fteqw/engine/common/config_minimal.h
2021-11-10 01:35:55 +00:00

224 lines
13 KiB
C

// Build-Config file for FTE's minimal builds.
// to use: make FTE_CONFIG=minimal
// These builds are a compromise between true minimal and something that will actually work.
// As such we allow pk3s, md3s, pngs, and built-in menus, but that's about it.
// Features should either be commented or not. If you change undefs to defines or vice versa then expect problems.
// Later code will disable any features if they're not supported on the current platform, so don't worry about win/lin/mac/android/web/etc here - any such issues should be fixed elsewhere.
//general rebranding
//#define DISTRIBUTION "FTE" //should be kept short. 8 or less letters is good, with no spaces.
//#define DISTRIBUTIONLONG "Forethought Entertainment" //think of this as your company name. It isn't shown too often, so can be quite long.
//#define FULLENGINENAME "FTE Quake" //nominally user-visible name.
//#define ENGINEWEBSITE "http://fte.triptohell.info" //for shameless self-promotion purposes.
//#define BRANDING_ICON "fte_eukara.ico" //The file to use in windows' resource files - for linux your game should include an icon.[png|ico] file in the game's data.
//filesystem rebranding
//#define GAME_SHORTNAME "quake" //short alphanumeric description
//#define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing
//#define GAME_BASEGAMES GAME_SHORTNAME //comma-separate list of basegame strings to use
//#define GAME_PROTOCOL "FTE-Quake" //so other games won't show up in the server browser
//#define GAME_DEFAULTPORT 27500 //slightly reduces the chance of people connecting to the wrong type of server
//#define GAME_IDENTIFYINGFILES NULL //with multiple games, this string-list gives verification that the basedir is actually valid. if null, will just be assumed correct.
//#define GAME_DOWNLOADSURL NULL //url for the package manger to update from
//#define GAME_DEFAULTCMDS NULL //a string containing the things you want to exec in order to override default.cfg
// Allowed renderers... There should ONLY be undefs here (other C files won't be pulled in automatically)
//#undef GLQUAKE
//#undef D3D8QUAKE
//#undef D3D9QUAKE
//#undef D3D11QUAKE
//#undef VKQUAKE
#undef HEADLESSQUAKE //no-op renderer...
//#undef WAYLANDQUAKE //linux only
//Misc Renderer stuff
#define PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
//#define PSET_SCRIPT //scriptable particles (both fte's and importing effectinfo)
//#define RTLIGHTS
//#define RUNTIMELIGHTING //automatic generation of .lit files
//#define R_XFLIP //old silly thing
//Extra misc features.
//#define CLIENTONLY //
#define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
#define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
#define AVAIL_DINPUT
//#define SIDEVIEWS 4 //enable secondary/reverse views.
//#define MAX_SPLITS 4u
#define VERTEXINDEXBYTES 2 //16bit indexes work everywhere but may break some file types, 32bit indexes are optional in gles<=2 and d3d<=9 and take more memory/copying but allow for bigger batches/models. Plugins need to be compiled the same way so this is no longer set per-renderer.
//#define TEXTEDITOR //my funky text editor! its awesome!
//#define PLUGINS //support for external plugins (like huds or fancy menus or whatever)
//#define USE_SQLITE //sql-database-as-file support
//#define IPLOG //track player's ip addresses (any decent server will hide ip addresses, so this probably isn't that useful, but nq players expect it)
//Filesystem formats
#define PACKAGE_PK3 //aka zips. we support utf8,zip64,spans,weakcrypto,(deflate),(bzip2),symlinks. we do not support strongcrypto nor any of the other compression schemes.
#define PACKAGE_Q1PAK //also q2
//#define PACKAGE_DOOMWAD //doom wad support (generates various file names, and adds support for doom's audio, sprites, etc)
//#define AVAIL_XZDEC //.xz decompression
//#define AVAIL_GZDEC //.gz decompression
#define AVAIL_ZLIB //whether pk3s can be compressed or not.
//#define AVAIL_BZLIB //whether pk3s can use bz2 compression
//#define PACKAGE_DZIP //.dzip support for smaller demos (which are actually more like pak files and can store ANY type of file)
//Map formats
#define Q1BSPS //Quake1
//#define Q2BSPS //Quake2
//#define Q3BSPS //Quake3, as well as a load of other games too...
//#define RFBSPS //qfusion's bsp format / jk2o etc.
//#define TERRAIN //FTE's terrain, as well as .map support
//#define DOOMWADS //map support, filesystem support is separate.
//#define MAP_PROC //doom3...
//Model formats
#define SPRMODELS //Quake's sprites
//#define SP2MODELS //Quake2's models
//#define DSPMODELS //Doom sprites!
#define MD1MODELS //Quake's models.
//#define MD2MODELS //Quake2's models
#define MD3MODELS //Quake3's models, also often used for q1 etc too.
//#define MD5MODELS //Doom3 models.
//#define ZYMOTICMODELS //nexuiz uses these, for some reason.
//#define DPMMODELS //these keep popping up, despite being a weak format.
//#define PSKMODELS //unreal's interchange format. Undesirable in terms of load times.
//#define HALFLIFEMODELS //horrible format that doesn't interact well with the rest of FTE's code. Unusable tools (due to license reasons).
//#define INTERQUAKEMODELS //Preferred model format, at least from an idealism perspective.
//#define MODELFMT_MDX //kingpin's format (for hitboxes+geomsets).
//#define MODELFMT_OBJ //lame mesh-only format that needs far too much processing and even lacks a proper magic identifier too
//#define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now.
//#define RAGDOLL //ragdoll support. requires RBE support (via a plugin...).
//Image formats
//#define IMAGEFMT_KTX //Khronos TeXture. common on gles3 devices for etc2 compression
//#define IMAGEFMT_PKM //file format generally written by etcpack or android's etc1tool. doesn't support mips.
//#define IMAGEFMT_ASTC //lame simple header around a single astc image. not needed for astc in ktx files etc. its better to use ktx files.
//#define IMAGEFMT_PBM //pbm/ppm/pgm/pfm family formats.
//#define IMAGEFMT_PSD //baselayer only.
//#define IMAGEFMT_XCF //flattens, most of the time
//#define IMAGEFMT_HDR //an RGBE format.
//#define IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
#define IMAGEFMT_TGA //somewhat mandatory
#define IMAGEFMT_LMP //mandatory for quake
#define IMAGEFMT_PNG //common in quakeworld, useful for screenshots.
//#define IMAGEFMT_JPG //common in quake3, useful for screenshots.
//#define IMAGEFMT_GIF //for the luls. loads as a texture2DArray
//#define IMAGEFMT_BLP //legacy crap
//#define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls
//#define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes.
//#define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data.
#define AVAIL_PNGLIB //.png image format support (read+screenshots)
//#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
//#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies.
#define PACKAGE_TEXWAD //quake's image wad support
//#define AVAIL_FREETYPE //for truetype font rendering
//#define DECOMPRESS_ETC2 //decompress etc2(core in gles3/gl4.3) if the graphics driver doesn't support it (eg d3d or crappy gpus with vulkan).
//#define DECOMPRESS_S3TC //allows bc1-3 to work even when drivers don't support it. This is probably only an issue on mobile chips. WARNING: not entirely sure if all patents expired yet...
//#define DECOMPRESS_RGTC //bc4+bc5
//#define DECOMPRESS_BPTC //bc6+bc7
//#define DECOMPRESS_ASTC //ASTC, for drivers that don't support it properly.
// Game/Gamecode Support
//#define CSQC_DAT
//#define MENU_DAT
//#define MENU_NATIVECODE //Use an external dll for menus.
//#define VM_Q1 //q1qvm implementation, to support ktx.
//#define VM_LUA //optionally supports lua instead of ssqc.
//#define Q2SERVER //q2 server+gamecode.
//#define Q2CLIENT //q2 client. file formats enabled separately.
//#define Q3CLIENT //q3 client stuff.
//#define Q3SERVER //q3 server stuff.
//#define AVAIL_BOTLIB //q3 botlib
//#undef BOTLIB_STATIC //should normally be set only in the makefile, and only if AVAIL_BOTLIB is defined above.
//#define HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats.
//#define HUFFNETWORK //crappy network compression. probably needs reseeding.
#define NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode).
//#define SUBSERVERS //Allows the server to fork itself, each acting as an MMO-style server instance of a single 'realm'.
//#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 SAVEDGAMES //Can save the game.
//#define MVD_RECORDING //server can record MVDs.
//#define ENGINE_ROUTING //Engine-provided routing logic (possibly threaded)
//#define USE_INTERNAL_BULLET //Statically link against bullet physics plugin (instead of using an external plugin)
//#define USE_INTERNAL_ODE //Statically link against ode physics plugin (instead of using an external plugin)
// Networking options
//#define NQPROT //act as an nq client/server, with nq gamecode.
#define HAVE_PACKET //we can send unreliable messages!
//#define HAVE_TCP //we can create/accept TCP connections.
//#define HAVE_GNUTLS //on linux
//#define HAVE_WINSSPI //on windows
//#define FTPSERVER //sv_ftp cvar.
//#define WEBCLIENT //uri_get+any internal downloads etc
#define HAVE_HTTPSV //net_enable_http/websocket
//#define TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo.
//#define IRCCONNECT //lame support for routing game packets via irc server. not a good idea.
//#define SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections.
//#define CL_MASTER //Clientside Server Browser functionality.
//#define PACKAGEMANAGER //Allows the user to enable/disable/download(with WEBCLIENT) packages and plugins.
// Audio Drivers
//#define AVAIL_OPENAL
//#define AVAIL_WASAPI //windows advanced sound api
#define AVAIL_DSOUND
//#define HAVE_MIXER //support non-openal audio drivers
// Audio Formats
//#define AVAIL_OGGVORBIS //.ogg support
//#define AVAIL_MP3_ACM //.mp3 support (windows only).
// Other Audio Options
//#define VOICECHAT
//#define HAVE_SPEEX //Support the speex codec.
//#define HAVE_OPUS //Support the opus codec.
//#define HAVE_MEDIA_DECODER //can play cin/roq, more with plugins
//#define HAVE_MEDIA_ENCODER //capture/capturedemo work.
//#define HAVE_CDPLAYER //includes cd playback. actual cds. named/numbered tracks are supported regardless (though you need to use the 'music' command to play them without this).
//#define HAVE_JUKEBOX //includes built-in jukebox crap
//#define HAVE_SPEECHTOTEXT //windows speech-to-text thing
// Features required by vanilla quake/quakeworld...
//#define QUAKETC
#define QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself.
#define QUAKEHUD //support for drawing the vanilla hud.
#define QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing
//#define NOBUILTINMENUS
//#define NOLEGACY //just spike trying to kill off crappy crap...
//#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
#define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely. 1 just omits the text. (ignored in debug builds.)
// Outdated stuff
//#define SVRANKING //legacy server-side ranking system.
////#define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm.
//#define SVCHAT //ancient lame builtin to support NPC-style chat...
////#define SV_MASTER //Support running the server as a master server. Should probably not be used.
////#define WEBSERVER //outdated sv_http cvar. new stuff acts via sv_port_tcp instead (which also gives https).
////#define QUAKESPYAPI //define this if you want the engine to be usable via gamespy/quakespy, which has been dead for a long time now. forces the client to use a single port for all outgoing connections, which hurts reconnects.
#ifdef COMPILE_OPTS
//things to configure qclib, which annoyingly doesn't include this file itself
-DOMIT_QCC //disable the built-in qcc
-DSIMPLE_QCVM //disable qc debugging and 32bit opcodes
#ifndef AVAIL_ZLIB
-DNO_ZLIB //disable zlib
#endif
#ifdef AVAIL_PNGLIB
-DLINK_PNG
#endif
#ifdef AVAIL_JPEGLIB
-DLINK_JPEG
#endif
-DNO_OPUS
-DNO_SPEEX //disable static speex
#ifndef AVAIL_BOTLIB
-DNO_BOTLIB //disable static botlib
#endif
-DNO_VORBISFILE //disable static vorbisfile
-Os //optimise for size instead of speed. less cpu cache needed means that its sometimes faster anyway.
#endif