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fteqw/engine/common/bothdefs.h
2017-03-26 17:23:53 +00:00

1040 lines
30 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 5
#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
#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
#if !defined(NO_DIRECTX) && !defined(NODIRECTX) && defined(_WIN32)
#define AVAIL_DINPUT
#define AVAIL_DSOUND
#undef AVAIL_WASAPI
#endif
#ifdef WINRT
#define AVAIL_XAUDIO2
#endif
#define AVAIL_XZDEC
#if !defined(MINIMAL) && !defined(NPFTE) && !defined(NPQTV)
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
#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
#if defined(HAVE_WINSSPI) || defined(HAVE_GNUTLS)
#define HAVE_SSL
#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
//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) //always thread on win32 non-minimal builds
#ifndef _XBOX
#define MULTITHREAD
#endif
#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 DOOMWADS 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
#ifdef _XBOX
#define RAGDOLL
#endif
#define HUFFNETWORK //huffman network compression
#define DOOMWADS //doom wad/sprite support
// #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 WEBSERVER //http/ftp servers
#define WEBCLIENT //http/ftp 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 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 PSET_DARKPLACES
#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)
#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 QuakeWorld" //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_XZDEC
#undef AVAIL_GZDEC
#endif
#if !defined(_WIN32) || defined(WINRT)
#undef HAVE_SPEECHTOTEXT
#undef AVAIL_MP3_ACM
#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
#ifdef FTE_TARGET_WEB
//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 WEBSERVER //hah, yeah, right
#undef SUPPORT_ICE //kinda requires udp, so not usable
//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
#endif
#ifdef WINRT
#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 WEBSERVER //http/ftp servers
#undef WEBCLIENT //http/ftp clients.
#undef MULTITHREAD
#endif
#ifdef ANDROID
#undef RTLIGHTS
#ifndef SPEEX_STATIC
#undef VOICECHAT
#endif
#undef TEXTEDITOR
#define GLESONLY //should reduce the conditions a little
#endif
#if defined(NACL)
#undef SUPPORT_ICE
#undef CL_MASTER //no sockets support
#undef SV_MASTER //noone uses this anyway
#undef WEBSERVER //no sockets support (certainly no servers)
#undef TCPCONNECT
#undef IRCCONNECT
#define GLSLONLY //pointless having the junk
#define GLESONLY //should reduce the conditions a little
#endif
#ifndef MULTITHREAD
//database code requires threads to do stuff async.
#undef USE_SQLITE
#undef USE_MYSQL
#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
//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
#endif
#ifndef AVAIL_ZLIB
#undef SUPPORT_ICE //depends upon zlib's crc32 for fingerprinting. I cba writing my own.
#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 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__)
#ifdef _WIN32
#define ARCH_CPU_POSTFIX "x64"
#else
#define ARCH_CPU_POSTFIX "amd64"
#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__)
#define ARCH_CPU_POSTFIX "arm"
#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
//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