ref: be3c7fb217f02c60b51fbec558acdd1a4489a622
dir: /quakedef.h/
#define QUAKE_GAME // as opposed to utilities
#define VERSION 1.09
//#define PARANOID // speed sapping error checking
#define GAMENAME "id1" // directory to look in by default
#define VID_LockBuffer()
#define VID_UnlockBuffer()
#ifdef __id386__
#define UNALIGNED_OK // unset if unaligned accesses are not supported
#endif
enum {
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
CACHE_SIZE = 32, // used to align key data structures
MAX_DATAGRAM = 1400, // max length of unreliable message
MAX_DATAGRAM_LOCAL = 65000, // on loopback we don't care
PITCH = 0, // up / down
YAW, // left / right
ROLL, // fall over
// limits
MAX_EDICTS = 65536,
MAX_MODELS = 4096,
MAX_SOUNDS = 2048,
MAX_STYLESTRING = 64,
MAX_SCOREBOARD = 16,
MAX_SCOREBOARDNAME = 32,
Nlights = 64,
// stats are integers communicated to the client by the server
MAX_CL_STATS = 256,
STAT_HEALTH = 0,
STAT_FRAGS,
STAT_WEAPON,
STAT_AMMO,
STAT_ARMOR,
STAT_WEAPONFRAME,
STAT_SHELLS,
STAT_NAILS,
STAT_ROCKETS,
STAT_CELLS,
STAT_ACTIVEWEAPON,
STAT_TOTALSECRETS,
STAT_TOTALMONSTERS,
STAT_SECRETS, // bumped on client side by svc_foundsecret
STAT_MONSTERS, // bumped by svc_killedmonster
// stock
IT_SHOTGUN = 1<<0,
IT_SUPER_SHOTGUN = 1<<1,
IT_NAILGUN = 1<<2,
IT_SUPER_NAILGUN = 1<<3,
IT_GRENADE_LAUNCHER = 1<<4,
IT_ROCKET_LAUNCHER = 1<<5,
IT_LIGHTNING = 1<<6,
IT_SUPER_LIGHTNING = 1<<7,
IT_SHELLS = 1<<8,
IT_NAILS = 1<<9,
IT_ROCKETS = 1<<10,
IT_CELLS = 1<<11,
IT_AXE = 1<<12,
IT_ARMOR1 = 1<<13,
IT_ARMOR2 = 1<<14,
IT_ARMOR3 = 1<<15,
IT_SUPERHEALTH = 1<<16,
IT_KEY1 = 1<<17,
IT_KEY2 = 1<<18,
IT_INVISIBILITY = 1<<19,
IT_INVULNERABILITY = 1<<20,
IT_SUIT = 1<<21,
IT_QUAD = 1<<22,
IT_SIGIL1 = 1<<28,
IT_SIGIL2 = 1<<29,
IT_SIGIL3 = 1<<30,
IT_SIGIL4 = 1<<31,
// rogue changed and added defines
RIT_SHELLS = 1<<7,
RIT_NAILS = 1<<8,
RIT_ROCKETS = 1<<9,
RIT_CELLS = 1<<10,
RIT_AXE = 1<<11,
RIT_LAVA_NAILGUN = 1<<12,
RIT_LAVA_SUPER_NAILGUN = 1<<13,
RIT_MULTI_GRENADE = 1<<14,
RIT_MULTI_ROCKET = 1<<15,
RIT_PLASMA_GUN = 1<<16,
RIT_ARMOR1 = 1<<23,
RIT_ARMOR2 = 1<<24,
RIT_ARMOR3 = 1<<25,
RIT_LAVA_NAILS = 1<<26,
RIT_PLASMA_AMMO = 1<<27,
RIT_MULTI_ROCKETS = 1<<28,
RIT_SHIELD = 1<<29,
RIT_ANTIGRAV = 1<<30,
RIT_SUPERHEALTH = 1<<31,
// hipnotic added defines,
HIT_PROXIMITY_GUN_BIT = 16,
HIT_MJOLNIR_BIT = 7,
HIT_LASER_CANNON_BIT = 23,
HIT_PROXIMITY_GUN = 1<<HIT_PROXIMITY_GUN_BIT,
HIT_MJOLNIR = 1<<HIT_MJOLNIR_BIT,
HIT_LASER_CANNON = 1<<HIT_LASER_CANNON_BIT,
HIT_WETSUIT = 1<<(23+2),
HIT_EMPATHY_SHIELDS = 1<<(23+3),
};
//===========================================
typedef u8int byte;
typedef enum {false, true} qboolean;
#include "cvar.h"
#include "common.h"
#include "bspfile.h"
#include "vid.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 "screen.h"
#include "net.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
struct Sfx{
char s[Npath];
mem_user_t cu;
};
extern cvar_t bgmvolume;
extern cvar_t volume;
#include "render.h"
#include "client.h"
#include "progs.h"
#include "server.h"
#include "model.h"
#include "d_iface.h"
#include "input.h"
#include "world.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "menu.h"
#include "r_local.h"
#include "d_local.h"
extern qboolean noclip_anglehack;
//
// host
//
extern cvar_t sys_ticrate;
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 (void);
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 cvar_t pausable;
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)
//
// chase
//
extern cvar_t chase_active;
void Chase_Init (void);
void Chase_Reset (void);
void Chase_Update (void);
#pragma varargck argpos Host_Error 1
#pragma varargck argpos Host_EndGame 1
#pragma varargck argpos Host_ClientCommands 1