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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20// quakedef.h -- primary header for client
21
22//#define GLTEST // experimental stuff
23
24#include "SDL.h"
25#include <stdarg.h>
26#include <setjmp.h>
27
28#define QUAKE_GAME // as opposed to utilities
29
30#undef VERSION
31#define VERSION 1.09
32#define GLQUAKE_VERSION 1.00
33#define D3DQUAKE_VERSION 0.01
34#define WINQUAKE_VERSION 0.996
35#define LINUX_VERSION 1.30
36#define X11_VERSION 1.10
37
38//define PARANOID // speed sapping error checking
39
40#ifdef QUAKE2
41#define GAMENAME "id1" // directory to look in by default
42#else
43#define GAMENAME "id1"
44#endif
45
46#if defined(_WIN32) && !defined(WINDED)
47
48#if defined(_M_IX86)
49#define __i386__ 1
50#endif
51
52void VID_LockBuffer (void);
53void VID_UnlockBuffer (void);
54
55#else
56
57#define VID_LockBuffer()
58#define VID_UnlockBuffer()
59
60#endif
61
62#if defined(__i386__) && defined(USE_ASM)
63#define id386 1
64#else
65#define id386 0
66#endif
67
68#if id386
69#define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported
70#else
71#define UNALIGNED_OK 0
72#endif
73
74// !!! if this is changed, it must be changed in d_ifacea.h too !!!
75#define CACHE_SIZE 32 // used to align key data structures
76
77#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
78
79#define MINIMUM_MEMORY 0x550000
80#define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000)
81
82#define MAX_NUM_ARGVS 50
83
84// up / down
85#define PITCH 0
86
87// left / right
88#define YAW 1
89
90// fall over
91#define ROLL 2
92
93
94#define MAX_QPATH 64 // max length of a quake game pathname
95#define MAX_OSPATH 128 // max length of a filesystem pathname
96
97#define ON_EPSILON 0.1 // point on plane side epsilon
98
99#define MAX_MSGLEN 8000 // max length of a reliable message
100#define MAX_DATAGRAM 1024 // max length of unreliable message
101
102//
103// per-level limits
104//
105#define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch!
106#define MAX_LIGHTSTYLES 64
107#define MAX_MODELS 256 // these are sent over the net as bytes
108#define MAX_SOUNDS 256 // so they cannot be blindly increased
109
110#define SAVEGAME_COMMENT_LENGTH 39
111
112#define MAX_STYLESTRING 64
113
114//
115// stats are integers communicated to the client by the server
116//
117#define MAX_CL_STATS 32
118#define STAT_HEALTH 0
119#define STAT_FRAGS 1
120#define STAT_WEAPON 2
121#define STAT_AMMO 3
122#define STAT_ARMOR 4
123#define STAT_WEAPONFRAME 5
124#define STAT_SHELLS 6
125#define STAT_NAILS 7
126#define STAT_ROCKETS 8
127#define STAT_CELLS 9
128#define STAT_ACTIVEWEAPON 10
129#define STAT_TOTALSECRETS 11
130#define STAT_TOTALMONSTERS 12
131#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
132#define STAT_MONSTERS 14 // bumped by svc_killedmonster
133
134// stock defines
135
136#define IT_SHOTGUN 1
137#define IT_SUPER_SHOTGUN 2
138#define IT_NAILGUN 4
139#define IT_SUPER_NAILGUN 8
140#define IT_GRENADE_LAUNCHER 16
141#define IT_ROCKET_LAUNCHER 32
142#define IT_LIGHTNING 64
143#define IT_SUPER_LIGHTNING 128
144#define IT_SHELLS 256
145#define IT_NAILS 512
146#define IT_ROCKETS 1024
147#define IT_CELLS 2048
148#define IT_AXE 4096
149#define IT_ARMOR1 8192
150#define IT_ARMOR2 16384
151#define IT_ARMOR3 32768
152#define IT_SUPERHEALTH 65536
153#define IT_KEY1 131072
154#define IT_KEY2 262144
155#define IT_INVISIBILITY 524288
156#define IT_INVULNERABILITY 1048576
157#define IT_SUIT 2097152
158#define IT_QUAD 4194304
159#define IT_SIGIL1 (1<<28)
160#define IT_SIGIL2 (1<<29)
161#define IT_SIGIL3 (1<<30)
162#define IT_SIGIL4 (1<<31)
163
164//===========================================
165//rogue changed and added defines
166
167#define RIT_SHELLS 128
168#define RIT_NAILS 256
169#define RIT_ROCKETS 512
170#define RIT_CELLS 1024
171#define RIT_AXE 2048
172#define RIT_LAVA_NAILGUN 4096
173#define RIT_LAVA_SUPER_NAILGUN 8192
174#define RIT_MULTI_GRENADE 16384
175#define RIT_MULTI_ROCKET 32768
176#define RIT_PLASMA_GUN 65536
177#define RIT_ARMOR1 8388608
178#define RIT_ARMOR2 16777216
179#define RIT_ARMOR3 33554432
180#define RIT_LAVA_NAILS 67108864
181#define RIT_PLASMA_AMMO 134217728
182#define RIT_MULTI_ROCKETS 268435456
183#define RIT_SHIELD 536870912
184#define RIT_ANTIGRAV 1073741824
185#define RIT_SUPERHEALTH 2147483648
186
187//MED 01/04/97 added hipnotic defines
188//===========================================
189//hipnotic added defines
190#define HIT_PROXIMITY_GUN_BIT 16
191#define HIT_MJOLNIR_BIT 7
192#define HIT_LASER_CANNON_BIT 23
193#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
194#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
195#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
196#define HIT_WETSUIT (1<<(23+2))
197#define HIT_EMPATHY_SHIELDS (1<<(23+3))
198
199//===========================================
200
201#define MAX_SCOREBOARD 16
202#define MAX_SCOREBOARDNAME 32
203
204#define SOUND_CHANNELS 8
205
206// This makes anyone on id's net privileged
207// Use for multiplayer testing only - VERY dangerous!!!
208// #define IDGODS
209
210#include "common.h"
211#include "bspfile.h"
212#include "vid.h"
213#include "sys.h"
214#include "zone.h"
215#include "mathlib.h"
216
217typedef struct
218{
219 vec3_t origin;
220 vec3_t angles;
221 int modelindex;
222 int frame;
223 int colormap;
224 int skin;
225 int effects;
226} entity_state_t;
227
228
229#include "wad.h"
230#include "draw.h"
231#include "cvar.h"
232#include "screen.h"
233#include "net.h"
234#include "protocol.h"
235#include "cmd.h"
236#include "sbar.h"
237#include "quakesound.h"
238#include "render.h"
239#include "client.h"
240#include "progs.h"
241#include "server.h"
242
243#ifdef GLQUAKE
244#include "gl_model.h"
245#else
246#include "model.h"
247#include "d_iface.h"
248#endif
249
250#include "input.h"
251#include "world.h"
252#include "keys.h"
253#include "console.h"
254#include "view.h"
255#include "menu.h"
256#include "crc.h"
257#include "cdaudio.h"
258
259#ifdef GLQUAKE
260#include "glquake.h"
261#endif
262
263//=============================================================================
264
265// the host system specifies the base of the directory tree, the
266// command line parms passed to the program, and the amount of memory
267// available for the program to use
268
269typedef struct
270{
271 char *basedir;
272 char *cachedir; // for development over ISDN lines
273 int argc;
274 char **argv;
275 void *membase;
276 int memsize;
277} quakeparms_t;
278
279
280//=============================================================================
281
282
283
284extern qboolean noclip_anglehack;
285
286
287//
288// host
289//
290extern quakeparms_t host_parms;
291
292extern cvar_t sys_ticrate;
293extern cvar_t sys_nostdout;
294extern cvar_t developer;
295
296extern qboolean host_initialized; // true if into command execution
297extern double host_frametime;
298extern byte *host_basepal;
299extern byte *host_colormap;
300extern int host_framecount; // incremented every frame, never reset
301extern double realtime; // not bounded in any way, changed at
302 // start of every frame, never reset
303
304void Host_ClearMemory (void);
305void Host_ServerFrame (void);
306void Host_InitCommands (void);
307void Host_Init (quakeparms_t *parms);
308void Host_Shutdown(void);
309void Host_Error (char *error, ...);
310void Host_EndGame (char *message, ...);
311void Host_Frame (float time);
312void Host_Quit_f (void);
313void Host_ClientCommands (char *fmt, ...);
314void Host_ShutdownServer (qboolean crash);
315
316extern qboolean msg_suppress_1; // suppresses resolution and cache size console output
317 // an fullscreen DIB focus gain/loss
318extern int current_skill; // skill level for currently loaded level (in case
319 // the user changes the cvar while the level is
320 // running, this reflects the level actually in use)
321
322extern qboolean isDedicated;
323
324extern int minimum_memory;
325
326//
327// chase
328//
329extern cvar_t chase_active;
330
331void Chase_Init (void);
332void Chase_Reset (void);
333void Chase_Update (void);