quakespasm/source/quakedef.h
Tyler Young 91d516960d merge blubs micro ai revamp
tested in a round 20 game in warehouse2.
2024-08-04 20:13:17 -04:00

465 lines
12 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2017 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef QUAKEDEFS_H
#define QUAKEDEFS_H
// quakedef.h -- primary header for client
#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 FITZQUAKE_VERSION 0.85 //johnfitz
#define QUAKESPASM_VERSION 0.93
#define QUAKESPASM_VER_PATCH 1 // helper to print a string like 0.93.1
#ifndef QUAKESPASM_VER_SUFFIX
#define QUAKESPASM_VER_SUFFIX // optional version suffix string literal like "-beta1"
#endif
#define QS_STRINGIFY_(x) #x
#define QS_STRINGIFY(x) QS_STRINGIFY_(x)
// combined version string like "0.92.1-beta1"
#define QUAKESPASM_VER_STRING QS_STRINGIFY(QUAKESPASM_VERSION) "." QS_STRINGIFY(QUAKESPASM_VER_PATCH) QUAKESPASM_VER_SUFFIX
//define PARANOID // speed sapping error checking
#define GAMENAME "nzp" // directory to look in by default
#include "q_stdinc.h"
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
#define CACHE_SIZE 32 // used to align key data structures
#define Q_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 ON_EPSILON 0.1 // point on plane side epsilon
#define DIST_EPSILON (0.03125) // 1/32 epsilon to keep floating point happy (moved from world.c)
#define MAX_MSGLEN 64000 // max length of a reliable message //ericw -- was 32000
#define MAX_DATAGRAM 32000 // max length of unreliable message //johnfitz -- was 1024
#define DATAGRAM_MTU 1400 // johnfitz -- actual limit for unreliable messages to nonlocal clients
//
// per-level limits
//
#define MIN_EDICTS 256 // johnfitz -- lowest allowed value for max_edicts cvar
#define MAX_EDICTS 32000 // johnfitz -- highest allowed value for max_edicts cvar
// ents past 8192 can't play sounds in the standard protocol
#define MAX_LIGHTSTYLES 64
#define MAX_MODELS 2048 // johnfitz -- was 256
#define MAX_SOUNDS 2048 // johnfitz -- was 256
#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_FRAGS 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_SPRING 58
#define W_PULVERIZER 59
#define W_NOWEP 420
#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))
//===========================================
#define MAX_SCOREBOARD 16
#define MAX_SCOREBOARDNAME 32
#define SOUND_CHANNELS 8
typedef struct
{
const char *basedir;
const char *userdir; // user's directory on UNIX platforms.
// if user directories are enabled, basedir
// and userdir will point to different
// memory locations, otherwise to the same.
int argc;
char **argv;
void *membase;
int memsize;
int numcpus;
int errstate;
} quakeparms_t;
#include "common.h"
#include "bspfile.h"
#include "sys.h"
#include "zone.h"
#include "mathlib.h"
#include "cvar.h"
#include "protocol.h"
#include "net.h"
#include "cmd.h"
#include "crc.h"
#include "progs.h"
#include "server.h"
#include "platform.h"
#ifdef __SWITCH__
#include <SDL2/SDL.h>
#include <EGL/egl.h>
#include "glad/glad.h"
#else
#if defined(SDL_FRAMEWORK) || defined(NO_SDL_CONFIG)
#if defined(USE_SDL2)
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#else
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#endif
#else
#include "SDL.h"
#include "SDL_opengl.h"
#endif
#endif // __SWITCH__
#ifndef APIENTRY
#define APIENTRY
#endif
#include "console.h"
#include "wad.h"
#include "vid.h"
#include "screen.h"
#include "render.h"
#include "view.h"
#include "sbar.h"
#include "q_sound.h"
#include "client.h"
#include "gl_model.h"
#include "world.h"
#include "gl_hud.h"
#include "gl_rpart.h"
#include "image.h" //johnfitz
#include "gl_texmgr.h" //johnfitz
#include "draw.h"
#include "input.h"
#include "keys.h"
#include "menu.h"
#include "cdaudio.h"
#include "glquake.h"
#include <ctype.h>
extern short closest_waypoints[MAX_EDICTS];
//=============================================================================
// 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
extern qboolean noclip_anglehack;
//
// host
//
extern quakeparms_t *host_parms;
extern cvar_t sys_ticrate;
extern cvar_t sys_throttle;
extern cvar_t sys_nostdout;
extern cvar_t developer;
extern cvar_t max_edicts; //johnfitz
extern qboolean host_initialized; // true if into command execution
extern double host_frametime;
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
typedef struct filelist_item_s
{
char name[32];
struct filelist_item_s *next;
} filelist_item_t;
extern filelist_item_t *modlist;
extern filelist_item_t *extralevels;
extern filelist_item_t *demolist;
void Host_ClearMemory (void);
void Host_ServerFrame (void);
void Host_InitCommands (void);
void Host_Init (void);
void Host_Shutdown(void);
void Host_Callback_Notify (cvar_t *var); /* callback function for CVAR_NOTIFY */
FUNC_NORETURN void Host_Error (const char *error, ...) FUNC_PRINTF(1,2);
FUNC_NORETURN void Host_EndGame (const char *message, ...) FUNC_PRINTF(1,2);
#ifdef __WATCOMC__
#pragma aux Host_Error aborts;
#pragma aux Host_EndGame aborts;
#endif
void Host_Frame (float time);
void Host_Quit_f (void);
void Host_ClientCommands (const char *fmt, ...) FUNC_PRINTF(1,2);
void Host_ShutdownServer (qboolean crash);
void Host_WriteConfiguration (void);
void ExtraMaps_Init (void);
void Modlist_Init (void);
void DemoList_Init (void);
void DemoList_Rebuild (void);
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 func_t EndFrame;
extern int minimum_memory;
#define ISUNDERWATER(x) ((x) == CONTENTS_WATER || (x) == CONTENTS_SLIME || (x) == CONTENTS_LAVA)
#define TruePointContents(p) SV_HullPointContents(&cl.worldmodel->hulls[0], 0, p)
//ZOMBIE AI STUFF
#define MAX_WAYPOINTS 256 //max waypoints
typedef struct
{
int pathlist [MAX_WAYPOINTS];
int pathlist_length;
int zombienum;
} zombie_ai;
typedef struct
{
vec3_t origin;
float g_score, f_score;
int open; // Determine if the waypoint is "open" a.k.a active
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; // Set to `qtrue` if this waypoint contains valid data (not an empty slot in a list)
} waypoint_ai;
extern waypoint_ai waypoints[MAX_WAYPOINTS];
extern int n_waypoints;
extern short closest_waypoints[MAX_EDICTS];
// ----------------------------------------------------------------------------
// Utils for using cstdlib qsort (Quick sort)
//
// Usage:
// argsort_entry_t sort_values[10];
//
// for(int i = 0; i < 10; i++) {
// sort_values[i].index = i;
// sort_values[i].value = something;
// }
//
// qsort(sort_values, 10, sizeof(argsort_entry_t), argsort_comparator);
//
// ----------------------------------------------------------------------------
// Struct used for sorting a list of indices by some value
typedef struct argsort_entry_s {
int index;
float value;
} argsort_entry_t;
extern int argsort_comparator(const void *lhs, const void *rhs);
// ----------------------------------------------------------------------------
#endif /* QUAKEDEFS_H */