fteqw/engine/common/config_freecs.h

213 lines
8.1 KiB
C

// The Wastes' config.h
// We support both GL and D3D9. If Vulkan matures yeahsurewhynot
// I want to get this mostly running on all systems.
// Possibly Xbox. Yes, the original one. Sue me.
//general rebranding
#define DISTRIBUTION "FCS"
#define DISTRIBUTIONLONG "eukara"
#define FULLENGINENAME "FreeCS"
#define ENGINEWEBSITE "https://icculus.org/~marco/freecs/"
#define BRANDING_ICON "freecs.ico"
//filesystem rebranding
#define GAME_SHORTNAME "freecs" //short alphanumeric description
#define GAME_FULLNAME FULLENGINENAME //full name of the game we're playing
#define GAME_BASEGAMES "logos","valve","cstrike","freecs" //comma-separate list of basegame strings to use
#define GAME_PROTOCOL "FTE-FCS" //so other games won't show up in the server browser
#define GAME_DEFAULTPORT 23000 //FIXME: change me!
//#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
// All my fault -eukara
#define ENGINE_ROUTING
// What do we use
//#define D3D9QUAKE
//#define GLQUAKE
#undef D3D11QUAKE
#if defined(WIN32) && !defined(D3D8QUAKE)
#define D3D8QUAKE
#endif
#undef VKQUAKE
#undef HEADLESSQUAKE
#undef WAYLANDQUAKE
#define AVAIL_FREETYPE //for truetype font rendering
#define HAVE_PACKET
#define QUAKETC
#define AVAIL_OPENAL
#define AVAIL_ZLIB
#define AVAIL_OGGVORBIS
#define CL_MASTER
#define CSQC_DAT
#define MENU_DAT
#define PSET_SCRIPT
#define VOICECHAT
#undef RTLIGHTS
#ifndef MULTITHREAD
#define MULTITHREAD //misc basic multithreading - dsound, downloads, basic stuff that's unlikely to have race conditions.
#endif
#define LOADERTHREAD //worker threads for loading misc stuff. falls back on main thread if not supported.
//#define USEAREAGRID //world collision optimisation. REQUIRED for performance with xonotic. hopefully it helps a few other mods too.
#define NOBUILTINMENUS
#define NOLEGACY //just spike trying to kill off crappy crap...
#define AVAIL_DINPUT
#ifndef DEBUG
#define NOQCDESCRIPTIONS 2 //if 2, disables writing fteextensions.qc completely.
#endif
// Various package formats
#define PACKAGE_PK3
#define PACKAGE_Q1PAK
#undef PACKAGE_DOOMWAD
#define PACKAGE_TEXWAD // We need this for WAD3 support
// Map formats
#undef Q3BSPS
#define Q1BSPS // Half-Life Support
#undef Q2BSPS
#undef RFBSPS
#undef TERRAIN
#undef DOOMWADS
#undef MAP_PROC
// Model formats
#define INTERQUAKEMODELS
#define SPRMODELS
#undef SP2MODELS
#undef DSPMODELS
#undef MD1MODELS
#undef MD2MODELS
#undef MD3MODELS
#undef MD5MODELS
#undef ZYMOTICMODELS
#undef DPMMODELS
#undef PSKMODELS
#define HALFLIFEMODELS
// What do we NOT want to use
#undef AVAIL_WASAPI //windows advanced sound api
#undef AVAIL_DSOUND
#undef BOTLIB_STATIC //q3 botlib
#undef AVAIL_XZDEC //.xz decompression
#undef AVAIL_GZDEC //.gz decompression
#undef PACKAGE_DZIP //.dzip special-case archive support
#undef AVAIL_PNGLIB //.png image format support (read+screenshots)
#undef AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
#undef AVAIL_MP3_ACM //.mp3 support (in windows).
#undef IMAGEFMT_KTX
#undef IMAGEFMT_PKM
#define IMAGEFMT_PCX
#undef IMAGEFMT_DDS //.dds files embed mipmaps and texture compression. faster to load.
#undef IMAGEFMT_BLP //legacy crap
#define IMAGEFMT_BMP //legacy crap
////#undef IMAGEFMT_PCX //legacy crap
#undef DECOMPRESS_ETC2
#undef DECOMPRESS_RGTC
#undef DECOMPRESS_S3TC
#undef DECOMPRESS_BPTC //bc6+bc7
#undef NETPREPARSE //allows for running both nq+qw on the same server (if not, protocol used must match gamecode).
#undef USE_SQLITE //sql-database-as-file support
#undef QUAKESTATS //defines STAT_HEALTH etc. if omitted, you'll need to provide that functionality yourself.
#undef QUAKEHUD //support for drawing the vanilla hud.
#undef QWSKINS //disabling this means no qw .pcx skins nor enemy/team skin/colour forcing
#undef SVRANKING //legacy server-side ranking system.
#undef RAGDOLL //ragdoll support. requires RBE support.
#undef HUFFNETWORK //crappy network compression. probably needs reseeding.
#undef SVCHAT //ancient lame builtin to support NPC-style chat...
#undef VM_Q1 //q1qvm implementation, to support ktx.
#undef Q2SERVER //q2 server+gamecode.
#undef Q2CLIENT //q2 client. file formats enabled separately.
#undef Q3CLIENT //q3 client stuff.
#undef Q3SERVER //q3 server stuff.
#undef HEXEN2 //runs hexen2 gamecode, supports hexen2 file formats.
#undef NQPROT //act as an nq client/server, with nq gamecode.
////#undef WEBSERVER //sv_ftp + sv_http cvars.
#undef WEBCLIENT //uri_get+any internal downloads etc
#undef RUNTIMELIGHTING //automatic generation of .lit files
#undef R_XFLIP //old silly thing
#undef TEXTEDITOR //my funky text editor! its awesome!
#undef TCPCONNECT //support for playing over tcp sockets, instead of just udp. compatible with qizmo.
#undef IRCCONNECT //lame support for routing game packets via irc server. not a good idea.
#define PLUGINS //support for external plugins (like huds or fancy menus or whatever)
#undef SUPPORT_ICE //Internet Connectivity Establishment, for use by plugins to establish voice or game connections.
#undef PSET_CLASSIC //support the 'classic' particle system, for that classic quake feel.
#undef 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).
////#undef QTERM
#undef SIDEVIEWS
#undef MAX_SPLITS
#undef SUBSERVERS
////#undef SV_MASTER
#undef HAVE_MIXER //openal only
#undef VM_LUA
#undef HLCLIENT
#undef HLSERVER
#undef FTPSERVER
//#undef CLIENTONLY //leave this up to the makefiles.
#define HAVE_TCP
#undef HAVE_GNUTLS //linux tls/dtls support
#undef HAVE_WINSSPI //windows tls/dtls support
#undef 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.
#undef HAVE_SPEECHTOTEXT //windows speech-to-text thing
//FIXME: Stuff that Spike has added that Eukara needs to decide whether to keep or not.
#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 HAVE_OPUS
//#define HAVE_SPEEX
//#define IMAGEFMT_HDR
//#define IMAGEFMT_PBM
//#define IMAGEFMT_PSD
//#define IMAGEFMT_XCF //flattens, most of the time
//#define IPLOG
//#define MVD_RECORDING
//#define PACKAGEMANAGER
//#define SAVEDGAMES
//#define AVAIL_BOTLIB
//#define AVAIL_BZLIB
//#define USE_INTERNAL_ODE
//#define USE_INTERNAL_BULLET
//#define MENU_NATIVECODE
//#define DECOMPRESS_ASTC
//#define HAVE_HTTPSV
//#define IMAGEFMT_ASTC
//#define IMAGEFMT_JPG
//#define IMAGEFMT_GIF
//#define IMAGEFMT_PNG
#define IMAGEFMT_TGA
#define IMAGEFMT_LMP
//#define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data.
//#define MODELFMT_MDX
//#define MODELFMT_OBJ
//#define MODELFMT_GLTF //khronos 'transmission format'. .gltf or .glb extension. PBR. Version 2 only, for now.
//#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies.
#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_SPEEX //disable static speex
#ifndef BOTLIB_STATIC
-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