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5131 clevermous 1
/*
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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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//#define	GLTEST			// experimental stuff
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#define	QUAKE_GAME			// as opposed to utilities
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#undef VERSION
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#define	VERSION				1.09
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#define	GLQUAKE_VERSION		1.00
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#define	D3DQUAKE_VERSION	0.01
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#define	WINQUAKE_VERSION	0.996
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#define	LINUX_VERSION		1.30
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#define	X11_VERSION			1.10
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//define	PARANOID			// speed sapping error checking
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#ifdef QUAKE2
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#define	GAMENAME	"id1"		// directory to look in by default
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#else
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#define	GAMENAME	"id1"
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#endif
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#include 
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#include 
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#include 
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#include 
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#include 
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#include 
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#if defined(_WIN32) && !defined(WINDED)
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#if defined(_M_IX86)
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#define __i386__	1
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#endif
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void	VID_LockBuffer (void);
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void	VID_UnlockBuffer (void);
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#else
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#define	VID_LockBuffer()
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#define	VID_UnlockBuffer()
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#endif
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#if defined(__i386__) && defined(USE_ASM)
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#define id386	1
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#else
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#define id386	0
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#endif
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#if id386
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#define UNALIGNED_OK	1	// set to 0 if unaligned accesses are not supported
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#else
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#define UNALIGNED_OK	0
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#endif
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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#define CACHE_SIZE	32		// used to align key data structures
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#define UNUSED(x)	(x = x)	// for pesky compiler / lint warnings
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#define	MINIMUM_MEMORY			0x550000
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#define	MINIMUM_MEMORY_LEVELPAK	(MINIMUM_MEMORY + 0x100000)
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#define MAX_NUM_ARGVS	50
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// up / down
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#define	PITCH	0
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// left / right
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#define	YAW		1
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// fall over
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#define	ROLL	2
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#define	MAX_QPATH		64			// max length of a quake game pathname
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#define	MAX_OSPATH		128			// max length of a filesystem pathname
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#define	ON_EPSILON		0.1			// point on plane side epsilon
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#define	MAX_MSGLEN		8000		// max length of a reliable message
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#define	MAX_DATAGRAM	1024		// max length of unreliable message
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//
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// per-level limits
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//
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#define	MAX_EDICTS		600			// FIXME: ouch! ouch! ouch!
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#define	MAX_LIGHTSTYLES	64
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#define	MAX_MODELS		256			// these are sent over the net as bytes
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#define	MAX_SOUNDS		256			// so they cannot be blindly increased
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#define	SAVEGAME_COMMENT_LENGTH	39
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#define	MAX_STYLESTRING	64
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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		32
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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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// 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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//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<
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#define HIT_MJOLNIR         (1<
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#define HIT_LASER_CANNON    (1<
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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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#define	MAX_SCOREBOARD		16
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#define	MAX_SCOREBOARDNAME	32
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#define	SOUND_CHANNELS		8
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// This makes anyone on id's net privileged
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// Use for multiplayer testing only - VERY dangerous!!!
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// #define IDGODS
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#include "common.h"
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#include "bspfile.h"
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#include "vid.h"
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#include "sys.h"
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#include "zone.h"
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#include "mathlib.h"
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typedef struct
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{
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	vec3_t	origin;
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	vec3_t	angles;
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	int		modelindex;
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	int		frame;
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	int		colormap;
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	int		skin;
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	int		effects;
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} entity_state_t;
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "screen.h"
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#include "net.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 "render.h"
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#include "client.h"
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#include "progs.h"
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#include "server.h"
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#ifdef GLQUAKE
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#include "gl_model.h"
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#else
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#include "model.h"
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#include "d_iface.h"
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#endif
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#include "input.h"
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#include "world.h"
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#include "keys.h"
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#include "console.h"
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#include "view.h"
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#include "menu.h"
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#include "crc.h"
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#include "cdaudio.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#endif
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266
//=============================================================================
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268
// the host system specifies the base of the directory tree, the
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// command line parms passed to the program, and the amount of memory
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// available for the program to use
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272
typedef struct
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{
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	char	*basedir;
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	char	*cachedir;		// for development over ISDN lines
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	int		argc;
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	char	**argv;
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	void	*membase;
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	int		memsize;
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} quakeparms_t;
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282
 
283
//=============================================================================
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285
 
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extern qboolean noclip_anglehack;
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289
 
290
//
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// host
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//
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extern	quakeparms_t host_parms;
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295
extern	cvar_t		sys_ticrate;
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extern	cvar_t		sys_nostdout;
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extern	cvar_t		developer;
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extern	qboolean	host_initialized;		// true if into command execution
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extern	double		host_frametime;
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extern	byte		*host_basepal;
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extern	byte		*host_colormap;
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extern	int			host_framecount;	// incremented every frame, never reset
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extern	double		realtime;			// not bounded in any way, changed at
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										// start of every frame, never reset
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void Host_ClearMemory (void);
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void Host_ServerFrame (void);
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void Host_InitCommands (void);
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void Host_Init (quakeparms_t *parms);
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void Host_Shutdown(void);
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void Host_Error (char *error, ...);
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void Host_EndGame (char *message, ...);
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void Host_Frame (float time);
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void Host_Quit_f (void);
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void Host_ClientCommands (char *fmt, ...);
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void Host_ShutdownServer (qboolean crash);
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extern qboolean		msg_suppress_1;		// suppresses resolution and cache size console output
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										//  an fullscreen DIB focus gain/loss
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extern int			current_skill;		// skill level for currently loaded level (in case
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										//  the user changes the cvar while the level is
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										//  running, this reflects the level actually in use)
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extern qboolean		isDedicated;
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327
extern int			minimum_memory;
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329
//
330
// chase
331
//
332
extern	cvar_t	chase_active;
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void Chase_Init (void);
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void Chase_Reset (void);
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void Chase_Update (void);