2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // quakedef.h -- primary header for client
25 // on UNIX platforms we need to define this so that video saving does not cause a SIGFSZ (file size) signal when a video clip exceeds 2GB
26 #define _FILE_OFFSET_BITS 64
29 #define __KERNEL_STRICT_NAMES
31 #if defined(__GNUC__) && (__GNUC__ > 2)
32 #define DP_FUNC_PRINTF(n) __attribute__ ((format (printf, n, n+1)))
34 #define DP_FUNC_PRINTF(n)
37 #include <sys/types.h>
48 extern char *buildstring;
49 extern char engineversion[128];
51 #define GAMENAME "id1"
53 #define MAX_NUM_ARGVS 50
56 #define MAX_QPATH 128 // max length of a quake game pathname
57 #define MAX_OSPATH 1024 // max length of a filesystem pathname
59 #define ON_EPSILON 0.1 // point on plane side epsilon
61 #define MAX_PACKETFRAGMENT 1024 // max length of packet fragment
62 #define NET_MAXMESSAGE 65536
63 #define NET_MINRATE 1000 // limits "rate" and "sv_maxrate" cvars
68 // LordHavoc: increased entity limit to 2048 from 600
69 #define MAX_EDICTS 32768 // FIXME: ouch! ouch! ouch!
70 #define MAX_LIGHTSTYLES 256 // LordHavoc: increased from 64, NOTE special consideration is needed in savegames!
71 // LordHavoc: increased model and sound limits from 256 and 256 to 4096 and 4096 (and added protocol extensions accordingly to break the 256 barrier)
72 #define MAX_MODELS 4096
73 #define MAX_SOUNDS 4096
75 #define SAVEGAME_COMMENT_LENGTH 39
77 #define MAX_STYLESTRING 64
80 // stats are integers communicated to the client by the server
82 #define MAX_CL_STATS 256
84 //#define STAT_FRAGS 1
88 #define STAT_WEAPONFRAME 5
91 #define STAT_ROCKETS 8
93 #define STAT_ACTIVEWEAPON 10
94 #define STAT_TOTALSECRETS 11
95 #define STAT_TOTALMONSTERS 12
96 #define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
97 #define STAT_MONSTERS 14 // bumped by svc_killedmonster
98 #define STAT_ITEMS 15 // FTE, DP
99 #define STAT_VIEWHEIGHT 16 // FTE, DP
100 //#define STAT_TIME 17 // FTE
101 //#define STAT_VIEW2 20 // FTE
102 #define STAT_VIEWZOOM 21 // DP
103 #define STAT_FRAGLIMIT 235 // DP
104 #define STAT_TIMELIMIT 236 // DP
105 #define STAT_MOVEVARS_WALLFRICTION 237 // DP
106 #define STAT_MOVEVARS_FRICTION 238 // DP
107 #define STAT_MOVEVARS_WATERFRICTION 239 // DP
108 #define STAT_MOVEVARS_TICRATE 240 // DP
109 #define STAT_MOVEVARS_TIMESCALE 241 // DP
110 #define STAT_MOVEVARS_GRAVITY 242 // DP
111 #define STAT_MOVEVARS_STOPSPEED 243 // DP
112 #define STAT_MOVEVARS_MAXSPEED 244 // DP
113 #define STAT_MOVEVARS_SPECTATORMAXSPEED 245 // DP
114 #define STAT_MOVEVARS_ACCELERATE 246 // DP
115 #define STAT_MOVEVARS_AIRACCELERATE 247 // DP
116 #define STAT_MOVEVARS_WATERACCELERATE 248 // DP
117 #define STAT_MOVEVARS_ENTGRAVITY 249 // DP
118 #define STAT_MOVEVARS_JUMPVELOCITY 250 // DP
119 #define STAT_MOVEVARS_EDGEFRICTION 251 // DP
120 #define STAT_MOVEVARS_MAXAIRSPEED 252 // DP
121 #define STAT_MOVEVARS_STEPHEIGHT 253 // DP
122 #define STAT_MOVEVARS_AIRACCEL_QW 254 // DP
123 #define STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION 255 // DP
128 #define IT_SUPER_SHOTGUN 2
130 #define IT_SUPER_NAILGUN 8
131 #define IT_GRENADE_LAUNCHER 16
132 #define IT_ROCKET_LAUNCHER 32
133 #define IT_LIGHTNING 64
134 #define IT_SUPER_LIGHTNING 128
135 #define IT_SHELLS 256
137 #define IT_ROCKETS 1024
138 #define IT_CELLS 2048
140 #define IT_ARMOR1 8192
141 #define IT_ARMOR2 16384
142 #define IT_ARMOR3 32768
143 #define IT_SUPERHEALTH 65536
144 #define IT_KEY1 131072
145 #define IT_KEY2 262144
146 #define IT_INVISIBILITY 524288
147 #define IT_INVULNERABILITY 1048576
148 #define IT_SUIT 2097152
149 #define IT_QUAD 4194304
150 #define IT_SIGIL1 (1<<28)
151 #define IT_SIGIL2 (1<<29)
152 #define IT_SIGIL3 (1<<30)
153 #define IT_SIGIL4 (1<<31)
155 //===========================================
156 // AK nexuiz changed and added defines
159 #define NEX_IT_SHOTGUN 2
160 #define NEX_IT_GRENADE_LAUNCHER 4
161 #define NEX_IT_ELECTRO 8
162 #define NEX_IT_CRYLINK 16
163 #define NEX_IT_NEX 32
164 #define NEX_IT_HAGAR 64
165 #define NEX_IT_ROCKET_LAUNCHER 128
166 #define NEX_IT_SHELLS 256
167 #define NEX_IT_BULLETS 512
168 #define NEX_IT_ROCKETS 1024
169 #define NEX_IT_CELLS 2048
170 #define NEX_IT_LASER 4094
171 #define NEX_IT_STRENGTH 8192
172 #define NEX_IT_INVINCIBLE 16384
173 #define NEX_IT_SPEED 32768
174 #define NEX_IT_SLOWMO 65536
176 //===========================================
177 //rogue changed and added defines
179 #define RIT_SHELLS 128
180 #define RIT_NAILS 256
181 #define RIT_ROCKETS 512
182 #define RIT_CELLS 1024
184 #define RIT_LAVA_NAILGUN 4096
185 #define RIT_LAVA_SUPER_NAILGUN 8192
186 #define RIT_MULTI_GRENADE 16384
187 #define RIT_MULTI_ROCKET 32768
188 #define RIT_PLASMA_GUN 65536
189 #define RIT_ARMOR1 8388608
190 #define RIT_ARMOR2 16777216
191 #define RIT_ARMOR3 33554432
192 #define RIT_LAVA_NAILS 67108864
193 #define RIT_PLASMA_AMMO 134217728
194 #define RIT_MULTI_ROCKETS 268435456
195 #define RIT_SHIELD 536870912
196 #define RIT_ANTIGRAV 1073741824
197 #define RIT_SUPERHEALTH 2147483648
199 //MED 01/04/97 added hipnotic defines
200 //===========================================
201 //hipnotic added defines
202 #define HIT_PROXIMITY_GUN_BIT 16
203 #define HIT_MJOLNIR_BIT 7
204 #define HIT_LASER_CANNON_BIT 23
205 #define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
206 #define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
207 #define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
208 #define HIT_WETSUIT (1<<(23+2))
209 #define HIT_EMPATHY_SHIELDS (1<<(23+3))
211 //===========================================
213 // LordHavoc: increased player limit from 16 to 255
214 #define MAX_SCOREBOARD 255
215 // LordHavoc: increased name limit from 32 to 64 characters
216 #define MAX_SCOREBOARDNAME 64
217 // infostring sizes used by QuakeWorld support
219 #define MAX_USERINFO_STRING 1280
221 #define MAX_SERVERINFO_STRING 1280
222 #define MAX_LOCALINFO_STRING 32768
233 #include "r_textures.h"
238 #include "protocol.h"
242 #include "model_shared.h"
259 extern qboolean noclip_anglehack;
261 extern char engineversion[128];
262 extern cvar_t developer;
264 // incremented every frame, never reset
265 extern int host_framecount;
266 // not bounded in any way, changed at start of every frame, never reset
267 extern double realtime;
269 void Host_InitCommands(void);
270 void Host_Main(void);
271 void Host_Shutdown(void);
272 void Host_StartVideo(void);
273 void Host_Error(const char *error, ...) DP_FUNC_PRINTF(1);
274 void Host_Quit_f(void);
275 void Host_ClientCommands(const char *fmt, ...) DP_FUNC_PRINTF(1);
276 void Host_ShutdownServer(void);
277 void Host_Reconnect_f(void);
279 void Host_AbortCurrentFrame(void);
281 // 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)
282 extern int current_skill;
287 extern cvar_t chase_active;
288 extern cvar_t cl_viewmodel_scale;
290 void Chase_Init (void);
291 void Chase_Reset (void);
292 void Chase_Update (void);
294 void fractalnoise(unsigned char *noise, int size, int startgrid);
295 void fractalnoisequick(unsigned char *noise, int size, int startgrid);
296 float noise4f(float x, float y, float z, float w);
298 void Sys_Shared_Init(void);