dhewm3/neo/framework/BuildDefines.h
2012-01-02 20:00:11 +01:00

145 lines
4.3 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.
===========================================================================
*/
/*
===============================================================================
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
#define ID_CONSOLE_LOCK 0
#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)
// threads
#define MAX_THREADS (10)