1 /* $Id: inferno.h,v 1.3 2003-10-10 09:36:35 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Header file for Inferno. Should be included in all source files.
27 // MACRO for single line #ifdef WINDOWS #else DOS
47 // How close two points must be in all dimensions to be considered the
49 #define FIX_EPSILON 10
51 // the maximum length of a filename
52 #define FILENAME_LEN 13
54 //for Function_mode variable
55 #define FMODE_EXIT 0 // leaving the program
56 #define FMODE_MENU 1 // Using the menu
57 #define FMODE_GAME 2 // running the game
58 #define FMODE_EDITOR 3 // running the editor
60 // This constant doesn't really belong here, but it is because of
61 // horrible circular dependencies involving object.h, aistruct.h,
62 // polyobj.h, & robot.h
63 #define MAX_SUBMODELS 10 // how many animating sub-objects per model
69 extern int Function_mode; // in game or editor?
70 extern int Screen_mode; // editor screen or game screen?
72 // The version number of the game
73 extern ubyte Version_major, Version_minor;
76 extern ubyte Version_fix;