mirror of
https://github.com/ZDoom/gzdoom-gles.git
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e61b4b3c76
- Changed bounce flags into a property and added real bouncing sound properties. Compatibility modes to preserve use of the SeeSound are present and the old flags map to these. SVN r1599 (trunk)
125 lines
4.4 KiB
C
125 lines
4.4 KiB
C
/*
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** version.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __VERSION_H__
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#define __VERSION_H__
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// The svnrevision.h is automatically updated to grab the revision of
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// of the current source tree so that it can be included with version numbers.
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#include "svnrevision.h"
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/** Lots of different version numbers **/
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#define DOTVERSIONSTR_NOREV "2.3.1"
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// The version string the user actually sees.
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#define DOTVERSIONSTR DOTVERSIONSTR_NOREV " (r" SVN_REVISION_STRING ")"
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 2,3,1,SVN_REVISION_NUMBER
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#define RC_PRODUCTVERSION 2,3,1,0
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#define RC_FILEVERSION2 DOTVERSIONSTR
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#define RC_PRODUCTVERSION2 "2.3"
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// Version identifier for network games.
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// Bump it every time you do a release unless you're certain you
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// didn't change anything that will affect sync.
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#define NETGAMEVERSION 222
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// Version stored in the ini's [LastRun] section.
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// Bump it if you made some configuration change that you want to
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// be able to migrate in FGameConfigFile::DoGlobalSetup().
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#define LASTRUNVERSION "208"
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// Protocol version used in demos.
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// Bump it if you change existing DEM_ commands or add new ones.
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// Otherwise, it should be safe to leave it alone.
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#define DEMOGAMEVERSION 0x210
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// Minimum demo version we can play.
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// Bump it whenever you change or remove existing DEM_ commands.
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#define MINDEMOVERSION 0x210
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// SAVEVER is the version of the information stored in level snapshots.
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// Note that SAVEVER is not directly comparable to VERSION.
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1599
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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#define SAVEVER MINSAVEVER
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#define SAVESIG MakeSaveSig()
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static inline const char *MakeSaveSig()
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{
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static char foo[] = { 'Z','D','O','O','M','S','A','V','E',
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#if SAVEVER > 9999
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'0' + (SAVEVER / 10000),
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#endif
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#if SAVEVER > 999
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'0' + ((SAVEVER / 1000) % 10),
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#endif
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'0' + ((SAVEVER / 100) % 10),
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'0' + ((SAVEVER / 10) % 10),
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'0' + (SAVEVER % 10),
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'\0'
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};
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return foo;
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}
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#else
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#define SAVEVER SVN_REVISION_NUMBER
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#define SAVESIG "ZDOOMSAVE"SVN_REVISION_STRING
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#endif
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// This is so that derivates can use the same savegame versions without worrying about engine compatibility
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#define GAMESIG "ZDOOM"
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#define BASEWAD "zdoom.pk3"
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// More stuff that needs to be different for derivatives.
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#define GAMENAME "ZDoom"
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#define FORUM_URL "http://forum.zdoom.org"
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#define BUGS_FORUM_URL "http://forum.zdoom.org/index.php?c=3"
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#ifdef unix
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#define HOME_DIR "~/.zdoom"
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#define GAME_DIR ".zdoom"
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#else
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#define CDROM_DIR "C:\\ZDOOMDAT"
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#endif
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// The maximum length of one save game description for the menus.
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#define SAVESTRINGSIZE 24
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#endif //__VERSION_H__
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