ref: 9084a389eba9cd1089560473306b57b418730ef5
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() 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]; int map; 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