glquake/source/quakedef.h
2022-12-27 16:44:10 -05:00

455 lines
No EOL
11 KiB
C

/*
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 <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.h>
#include <stdbool.h>
#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
#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<<HIT_PROXIMITY_GUN_BIT)
#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT (1<<(23+2))
#define HIT_EMPATHY_SHIELDS (1<<(23+3))
//===========================================
// This makes anyone on id's net privileged
// Use for multiplayer testing only - VERY dangerous!!!
// #define IDGODS
#include "common.h"
#include "bspfile.h"
#include "vid.h"
#include "sys.h"
#include "zone.h"
#include "mathlib.h"
typedef struct
{
vec3_t origin;
vec3_t angles;
int modelindex;
int frame;
int colormap;
int skin;
int effects;
// dr_mabuse1981: HalfLife rendermodes fixed START
unsigned short renderamt;
unsigned short rendermode;
unsigned short rendercolor;
// dr_mabuse1981: HalfLife rendermodes fixed END
} entity_state_t;
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "screen.h"
#include "net.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
#include "sound.h"
#include "render.h"
#include "client.h"
#include "progs.h"
#include "server.h"
#ifdef GLQUAKE
#include "gl_model.h"
#include "gl_decal.h"
#else
#include "model.h"
#include "d_iface.h"
#endif
#include "input.h"
#include "world.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "menu.h"
#include "crc.h"
#include "cdaudio.h"
#ifdef GLQUAKE
#include "glquake.h"
#endif
#include "cl_hud.h"
//=============================================================================
// the host system specifies the base of the directory tree, the
// command line parms passed to the program, and the amount of memory
// available for the program to use
typedef struct
{
char *basedir;
char *cachedir; // for development over ISDN lines
int argc;
char **argv;
void *membase;
int memsize;
} quakeparms_t;
//=============================================================================
extern qboolean noclip_anglehack;
//
// host
//
extern quakeparms_t host_parms;
extern cvar_t sys_ticrate;
extern cvar_t sys_nostdout;
extern cvar_t developer;
extern qboolean host_initialized; // true if into command execution
extern double host_frametime;
extern byte *host_basepal;
extern byte *host_colormap;
extern int host_framecount; // incremented every frame, never reset
extern double realtime; // not bounded in any way, changed at
// start of every frame, never reset
void Host_ClearMemory (void);
void Host_ServerFrame (void);
void Host_InitCommands (void);
void Host_Init (quakeparms_t *parms);
void Host_Shutdown(void);
void Host_Error (char *error, ...);
void Host_EndGame (char *message, ...);
void Host_Frame (float time);
void Host_Quit_f (void);
void Host_ClientCommands (char *fmt, ...);
void Host_ShutdownServer (qboolean crash);
extern qboolean msg_suppress_1; // suppresses resolution and cache size console output
// an fullscreen DIB focus gain/loss
extern int current_skill; // skill level for currently loaded level (in case
// the user changes the cvar while the level is
// running, this reflects the level actually in use)
extern qboolean isDedicated;
extern int minimum_memory;
#define ISUNDERWATER(x) ((x) == CONTENTS_WATER || (x) == CONTENTS_SLIME || (x) == CONTENTS_LAVA)
int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
#define TruePointContents(p) SV_HullPointContents(&cl.worldmodel->hulls[0], 0, p)
//
// chase
//
extern cvar_t chase_active;
void Chase_Init (void);
void Chase_Reset (void);
void Chase_Update (void);
//ZOMBIE AI STUFF
#define MAX_WAYPOINTS 256 //max waypoints
typedef struct
{
int pathlist [MAX_WAYPOINTS];
int zombienum;
} zombie_ai;
typedef struct
{
vec3_t origin;
int id;
float g_score, f_score;
int open; // Determine if the waypoint is "open" a.k.a avaible
int target_id [8]; // Targets array number
char special[64]; //special tag is required for the closed waypoints
int target [8]; //Each waypoint can have up to 8 targets
float dist [8]; // Distance to the next waypoints
int came_from; // Used for pathfinding store where we got here to this
qboolean used; //if the waypoint is in use
} waypoint_ai;
extern waypoint_ai waypoints[MAX_WAYPOINTS];
extern func_t EndFrame;
#define VERTEXARRAYSIZE 18360
extern float gVertexBuffer[VERTEXARRAYSIZE];
extern float gColorBuffer[VERTEXARRAYSIZE];
extern float gTexCoordBuffer[VERTEXARRAYSIZE];