ew-engine/hq engine src/quakedef.h
2006-10-08 00:00:00 +00:00

557 lines
14 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 QUAKE_GAME
//Tei: singleplayer build select here
//#define SINGLEPLAYER
#define VERSION 1.09
#define TOMAZQUAKE_VERSION 1.48
#define TELEJANO_VERSION 6
#define GAMENAME "ew"
#ifndef EXTENDQC
#define EXTENDQC 1 //yes, use extended protocol, breaking compatibility with darkplaces, etc..
#endif
// Engine Macro Config
//Tei: from QURE
#ifndef MULTIPRS
#define MULTIPRS 1 //Allow the loading of multiple progs.
#endif
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.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 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_QPATH 255 // max length of a quake game pathname
//#define MAX_OSPATH 128 // max length of a filesystem pathname
#define MAX_OSPATH 512 // max length of a filesystem pathname.was 255 safe
#define ON_EPSILON 0.1 // point on plane side epsilon
// Tomaz - Later Packet Overflow Begin
#if 1 //Telejano
#define MAX_MSGLEN 64000 // max length of a reliable message
#define MAX_DATAGRAM 8000 // max length of unreliable message
#else
#define MAX_MSGLEN 8000 // max length of a reliable message
#define MAX_DATAGRAM 1024 // max length of unreliable message
#endif
#ifdef SINGLEPLAYER //SinglePlayer has bigger limits
#undef MSG_MSGLEN
#undef MAX_DATAGRAM
#define MSG_MSGLEN 64000
#define MAX_DATAGRAM 16384
#endif
// Tomaz - Later Packet Overflow End
//#define DEBUG 1 //tei debug
//
// per-level limits
//
// Tomaz - Bigger Limits Begin
#if 1 //Tei debug
//#define MAX_EDICTS 4096 // FIXME: ouch! ouch! ouch!
#define MAX_EDICTS 2048 // FIXME: ouch! ouch! ouch!
#else
#define MAX_EDICTS 512
#endif
#ifdef SINGLEPLAYER
#undef MAX_EDICTS
#define MAX_EDICTS 4096
#endif
#define MAX_LIGHTSTYLES 64
#ifdef SINGLEPLAYER
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#else
#define MAX_MODELS 256 // these are sent over the net as bytes
#define MAX_SOUNDS 256 // so they cannot be blindly increased
#endif
// Tomaz - Bigger Limits End
#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)
//===========================================
//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))
//===========================================
// LordHavoc: increased player limit from 16 to 64
//#define MAX_SCOREBOARD 64
#define MAX_SCOREBOARD 16
//#define MAX_SCOREBOARD 16
// LordHavoc: increased player limit from 16 to 64
#define MAX_SCOREBOARDNAME 32
#define SOUND_CHANNELS 8
#include "mss.h"
#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;
// Tei more fx
int effects2;
int effects3;
//int alpha;
// Tei more fx
} 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"
#include "gl_model.h"
#include "input.h"
#include "world.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "crc.h"
#include "cdaudio.h"
#include "glquake.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 M_Init (void);
void M_Keydown (int key);
void M_Draw (void);
void M_ToggleMenu_f (void);
//Xsniper - Added Engine Version
#define ENGINE_VERSION 1
//Xsniper - End
//Xsniper - Added Bot Support
float numbots;
//Xsniper - End
//begin new image drawing system -Xsniper
#define MAX_QC_IMAGES 200
#define MAX_HUD_IMAGES 50
float qc_image; // 0: OFF, 1: ON
float hud_image; // 0: OFF, 1: ON
void QC_Draw (void);
void HUD_Draw (void);
//end new image drawing system -Xsniper
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 chase_active;
// Tei - chase trans
extern cvar_t chase_trans;
// Tei - chase trans
void Chase_Init (void);
void Chase_Update (void);
void SCR_ScreenShot_f (void);
void IN_Accumulate (void);
// Tei - compatibility
extern cvar_t old_progsdat;
// Tei - compatibility
#ifdef _MSC_VER
#pragma warning(disable : 4244) // LordHavoc: MSVC++ 4 x86, double/float
#pragma warning(disable : 4305) // LordHavoc: MSVC++ 6 x86, double/float
#pragma warning(disable : 4018) // LordHavoc: MSVC++ 4 x86, signed/unsigned mismatch
#endif
/*
void MSG_WriteByte (sizebuf_t *sb, int c) ;
void MSG_WriteModel (sizebuf_t *sb, int c);
void MSG_WriteFrame (sizebuf_t *sb, int c) ;
void MSG_WriteSkin (sizebuf_t *sb, int c) ;
void MSG_WriteEffect (sizebuf_t *sb, int c) ;
void MSG_WriteSound (sizebuf_t *sb, int c) ;
int MSG_ReadByte (void);
int MSG_ReadModel (void) ;
int MSG_ReadFrame (void);
int MSG_ReadSkin (void);
int MSG_ReadEffect (void);
int MSG_ReadSound (void) ;
*/
void GL_Bind (int texnum);//faster or slower?
// Multitexture
//efine TEXTURE0_SGIS 0x835E
//efine TEXTURE1_SGIS 0x835F
//QMB :arb multitexture
//with extra texture units :)
#define GL_TEXTURE0_ARB 0x84C0
#define GL_TEXTURE1_ARB 0x84C1
#define GL_TEXTURE2_ARB 0x84C2
#define GL_TEXTURE3_ARB 0x84C3
#define GL_TEXTURE4_ARB 0x84C4
#define GL_TEXTURE5_ARB 0x84C5
#define GL_ACTIVE_TEXTURE_ARB 0x84E0
#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
//QMB :overbright stuff
#define GL_COMBINE_EXT 0x8570
#define GL_COMBINE_RGB_EXT 0x8571
#define GL_RGB_SCALE_EXT 0x8573
#define GL_ADD_SIGNED 0x8574
#define GL_SUBTRACT 0x84E7
//QMB :end
//QMB :texture shaders
#define GL_DSDT8_NV 0x8709
#define GL_DSDT_NV 0x86F5
#define GL_TEXTURE_SHADER_NV 0x86DE
#define GL_SHADER_OPERATION_NV 0x86DF
#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
//QMB :end
//QMB :texture compression
#ifndef GL_ARB_texture_compression
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_TEXTURE_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#endif
//QMB :end
//QMB :NV_point_sprite
#define GL_POINT_SPRITE_NV 0x8861
#define GL_COORD_REPLACE_NV 0x8862
#define GL_POINT_SPRITE_R_MODE_NV 0x8863
//QMB :end
//QMB :points
#ifndef GL_SGIS_point_parameters
#define GL_POINT_SIZE_MIN_EXT 0x8126
#define GL_POINT_SIZE_MIN_SGIS 0x8126
#define GL_POINT_SIZE_MAX_EXT 0x8127
#define GL_POINT_SIZE_MAX_SGIS 0x8127
#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128
#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128
#define GL_DISTANCE_ATTENUATION_EXT 0x8129
#define GL_DISTANCE_ATTENUATION_SGIS 0x8129
#endif
//QMB :end
extern cvar_t mousehud;
//
// 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
// FrikaC: EBSP1 TODO move somewhere nicer
typedef struct
{
char name[56];
int filepos, filelen;
} dpackfile_t;
typedef struct
{
char id[4];
int dirofs;
int dirlen;
} dpackheader_t;
typedef struct
{
char name[MAX_QPATH];
int filepos, filelen;
} packfile_t;
typedef struct
{
char filename[MAX_OSPATH];
int handle;
int numfiles;
packfile_t *files;
void *mem; // FrikaC: EBSP1 added support for memory loaded pak files
} pack_t;
typedef struct searchpath_s
{
char filename[MAX_OSPATH];
pack_t *pack; // only one of filename / pack will be used
struct searchpath_s *next;
} searchpath_t;
extern searchpath_t *com_searchpaths;
// FrikaC: EBSP1 TODO: move somewhere nicer - end