/*
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 0

//#define	VERSION		2.56
#ifndef DISTRIBUTION
	#define DISTRIBUTION "FTE"
	#define DISTRIBUTIONLONG "Forethought Entertainment"
	#define FULLENGINENAME "FTE QuakeWorld"
	#define ENGINEWEBSITE "http://www.fteqw.com"
#endif


#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 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
	#ifndef MSVCLIBSPATH
	#if _MSC_VER == 1200
		#define MSVCLIBSPATH "../libs/vc6-libs/"
	#else
		#define MSVCLIBSPATH "../libs/"
	#endif
	#endif

	#ifdef NO_LIBRARIES
		#define NO_DIRECTX
		#define NO_PNG
		#define NO_JPEG
		#define NO_ZLIB
		#define NO_OGG
	#endif

	//#define AVAIL_OGGVORBIS
	#if !defined(__CYGWIN__) && !defined(MINGW) && !defined(MACOSX)
		#define AVAIL_PNGLIB
		#define AVAIL_JPEGLIB
		#define AVAIL_ZLIB

		#define AVAIL_OGGVORBIS

//		#define AVAIL_OPENAL	/* Jogi's OpenAL support */
	#endif

#if defined(MINGW) || defined(MACOSX)
	#define AVAIL_PNGLIB
	#define AVAIL_ZLIB
	#define AVAIL_JPEGLIB
#endif

#if !defined(NO_DIRECTX) && !defined(NODIRECTX)
	#define AVAIL_DINPUT
	#define AVAIL_DDRAW
	#define AVAIL_DSOUND
	#define AVAIL_D3D
#endif

//#define DYNAMIC_ZLIB
//#define DYNAMIC_LIBPNG
//#define DYNAMIC_LIBJPEG

#define AVAIL_FREETYPE
#ifdef _WIN32
//needs testing on other platforms
#define AVAIL_OPENAL
#endif

#define ODE_DYNAMIC

#ifdef NO_OPENAL
	#undef AVAIL_OPENAL
#endif

#ifdef NO_PNG
	#undef AVAIL_PNGLIB
#endif
#ifdef NO_JPEG
	#undef AVAIL_JPEGLIB
#endif
#ifdef NO_ZLIB
	#undef AVAIL_ZLIB
#endif
#ifdef NO_OGG
	#undef AVAIL_OGGVORBIS
#endif
#if defined(NO_FREETYPE)
	#undef AVAIL_FREETYPE
#endif

//#define AVAIL_FREETYPE

//set any additional defines or libs in win32
	#define SVRANKING

	#ifdef MINIMAL
		#define CL_MASTER		//this is useful

		#undef AVAIL_JPEGLIB	//no jpeg support
		#undef AVAIL_PNGLIB		//no png support
		#undef USE_MADLIB		//no internal mp3 playing
		#define NOMEDIA			//NO playing of avis/cins/roqs

		#define MD3MODELS		//we DO want to use quake3 alias models. This might be a minimal build, but we still want this.
		#define PLUGINS

		#define PSET_CLASSIC

		//#define CSQC_DAT	//support for csqc

		#ifndef SERVERONLY	//don't be stupid, stupid.
			#ifndef CLIENTONLY
				#define CLIENTONLY
			#endif
		#endif
	#else
		#define SIDEVIEWS	4	//enable secondary/reverse views.

		#define SP2MODELS		//quake2 sprite 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 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 Q2BSPS			//quake 2 bsp support
		#define Q3BSPS			//quake 3 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 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 FISH			//fisheye distortion stuff
		#define ZLIB			//zip/pk3 support
		#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
#ifndef NO_XFLIP
		#define IN_XFLIP		//allow input to be flipped horizontally.
#endif
		#define TEXTEDITOR
		#define PPL				//per pixel lighting (stencil shadowing)
		#define DDS				//a sort of image file format.
		#define RTLIGHTS		//realtime lighting

		#define VM_Q1			//q1 qvm 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

#ifdef _DEBUG
//		#define OFFSCREENGECKO
#endif

		//#define SQL

		#define CSQC_DAT	//support for csqc
		#define MENU_DAT	//support for menu.dat

		#define PSET_SCRIPT
		#define PSET_CLASSIC
		//#define PSET_DARKPLACES

		#define VOICECHAT	//not added yet.

//these things were moved to plugins.
	#endif

#endif


//fix things a little...
#ifdef NPQTV
	/*plugins require threads and stuff now, and http download support*/
	#ifndef MULTITHREAD
		#define MULTITHREAD
		#define WEBCLIENT
	#endif
#endif

#ifndef _WIN32
	#undef QTERM	//not supported - FIXME: move to native plugin
#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 NPQTV
	#undef TEXTEDITOR
	#undef WEBSERVER
#endif

#ifdef SERVERONLY	//remove options that don't make sense on only a server
	#undef Q2CLIENT
	#undef Q3CLIENT
	#undef HLCLIENT
	#undef HALFLIFEMODELS
	#undef VM_UI
	#undef VM_CG
	#undef WEBCLIENT
	#undef TEXTEDITOR
	#undef RUNTIMELIGHTING
	#undef TERRAIN	//not supported

	#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

//remove any options that depend upon GL.
#ifndef SERVERONLY
	#if !defined(GLQUAKE) && !defined(D3DQUAKE)
		#undef DOOMWADS
		#undef HALFLIFEMODELS
		#undef Q3BSPS
		#undef R_XFLIP
		#undef RUNTIMELIGHTING
		#undef Q3CLIENT
	#endif

	#if !defined(GLQUAKE)
		#undef TERRAIN
	#endif

	// undefine things not supported yet for D3D
	#if defined(D3DQUAKE) && !defined(GLQUAKE)
		#undef DDS // this is dumb
		#undef HALFLIFEMODELS
	#endif

#endif

#if !defined(GLQUAKE) && !defined(D3DQUAKE) && !defined(SERVERONLY)
	#undef Q3BSPS
#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(_WIN32)
		#if defined(__amd64__)
			#define PLATFORM	"Win64"
		#else
			#define PLATFORM	"Win32"
		#endif
	#elif defined(__linux__)
		#if defined(__amd64__)
			#define PLATFORM	"Linux64"
		#else
			#define PLATFORM	"Linux"
		#endif
	#elif defined(__FreeBSD__)
		#define PLATFORM	"FreeBSD"
	#elif defined(__OpenBSD__)
		#define PLATFORM	"OpenBSD"
	#elif defined(__NetBSD__)
		#define PLATFORM	"NetBSD"
	#elif defined(__MORPHOS__)
		#define PLATFORM	"MorphOS"
	#elif defined(MACOSX)
		#define PLATFORM	"MacOS X"
	#else
		#define PLATFORM	"Unknown"
	#endif
#endif


#if (defined(_M_IX86) || defined(__i386__)) && !defined(__amd64__) && !defined(_AMD64_)
#define UNALIGNED_OK	1	// set to 0 if unaligned accesses are not supported
#else
#define UNALIGNED_OK	0
#endif

#ifdef _MSC_VER
	#define VARGS __cdecl
	#define MSVCDISABLEWARNINGS
	#if _MSC_VER >= 1300
		#define FTE_DEPRECATED __declspec(deprecated)
		#define _CRT_SECURE_NO_WARNINGS
		#define _CRT_NONSTDC_NO_WARNINGS
	#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
	#define LIKEPRINTF(x) __attribute__((format(printf,x,x+1)))
#endif
#if (__GNUC__ > 2 || (__GNUC__ == 2 && __GNUC_MINOR__ >= 5))
	#define NORETURN __attribute__((noreturn))
#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

#define	MINIMUM_MEMORY	0x550000

// up / down
#define	PITCH	0

// left / right
#define	YAW		1

// fall over
#define	ROLL	2

#define	SOUND_CHANNELS		8


#define	MAX_QPATH		64			// max length of a quake game pathname
#define	MAX_OSPATH		256			// max length of a filesystem pathname

#define	ON_EPSILON		0.1			// point on plane side epsilon

#define	MAX_NQMSGLEN	65536		// max length of a reliable message
#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
#define MAX_OVERALLDATAGRAM MAX_DATAGRAM

#define MAX_BACKBUFLEN	1200

//
// per-level limits
//
#define	MAX_EDICTS		32767			// FIXME: ouch! ouch! ouch!
#define	MAX_LIGHTSTYLES	255
#define MAX_STANDARDLIGHTSTYLES 64
#define	MAX_MODELS		512			// these are sent over the net as bytes
#define	MAX_SOUNDS		512			// so they cannot be blindly increased
#define MAX_VWEP_MODELS 32

#define	MAX_CSQCMODELS		256			// these live entirly clientside

#define	SAVEGAME_COMMENT_LENGTH	39

#define	MAX_STYLESTRING	64

//
// stats are integers communicated to the client by the server
//
#define MAX_QW_STATS 32
enum {
STAT_HEALTH			= 0,
//STAT_FRAGS		= 1,
STAT_WEAPON			= 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
#ifdef SIDEVIEWS
STAT_VIEW2			= 20,
#endif
STAT_VIEWZOOM		= 21, // DP

//note that hexen2 stats are only used in hexen2 gamemodes, and can be read by csqc without further server changes.
//when running hexen2 mods, the server specifically sets up these stats for the csqc.
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,
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,
STAT_H2_PUZZLE2,
STAT_H2_PUZZLE3,
STAT_H2_PUZZLE4,
STAT_H2_PUZZLE5,
STAT_H2_PUZZLE6,
STAT_H2_PUZZLE7,
STAT_H2_PUZZLE8,
STAT_H2_MAXHEALTH,
STAT_H2_MAXMANA,
STAT_H2_FLAGS,
STAT_H2_PLAYERCLASS,

STAT_H2_OBJECTIVE1,
STAT_H2_OBJECTIVE2,



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

	MAX_CL_STATS = 256
};

//
// item flags
//
#define	IT_SHOTGUN				1
#define	IT_SUPER_SHOTGUN		2
#define	IT_NAILGUN				4
#define	IT_SUPER_NAILGUN		8

#define	IT_GRENADE_LAUNCHER		16
#define	IT_ROCKET_LAUNCHER		32
#define	IT_LIGHTNING			64
#define	IT_SUPER_LIGHTNING		128

#define	IT_SHELLS				256
#define	IT_NAILS				512
#define	IT_ROCKETS				1024
#define	IT_CELLS				2048

#define	IT_AXE					4096

#define	IT_ARMOR1				8192
#define	IT_ARMOR2				16384
#define	IT_ARMOR3				32768

#define	IT_SUPERHEALTH			65536

#define	IT_KEY1					131072
#define	IT_KEY2					262144

#define	IT_INVISIBILITY			524288

#define	IT_INVULNERABILITY		1048576
#define	IT_SUIT					2097152
#define	IT_QUAD					4194304

#define	IT_SIGIL1				(1<<28)

#define	IT_SIGIL2				(1<<29)
#define	IT_SIGIL3				(1<<30)
#define	IT_SIGIL4				(1<<31)

//
// 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