q_def.h */ // quakedef.h -- primary header for client //#define GLTEST // experimental stuff #define QUAKE_GAME // as opposed to utilities #define VERSION 1.09 #define GLQUAKE_VERSION 1.00 #define D3DQUAKE_VERSION 0.01 #define WINQUAKE_VERSION 0.996 #define LINUX_VERSION 1.30 #define X11_VERSION 1.10 //define PARANOID // speed sapping error checking #ifdef QUAKE2 #define GAMENAME "id1" // directory to look in by default #else #define GAMENAME "id1" #endif #include #include #include #include #include #include #if defined(_WIN32) && !defined(WINDED) #if defined(_M_IX86) #define __i386__ 1 #endif void VID_LockBuffer (void); void VID_UnlockBuffer (void); #else #define VID_LockBuffer() #define VID_UnlockBuffer() #endif #if defined __i386__ // && !defined __sun__ #define id386 1 #else #define id386 0 #endif #if id386 #define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported #else #define UNALIGNED_OK 0 #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_LIGHTSTYLES 64 #define MAX_MODELS 256 // these are sent over the net as bytes #define MAX_SOUNDS 256 // 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 // stock defines #define IT_SHOTGUN 1 #define IT_SUPER_SHOTGUN 2 #define IT_NAILGUN 4 #define IT_SUPER_NAILGUN 8 #define IT_GRENADE_LAUNCHER 16 #define IT_ROCKET_LAUNCHER 32 #define IT_LIGHTNING 64 #define IT_SUPER_LIGHTNING 128 #define IT_SHELLS 256 #define IT_NAILS 512 #define IT_ROCKETS 1024 #define IT_CELLS 2048 #define IT_AXE 4096 #define IT_ARMOR1 8192 #define IT_ARMOR2 16384 #define IT_ARMOR3 32768 #define IT_SUPERHEALTH 65536 #define IT_KEY1 131072 #define IT_KEY2 262144 #define IT_INVISIBILITY 524288 #define IT_INVULNERABILITY 1048576 #define IT_SUIT 2097152 #define IT_QUAD 4194304 #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 128 #define RIT_NAILS 256 #define RIT_ROCKETS 512 #define RIT_CELLS 1024 #define RIT_AXE 2048 #define RIT_LAVA_NAILGUN 4096 #define RIT_LAVA_SUPER_NAILGUN 8192 #define RIT_MULTI_GRENADE 16384 #define RIT_MULTI_ROCKET 32768 #define RIT_PLASMA_GUN 65536 #define RIT_ARMOR1 8388608 #define RIT_ARMOR2 16777216 #define RIT_ARMOR3 33554432 #define RIT_LAVA_NAILS 67108864 #define RIT_PLASMA_AMMO 134217728 #define RIT_MULTI_ROCKETS 268435456 #define RIT_SHIELD 536870912 #define RIT_ANTIGRAV 1073741824 #define RIT_SUPERHEALTH 2147483648 //MED 01/04/97 added hipnotic defines //=========================================== //hipnotic added defines #define HIT_PROXIMITY_GUN_BIT 16 #define HIT_MJOLNIR_BIT 7 #define HIT_LASER_CANNON_BIT 23 #define HIT_PROXIMITY_GUN (1<