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quakedef.h
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quakedef.h
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// quakedef.h -- primary header for client and server
// disable data conversion warnings for MSVC++
#ifdef _MSC_VER
#pragma warning(disable : 4244) // double|int to float truncation
#pragma warning(disable : 4305) // const double to float truncation
//#pragma warning(disable : 4018) // signed/unsigned mismatch
//#pragma warning(disable : 4996) // deprecated
#endif
#define QUAKE_GAME // as opposed to utilities
#define VERSION 1.12
#define GAMENAME "data1" // directory to look in by default
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.h>
#include <ctype.h>
#include <limits.h>
#include <errno.h>
#ifdef _WIN32
#include <windows.h>
//#include <float.h>
#endif
// MSVC++ has a different name for several standard functions
#ifdef _MSC_VER
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#define strcasecmp _stricmp
#define strncasecmp _strnicmp
#define inline __inline
#endif
#define MINIMUM_MEMORY 0x1800000 // 24 Mb, was 0x550000 (5.6 Mb)
#define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x400000) // +4 Mb, was 0x100000 (+1 Mb)
#define DEFAULT_MEMORY_SIZE 64 // default memory size in Mb
#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 128 // max length of a quake game pathname
#define MAX_OSPATH 1024 // max length of a filesystem pathname
#define ON_EPSILON 0.1 // point on plane side epsilon
#define DIST_EPSILON (0.03125) // 1/32 epsilon to keep floating point happy
//#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
#define MAX_PRINTMSG 4096
//
// per-level limits
//
#define MAX_EDICTS 600 // More than 8192 requires protocol change
#define MAX_LIGHTSTYLES 64
#define MAX_MODELS 512 /* Sent over the net as a word */
#define MAX_SOUNDS_OLD 256 /* Hexen2 v1.11 (protocol 18) and older: sent as a byte */
#define MAX_SOUNDS_H2MP 512 /* Mission Pack (protocol 19), messy thing: */
/* SV_StartSound sends it as a byte, but PF_ambientsound
sends it as a word. */
#define MAX_SOUNDS (MAX_SOUNDS_H2MP)
#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 MAX_PLAYER_CLASS 5 // total number of available player classes
#define PORTALS_EXTRA_CLASSES 1 // number of player classes only available in the mission pack
#define ABILITIES_STR_INDEX 400 // starting number of class ability lines in strings.txt - 1
//===========================================
#define MAX_SCOREBOARD 64 //16
#define MAX_SCOREBOARDNAME 32
#define SOUND_CHANNELS 8
#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;
byte ClearCount[32];
} 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 "effect.h"
#include "progs.h"
#include "client.h"
#include "server.h"
#include "gl_model.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"
#include "glquake.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 sys_nostdout;
extern cvar_t developer;
extern cvar_t host_timescale;
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 (double time);
void Host_Quit_f (void);
void Host_ClientCommands (char *fmt, ...);
void Host_ShutdownServer (qboolean crash);
void SaveGamestate(qboolean ClientsOnly);
int LoadGamestate(char *level, char *startspot, int ClientsMode);
// 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 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);
//
// vid
//