#ifndef _VERSION_H_
#define _VERSION_H_

#include "svnrevision.h"

#define GAMENAME "ECWolf"
#define GAMESIG "ECWOLF"
#define DOTVERSIONSTR_NOREV "1.2.1"
#define DOTVERSIONSTR DOTVERSIONSTR_NOREV " (r" SVN_REVISION_STRING ")"
#define SAVEPRODVER 0x00100201 // 0xMMMmmmrr in hex

#define MINSAVEVER	1370923175ll
// The following will be used as a less accurate fallback for non-version control builds
#define MINSAVEPRODVER 0x00100201

#define SAVEVERUNDEFINED 99999999999ll
#define __GETSAVESIG(x) #x
#define GETSAVESIG(x) "ECWOLFSAVE" __GETSAVESIG(x)
#if SVN_REVISION_NUMBER < MINSAVEVER
#define SAVEVER	SAVEVERUNDEFINED
#else
#define SAVEVER	SVN_REVISION_NUMBER
#endif
#define SAVESIG	GETSAVESIG(SAVEVER)

//#define USE_FEATUREFLAGS    // Enables the level feature flags (see bottom of wl_def.h)
//#define USE_DIR3DSPR        // Enables directional 3d sprites (see wl_dir3dspr.cpp)
//#define USE_PARALLAX 16     // Enables parallax sky with 16 textures per sky (see wl_parallax.cpp)
//#define USE_CLOUDSKY        // Enables cloud sky support (see wl_cloudsky.cpp)
//#define USE_STARSKY         // Enables star sky support (see wl_atmos.cpp)
//#define USE_RAIN            // Enables rain support (see wl_atmos.cpp)
//#define USE_SNOW            // Enables snow support (see wl_atmos.cpp)
//#define FIXRAINSNOWLEAKS    // Enables leaking ceilings fix (by Adam Biser, only needed if maps with rain/snow and ceilings exist)

#endif
