// quakedef.h -- primary header for client /* * $Header: /H2 Mission Pack/Quakedef.h 8 3/19/98 12:53p Jmonroe $ */ //#define GLTEST // experimental stuff #pragma warning(disable:4244) #define QUAKE_GAME // as opposed to utilities #define HEXEN2_VERSION 1.12 //define PARANOID // speed sapping error checking #ifdef QUAKE2 #define GAMENAME "data1" // directory to look in by default #else #define GAMENAME "data1" #endif #include #include #include #include #include #include #if defined(_WIN32) && !defined(WINDED) #if defined(_M_IX86) #define __i386__ 1 #endif void VID_LockBuffer (void); void VID_UnlockBuffer (void); #else #define VID_LockBuffer() #define VID_UnlockBuffer() #endif #ifdef __i386__ #define id386 1 #else #define id386 0 #endif #if id386 #define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported #else #define UNALIGNED_OK 0 #endif // !!! 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 // Timing macros #define HX_FRAME_TIME 0.05 #define HX_FPS 20 #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_MSGLEN 16000 // max length of a reliable message #define MAX_MSGLEN 20000 // for mission pack tibet2 #define MAX_DATAGRAM 1024 // max length of unreliable message //#define MAX_DATAGRAM 2048 // max length of unreliable message TEMP: This only for E3 // // per-level limits // #define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch! #define MAX_LIGHTSTYLES 64 #define MAX_MODELS 512 // Sent over the net as a word #define MAX_SOUNDS 512 // Sent over the net as a byte #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 //#define STAT_BLUEMANA 15 //#define STAT_GREENMANA 16 //#define STAT_EXPERIENCE 17 #define MAX_INVENTORY 15 // Max inventory array size // 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) #define ART_HASTE 1 #define ART_INVINCIBILITY 2 #define ART_TOMEOFPOWER 4 #define ART_INVISIBILITY 8 #define ARTFLAG_FROZEN 128 #define ARTFLAG_STONED 256 #define ARTFLAG_DIVINE_INTERVENTION 512 //=========================================== #define NUM_CLASSES 5 #define ABILITIES_STR_INDEX 400 #ifdef DEMOBUILD #define MAX_SCOREBOARD 8 #else #define MAX_SCOREBOARD 16 #endif #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" //#define BASE_ENT_ON 1 //#define BASE_ENT_SENT 2 typedef struct { vec3_t origin; vec3_t angles; short modelindex; byte frame; byte colormap; byte skin; byte effects; byte scale; byte drawflags; byte abslight; #if RJNET byte ClearCount[32]; #endif } entity_state_t; typedef struct { byte flags; short index; vec3_t origin; vec3_t angles; short modelindex; byte frame; byte colormap; byte skin; byte effects; byte scale; byte drawflags; byte abslight; } entity_state2_t; typedef struct { byte flags; vec3_t origin; vec3_t angles; short modelindex; byte frame; byte colormap; byte skin; byte effects; byte scale; byte drawflags; byte abslight; } entity_state3_t; #define MAX_CLIENT_STATES 150 #define MAX_FRAMES 5 #define MAX_CLIENTS 8 #define CLEAR_LIMIT 2 #define ENT_STATE_ON 1 #define ENT_CLEARED 2 typedef struct { entity_state2_t states[MAX_CLIENT_STATES]; // unsigned long frame; // unsigned long flags; int count; } client_frames_t; typedef struct { entity_state2_t states[MAX_CLIENT_STATES*2]; int count; } client_frames2_t; typedef struct { client_frames_t frames[MAX_FRAMES+2]; // 0 = base, 1-max = proposed, max+1 = too late } client_state2_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 "cl_effect.h" #include "progs.h" #include "client.h" #include "server.h" #ifdef GLQUAKE #include "gl_model.h" #else #include "model.h" #include "d_iface.h" #endif #include "input.h" #include "world.h" #include "keys.h" #include "console.h" #include "view.h" #include "menu.h" #include "crc.h" #include "cdaudio.h" #ifdef GLQUAKE #include "glquake.h" #endif //============================================================================= // 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 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; extern int sv_kingofhill; extern qboolean intro_playing; extern qboolean skip_start; extern int num_intro_msg; extern qboolean check_bottom; // // chase // extern cvar_t chase_active; void Chase_Init (void); void Chase_Reset (void); void Chase_Update (void); // Midi Stuff // Put it here cuz I didn't want to make all the files // include the window components qboolean MIDI_Init(void); void MIDI_Cleanup(void); void MIDI_Play(char *Name); void MIDI_Stop(void); void MIDI_Pause(void); void MIDI_Loop(int NewValue); /* * $Log: /H2 Mission Pack/Quakedef.h $ * * 8 3/19/98 12:53p Jmonroe * * 7 3/13/98 5:01a Mgummelt * May have finally fixed that damn monster stair-stepping problem... * * 6 3/12/98 6:31p Mgummelt * * 5 3/06/98 4:55p Mgummelt * * 4 3/03/98 1:41p Jmonroe * removed old mp stuff * * 3 3/01/98 7:30p Jweier * * 54 10/29/97 5:39p Jheitzman * * 53 10/28/97 2:58p Jheitzman * * 51 10/06/97 6:04p Rjohnson * Fix for save games and version update * * 50 9/25/97 11:56p Rjohnson * Version update * * 49 9/23/97 8:56p Rjohnson * Updates * * 48 9/15/97 11:15a Rjohnson * Updates * * 47 9/04/97 4:44p Rjohnson * Updates * * 46 9/02/97 12:24a Rjohnson * Version Update * * 45 8/30/97 6:17p Rjohnson * Network changes * * 44 8/29/97 2:49p Rjohnson * Network updates * * 43 8/28/97 3:36p Rjohnson * Version Update * * 42 8/27/97 12:11p Rjohnson * Version Update * * 41 8/26/97 8:17a Rjohnson * Just a few changes * * 40 8/21/97 10:12p Rjohnson * Version Update * * 39 8/20/97 2:59p Rjohnson * Version Update * * 38 8/16/97 10:25a Rjohnson * Version Update * * 37 8/11/97 2:52p Rlove * * 36 8/09/97 10:39a Rjohnson * Version Update * * 35 8/09/97 1:13a Bgokey * * 34 8/05/97 3:55p Rjohnson * Version # Update * * 33 8/05/97 3:49p Rjohnson * Fix for ipx networking * * 32 8/01/97 6:25p Rjohnson * * 31 7/30/97 1:56p Rjohnson * Changed version * * 30 7/21/97 9:25p Rjohnson * Reduces the amount of memory used by RJNET * * 29 7/11/97 5:21p Rjohnson * RJNET Updates * * 28 6/16/97 5:38p Rlove * Temporary E3 fix of the max packet size MAX_DATAGRAM * * 27 6/16/97 3:46p Rjohnson * Increased the reliable packet size * * 26 6/06/97 11:21a Bgokey * * 25 5/31/97 1:17p Bgokey * * 24 5/27/97 4:46p Rjohnson * Added the smoke puff effect * * 23 5/20/97 11:32a Rjohnson * Revised Effects * * 22 5/19/97 2:54p Rjohnson * Added new client effects * * 21 5/09/97 3:52p Rjohnson * Change to allow more than 256 precache models * * 20 5/03/97 2:13p Bgokey * * 19 4/20/97 5:05p Rjohnson * Networking Update * * 18 4/15/97 9:02p Bgokey * * 17 4/04/97 3:06p Rjohnson * Networking updates and corrections * * 16 4/02/97 1:03p Bgokey * * 15 3/07/97 1:57p Rjohnson * Id Updates * * 14 2/27/97 4:12p Rjohnson * Added Midi prags * * 13 2/24/97 3:51p Bgokey * Added HX_FRAME_TIME and HX_FPS. * * 12 2/19/97 11:44a Rjohnson * Id Updates * * 11 2/13/97 1:53p Bgokey * * 10 2/07/97 1:37p Rlove * Artifact of Invincibility * * 9 1/28/97 10:28a Rjohnson * Added experience and level advancement */