/* quakedef.h common definitions for client and server $Id: quakedef.h,v 1.132 2007/10/03 07:02:18 sezero Exp $ */ #ifndef __QUAKEDEFS_H #define __QUAKEDEFS_H #define __STRINGIFY(x) #x #define STRINGIFY(x) __STRINGIFY(x) #define HOT_VERSION_MAJ 1 #define HOT_VERSION_MID 4 #define HOT_VERSION_MIN 2 #define HOT_VERSION_REL_DATE "2007-10-03" #define HOT_VERSION_BETA 0 #define HOT_VERSION_BETA_STR "final" #define HOT_VERSION_STR STRINGIFY(HOT_VERSION_MAJ) "." STRINGIFY(HOT_VERSION_MID) "." STRINGIFY(HOT_VERSION_MIN) #define GLQUAKE_VERSION 1.00 #define ENGINE_VERSION 1.19 #define ENGINE_NAME "Hexen2" #define MAX_QPATH 64 // max length of a quake game pathname #define MAX_OSPATH 256 // max length of a filesystem pathname #define QUAKE_GAME // as opposed to utilities // !!! 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 // // Timing macros // #define HX_FRAME_TIME 0.05 #define HX_FPS 20 //#ifdef DEMOBUILD //#define MAX_CLIENTS 8 //#endif #define MAX_CLIENTS 16 #define ON_EPSILON 0.1 // point on plane side epsilon //#define MAX_MSGLEN 8000 // max length of a reliable message //#define MAX_MSGLEN 16000 // max length of a reliable message #define MAX_MSGLEN 20000 // for mission pack tibet2 //#define MAX_DATAGRAM 2048 // max length of unreliable message TEMP: This only for E3 #define MAX_DATAGRAM 1024 // max length of unreliable message #define MAX_PRINTMSG 4096 // maximum allowed print message length // // per-level limits // #define MAX_EDICTS 600 // FIXME: ouch! ouch! ouch! #define MAX_LIGHTSTYLES 64 #define MAX_MODELS 512 // Sent over the net as a word #define MAX_SOUNDS 512 // Sent over the net as a short #define MAX_SOUNDS_OLD 256 // for Hexen II 1.11: sent as a byte #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 //#define STAT_BLUEMANA 15 //#define STAT_GREENMANA 16 //#define STAT_EXPERIENCE 17 #define MAX_INVENTORY 15 // Max inventory array size /* the number of cnt_ members in the entvars_t struct: from cnt_torch to cnt_invincibility: 15 total (see in progdefs.h). */ #define SAVEGAME_VERSION 5 #define SAVEGAME_COMMENT_LENGTH 39 // 0-19: level name, 21-rest: save time #define MAX_SAVEGAMES 12 // Max number of savegames for the menu listing // // quake item flags // #define IT_SHOTGUN (1 << 0 ) #define IT_SUPER_SHOTGUN (1 << 1 ) #define IT_NAILGUN (1 << 2 ) #define IT_SUPER_NAILGUN (1 << 3 ) #define IT_GRENADE_LAUNCHER (1 << 4 ) #define IT_ROCKET_LAUNCHER (1 << 5 ) #define IT_LIGHTNING (1 << 6 ) #define IT_SUPER_LIGHTNING (1 << 7 ) #define IT_SHELLS (1 << 8 ) #define IT_NAILS (1 << 9 ) #define IT_ROCKETS (1 << 10) #define IT_CELLS (1 << 11) #define IT_AXE (1 << 12) #define IT_ARMOR1 (1 << 13) #define IT_ARMOR2 (1 << 14) #define IT_ARMOR3 (1 << 15) #define IT_SUPERHEALTH (1 << 16) #define IT_KEY1 (1 << 17) #define IT_KEY2 (1 << 18) #define IT_INVISIBILITY (1 << 19) #define IT_INVULNERABILITY (1 << 20) #define IT_SUIT (1 << 21) #define IT_QUAD (1 << 22) #define IT_SIGIL1 (1 << 28) #define IT_SIGIL2 (1 << 29) #define IT_SIGIL3 (1 << 30) #define IT_SIGIL4 (1 << 31) // // hexen2 artifact flags // #define ART_HASTE (1 << 0) #define ART_INVINCIBILITY (1 << 1) #define ART_TOMEOFPOWER (1 << 2) #define ART_INVISIBILITY (1 << 3) /* hexen2 and hexenworld versions of these flags are different !!! */ #define ARTFLAG_FROZEN (1 << 7) #define ARTFLAG_STONED (1 << 8) #define ARTFLAG_DIVINE_INTERVENTION (1 << 9) // // edict->drawflags // #define MLS_MASKIN 7 // MLS: Model Light Style #define MLS_MASKOUT 248 #define MLS_NONE 0 #define MLS_FULLBRIGHT 1 #define MLS_POWERMODE 2 #define MLS_TORCH 3 #define MLS_TOTALDARK 4 #define MLS_ABSLIGHT 7 #define SCALE_TYPE_MASKIN 24 #define SCALE_TYPE_MASKOUT 231 #define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z #define SCALE_TYPE_XYONLY 8 // Scale X and Y #define SCALE_TYPE_ZONLY 16 // Scale Z #define SCALE_ORIGIN_MASKIN 96 #define SCALE_ORIGIN_MASKOUT 159 #define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center #define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom #define SCALE_ORIGIN_TOP 64 // Scaling origin at object top #define DRF_TRANSLUCENT 128 #define DRF_ANIMATEONCE 256 //=========================================== // // Player Classes // #define MAX_PLAYER_CLASS 5 /* total number of available player classes */ #define PORTALS_EXTRA_CLASSES 1 /* number of player classes only available in the mission pack */ #define ABILITIES_STR_INDEX 400 /* starting number of class ability lines in strings.txt - 1 */ #define CLASS_PALADIN 1 #define CLASS_CLERIC 2 #define CLASS_NECROMANCER 3 #define CLASS_THEIF 4 #define CLASS_DEMON 5 //#define BASE_ENT_ON 1 //#define BASE_ENT_SENT 2 /* include our common header file */ /* FIXME: kill this in the future and make each C file include only the necessary headers. */ #include "quakeinc.h" #endif /* __QUAKEDEFS_H */