quake4-sdk/source/framework/licensee.h

129 lines
4.0 KiB
C

/*
===============================================================================
Definitions for information that is related to a licensee's game name and location.
===============================================================================
*/
// RAVEN BEGIN
// rjohnson: this is the name of the game we are making
#define GAME_NAME "Quake4" // appears on window titles and errors
#define GAME_ICON "q4icon.bmp"
// jnewquist: build type
#if defined(_DEBUG)
#define GAME_BUILD_TYPE "Debug"
#elif defined(_MPBETA)
#define GAME_BUILD_TYPE "MPBeta"
#elif defined(_FINAL)
#define GAME_BUILD_TYPE ""
#elif defined(_RELEASE)
#define GAME_BUILD_TYPE ""
#endif
// paths
#define CD_BASEDIR "Quake4"
#define BASE_GAMEDIR "q4base"
#define BASE_MPGAMEDIR "q4mp"
#define DEMO_GAMEDIR "demo"
// filenames
#define CD_EXE "Quake4.exe"
#ifdef _XENON
#define CONFIG_FILE "save:/Quake4Config.cfg"
#else
#define CONFIG_FILE "Quake4Config.cfg"
#endif
// base folder where the source code lives
#define SOURCE_CODE_BASE_FOLDER "code"
#define DEVELOPER_DOMAIN "ravensoft.com"
// RAVEN END
// RAVEN BEGIN
// rjohnson: changed the host to our temp address
// default idnet host address
#ifndef IDNET_HOST
#define IDNET_HOST "q4master.idsoftware.com"
#endif
// RAVEN END
// default idnet master port
#ifndef IDNET_MASTER_PORT
#define IDNET_MASTER_PORT "27650"
#endif
#ifndef MOTD_HOST
#define MOTD_HOST "q4m-test.ravensoft.com"
#endif
#ifndef MOTD_PORT
#define MOTD_PORT "27700"
#endif
// default network server port
#ifndef PORT_SERVER
//RAVEN BEGIN
#define PORT_SERVER 28004
//RAVEN END
#endif
// Q4TV default network repeater port
#ifndef PORT_REPEATER
#define PORT_REPEATER 28104
#endif
#ifndef PORT_HTTP
#define PORT_HTTP 28004
#endif
// broadcast scan this many ports after PORT_SERVER so a single machine can run multiple servers
#define NUM_SERVER_PORTS 4
// see ASYNC_PROTOCOL_VERSION
// use a different major for each game
// RAVEN BEGIN
// ddynerman: rev ASYNC_PROTOCOL_MAJOR to 2 for Quake 4
#define ASYNC_PROTOCOL_MAJOR 2
// RAVEN END
// Savegame Version
// Update when you can no longer maintain compatibility with previous savegames.
// For testing, we're using the build number to ensure no one ever tries to load a stale savegame
#define SAVEGAME_VERSION VERSION_BUILD_NUMBER
// editor info
#define EDITOR_WINDOWTEXT "QuakeEdit"
// win32 info
#define WIN32_CONSOLE_CLASS "Quake 4 WinConsole"
#define WIN32_SPLASH_CLASS "Quake 4 Splash"
#define WIN32_WINDOW_CLASS_NAME "Quake4"
#define WIN32_FAKE_WINDOW_CLASS_NAME "QUAKE4_WGL_FAKE"
#ifdef __linux__
#define DEFAULT_BASE_PATH "/usr/local/games/quake4"
#elif defined( MACOS_X )
#define DEFAULT_BASE_PATH "/Applications/Quake4"
#endif
// CD Key file info
#define CDKEY_FILE "quake4key"
#define CDKEY_TEXT "\n// Do not give this file to ANYONE.\n" \
"// id Software, Raven Software or Activision will NOT ask you to send this file to them.\n"
// FIXME: Update to Doom
// Product ID. Stored in "productid.txt".
// This file is copyright 1999 Id Software, and may not be duplicated except during a licensed installation of the full commercial version of Quake 3:Arena
#undef PRODUCT_ID
#define PRODUCT_ID 220, 129, 255, 108, 244, 163, 171, 55, 133, 65, 199, 36, 140, 222, 53, 99, 65, 171, 175, 232, 236, 193, 210, 250, 169, 104, 231, 231, 21, 201, 170, 208, 135, 175, 130, 136, 85, 215, 71, 23, 96, 32, 96, 83, 44, 240, 219, 138, 184, 215, 73, 27, 196, 247, 55, 139, 148, 68, 78, 203, 213, 238, 139, 23, 45, 205, 118, 186, 236, 230, 231, 107, 212, 1, 10, 98, 30, 20, 116, 180, 216, 248, 166, 35, 45, 22, 215, 229, 35, 116, 250, 167, 117, 3, 57, 55, 201, 229, 218, 222, 128, 12, 141, 149, 32, 110, 168, 215, 184, 53, 31, 147, 62, 12, 138, 67, 132, 54, 125, 6, 221, 148, 140, 4, 21, 44, 198, 3, 126, 12, 100, 236, 61, 42, 44, 251, 15, 135, 14, 134, 89, 92, 177, 246, 152, 106, 124, 78, 118, 80, 28, 42
#undef PRODUCT_ID_LENGTH
#define PRODUCT_ID_LENGTH 152
#define CONFIG_SPEC "config.spec"