2006-03-28 15:44:01 +00:00
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Internally used data structures for virtually everything,
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* key definitions, lots of other stuff.
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*
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*-----------------------------------------------------------------------------*/
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#ifndef __DOOMDEF__
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#define __DOOMDEF__
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2007-01-17 18:52:24 +00:00
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#include "rockmacros.h"
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2006-03-28 15:44:01 +00:00
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// killough 4/25/98: Make gcc extensions mean nothing on other compilers
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#ifndef __GNUC__
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#define __attribute__(x)
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#endif
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//
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// Global parameters/defines.
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//
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// DOOM version
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enum { DVERSION = 110 };
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// Game mode handling - identify IWAD version
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// to handle IWAD dependend animations etc.
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enum {
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shareware, // DOOM 1 shareware, E1, M9
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registered, // DOOM 1 registered, E3, M27
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commercial, // DOOM 2 retail, E1 M34 (DOOM 2 german edition not handled)
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retail, // DOOM 1 retail, E4, M36
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indetermined // Well, no IWAD found.
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};
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typedef unsigned GameMode_t;
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// Mission packs - might be useful for TC stuff?
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enum {
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doom, // DOOM 1
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doom2, // DOOM 2
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pack_tnt, // TNT mission pack
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pack_plut, // Plutonia pack
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none
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};
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typedef unsigned GameMission_t;
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// Identify language to use, software localization.
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enum {
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english,
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french,
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german,
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unknown
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};
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typedef unsigned Language_t;
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//
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// For resize of screen, at start of game.
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//
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#define BASE_WIDTH 320
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// It is educational but futile to change this
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// scaling e.g. to 2. Drawing of status bar,
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// menues etc. is tied to the scale implied
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// by the graphics.
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#define INV_ASPECT_RATIO 0.625 // 0.75, ideally
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// killough 2/8/98: MAX versions for maximum screen sizes
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// allows us to avoid the overhead of dynamic allocation
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// when multiple screen sizes are supported
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2007-01-17 18:52:24 +00:00
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#if(LCD_HEIGHT>LCD_WIDTH)
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extern bool rotate_screen;
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// proff 08/17/98: Changed for high-res
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#define MAX_SCREENWIDTH LCD_HEIGHT
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#define MAX_SCREENHEIGHT LCD_HEIGHT
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extern int SCREENWIDTH;
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extern int SCREENHEIGHT;
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#else
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// proff 08/17/98: Changed for high-res
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#define MAX_SCREENWIDTH LCD_WIDTH
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#define MAX_SCREENHEIGHT LCD_HEIGHT
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#define SCREENWIDTH LCD_WIDTH
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#define SCREENHEIGHT LCD_HEIGHT
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#endif
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// The maximum number of players, multiplayer/networking.
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#define MAXPLAYERS 4
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// phares 5/14/98:
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// DOOM Editor Numbers (aka doomednum in mobj_t)
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#define DEN_PLAYER5 4001
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#define DEN_PLAYER6 4002
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#define DEN_PLAYER7 4003
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#define DEN_PLAYER8 4004
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// State updates, number of tics / second.
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#define TICRATE 35
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// The current state of the game: whether we are playing, gazing
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// at the intermission screen, the game final animation, or a demo.
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enum {
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN
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};
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typedef unsigned gamestate_t;
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//
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// Difficulty/skill settings/filters.
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//
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// Skill flags.
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#define MTF_EASY 1
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#define MTF_NORMAL 2
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#define MTF_HARD 4
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// Deaf monsters/do not react to sound.
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#define MTF_AMBUSH 8
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/* killough 11/98 */
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#define MTF_NOTSINGLE 16
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#define MTF_NOTDM 32
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#define MTF_NOTCOOP 64
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#define MTF_FRIEND 128
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#define MTF_RESERVED 256
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enum {
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sk_none=-1, //jff 3/24/98 create unpicked skill setting
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sk_baby=0,
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sk_easy,
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sk_medium,
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sk_hard,
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sk_nightmare
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};
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typedef int skill_t;
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//
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// Key cards.
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//
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enum {
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it_bluecard,
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it_yellowcard,
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it_redcard,
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it_blueskull,
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it_yellowskull,
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it_redskull,
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NUMCARDS
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};
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typedef unsigned card_t;
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// The defined weapons, including a marker
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// indicating user has not changed weapon.
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enum {
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wp_fist,
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wp_pistol,
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wp_shotgun,
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wp_chaingun,
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wp_missile,
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wp_plasma,
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wp_bfg,
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wp_chainsaw,
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wp_supershotgun,
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NUMWEAPONS,
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wp_nochange // No pending weapon change.
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};
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typedef unsigned weapontype_t;
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// Ammunition types defined.
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enum {
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am_clip, // Pistol / chaingun ammo.
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am_shell, // Shotgun / double barreled shotgun.
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am_cell, // Plasma rifle, BFG.
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am_misl, // Missile launcher.
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NUMAMMO,
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am_noammo // Unlimited for chainsaw / fist.
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};
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typedef unsigned ammotype_t;
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// Power up artifacts.
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enum {
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pw_invulnerability,
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pw_strength,
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pw_invisibility,
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pw_ironfeet,
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pw_allmap,
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pw_infrared,
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NUMPOWERS
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};
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typedef unsigned powertype_t;
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// Power up durations (how many seconds till expiration).
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enum {
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INVULNTICS = (30*TICRATE),
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INVISTICS = (60*TICRATE),
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INFRATICS = (120*TICRATE),
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IRONTICS = (60*TICRATE)
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};
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typedef unsigned powerduration_t;
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//
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// DOOM keyboard definition.
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// This is the stuff configured by Setup.Exe.
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// Most key data are simple ascii (uppercased).
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//
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#define KEY_RIGHTARROW 0xae
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#define KEY_LEFTARROW 0xac
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#define KEY_UPARROW 0xad
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#define KEY_DOWNARROW 0xaf
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#define KEY_ESCAPE 0x1B
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#define KEY_ENTER 0x60 // Changed due to button reconfig - 0x0D
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#define KEY_TAB 0x61 // Changed due to button reconfig - 0x09
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#define KEY_F1 (0x80+0x3b)
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#define KEY_F2 (0x80+0x3c)
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#define KEY_F3 (0x80+0x3d)
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#define KEY_F4 (0x80+0x3e)
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#define KEY_F5 (0x80+0x3f)
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#define KEY_F6 (0x80+0x40)
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#define KEY_F7 (0x80+0x41)
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#define KEY_F8 (0x80+0x42)
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#define KEY_F9 (0x80+0x43)
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#define KEY_F10 (0x80+0x44)
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#define KEY_F11 (0x80+0x57)
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#define KEY_F12 (0x80+0x58)
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#define KEY_BACKSPACE 0x7F
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#define KEY_PAUSE 0xff
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#define KEY_EQUALS 0x3d
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#define KEY_MINUS 0x2d
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#define KEY_RSHIFT (0x80+0x36)
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#define KEY_RCTRL (0x80+0x1d)
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#define KEY_RALT (0x80+0x38)
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#define KEY_LALT KEY_RALT
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#define KEY_CAPSLOCK 0xba // phares
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// phares 3/2/98:
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#define KEY_INSERT 0xd2
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#define KEY_HOME 0xc7
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#define KEY_PAGEUP 0xc9
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#define KEY_PAGEDOWN 0xd1
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#define KEY_DEL 0xc8
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#define KEY_END 0xcf
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#define KEY_SCROLLLOCK 0xc6
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#define KEY_SPACEBAR 0x20
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// phares 3/2/98
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#define KEY_NUMLOCK 0xC5 // killough 3/6/98
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// cph - Add the numeric keypad keys, as suggested by krose 4/22/99:
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// The way numbers are assigned to keys is a mess, but it's too late to
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// change that easily. At least these additions are don neatly.
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// Codes 0x100-0x200 are reserved for number pad
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#define KEY_KEYPAD0 (0x100 + '0')
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#define KEY_KEYPAD1 (0x100 + '1')
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#define KEY_KEYPAD2 (0x100 + '2')
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#define KEY_KEYPAD3 (0x100 + '3')
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#define KEY_KEYPAD4 (0x100 + '4')
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#define KEY_KEYPAD5 (0x100 + '5')
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#define KEY_KEYPAD6 (0x100 + '6')
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#define KEY_KEYPAD7 (0x100 + '7')
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#define KEY_KEYPAD8 (0x100 + '8')
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#define KEY_KEYPAD9 (0x100 + '9')
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#define KEY_KEYPADENTER (0x100 + KEY_ENTER)
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#define KEY_KEYPADDIVIDE (0x100 + '/')
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#define KEY_KEYPADMULTIPLY (0x100 + '*')
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#define KEY_KEYPADMINUS (0x100 + '-')
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#define KEY_KEYPADPLUS (0x100 + '+')
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#define KEY_KEYPADPERIOD (0x100 + '.')
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// phares 4/19/98:
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// Defines Setup Screen groups that config variables appear in.
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// Used when resetting the defaults for every item in a Setup group.
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2010-05-29 08:12:39 +00:00
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enum {
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ss_none,
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ss_keys,
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ss_weap,
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ss_stat,
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ss_auto,
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ss_enem,
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ss_mess,
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ss_chat,
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ss_gen, /* killough 10/98 */
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ss_comp, /* killough 10/98 */
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ss_max
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};
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typedef unsigned ss_types;
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// phares 3/20/98:
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//
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// Player friction is variable, based on controlling
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// linedefs. More friction can create mud, sludge,
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// magnetized floors, etc. Less friction can create ice.
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#define MORE_FRICTION_MOMENTUM 15000 // mud factor based on momentum
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#define ORIG_FRICTION 0xE800 // original value
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#define ORIG_FRICTION_FACTOR 2048 // original value
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#endif // __DOOMDEF__
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