// defs common to client and server #define GLQUAKE_VERSION 0.95 #define VERSION 0.15 #define LINUX_VERSION 0.94 #if (defined(_M_IX86) || defined(__i386__)) && !defined(id386) #define id386 1 #else #define id386 0 #endif #ifdef SERVERONLY // no asm in dedicated server #undef id386 #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 // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 // Timing macros #define HX_FRAME_TIME 0.05 #define HX_FPS 20 #define MAX_SCOREBOARD 32 // max numbers of players #define SOUND_CHANNELS 8 #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 7500 // max length of a reliable message #define MAX_DATAGRAM 1400 // max length of unreliable message // // per-level limits // #define MAX_EDICTS 768 // FIXME: ouch! ouch! ouch! #define MAX_LIGHTSTYLES 64 #define MAX_MODELS 512 // Sent over the net as a word #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_FRAGS 1 #define STAT_WEAPON 2 #define STAT_AMMO 3 #define STAT_ARMOR 4 //define STAT_WEAPONFRAME 5 #define STAT_SHELLS 6 #define STAT_NAILS 7 #define STAT_ROCKETS 8 #define STAT_CELLS 9 #define STAT_ACTIVEWEAPON 10 #define STAT_TOTALSECRETS 11 #define STAT_TOTALMONSTERS 12 #define STAT_SECRETS 13 // bumped on client side by svc_foundsecret #define STAT_MONSTERS 14 // bumped by svc_killedmonster #define STAT_ITEMS 15 //define STAT_VIEWHEIGHT 16 #define MAX_INVENTORY 15 // Max inventory array size // // item flags // #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) #define ART_HASTE 1 #define ART_INVINCIBILITY 2 #define ART_TOMEOFPOWER 4 #define ART_INVISIBILITY 8 #define ARTFLAG_FROZEN 16 #define ARTFLAG_STONED 32 #define ARTFLAG_DIVINE_INTERVENTION 64 #define ARTFLAG_BOOTS 128 // // print flags // #define PRINT_LOW 0 // pickup messages #define PRINT_MEDIUM 1 // death messages #define PRINT_HIGH 2 // critical messages #define PRINT_CHAT 3 // chat messages #define PRINT_SOUND 4 // says a sound // edict->drawflags #define MLS_MASKIN 7 // MLS: Model Light Style #define MLS_MASKOUT 248 #define MLS_NONE 0 #define MLS_FULLBRIGHT 1 #define MLS_POWERMODE 2 #define MLS_TORCH 3 #define MLS_TOTALDARK 4 #define MLS_ABSLIGHT 7 #define SCALE_TYPE_MASKIN 24 #define SCALE_TYPE_MASKOUT 231 #define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z #define SCALE_TYPE_XYONLY 8 // Scale X and Y #define SCALE_TYPE_ZONLY 16 // Scale Z #define SCALE_ORIGIN_MASKIN 96 #define SCALE_ORIGIN_MASKOUT 159 #define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center #define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom #define SCALE_ORIGIN_TOP 64 // Scaling origin at object top #define DRF_TRANSLUCENT 128 // Player Classes #define MAX_PLAYER_CLASS 6 #define CLASS_PALADIN 1 #define CLASS_CLERIC 2 #define CLASS_NECROMANCER 3 #define CLASS_THEIF 4 #define CLASS_DEMON 5 #define CLASS_DWARF 6 //Siege teams #define ST_DEFENDER 1 #define ST_ATTACKER 2 //Dm Modes #define DM_CAPTURE_THE_TOKEN 1 #define DM_HUNTER 2 #define DM_SIEGE 3