/***************************************************************************
 *
 * PROJECT: The Dark Mod
 * $Source$
 * $Revision$
 * $Date$
 * $Author$
 *
 * $Log$
 * Revision 1.3  2005/11/10 19:21:04  sparhawk
 * SDK 1.3 Merge
 *
 * Revision 1.2  2004/11/28 09:15:24  sparhawk
 * SDK V2 merge
 *
 * Revision 1.1.1.1  2004/10/30 15:52:34  sparhawk
 * Initial release
 *
 ***************************************************************************/

// Copyright (C) 2004 Id Software, Inc.
//

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

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

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

#define GAME_NAME						"DOOM 3"		// appears on window titles and errors

#define ENGINE_VERSION					"DOOM 1.3"		// printed in console

// paths
#define	CD_BASEDIR						"Doom"
#ifdef ID_DEMO_BUILD
	#define BASE_GAMEDIR					"demo"
#else
	#define	BASE_GAMEDIR					"base"
#endif

// filenames
#define	CD_EXE							"doom.exe"
#define CONFIG_FILE						"DoomConfig.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
#ifdef ID_DEMO_BUILD
	#define LINUX_DEFAULT_PATH			"/usr/local/games/doom3-demo"
#else
	#define LINUX_DEFAULT_PATH			"/usr/local/games/doom3"
#endif

// CD Key file info
// goes into BASE_GAMEDIR whatever the fs_game is set to
// two distinct files for easier win32 installer job
#define CDKEY_FILE						"doomkey"
#define XPKEY_FILE						"xpkey"
#define CDKEY_TEXT						"\n// Do not give this file to ANYONE.\n" \
										"// id Software and Activision will NOT ask you to send this file to them.\n"

#define CONFIG_SPEC						"config.spec"

