UltimateZoneBuilder/Source/Plugins/vpo_dll/doomdef.h
MaxED 20bb7fd119 GZDoom Builder 1.07
Updated to Doom Builder 2 SVN rev. 1549.
2012-06-01 19:53:14 +00:00

258 lines
5.5 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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,
// lots of other stuff.
//
//-----------------------------------------------------------------------------
#ifndef __DOOMDEF__
#define __DOOMDEF__
// #define macros to provide functions missing in Windows.
// Outside Windows, we use strings.h for str[n]casecmp.
#ifdef _WIN32
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#define strcasecmp stricmp
#define strncasecmp strnicmp
#else
#include <strings.h>
#endif
//
// The packed attribute forces structures to be packed into the minimum
// space necessary. If this is not done, the compiler may align structure
// fields differently to optimize memory access, inflating the overall
// structure size. It is important to use the packed attribute on certain
// structures where alignment is important, particularly data read/written
// to disk.
//
#ifdef __GNUC__
#define PACKEDATTR __attribute__((packed))
#else
#define PACKEDATTR
#endif
//
// Global parameters/defines.
//
// DOOM version
#define DOOM_VERSION 109
// Version code for cph's longtics hack ("v1.91")
#define DOOM_191_VERSION 111
// 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;
// What version are we emulating?
typedef enum
{
exe_doom_1_9, // Doom 1.9: used for shareware, registered and commercial
exe_hacx, // Hacx executable (Doom 1.9 with patch applied)
exe_ultimate, // Ultimate Doom (retail)
exe_final, // Final Doom
exe_final2, // Final Doom (alternate exe)
exe_chex, // Chex Quest executable (based on Final Doom)
} GameVersion_t;
// If rangecheck is undefined,
// most parameter validation debugging code will not be compiled
#define RANGECHECK
// Screen width and height.
#define SCREENWIDTH 320
#define SCREENHEIGHT 200
// Screen width used for "squash" scale functions
#define SCREENWIDTH_4_3 256
// Screen height used for "stretch" scale functions.
#define SCREENHEIGHT_4_3 240
// 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_noitems = -1, // the "-skill 0" hack
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,
// 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;
#endif // __DOOMDEF__