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| author | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
|---|---|---|
| committer | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
| commit | 33bfba86222efb6cc5b271b3e12b6cf3f38836c5 (patch) | |
| tree | 8a7f11e101af6a094b4b86d3c0b9d72793005ed3 /apps/plugins/sdl/progs/quake/quakedef.h | |
| parent | 8dd00a02d49a99997165a4c38a967738e90ba72f (diff) | |
| download | rockbox-duke3d.zip rockbox-duke3d.tar.gz rockbox-duke3d.tar.bz2 rockbox-duke3d.tar.xz | |
Quake: attempt 2duke3d
Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Diffstat (limited to 'apps/plugins/sdl/progs/quake/quakedef.h')
| -rw-r--r-- | apps/plugins/sdl/progs/quake/quakedef.h | 333 |
1 files changed, 333 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/quakedef.h b/apps/plugins/sdl/progs/quake/quakedef.h new file mode 100644 index 0000000..0b9ab17 --- /dev/null +++ b/apps/plugins/sdl/progs/quake/quakedef.h @@ -0,0 +1,333 @@ +/* +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 + +//#define GLTEST // experimental stuff + +#define QUAKE_GAME // as opposed to utilities + +#undef VERSION +#define VERSION 1.09 +#define GLQUAKE_VERSION 1.00 +#define D3DQUAKE_VERSION 0.01 +#define WINQUAKE_VERSION 0.996 +#define LINUX_VERSION 1.30 +#define X11_VERSION 1.10 + +//define PARANOID // speed sapping error checking + +#ifdef QUAKE2 +#define GAMENAME "id1" // directory to look in by default +#else +#define GAMENAME "id1" +#endif + +#include "SDL.h" +#include <stdarg.h> +#include <setjmp.h> + +#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 + +#if defined(__i386__) && defined(USE_ASM) +#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 + + +#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 "quakesound.h" +#include "render.h" +#include "client.h" +#include "progs.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; + +// +// chase +// +extern cvar_t chase_active; + +void Chase_Init (void); +void Chase_Reset (void); +void Chase_Update (void); |