Indentation cleanup.
[AROS-Contrib.git] / Games / Quake / quakedef.h
blobe4518273f187ad52aa6ef1e76e06e75087c99ddf
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // quakedef.h -- primary header for client
22 //#define GLTEST // experimental stuff
24 #define QUAKE_GAME // as opposed to utilities
26 #define VERSION 1.09
27 #define GLQUAKE_VERSION 1.00
28 #define D3DQUAKE_VERSION 0.01
29 #define WINQUAKE_VERSION 0.996
30 #define LINUX_VERSION 1.30
31 #define X11_VERSION 1.10
33 //define PARANOID // speed sapping error checking
35 #ifdef QUAKE2
36 #define GAMENAME "id1" // directory to look in by default
37 #else
38 #define GAMENAME "id1"
39 #endif
41 #include <math.h>
42 #include <string.h>
43 #include <stdarg.h>
44 #include <stdio.h>
45 #include <stdlib.h>
46 #include <setjmp.h>
48 #if defined(_WIN32) && !defined(WINDED)
50 #if defined(_M_IX86)
51 #define __i386__ 1
52 #endif
54 void VID_LockBuffer (void);
55 void VID_UnlockBuffer (void);
57 #else
59 #define VID_LockBuffer()
60 #define VID_UnlockBuffer()
62 #endif
64 #if defined __i386__ // && !defined __sun__
65 #define id386 1
66 #else
67 #define id386 0
68 #endif
70 #if id386
71 #define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported
72 #else
73 #define UNALIGNED_OK 0
74 #endif
76 // !!! if this is changed, it must be changed in d_ifacea.h too !!!
77 #define CACHE_SIZE 32 // used to align key data structures
79 #define UNUSED(x) (x = x) // for pesky compiler / lint warnings
81 #define MINIMUM_MEMORY 0x550000
82 #define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000)
84 #define MAX_NUM_ARGVS 50
86 // up / down
87 #define PITCH 0
89 // left / right
90 #define YAW 1
92 // fall over
93 #define ROLL 2
96 #define MAX_QPATH 64 // max length of a quake game pathname
97 #define MAX_OSPATH 128 // max length of a filesystem pathname
99 #define ON_EPSILON 0.1 // point on plane side epsilon
101 #define MAX_MSGLEN 8000 // max length of a reliable message
102 #define MAX_DATAGRAM 1024 // max length of unreliable message
105 // per-level limits
107 #define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch!
108 #define MAX_LIGHTSTYLES 64
109 #define MAX_MODELS 256 // these are sent over the net as bytes
110 #define MAX_SOUNDS 256 // so they cannot be blindly increased
112 #define SAVEGAME_COMMENT_LENGTH 39
114 #define MAX_STYLESTRING 64
117 // stats are integers communicated to the client by the server
119 #define MAX_CL_STATS 32
120 #define STAT_HEALTH 0
121 #define STAT_FRAGS 1
122 #define STAT_WEAPON 2
123 #define STAT_AMMO 3
124 #define STAT_ARMOR 4
125 #define STAT_WEAPONFRAME 5
126 #define STAT_SHELLS 6
127 #define STAT_NAILS 7
128 #define STAT_ROCKETS 8
129 #define STAT_CELLS 9
130 #define STAT_ACTIVEWEAPON 10
131 #define STAT_TOTALSECRETS 11
132 #define STAT_TOTALMONSTERS 12
133 #define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
134 #define STAT_MONSTERS 14 // bumped by svc_killedmonster
136 // stock defines
138 #define IT_SHOTGUN 1
139 #define IT_SUPER_SHOTGUN 2
140 #define IT_NAILGUN 4
141 #define IT_SUPER_NAILGUN 8
142 #define IT_GRENADE_LAUNCHER 16
143 #define IT_ROCKET_LAUNCHER 32
144 #define IT_LIGHTNING 64
145 #define IT_SUPER_LIGHTNING 128
146 #define IT_SHELLS 256
147 #define IT_NAILS 512
148 #define IT_ROCKETS 1024
149 #define IT_CELLS 2048
150 #define IT_AXE 4096
151 #define IT_ARMOR1 8192
152 #define IT_ARMOR2 16384
153 #define IT_ARMOR3 32768
154 #define IT_SUPERHEALTH 65536
155 #define IT_KEY1 131072
156 #define IT_KEY2 262144
157 #define IT_INVISIBILITY 524288
158 #define IT_INVULNERABILITY 1048576
159 #define IT_SUIT 2097152
160 #define IT_QUAD 4194304
161 #define IT_SIGIL1 (1<<28)
162 #define IT_SIGIL2 (1<<29)
163 #define IT_SIGIL3 (1<<30)
164 #define IT_SIGIL4 (1<<31)
166 //===========================================
167 //rogue changed and added defines
169 #define RIT_SHELLS 128
170 #define RIT_NAILS 256
171 #define RIT_ROCKETS 512
172 #define RIT_CELLS 1024
173 #define RIT_AXE 2048
174 #define RIT_LAVA_NAILGUN 4096
175 #define RIT_LAVA_SUPER_NAILGUN 8192
176 #define RIT_MULTI_GRENADE 16384
177 #define RIT_MULTI_ROCKET 32768
178 #define RIT_PLASMA_GUN 65536
179 #define RIT_ARMOR1 8388608
180 #define RIT_ARMOR2 16777216
181 #define RIT_ARMOR3 33554432
182 #define RIT_LAVA_NAILS 67108864
183 #define RIT_PLASMA_AMMO 134217728
184 #define RIT_MULTI_ROCKETS 268435456
185 #define RIT_SHIELD 536870912
186 #define RIT_ANTIGRAV 1073741824
187 #define RIT_SUPERHEALTH 2147483648
189 //MED 01/04/97 added hipnotic defines
190 //===========================================
191 //hipnotic added defines
192 #define HIT_PROXIMITY_GUN_BIT 16
193 #define HIT_MJOLNIR_BIT 7
194 #define HIT_LASER_CANNON_BIT 23
195 #define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
196 #define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
197 #define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
198 #define HIT_WETSUIT (1<<(23+2))
199 #define HIT_EMPATHY_SHIELDS (1<<(23+3))
201 //===========================================
203 #define MAX_SCOREBOARD 16
204 #define MAX_SCOREBOARDNAME 32
206 #define SOUND_CHANNELS 8
208 // This makes anyone on id's net privileged
209 // Use for multiplayer testing only - VERY dangerous!!!
210 // #define IDGODS
212 #include "common.h"
213 #include "bspfile.h"
214 #include "vid.h"
215 #include "sys.h"
216 #include "zone.h"
217 #include "mathlib.h"
219 typedef struct
221 vec3_t origin;
222 vec3_t angles;
223 int modelindex;
224 int frame;
225 int colormap;
226 int skin;
227 int effects;
228 } entity_state_t;
231 #include "wad.h"
232 #include "draw.h"
233 #include "cvar.h"
234 #include "screen.h"
235 #include "net.h"
236 #include "protocol.h"
237 #include "cmd.h"
238 #include "sbar.h"
239 #include "sound.h"
240 #include "render.h"
241 #include "client.h"
242 #include "progs.h"
243 #include "server.h"
245 #ifdef GLQUAKE
246 #include "gl_model.h"
247 #else
248 #include "model.h"
249 #include "d_iface.h"
250 #endif
252 #include "input.h"
253 #include "world.h"
254 #include "keys.h"
255 #include "console.h"
256 #include "view.h"
257 #include "menu.h"
258 #include "crc.h"
259 #include "cdaudio.h"
261 #ifdef GLQUAKE
262 #include "glquake.h"
263 #endif
265 //=============================================================================
267 // the host system specifies the base of the directory tree, the
268 // command line parms passed to the program, and the amount of memory
269 // available for the program to use
271 typedef struct
273 char *basedir;
274 char *cachedir; // for development over ISDN lines
275 int argc;
276 char **argv;
277 void *membase;
278 int memsize;
279 } quakeparms_t;
282 //=============================================================================
286 extern qboolean noclip_anglehack;
290 // host
292 extern quakeparms_t host_parms;
294 extern cvar_t sys_ticrate;
295 extern cvar_t sys_nostdout;
296 extern cvar_t developer;
298 extern qboolean host_initialized; // true if into command execution
299 extern double host_frametime;
300 extern byte *host_basepal;
301 extern byte *host_colormap;
302 extern int host_framecount; // incremented every frame, never reset
303 extern double realtime; // not bounded in any way, changed at
304 // start of every frame, never reset
306 void Host_ClearMemory (void);
307 void Host_ServerFrame (void);
308 void Host_InitCommands (void);
309 void Host_Init (quakeparms_t *parms);
310 void Host_Shutdown(void);
311 void Host_Error (char *error, ...);
312 void Host_EndGame (char *message, ...);
313 void Host_Frame (float time);
314 void Host_Quit_f (void);
315 void Host_ClientCommands (char *fmt, ...);
316 void Host_ShutdownServer (qboolean crash);
318 extern qboolean msg_suppress_1; // suppresses resolution and cache size console output
319 // an fullscreen DIB focus gain/loss
320 extern int current_skill; // skill level for currently loaded level (in case
321 // the user changes the cvar while the level is
322 // running, this reflects the level actually in use)
324 extern qboolean isDedicated;
326 extern int minimum_memory;
329 // chase
331 extern cvar_t chase_active;
333 void Chase_Init (void);
334 void Chase_Reset (void);
335 void Chase_Update (void);