// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Internally used data structures for virtually everything, // key definitions, lots of other stuff. // //----------------------------------------------------------------------------- #ifndef __DOOMDEF__ #define __DOOMDEF__ #include // // Global parameters/defines. // // DOOM version enum { VERSION = 110 }; // Game mode handling - identify IWAD version // to handle IWAD dependend animations etc. typedef enum { shareware, // DOOM 1 shareware, E1, M9 registered, // DOOM 1 registered, E3, M27 commercial, // DOOM 2 retail, E1 M34 // DOOM 2 german edition not handled retail, // DOOM 1 retail, E4, M36 pack_plut, pack_tnt, indetermined // Well, no IWAD found. } GameMode_t; // Mission packs - might be useful for TC stuff? /*typedef enum { doom, // DOOM 1 doom2, // DOOM 2 pack_tnt, // TNT mission pack pack_plut, // Plutonia pack none } GameMission_t;*/ // Identify language to use, software localization. typedef enum { english, french, german, unknown } Language_t; // If rangecheck is undefined, // most parameter validation debugging code will not be compiled #define RANGECHECK // // For resize of screen, at start of game. // It will not work dynamically, see visplanes. // #define BASE_WIDTH 320 // It is educational but futile to change this // scaling e.g. to 2. Drawing of status bar, // menues etc. is tied to the scale implied // by the graphics. #define SCREEN_MUL 1 #define INV_ASPECT_RATIO 0.625 // 0.75, ideally // Defines suck. C sucks. // C++ might sucks for OOP, but it sure is a better C. // So there. #define SCREENWIDTH 320 //SCREEN_MUL*BASE_WIDTH //320 #define SCREENHEIGHT 200 //(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200 #define SCREENOFFSET SCREENWIDTH*((240-SCREENHEIGHT)/2) // The maximum number of players, multiplayer/networking. #define MAXPLAYERS 4 // State updates, number of tics / second. #define TICRATE 35 // The current state of the game: whether we are // playing, gazing at the intermission screen, // the game final animation, or a demo. typedef enum { GS_LEVEL, GS_INTERMISSION, GS_FINALE, GS_DEMOSCREEN } gamestate_t; // // Difficulty/skill settings/filters. // // Skill flags. #define MTF_EASY 1 #define MTF_NORMAL 2 #define MTF_HARD 4 // Deaf monsters/do not react to sound. #define MTF_AMBUSH 8 typedef enum { sk_baby, sk_easy, sk_medium, sk_hard, sk_nightmare } skill_t; // // Key cards. // typedef enum { it_bluecard, it_yellowcard, it_redcard, it_blueskull, it_yellowskull, it_redskull, NUMCARDS } card_t; // The defined weapons, // including a marker indicating // user has not changed weapon. typedef enum { wp_fist, wp_pistol, wp_shotgun, wp_chaingun, wp_missile, wp_plasma, wp_bfg, wp_chainsaw, wp_supershotgun, NUMWEAPONS, // No pending weapon change. wp_nochange } weapontype_t; // Ammunition types defined. typedef enum { am_clip, // Pistol / chaingun ammo. am_shell, // Shotgun / double barreled shotgun. am_cell, // Plasma rifle, BFG. am_misl, // Missile launcher. NUMAMMO, am_noammo // Unlimited for chainsaw / fist. } ammotype_t; // Power up artifacts. typedef enum { pw_invulnerability, pw_strength, pw_invisibility, pw_ironfeet, pw_allmap, pw_infrared, NUMPOWERS } powertype_t; // // Power up durations, // how many seconds till expiration, // assuming TICRATE is 35 ticks/second. // typedef enum { INVULNTICS = (30*TICRATE), INVISTICS = (60*TICRATE), INFRATICS = (120*TICRATE), IRONTICS = (60*TICRATE) } powerduration_t; // // DOOM keyboard definition. // This is the stuff configured by Setup.Exe. // Most key data are simple ascii (uppercased). // #define KEY_RIGHTARROW 0xae #define KEY_LEFTARROW 0xac #define KEY_UPARROW 0xad #define KEY_DOWNARROW 0xaf #define KEY_SRIGHTARROW 0xaa #define KEY_SLEFTARROW 0xab #define KEY_ESCAPE 27 #define KEY_ENTER 13 #define KEY_TAB 9 #define KEY_F1 (0x80+0x3b) #define KEY_F2 (0x80+0x3c) #define KEY_F3 (0x80+0x3d) #define KEY_BACKSPACE 127 #define KEY_PAUSE 0xff #define KEY_RSHIFT (0x80+0x36) #define KEY_RCTRL (0x80+0x1d) #define KEY_RALT (0x80+0x38) //Kept in just for compat with some old DOS code, never actually triggered // DOOM basic types (boolean), // and max/min values. //#include "doomtype.h" // Fixed point. //#include "m_fixed.h" // Endianess handling. //#include "m_swap.h" // Binary Angles, sine/cosine/atan lookups. //#include "tables.h" // Event type. //#include "d_event.h" // Game function, skills. //#include "g_game.h" // All external data is defined here. //#include "doomdata.h" // All important printed strings. // Language selection (message strings). //#include "dstrings.h" // Player is a special actor. //struct player_s; //#include "d_items.h" //#include "d_player.h" //#include "p_mobj.h" //#include "d_net.h" // PLAY //#include "p_tick.h" // Header, generated by sound utility. // The utility was written by Dave Taylor. //#include "sounds.h" #endif // __DOOMDEF__ //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------