mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
8c02fb26b3
splitscreen can now properly be configured via build configs, and potentially more than just 4 seats. fix splitscreen and enemycolour forcing. forcing now works, but only when all seats are on/spectating the same team. fix demo playback issue with http urls with webgl that don't allow streaming. srgb fixes for the scoreboard. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5229 fc73d0e0-1445-4013-8a0c-d673dee63da5
1232 lines
36 KiB
C
1232 lines
36 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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// release version
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#define FTE_VER_MAJOR 1
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#define FTE_VER_MINOR 6
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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__) || defined(__MINGW64__)
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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 ANDROID
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#define NO_PNG
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#define NO_JPEG
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#define NO_OGG
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#endif
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#ifdef _XBOX
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#define NO_PNG
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#define NO_JPEG
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#define NO_OGG
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#define NO_ZLIB
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#define NOMEDIA
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#define NO_FREETYPE
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#define HAVE_PACKET
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#endif
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#ifdef NACL
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#define NO_PNG
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#define NO_JPEG
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#define NO_OGG
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#define NO_ZLIB
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#endif
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#ifndef MULTITHREAD
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#if !defined(_WIN32) || defined(FTE_SDL) //win32 is annoying
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#define NO_MULTITHREAD
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#endif
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#endif
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#ifdef FTE_TARGET_WEB
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//no Sys_LoadLibrary support, so we might as well kill this stuff off.
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#define NO_PNG
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#define NO_JPEG
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#define NO_OGG
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#define NO_ZLIB
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#define NO_FREETYPE
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#endif
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#ifdef D3DQUAKE
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#define D3D9QUAKE
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//#define D3D11QUAKE
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#undef D3DQUAKE
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#endif
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#define STRINGIFY2(s) #s
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#define STRINGIFY(s) STRINGIFY2(s)
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#ifndef CONFIG_FILE_NAME
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#ifdef HAVE_CONFIG_H
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#define CONFIG_FILE_NAME config.h
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#elif defined(NOLEGACY)
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#undef NOLEGACY
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#define CONFIG_FILE_NAME config_nocompat.h
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#elif defined(MINIMAL)
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#define CONFIG_FILE_NAME config_minimal.h
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#else
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#define CONFIG_FILE_NAME config_fteqw.h
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#endif
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#endif
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#ifdef CONFIG_FILE_NAME
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#undef MULTITHREAD
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#undef BOTLIB_STATIC
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#define HEADLESSQUAKE //usable renderers are normally specified via the makefile, but HEADLESS is considered a feature rather than an actual renderer, so usually gets forgotten about...
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//yup, C89 allows this (doesn't like C's token concat though).
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#include STRINGIFY(CONFIG_FILE_NAME)
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#else
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#define QWSKINS //disables qw .pcx skins, as well as enemy/team colour forcing.
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#ifndef NO_LIBRARIES
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#define AVAIL_OPENAL
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#define AVAIL_FREETYPE
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#endif
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#define AVAIL_OGGVORBIS
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#if defined(__CYGWIN__)
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#define AVAIL_ZLIB
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#else
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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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#ifdef WINRT
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#define AVAIL_XAUDIO2
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#define AVAIL_WASAPI
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#elif !defined(NO_DIRECTX) && !defined(NODIRECTX) && defined(_WIN32)
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#define AVAIL_DINPUT
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#define AVAIL_DSOUND
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#define AVAIL_WASAPI
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//#define AVAIL_XAUDIO2 //gcc doesn't provide any headers
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#endif
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#define AVAIL_XZDEC
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#if !defined(MINIMAL) && !defined(NPFTE) && !defined(NPQTV)
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#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
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#if !defined(_MSC_VER) || _MSC_VER > 1200
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#define HAVE_WINSSPI //built in component, checks against windows' root ca database and revocations etc.
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#endif
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#elif (defined(__linux__) || defined(__CYGWIN__)) && !defined(ANDROID)
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#define HAVE_GNUTLS //currently disabled as it does not validate the server's certificate, beware the mitm attack.
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#endif
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#endif
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//#define DYNAMIC_ZLIB
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//#define DYNAMIC_LIBPNG
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//#define DYNAMIC_LIBJPEG
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//#define LIBVORBISFILE_STATIC
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//#define SPEEX_STATIC
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#if defined(_WIN32) && defined(GLQUAKE)
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//#define USE_EGL
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#endif
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#if defined(_MSC_VER) && !defined(BOTLIB_STATIC) //too lazy to fix up the makefile
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#define BOTLIB_STATIC
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#endif
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#if (defined(_MSC_VER) && (_MSC_VER < 1500)) || defined(FTE_SDL)
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#undef AVAIL_WASAPI //wasapi is available in the vista sdk, while that's compatible with earlier versions, its not really expected until 2008
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#endif
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#define HAVE_TCP //says we can use tcp too (either ipv4 or ipv6)
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#define HAVE_PACKET //if we have the socket api at all...
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#define HAVE_MIXER //can be disabled if you have eg openal instead.
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//set any additional defines or libs in win32
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#define LOADERTHREAD
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#define PACKAGE_Q1PAK
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#define PACKAGE_PK3
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#define AVAIL_GZDEC
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#define PACKAGE_TEXWAD //quake's image wad support
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#ifdef GLQUAKE
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#define HEADLESSQUAKE
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#endif
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#define AVAIL_MP3_ACM //microsoft's Audio Compression Manager api
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#ifdef NOLEGACY
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//these are only the features that really make sense in a more modern engine
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#define QUAKETC //skip some legacy stuff
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#define SPRMODELS //quake1 sprite models
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#define INTERQUAKEMODELS
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#define RTLIGHTS //realtime lighting
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#define Q1BSPS //quake 1 bsp support, because we're still a quake engine
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#define Q2BSPS //quake 2 bsp support (a dependancy of q3bsp)
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#define Q3BSPS //quake 3 bsp support
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// #define TERRAIN //heightmap support
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#define WEBCLIENT //http/ftp clients.
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#define IMAGEFMT_DDS //a sort of image file format.
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#define PSET_SCRIPT
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// #define PLUGINS //qvm/dll plugins.
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// #define SUPPORT_ICE //Interactive Connectivity Establishment protocol, for peer-to-peer connections
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#define CSQC_DAT //support for csqc
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// #define VOICECHAT
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#undef AVAIL_JPEGLIB
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#undef AVAIL_XZDEC
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#elif defined(MINIMAL)
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#define QUAKESTATS
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#define QUAKEHUD
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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 AVAIL_OPENAL //just bloat...
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#undef AVAIL_GZDEC
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#define Q1BSPS
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#define SPRMODELS //quake1 sprite models
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#define MD1MODELS //quake ain't much use without this
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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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#define NOQCDESCRIPTIONS 2 //trim space from no fteextensions.qc info
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#define PSET_CLASSIC
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//#define CSQC_DAT //support for csqc
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#ifndef SERVERONLY //don't be stupid, stupid.
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#ifndef CLIENTONLY
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#define CLIENTONLY
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#endif
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#endif
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#else
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#define NETPREPARSE
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#define QUAKESTATS
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#define QUAKEHUD
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#define SVRANKING
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#define USE_SQLITE
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#ifdef SERVERONLY
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// #define USE_MYSQL //allow mysql in dedicated servers.
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#endif
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#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
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#define SUBSERVERS //use subserver code.
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#elif defined(__linux__) && !defined(ANDROID) && !defined(FTE_SDL)
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#define SUBSERVERS //use subserver code.
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#endif
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#define SIDEVIEWS 4 //enable secondary/reverse views.
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// #define DSPMODELS //doom sprites (only needs PACKAGE_DOOMWAD to generate the right wad file names)
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#define SPRMODELS //quake1 sprite models
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#define SP2MODELS //quake2 sprite models
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#define MD1MODELS //quake1 alias 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 DPMMODELS //darkplaces model format (which I've never seen anyone use)
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// #define PSKMODELS //PSK model format (ActorX stuff from UT, though not the format the game itself uses)
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#define HALFLIFEMODELS //halflife model support (experimental)
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#define INTERQUAKEMODELS
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#define RAGDOLL
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#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
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#define HUFFNETWORK //huffman network compression
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// #define PACKAGE_DOOMWAD //doom wad support (maps+sprites are separate)
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// #define MAP_DOOM //doom map support
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// #define MAP_PROC //doom3/quake4 map support
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//#define WOLF3DSUPPORT //wolfenstein3d map support (not started yet)
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#define Q1BSPS //quake 1 bsp support, because we're still a quake engine
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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 RFBSPS //rogue(sof+jk2o)+qfusion 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 HEXEN2 //mostly server only, but also includes some hud+menu stuff, and effects
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// #define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7)
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// #define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140)
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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 PACKAGE_DZIP //support for the dzip format, common with the speed-demos-archive site
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// #define WEBSERVER //http server
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#define FTPSERVER //ftp server
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#define WEBCLIENT //http 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 R_XFLIP //allow view to be flipped horizontally
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#define TEXTEDITOR
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#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression
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#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool
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#define IMAGEFMT_DDS //a sort of image file format.
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#define IMAGEFMT_BLP //a sort of image file format.
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#define DECOMPRESS_ETC2 //decompress etc2(core in gles3/gl4.3) if the graphics driver doesn't support it (eg d3d or crappy gpus with vulkan).
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// #define DECOMPRESS_S3TC //allows bc1-3 to work even when drivers don't support it. This is probably only an issue on mobile chips. WARNING: not entirely sure if all patents expired yet...
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#define DECOMPRESS_RGTC //bc4+bc5
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//would be nice to have BPTC decompression too, for gl<4.2, d3d9, or d3d11_level10, but frankly its overcomplicated. I'm not going to bother with ASTC either.
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#ifndef RTLIGHTS
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#define RTLIGHTS //realtime lighting
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#endif
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//#define SHADOWDBG_COLOURNOTDEPTH //for debugging. renders shadowmaps to a colour buffer instead of a depth buffer. resulting in projected textures instead of actual shadows (the glsl only picks up the red component, but whatever)
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// #define QWOVERQ3 //allows qw servers with q3 clients. requires specific cgame.
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#define VM_Q1 //q1 qvm gamecode interface
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//#define VM_LUA //q1 lua 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 IRCCONNECT //an ircconnect command, that allows the player to connect to irc-encapsulated qw protocols... yeah, really.
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#define PLUGINS //qvm/dll plugins.
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#define SUPPORT_ICE //Interactive Connectivity Establishment protocol, for peer-to-peer connections
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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 PSET_SCRIPT
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#define PSET_CLASSIC
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#define HAVE_CDPLAYER //includes cd playback. actual cds. faketracks are supported regardless.
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#define HAVE_JUKEBOX //includes built-in jukebox crap
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#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
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#define HAVE_MEDIA_ENCODER //capture/capturedemo work.
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#define HAVE_SPEECHTOTEXT //windows speech-to-text thing
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#define VOICECHAT
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#if defined(_WIN32) && !defined(FTE_SDL) && !defined(MULTITHREAD) //always thread on win32 non-minimal builds
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#define MULTITHREAD
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#endif
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#endif
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#ifdef QUAKETC
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#define NOBUILTINMENUS //kill engine menus (should be replaced with ewither csqc or menuqc)
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#undef Q2CLIENT //not useful
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#undef Q2SERVER //not useful
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#undef Q3CLIENT //not useful
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#undef Q3SERVER //not useful
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#undef HLCLIENT //not useful
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#undef HLSERVER //not useful
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#undef VM_Q1 //not useful
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#undef VM_LUA //not useful
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#undef HALFLIFEMODELS //yuck
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#undef RUNTIMELIGHTING //presumably not useful
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#undef HEXEN2
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#endif
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#endif
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#ifndef MSVCLIBSPATH
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#ifdef MSVCLIBPATH
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#define MSVCLIBSPATH STRINGIFY(MSVCLIBPATH)
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#elif _MSC_VER == 1200
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#define MSVCLIBSPATH "../libs/vc6-libs/"
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#else
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#define MSVCLIBSPATH "../libs/"
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#endif
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#endif
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#if defined(SERVERONLY) && defined(CLIENTONLY)
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#undef CLIENTONLY //impossible build. assume the config had CLIENTONLY and they tried building a dedicated server
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#endif
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//software rendering is just too glitchy, don't use it - unless its the only choice.
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#if defined(SWQUAKE) && !defined(_DEBUG) && !defined(__DJGPP__)
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#undef SWQUAKE
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#endif
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#if defined(USE_EGL) && !defined(GLQUAKE)
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#undef USE_EGL
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#endif
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#if defined(WAYLANDQUAKE) && !(defined(__linux__) && (defined(VKQUAKE) || (defined(GLQUAKE) && defined(USE_EGL))))
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#undef WAYLANDQUAKE
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#endif
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#ifdef NO_MULTITHREAD
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#undef MULTITHREAD
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#endif
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#ifdef NO_LIBRARIES //catch-all...
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#define NO_DIRECTX
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#define NO_PNG
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#define NO_JPEG
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#define NO_ZLIB
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#define NO_OGG
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#define NO_FREETYPE
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#endif
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#ifdef NO_OPENAL
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#undef AVAIL_OPENAL
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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_OGG
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#undef AVAIL_OGGVORBIS
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#endif
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#ifdef NO_FREETYPE
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#undef AVAIL_FREETYPE
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#endif
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#ifdef NO_ZLIB
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#undef AVAIL_ZLIB
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#undef AVAIL_PNGLIB
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#undef AVAIL_XZDEC
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#undef AVAIL_GZDEC
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#endif
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#if (defined(_MSC_VER) && (_MSC_VER < 1500)) || defined(FTE_SDL)
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#undef AVAIL_WASAPI //wasapi is available in the vista sdk, while that's compatible with earlier versions, its not really expected until 2008
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#endif
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//include a file to update the various configurations for game-specific configs (hopefully just names)
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#ifdef BRANDING_INC
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#include STRINGIFY(BRANDING_INC)
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#endif
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#ifndef DISTRIBUTION
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#define DISTRIBUTION "FTE" //short name used to identify this engine. must be a single word
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#endif
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#ifndef DISTRIBUTIONLONG
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#define DISTRIBUTIONLONG "Forethought Entertainment" //effectively the 'company' name
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#endif
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#ifndef FULLENGINENAME
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#define FULLENGINENAME "FTE Quake" //the posh name for the engine
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#endif
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#ifndef ENGINEWEBSITE
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#define ENGINEWEBSITE "http://fte.triptohell.info" //url for program
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#endif
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#if !defined(_WIN32) || defined(WINRT)
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#undef HAVE_SPEECHTOTEXT
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#undef AVAIL_MP3_ACM
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#undef AVAIL_DSOUND
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#undef AVAIL_XAUDIO2
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#undef AVAIL_WASAPI
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#endif
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#if !(defined(__linux__) || defined(__CYGWIN__)) || defined(ANDROID)
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#undef HAVE_GNUTLS
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#endif
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#if !defined(_WIN32) || (defined(_MSC_VER) && (_MSC_VER < 1300)) || defined(FTE_SDL)
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#undef HAVE_WINSSPI
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#endif
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//subservers only has code for win32 threads and linux
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#if !((defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)) || (defined(__linux__) && !defined(ANDROID) && !defined(FTE_SDL)))
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#undef SUBSERVERS
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#endif
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#ifndef HAVE_MIXER
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//disable various sound drivers if we can't use them anyway.
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#undef AVAIL_DSOUND
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#undef AVAIL_XAUDIO2
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#undef AVAIL_WASAPI
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#endif
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|
|
|
#ifdef NOMEDIA
|
|
#undef HAVE_CDPLAYER //includes cd playback. actual cds. faketracks are supported regardless.
|
|
#undef HAVE_JUKEBOX //includes built-in jukebox crap
|
|
#undef HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
|
|
#undef HAVE_MEDIA_ENCODER //capture/capturedemo work.
|
|
#undef AVAIL_MP3_ACM //microsoft's Audio Compression Manager api
|
|
#undef HAVE_SPEECHTOTEXT //windows speech-to-text thing
|
|
#endif
|
|
|
|
#if defined(_XBOX)
|
|
#define D3D8QUAKE
|
|
#undef HAVE_TCP //FIXME
|
|
#undef HAVE_PACKET //FIXME
|
|
#undef SUPPORT_ICE //screw that
|
|
#undef PLUGINS //would need LoadLibrary working properly.
|
|
|
|
#undef AVAIL_DINPUT //xbox apparently only really does controllers.
|
|
#undef AVAIL_DSOUND //FIXME
|
|
#undef TEXTEDITOR //its hard to edit text when you have just a controller (and no onscreen keyboard)
|
|
#undef RAGDOLL //needs a proper physics engine
|
|
#undef AVAIL_MP3_ACM //api not supported
|
|
#undef AVAIL_OPENAL
|
|
#undef HAVE_SPEECHTOTEXT //api not supported
|
|
#undef MULTITHREAD //no CreateThread stuff.
|
|
#undef SUBSERVERS //single-process.
|
|
#undef VOICECHAT
|
|
#undef TERRAIN
|
|
#undef Q2CLIENT
|
|
#undef Q2SERVER
|
|
#undef Q3CLIENT
|
|
#undef Q3SERVER
|
|
#undef HLCLIENT
|
|
#undef HLSERVER
|
|
#undef VM_Q1
|
|
#undef VM_LUA
|
|
#undef HALFLIFEMODELS
|
|
#undef RUNTIMELIGHTING
|
|
#undef HEXEN2
|
|
#undef PACKAGE_DOOMWAD
|
|
#undef MAP_PROC
|
|
#undef Q1BSPS
|
|
#undef Q2BSPS
|
|
#undef Q3BSPS
|
|
#undef RFBSPS
|
|
#undef WEBSERVER //http server
|
|
#undef FTPSERVER //ftp server
|
|
#undef WEBCLIENT //http client.
|
|
#undef FTPCLIENT //ftp client.
|
|
#endif
|
|
|
|
#ifdef __DJGPP__
|
|
//no bsd sockets library.
|
|
#undef HAVE_TCP
|
|
#undef HAVE_PACKET
|
|
#undef SUPPORT_ICE
|
|
//too lazy to deal with no dlopen
|
|
#undef PLUGINS
|
|
#undef Q2SERVER
|
|
#undef Q3SERVER
|
|
#undef Q2CLIENT //fixme...
|
|
#undef Q3CLIENT //might as well.
|
|
//too lazy to write the code to boot up more cores. dosbox would probably hate it so why bother.
|
|
#undef MULTITHREAD
|
|
//too lazy to deal with various libraries
|
|
#undef VOICECHAT
|
|
#undef AVAIL_JPEGLIB
|
|
#undef AVAIL_PNGLIB
|
|
#undef AVAIL_OGGVORBIS
|
|
#endif
|
|
|
|
#ifdef FTE_TARGET_WEB
|
|
//sandboxing means some stuff CANNOT work...
|
|
#undef HAVE_TCP //websockets are not real tcp.
|
|
#undef HAVE_PACKET //no udp support
|
|
|
|
//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 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 SUPPORT_ICE //requires udp, so not usable. webrtc could be used instead, but that logic is out of our hands.
|
|
#undef HAVE_MIXER //depend upon openal instead.
|
|
|
|
//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 TERRAIN
|
|
// #undef PSET_SCRIPT //bss+size
|
|
#define GLSLONLY //pointless having the junk
|
|
#define GLESONLY //should reduce the conditions a little
|
|
#ifndef R_MAX_RECURSE
|
|
#define R_MAX_RECURSE 2 //less bss
|
|
#endif
|
|
// #undef RTLIGHTS
|
|
#undef HEADLESSQUAKE
|
|
#define NO_FREETYPE
|
|
#endif
|
|
#ifdef WINRT
|
|
//microsoft do not support winsock any more.
|
|
#undef HAVE_TCP
|
|
#undef HAVE_PACKET
|
|
|
|
#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 MULTITHREAD
|
|
#undef HEADLESSQUAKE
|
|
#endif
|
|
#ifdef ANDROID
|
|
#define GLESONLY //should reduce the conditions a little
|
|
// #undef HEADLESSQUAKE
|
|
#endif
|
|
#if defined(NACL)
|
|
//stuff is sandboxed.
|
|
#undef HAVE_TCP //websockets are not true tcp
|
|
#undef HAVE_PACKET //no udp support.
|
|
|
|
#undef SUPPORT_ICE
|
|
#undef CL_MASTER //no sockets support
|
|
#undef SV_MASTER //noone uses this anyway
|
|
#undef WEBSERVER //http server
|
|
#undef FTPSERVER //ftp server
|
|
#undef FTPCLIENT //ftp client.
|
|
#undef TCPCONNECT
|
|
#undef IRCCONNECT
|
|
#define GLSLONLY //pointless having the junk
|
|
#define GLESONLY //should reduce the conditions a little
|
|
#undef HEADLESSQUAKE
|
|
#define NO_FREETYPE
|
|
#endif
|
|
|
|
#ifndef MULTITHREAD
|
|
//database code requires threads to do stuff async.
|
|
#undef USE_SQLITE
|
|
#undef USE_MYSQL
|
|
#endif
|
|
|
|
#if defined(HAVE_WINSSPI) || defined(HAVE_GNUTLS)
|
|
#define HAVE_SSL
|
|
#endif
|
|
#if defined(HAVE_GNUTLS) || defined(HAVE_WINSSPI)
|
|
//FIXME: HAVE_WINSSPI does not work as a server.
|
|
//FIXME: advertising dtls without a valid certificate will probably bug out if a client tries to auto-upgrade.
|
|
//FIXME: we don't cache server certs
|
|
#define HAVE_DTLS
|
|
#endif
|
|
|
|
#if defined(USE_SQLITE) || defined(USE_MYSQL)
|
|
#define SQL
|
|
#endif
|
|
|
|
#if defined(AVAIL_GZDEC) && (!defined(AVAIL_ZLIB) || defined(NPFTE))
|
|
//gzip needs zlib to work (pk3s can still contain non-compressed files)
|
|
#undef AVAIL_GZDEC
|
|
#endif
|
|
|
|
#if defined(RFBSPS) && !defined(Q3BSPS)
|
|
#define Q3BSPS //rbsp might as well depend upon q3bsp - its the same thing but with more lightstyles (support for which can bog down the renderer a little).
|
|
#endif
|
|
|
|
#if defined(QWOVERQ3) && !defined(Q3SERVER)
|
|
#undef QWOVERQ3
|
|
#endif
|
|
|
|
#if !defined(NQPROT) || defined(SERVERONLY) || !defined(AVAIL_ZLIB) || defined(DYNAMIC_ZLIB)
|
|
#undef PACKAGE_DZIP
|
|
#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
|
|
#undef SUBSERVERS
|
|
#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(Q3BSPS) && !defined(Q2BSPS)
|
|
// #define Q2BSPS //FIXME: silently enable that as a dependancy, for now
|
|
#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 //http server
|
|
#undef FTPSERVER //ftp server
|
|
#undef FTPCLIENT //ftp client.
|
|
#endif
|
|
|
|
#ifndef AVAIL_ZLIB
|
|
#undef SUPPORT_ICE //depends upon zlib's crc32 for fingerprinting. I cba writing my own.
|
|
#endif
|
|
|
|
#ifndef HAVE_TCP
|
|
#undef TCPCONNECT
|
|
#undef IRCCONNECT
|
|
#undef WEBSERVER //http server
|
|
#undef FTPSERVER //ftp server
|
|
#undef FTPCLIENT //ftp client.
|
|
#if !defined(FTE_TARGET_WEB) && !defined(NACL)
|
|
#undef WEBCLIENT
|
|
#endif
|
|
#endif
|
|
#ifndef HAVE_PACKET
|
|
#undef SV_MASTER
|
|
#undef CL_MASTER
|
|
#undef SUPPORT_ICE
|
|
#endif
|
|
|
|
#ifdef SERVERONLY //remove options that don't make sense on only a server
|
|
#undef Q2CLIENT
|
|
#undef Q3CLIENT
|
|
#undef HLCLIENT
|
|
#undef VM_UI
|
|
#undef VM_CG
|
|
#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 FTPSERVER
|
|
#undef SUBSERVERS
|
|
#undef VM_Q1
|
|
#undef SQL
|
|
#endif
|
|
|
|
|
|
#if (defined(CSQC_DAT) || !defined(CLIENTONLY)) && defined(PLUGINS) //use ode only if we have a constant world state, and the library is enbled in some form.
|
|
#define USERBE
|
|
#endif
|
|
|
|
#if defined(MD1MODELS) || defined(MD2MODELS) || defined(MD3MODELS)
|
|
#define NONSKELETALMODELS
|
|
#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
|
|
|
|
#if !defined(RTLIGHTS)
|
|
#undef MAP_PROC //doom3 maps kinda NEED rtlights to look decent
|
|
#endif
|
|
|
|
#if !defined(Q3BSPS)
|
|
#undef Q3CLIENT //reconsider this (later)
|
|
#undef Q3SERVER //reconsider this (later)
|
|
#endif
|
|
#ifdef DEBUG
|
|
#undef NOQCDESCRIPTIONS //don't disable writing fteextensions.qc in debug builds, otherwise how would you ever build one? :o
|
|
#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
|
|
|
|
#if (defined(D3D8QUAKE) || defined(D3D9QUAKE) || defined(D3D11QUAKE)) && !defined(D3DQUAKE)
|
|
#define D3DQUAKE //shouldn't still matter
|
|
#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_WCE)
|
|
#define PLATFORM "WinCE"
|
|
#define ARCH_DL_POSTFIX ".dll"
|
|
#elif defined(_WIN32)
|
|
#if defined(WINRT)
|
|
#define PLATFORM "WinRT" /*those poor poor souls. maybe just maybe I'll actually get the tools for a port, its just a shame that I won't be able to release said port*/
|
|
#elif defined(_XBOX)
|
|
#define PLATFORM "Xbox"
|
|
#else
|
|
#define PLATFORM "Win"
|
|
#endif
|
|
#define ARCH_DL_POSTFIX ".dll"
|
|
#elif defined(_WIN16)
|
|
#define PLATFORM "Win16"
|
|
#define ARCH_DL_POSTFIX ".dll"
|
|
#elif defined(__CYGWIN__)
|
|
#define PLATFORM "Cygwin" /*technically also windows*/
|
|
#define ARCH_DL_POSTFIX ".dll"
|
|
#elif defined(ANDROID) || defined(__ANDROID__)
|
|
#define PLATFORM "Android" /*technically also linux*/
|
|
#elif defined(__linux__)
|
|
#define PLATFORM "Linux"
|
|
#elif defined(__APPLE__)
|
|
#include "TargetConditionals.h"
|
|
#if TARGET_IPHONE_SIMULATOR
|
|
#define PLATFORM "iOSSim"
|
|
#elif TARGET_OS_IPHONE
|
|
#define PLATFORM "iOS"
|
|
#elif TARGET_OS_MAC
|
|
#define PLATFORM "Mac"
|
|
#else
|
|
#define PLATFORM "Apple"
|
|
#endif
|
|
#elif defined(__FreeBSD__)
|
|
#define PLATFORM "FreeBSD"
|
|
#elif defined(__OpenBSD__)
|
|
#define PLATFORM "OpenBSD"
|
|
#elif defined(__NetBSD__)
|
|
#define PLATFORM "NetBSD"
|
|
#elif defined(BSD)
|
|
#define PLATFORM "BSD"
|
|
#elif defined(__MORPHOS__)
|
|
#define PLATFORM "MorphOS"
|
|
#elif defined(__amigaos__)
|
|
#define PLATFORM "AmigaOS"
|
|
#elif defined(MACOSX)
|
|
#define PLATFORM "MacOS X"
|
|
#elif defined(__DOS__)
|
|
#define PLATFORM "Dos"
|
|
#else
|
|
#define PLATFORM "Unknown"
|
|
#endif
|
|
#endif
|
|
|
|
#ifndef ARCH_DL_POSTFIX
|
|
#define ARCH_DL_POSTFIX ".so"
|
|
#endif
|
|
|
|
#if defined(_M_AMD64) || defined(__amd64__) || defined(__x86_64__)
|
|
#ifdef __ILP32__
|
|
#define ARCH_CPU_POSTFIX "x32" //32bit pointers, with 16 registers.
|
|
#else
|
|
#ifdef _WIN32
|
|
#define ARCH_CPU_POSTFIX "x64"
|
|
#else
|
|
#define ARCH_CPU_POSTFIX "amd64"
|
|
#endif
|
|
#endif
|
|
#elif defined(_M_IX86) || defined(__i386__)
|
|
#define ARCH_CPU_POSTFIX "x86"
|
|
#elif defined(__powerpc__) || defined(__ppc__)
|
|
#define ARCH_CPU_POSTFIX "ppc"
|
|
#elif defined(__aarch64__)
|
|
#define ARCH_CPU_POSTFIX "arm64"
|
|
#elif defined(__arm__)
|
|
#ifdef __SOFTFP__
|
|
#define ARCH_CPU_POSTFIX "arm"
|
|
#else
|
|
#define ARCH_CPU_POSTFIX "armhf"
|
|
#endif
|
|
#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
|
|
#ifdef _WIN32
|
|
#define LIKEPRINTF(x) __attribute__((format(ms_printf,x,x+1)))
|
|
#else
|
|
#define LIKEPRINTF(x) __attribute__((format(printf,x,x+1)))
|
|
#endif
|
|
#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) && _MSC_VER >= 1400
|
|
#define fte_restrict __restrict
|
|
#else
|
|
#define fte_restrict
|
|
#endif
|
|
|
|
#if _MSC_VER >= 1300
|
|
#define FTE_ALIGN(a) __declspec(align(a))
|
|
#elif defined(__clang__)
|
|
#define FTE_ALIGN(a) __attribute__((aligned(a)))
|
|
#elif __GNUC__ >= 3
|
|
#define FTE_ALIGN(a) __attribute__((aligned(a)))
|
|
#else
|
|
#define FTE_ALIGN(a)
|
|
#endif
|
|
|
|
#if __STDC_VERSION__ >= 199901L
|
|
//C99 specifies that an inline function is used as a hint. there should be an actual body/copy somewhere (extern inline foo).
|
|
#define fte_inline inline //must have non-line 'int foo();' somewhere
|
|
#define fte_inlinebody extern inline
|
|
#elif defined(_MSC_VER)
|
|
//msvc will inline like C++. and that's fine.
|
|
#define fte_inline __inline //c++ style
|
|
#define fte_inlinebody
|
|
#elif (__GNUC__ > 2 || (__GNUC__ == 2 && __GNUC_MINOR__ >= 5))
|
|
//gcc will generally inline where it can - so long as its static. but that doesn't stop it warning
|
|
#define fte_inline __attribute__((unused)) static
|
|
#define fte_inlinebody static
|
|
#else
|
|
//make it static so we at least don't get errors (might still get warnings. see above)
|
|
#define fte_inline static
|
|
#define fte_inlinebody static
|
|
#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
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#define ZEXPORT VARGS
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#define ZEXPORTVA 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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// 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 MAX_QPATH 128 // max length of a quake game pathname
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#define MAX_OSPATH 1024 // max length of a filesystem pathname (260 on windows, but needs to be longer for utf8)
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#define ON_EPSILON 0.1 // point on plane side epsilon
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#define MAX_NQMSGLEN 65536 // max length of a reliable message. FIXME: should be 8000 to play safe with proquake
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#define MAX_Q2MSGLEN 1400
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#define MAX_QWMSGLEN 1450
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#define MAX_OVERALLMSGLEN 65536 // 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 with vanilla nq protocol
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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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#ifdef FTE_TARGET_WEB
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#define MAX_EDICTS ((1<<15)-1)
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#else
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//#define MAX_EDICTS ((1<<22)-1) // expandable up to 22 bits
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#define MAX_EDICTS ((1<<18)-1) // expandable up to 22 bits
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#endif
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#define MAX_LIGHTSTYLES 255 // 8bit. 255 = 'invalid', and thus only 0-254 are the valid indexes.
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#define MAX_STANDARDLIGHTSTYLES 64
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#define MAX_PRECACHE_MODELS 4096 // 14bit.
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#define MAX_PRECACHE_SOUNDS 2048 // 14bit.
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#define MAX_SSPARTICLESPRE 1024 // 14bit. precached particle effect names, for server-side pointparticles/trailparticles.
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#define MAX_VWEP_MODELS 32
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#define MAX_CSMODELS 1024 // these live entirly clientside
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#define MAX_CSPARTICLESPRE 1024
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#define SAVEGAME_COMMENT_LENGTH 39
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#define MAX_STYLESTRING 64
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#define MAX_Q2EDICTS 1024
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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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#ifdef QUAKESTATS
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STAT_HEALTH = 0,
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//STAT_FRAGS = 1,
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STAT_WEAPONMODELI = 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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STAT_MATCHSTARTTIME = 18,
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//STAT_UNUSED = 19,
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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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#define STAT_VIEWZOOM_SCALE 255
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//STAT_UNUSED = 22,
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//STAT_UNUSED = 23,
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//STAT_UNUSED = 24,
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STAT_IDEALPITCH = 25, //nq-emu
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STAT_PUNCHANGLE_X = 26, //nq-emu
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STAT_PUNCHANGLE_Y = 27, //nq-emu
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STAT_PUNCHANGLE_Z = 28, //nq-emu
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STAT_PUNCHVECTOR_X = 29,
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STAT_PUNCHVECTOR_Y = 30,
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STAT_PUNCHVECTOR_Z = 31,
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//these stats are used only when running a hexen2 mod/hud, and will never be used for a quake mod/hud/generic code.
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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, //entity
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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_ARMOUR1,
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STAT_H2_ARMOUR2,
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STAT_H2_ARMOUR3,
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STAT_H2_ARMOUR4,
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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_PUZZLE1, //string
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STAT_H2_PUZZLE2, //string
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STAT_H2_PUZZLE3, //string
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STAT_H2_PUZZLE4, //string
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STAT_H2_PUZZLE5, //string
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STAT_H2_PUZZLE6, //string
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STAT_H2_PUZZLE7, //string
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STAT_H2_PUZZLE8, //string
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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_H2_PLAYERCLASS,
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STAT_H2_OBJECTIVE1, //integer
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STAT_H2_OBJECTIVE2, //integer
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STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR = 220, // DP
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STAT_MOVEVARS_AIRCONTROL_PENALTY = 221, // DP
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STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222, // DP
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STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223, // DP
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STAT_MOVEVARS_AIRCONTROL_POWER = 224, // DP
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STAT_MOVEFLAGS = 225, // DP
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STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL = 226, // DP
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STAT_MOVEVARS_WARSOWBUNNY_ACCEL = 227, // DP
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STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED = 228, // DP
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STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL = 229, // DP
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STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO = 230, // DP
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STAT_MOVEVARS_AIRSTOPACCELERATE = 231, // DP
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STAT_MOVEVARS_AIRSTRAFEACCELERATE = 232, // DP
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STAT_MOVEVARS_MAXAIRSTRAFESPEED = 233, // DP
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STAT_MOVEVARS_AIRCONTROL = 234, // DP
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STAT_FRAGLIMIT = 235, // DP
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STAT_TIMELIMIT = 236, // DP
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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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#endif
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MAX_CL_STATS = 256
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};
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#ifdef QUAKEHUD
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//
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// item flags
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//
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#define IT_SHOTGUN (1u<<0)
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#define IT_SUPER_SHOTGUN (1u<<1)
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#define IT_NAILGUN (1u<<2)
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#define IT_SUPER_NAILGUN (1u<<3)
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#define IT_GRENADE_LAUNCHER (1u<<4)
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#define IT_ROCKET_LAUNCHER (1u<<5)
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#define IT_LIGHTNING (1u<<6)
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#define IT_SUPER_LIGHTNING (1u<<7)
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#define IT_SHELLS (1u<<8)
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#define IT_NAILS (1u<<9)
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#define IT_ROCKETS (1u<<10)
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#define IT_CELLS (1u<<11)
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#define IT_AXE (1u<<12)
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#define IT_ARMOR1 (1u<<13)
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#define IT_ARMOR2 (1u<<14)
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#define IT_ARMOR3 (1u<<15)
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#define IT_SUPERHEALTH (1u<<16)
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#define IT_KEY1 (1u<<17)
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#define IT_KEY2 (1u<<18)
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#define IT_INVISIBILITY (1u<<19)
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#define IT_INVULNERABILITY (1u<<20)
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#define IT_SUIT (1u<<21)
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#define IT_QUAD (1u<<22)
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#define IT_SIGIL1 (1u<<28)
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#define IT_SIGIL2 (1u<<29)
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#define IT_SIGIL3 (1u<<30)
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#define IT_SIGIL4 (1u<<31)
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#endif
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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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#ifndef MAX_SPLITS
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#define MAX_SPLITS 1u //disabled, but must be defined for sanities sake.
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#endif
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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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