ref: ee0395513ea7be03d7dc8aae4c0b4bfbb59c0427
dir: /quakedef.h/
// quakedef.h -- primary header for client #define QUAKE_GAME // as opposed to utilities #define VERSION 1.09 //#define PARANOID // speed sapping error checking #define GAMENAME "id1" // directory to look in by default #define VID_LockBuffer() #define VID_UnlockBuffer() #ifdef __id386__ #define UNALIGNED_OK // unset if unaligned accesses are not supported #endif // !!! if this is changed, it must be changed in d_ifacea.h too !!! #define CACHE_SIZE 32 // used to align key data structures /* FIXME? wrong on !386? */ #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_OSPATH 128 // max length of a filesystem pathname #define ON_EPSILON 0.1 // point on plane side epsilon #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 600 // FIXME: ouch! ouch! ouch! #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) //=========================================== //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)) //=========================================== #define MAX_SCOREBOARD 16 #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; } 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 "model.h" #include "d_iface.h" #include "input.h" #include "world.h" #include "keys.h" #include "console.h" #include "view.h" #include "menu.h" #include "crc.h" #include "cdaudio.h" /* included here to avoid type incompatibilities errors from 2c(1),2l(1) */ #include "r_local.h" #include "d_local.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 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 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; void Chase_Init (void); void Chase_Reset (void); void Chase_Update (void);