
// defs common to client and server

#define GLQUAKE_VERSION 0.95
#define	VERSION		0.15
#define LINUX_VERSION 0.94


#if (defined(_M_IX86) || defined(__i386__)) && !defined(id386)
#define id386	1
#else
#define id386	0
#endif

#ifdef SERVERONLY		// no asm in dedicated server
#undef id386
#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

// 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


#define	MAX_SCOREBOARD		32		// max numbers of players

#define	SOUND_CHANNELS		8


#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		7500		// max length of a reliable message
#define	MAX_DATAGRAM	1400		// max length of unreliable message

//
// per-level limits
//
#define	MAX_EDICTS		768			// FIXME: ouch! ouch! ouch!
#define	MAX_LIGHTSTYLES	64
#define	MAX_MODELS		512			// Sent over the net as a word
#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
#define	STAT_ITEMS			15
//define	STAT_VIEWHEIGHT		16

#define	MAX_INVENTORY			15		// Max inventory array size


//
// item flags
//
#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)

#define ART_HASTE					1
#define ART_INVINCIBILITY			2
#define ART_TOMEOFPOWER				4
#define ART_INVISIBILITY			8
#define ARTFLAG_FROZEN				16
#define ARTFLAG_STONED				32
#define ARTFLAG_DIVINE_INTERVENTION 64
#define ARTFLAG_BOOTS				128

//
// print flags
//
#define	PRINT_LOW			0		// pickup messages
#define	PRINT_MEDIUM		1		// death messages
#define	PRINT_HIGH			2		// critical messages
#define	PRINT_CHAT			3		// chat messages
#define PRINT_SOUND			4		// says a sound


// 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

// Player Classes
#define MAX_PLAYER_CLASS			6

#define CLASS_PALADIN				1
#define CLASS_CLERIC 				2
#define CLASS_NECROMANCER			3
#define CLASS_THEIF   				4
#define CLASS_DEMON					5
#define CLASS_DWARF					6

//Siege teams
#define ST_DEFENDER					1
#define ST_ATTACKER   				2

//Dm Modes
#define DM_CAPTURE_THE_TOKEN		1
#define DM_HUNTER					2
#define DM_SIEGE					3
