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diff --git a/apps/plugins/sdl/progs/wolf3d/version.h b/apps/plugins/sdl/progs/wolf3d/version.h
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1#ifndef _VERSION_H_
2#define _VERSION_H_
3
4#ifndef VERSIONALREADYCHOSEN // used for batch compiling
5
6#ifndef DATADIR
7#define DATADIR "/.rockbox/wolf3d/"
8#endif
9
10/* Defines used for different versions */
11
12//#define SPEAR
13//#define SPEARDEMO
14//#define UPLOAD
15#define GOODTIMES
16#define CARMACIZED
17//#define APOGEE_1_0
18//#define APOGEE_1_1
19//#define APOGEE_1_2
20
21/*
22 Wolf3d Full v1.1 Apogee (with ReadThis) - define CARMACIZED and APOGEE_1_1
23 Wolf3d Full v1.4 Apogee (with ReadThis) - define CARMACIZED
24 Wolf3d Full v1.4 GT/ID/Activision - define CARMACIZED and GOODTIMES
25 Wolf3d Shareware v1.0 - define UPLOAD and APOGEE_1_0
26 Wolf3d Shareware v1.1 - define CARMACIZED and UPLOAD and APOGEE_1_1
27 Wolf3d Shareware v1.2 - define CARMACIZED and UPLOAD and APOGEE_1_2
28 Wolf3d Shareware v1.4 - define CARMACIZED and UPLOAD
29 Spear of Destiny Full and Mission Disks - define CARMACIZED and SPEAR
30 (and GOODTIMES for no FormGen quiz)
31 Spear of Destiny Demo - define CARMACIZED and SPEAR and SPEARDEMO
32*/
33
34#endif
35
36//#define USE_FEATUREFLAGS // Enables the level feature flags (see bottom of wl_def.h)
37//#define USE_SHADING // Enables shading support (see wl_shade.cpp)
38//#define USE_DIR3DSPR // Enables directional 3d sprites (see wl_dir3dspr.cpp)
39//#define USE_FLOORCEILINGTEX // Enables floor and ceiling textures stored in the third mapplane (see wl_floorceiling.cpp)
40//#define USE_HIRES // Enables high resolution textures/sprites (128x128)
41//#define USE_PARALLAX 16 // Enables parallax sky with 16 textures per sky (see wl_parallax.cpp)
42//#define USE_CLOUDSKY // Enables cloud sky support (see wl_cloudsky.cpp)
43//#define USE_STARSKY // Enables star sky support (see wl_atmos.cpp)
44//#define USE_RAIN // Enables rain support (see wl_atmos.cpp)
45//#define USE_SNOW // Enables snow support (see wl_atmos.cpp)
46//#define FIXRAINSNOWLEAKS // Enables leaking ceilings fix (by Adam Biser, only needed if maps with rain/snow and ceilings exist)
47
48#define DEBUGKEYS // Comment this out to compile without the Tab debug keys
49#define ARTSEXTERN
50#define DEMOSEXTERN
51#define PLAYDEMOLIKEORIGINAL // When playing or recording demos, several bug fixes do not take
52 // effect to let the original demos work as in the original Wolf3D v1.4
53 // (actually better, as the second demo rarely worked)
54
55#endif