quadrilateralcowboy/framework/Licensee.h

116 lines
3.9 KiB
C

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*
===============================================================================
Definitions for information that is related to a licensee's game name and location.
===============================================================================
*/
#define GAME_NAME "Quadrilateral Cowboy" // appears on window titles and errors
#define ENGINE_VERSION "Quadrilateral Cowboy 1.0" // printed in console
// paths
#define CD_BASEDIR "Doom"
#ifdef ID_DEMO_BUILD
#define BASE_GAMEDIR "demo"
#else
#define BASE_GAMEDIR "base"
#endif
// filenames
#define CD_EXE "qc.exe"
#define CONFIG_FILE "DoomConfig.cfg"
// base folder where the source code lives
#define SOURCE_CODE_BASE_FOLDER "neo"
// default idnet host address
#ifndef IDNET_HOST
#define IDNET_HOST "idnet.ua-corp.com"
#endif
// default idnet master port
#ifndef IDNET_MASTER_PORT
#define IDNET_MASTER_PORT "27650"
#endif
// default network server port
#ifndef PORT_SERVER
#define PORT_SERVER 27666
#endif
// broadcast scan this many ports after PORT_SERVER so a single machine can run multiple servers
#define NUM_SERVER_PORTS 4
// see ASYNC_PROTOCOL_VERSION
// use a different major for each game
#define ASYNC_PROTOCOL_MAJOR 1
// Savegame Version
// Update when you can no longer maintain compatibility with previous savegames
// NOTE: a seperate core savegame version and game savegame version could be useful
// 16: Doom v1.1
// 17: Doom v1.2 / D3XP. Can still read old v16 with defaults for new data
#define SAVEGAME_VERSION 17
// <= Doom v1.1: 1. no DS_VERSION token ( default )
// Doom v1.2: 2
#define RENDERDEMO_VERSION 2
// editor info
#define EDITOR_DEFAULT_PROJECT "doom.qe4"
#define EDITOR_REGISTRY_KEY "DOOMRadiant"
#define EDITOR_WINDOWTEXT "DOOMEdit"
// win32 info
#define WIN32_CONSOLE_CLASS "DOOM 3 WinConsole"
#define WIN32_WINDOW_CLASS_NAME "DOOM3"
#define WIN32_FAKE_WINDOW_CLASS_NAME "DOOM3_WGL_FAKE"
// Linux info
#ifdef ID_DEMO_BUILD
#define LINUX_DEFAULT_PATH "/usr/local/games/doom3-demo"
#else
#define LINUX_DEFAULT_PATH "/usr/local/games/doom3"
#endif
// CD Key file info
// goes into BASE_GAMEDIR whatever the fs_game is set to
// two distinct files for easier win32 installer job
#define CDKEY_FILE "doomkey"
#define XPKEY_FILE "xpkey"
#define CDKEY_TEXT "\n// Do not give this file to ANYONE.\n" \
"// id Software or Zenimax will NEVER ask you to send this file to them.\n"
#define CONFIG_SPEC "config.spec"