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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
// quakedef.h -- primary header for client
-#define QUAKE_GAME // as opposed to utilities
+#ifndef QUAKEDEF_H
+#define QUAKEDEF_H
-#define VERSION 1.50
-extern int buildnumber;
+#include "darkplaces.h"
-#ifndef FALSE
-#define FALSE 0
-#define TRUE 1
-#endif
-
-//define PARANOID // speed sapping error checking
-#ifdef _DEBUG
-#define ASSERT(condition) if (!(condition)) Sys_Error("assertion (##condition) failed at " __FILE__ ":" __LINE__ "\n");
-#else
-#define ASSERT(condition)
-#endif
-
-#define GAMENAME "id1"
-
-#include <math.h>
-#include <string.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <setjmp.h>
-
-#define UNUSED(x) (x = x) // for pesky compiler / lint warnings
-
-// LordHavoc: default heap size (unless -heapsize, -mem, or -winmem is used), in megabytes
-#define DEFAULTMEM 24
-//#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 128 // max length of a quake game pathname
-#define MAX_OSPATH 1024 // max length of a filesystem pathname
-
-#define ON_EPSILON 0.1 // point on plane side epsilon
-
-// LordHavoc: these were 8000 and 1024 respectively, now 64000 and 8000
-#define MAX_MSGLEN 64000 // max length of a reliable message
-#define MAX_DATAGRAM 8000 // max length of unreliable message
+#define GAMENAME "id1"
+#define STARTCONFIGFILENAME "quake.rc"
+#define CONFIGFILENAME "config.cfg"
-//
-// per-level limits
-//
-// LordHavoc: increased entity limit to 2048 from 600
-#define MAX_EDICTS 2048 // FIXME: ouch! ouch! ouch!
-#define MAX_LIGHTSTYLES 64
-// LordHavoc: increased model and sound limits from 256 and 256 to 1024 and 1024 (and added protocol extensions accordingly)
-#define MAX_MODELS 1024 // these are sent over the net as bytes
-#define MAX_SOUNDS 1024 // 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
+// moveflags values
+#define MOVEFLAG_VALID 0x80000000
+#define MOVEFLAG_Q2AIRACCELERATE 0x00000001
+#define MOVEFLAG_NOGRAVITYONGROUND 0x00000002
+#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004
// stock defines
#define IT_SIGIL3 (1<<30)
#define IT_SIGIL4 (1<<31)
+//===========================================
+// AK nexuiz changed and added defines
+
+#define NEX_IT_UZI 1
+#define NEX_IT_SHOTGUN 2
+#define NEX_IT_GRENADE_LAUNCHER 4
+#define NEX_IT_ELECTRO 8
+#define NEX_IT_CRYLINK 16
+#define NEX_IT_NEX 32
+#define NEX_IT_HAGAR 64
+#define NEX_IT_ROCKET_LAUNCHER 128
+#define NEX_IT_SHELLS 256
+#define NEX_IT_BULLETS 512
+#define NEX_IT_ROCKETS 1024
+#define NEX_IT_CELLS 2048
+#define NEX_IT_LASER 4094
+#define NEX_IT_STRENGTH 8192
+#define NEX_IT_INVINCIBLE 16384
+#define NEX_IT_SPEED 32768
+#define NEX_IT_SLOWMO 65536
+
//===========================================
//rogue changed and added defines
//===========================================
-// LordHavoc: increased player limit from 16 to 64
-#define MAX_SCOREBOARD 64
-#define MAX_SCOREBOARDNAME 32
-
-#define SOUND_CHANNELS 8
-
-#include "common.h"
-#include "bspfile.h"
#include "vid.h"
-#include "sys.h"
-#include "zone.h"
-#include "mathlib.h"
-
-// LordHavoc: made this more compact, and added some more fields
-typedef struct
-{
- vec3_t origin;
- vec3_t angles;
- int effects;
- short modelindex;
- short frame;
- byte colormap;
- byte skin;
- byte alpha;
- byte scale;
- byte glowsize;
- byte glowcolor;
- byte colormod;
-} entity_state_t;
-
#include "r_textures.h"
-#include "wad.h"
+#include "crypto.h"
#include "draw.h"
-#include "cvar.h"
#include "screen.h"
-#include "net.h"
+#include "netconn.h"
#include "protocol.h"
-#include "cmd.h"
#include "sbar.h"
#include "sound.h"
-#include "render.h"
+#include "model_shared.h"
+#include "world.h"
#include "client.h"
+#include "render.h"
#include "progs.h"
+#include "progsvm.h"
#include "server.h"
-#include "model_shared.h"
-
#include "input.h"
-#include "world.h"
#include "keys.h"
-#include "console.h"
-#include "view.h"
+#ifdef CONFIG_MENU
#include "menu.h"
-#include "crc.h"
-#include "cdaudio.h"
-
+#endif
+#include "csprogs.h"
#include "glquake.h"
+#include "palette.h"
-//=============================================================================
-
-// 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 double host_realframetime; // LordHavoc: the real frametime, before slowmo and clamping are applied (used for console scrolling)
-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 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 qbool noclip_anglehack;
-extern int minimum_memory;
+/// 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 int current_skill;
//
// chase
//
-extern cvar_t chase_active;
+extern cvar_t chase_active;
+extern cvar_t cl_viewmodel_scale;
void Chase_Init (void);
void Chase_Reset (void);
void Chase_Update (void);
void fractalnoise(unsigned char *noise, int size, int startgrid);
+void fractalnoisequick(unsigned char *noise, int size, int startgrid);
+float noise4f(float x, float y, float z, float w);
+
+void Sys_Shared_Init(void);
+
+// Flag in size field of demos to indicate a client->server packet. Demo
+// playback will ignore this, but it may be useful to make DP sniff packets to
+// debug protocol exploits.
+#define DEMOMSG_CLIENT_TO_SERVER 0x80000000
+
+#endif
-#include "palette.h"
-#include "image.h"