/*
 * Copyright (C) 1996-1997 Id Software, Inc.
 * 
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 * 
 * 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.
 * 
 * See the GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 * 
 */
// quakedef.h -- primary header for client

#define	QUAKE_GAME                     // as opposed to utilities

//define        __PARANOID__                // speed sapping error checking
//define	__DEBUG__
//define	__DEVEL__
//define	__PROFIL__

#define	GAMENAME	"id1"          // directory to look in by default

#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include "png.h"
#include <assert.h>

#if defined(_WIN32) && !defined(WINDED)

void          VID_LockBuffer (void);
void          VID_UnlockBuffer (void);

#endif

#if id386
#  define UNALIGNED_OK	1              // set to 0 if unaligned accesses are not supported
#else
#  define UNALIGNED_OK	0
#endif

#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		2048
#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

#define	HIT_PROXIMITY_GUN_BIT	16
#define	HIT_MJOLNIR_BIT			7
#define	HIT_LASER_CANNON_BIT	23
#define	HIT_PROXIMITY_GUN		(1<<HIT_PROXIMITY_GUN_BIT)
#define	HIT_MJOLNIR				(1<<HIT_MJOLNIR_BIT)
#define	HIT_LASER_CANNON		(1<<HIT_LASER_CANNON_BIT)
#define	HIT_WETSUIT				(1<<(23+2))
#define	HIT_EMPATHY_SHIELDS		(1<<(23+3))

#define	MAX_SCOREBOARD		16
#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"

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 "cvar.h"
#include "screen.h"
#include "net.h"
#include "security.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
#include "light.h"
#include "render.h"
#include "sound.h"
#include "client.h"
#include "progs.h"
#include "server.h"

#ifdef GLQUAKE
#  include "gl_model.h"
#else
#  include "r_model.h"
#  include "d_iface.h"
#endif

#include "input.h"
#include "world.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "menu.h"
#include "crc.h"
#include "cdaudio.h"
#include "version.h"
#include "image.h"

#ifdef GLQUAKE
#  include "glquake.h"
#  include "nehahra.h"
#  include "gl_bloom.h"
#  include "gl_smokes.h"
#endif

#include "iplog.h"
#include "cl_slist.h"
#include "ambience.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;
    int           argc;
    char        **argv;
    void         *membase;
    int           memsize;
} quakeparms_t;

#define DEFAULT_FPS	75
#define MAX_FPS		1500
#define MIN_FPS		10

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 cvar_t enginebinds;

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 (double time);
void          Host_InitCommands (void);
void          Host_Init (quakeparms_t * parms);
void          Host_Shutdown (void);
void          Host_Error (char *error, ...);
void          Host_EndGame (char *message, ...);
void          Host_Frame (double time);
void          Host_Quit (void);
void          Host_Quit_f (void);
void          Host_ClientCommands (char *fmt, ...);
void          Host_ShutdownServer (qboolean crash);

qboolean OnChange_reload (cvar_t * var, char *string);
void          Host_Reload (void);

extern qboolean msg_suppress_1;        // suppresses resolution and cache size console output
                                        // a 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 int    minimum_memory;
extern char  *argv0;

// chase
extern cvar_t chase_active;

void          Chase_Init (void);
void          Chase_Update (void);

// sound
extern cvar_t s_ambientfade;
extern cvar_t s_ambientlevel;

// vid
extern cvar_t m_filter;
