/* 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 //#define VERSION 2.56 #ifndef DISTRIBUTION #define DISTRIBUTION "FTE" #define DISTRIBUTIONLONG "Forethought Entertainment" #define FULLENGINENAME "FTE QuakeWorld" #define ENGINEWEBSITE "http://www.fteqw.com" #endif #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 #endif #define AVAIL_OGGVORBIS #if !defined(__CYGWIN__) && !defined(MINGW) && !defined(MACOSX) #define AVAIL_PNGLIB #define AVAIL_JPEGLIB #define AVAIL_ZLIB #define AVAIL_OGGVORBIS /* Jogi's OpenAL support */ #define AVAIL_OPENAL #endif #if defined(MINGW) || defined(MACOSX) #define AVAIL_PNGLIB #define AVAIL_ZLIB #define AVAIL_JPEGLIB #define AVAIL_OGGVORBIS #endif #if !defined(NO_DIRECTX) && !defined(NODIRECTX) #define AVAIL_DINPUT #define AVAIL_DDRAW #define AVAIL_DSOUND #define AVAIL_D3D #endif #if defined(_WIN32) && !defined(_SDL) #define HAVE_WINSSPI //built in component, checks against windows' root ca database and revocations etc. #elif defined(__linux__) // #define HAVE_GNUTLS //currently disabled as it does not validate the server's certificate, beware the mitm attack. #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 AVAIL_FREETYPE #ifdef _WIN32 //needs testing on other platforms //#define AVAIL_OPENAL #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 #endif #ifdef NO_OGG #undef AVAIL_OGGVORBIS #endif #if defined(NO_FREETYPE) #undef AVAIL_FREETYPE #endif //#define AVAIL_FREETYPE //set any additional defines or libs in win32 #define SVRANKING #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 #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. #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 #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 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 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 DDS //a sort of image file format. #ifndef RTLIGHTS #define RTLIGHTS //realtime lighting #endif #define VM_Q1 //q1 qvm 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 #ifdef _DEBUG // #define OFFSCREENGECKO //FIXME: move to plugin and remove from engine #endif #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 //these things were moved to plugins. #endif #endif #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, but whatever //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 #endif #ifdef ANDROID #undef RTLIGHTS #ifndef SPEEX_STATIC #undef VOICECHAT #endif #undef TEXTEDITOR #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 #endif #ifndef MULTITHREAD #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(RTLIGHTS) && !defined(GLQUAKE) && !defined(D3D9QUAKE) #undef RTLIGHTS #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 #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 WEBCLIENT #undef TEXTEDITOR #undef RUNTIMELIGHTING #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 USEODE 1 #if !(defined(ODE_STATIC) || defined(ODE_DYNAMIC)) #undef USEODE #endif #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(USEODE) || !defined(SKELETALMODELS) #undef RAGDOLL //not possible to ragdoll if we don't have certain other features. #endif //remove any options that depend upon GL. #ifndef SERVERONLY // undefine things not supported yet for D3D #if defined(D3DQUAKE) && !defined(GLQUAKE) #undef DDS // this is dumb #endif #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(_WIN32) #if defined(__amd64__) #define PLATFORM "Win64" #else #define PLATFORM "Win32" #endif #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(__amd64__) #define ARCH_CPU_POSTFIX "amd" #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 #if (defined(_M_IX86) || defined(__i386__)) && !defined(__amd64__) && !defined(_AMD64_) #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 #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 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 256 // max length of a filesystem pathname #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 // //#define MAX_EDICTS ((1<<22)-1) // expandable up to 22 bits #define MAX_EDICTS ((1<<18)-1) // expandable up to 22 bits #define MAX_LIGHTSTYLES 255 #define MAX_STANDARDLIGHTSTYLES 64 #define MAX_MODELS 1024 // these are sent over the net as bytes #define MAX_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 512 // 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_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 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