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fteqw/engine/common/bothdefs.h
Spoike 0c8ad17f7c Fix various compiler warnings.
Added sv_guidkey cvar, allowing cross-server guid key generation (although it lacks auth).
Support .ico, because we can.
preliminary support for sdl 2.0.6's vulkan stuff. will wait till its actually released before its properly used.
Fix capturedemo.
videomap should typically use premultiplied alpha, apparently.
Updated sound drivers. No more old drivers. Better cvar registration. More drivers optionally support float output.
Added certificate log for dtls connections.
Rewrote font char cache, now supports full unicode char range, not just ucs-2. Attempt to support FreeType 2.5+ rgba fonts.
XMPP now supports carbons, and shows avatars in conversations. Updated xmpp's scram auth to be more strict, including the plus variation (hopefully), to block evil tls proxies.
ffmpeg plugin now uses the decoupled api for decoding too.
Cef plugin updated to support fte-scheme post data properly, as well as request/response headers (like cross-origin).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5148 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-09-20 11:27:13 +00:00

1177 lines
34 KiB
C

/*
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.
*/
#ifndef __BOTHDEFS_H
#define __BOTHDEFS_H
// release version
#define FTE_VER_MAJOR 1
#define FTE_VER_MINOR 6
#if defined(__APPLE__) && defined(__MACH__)
#define MACOSX
#endif
#if defined(__MINGW32_VERSION) || defined(__MINGW__) || defined(__MINGW32__) || defined(__MINGW64__)
#define MINGW
#endif
#if !defined(MINGW) && defined(__GNUC__) && defined(_WIN32)
#define MINGW //Erm, why is this happening?
#endif
#ifdef ANDROID
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#endif
#ifdef _XBOX
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#define NO_ZLIB
#define NOMEDIA
#define NO_FREETYPE
#define HAVE_PACKET
#endif
#ifdef NACL
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#define NO_ZLIB
#endif
#ifndef MULTITHREAD
#define NO_MULTITHREAD
#endif
#ifdef FTE_TARGET_WEB
//no Sys_LoadLibrary support, so we might as well kill this stuff off.
#define NO_PNG
#define NO_JPEG
#define NO_OGG
#define NO_ZLIB
#define NO_FREETYPE
#endif
#ifdef D3DQUAKE
#define D3D9QUAKE
//#define D3D11QUAKE
#undef D3DQUAKE
#endif
#define STRINGIFY2(s) #s
#define STRINGIFY(s) STRINGIFY2(s)
#ifdef CONFIG_FILE_NAME
//yup, C89 allows this.
#include STRINGIFY(CONFIG_FILE_NAME)
#elif defined(HAVE_CONFIG_H) //if it was configured properly, then we have a more correct list of features we want to use.
#include "config.h"
#else
#ifdef NO_LIBRARIES
#define NO_DIRECTX
#define NO_PNG
#define NO_JPEG
#define NO_ZLIB
#define NO_OGG
#else
#define AVAIL_OPENAL
#define AVAIL_FREETYPE
#endif
#define AVAIL_OGGVORBIS
#if defined(__CYGWIN__)
#define AVAIL_ZLIB
#else
#define AVAIL_PNGLIB
#define AVAIL_JPEGLIB
#define AVAIL_ZLIB
#define AVAIL_OGGVORBIS
#endif
#ifdef WINRT
#define AVAIL_XAUDIO2
#define AVAIL_WASAPI
#elif !defined(NO_DIRECTX) && !defined(NODIRECTX) && defined(_WIN32)
#define AVAIL_DINPUT
#define AVAIL_DSOUND
#define AVAIL_WASAPI
//#define AVAIL_XAUDIO2 //gcc doesn't provide any headers
#endif
#define AVAIL_XZDEC
#if !defined(MINIMAL) && !defined(NPFTE) && !defined(NPQTV)
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
#if !defined(_MSC_VER) || _MSC_VER > 1200
#define HAVE_WINSSPI //built in component, checks against windows' root ca database and revocations etc.
#endif
#elif (defined(__linux__) || defined(__CYGWIN__)) && !defined(ANDROID)
#define HAVE_GNUTLS //currently disabled as it does not validate the server's certificate, beware the mitm attack.
#endif
#endif
//#define DYNAMIC_ZLIB
//#define DYNAMIC_LIBPNG
//#define DYNAMIC_LIBJPEG
//#define LIBVORBISFILE_STATIC
//#define SPEEX_STATIC
#if defined(_WIN32) && defined(GLQUAKE)
//#define USE_EGL
#endif
#if defined(_MSC_VER) && !defined(BOTLIB_STATIC) //too lazy to fix up the makefile
#define BOTLIB_STATIC
#endif
#ifdef NO_OPENAL
#undef AVAIL_OPENAL
#endif
#ifdef NO_PNG
#undef AVAIL_PNGLIB
#endif
#ifdef NO_JPEG
#undef AVAIL_JPEGLIB
#endif
#ifdef NO_OGG
#undef AVAIL_OGGVORBIS
#endif
#if defined(NO_FREETYPE)
#undef AVAIL_FREETYPE
#endif
#if (defined(_MSC_VER) && (_MSC_VER < 1500)) || defined(FTE_SDL)
#undef AVAIL_WASAPI //wasapi is available in the vista sdk, while that's compatible with earlier versions, its not really expected until 2008
#endif
#define HAVE_TCP //says we can use tcp too (either ipv4 or ipv6)
#define HAVE_PACKET //if we have the socket api at all...
#define HAVE_MIXER //can be disabled if you have eg openal instead.
//set any additional defines or libs in win32
#define LOADERTHREAD
#define PACKAGE_Q1PAK
#define PACKAGE_PK3
#define AVAIL_GZDEC
#define PACKAGE_TEXWAD //quake's image wad support
#ifdef GLQUAKE
#define HEADLESSQUAKE
#endif
#define AVAIL_MP3_ACM //microsoft's Audio Compression Manager api
#ifdef NOLEGACY
//these are only the features that really make sense in a more modern engine
#define QUAKETC //skip some legacy stuff
#define SPRMODELS //quake1 sprite models
#define INTERQUAKEMODELS
#define RTLIGHTS //realtime lighting
#define Q1BSPS //quake 1 bsp support, because we're still a quake engine
#define Q2BSPS //quake 2 bsp support (a dependancy of q3bsp)
#define Q3BSPS //quake 3 bsp support
// #define TERRAIN //heightmap support
#define WEBCLIENT //http/ftp clients.
#define IMAGEFMT_DDS //a sort of image file format.
#define PSET_SCRIPT
// #define PLUGINS //qvm/dll plugins.
// #define SUPPORT_ICE //Interactive Connectivity Establishment protocol, for peer-to-peer connections
#define CSQC_DAT //support for csqc
// #define VOICECHAT
#undef AVAIL_JPEGLIB
#undef AVAIL_XZDEC
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(MULTITHREAD) && !defined(_XBOX) //always thread on win32 non-minimal builds
#define MULTITHREAD
#endif
#elif defined(MINIMAL)
#define QUAKESTATS
#define QUAKEHUD
#define CL_MASTER //this is useful
#undef AVAIL_JPEGLIB //no jpeg support
#undef AVAIL_PNGLIB //no png support
#undef AVAIL_OPENAL //just bloat...
#undef AVAIL_GZDEC
#define Q1BSPS
#define SPRMODELS //quake1 sprite models
#define MD1MODELS //quake ain't much use without this
#define MD3MODELS //we DO want to use quake3 alias models. This might be a minimal build, but we still want this.
#define PLUGINS
#define NOQCDESCRIPTIONS //trim space from no fteextensions.qc info
#define PSET_CLASSIC
//#define CSQC_DAT //support for csqc
#ifndef SERVERONLY //don't be stupid, stupid.
#ifndef CLIENTONLY
#define CLIENTONLY
#endif
#endif
#else
#define NETPREPARSE
#define QUAKESTATS
#define QUAKEHUD
#define SVRANKING
#define USE_SQLITE
#ifdef SERVERONLY
// #define USE_MYSQL //allow mysql in dedicated servers.
#endif
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
#define SUBSERVERS //use subserver code.
#elif defined(__linux__) && !defined(ANDROID) && !defined(FTE_SDL)
#define SUBSERVERS //use subserver code.
#endif
#define SIDEVIEWS 4 //enable secondary/reverse views.
// #define DSPMODELS //doom sprites (only needs PACKAGE_DOOMWAD to generate the right wad file names)
#define SPRMODELS //quake1 sprite models
#define SP2MODELS //quake2 sprite models
#define MD1MODELS //quake1 alias models
#define MD2MODELS //quake2 alias models
#define MD3MODELS //quake3 alias models
#define MD5MODELS //doom3 models
#define ZYMOTICMODELS //zymotic skeletal models.
#define DPMMODELS //darkplaces model format (which I've never seen anyone use)
#define PSKMODELS //PSK model format (ActorX stuff from UT, though not the format the game itself uses)
#define HALFLIFEMODELS //halflife model support (experimental)
#define INTERQUAKEMODELS
#define RAGDOLL
#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
#define HUFFNETWORK //huffman network compression
// #define PACKAGE_DOOMWAD //doom wad support (maps+sprites are separate)
// #define MAP_DOOM //doom map support
// #define MAP_PROC //doom3/quake4 map support
//#define WOLF3DSUPPORT //wolfenstein3d map support (not started yet)
#define Q1BSPS //quake 1 bsp support, because we're still a quake engine
#define Q2BSPS //quake 2 bsp support
#define Q3BSPS //quake 3 bsp support
#define RFBSPS //rogue(sof+jk2o)+qfusion bsp support
#define TERRAIN //heightmap support
// #define SV_MASTER //starts up a master server
#define SVCHAT //serverside npc chatting. see sv_chat.c
#define Q2SERVER //server can run a q2 game dll and switches to q2 network and everything else.
#define Q2CLIENT //client can connect to q2 servers
#define Q3CLIENT
#define Q3SERVER
#define HEXEN2 //mostly server only, but also includes some hud+menu stuff, and effects
// #define HLCLIENT 7 //we can run HL gamecode (not protocol compatible, set to 6 or 7)
// #define HLSERVER 140 //we can run HL gamecode (not protocol compatible, set to 138 or 140)
#define NQPROT //server and client are capable of using quake1/netquake protocols. (qw is still prefered. uses the command 'nqconnect')
#define PACKAGE_DZIP //support for the dzip format, common with the speed-demos-archive site
// #define WEBSERVER //http server
#define FTPSERVER //ftp server
#define WEBCLIENT //http clients.
#define RUNTIMELIGHTING //calculate lit/lux files the first time the map is loaded and doesn't have a loadable lit.
// #define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm.
#define CL_MASTER //query master servers and stuff for a dynamic server listing.
#define R_XFLIP //allow view to be flipped horizontally
#define TEXTEDITOR
#define IMAGEFMT_DDS //a sort of image file format.
#define IMAGEFMT_BLP //a sort of image file format.
#ifndef RTLIGHTS
#define RTLIGHTS //realtime lighting
#endif
// #define QWOVERQ3 //allows qw servers with q3 clients. requires specific cgame.
#define VM_Q1 //q1 qvm gamecode interface
//#define VM_LUA //q1 lua gamecode interface
#define TCPCONNECT //a tcpconnect command, that allows the player to connect to tcp-encapsulated qw protocols.
// #define IRCCONNECT //an ircconnect command, that allows the player to connect to irc-encapsulated qw protocols... yeah, really.
#define PLUGINS //qvm/dll plugins.
#define SUPPORT_ICE //Interactive Connectivity Establishment protocol, for peer-to-peer connections
#define CSQC_DAT //support for csqc
#define MENU_DAT //support for menu.dat
#define PSET_SCRIPT
#define PSET_CLASSIC
#define HAVE_CDPLAYER //includes cd playback. actual cds. faketracks are supported regardless.
#define HAVE_JUKEBOX //includes built-in jukebox crap
#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
#define HAVE_MEDIA_ENCODER //capture/capturedemo work.
#define HAVE_SPEECHTOTEXT //windows speech-to-text thing
#define VOICECHAT
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(MULTITHREAD) //always thread on win32 non-minimal builds
#define MULTITHREAD
#endif
#endif
#ifdef QUAKETC
#define NOBUILTINMENUS //kill engine menus (should be replaced with ewither csqc or menuqc)
#undef Q2CLIENT //not useful
#undef Q2SERVER //not useful
#undef Q3CLIENT //not useful
#undef Q3SERVER //not useful
#undef HLCLIENT //not useful
#undef HLSERVER //not useful
#undef VM_Q1 //not useful
#undef VM_LUA //not useful
#undef HALFLIFEMODELS //yuck
#undef RUNTIMELIGHTING //presumably not useful
#undef HEXEN2
#endif
#endif
#ifndef MSVCLIBSPATH
#ifdef MSVCLIBPATH
#define MSVCLIBSPATH STRINGIFY(MSVCLIBPATH)
#elif _MSC_VER == 1200
#define MSVCLIBSPATH "../libs/vc6-libs/"
#else
#define MSVCLIBSPATH "../libs/"
#endif
#endif
//software rendering is just too glitchy, don't use it.
#if defined(SWQUAKE) && !defined(_DEBUG) && !defined(__DJGPP__)
#undef SWQUAKE
#endif
#if (defined(D3D8QUAKE) || defined(D3D9QUAKE) || defined(D3D11QUAKE)) && !defined(D3DQUAKE)
#define D3DQUAKE
#endif
//include a file to update the various configurations for game-specific configs (hopefully just names)
#ifdef BRANDING_INC
#include STRINGIFY(BRANDING_INC)
#endif
#ifndef DISTRIBUTION
#define DISTRIBUTION "FTE" //short name used to identify this engine. must be a single word
#endif
#ifndef DISTRIBUTIONLONG
#define DISTRIBUTIONLONG "Forethought Entertainment" //effectively the 'company' name
#endif
#ifndef FULLENGINENAME
#define FULLENGINENAME "FTE Quake" //the posh name for the engine
#endif
#ifndef ENGINEWEBSITE
#define ENGINEWEBSITE "http://fte.triptohell.info" //url for program
#endif
//#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now.
#ifdef NO_ZLIB //compile-time option.
#undef AVAIL_ZLIB
#undef AVAIL_PNGLIB
#undef AVAIL_XZDEC
#undef AVAIL_GZDEC
#endif
#if !defined(_WIN32) || defined(WINRT)
#undef HAVE_SPEECHTOTEXT
#undef AVAIL_MP3_ACM
#endif
#ifndef HAVE_MIXER
//disable various sound drivers if we can't use them anyway.
#undef AVAIL_DSOUND
#undef AVAIL_XAUDIO2
#undef AVAIL_WASAPI
#endif
#ifdef NOMEDIA
#undef HAVE_CDPLAYER //includes cd playback. actual cds. faketracks are supported regardless.
#undef HAVE_JUKEBOX //includes built-in jukebox crap
#undef HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
#undef HAVE_MEDIA_ENCODER //capture/capturedemo work.
#undef AVAIL_MP3_ACM //microsoft's Audio Compression Manager api
#undef HAVE_SPEECHTOTEXT //windows speech-to-text thing
#endif
#if defined(_XBOX)
#define D3DQUAKE
#define D3D8QUAKE
#undef HAVE_TCP //FIXME
#undef HAVE_PACKET //FIXME
#undef SUPPORT_ICE //screw that
#undef PLUGINS //would need LoadLibrary working properly.
#undef AVAIL_DINPUT //xbox apparently only really does controllers.
#undef AVAIL_DSOUND //FIXME
#undef TEXTEDITOR //its hard to edit text when you have just a controller (and no onscreen keyboard)
#undef RAGDOLL //needs a proper physics engine
#undef AVAIL_MP3_ACM //api not supported
#undef AVAIL_OPENAL
#undef HAVE_SPEECHTOTEXT //api not supported
#undef MULTITHREAD //no CreateThread stuff.
#undef SUBSERVERS //single-process.
#undef VOICECHAT
#undef TERRAIN
#undef Q2CLIENT
#undef Q2SERVER
#undef Q3CLIENT
#undef Q3SERVER
#undef HLCLIENT
#undef HLSERVER
#undef VM_Q1
#undef VM_LUA
#undef HALFLIFEMODELS
#undef RUNTIMELIGHTING
#undef HEXEN2
#undef PACKAGE_DOOMWAD
#undef MAP_PROC
#undef Q1BSPS
#undef Q2BSPS
#undef Q3BSPS
#undef RFBSPS
#undef WEBSERVER //http server
#undef FTPSERVER //ftp server
#undef WEBCLIENT //http client.
#undef FTPCLIENT //ftp client.
#endif
#ifdef __DJGPP__
//no bsd sockets library.
#undef HAVE_TCP
#undef HAVE_PACKET
#undef SUPPORT_ICE
//too lazy to deal with no dlopen
#undef PLUGINS
#undef Q2SERVER
#undef Q3SERVER
#undef Q2CLIENT //fixme...
#undef Q3CLIENT //might as well.
//too lazy to write the code to boot up more cores. dosbox would probably hate it so why bother.
#undef MULTITHREAD
//too lazy to deal with various libraries
#undef VOICECHAT
#undef AVAIL_JPEGLIB
#undef AVAIL_PNGLIB
#undef AVAIL_OGGVORBIS
#endif
#ifdef FTE_TARGET_WEB
//sandboxing means some stuff CANNOT work...
#undef HAVE_TCP //websockets are not real tcp.
#undef HAVE_PACKET //no udp support
//try to trim the fat
#undef VOICECHAT //too lazy to compile speex
#undef HLCLIENT //dlls...
#undef HLSERVER //dlls...
#undef CL_MASTER //bah. use the site to specify the servers.
#undef SV_MASTER //yeah, because that makes sense in a browser
#undef RAGDOLL //no ode
#undef TCPCONNECT //err...
#undef IRCCONNECT //not happening
#undef PLUGINS //pointless
#undef VM_Q1 //no dlls
#undef MAP_PROC //meh
#undef HALFLIFEMODELS //blurgh
#undef SUPPORT_ICE //requires udp, so not usable. webrtc could be used instead, but that logic is out of our hands.
#undef HAVE_MIXER //depend upon openal instead.
//extra features stripped to try to reduce memory footprints
#undef RUNTIMELIGHTING //too slow anyway
#undef Q2CLIENT
#undef Q2SERVER //requires a dll anyway.
#undef Q3CLIENT
#undef Q3SERVER //trying to trim memory use
// #undef Q2BSPS //emscripten can't cope with bss, leading to increased download time. too lazy to fix.
// #undef Q3BSPS //emscripten can't cope with bss, leading to increased download time. too lazy to fix.
#undef TERRAIN
// #undef PSET_SCRIPT //bss+size
#define GLSLONLY //pointless having the junk
#define GLESONLY //should reduce the conditions a little
#define R_MAX_RECURSE 2 //less bss
// #undef RTLIGHTS
#undef HEADLESSQUAKE
#define NO_FREETYPE
#endif
#ifdef WINRT
//microsoft do not support winsock any more.
#undef HAVE_TCP
#undef HAVE_PACKET
#undef TCPCONNECT //err...
#undef IRCCONNECT //not happening
#undef AVAIL_DSOUND //yeah, good luck there
#undef AVAIL_DINPUT //nope, not supported.
#undef SV_MASTER //no socket interface
#undef CL_MASTER //no socket interface
#undef MULTITHREAD
#undef HEADLESSQUAKE
#endif
#ifdef ANDROID
#undef RTLIGHTS
#ifndef SPEEX_STATIC
#undef VOICECHAT
#endif
#undef TEXTEDITOR
#define GLESONLY //should reduce the conditions a little
#undef HEADLESSQUAKE
#endif
#if defined(NACL)
//stuff is sandboxed.
#undef HAVE_TCP //websockets are not true tcp
#undef HAVE_PACKET //no udp support.
#undef SUPPORT_ICE
#undef CL_MASTER //no sockets support
#undef SV_MASTER //noone uses this anyway
#undef WEBSERVER //http server
#undef FTPSERVER //ftp server
#undef FTPCLIENT //ftp client.
#undef TCPCONNECT
#undef IRCCONNECT
#define GLSLONLY //pointless having the junk
#define GLESONLY //should reduce the conditions a little
#undef HEADLESSQUAKE
#define NO_FREETYPE
#endif
#ifndef MULTITHREAD
//database code requires threads to do stuff async.
#undef USE_SQLITE
#undef USE_MYSQL
#endif
#if defined(HAVE_WINSSPI) || defined(HAVE_GNUTLS)
#define HAVE_SSL
#endif
#if defined(HAVE_GNUTLS) || defined(HAVE_WINSSPI)
//FIXME: HAVE_WINSSPI does not work as a server.
//FIXME: advertising dtls without a valid certificate will probably bug out if a client tries to auto-upgrade.
//FIXME: we don't cache server certs
#define HAVE_DTLS
#endif
#if defined(USE_SQLITE) || defined(USE_MYSQL)
#define SQL
#endif
#if defined(AVAIL_GZDEC) && (!defined(AVAIL_ZLIB) || defined(NPFTE))
//gzip needs zlib to work (pk3s can still contain non-compressed files)
#undef AVAIL_GZDEC
#endif
#if defined(RFBSPS) && !defined(Q3BSPS)
#define Q3BSPS //rbsp might as well depend upon q3bsp - its the same thing but with more lightstyles (support for which can bog down the renderer a little).
#endif
#if defined(QWOVERQ3) && !defined(Q3SERVER)
#undef QWOVERQ3
#endif
#if !defined(NQPROT) || defined(SERVERONLY) || !defined(AVAIL_ZLIB) || defined(DYNAMIC_ZLIB)
#undef PACKAGE_DZIP
#endif
//fix things a little...
#ifdef NPQTV
#define NPFTE
#undef NPQTV
#endif
#ifdef NPFTE
/*plugins require threads and stuff now, and http download support*/
#ifndef MULTITHREAD
#define MULTITHREAD
#define WEBCLIENT
#endif
#undef SUBSERVERS
#endif
#if (defined(NOLOADERTHREAD) || !defined(MULTITHREAD)) && defined(LOADERTHREAD)
#undef LOADERTHREAD
#endif
#ifndef _WIN32
#undef QTERM //not supported - FIXME: move to native plugin
#endif
#if defined(Q3BSPS) && !defined(Q2BSPS)
// #define Q2BSPS //FIXME: silently enable that as a dependancy, for now
#endif
#if (defined(Q2CLIENT) || defined(Q2SERVER))
#ifndef Q2BSPS
#error "Q2 game support without Q2BSP support. doesn't make sense"
#endif
#if !defined(MD2MODELS) || !defined(SP2MODELS)
#error "Q2 game support without full Q2 model support. doesn't make sense"
#endif
#endif
#ifdef NPFTE
#undef TEXTEDITOR
#undef WEBSERVER //http server
#undef FTPSERVER //ftp server
#undef FTPCLIENT //ftp client.
#endif
#ifndef AVAIL_ZLIB
#undef SUPPORT_ICE //depends upon zlib's crc32 for fingerprinting. I cba writing my own.
#endif
#ifndef HAVE_TCP
#undef TCPCONNECT
#undef IRCCONNECT
#undef WEBSERVER //http server
#undef FTPSERVER //ftp server
#undef FTPCLIENT //ftp client.
#if !defined(FTE_TARGET_WEB) && !defined(NACL)
#undef WEBCLIENT
#endif
#endif
#ifndef HAVE_PACKET
#undef SV_MASTER
#undef CL_MASTER
#undef SUPPORT_ICE
#endif
#ifdef SERVERONLY //remove options that don't make sense on only a server
#undef Q2CLIENT
#undef Q3CLIENT
#undef HLCLIENT
#undef VM_UI
#undef VM_CG
#undef TEXTEDITOR
#undef RUNTIMELIGHTING
#undef PSET_SCRIPT
#undef PSET_CLASSIC
#undef PSET_DARKPLACES
#endif
#ifdef CLIENTONLY //remove optional server components that make no sence on a client only build.
#undef Q2SERVER
#undef Q3SERVER
#undef HLSERVER
#undef WEBSERVER
#undef FTPSERVER
#undef VM_Q1
#undef SQL
#endif
#if (defined(CSQC_DAT) || !defined(CLIENTONLY)) && defined(PLUGINS) //use ode only if we have a constant world state, and the library is enbled in some form.
#define USERBE
#endif
#if defined(MD1MODELS) || defined(MD2MODELS) || defined(MD3MODELS)
#define NONSKELETALMODELS
#endif
#if defined(ZYMOTICMODELS) || defined(MD5MODELS) || defined(DPMMODELS) || defined(PSKMODELS) || defined(INTERQUAKEMODELS)
#define SKELETALMODELS //defined if we have a skeletal model.
#endif
#if (defined(CSQC_DAT) || !defined(CLIENTONLY)) && defined(SKELETALMODELS)
#define SKELETALOBJECTS //the skeletal objects API is only used if we actually have skeletal models, and gamecode that uses the builtins.
#endif
#if !defined(USERBE) || !defined(SKELETALMODELS)
#undef RAGDOLL //not possible to ragdoll if we don't have certain other features.
#endif
#if !defined(RTLIGHTS)
#undef MAP_PROC //doom3 maps kinda NEED rtlights to look decent
#endif
#if !defined(Q3BSPS)
#undef Q3CLIENT //reconsider this (later)
#undef Q3SERVER //reconsider this (later)
#endif
#ifndef Q3CLIENT
#undef VM_CG // :(
#undef VM_UI
#else
#define VM_CG
#define VM_UI
#endif
#if defined(VM_Q1) || defined(VM_UI) || defined(VM_CG) || defined(Q3SERVER) || defined(PLUGINS)
#define VM_ANY
#endif
#define PROTOCOLEXTENSIONS
#ifdef MINIMAL
#define IFMINIMAL(x,y) x
#else
#define IFMINIMAL(x,y) y
#endif
//#define PRE_SAYONE 2.487 //FIXME: remove.
// defs common to client and server
#ifndef PLATFORM
#if defined(FTE_TARGET_WEB)
#define PLATFORM "Web"
#elif defined(NACL)
#define PLATFORM "Nacl"
#elif defined(_WIN32_WCE)
#define PLATFORM "WinCE"
#define ARCH_DL_POSTFIX ".dll"
#elif defined(_WIN32)
#if defined(WINRT)
#define PLATFORM "WinRT" /*those poor poor souls. maybe just maybe I'll actually get the tools for a port, its just a shame that I won't be able to release said port*/
#elif defined(_XBOX)
#define PLATFORM "Xbox"
#else
#define PLATFORM "Win"
#endif
#define ARCH_DL_POSTFIX ".dll"
#elif defined(_WIN16)
#define PLATFORM "Win16"
#define ARCH_DL_POSTFIX ".dll"
#elif defined(__CYGWIN__)
#define PLATFORM "Cygwin" /*technically also windows*/
#define ARCH_DL_POSTFIX ".dll"
#elif defined(ANDROID) || defined(__ANDROID__)
#define PLATFORM "Android" /*technically also linux*/
#elif defined(__linux__)
#define PLATFORM "Linux"
#elif defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_IPHONE_SIMULATOR
#define PLATFORM "iOSSim"
#elif TARGET_OS_IPHONE
#define PLATFORM "iOS"
#elif TARGET_OS_MAC
#define PLATFORM "Mac"
#else
#define PLATFORM "Apple"
#endif
#elif defined(__FreeBSD__)
#define PLATFORM "FreeBSD"
#elif defined(__OpenBSD__)
#define PLATFORM "OpenBSD"
#elif defined(__NetBSD__)
#define PLATFORM "NetBSD"
#elif defined(BSD)
#define PLATFORM "BSD"
#elif defined(__MORPHOS__)
#define PLATFORM "MorphOS"
#elif defined(__amigaos__)
#define PLATFORM "AmigaOS"
#elif defined(MACOSX)
#define PLATFORM "MacOS X"
#elif defined(__DOS__)
#define PLATFORM "Dos"
#else
#define PLATFORM "Unknown"
#endif
#endif
#ifndef ARCH_DL_POSTFIX
#define ARCH_DL_POSTFIX ".so"
#endif
#if defined(_M_AMD64) || defined(__amd64__) || defined(__x86_64__)
#ifdef __ILP32__
#define ARCH_CPU_POSTFIX "x32" //32bit pointers, with 16 registers.
#else
#ifdef _WIN32
#define ARCH_CPU_POSTFIX "x64"
#else
#define ARCH_CPU_POSTFIX "amd64"
#endif
#endif
#elif defined(_M_IX86) || defined(__i386__)
#define ARCH_CPU_POSTFIX "x86"
#elif defined(__powerpc__) || defined(__ppc__)
#define ARCH_CPU_POSTFIX "ppc"
#elif defined(__aarch64__)
#define ARCH_CPU_POSTFIX "arm64"
#elif defined(__arm__)
#ifdef __SOFTFP__
#define ARCH_CPU_POSTFIX "arm"
#else
#define ARCH_CPU_POSTFIX "armhf"
#endif
#else
#define ARCH_CPU_POSTFIX "unk"
#endif
#ifdef _MSC_VER
#define VARGS __cdecl
#define MSVCDISABLEWARNINGS
#if _MSC_VER >= 1300
#define FTE_DEPRECATED __declspec(deprecated)
#ifndef _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef _CRT_NONSTDC_NO_WARNINGS
#define _CRT_NONSTDC_NO_WARNINGS
#endif
#endif
#define NORETURN __declspec(noreturn)
#endif
#if (__GNUC__ > 3 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 1))
#define FTE_DEPRECATED __attribute__((__deprecated__)) //no idea about the actual gcc version
#ifdef _WIN32
#define LIKEPRINTF(x) __attribute__((format(ms_printf,x,x+1)))
#else
#define LIKEPRINTF(x) __attribute__((format(printf,x,x+1)))
#endif
#endif
#if (__GNUC__ > 2 || (__GNUC__ == 2 && __GNUC_MINOR__ >= 5))
#define NORETURN __attribute__((noreturn))
#endif
//I'm making my own restrict, because msvc's headers can't cope if I #define restrict to __restrict, and quite possibly other platforms too
#if __STDC_VERSION__ >= 199901L
#define fte_restrict restrict
#elif defined(_MSC_VER) && _MSC_VER >= 1400
#define fte_restrict __restrict
#else
#define fte_restrict
#endif
#if _MSC_VER >= 1300
#define FTE_ALIGN(a) __declspec(align(a))
#elif defined(__clang__)
#define FTE_ALIGN(a) __attribute__((aligned(a)))
#elif __GNUC__ >= 3
#define FTE_ALIGN(a) __attribute__((aligned(a)))
#else
#define FTE_ALIGN(a)
#endif
#if __STDC_VERSION__ >= 199901L
//C99 specifies that an inline function is used as a hint. there should be an actual body/copy somewhere (extern inline foo).
#define fte_inline inline //must have non-line 'int foo();' somewhere
#define fte_inlinebody extern inline
#elif defined(_MSC_VER)
//msvc will inline like C++. and that's fine.
#define fte_inline __inline //c++ style
#define fte_inlinebody
#elif (__GNUC__ > 2 || (__GNUC__ == 2 && __GNUC_MINOR__ >= 5))
//gcc will generally inline where it can - so long as its static. but that doesn't stop it warning
#define fte_inline __attribute__((unused)) static
#define fte_inlinebody static
#else
//make it static so we at least don't get errors (might still get warnings. see above)
#define fte_inline static
#define fte_inlinebody static
#endif
#ifndef FTE_DEPRECATED
#define FTE_DEPRECATED
#endif
#ifndef LIKEPRINTF
#define LIKEPRINTF(x)
#endif
#ifndef VARGS
#define VARGS
#endif
#ifndef NORETURN
#define NORETURN
#endif
#ifdef _WIN32
#define ZEXPORT VARGS
#define ZEXPORTVA VARGS
#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
// up / down
#define PITCH 0
// left / right
#define YAW 1
// fall over
#define ROLL 2
#define MAX_QPATH 128 // max length of a quake game pathname
#define MAX_OSPATH 1024 // max length of a filesystem pathname (260 on windows, but needs to be longer for utf8)
#define ON_EPSILON 0.1 // point on plane side epsilon
#define MAX_NQMSGLEN 65536 // max length of a reliable message. FIXME: should be 8000 to play safe with proquake
#define MAX_Q2MSGLEN 1400
#define MAX_QWMSGLEN 1450
#define MAX_OVERALLMSGLEN 65536 // mvdsv sends packets this big
#define MAX_DATAGRAM 1450 // max length of unreliable message
#define MAX_Q2DATAGRAM MAX_Q2MSGLEN
#define MAX_NQDATAGRAM 1024 // max length of unreliable message with vanilla nq protocol
#define MAX_OVERALLDATAGRAM MAX_DATAGRAM
#define MAX_BACKBUFLEN 1200
//
// per-level limits
//
#ifdef FTE_TARGET_WEB
#define MAX_EDICTS ((1<<15)-1)
#else
//#define MAX_EDICTS ((1<<22)-1) // expandable up to 22 bits
#define MAX_EDICTS ((1<<18)-1) // expandable up to 22 bits
#endif
#define MAX_LIGHTSTYLES 255 // 8bit. 255 = 'invalid', and thus only 0-254 are the valid indexes.
#define MAX_STANDARDLIGHTSTYLES 64
#define MAX_PRECACHE_MODELS 4096 // 14bit.
#define MAX_PRECACHE_SOUNDS 2048 // 14bit.
#define MAX_SSPARTICLESPRE 1024 // 14bit. precached particle effect names, for server-side pointparticles/trailparticles.
#define MAX_VWEP_MODELS 32
#define MAX_CSMODELS 1024 // these live entirly clientside
#define MAX_CSPARTICLESPRE 1024
#define SAVEGAME_COMMENT_LENGTH 39
#define MAX_STYLESTRING 64
#define MAX_Q2EDICTS 1024
//
// stats are integers communicated to the client by the server
//
#define MAX_QW_STATS 32
enum {
#ifdef QUAKESTATS
STAT_HEALTH = 0,
//STAT_FRAGS = 1,
STAT_WEAPONMODELI = 2,
STAT_AMMO = 3,
STAT_ARMOR = 4,
STAT_WEAPONFRAME = 5,
STAT_SHELLS = 6,
STAT_NAILS = 7,
STAT_ROCKETS = 8,
STAT_CELLS = 9,
STAT_ACTIVEWEAPON = 10,
STAT_TOTALSECRETS = 11,
STAT_TOTALMONSTERS = 12,
STAT_SECRETS = 13, // bumped on client side by svc_foundsecret
STAT_MONSTERS = 14, // bumped by svc_killedmonster
STAT_ITEMS = 15,
STAT_VIEWHEIGHT = 16, //same as zquake
STAT_TIME = 17, //zquake
STAT_MATCHSTARTTIME = 18,
//STAT_UNUSED = 19,
#ifdef SIDEVIEWS
STAT_VIEW2 = 20,
#endif
STAT_VIEWZOOM = 21, // DP
#define STAT_VIEWZOOM_SCALE 255
//STAT_UNUSED = 22,
//STAT_UNUSED = 23,
//STAT_UNUSED = 24,
STAT_IDEALPITCH = 25, //nq-emu
STAT_PUNCHANGLE_X = 26, //nq-emu
STAT_PUNCHANGLE_Y = 27, //nq-emu
STAT_PUNCHANGLE_Z = 28, //nq-emu
STAT_PUNCHVECTOR_X = 29,
STAT_PUNCHVECTOR_Y = 30,
STAT_PUNCHVECTOR_Z = 31,
//these stats are used only when running a hexen2 mod/hud, and will never be used for a quake mod/hud/generic code.
STAT_H2_LEVEL = 32, // changes stat bar
STAT_H2_INTELLIGENCE, // changes stat bar
STAT_H2_WISDOM, // changes stat bar
STAT_H2_STRENGTH, // changes stat bar
STAT_H2_DEXTERITY, // changes stat bar
STAT_H2_BLUEMANA, // changes stat bar
STAT_H2_GREENMANA, // changes stat bar
STAT_H2_EXPERIENCE, // changes stat bar
STAT_H2_CNT_TORCH, // changes stat bar
STAT_H2_CNT_H_BOOST, // changes stat bar
STAT_H2_CNT_SH_BOOST, // changes stat bar
STAT_H2_CNT_MANA_BOOST, // changes stat bar
STAT_H2_CNT_TELEPORT, // changes stat bar
STAT_H2_CNT_TOME, // changes stat bar
STAT_H2_CNT_SUMMON, // changes stat bar
STAT_H2_CNT_INVISIBILITY, // changes stat bar
STAT_H2_CNT_GLYPH, // changes stat bar
STAT_H2_CNT_HASTE, // changes stat bar
STAT_H2_CNT_BLAST, // changes stat bar
STAT_H2_CNT_POLYMORPH, // changes stat bar
STAT_H2_CNT_FLIGHT, // changes stat bar
STAT_H2_CNT_CUBEOFFORCE, // changes stat bar
STAT_H2_CNT_INVINCIBILITY, // changes stat bar
STAT_H2_ARTIFACT_ACTIVE,
STAT_H2_ARTIFACT_LOW,
STAT_H2_MOVETYPE,
STAT_H2_CAMERAMODE, //entity
STAT_H2_HASTED,
STAT_H2_INVENTORY,
STAT_H2_RINGS_ACTIVE,
STAT_H2_RINGS_LOW,
STAT_H2_ARMOUR1,
STAT_H2_ARMOUR2,
STAT_H2_ARMOUR3,
STAT_H2_ARMOUR4,
STAT_H2_FLIGHT_T,
STAT_H2_WATER_T,
STAT_H2_TURNING_T,
STAT_H2_REGEN_T,
STAT_H2_PUZZLE1, //string
STAT_H2_PUZZLE2, //string
STAT_H2_PUZZLE3, //string
STAT_H2_PUZZLE4, //string
STAT_H2_PUZZLE5, //string
STAT_H2_PUZZLE6, //string
STAT_H2_PUZZLE7, //string
STAT_H2_PUZZLE8, //string
STAT_H2_MAXHEALTH,
STAT_H2_MAXMANA,
STAT_H2_FLAGS,
STAT_H2_PLAYERCLASS,
STAT_H2_OBJECTIVE1, //integer
STAT_H2_OBJECTIVE2, //integer
STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR = 220, // DP
STAT_MOVEVARS_AIRCONTROL_PENALTY = 221, // DP
STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222, // DP
STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223, // DP
STAT_MOVEVARS_AIRCONTROL_POWER = 224, // DP
STAT_MOVEFLAGS = 225, // DP
STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL = 226, // DP
STAT_MOVEVARS_WARSOWBUNNY_ACCEL = 227, // DP
STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED = 228, // DP
STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL = 229, // DP
STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO = 230, // DP
STAT_MOVEVARS_AIRSTOPACCELERATE = 231, // DP
STAT_MOVEVARS_AIRSTRAFEACCELERATE = 232, // DP
STAT_MOVEVARS_MAXAIRSTRAFESPEED = 233, // DP
STAT_MOVEVARS_AIRCONTROL = 234, // DP
STAT_FRAGLIMIT = 235, // DP
STAT_TIMELIMIT = 236, // DP
STAT_MOVEVARS_WALLFRICTION = 237, // DP
STAT_MOVEVARS_FRICTION = 238, // DP
STAT_MOVEVARS_WATERFRICTION = 239, // DP
STAT_MOVEVARS_TICRATE = 240, // DP
STAT_MOVEVARS_TIMESCALE = 241, // DP
STAT_MOVEVARS_GRAVITY = 242, // DP
STAT_MOVEVARS_STOPSPEED = 243, // DP
STAT_MOVEVARS_MAXSPEED = 244, // DP
STAT_MOVEVARS_SPECTATORMAXSPEED = 245, // DP
STAT_MOVEVARS_ACCELERATE = 246, // DP
STAT_MOVEVARS_AIRACCELERATE = 247, // DP
STAT_MOVEVARS_WATERACCELERATE = 248, // DP
STAT_MOVEVARS_ENTGRAVITY = 249, // DP
STAT_MOVEVARS_JUMPVELOCITY = 250, // DP
STAT_MOVEVARS_EDGEFRICTION = 251, // DP
STAT_MOVEVARS_MAXAIRSPEED = 252, // DP
STAT_MOVEVARS_STEPHEIGHT = 253, // DP
STAT_MOVEVARS_AIRACCEL_QW = 254, // DP
STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION = 255, // DP
#endif
MAX_CL_STATS = 256
};
#ifdef QUAKEHUD
//
// item flags
//
#define IT_SHOTGUN (1u<<0)
#define IT_SUPER_SHOTGUN (1u<<1)
#define IT_NAILGUN (1u<<2)
#define IT_SUPER_NAILGUN (1u<<3)
#define IT_GRENADE_LAUNCHER (1u<<4)
#define IT_ROCKET_LAUNCHER (1u<<5)
#define IT_LIGHTNING (1u<<6)
#define IT_SUPER_LIGHTNING (1u<<7)
#define IT_SHELLS (1u<<8)
#define IT_NAILS (1u<<9)
#define IT_ROCKETS (1u<<10)
#define IT_CELLS (1u<<11)
#define IT_AXE (1u<<12)
#define IT_ARMOR1 (1u<<13)
#define IT_ARMOR2 (1u<<14)
#define IT_ARMOR3 (1u<<15)
#define IT_SUPERHEALTH (1u<<16)
#define IT_KEY1 (1u<<17)
#define IT_KEY2 (1u<<18)
#define IT_INVISIBILITY (1u<<19)
#define IT_INVULNERABILITY (1u<<20)
#define IT_SUIT (1u<<21)
#define IT_QUAD (1u<<22)
#define IT_SIGIL1 (1u<<28)
#define IT_SIGIL2 (1u<<29)
#define IT_SIGIL3 (1u<<30)
#define IT_SIGIL4 (1u<<31)
#endif
//
// 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
//split screen stuff
#define MAX_SPLITS 4
//savegame vars
#define SAVEGAME_COMMENT_LENGTH 39
#define SAVEGAME_VERSION 667
#define PM_DEFAULTSTEPHEIGHT 18
#define dem_cmd 0
#define dem_read 1
#define dem_set 2
#define dem_multiple 3
#define dem_single 4
#define dem_stats 5
#define dem_all 6
#endif //ifndef __BOTHDEFS_H