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bea77b4b38
Make NQ store the item status within the stats array in the client state, consistent with QW. Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
233 lines
6.9 KiB
C
233 lines
6.9 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// quakedef.h -- primary header for client
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// -- FIXME - needs splitting up into components...
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#ifndef QUAKEDEF_H
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#define QUAKEDEF_H
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#include <math.h>
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#include <string.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <setjmp.h>
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#include "cvar.h"
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#include "mathlib.h"
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//define PARANOID // speed sapping error checking
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#define GAMENAME "id1" // directory to look in by default
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/* UNALIGNED_OK - undef if unaligned accesses are not supported */
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#ifdef USE_X86_ASM
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#define UNALIGNED_OK
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#else
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#undef UNALIGNED_OK
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#endif
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// !!! if this is changed, it must be changed in d_ifacea.h too !!!
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#define CACHE_SIZE 32 // used to align key data structures
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#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
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#define MINIMUM_MEMORY 0x550000
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#define MINIMUM_MEMORY_LEVELPAK (MINIMUM_MEMORY + 0x100000)
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#define MAX_NUM_ARGVS 50
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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#define MAX_QPATH 64 // max length of a quake game pathname
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#define MAX_OSPATH 128 // max length of a filesystem pathname
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#define ON_EPSILON 0.1 // point on plane side epsilon
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#define MAX_MSGLEN 8000 // max length of a reliable message
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#define MAX_DATAGRAM 1024 // max length of unreliable message
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//
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// per-level limits
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//
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//#define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch!
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#define MAX_EDICTS 2048 // FIXME: Arbitrary increase, make dynamic?
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#define MAX_LIGHTSTYLES 64
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/*
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* Model and sound limits depend on the net protocol version being used
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* Standard protocol sends the model/sound index as a byte (max = 256), but
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* newer protocols send as a short (up to 65536, potentially).
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*/
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#define MAX_MODELS 1024
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#define MAX_SOUNDS 1024
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#define SAVEGAME_COMMENT_LENGTH 39
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#define MAX_STYLESTRING 64
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//
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// stats are integers communicated to the client by the server
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//
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#define MAX_CL_STATS 32
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#define STAT_HEALTH 0
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#define STAT_FRAGS 1
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#define STAT_WEAPON 2
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#define STAT_AMMO 3
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#define STAT_ARMOR 4
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#define STAT_WEAPONFRAME 5
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#define STAT_SHELLS 6
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#define STAT_NAILS 7
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#define STAT_ROCKETS 8
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#define STAT_CELLS 9
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#define STAT_ACTIVEWEAPON 10
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#define STAT_TOTALSECRETS 11
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#define STAT_TOTALMONSTERS 12
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#define STAT_SECRETS 13 /* bumped client side by svc_foundsecret */
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#define STAT_MONSTERS 14 /* bumped by svc_killedmonster */
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#define STAT_ITEMS 15
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// stock defines
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#define IT_SHOTGUN (1 << 0)
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#define IT_SUPER_SHOTGUN (1 << 1)
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#define IT_NAILGUN (1 << 2)
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#define IT_SUPER_NAILGUN (1 << 3)
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#define IT_GRENADE_LAUNCHER (1 << 4)
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#define IT_ROCKET_LAUNCHER (1 << 5)
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#define IT_LIGHTNING (1 << 6)
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#define IT_SUPER_LIGHTNING (1 << 7)
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#define IT_SHELLS (1 << 8)
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#define IT_NAILS (1 << 9)
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#define IT_ROCKETS (1 << 10)
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#define IT_CELLS (1 << 11)
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#define IT_AXE (1 << 12)
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#define IT_ARMOR1 (1 << 13)
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#define IT_ARMOR2 (1 << 14)
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#define IT_ARMOR3 (1 << 15)
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#define IT_SUPERHEALTH (1 << 16)
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#define IT_KEY1 (1 << 17)
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#define IT_KEY2 (1 << 18)
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#define IT_INVISIBILITY (1 << 19)
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#define IT_INVULNERABILITY (1 << 20)
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#define IT_SUIT (1 << 21)
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#define IT_QUAD (1 << 22)
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#define IT_SIGIL1 (1 << 28)
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#define IT_SIGIL2 (1 << 29)
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#define IT_SIGIL3 (1 << 30)
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#define IT_SIGIL4 (1 << 31)
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//===========================================
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//rogue changed and added defines
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#define RIT_SHELLS (1 << 7)
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#define RIT_NAILS (1 << 8)
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#define RIT_ROCKETS (1 << 9)
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#define RIT_CELLS (1 << 10)
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#define RIT_AXE (1 << 11)
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#define RIT_LAVA_NAILGUN (1 << 12)
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#define RIT_LAVA_SUPER_NAILGUN (1 << 13)
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#define RIT_MULTI_GRENADE (1 << 14)
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#define RIT_MULTI_ROCKET (1 << 15)
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#define RIT_PLASMA_GUN (1 << 16)
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#define RIT_ARMOR1 (1 << 23)
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#define RIT_ARMOR2 (1 << 24)
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#define RIT_ARMOR3 (1 << 25)
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#define RIT_LAVA_NAILS (1 << 26)
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#define RIT_PLASMA_AMMO (1 << 27)
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#define RIT_MULTI_ROCKETS (1 << 28)
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#define RIT_SHIELD (1 << 29)
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#define RIT_ANTIGRAV (1 << 30)
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#define RIT_SUPERHEALTH (1 << 31)
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//MED 01/04/97 added hipnotic defines
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//===========================================
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//hipnotic added defines
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#define HIT_MJOLNIR_BIT 7
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#define HIT_PROXIMITY_GUN_BIT 16
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#define HIT_LASER_CANNON_BIT 23
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#define HIT_WETSUIT_BIT 25
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#define HIT_EMPATH_SHIELDS_BIT 26
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#define HIT_MJOLNIR (1 << HIT_MJOLNIR_BIT)
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#define HIT_PROXIMITY_GUN (1 << HIT_PROXIMITY_GUN_BIT)
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#define HIT_LASER_CANNON (1 << HIT_LASER_CANNON_BIT)
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#define HIT_WETSUIT (1 << HIT_WETSUIT_BIT)
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#define HIT_EMPATHY_SHIELDS (1 << HIT_EMPATHY_SHIELDS_BIT)
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//===========================================
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#define MAX_SCOREBOARD 16
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#define SOUND_CHANNELS 8
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typedef struct {
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vec3_t origin;
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vec3_t angles;
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int modelindex;
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int frame;
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int colormap;
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int skinnum;
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int effects;
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} entity_state_t;
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//=============================================================================
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// the host system specifies the base of the directory tree, the
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// command line parms passed to the program, and the amount of memory
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// available for the program to use
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typedef struct {
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char *basedir;
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char *cachedir; // for development over ISDN lines
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int argc;
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char **argv;
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void *membase;
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int memsize;
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} quakeparms_t;
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//=============================================================================
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extern qboolean noclip_anglehack;
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//
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// chase
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//
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extern cvar_t chase_active;
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void Chase_Init(void);
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void Chase_Reset(void);
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void Chase_Update(void);
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extern cvar_t r_lockfrustum; // FIXME - with rendering stuff please...
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extern cvar_t r_lockpvs; // FIXME - with rendering stuff please...
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extern cvar_t r_drawflat; // FIXME - with rendering stuff please...
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#endif /* QUAKEDEF_H */
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