/*****************************************************************************
                    The Dark Mod GPL Source Code
 
 This file is part of the The Dark Mod Source Code, originally based 
 on the Doom 3 GPL Source Code as published in 2011.
 
 The Dark Mod Source Code 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 3 of the License, 
 or (at your option) any later version. For details, see LICENSE.TXT.
 
 Project: The Dark Mod (http://www.thedarkmod.com/)
 
 $Revision$ (Revision of last commit) 
 $Date$ (Date of last commit)
 $Author$ (Author of last commit)
 
******************************************************************************/

/*
===============================================================================

	Definitions for information that is related to a licensee's game name and location.

===============================================================================
*/

#define GAME_NAME		"The Dark Mod"	// appears on window titles and errors

// greebo: Defines the darkmod release version
#define TDM_VERSION_MAJOR	1
#define TDM_VERSION_MINOR	8
// tels: This value compiled into both .exe and .dll (.x86 and .so on linux), and after loading
//	 the dll, the dll compares its value with this value. If both mismatch, the dll outputs
//	 and error and exits out. This ensures that the .exe does not load "outdated" dlls.
//	 Unfortunately, the check is done in the dll and the messsage comes from there, too.
//	 Game_local.cpp around line 150 is where it is done.
#define GAME_API_VERSION	TDM_VERSION_MAJOR * 100 + TDM_VERSION_MINOR	// e.g. 108
#define ENGINE_VERSION		"TDM 1.08"	// printed in console

// paths
#define	CD_BASEDIR		"Doom"
#define	BASE_GAMEDIR		"base"
#define BASE_TDM		"darkmod"

// filenames
#define CONFIG_FILE						"Darkmod.cfg"

// base folder where the source code lives
#define SOURCE_CODE_BASE_FOLDER			"neo"


// default idnet host address
#ifndef IDNET_HOST
	#define IDNET_HOST					"idnet.ua-corp.com"
#endif

// default idnet master port
#ifndef IDNET_MASTER_PORT
	#define IDNET_MASTER_PORT			"27650"
#endif

// default network server port
#ifndef PORT_SERVER
	#define	PORT_SERVER					27666
#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
#define ASYNC_PROTOCOL_MAJOR			1

// Savegame Version
// Update when you can no longer maintain compatibility with previous savegames
// NOTE: a seperate core savegame version and game savegame version could be useful
// 16: Doom v1.1
// 17: Doom v1.2 / D3XP. Can still read old v16 with defaults for new data
#define SAVEGAME_VERSION				17

// <= Doom v1.1: 1. no DS_VERSION token ( default )
// Doom v1.2: 2
#define RENDERDEMO_VERSION				2

// editor info
#define EDITOR_DEFAULT_PROJECT			"doom.qe4"
#define EDITOR_REGISTRY_KEY				"DOOMRadiant"
#define EDITOR_WINDOWTEXT				"DOOMEdit"

// win32 info
#define WIN32_CONSOLE_CLASS				"DOOM 3 WinConsole"
#define	WIN32_WINDOW_CLASS_NAME			"DOOM3"
#define	WIN32_FAKE_WINDOW_CLASS_NAME	"DOOM3_WGL_FAKE"

// Linux info
#define LINUX_DEFAULT_PATH			"/usr/local/games/doom3"

#define CONFIG_SPEC						"config.spec"