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diff --git a/apps/plugins/sdl/progs/quake/quakedef.h b/apps/plugins/sdl/progs/quake/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
+
+//#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);