/* 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 QUAKE_GAME // as opposed to utilities #define VERSION 0.2 //0.11/0.44/0.88/1.0/ #define D3DQUAKE_VERSION 0.01 #define WINQUAKE_VERSION 0.996 #define LINUX_VERSION 1.30 #define X11_VERSION 1.10 #define GAMENAME "nzp" #include #include #include #include #include #include //#include // For QMB assert #define VID_LockBuffer() #define VID_UnlockBuffer() #if defined __i386__ #define id386 1 #else #define id386 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 #define MINIMUM_MEMORY 0x550000 #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 /* #define MAX_MSGLEN 8000 // max length of a reliable message #define MAX_DATAGRAM 1024 // max length of unreliable message */ #define MAX_MSGLEN 64000 // max length of a reliable message Crow_Bar. UP for PSP #define MAX_DATAGRAM 8000 // max length of unreliable message Crow_Bar. UP for PSP // // per-level limits // #define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch! #define MAX_LIGHTSTYLES 64 #define MAX_MODELS 300 // 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_CL_STATS 32 #define STAT_HEALTH 0 #define STAT_points 1 #define STAT_WEAPON 2 #define STAT_AMMO 3 #define STAT_WEAPONFRAME 5 #define STAT_CURRENTMAG 6 #define STAT_ZOOM 7 #define STAT_WEAPONSKIN 8 #define STAT_ACTIVEWEAPON 10 #define STAT_ROUNDS 11 #define STAT_ROUNDCHANGE 12 #define STAT_X2 13 #define STAT_INSTA 14 #define STAT_PRIGRENADES 15 #define STAT_SECGRENADES 4 #define STAT_GRENADES 9 #define STAT_WEAPON2 17 #define STAT_WEAPON2SKIN 18 #define STAT_WEAPON2FRAME 19 #define STAT_CURRENTMAG2 20 // stock defines #define W_COLT 1 #define W_KAR 2 #define W_THOMPSON 3 #define W_357 4 #define W_BAR 5 #define W_BK 6 #define W_BROWNING 7 #define W_DB 8 #define W_FG 9 #define W_GEWEHR 10 #define W_KAR_SCOPE 11 #define W_M1 12 #define W_M1A1 13 #define W_M2 14 #define W_MP40 15 #define W_MG 16 #define W_PANZER 17 #define W_PPSH 18 #define W_PTRS 19 #define W_RAY 20 #define W_SAWNOFF 21 #define W_STG 22 #define W_TRENCH 23 #define W_TYPE 24 #define W_BIATCH 28 #define W_KILLU 29 //357 #define W_COMPRESSOR 30 // Gewehr #define W_M1000 31 //garand #define W_KOLLIDER 32 #define W_PORTER 33 // Ray #define W_WIDDER 34 // M1A1 #define W_FIW 35 //upgraded flamethrower #define W_ARMAGEDDON 36 //Kar //#define W_WUNDER 37 #define W_GIBS 38 // thompson #define W_SAMURAI 39 //Type #define W_AFTERBURNER 40 //mp40 #define W_SPATZ 41 // stg #define W_SNUFF 42 // sawn off #define W_BORE 43 // double barrel #define W_IMPELLER 44 //fg #define W_BARRACUDA 45 //mg42 #define W_ACCELERATOR 46 //M1919 browning #define W_GUT 47 //trench #define W_REAPER 48 //ppsh #define W_HEADCRACKER 49 //scoped kar #define W_LONGINUS 50 //panzer #define W_PENETRATOR 51 //ptrs #define W_WIDOW 52 //bar //#define W_KRAUS 53 //ballistic #define W_MP5 54 #define W_M14 55 #define W_TESLA 56 #define W_DG3 57 //tesla #define W_SPRING 58 #define W_PULVERIZER 59 #define W_NOWEP 420 //=========================================== #define MAX_SCOREBOARD 16 #define MAX_SCOREBOARDNAME 32 #define SOUND_CHANNELS 8 #include "common.h" #include "bspfile.h" #include "vid.h" #include "sys.h" #include "zone.h" #include "mathlib.h" typedef struct { vec3_t origin; vec3_t angles; int modelindex; int frame; int colormap; int skin; int effects; // dr_mabuse1981: HalfLife rendermodes fixed START unsigned short renderamt; unsigned short rendermode; unsigned short rendercolor; // dr_mabuse1981: HalfLife rendermodes fixed END } entity_state_t; #include "wad.h" #include "draw.h" #include "cvar.h" #include "screen.h" #include "net.h" #include "protocol.h" #include "cmd.h" #include "cl_hud.h" #include "sound.h" #include "render.h" #include "client.h" #include "progs.h" #include "server.h" #include "psp/video_hardware_model.h" #include "input.h" #include "world.h" #include "keys.h" #include "console.h" #include "view.h" #include "menu.h" #include "crc.h" #include "cdaudio.h" #include "psp/video_hardware.h" //============================================================================= // the host system specifies the base of the directory tree, the // command line parms passed to the program, and the amount of memory // available for the program to use typedef struct { char *basedir; char *cachedir; // for development over ISDN lines int argc; char **argv; void *membase; int memsize; } quakeparms_t; //============================================================================= extern qboolean noclip_anglehack; // // host // extern quakeparms_t host_parms; extern cvar_t sys_ticrate; extern cvar_t sys_nostdout; extern cvar_t developer; extern qboolean host_initialized; // true if into command execution extern double host_frametime; extern byte *host_basepal; extern byte *host_colormap; extern byte *host_q2pal; extern byte *host_h2pal; extern int host_framecount; // incremented every frame, never reset extern double realtime; // not bounded in any way, changed at // start of every frame, never reset void Host_ClearMemory (void); void Host_ServerFrame (void); void Host_InitCommands (void); void Host_Init (quakeparms_t *parms); void Host_Shutdown(void); void Host_Error (char *error, ...); void Host_EndGame (char *message, ...); void Host_Frame (float time); void Host_Quit_f (void); void Host_ClientCommands (char *fmt, ...); void Host_ShutdownServer (qboolean crash); 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; extern func_t EndFrame; extern vec3_t NULLVEC; #define ISUNDERWATER(x) ((x) == CONTENTS_WATER || (x) == CONTENTS_SLIME || (x) == CONTENTS_LAVA) #define TruePointContents(p) SV_HullPointContents(&cl.worldmodel->hulls[0], 0, p) // // chase // extern cvar_t chase_active; void Chase_Init (void); void Chase_Reset (void); void Chase_Update (void); //ZOMBIE AI STUFF #define MAX_WAYPOINTS 256 //max waypoints typedef struct { int pathlist [MAX_WAYPOINTS]; int zombienum; } zombie_ai; typedef struct { vec3_t origin; int id; float g_score, f_score; int open; // Determine if the waypoint is "open" a.k.a avaible int target_id [8]; // Targets array number char special[64]; //special tag is required for the closed waypoints int target [8]; //Each waypoint can have up to 8 targets float dist [8]; // Distance to the next waypoints int came_from; // Used for pathfinding store where we got here to this qboolean used; //if the waypoint is in use } waypoint_ai; extern waypoint_ai waypoints[MAX_WAYPOINTS]; // thread structs typedef struct { vec3_t origin; vec3_t forward; vec3_t right; vec3_t up; qboolean ready; } soundstruct_t;