/* 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 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 MACOSX_VERSION 1.00 #define STQUAKE_VERSION 1.02 //define PARANOID // speed sapping error checking #define GAMENAME "base" // directory to look in by default #include #include #include #include #include #if !defined(_SETJMP_H) #include #endif #ifndef min #define min(a,b) (ab?a:b) #endif #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 //PENTA: win32 we use assembler #if defined(_WIN32) #define USE_ASM 1 #endif #if defined(__i386__) && defined(USE_ASM) #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 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 //Later Packet Overflow #define MAX_DATAGRAM 16384 //#define MAX_MSGLEN 8000 // max length of a reliable message //#define MAX_DATAGRAM 1024 // max length of unreliable message // // per-level limits // #define MAX_EDICTS 2048 // FIXME: ouch! ouch! ouch! ////Upped Limits (once 600)- Eradicator #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_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 // 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) //=========================================== #define MAX_SCOREBOARD 64 //Increased player limit (once 16) - Eradicator #define MAX_SCOREBOARDNAME 32 #define SOUND_CHANNELS 8 // 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; //PENTA vec3_t color; float alpha; int style; int light_lev; int pflags; } entity_state_t; #include "targa.h" #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" #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 "xmlmenu.h" #include "crc.h" #include "cdaudio.h" #ifdef GLQUAKE #include "glquake.h" #endif //============================================================================= // 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; #if defined (USERPREF_DIR) char *userdir; // - DC - for user pref dir #endif 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 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; // // chase // extern cvar_t cg_thirdperson; void Chase_Init (void); void Chase_Reset (void); void Chase_Update (void);