/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // quakedef.h -- primary header for client //#define GLTEST // experimental stuff #define qtrue 1 #define qfalse 0 #define QUAKE_GAME // as opposed to utilities #define VERSION 1.09 #define GLQUAKE_VERSION 1.00 #define D3DQUAKE_VERSION 0.01 #define WINQUAKE_VERSION 0.996 #define LINUX_VERSION 1.30 #define X11_VERSION 1.10 //define PARANOID // speed sapping error checking #ifdef QUAKE2 #define GAMENAME "nzp" // directory to look in by default #else #define GAMENAME "nzp" #endif #include #include #include #include #include #include #include #if defined(_WIN32) && !defined(WINDED) #if defined(_M_IX86) #define __i386__ 1 #endif void VID_LockBuffer (void); void VID_UnlockBuffer (void); #else #define VID_LockBuffer() #define VID_UnlockBuffer() #endif #if defined __i386__ // && !defined __sun__ #define id386 1 #else #define id386 0 #endif #if id386 #define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported #else #define UNALIGNED_OK 0 #endif // !!! if this is changed, it must be changed in d_ifacea.h too !!! #define CACHE_SIZE 32 // used to align key data structures #define UNUSED(x) (x = x) // for pesky compiler / lint warnings #define MINIMUM_MEMORY 0x550000 #define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000) #define MAX_NUM_ARGVS 50 // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 #define MAX_QPATH 64 // max length of a quake game pathname #define MAX_OSPATH 128 // max length of a filesystem pathname #define ON_EPSILON 0.1 // point on plane side epsilon #define MAX_MSGLEN 64000 // max length of a reliable message Crow_Bar. UP for PSP #define MAX_DATAGRAM 8000 // max length of unreliable message Crow_Bar. UP for PSP // // per-level limits // #define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch! #define MAX_LIGHTSTYLES 64 #define MAX_MODELS 256 // these are sent over the net as bytes #define MAX_SOUNDS 256 // so they cannot be blindly increased #define SAVEGAME_COMMENT_LENGTH 39 #define MAX_STYLESTRING 64 // // stats are integers communicated to the client by the server // #define MAX_CL_STATS 32 #define STAT_HEALTH 0 #define STAT_points 1 #define STAT_WEAPON 2 #define STAT_AMMO 3 #define STAT_SECGRENADES 4 #define STAT_WEAPONFRAME 5 #define STAT_CURRENTMAG 6 #define STAT_ZOOM 7 #define STAT_WEAPONSKIN 8 #define STAT_GRENADES 9 #define STAT_ACTIVEWEAPON 10 #define STAT_ROUNDS 11 #define STAT_ROUNDCHANGE 12 #define STAT_X2 13 #define STAT_INSTA 14 #define STAT_PRIGRENADES 15 #define STAT_WEAPON2 17 #define STAT_WEAPON2SKIN 18 #define STAT_WEAPON2FRAME 19 #define STAT_CURRENTMAG2 20 // stock defines #define W_COLT 1 #define W_KAR 2 #define W_THOMPSON 3 #define W_357 4 #define W_BAR 5 #define W_BK 6 #define W_BROWNING 7 #define W_DB 8 #define W_FG 9 #define W_GEWEHR 10 #define W_KAR_SCOPE 11 #define W_M1 12 #define W_M1A1 13 #define W_M2 14 #define W_MP40 15 #define W_MG 16 #define W_PANZER 17 #define W_PPSH 18 #define W_PTRS 19 #define W_RAY 20 #define W_SAWNOFF 21 #define W_STG 22 #define W_TRENCH 23 #define W_TYPE 24 #define W_BIATCH 28 #define W_KILLU 29 //357 #define W_COMPRESSOR 30 // Gewehr #define W_M1000 31 //garand #define W_KOLLIDER 32 // mp5 #define W_PORTER 33 // Ray #define W_WIDDER 34 // M1A1 #define W_FIW 35 //upgraded flamethrower #define W_ARMAGEDDON 36 //Kar //#define W_WUNDER 37 #define W_GIBS 38 // thompson #define W_SAMURAI 39 //Type #define W_AFTERBURNER 40 //mp40 #define W_SPATZ 41 // stg #define W_SNUFF 42 // sawn off #define W_BORE 43 // double barrel #define W_IMPELLER 44 //fg #define W_BARRACUDA 45 //mg42 #define W_ACCELERATOR 46 //M1919 browning #define W_GUT 47 //trench #define W_REAPER 48 //ppsh #define W_HEADCRACKER 49 //scoped kar #define W_LONGINUS 50 //panzer #define W_PENETRATOR 51 //ptrs #define W_WIDOW 52 //bar //#define W_KRAUS 53 //ballistic #define W_MP5 54 #define W_M14 55 #define W_TESLA 56 #define W_DG3 57 //tesla #define W_NOWEP 420 //=========================================== #define MAX_SCOREBOARD 16 #define MAX_SCOREBOARDNAME 32 #define SOUND_CHANNELS 8 // stock defines #define IT_SHOTGUN 1 #define IT_SUPER_SHOTGUN 2 #define IT_NAILGUN 4 #define IT_SUPER_NAILGUN 8 #define IT_GRENADE_LAUNCHER 16 #define IT_ROCKET_LAUNCHER 32 #define IT_LIGHTNING 64 #define IT_SUPER_LIGHTNING 128 #define IT_SHELLS 256 #define IT_NAILS 512 #define IT_ROCKETS 1024 #define IT_CELLS 2048 #define IT_AXE 4096 #define IT_ARMOR1 8192 #define IT_ARMOR2 16384 #define IT_ARMOR3 32768 #define IT_SUPERHEALTH 65536 #define IT_KEY1 131072 #define IT_KEY2 262144 #define IT_INVISIBILITY 524288 #define IT_INVULNERABILITY 1048576 #define IT_SUIT 2097152 #define IT_QUAD 4194304 #define IT_SIGIL1 (1<<28) #define IT_SIGIL2 (1<<29) #define IT_SIGIL3 (1<<30) #define IT_SIGIL4 (1<<31) //=========================================== //rogue changed and added defines #define RIT_SHELLS 128 #define RIT_NAILS 256 #define RIT_ROCKETS 512 #define RIT_CELLS 1024 #define RIT_AXE 2048 #define RIT_LAVA_NAILGUN 4096 #define RIT_LAVA_SUPER_NAILGUN 8192 #define RIT_MULTI_GRENADE 16384 #define RIT_MULTI_ROCKET 32768 #define RIT_PLASMA_GUN 65536 #define RIT_ARMOR1 8388608 #define RIT_ARMOR2 16777216 #define RIT_ARMOR3 33554432 #define RIT_LAVA_NAILS 67108864 #define RIT_PLASMA_AMMO 134217728 #define RIT_MULTI_ROCKETS 268435456 #define RIT_SHIELD 536870912 #define RIT_ANTIGRAV 1073741824 #define RIT_SUPERHEALTH 2147483648 //MED 01/04/97 added hipnotic defines //=========================================== //hipnotic added defines #define HIT_PROXIMITY_GUN_BIT 16 #define HIT_MJOLNIR_BIT 7 #define HIT_LASER_CANNON_BIT 23 #define HIT_PROXIMITY_GUN (1<hulls[0], 0, p) // // chase // extern cvar_t chase_active; void Chase_Init (void); void Chase_Reset (void); void Chase_Update (void); //ZOMBIE AI STUFF #define MAX_WAYPOINTS 256 //max waypoints typedef struct { int pathlist [MAX_WAYPOINTS]; int zombienum; } zombie_ai; typedef struct { vec3_t origin; int id; float g_score, f_score; int open; // Determine if the waypoint is "open" a.k.a avaible int target_id [8]; // Targets array number char special[64]; //special tag is required for the closed waypoints int target [8]; //Each waypoint can have up to 8 targets float dist [8]; // Distance to the next waypoints int came_from; // Used for pathfinding store where we got here to this qboolean used; //if the waypoint is in use } waypoint_ai; extern waypoint_ai waypoints[MAX_WAYPOINTS]; extern func_t EndFrame; #define VERTEXARRAYSIZE 18360 extern float gVertexBuffer[VERTEXARRAYSIZE]; extern float gColorBuffer[VERTEXARRAYSIZE]; extern float gTexCoordBuffer[VERTEXARRAYSIZE];