libretro-tyrquake/NQ/quakedef.h
Kevin Shanahan bea77b4b38 nq: Store item info within stats in client state
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>
2012-10-21 15:22:32 +10:30

233 lines
6.9 KiB
C

/*
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
// -- FIXME - needs splitting up into components...
#ifndef QUAKEDEF_H
#define QUAKEDEF_H
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.h>
#include "cvar.h"
#include "mathlib.h"
//define PARANOID // speed sapping error checking
#define GAMENAME "id1" // directory to look in by default
/* UNALIGNED_OK - undef if unaligned accesses are not supported */
#ifdef USE_X86_ASM
#define UNALIGNED_OK
#else
#undef UNALIGNED_OK
#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_EDICTS 2048 // FIXME: Arbitrary increase, make dynamic?
#define MAX_LIGHTSTYLES 64
/*
* Model and sound limits depend on the net protocol version being used
* Standard protocol sends the model/sound index as a byte (max = 256), but
* newer protocols send as a short (up to 65536, potentially).
*/
#define MAX_MODELS 1024
#define MAX_SOUNDS 1024
#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 client side by svc_foundsecret */
#define STAT_MONSTERS 14 /* bumped by svc_killedmonster */
#define STAT_ITEMS 15
// stock defines
#define IT_SHOTGUN (1 << 0)
#define IT_SUPER_SHOTGUN (1 << 1)
#define IT_NAILGUN (1 << 2)
#define IT_SUPER_NAILGUN (1 << 3)
#define IT_GRENADE_LAUNCHER (1 << 4)
#define IT_ROCKET_LAUNCHER (1 << 5)
#define IT_LIGHTNING (1 << 6)
#define IT_SUPER_LIGHTNING (1 << 7)
#define IT_SHELLS (1 << 8)
#define IT_NAILS (1 << 9)
#define IT_ROCKETS (1 << 10)
#define IT_CELLS (1 << 11)
#define IT_AXE (1 << 12)
#define IT_ARMOR1 (1 << 13)
#define IT_ARMOR2 (1 << 14)
#define IT_ARMOR3 (1 << 15)
#define IT_SUPERHEALTH (1 << 16)
#define IT_KEY1 (1 << 17)
#define IT_KEY2 (1 << 18)
#define IT_INVISIBILITY (1 << 19)
#define IT_INVULNERABILITY (1 << 20)
#define IT_SUIT (1 << 21)
#define IT_QUAD (1 << 22)
#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 (1 << 7)
#define RIT_NAILS (1 << 8)
#define RIT_ROCKETS (1 << 9)
#define RIT_CELLS (1 << 10)
#define RIT_AXE (1 << 11)
#define RIT_LAVA_NAILGUN (1 << 12)
#define RIT_LAVA_SUPER_NAILGUN (1 << 13)
#define RIT_MULTI_GRENADE (1 << 14)
#define RIT_MULTI_ROCKET (1 << 15)
#define RIT_PLASMA_GUN (1 << 16)
#define RIT_ARMOR1 (1 << 23)
#define RIT_ARMOR2 (1 << 24)
#define RIT_ARMOR3 (1 << 25)
#define RIT_LAVA_NAILS (1 << 26)
#define RIT_PLASMA_AMMO (1 << 27)
#define RIT_MULTI_ROCKETS (1 << 28)
#define RIT_SHIELD (1 << 29)
#define RIT_ANTIGRAV (1 << 30)
#define RIT_SUPERHEALTH (1 << 31)
//MED 01/04/97 added hipnotic defines
//===========================================
//hipnotic added defines
#define HIT_MJOLNIR_BIT 7
#define HIT_PROXIMITY_GUN_BIT 16
#define HIT_LASER_CANNON_BIT 23
#define HIT_WETSUIT_BIT 25
#define HIT_EMPATH_SHIELDS_BIT 26
#define HIT_MJOLNIR (1 << HIT_MJOLNIR_BIT)
#define HIT_PROXIMITY_GUN (1 << HIT_PROXIMITY_GUN_BIT)
#define HIT_LASER_CANNON (1 << HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT (1 << HIT_WETSUIT_BIT)
#define HIT_EMPATHY_SHIELDS (1 << HIT_EMPATHY_SHIELDS_BIT)
//===========================================
#define MAX_SCOREBOARD 16
#define SOUND_CHANNELS 8
typedef struct {
vec3_t origin;
vec3_t angles;
int modelindex;
int frame;
int colormap;
int skinnum;
int effects;
} entity_state_t;
//=============================================================================
// 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;
//
// chase
//
extern cvar_t chase_active;
void Chase_Init(void);
void Chase_Reset(void);
void Chase_Update(void);
extern cvar_t r_lockfrustum; // FIXME - with rendering stuff please...
extern cvar_t r_lockpvs; // FIXME - with rendering stuff please...
extern cvar_t r_drawflat; // FIXME - with rendering stuff please...
#endif /* QUAKEDEF_H */