/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Internally used data structures for virtually everything, * key definitions, lots of other stuff. * *-----------------------------------------------------------------------------*/ #ifndef __DOOMDEF__ #define __DOOMDEF__ // killough 4/25/98: Make gcc extensions mean nothing on other compilers #ifndef __GNUC__ #define __attribute__(x) #endif // // Global parameters/defines. // // DOOM version enum { DVERSION = 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 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; // // For resize of screen, at start of game. // #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 INV_ASPECT_RATIO 0.625 // 0.75, ideally // killough 2/8/98: MAX versions for maximum screen sizes // allows us to avoid the overhead of dynamic allocation // when multiple screen sizes are supported // proff 08/17/98: Changed for high-res #define MAX_SCREENWIDTH 1600 #define MAX_SCREENHEIGHT 1200 #define SCREENWIDTH LCD_WIDTH //#define SCREENWIDTH 320 //#define SCREENHEIGHT 200 #define SCREENHEIGHT LCD_HEIGHT // The maximum number of players, multiplayer/networking. #define MAXPLAYERS 4 // phares 5/14/98: // DOOM Editor Numbers (aka doomednum in mobj_t) #define DEN_PLAYER5 4001 #define DEN_PLAYER6 4002 #define DEN_PLAYER7 4003 #define DEN_PLAYER8 4004 // 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 /* killough 11/98 */ #define MTF_NOTSINGLE 16 #define MTF_NOTDM 32 #define MTF_NOTCOOP 64 #define MTF_FRIEND 128 #define MTF_RESERVED 256 typedef enum { sk_none=-1, //jff 3/24/98 create unpicked skill setting sk_baby=0, 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, wp_nochange // No pending weapon change. } 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). 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_ESCAPE 0x1B #define KEY_ENTER 0x0D #define KEY_TAB 0x09 #define KEY_F1 (0x80+0x3b) #define KEY_F2 (0x80+0x3c) #define KEY_F3 (0x80+0x3d) #define KEY_F4 (0x80+0x3e) #define KEY_F5 (0x80+0x3f) #define KEY_F6 (0x80+0x40) #define KEY_F7 (0x80+0x41) #define KEY_F8 (0x80+0x42) #define KEY_F9 (0x80+0x43) #define KEY_F10 (0x80+0x44) #define KEY_F11 (0x80+0x57) #define KEY_F12 (0x80+0x58) #define KEY_BACKSPACE 0x7F #define KEY_PAUSE 0xff #define KEY_EQUALS 0x3d #define KEY_MINUS 0x2d #define KEY_RSHIFT (0x80+0x36) #define KEY_RCTRL (0x80+0x1d) #define KEY_RALT (0x80+0x38) #define KEY_LALT KEY_RALT #define KEY_CAPSLOCK 0xba // phares // phares 3/2/98: #define KEY_INSERT 0xd2 #define KEY_HOME 0xc7 #define KEY_PAGEUP 0xc9 #define KEY_PAGEDOWN 0xd1 #define KEY_DEL 0xc8 #define KEY_END 0xcf #define KEY_SCROLLLOCK 0xc6 #define KEY_SPACEBAR 0x20 // phares 3/2/98 #define KEY_NUMLOCK 0xC5 // killough 3/6/98 // cph - Add the numeric keypad keys, as suggested by krose 4/22/99: // The way numbers are assigned to keys is a mess, but it's too late to // change that easily. At least these additions are don neatly. // Codes 0x100-0x200 are reserved for number pad #define KEY_KEYPAD0 (0x100 + '0') #define KEY_KEYPAD1 (0x100 + '1') #define KEY_KEYPAD2 (0x100 + '2') #define KEY_KEYPAD3 (0x100 + '3') #define KEY_KEYPAD4 (0x100 + '4') #define KEY_KEYPAD5 (0x100 + '5') #define KEY_KEYPAD6 (0x100 + '6') #define KEY_KEYPAD7 (0x100 + '7') #define KEY_KEYPAD8 (0x100 + '8') #define KEY_KEYPAD9 (0x100 + '9') #define KEY_KEYPADENTER (0x100 + KEY_ENTER) #define KEY_KEYPADDIVIDE (0x100 + '/') #define KEY_KEYPADMULTIPLY (0x100 + '*') #define KEY_KEYPADMINUS (0x100 + '-') #define KEY_KEYPADPLUS (0x100 + '+') #define KEY_KEYPADPERIOD (0x100 + '.') // phares 4/19/98: // Defines Setup Screen groups that config variables appear in. // Used when resetting the defaults for every item in a Setup group. typedef enum { ss_none, ss_keys, ss_weap, ss_stat, ss_auto, ss_enem, ss_mess, ss_chat, ss_gen, /* killough 10/98 */ ss_comp, /* killough 10/98 */ ss_max } ss_types; // phares 3/20/98: // // Player friction is variable, based on controlling // linedefs. More friction can create mud, sludge, // magnetized floors, etc. Less friction can create ice. #define MORE_FRICTION_MOMENTUM 15000 // mud factor based on momentum #define ORIG_FRICTION 0xE800 // original value #define ORIG_FRICTION_FACTOR 2048 // original value #endif // __DOOMDEF__