mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-11-28 06:52:13 +00:00
e98f71ccfd
Added support for OGG files via libvorbis. Must have this in a new SupportLibs folder in JNI
551 lines
20 KiB
C
551 lines
20 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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// quakedef.h -- primary header for client
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#ifndef QUAKEDEF_H
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#define QUAKEDEF_H
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#if defined(__GNUC__) && (__GNUC__ > 2)
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#define DP_FUNC_PRINTF(n) __attribute__ ((format (printf, n, n+1)))
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#define DP_FUNC_PURE __attribute__ ((pure))
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#define DP_FUNC_NORETURN __attribute__ ((noreturn))
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#else
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#define DP_FUNC_PRINTF(n)
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#define DP_FUNC_PURE
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#define DP_FUNC_NORETURN
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#endif
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#include <sys/types.h>
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#include <ctype.h>
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#include <math.h>
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#include <string.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <limits.h>
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#include <setjmp.h>
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#include "qtypes.h"
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extern const char *buildstring;
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extern char engineversion[128];
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#define GAMENAME "id1"
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#define MAX_NUM_ARGVS 50
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#ifdef DP_SMALLMEMORY
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#define MAX_INPUTLINE 1024
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#define CON_TEXTSIZE 16384
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#define CON_MAXLINES 256
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#define HIST_TEXTSIZE 2048
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#define HIST_MAXLINES 16
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#define MAX_ALIAS_NAME 32
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#define CMDBUFSIZE 131072
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#define MAX_ARGS 80
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#define NET_MAXMESSAGE 65536
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#define MAX_PACKETFRAGMENT 1024
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#define MAX_EDICTS 4096
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#define MAX_MODELS 1024
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#define MAX_SOUNDS 1024
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#define MAX_LIGHTSTYLES 64
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#define MAX_STYLESTRING 16
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#define MAX_SCOREBOARD 32
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#define MAX_SCOREBOARDNAME 128
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#define MAX_USERINFO_STRING 196
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#define MAX_SERVERINFO_STRING 512
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#define MAX_LOCALINFO_STRING 1 // not actually used by DP servers
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#define CL_MAX_USERCMDS 32
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#define CVAR_HASHSIZE 1024
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#define M_MAX_EDICTS 4096
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#define MAX_DEMOS 8
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#define MAX_DEMONAME 16
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#define MAX_SAVEGAMES 12
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#define SAVEGAME_COMMENT_LENGTH 39
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#define MAX_CLIENTNETWORKEYES 2
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#define MAX_LEVELNETWORKEYES 0 // no portal support
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#define MAX_OCCLUSION_QUERIES 256
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#define CRYPTO_HOSTKEY_HASHSIZE 256
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#define MAX_NETWM_ICON 1026 // one 32x32
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#define MAX_WATERPLANES 2
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#define MAX_CUBEMAPS 1024
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#define MAX_EXPLOSIONS 8
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#define MAX_DLIGHTS 16
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#define MAX_CACHED_PICS 1024 // this is 144 bytes each (or 152 on 64bit)
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#define CACHEPICHASHSIZE 256
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#define MAX_PARTICLEEFFECTNAME 256
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#define MAX_PARTICLEEFFECTINFO 1024
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#define MAX_PARTICLETEXTURES 256
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#define MAXCLVIDEOS 1
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#define MAX_DYNAMIC_TEXTURE_COUNT 2
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#define MAX_MAP_LEAFS 8192
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#define MAXTRACKS 256
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#define MAX_DYNAMIC_CHANNELS 64
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#define MAX_CHANNELS 260
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#define MODLIST_TOTALSIZE 32
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#define MAX_FAVORITESERVERS 32
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#define MAX_DECALSYSTEM_QUEUE 64
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#define PAINTBUFFER_SIZE 512
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#define MAX_BINDMAPS 8
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#define MAX_PARTICLES_INITIAL 8192
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#define MAX_PARTICLES 8192
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#define MAX_DECALS_INITIAL 1024
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#define MAX_DECALS 1024
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#define MAX_ENITIES_INITIAL 256
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#define MAX_STATICENTITIES 256
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#define MAX_EFFECTS 16
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#define MAX_BEAMS 16
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#define MAX_TEMPENTITIES 256
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#define SERVERLIST_TOTALSIZE 1024
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#define SERVERLIST_ANDMASKCOUNT 5
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#define SERVERLIST_ORMASKCOUNT 5
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#else
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#define MAX_INPUTLINE 16384 ///< maximum length of console commandline, QuakeC strings, and many other text processing buffers
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#define CON_TEXTSIZE 1048576 ///< max scrollback buffer characters in console
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#define CON_MAXLINES 16384 ///< max scrollback buffer lines in console
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#define HIST_TEXTSIZE 262144 ///< max command history buffer characters in console
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#define HIST_MAXLINES 4096 ///< max command history buffer lines in console
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#define MAX_ALIAS_NAME 32
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#define CMDBUFSIZE 655360 ///< maximum script size that can be loaded by the exec command (8192 in Quake)
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#define MAX_ARGS 80 ///< maximum number of parameters to a console command or alias
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#define NET_MAXMESSAGE 65536 ///< max reliable packet size (sent as multiple fragments of MAX_PACKETFRAGMENT)
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#define MAX_PACKETFRAGMENT 1024 ///< max length of packet fragment
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#define MAX_EDICTS 32768 ///< max number of objects in game world at once (32768 protocol limit)
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#define MAX_MODELS 8192 ///< max number of models loaded at once (including during level transitions)
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#define MAX_SOUNDS 4096 ///< max number of sounds loaded at once
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#define MAX_LIGHTSTYLES 256 ///< max flickering light styles in level (note: affects savegame format)
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#define MAX_STYLESTRING 64 ///< max length of flicker pattern for light style
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#define MAX_SCOREBOARD 255 ///< max number of players in game at once (255 protocol limit)
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#define MAX_SCOREBOARDNAME 128 ///< max length of player name in game
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#define MAX_USERINFO_STRING 1280 ///< max length of infostring for PROTOCOL_QUAKEWORLD (196 in QuakeWorld)
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#define MAX_SERVERINFO_STRING 1280 ///< max length of server infostring for PROTOCOL_QUAKEWORLD (512 in QuakeWorld)
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#define MAX_LOCALINFO_STRING 32768 ///< max length of server-local infostring for PROTOCOL_QUAKEWORLD (32768 in QuakeWorld)
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#define CL_MAX_USERCMDS 128 ///< max number of predicted input packets in queue
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#define CVAR_HASHSIZE 65536 ///< number of hash buckets for accelerating cvar name lookups
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#define M_MAX_EDICTS 32768 ///< max objects in menu vm
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#define MAX_DEMOS 8 ///< max demos provided to demos command
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#define MAX_DEMONAME 16 ///< max demo name length for demos command
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#define MAX_SAVEGAMES 12 ///< max savegames listed in savegame menu
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#define SAVEGAME_COMMENT_LENGTH 39 ///< max comment length of savegame in menu
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#define MAX_CLIENTNETWORKEYES 16 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
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#define MAX_LEVELNETWORKEYES 512 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
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#define MAX_OCCLUSION_QUERIES 4096 ///< max number of GL_ARB_occlusion_query objects that can be used in one frame
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#define CRYPTO_HOSTKEY_HASHSIZE 8192 ///< number of hash buckets for accelerating host key lookups
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#define MAX_NETWM_ICON 352822 // 16x16, 22x22, 24x24, 32x32, 48x48, 64x64, 128x128, 256x256, 512x512
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#define MAX_WATERPLANES 16 ///< max number of water planes visible (each one causes additional view renders)
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#define MAX_CUBEMAPS 1024 ///< max number of cubemap textures loaded for light filters
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#define MAX_EXPLOSIONS 64 ///< max number of explosion shell effects active at once (not particle related)
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#define MAX_DLIGHTS 256 ///< max number of dynamic lights (rocket flashes, etc) in scene at once
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#define MAX_CACHED_PICS 1024 ///< max number of 2D pics loaded at once
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#define CACHEPICHASHSIZE 256 ///< number of hash buckets for accelerating 2D pic name lookups
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#define MAX_PARTICLEEFFECTNAME 256 ///< maximum number of unique names of particle effects (for particleeffectnum)
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#define MAX_PARTICLEEFFECTINFO 4096 ///< maximum number of unique particle effects (each name may associate with several of these)
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#define MAX_PARTICLETEXTURES 256 ///< maximum number of unique particle textures in the particle font
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#define MAXCLVIDEOS 65 ///< maximum number of video streams being played back at once (1 is reserved for the playvideo command)
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#define MAX_DYNAMIC_TEXTURE_COUNT 64 ///< maximum number of dynamic textures (web browsers, playvideo, etc)
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#define MAX_MAP_LEAFS 65536 ///< maximum number of BSP leafs in world (8192 in Quake)
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#define MAXTRACKS 256 ///< max CD track index
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// 0 to NUM_AMBIENTS - 1 = water, etc
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// NUM_AMBIENTS to NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS - 1 = normal entity sounds
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// NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS to total_channels = static sounds
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#define MAX_DYNAMIC_CHANNELS 512
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#define MAX_CHANNELS 1028
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#define MODLIST_TOTALSIZE 256
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#define MAX_FAVORITESERVERS 256
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#define MAX_DECALSYSTEM_QUEUE 1024
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#define PAINTBUFFER_SIZE 2048
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#define MAX_BINDMAPS 8
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#define MAX_PARTICLES_INITIAL 8192 ///< initial allocation for cl.particles
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#define MAX_PARTICLES 1048576 ///< upper limit on cl.particles size
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#define MAX_DECALS_INITIAL 8192 ///< initial allocation for cl.decals
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#define MAX_DECALS 1048576 ///< upper limit on cl.decals size
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#define MAX_ENITIES_INITIAL 256 ///< initial size of cl.entities
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#define MAX_STATICENTITIES 1024 ///< limit on size of cl.static_entities
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#define MAX_EFFECTS 256 ///< limit on size of cl.effects
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#define MAX_BEAMS 256 ///< limit on size of cl.beams
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#define MAX_TEMPENTITIES 4096 ///< max number of temporary models visible per frame (certain sprite effects, certain types of CSQC entities also use this)
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#define SERVERLIST_TOTALSIZE 2048 ///< max servers in the server list
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#define SERVERLIST_ANDMASKCOUNT 16 ///< max items in server list AND mask
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#define SERVERLIST_ORMASKCOUNT 16 ///< max items in server list OR mask
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#endif
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#define CMD_TOKENIZELENGTH (MAX_INPUTLINE + MAX_ARGS) ///< maximum tokenizable commandline length (counting trailing 0)
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#define MAX_QPATH 128 ///< max length of a quake game pathname
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#ifdef PATH_MAX
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#define MAX_OSPATH PATH_MAX
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#elif MAX_PATH
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#define MAX_OSPATH MAX_PATH
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#else
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#define MAX_OSPATH 1024 ///< max length of a filesystem pathname
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#endif
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#define ON_EPSILON 0.1 ///< point on plane side epsilon
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#define NET_MINRATE 1000 ///< limits "rate" and "sv_maxrate" cvars
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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_CL_STATS 256
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#define STAT_HEALTH 0
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//#define STAT_FRAGS 1
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#define STAT_WEAPON 2
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#define STAT_AMMO 3
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#define STAT_ARMOR 4
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#define STAT_WEAPONFRAME 5
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#define STAT_SHELLS 6
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#define STAT_NAILS 7
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#define STAT_ROCKETS 8
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#define STAT_CELLS 9
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#define STAT_ACTIVEWEAPON 10
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#define STAT_TOTALSECRETS 11
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#define STAT_TOTALMONSTERS 12
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#define STAT_SECRETS 13 ///< bumped on client side by svc_foundsecret
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#define STAT_MONSTERS 14 ///< bumped by svc_killedmonster
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#define STAT_ITEMS 15 ///< FTE, DP
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#define STAT_VIEWHEIGHT 16 ///< FTE, DP
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//#define STAT_TIME 17 ///< FTE
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//#define STAT_VIEW2 20 ///< FTE
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#define STAT_VIEWZOOM 21 ///< DP
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#define STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR 220 ///< DP
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#define STAT_MOVEVARS_AIRCONTROL_PENALTY 221 ///< DP
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#define STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW 222 ///< DP
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#define STAT_MOVEVARS_AIRSTRAFEACCEL_QW 223 ///< DP
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#define STAT_MOVEVARS_AIRCONTROL_POWER 224 ///< DP
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#define STAT_MOVEFLAGS 225 ///< DP
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#define STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL 226 ///< DP
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#define STAT_MOVEVARS_WARSOWBUNNY_ACCEL 227 ///< DP
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#define STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED 228 ///< DP
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#define STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL 229 ///< DP
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#define STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO 230 ///< DP
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#define STAT_MOVEVARS_AIRSTOPACCELERATE 231 ///< DP
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#define STAT_MOVEVARS_AIRSTRAFEACCELERATE 232 ///< DP
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#define STAT_MOVEVARS_MAXAIRSTRAFESPEED 233 ///< DP
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#define STAT_MOVEVARS_AIRCONTROL 234 ///< DP
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#define STAT_FRAGLIMIT 235 ///< DP
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#define STAT_TIMELIMIT 236 ///< DP
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#define STAT_MOVEVARS_WALLFRICTION 237 ///< DP
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#define STAT_MOVEVARS_FRICTION 238 ///< DP
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#define STAT_MOVEVARS_WATERFRICTION 239 ///< DP
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#define STAT_MOVEVARS_TICRATE 240 ///< DP
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#define STAT_MOVEVARS_TIMESCALE 241 ///< DP
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#define STAT_MOVEVARS_GRAVITY 242 ///< DP
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#define STAT_MOVEVARS_STOPSPEED 243 ///< DP
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#define STAT_MOVEVARS_MAXSPEED 244 ///< DP
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#define STAT_MOVEVARS_SPECTATORMAXSPEED 245 ///< DP
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#define STAT_MOVEVARS_ACCELERATE 246 ///< DP
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#define STAT_MOVEVARS_AIRACCELERATE 247 ///< DP
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#define STAT_MOVEVARS_WATERACCELERATE 248 ///< DP
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#define STAT_MOVEVARS_ENTGRAVITY 249 ///< DP
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#define STAT_MOVEVARS_JUMPVELOCITY 250 ///< DP
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#define STAT_MOVEVARS_EDGEFRICTION 251 ///< DP
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#define STAT_MOVEVARS_MAXAIRSPEED 252 ///< DP
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#define STAT_MOVEVARS_STEPHEIGHT 253 ///< DP
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#define STAT_MOVEVARS_AIRACCEL_QW 254 ///< DP
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#define STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION 255 ///< DP
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// moveflags values
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#define MOVEFLAG_VALID 0x80000000
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#define MOVEFLAG_Q2AIRACCELERATE 0x00000001
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#define MOVEFLAG_NOGRAVITYONGROUND 0x00000002
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#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004
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// stock defines
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#define IT_SHOTGUN 1
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#define IT_SUPER_SHOTGUN 2
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#define IT_NAILGUN 4
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#define IT_SUPER_NAILGUN 8
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#define IT_GRENADE_LAUNCHER 16
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#define IT_ROCKET_LAUNCHER 32
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#define IT_LIGHTNING 64
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#define IT_SUPER_LIGHTNING 128
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#define IT_SHELLS 256
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#define IT_NAILS 512
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#define IT_ROCKETS 1024
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#define IT_CELLS 2048
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#define IT_AXE 4096
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#define IT_ARMOR1 8192
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#define IT_ARMOR2 16384
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#define IT_ARMOR3 32768
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#define IT_SUPERHEALTH 65536
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#define IT_KEY1 131072
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#define IT_KEY2 262144
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#define IT_INVISIBILITY 524288
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#define IT_INVULNERABILITY 1048576
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#define IT_SUIT 2097152
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#define IT_QUAD 4194304
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#define IT_SIGIL1 (1<<28)
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#define IT_SIGIL2 (1<<29)
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#define IT_SIGIL3 (1<<30)
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#define IT_SIGIL4 (1<<31)
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//===========================================
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// AK nexuiz changed and added defines
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#define NEX_IT_UZI 1
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#define NEX_IT_SHOTGUN 2
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#define NEX_IT_GRENADE_LAUNCHER 4
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#define NEX_IT_ELECTRO 8
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#define NEX_IT_CRYLINK 16
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#define NEX_IT_NEX 32
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#define NEX_IT_HAGAR 64
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#define NEX_IT_ROCKET_LAUNCHER 128
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#define NEX_IT_SHELLS 256
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#define NEX_IT_BULLETS 512
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#define NEX_IT_ROCKETS 1024
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#define NEX_IT_CELLS 2048
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#define NEX_IT_LASER 4094
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#define NEX_IT_STRENGTH 8192
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#define NEX_IT_INVINCIBLE 16384
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#define NEX_IT_SPEED 32768
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#define NEX_IT_SLOWMO 65536
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//===========================================
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//rogue changed and added defines
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#define RIT_SHELLS 128
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#define RIT_NAILS 256
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#define RIT_ROCKETS 512
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#define RIT_CELLS 1024
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#define RIT_AXE 2048
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#define RIT_LAVA_NAILGUN 4096
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#define RIT_LAVA_SUPER_NAILGUN 8192
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#define RIT_MULTI_GRENADE 16384
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#define RIT_MULTI_ROCKET 32768
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#define RIT_PLASMA_GUN 65536
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#define RIT_ARMOR1 8388608
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#define RIT_ARMOR2 16777216
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#define RIT_ARMOR3 33554432
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#define RIT_LAVA_NAILS 67108864
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#define RIT_PLASMA_AMMO 134217728
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#define RIT_MULTI_ROCKETS 268435456
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#define RIT_SHIELD 536870912
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#define RIT_ANTIGRAV 1073741824
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#define RIT_SUPERHEALTH 2147483648
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//MED 01/04/97 added hipnotic defines
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//===========================================
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//hipnotic added defines
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#define HIT_PROXIMITY_GUN_BIT 16
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#define HIT_MJOLNIR_BIT 7
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#define HIT_LASER_CANNON_BIT 23
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#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
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#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
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#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
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#define HIT_WETSUIT (1<<(23+2))
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#define HIT_EMPATHY_SHIELDS (1<<(23+3))
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//===========================================
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#include "zone.h"
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#include "fs.h"
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#include "common.h"
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#include "cvar.h"
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#include "bspfile.h"
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#include "sys.h"
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#include "vid.h"
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#include "mathlib.h"
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#include "r_textures.h"
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#include "crypto.h"
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#include "draw.h"
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#include "screen.h"
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#include "netconn.h"
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#include "protocol.h"
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#include "cmd.h"
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#include "sbar.h"
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#include "sound.h"
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#include "model_shared.h"
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#include "world.h"
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#include "client.h"
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#include "render.h"
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#include "progs.h"
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#include "progsvm.h"
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#include "server.h"
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#include "input.h"
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#include "keys.h"
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#include "console.h"
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#include "menu.h"
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#include "csprogs.h"
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extern qboolean noclip_anglehack;
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extern cvar_t developer;
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extern cvar_t developer_extra;
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extern cvar_t developer_insane;
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extern cvar_t developer_loadfile;
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extern cvar_t developer_loading;
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extern cvar_t sessionid;
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#define STARTCONFIGFILENAME "quake.rc"
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#define CONFIGFILENAME "config.cfg"
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/* Preprocessor macros to identify platform
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DP_OS_NAME - "friendly" name of the OS, for humans to read
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DP_OS_STR - "identifier" of the OS, more suited for code to use
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DP_ARCH_STR - "identifier" of the processor architecture
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*/
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# define DP_OS_NAME "Android"
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# define DP_OS_STR "android"
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# define USE_GLES2 1
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# define LINK_TO_LIBVORBIS 1
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#if defined(__GNUC__)
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# if defined(__i386__)
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# define DP_ARCH_STR "686"
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# define SSE_POSSIBLE
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# ifdef __SSE__
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# define SSE_PRESENT
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# endif
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# ifdef __SSE2__
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# define SSE2_PRESENT
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# endif
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# elif defined(__x86_64__)
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# define DP_ARCH_STR "x86_64"
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# define SSE_PRESENT
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# define SSE2_PRESENT
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# elif defined(__powerpc__)
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# define DP_ARCH_STR "ppc"
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# endif
|
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#elif defined(_WIN64)
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# define DP_ARCH_STR "x86_64"
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# define SSE_PRESENT
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# define SSE2_PRESENT
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#elif defined(WIN32)
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# define DP_ARCH_STR "x86"
|
|
# define SSE_POSSIBLE
|
|
#endif
|
|
|
|
#ifdef SSE_PRESENT
|
|
# define SSE_POSSIBLE
|
|
#endif
|
|
|
|
#ifdef NO_SSE
|
|
# undef SSE_PRESENT
|
|
# undef SSE_POSSIBLE
|
|
# undef SSE2_PRESENT
|
|
#endif
|
|
|
|
#ifdef SSE_POSSIBLE
|
|
// runtime detection of SSE/SSE2 capabilities for x86
|
|
qboolean Sys_HaveSSE(void);
|
|
qboolean Sys_HaveSSE2(void);
|
|
#else
|
|
#define Sys_HaveSSE() false
|
|
#define Sys_HaveSSE2() false
|
|
#endif
|
|
|
|
#include "glquake.h"
|
|
|
|
#include "palette.h"
|
|
|
|
/// incremented every frame, never reset
|
|
extern int host_framecount;
|
|
/// not bounded in any way, changed at start of every frame, never reset
|
|
extern double realtime;
|
|
/// equal to Sys_DirtyTime() at the start of this host frame
|
|
extern double host_dirtytime;
|
|
|
|
void Host_InitCommands(void);
|
|
void Host_Main(void);
|
|
void Host_Shutdown(void);
|
|
void Host_StartVideo(void);
|
|
void Host_Error(const char *error, ...) DP_FUNC_PRINTF(1) DP_FUNC_NORETURN;
|
|
void Host_Quit_f(void);
|
|
void Host_ClientCommands(const char *fmt, ...) DP_FUNC_PRINTF(1);
|
|
void Host_ShutdownServer(void);
|
|
void Host_Reconnect_f(void);
|
|
void Host_NoOperation_f(void);
|
|
void Host_LockSession(void);
|
|
void Host_UnlockSession(void);
|
|
|
|
void Host_AbortCurrentFrame(void);
|
|
|
|
/// 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 int current_skill;
|
|
|
|
//
|
|
// chase
|
|
//
|
|
extern cvar_t chase_active;
|
|
extern cvar_t cl_viewmodel_scale;
|
|
|
|
void Chase_Init (void);
|
|
void Chase_Reset (void);
|
|
void Chase_Update (void);
|
|
|
|
void fractalnoise(unsigned char *noise, int size, int startgrid);
|
|
void fractalnoisequick(unsigned char *noise, int size, int startgrid);
|
|
float noise4f(float x, float y, float z, float w);
|
|
|
|
void Sys_Shared_Init(void);
|
|
|
|
// Flag in size field of demos to indicate a client->server packet. Demo
|
|
// playback will ignore this, but it may be useful to make DP sniff packets to
|
|
// debug protocol exploits.
|
|
#define DEMOMSG_CLIENT_TO_SERVER 0x80000000
|
|
|
|
// In Quake, any char in 0..32 counts as whitespace
|
|
//#define ISWHITESPACE(ch) ((unsigned char) ch <= (unsigned char) ' ')
|
|
#define ISWHITESPACE(ch) (!(ch) || (ch) == ' ' || (ch) == '\t' || (ch) == '\r' || (ch) == '\n')
|
|
|
|
// This also includes extended characters, and ALL control chars
|
|
#define ISWHITESPACEORCONTROL(ch) ((signed char) (ch) <= (signed char) ' ')
|
|
|
|
|
|
#ifdef PRVM_64
|
|
#define FLOAT_IS_TRUE_FOR_INT(x) ((x) & 0x7FFFFFFFFFFFFFFF) // also match "negative zero" doubles of value 0x8000000000000000
|
|
#define FLOAT_LOSSLESS_FORMAT "%.17g"
|
|
#define VECTOR_LOSSLESS_FORMAT "%.17g %.17g %.17g"
|
|
#else
|
|
#define FLOAT_IS_TRUE_FOR_INT(x) ((x) & 0x7FFFFFFF) // also match "negative zero" floats of value 0x80000000
|
|
#define FLOAT_LOSSLESS_FORMAT "%.9g"
|
|
#define VECTOR_LOSSLESS_FORMAT "%.9g %.9g %.9g"
|
|
#endif
|
|
|
|
// originally this was _MSC_VER
|
|
// but here we want to test the system libc, which on win32 is borked, and NOT the compiler
|
|
#ifdef WIN32
|
|
#define INT_LOSSLESS_FORMAT_SIZE "I64"
|
|
#define INT_LOSSLESS_FORMAT_CONVERT_S(x) ((__int64)(x))
|
|
#define INT_LOSSLESS_FORMAT_CONVERT_U(x) ((unsigned __int64)(x))
|
|
#else
|
|
#define INT_LOSSLESS_FORMAT_SIZE "j"
|
|
#define INT_LOSSLESS_FORMAT_CONVERT_S(x) ((intmax_t)(x))
|
|
#define INT_LOSSLESS_FORMAT_CONVERT_U(x) ((uintmax_t)(x))
|
|
#endif
|
|
|
|
#endif
|
|
|