fteqw/engine/common/bothdefs.h
Spoike f4d3df7bf5 make sure the capture command doesn't switch between gamedirs while capturing.
added dimension_default global to provide default dimensions. expected to be a (var) constant.
support setcustomskin in menuqc.
implement some considerations for win95, so it can actually run on that horrendously outdated system.
provide scr_autoid and r_showbbox-field info when running csqc.
ignore vid_restarts at the end of config.cfg files from other engines. in fte, these are at best redundant and at worst overrides user settings.
fix issue with latched cvars not flagging the config as modified.
path command always shows filenames properly.
fix some fteqcc inlining bugs.
added precaches command to display all active precaches.
added docs for mapcluster.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4881 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-06-04 06:15:14 +00:00

859 lines
23 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
// release version
#define FTE_VER_MAJOR 1
#define FTE_VER_MINOR 3
#if defined(__APPLE__) && defined(__MACH__)
#define MACOSX
#endif
#if defined(__MINGW32_VERSION) || defined(__MINGW__) || defined(__MINGW32__) || defined(__MINGW64__)
#define MINGW
#endif
#if !defined(MINGW) && defined(__GNUC__) && defined(_WIN32)
#define MINGW //Erm, why is this happening?
#endif
#ifdef ANDROID
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#endif
#ifdef NACL
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#define NO_ZLIB
#endif
#ifdef FTE_TARGET_WEB
//no Sys_LoadLibrary support, so we might as well kill this stuff off.
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#define NO_ZLIB
#define NO_FREETYPE
#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
#ifndef MSVCLIBSPATH
#if _MSC_VER == 1200
#define MSVCLIBSPATH "../libs/vc6-libs/"
#else
#define MSVCLIBSPATH "../libs/"
#endif
#endif
#ifdef NO_LIBRARIES
#define NO_DIRECTX
#define NO_PNG
#define NO_JPEG
#define NO_ZLIB
#define NO_OGG
#else
#define AVAIL_OPENAL
#define AVAIL_FREETYPE
#endif
#define AVAIL_OGGVORBIS
#if defined(__CYGWIN__)
#define AVAIL_ZLIB
#else
#define AVAIL_PNGLIB
#define AVAIL_JPEGLIB
#define AVAIL_ZLIB
#define AVAIL_OGGVORBIS
#endif
#if !defined(NO_DIRECTX) && !defined(NODIRECTX) && defined(_WIN32)
#define AVAIL_DINPUT
#define AVAIL_DDRAW
#define AVAIL_DSOUND
#define AVAIL_D3D
#endif
#define AVAIL_XZDEC
#if !defined(MINIMAL) && !defined(NPFTE) && !defined(NPQTV)
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
#define HAVE_WINSSPI //built in component, checks against windows' root ca database and revocations etc.
#elif defined(__linux__) || defined(__CYGWIN__)
#define HAVE_GNUTLS //currently disabled as it does not validate the server's certificate, beware the mitm attack.
#endif
#endif
#if defined(HAVE_WINSSPI) || defined(HAVE_GNUTLS)
#define HAVE_SSL
#endif
//#define DYNAMIC_ZLIB
//#define DYNAMIC_LIBPNG
//#define DYNAMIC_LIBJPEG
//#define LIBVORBISFILE_STATIC
//#define SPEEX_STATIC
#ifdef D3DQUAKE
#define D3D9QUAKE
#endif
#if (defined(D3D9QUAKE) || defined(D3D11QUAKE)) && !defined(D3DQUAKE)
#define D3DQUAKE
#endif
#if defined(_MSC_VER) //too lazy to fix up the makefile
//#define BOTLIB_STATIC
#endif
#define ODE_DYNAMIC
#ifdef NO_OPENAL
#undef AVAIL_OPENAL
#endif
#ifdef NO_PNG
#undef AVAIL_PNGLIB
#endif
#ifdef NO_JPEG
#undef AVAIL_JPEGLIB
#endif
#ifdef NO_ZLIB
#undef AVAIL_ZLIB
#undef AVAIL_XZDEC
#endif
#ifdef NO_OGG
#undef AVAIL_OGGVORBIS
#endif
#if defined(NO_FREETYPE)
#undef AVAIL_FREETYPE
#endif
//set any additional defines or libs in win32
#define SVRANKING
#define LOADERTHREAD
#ifdef MINIMAL
#define CL_MASTER //this is useful
#undef AVAIL_JPEGLIB //no jpeg support
#undef AVAIL_PNGLIB //no png support
#define NOMEDIA //NO playing of avis/cins/roqs
#define SPRMODELS //quake1 sprite models
#define MD3MODELS //we DO want to use quake3 alias models. This might be a minimal build, but we still want this.
#define PLUGINS
#define PSET_CLASSIC
//#define CSQC_DAT //support for csqc
#ifndef SERVERONLY //don't be stupid, stupid.
#ifndef CLIENTONLY
#define CLIENTONLY
#endif
#endif
#else
#define USE_SQLITE
#ifdef SERVERONLY
#define USE_MYSQL //allow mysql in dedicated servers.
#endif
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
//#define SUBSERVERS //use subserver code.
#endif
#define SIDEVIEWS 4 //enable secondary/reverse views.
// #define DSPMODELS //doom sprites (only needs DOOMWADS to generate the right wad file names)
#define SPRMODELS //quake1 sprite models
#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 DPMMODELS //darkplaces model format (which I've never seen anyone use)
#define PSKMODELS //PSK model format (ActorX stuff from UT, though not the format the game itself uses)
// #define HALFLIFEMODELS //halflife model support (experimental)
#define INTERQUAKEMODELS
#define RAGDOLL
#define HUFFNETWORK //huffman network compression
#define DOOMWADS //doom wad/sprite support
// #define MAP_DOOM //doom map support
// #define MAP_PROC //doom3/quake4 map 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 HEXEN2 //technically server only
// #define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7)
// #define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140)
#define NQPROT //server and client are capable of using quake1/netquake protocols. (qw is still prefered. uses the command 'nqconnect')
#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 R_XFLIP //allow view to be flipped horizontally
#define TEXTEDITOR
#define IMAGEFMT_DDS //a sort of image file format.
#define IMAGEFMT_BLP //a sort of image file format.
#ifndef RTLIGHTS
#define RTLIGHTS //realtime lighting
#endif
#define VM_Q1 //q1 qvm gamecode interface
//#define VM_LUA //q1 lua gamecode interface
#define TCPCONNECT //a tcpconnect command, that allows the player to connect to tcp-encapsulated qw protocols.
#define IRCCONNECT //an ircconnect command, that allows the player to connect to irc-encapsulated qw protocols... yeah, really.
#define PLUGINS //qvm/dll plugins.
#define SUPPORT_ICE //Interactive Connectivity Establishment protocol, for peer-to-peer connections
#define CSQC_DAT //support for csqc
#define MENU_DAT //support for menu.dat
#define PSET_SCRIPT
#define PSET_CLASSIC
//#define PSET_DARKPLACES
#define VOICECHAT
#if defined(_WIN32) && !defined(MULTITHREAD) //always thread on win32 non-minimal builds
#define MULTITHREAD
#endif
#endif
#endif
//software rendering is just too glitchy, don't use it.
#if defined(SWQUAKE) && !defined(_DEBUG)
#undef SWQUAKE
#endif
//include a file to update the various configurations for game-specific configs (hopefully just names)
#ifdef BRANDING_INC
#define STRINGIFY2(s) #s
#define STRINGIFY(s) STRINGIFY2(s)
#include STRINGIFY(BRANDING_INC)
#endif
#ifndef DISTRIBUTION
#define DISTRIBUTION "FTE" //short name used to identify this engine. must be a single word
#endif
#ifndef DISTRIBUTIONLONG
#define DISTRIBUTIONLONG "Forethought Entertainment" //effectively the 'company' name
#endif
#ifndef FULLENGINENAME
#define FULLENGINENAME "FTE QuakeWorld" //the posh name for the engine
#endif
#ifndef ENGINEWEBSITE
#define ENGINEWEBSITE "http://fte.triptohell.info" //url for program
#endif
#ifdef QUAKETC
#define NOBUILTINMENUS //kill engine menus (should be replaced with ewither csqc or menuqc)
#undef Q2CLIENT //not useful
#undef Q2SERVER //not useful
#undef Q3CLIENT //not useful
#undef Q3SERVER //not useful
#undef HLCLIENT //not useful
#undef HLSERVER //not useful
#undef VM_Q1 //not useful
#undef VM_LUA //not useful
#undef HALFLIFEMODELS //yuck
#undef RUNTIMELIGHTING //presumably not useful
#undef HEXEN2
#endif
//#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now.
#ifdef FTE_TARGET_WEB
//try to trim the fat
#undef VOICECHAT //too lazy to compile speex
#undef HLCLIENT //dlls...
#undef HLSERVER //dlls...
#undef CL_MASTER //bah. use the site to specify the servers.
#undef SV_MASTER //yeah, because that makes sense in a browser
#undef ODE_STATIC //blurgh, too lazy
#undef ODE_DYNAMIC //dlls...
#undef RAGDOLL //no ode
#undef TCPCONNECT //err...
#undef IRCCONNECT //not happening
#undef PLUGINS //pointless
#undef VM_Q1 //no dlls
#undef MAP_PROC //meh
#undef HALFLIFEMODELS //blurgh
#undef WEBSERVER //hah, yeah, right
#undef SUPPORT_ICE //kinda requires udp, so not usable
//extra features stripped to try to reduce memory footprints
#undef RUNTIMELIGHTING //too slow anyway
#undef Q2CLIENT
#undef Q2SERVER //requires a dll anyway.
#undef Q3CLIENT
#undef Q3SERVER //trying to trim memory use
// #undef Q2BSPS //emscripten can't cope with bss, leading to increased download time. too lazy to fix.
// #undef Q3BSPS //emscripten can't cope with bss, leading to increased download time. too lazy to fix.
// #undef PSET_SCRIPT //bss+size
#define GLSLONLY //pointless having the junk
#define GLESONLY //should reduce the conditions a little
#define R_MAX_RECURSE 2 //less bss
// #undef RTLIGHTS
#endif
#ifdef WINRT
#undef TCPCONNECT //err...
#undef IRCCONNECT //not happening
#undef AVAIL_DSOUND //yeah, good luck there
#undef AVAIL_DINPUT //nope, not supported.
#undef SV_MASTER //no socket interface
#undef CL_MASTER //no socket interface
#undef WEBSERVER //http/ftp servers
#undef WEBCLIENT //http/ftp clients.
#undef MULTITHREAD
#endif
#ifdef ANDROID
#undef RTLIGHTS
#ifndef SPEEX_STATIC
#undef VOICECHAT
#endif
#undef TEXTEDITOR
#define GLESONLY //should reduce the conditions a little
#endif
#if defined(NACL)
#undef SUPPORT_ICE
#undef CL_MASTER //no sockets support
#undef SV_MASTER //noone uses this anyway
#undef WEBSERVER //no sockets support (certainly no servers)
#undef TCPCONNECT
#undef IRCCONNECT
#define GLSLONLY //pointless having the junk
#define GLESONLY //should reduce the conditions a little
#endif
#ifndef MULTITHREAD
//database code requires threads to do stuff async.
#undef USE_SQLITE
#undef USE_MYSQL
#endif
#if defined(USE_SQLITE) || defined(USE_MYSQL)
#define SQL
#endif
//fix things a little...
#ifdef NPQTV
#define NPFTE
#undef NPQTV
#endif
#ifdef NPFTE
/*plugins require threads and stuff now, and http download support*/
#ifndef MULTITHREAD
#define MULTITHREAD
#define WEBCLIENT
#endif
#endif
#if (defined(NOLOADERTHREAD) || !defined(MULTITHREAD)) && defined(LOADERTHREAD)
#undef LOADERTHREAD
#endif
#ifndef _WIN32
#undef QTERM //not supported - FIXME: move to native plugin
#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 NPFTE
#undef TEXTEDITOR
#undef WEBSERVER
#endif
#ifndef AVAIL_ZLIB
#undef SUPPORT_ICE //depends upon zlib's crc32 for fingerprinting. I cba writing my own.
#endif
#ifdef SERVERONLY //remove options that don't make sense on only a server
#undef Q2CLIENT
#undef Q3CLIENT
#undef HLCLIENT
#undef HALFLIFEMODELS
#undef VM_UI
#undef VM_CG
#undef TEXTEDITOR
#undef RUNTIMELIGHTING
#undef DSPMODELS
#undef SPRMODELS
#undef SP2MODELS
#undef PSET_SCRIPT
#undef PSET_CLASSIC
#undef PSET_DARKPLACES
#endif
#ifdef CLIENTONLY //remove optional server components that make no sence on a client only build.
#undef Q2SERVER
#undef Q3SERVER
#undef HLSERVER
#undef WEBSERVER
#undef VM_Q1
#undef SQL
#endif
#if defined(CSQC_DAT) || !defined(CLIENTONLY) //use ode only if we have a constant world state, and the library is enbled in some form.
#define USERBE
#endif
#if defined(ZYMOTICMODELS) || defined(MD5MODELS) || defined(DPMMODELS) || defined(PSKMODELS) || defined(INTERQUAKEMODELS)
#define SKELETALMODELS //defined if we have a skeletal model.
#endif
#if (defined(CSQC_DAT) || !defined(CLIENTONLY)) && defined(SKELETALMODELS)
#define SKELETALOBJECTS //the skeletal objects API is only used if we actually have skeletal models, and gamecode that uses the builtins.
#endif
#if !defined(USERBE) || !defined(SKELETALMODELS)
#undef RAGDOLL //not possible to ragdoll if we don't have certain other features.
#endif
//remove any options that depend upon GL.
#if !defined(GLQUAKE)
#undef IMAGEFMT_DDS // this is dumb
#undef IMAGEFMT_BLP // this is dumb
#endif
#if !defined(Q3BSPS)
#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_Q1) || defined(VM_UI) || defined(VM_CG) || defined(Q3SERVER) || defined(PLUGINS)
#define VM_ANY
#endif
#define PROTOCOLEXTENSIONS
#ifdef MINIMAL
#define IFMINIMAL(x,y) x
#else
#define IFMINIMAL(x,y) y
#endif
//#define PRE_SAYONE 2.487 //FIXME: remove.
// defs common to client and server
#ifndef PLATFORM
#if defined(FTE_TARGET_WEB)
#define PLATFORM "Web"
#elif defined(NACL)
#define PLATFORM "Nacl"
#elif defined(_WIN32)
#if defined(__amd64__)
#define PLATFORM "Win64"
#else
#define PLATFORM "Win32"
#endif
#define ARCH_DL_POSTFIX ".dll"
#elif defined(__CYGWIN__)
#define PLATFORM "Cygwin" /*technically also windows*/
#define ARCH_DL_POSTFIX ".dll"
#elif defined(ANDROID)
#define PLATFORM "Android" /*technically also linux*/
#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
#ifndef ARCH_DL_POSTFIX
#define ARCH_DL_POSTFIX ".so"
#endif
#if defined(_M_AMD64) || defined(__amd64__)
#ifdef _WIN32
#define ARCH_CPU_POSTFIX "x64"
#else
#define ARCH_CPU_POSTFIX "amd64"
#endif
#elif defined(_M_IX86) || defined(__i386__)
#define ARCH_CPU_POSTFIX "x86"
#elif defined(__powerpc__) || defined(__ppc__)
#define ARCH_CPU_POSTFIX "ppc"
#elif defined(__arm__)
#define ARCH_CPU_POSTFIX "arm"
#else
#define ARCH_CPU_POSTFIX "unk"
#endif
#ifdef _MSC_VER
#define VARGS __cdecl
#define MSVCDISABLEWARNINGS
#if _MSC_VER >= 1300
#define FTE_DEPRECATED __declspec(deprecated)
#ifndef _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef _CRT_NONSTDC_NO_WARNINGS
#define _CRT_NONSTDC_NO_WARNINGS
#endif
#endif
#define NORETURN __declspec(noreturn)
#endif
#if (__GNUC__ > 3 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 1))
#define FTE_DEPRECATED __attribute__((__deprecated__)) //no idea about the actual gcc version
#define LIKEPRINTF(x) __attribute__((format(printf,x,x+1)))
#endif
#if (__GNUC__ > 2 || (__GNUC__ == 2 && __GNUC_MINOR__ >= 5))
#define NORETURN __attribute__((noreturn))
#endif
//I'm making my own restrict, because msvc's headers can't cope if I #define restrict to __restrict, and quite possibly other platforms too
#if __STDC_VERSION__ >= 199901L
#define fte_restrict restrict
#elif defined(_MSC_VER)
#define fte_restrict __restrict
#else
#define fte_restrict
#endif
#ifndef FTE_DEPRECATED
#define FTE_DEPRECATED
#endif
#ifndef LIKEPRINTF
#define LIKEPRINTF(x)
#endif
#ifndef VARGS
#define VARGS
#endif
#ifndef NORETURN
#define NORETURN
#endif
#ifdef _WIN32
#define ZEXPORT VARGS
#define ZEXPORTVA 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 128 // max length of a quake game pathname
#define MAX_OSPATH 1024 // max length of a filesystem pathname (260 on windows, but needs to be longer for utf8)
#define ON_EPSILON 0.1 // point on plane side epsilon
#define MAX_NQMSGLEN 65536 // max length of a reliable message
#define MAX_Q2MSGLEN 1400
#define MAX_QWMSGLEN 1450
#define MAX_OVERALLMSGLEN 65536 // mvdsv sends packets this big
#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
//
#ifdef FTE_TARGET_WEB
#define MAX_EDICTS ((1<<15)-1)
#else
//#define MAX_EDICTS ((1<<22)-1) // expandable up to 22 bits
#define MAX_EDICTS ((1<<18)-1) // expandable up to 22 bits
#endif
#define MAX_LIGHTSTYLES 255
#define MAX_STANDARDLIGHTSTYLES 64
#define MAX_PRECACHE_MODELS 2048 // these are sent over the net as bytes/shorts
#define MAX_PRECACHE_SOUNDS 1024 // so they cannot be blindly increased
#define MAX_SSPARTICLESPRE 1024 // precached particle effect names, for server-side pointparticles/trailparticles.
#define MAX_VWEP_MODELS 32
#define MAX_CSMODELS 1024 // these live entirly clientside
#define MAX_CSPARTICLESPRE 1024
#define SAVEGAME_COMMENT_LENGTH 39
#define MAX_STYLESTRING 64
#define MAX_Q2EDICTS 1024
//
// stats are integers communicated to the client by the server
//
#define MAX_QW_STATS 32
enum {
STAT_HEALTH = 0,
//STAT_FRAGS = 1,
STAT_WEAPONMODELI = 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
STAT_MATCHSTARTTIME = 18,
#ifdef SIDEVIEWS
STAT_VIEW2 = 20,
#endif
STAT_VIEWZOOM = 21, // DP
//these stats are used only when running a hexen2 mod/hud, and will never be used for a quake mod/hud/generic code.
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_ARMOUR1,
STAT_H2_ARMOUR2,
STAT_H2_ARMOUR3,
STAT_H2_ARMOUR4,
STAT_H2_FLIGHT_T,
STAT_H2_WATER_T,
STAT_H2_TURNING_T,
STAT_H2_REGEN_T,
STAT_H2_PUZZLE1,
STAT_H2_PUZZLE2,
STAT_H2_PUZZLE3,
STAT_H2_PUZZLE4,
STAT_H2_PUZZLE5,
STAT_H2_PUZZLE6,
STAT_H2_PUZZLE7,
STAT_H2_PUZZLE8,
STAT_H2_MAXHEALTH,
STAT_H2_MAXMANA,
STAT_H2_FLAGS,
STAT_H2_PLAYERCLASS,
STAT_H2_OBJECTIVE1,
STAT_H2_OBJECTIVE2,
STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR = 220, // DP
STAT_MOVEVARS_AIRCONTROL_PENALTY = 221, // DP
STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222, // DP
STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223, // DP
STAT_MOVEVARS_AIRCONTROL_POWER = 224, // DP
STAT_MOVEFLAGS = 225, // DP
STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL = 226, // DP
STAT_MOVEVARS_WARSOWBUNNY_ACCEL = 227, // DP
STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED = 228, // DP
STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL = 229, // DP
STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO = 230, // DP
STAT_MOVEVARS_AIRSTOPACCELERATE = 231, // DP
STAT_MOVEVARS_AIRSTRAFEACCELERATE = 232, // DP
STAT_MOVEVARS_MAXAIRSTRAFESPEED = 233, // DP
STAT_MOVEVARS_AIRCONTROL = 234, // DP
STAT_FRAGLIMIT = 235, // DP
STAT_TIMELIMIT = 236, // DP
STAT_MOVEVARS_WALLFRICTION = 237, // DP
STAT_MOVEVARS_FRICTION = 238, // DP
STAT_MOVEVARS_WATERFRICTION = 239, // DP
STAT_MOVEVARS_TICRATE = 240, // DP
STAT_MOVEVARS_TIMESCALE = 241, // DP
STAT_MOVEVARS_GRAVITY = 242, // DP
STAT_MOVEVARS_STOPSPEED = 243, // DP
STAT_MOVEVARS_MAXSPEED = 244, // DP
STAT_MOVEVARS_SPECTATORMAXSPEED = 245, // DP
STAT_MOVEVARS_ACCELERATE = 246, // DP
STAT_MOVEVARS_AIRACCELERATE = 247, // DP
STAT_MOVEVARS_WATERACCELERATE = 248, // DP
STAT_MOVEVARS_ENTGRAVITY = 249, // DP
STAT_MOVEVARS_JUMPVELOCITY = 250, // DP
STAT_MOVEVARS_EDGEFRICTION = 251, // DP
STAT_MOVEVARS_MAXAIRSPEED = 252, // DP
STAT_MOVEVARS_STEPHEIGHT = 253, // DP
STAT_MOVEVARS_AIRACCEL_QW = 254, // DP
STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION = 255, // DP
MAX_CL_STATS = 256
};
//
// 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 PM_DEFAULTSTEPHEIGHT 18
#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