/*
===========================================================================

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.

===========================================================================
*/

/*
===============================================================================

	Preprocessor settings for compiling different versions.

===============================================================================
*/

// memory debugging
//#define ID_REDIRECT_NEWDELETE
//#define ID_DEBUG_MEMORY
//#define ID_DEBUG_UNINITIALIZED_MEMORY

// if enabled, the console won't toggle upon ~, unless you start the binary with +set com_allowConsole 1
// Ctrl+Alt+~ will always toggle the console no matter what
#ifndef ID_CONSOLE_LOCK
	#if defined(_WIN32) || defined(MACOS_X)
		#ifdef _DEBUG
			#define ID_CONSOLE_LOCK 0
		#else
			#define ID_CONSOLE_LOCK 1
		#endif
	#else
		#define ID_CONSOLE_LOCK 0
	#endif
#endif

// useful for network debugging, turns off 'LAN' checks, all IPs are classified 'internet'
#ifndef ID_NOLANADDRESS
	#define ID_NOLANADDRESS 0
#endif

// let .dds be loaded from FS without altering pure state. only for developement.
#ifndef ID_PURE_ALLOWDDS
	#define ID_PURE_ALLOWDDS 0
#endif

// build an exe with no CVAR_CHEAT controls
#ifndef ID_ALLOW_CHEATS
	#define ID_ALLOW_CHEATS 0
#endif

#ifndef ID_ENABLE_CURL
	#define ID_ENABLE_CURL 1
#endif

// fake a pure client. useful to connect an all-debug client to a server
#ifndef ID_FAKE_PURE
	#define ID_FAKE_PURE 0
#endif

// verify checksums in clientinfo traffic
// NOTE: this makes the network protocol incompatible
#ifndef ID_CLIENTINFO_TAGS
	#define ID_CLIENTINFO_TAGS 0
#endif

// for win32 this is defined in preprocessor settings so that MFC can be
// compiled out.
//#define ID_DEDICATED

// if this is defined, the executable positively won't work with any paks other
// than the demo pak, even if productid is present.
//#define ID_DEMO_BUILD

// don't define ID_ALLOW_TOOLS when we don't want tool code in the executable.
#if defined( _WIN32 ) && defined(_MFC_VER) && !defined( ID_DEDICATED ) && !defined( ID_DEMO_BUILD )
	#define	ID_ALLOW_TOOLS
#endif

#ifndef ID_ENFORCE_KEY
#	if !defined( ID_DEDICATED ) && !defined( ID_DEMO_BUILD )
#		define ID_ENFORCE_KEY 1
#	else
#		define ID_ENFORCE_KEY 0
#	endif
#endif

#ifndef ID_OPENAL
#	if !defined( ID_DEDICATED )
#		define ID_OPENAL 1
#	else
#		define ID_OPENAL 0
#	endif
#endif

#ifndef ID_OPENAL_EAX
#	define ID_OPENAL_EAX 0
#endif

// async network

/*
DOOM III gold:	33
1.1 beta patch:	34
1.1 patch:		35
1.2 XP:			36-39
1.3 patch:		40
1.3.1:			41
*/
#define ASYNC_PROTOCOL_MINOR	(41)
#define ASYNC_PROTOCOL_VERSION	(( ASYNC_PROTOCOL_MAJOR << 16 ) + ASYNC_PROTOCOL_MINOR)

#define MAX_ASYNC_CLIENTS		(32)

#define MAX_USERCMD_BACKUP		(256)
#define MAX_USERCMD_DUPLICATION	(25)
#define MAX_USERCMD_RELAY		(10)

// index 0 is hardcoded to be the idnet master
// which leaves 4 to user customization
#define MAX_MASTER_SERVERS		(5)

#define MAX_NICKLEN				(32)

// max number of servers that will be scanned for at a single IP address
#define MAX_SERVER_PORTS		(8)

// special game init ids
#define GAME_INIT_ID_INVALID	(-1)
#define GAME_INIT_ID_MAP_LOAD	(-2)