATH 64 // max length of a quake game pathname #define MAX_OSPATH 128 // max length of a filesystem pathname #define ON_EPSILON 0.1 // point on plane side epsilon #ifdef QSB_NET #define MAX_MSGLEN 65536 // max length of a reliable message //#define MAX_DATAGRAM 1400 // max length of unreliable message #define MAX_DATAGRAM 16000 // max length of unreliable message // leilei - I only raised this just to // have fun with excessive entity stress. // (craploads of monsters) because it's nice // to not see "PACKET OVERFLOW" spammed. // please lower this to 1400 for serious // QSB standard use. #else #define MAX_MSGLEN 8000 // max length of a reliable message #define MAX_DATAGRAM 1024 // max length of unreliable message #endif // // per-level limits // // 2001-09-20 Configurable entity limits by Maddes start //#define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch! #ifdef QSB_NET #define MAX_MODELS 4096 // these are sent over the net as bytes #define MAX_SOUNDS 4096 // so they cannot be blindly increased #define MIN_EDICTS 600 // must be the original default value: 600 #define MAX_EDICTS 8192 // Maximum without network changes, as entity number is send as signed short (2 bytes) #define MIN_TEMP_ENTITIES 1024 // lightning bolts, etc #define MIN_STATIC_ENTITIES 1024 // torches, etc // 2001-09-20 Configurable entity limits by Maddes end #define MAX_LIGHTSTYLES 64 #else #define MAX_MODELS 256 // these are sent over the net as bytes #define MAX_SOUNDS 256 // so they cannot be blindly increased #define MIN_EDICTS 600 // must be the original default value: 600 #define MAX_EDICTS 0x7FFF // Maximum without network changes, as entity number is send as signed short (2 bytes) #define MIN_TEMP_ENTITIES 64 // lightning bolts, etc #define MIN_STATIC_ENTITIES 128 // torches, etc // 2001-09-20 Configurable entity limits by Maddes end #define MAX_LIGHTSTYLES 64 #endif #define SAVEGAME_COMMENT_LENGTH 39 #define MAX_STYLESTRING 64 // // stats are integers communicated to the client by the server // #define MAX_CL_STATS 32 #define STAT_HEALTH 0 #define STAT_FRAGS 1 #define STAT_WEAPON 2 #define STAT_AMMO 3 #define STAT_ARMOR 4 #define STAT_WEAPONFRAME 5 #define STAT_SHELLS 6 #define STAT_NAILS 7 #define STAT_ROCKETS 8 #define STAT_CELLS 9 #define STAT_ACTIVEWEAPON 10 #define STAT_TOTALSECRETS 11 #define STAT_TOTALMONSTERS 12 #define STAT_SECRETS 13 // bumped on client side by svc_foundsecret #define STAT_MONSTERS 14 // bumped by svc_killedmonster // stock defines #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) //=========================================== //rogue changed and added defines #define RIT_SHELLS 128 #define RIT_NAILS 256 #define RIT_ROCKETS 512 #define RIT_CELLS 1024 #define RIT_AXE 2048 #define RIT_LAVA_NAILGUN 4096 #define RIT_LAVA_SUPER_NAILGUN 8192 #define RIT_MULTI_GRENADE 16384 #define RIT_MULTI_ROCKET 32768 #define RIT_PLASMA_GUN 65536 #define RIT_ARMOR1 8388608 #define RIT_ARMOR2 16777216 #define RIT_ARMOR3 33554432 #define RIT_LAVA_NAILS 67108864 #define RIT_PLASMA_AMMO 134217728 #define RIT_MULTI_ROCKETS 268435456 #define RIT_SHIELD 536870912 #define RIT_ANTIGRAV 1073741824 #define RIT_SUPERHEALTH 2147483648 //MED 01/04/97 added hipnotic defines //=========================================== //hipnotic added defines #define HIT_PROXIMITY_GUN_BIT 16 #define HIT_MJOLNIR_BIT 7 #define HIT_LASER_CANNON_BIT 23 #define HIT_PROXIMITY_GUN (1<CL/QC<->CL by Maddes extern qboolean msg_suppress_1; // suppresses resolution and cache size console output // an fullscreen DIB focus gain/loss extern int current_skill; // skill level for currently loaded level (in case // the user changes the cvar while the level is // running, this reflects the level actually in use) extern qboolean isDedicated; extern int minimum_memory; // // chase // extern cvar_t *chase_active; void Chase_Init (void); void Chase_Reset (void); void Chase_Update (void); extern qboolean nouse; // 1999-10-29 +USE fix by Maddes #define PROGHEADER080_CRC 26940 // leilei - beta check #define PROGHEADER090_CRC 26940 #define PROGHEADER091_CRC 26940 #define PROGHEADER092_CRC 26940 #define PROGHEADERLA_CRC 27094 // laser arena // 1999-10-28 Compatibilty check by Maddes start #define PROGHEADER101_CRC 5927 extern qboolean keep_compatibility; // 1999-10-28 Compatibilty check by Maddes end // 2000-07-30 DJGPP compiler warning fix by Norberto Alfredo Bensa start qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace); dfunction_t *ED_FindFunction (char *name); // 2000-01-09 QCExec by FrikaC/Maddes // 2000-07-30 DJGPP compiler warning fix by Norberto Alfredo Bensa end // 2001-10-20 TIMESCALE extension by Tomaz/Maddes start extern double host_cpu_frametime; extern double host_org_frametime; extern cvar_t *host_timescale; // 2001-10-20 TIMESCALE extension by Tomaz/Maddes end // // MusicInfo struct. // typedef struct { // up to 6-character name char *name; // lump number of music int lumpnum; // music data void *data; // music handle once registered int handle; } musicinfo_t; // the complete set of music extern musicinfo_t S_music[]; // some names for integers of various sizes, all unsigned typedef unsigned char UBYTE; // a one-byte int typedef unsigned short UWORD; // a two-byte int //typedef unsigned int ULONG; // a four-byte int (assumes int 4 bytes) typedef unsigned int OOLONG; // a four-byte int (assumes int 4 bytes)