mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
533b470bc0
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2956 fc73d0e0-1445-4013-8a0c-d673dee63da5
563 lines
14 KiB
C
563 lines
14 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __BOTHDEFS_H
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#define __BOTHDEFS_H
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#if defined(__APPLE__) && defined(__MACH__)
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#define MACOSX
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#endif
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#if defined(__MINGW32_VERSION) || defined(__MINGW__) || defined(__MINGW32__)
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#define MINGW
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#endif
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#if !defined(MINGW) && defined(__GNUC__) && defined(_WIN32)
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#define MINGW //Erm, why is this happening?
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#endif
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#ifdef HAVE_CONFIG_H //if it was configured properly, then we have a more correct list of features we want to use.
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#include "config.h"
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#else
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//#define AVAIL_OGGVORBIS
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#if !defined(__CYGWIN__) && !defined(MINGW) && !defined(MACOSX)
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#define AVAIL_PNGLIB
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#define AVAIL_JPEGLIB
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#define AVAIL_ZLIB
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#define AVAIL_OGGVORBIS
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#endif
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#define AVAIL_MASM
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#ifdef MINGW
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#define AVAIL_PNGLIB
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#define AVAIL_ZLIB
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#define AVAIL_JPEGLIB
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#endif
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#ifdef NO_PNG
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#undef AVAIL_PNGLIB
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#endif
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#ifdef NO_JPEG
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#undef AVAIL_JPEGLIB
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#endif
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#ifdef NO_ZLIB
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#undef AVAIL_ZLIB
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#endif
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#ifdef NO_OGG
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#undef AVAIL_OGGVORBIS
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#endif
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#if defined(NO_MASM) || !defined(_WIN32)
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#undef AVAIL_MASM
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#endif
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//set any additional defines or libs in win32
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#ifndef AVAIL_MASM
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#ifdef _WIN32
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#define NOASM
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#else
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#undef AVAIL_MASM //fixme
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#endif
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#endif
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#define SVRANKING
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#define SWSTAINS
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#ifdef MINIMAL
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#define CL_MASTER //this is useful
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#undef AVAIL_JPEGLIB //no jpeg support
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#undef AVAIL_PNGLIB //no png support
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#undef USE_MADLIB //no internal mp3 playing
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#undef USE_D3D //no d3d support
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#define NOMEDIA //NO playing of avis/cins/roqs
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#define MD3MODELS //we DO want to use quake3 alias models. This might be a minimal build, but we still want this.
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#define PLUGINS
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#ifndef SERVERONLY //don't be stupid, stupid.
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#define CLIENTONLY
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#endif
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#else
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#define SIDEVIEWS 4 //enable secondary/reverse views.
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#define SP2MODELS //quake2 sprite models
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#define MD2MODELS //quake2 alias models
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#define MD3MODELS //quake3 alias models
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#define MD5MODELS //doom3 models
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#define ZYMOTICMODELS //zymotic skeletal models.
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#define HUFFNETWORK //huffman network compression
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#define HALFLIFEMODELS //halflife model support (experimental)
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// #define DOOMWADS //doom wad/map/sprite support
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//#define WOLF3DSUPPORT //wolfenstein3d map support (not started yet)
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#define Q2BSPS //quake 2 bsp support
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#define Q3BSPS //quake 3 bsp support
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#define TERRAIN //heightmap support
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#define SV_MASTER //starts up a master server
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#define SVCHAT //serverside npc chatting. see sv_chat.c
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#define Q2SERVER //server can run a q2 game dll and switches to q2 network and everything else.
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#define Q2CLIENT //client can connect to q2 servers
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#define Q3CLIENT
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#define Q3SERVER
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#define NQPROT //server and client are capable of using quake1/netquake protocols. (qw is still prefered. uses the command 'nqconnect')
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#define FISH //sw rendering only
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#define ZLIB //zip/pk3 support
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#define WEBSERVER //http/ftp servers
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#define WEBCLIENT //http/ftp clients.
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#define RUNTIMELIGHTING //calculate lit/lux files the first time the map is loaded and doesn't have a loadable lit.
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// #define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm.
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#define CL_MASTER //query master servers and stuff for a dynamic server listing.
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#define SERIALMOUSE //means that the engine talks to a serial mouse directly via the com/serial port. Thus allowing duel mice with seperate inputs.
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#define R_XFLIP //allow view to be flipped horizontally
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#define IN_XFLIP //allow input to be flipped horizontally.
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#define TEXTEDITOR
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#define PPL //per pixel lighting (stencil shadowing)
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#define DDS //a sort of image file format.
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#define VM_Q1 //q1 qvm gamecode interface
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#define TCPCONNECT //a tcpconnect command, that allows the player to connect to tcp-encapsulated qw protocols.
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#define PLUGINS
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#define CSQC_DAT //support for csqc
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#define MENU_DAT //support for menu.dat
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#define Q3SHADERS
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// #define VOICECHAT //not added yet.
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//these things were moved to plugins.
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#endif
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#endif
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//fix things a little...
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#ifndef _WIN32
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#undef QTERM //not supported - FIXME: move to native plugin
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#endif
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#if (defined(Q2CLIENT) || defined(Q2SERVER))
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#ifndef Q2BSPS
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#error "Q2 game support without Q2BSP support. doesn't make sense"
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#endif
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#if !defined(MD2MODELS) || !defined(SP2MODELS)
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#error "Q2 game support without full Q2 model support. doesn't make sense"
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#endif
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#endif
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#if defined(NODIRECTX) || (!defined(GLQUAKE) && !defined(RGLQUAKE))
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#undef USE_D3D
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#endif
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#ifdef SERVERONLY //remove options that don't make sense on only a server
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#undef Q2CLIENT
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#undef Q3CLIENT
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#undef VM_UI
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#undef VM_CG
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#undef WEBCLIENT
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#undef TEXTEDITOR
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#undef RUNTIMELIGHTING
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#undef Q3SHADERS
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#undef TERRAIN //not supported
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#endif
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#ifdef CLIENTONLY //remove optional server components that make no sence on a client only build.
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#undef Q2SERVER
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#undef Q3SERVER
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#undef WEBSERVER
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#undef VM_Q1
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//this is regretable, but the csqc/ssqc needs a cleanup to move common builtins to a common c file.
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#undef CSQC_DAT
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#undef MENU_DAT
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#endif
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//remove any options that depend upon GL.
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#ifndef SERVERONLY
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#if defined(SWQUAKE) && !defined(GLQUAKE)
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#undef DOOMWADS
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#undef HALFLIFEMODELS
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#undef Q3BSPS
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#undef R_XFLIP
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#undef RUNTIMELIGHTING
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#undef TERRAIN
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#undef Q3CLIENT
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#endif
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// undefine things not supported yet for D3D
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#if defined(D3DQUAKE) && !defined(GLQUAKE)
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#undef DDS // this is dumb
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#undef HALFLIFEMODELS
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#undef Q3BSPS
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#undef Q3CLIENT
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#undef Q2BSPS
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#undef Q2CLIENT
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#undef Q2SERVER
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#endif
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#endif
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#if !defined(GLQUAKE)
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#undef Q3BSPS
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#endif
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#if !defined(Q3BSPS)
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#undef Q3SHADERS
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#undef Q3CLIENT //reconsider this (later)
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#undef Q3SERVER //reconsider this (later)
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#endif
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#ifndef Q3CLIENT
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#undef VM_CG // :(
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#undef VM_UI
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#else
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#define VM_CG
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#define VM_UI
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#endif
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#if defined(VM_Q1) || defined(VM_UI) || defined(VM_CG) || defined(Q3SERVER) || defined(PLUGINS)
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#define VM_ANY
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#endif
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#define PROTOCOLEXTENSIONS
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//#define PRE_SAYONE 2.487 //FIXME: remove.
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// defs common to client and server
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//#define VERSION 2.56
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#ifndef DISTRIBUTION
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#define DISTRIBUTION "FTE"
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#define DISTRIBUTIONLONG "Forethought Entertainment"
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#define FULLENGINENAME "FTE QuakeWorld"
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#define ENGINEWEBSITE "http://www.fteqw.com"
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#endif
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#ifndef PLATFORM
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#if defined(_WIN32)
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#if defined(__amd64__)
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#define PLATFORM "Win64"
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#else
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#define PLATFORM "Win32"
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#endif
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#elif defined(__linux__)
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#if defined(__amd64__)
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#define PLATFORM "Linux64"
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#else
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#define PLATFORM "Linux"
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#endif
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#elif defined(__FreeBSD__)
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#define PLATFORM "FreeBSD"
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#elif defined(__OpenBSD__)
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#define PLATFORM "OpenBSD"
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#elif defined(__NetBSD__)
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#define PLATFORM "NetBSD"
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#elif defined(__MORPHOS__)
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#define PLATFORM "MorphOS"
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#elif defined(MACOSX)
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#define PLATFORM "MacOS X"
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#else
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#define PLATFORM "Unknown"
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#endif
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#endif
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#if (defined(_M_IX86) || defined(__i386__)) && !defined(id386) && !defined(__amd64__)
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#define id386 1
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#else
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#define id386 0
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#endif
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#if defined(NOASM) // no asm in dedicated server
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#undef id386
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#endif
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#if id386
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#define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported
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#else
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#define UNALIGNED_OK 0
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#endif
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#ifdef _MSC_VER
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#define VARGS __cdecl
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#endif
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#ifndef VARGS
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#define VARGS
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#endif
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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#define CACHE_SIZE 32 // used to align key data structures
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#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
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#define MINIMUM_MEMORY 0x550000
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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#define SOUND_CHANNELS 8
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 256 // max length of a filesystem pathname
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#define ON_EPSILON 0.1 // point on plane side epsilon
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#define MAX_NQMSGLEN 8000 // max length of a reliable message
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#define MAX_Q2MSGLEN 1400
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#define MAX_QWMSGLEN 1450
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#define MAX_OVERALLMSGLEN 8192 // mvdsv sends packets this big
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#define MAX_DATAGRAM 1450 // max length of unreliable message
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#define MAX_Q2DATAGRAM MAX_Q2MSGLEN
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#define MAX_NQDATAGRAM 1024 // max length of unreliable message
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#define MAX_OVERALLDATAGRAM MAX_DATAGRAM
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#define MAX_BACKBUFLEN 1200
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//
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// per-level limits
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//
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#define MAX_EDICTS 32767 // FIXME: ouch! ouch! ouch!
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#define MAX_LIGHTSTYLES 255
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#define MAX_STANDARDLIGHTSTYLES 64
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#define MAX_MODELS 512 // these are sent over the net as bytes
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#define MAX_SOUNDS 256 // so they cannot be blindly increased
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#define MAX_CSQCMODELS 256 // these live entirly clientside
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#define SAVEGAME_COMMENT_LENGTH 39
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#define MAX_STYLESTRING 64
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//
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// stats are integers communicated to the client by the server
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//
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#define MAX_QW_STATS 32
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enum {
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STAT_HEALTH = 0,
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//STAT_FRAGS = 1,
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STAT_WEAPON = 2,
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STAT_AMMO = 3,
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STAT_ARMOR = 4,
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STAT_WEAPONFRAME = 5,
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STAT_SHELLS = 6,
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STAT_NAILS = 7,
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STAT_ROCKETS = 8,
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STAT_CELLS = 9,
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STAT_ACTIVEWEAPON = 10,
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STAT_TOTALSECRETS = 11,
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STAT_TOTALMONSTERS = 12,
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STAT_SECRETS = 13, // bumped on client side by svc_foundsecret
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STAT_MONSTERS = 14, // bumped by svc_killedmonster
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STAT_ITEMS = 15,
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STAT_VIEWHEIGHT = 16, //same as zquake
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STAT_TIME = 17, //zquake
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#ifdef SIDEVIEWS
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STAT_VIEW2 = 20,
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#endif
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STAT_VIEWZOOM = 21, // DP
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//note that hexen2 stats are only used in hexen2 gamemodes, and can be read by csqc without further server changes.
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//when running hexen2 mods, the server specifically sets up these stats for the csqc.
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STAT_H2_LEVEL = 32, // changes stat bar
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STAT_H2_INTELLIGENCE, // changes stat bar
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STAT_H2_WISDOM, // changes stat bar
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STAT_H2_STRENGTH, // changes stat bar
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STAT_H2_DEXTERITY, // changes stat bar
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STAT_H2_BLUEMANA, // changes stat bar
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STAT_H2_GREENMANA, // changes stat bar
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STAT_H2_EXPERIENCE, // changes stat bar
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STAT_H2_CNT_TORCH, // changes stat bar
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STAT_H2_CNT_H_BOOST, // changes stat bar
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STAT_H2_CNT_SH_BOOST, // changes stat bar
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STAT_H2_CNT_MANA_BOOST, // changes stat bar
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STAT_H2_CNT_TELEPORT, // changes stat bar
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STAT_H2_CNT_TOME, // changes stat bar
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STAT_H2_CNT_SUMMON, // changes stat bar
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STAT_H2_CNT_INVISIBILITY, // changes stat bar
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STAT_H2_CNT_GLYPH, // changes stat bar
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STAT_H2_CNT_HASTE, // changes stat bar
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STAT_H2_CNT_BLAST, // changes stat bar
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STAT_H2_CNT_POLYMORPH, // changes stat bar
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STAT_H2_CNT_FLIGHT, // changes stat bar
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STAT_H2_CNT_CUBEOFFORCE, // changes stat bar
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STAT_H2_CNT_INVINCIBILITY, // changes stat bar
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STAT_H2_ARTIFACT_ACTIVE,
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STAT_H2_ARTIFACT_LOW,
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STAT_H2_MOVETYPE,
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STAT_H2_CAMERAMODE,
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STAT_H2_HASTED,
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STAT_H2_INVENTORY,
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STAT_H2_RINGS_ACTIVE,
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STAT_H2_RINGS_LOW,
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STAT_H2_AMULET,
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STAT_H2_BRACER,
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STAT_H2_BREASTPLATE,
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STAT_H2_HELMET,
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STAT_H2_FLIGHT_T,
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STAT_H2_WATER_T,
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STAT_H2_TURNING_T,
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STAT_H2_REGEN_T,
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STAT_H2_PUZZLE1A,
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STAT_H2_PUZZLE1B,
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STAT_H2_PUZZLE1C,
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STAT_H2_PUZZLE1D,
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STAT_H2_PUZZLE2A,
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STAT_H2_PUZZLE2B,
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STAT_H2_PUZZLE2C,
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STAT_H2_PUZZLE2D,
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STAT_H2_PUZZLE3A,
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STAT_H2_PUZZLE3B,
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STAT_H2_PUZZLE3C,
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STAT_H2_PUZZLE3D,
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STAT_H2_PUZZLE4A,
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STAT_H2_PUZZLE4B,
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STAT_H2_PUZZLE4C,
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STAT_H2_PUZZLE4D,
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STAT_H2_PUZZLE5A,
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STAT_H2_PUZZLE5B,
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STAT_H2_PUZZLE5C,
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STAT_H2_PUZZLE5D,
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STAT_H2_PUZZLE6A,
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STAT_H2_PUZZLE6B,
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STAT_H2_PUZZLE6C,
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STAT_H2_PUZZLE6D,
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STAT_H2_PUZZLE7A,
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STAT_H2_PUZZLE7B,
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STAT_H2_PUZZLE7C,
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STAT_H2_PUZZLE7D,
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STAT_H2_PUZZLE8A,
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STAT_H2_PUZZLE8B,
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STAT_H2_PUZZLE8C,
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STAT_H2_PUZZLE8D,
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STAT_H2_MAXHEALTH,
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STAT_H2_MAXMANA,
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STAT_H2_FLAGS,
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STAT_MOVEVARS_WALLFRICTION = 237, // DP
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STAT_MOVEVARS_FRICTION = 238, // DP
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STAT_MOVEVARS_WATERFRICTION = 239, // DP
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STAT_MOVEVARS_TICRATE = 240, // DP
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STAT_MOVEVARS_TIMESCALE = 241, // DP
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STAT_MOVEVARS_GRAVITY = 242, // DP
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STAT_MOVEVARS_STOPSPEED = 243, // DP
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STAT_MOVEVARS_MAXSPEED = 244, // DP
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STAT_MOVEVARS_SPECTATORMAXSPEED = 245, // DP
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STAT_MOVEVARS_ACCELERATE = 246, // DP
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STAT_MOVEVARS_AIRACCELERATE = 247, // DP
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STAT_MOVEVARS_WATERACCELERATE = 248, // DP
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STAT_MOVEVARS_ENTGRAVITY = 249, // DP
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STAT_MOVEVARS_JUMPVELOCITY = 250, // DP
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STAT_MOVEVARS_EDGEFRICTION = 251, // DP
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STAT_MOVEVARS_MAXAIRSPEED = 252, // DP
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STAT_MOVEVARS_STEPHEIGHT = 253, // DP
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STAT_MOVEVARS_AIRACCEL_QW = 254, // DP
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STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION = 255, // DP
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MAX_CL_STATS = 256
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};
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//
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// item flags
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//
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 4
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#define IT_SUPER_NAILGUN 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_SUPER_LIGHTNING 128
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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#define IT_AXE 4096
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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#define IT_SIGIL1 (1<<28)
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#define IT_SIGIL2 (1<<29)
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#define IT_SIGIL3 (1<<30)
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#define IT_SIGIL4 (1<<31)
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//
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// print flags
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//
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#define PRINT_LOW 0 // pickup messages
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#define PRINT_MEDIUM 1 // death messages
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#define PRINT_HIGH 2 // critical messages
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#define PRINT_CHAT 3 // chat messages
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//split screen stuff
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#define MAX_SPLITS 4
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//savegame vars
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#define SAVEGAME_COMMENT_LENGTH 39
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#define SAVEGAME_VERSION 667
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#define PM_DEFAULTSTEPHEIGHT 18
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#define dem_cmd 0
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#define dem_read 1
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#define dem_set 2
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#define dem_multiple 3
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#define dem_single 4
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#define dem_stats 5
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#define dem_all 6
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#endif //ifndef __BOTHDEFS_H
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