mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
343 lines
7.1 KiB
C
343 lines
7.1 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __DOOMDEF__
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#define __DOOMDEF__
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#include <stdio.h>
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#include <string.h>
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#include "../../neo/sys/sys_public.h"
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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 { VERSION = 111 };
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// Game mode handling - identify IWAD version
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// to handle IWAD dependend animations etc.
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typedef enum
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{
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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
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// 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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} GameMode_t;
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// Mission packs - might be useful for TC stuff?
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typedef enum
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{
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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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pack_master, // Master levels
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pack_nerve, // Nerve levels
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none
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} GameMission_t;
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// Identify language to use, software localization.
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typedef enum
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{
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english,
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german,
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unknown
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} Language_t;
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// If rangecheck is undefined,
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// most parameter validation debugging code will not be compiled
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#ifdef _DEBUG
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#define RANGECHECK
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#endif
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// Do or do not use external soundserver.
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// The sndserver binary to be run separately
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// has been introduced by Dave Taylor.
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// The integrated sound support is experimental,
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// and unfinished. Default is synchronous.
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// Experimental asynchronous timer based is
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// handled by SNDINTR.
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#define SNDSERV 1
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//#define SNDINTR 1
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// This one switches between MIT SHM (no proper mouse)
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// and XFree86 DGA (mickey sampling). The original
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// linuxdoom used SHM, which is default.
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//#define X11_DGA 1
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//
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// For resize of screen, at start of game.
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// It will not work dynamically, see visplanes.
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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 SCREEN_MUL 1
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#define INV_ASPECT_RATIO 0.625 // 0.75, ideally
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// Defines suck. C sucks.
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// C++ might sucks for OOP, but it sure is a better C.
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// So there.
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//#define SCREENWIDTH 320//320
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//SCREEN_MUL*BASE_WIDTH //320
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//#define SCREENHEIGHT 200//200
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//(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200
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// The maximum number of players, multiplayer/networking.
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#define MAXPLAYERS 4
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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
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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typedef enum
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{
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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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} 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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typedef enum
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{
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sk_baby,
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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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} skill_t;
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//
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// Key cards.
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//
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typedef enum
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{
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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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} card_t;
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// The defined weapons,
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// including a marker indicating
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// user has not changed weapon.
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typedef enum
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{
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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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// No pending weapon change.
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wp_nochange
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} weapontype_t;
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// Ammunition types defined.
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typedef enum
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{
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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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} ammotype_t;
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// Power up artifacts.
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typedef enum
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{
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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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} powertype_t;
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//
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// Power up durations,
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// how many seconds till expiration,
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// assuming TICRATE is 35 ticks/second.
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//
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typedef enum
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{
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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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} 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 K_RIGHTARROW
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#define KEY_LEFTARROW K_LEFTARROW
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#define KEY_UPARROW K_UPARROW
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#define KEY_DOWNARROW K_DOWNARROW
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#define KEY_ESCAPE K_ESCAPE
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#define KEY_ENTER K_ENTER
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#define KEY_TAB K_TAB
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#define KEY_F1 K_F1
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#define KEY_F2 K_F2
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#define KEY_F3 K_F3
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#define KEY_F4 K_F4
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#define KEY_F5 K_F5
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#define KEY_F6 K_F6
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#define KEY_F7 K_F7
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#define KEY_F8 K_F8
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#define KEY_F9 K_F9
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#define KEY_F10 K_F10
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#define KEY_F11 K_F11
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#define KEY_F12 K_F12
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#define KEY_BACKSPACE K_BACKSPACE
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#define KEY_PAUSE 0xff
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#define KEY_EQUALS K_EQUALS
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#define KEY_MINUS K_MINUS
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#define KEY_RSHIFT K_RSHIFT
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#define KEY_RCTRL K_RCTRL
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#define KEY_RALT K_RALT
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#define KEY_LALT K_LALT
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// DOOM basic types (qboolean),
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// and max/min values.
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//#include "doomtype.h"
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// Fixed point.
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//#include "m_fixed.h"
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// Endianess handling.
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//#include "m_swap.h"
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// Binary Angles, sine/cosine/atan lookups.
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//#include "tables.h"
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// Event type.
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//#include "d_event.h"
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// Game function, skills.
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//#include "g_game.h"
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// All external data is defined here.
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//#include "doomdata.h"
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// All important printed strings.
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// Language selection (message strings).
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//#include "dstrings.h"
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// Player is a special actor.
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//struct player_s;
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//#include "d_items.h"
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//#include "d_player.h"
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//#include "p_mobj.h"
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//#include "d_net.h"
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// PLAY
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//#include "p_tick.h"
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// Header, generated by sound utility.
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// The utility was written by Dave Taylor.
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//#include "sounds.h"
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#endif // __DOOMDEF__
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