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a7488939af
Map Options Form: example map name now uses current game's naming scheme.
258 lines
5.3 KiB
C++
258 lines
5.3 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005 Simon Howard
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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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// 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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// #define macros to provide functions missing in Windows.
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// Outside Windows, we use strings.h for str[n]casecmp.
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#ifdef _WIN32
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#define snprintf _snprintf
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#define vsnprintf _vsnprintf
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#define strcasecmp stricmp
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#define strncasecmp strnicmp
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#else
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#include <strings.h>
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#endif
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//
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// The packed attribute forces structures to be packed into the minimum
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// space necessary. If this is not done, the compiler may align structure
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// fields differently to optimize memory access, inflating the overall
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// structure size. It is important to use the packed attribute on certain
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// structures where alignment is important, particularly data read/written
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// to disk.
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//
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#ifdef __GNUC__
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#define PACKEDATTR __attribute__((packed))
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#else
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#define PACKEDATTR
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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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#define DOOM_VERSION 109
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// Version code for cph's longtics hack ("v1.91")
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#define DOOM_191_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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none
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} GameMission_t;
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// What version are we emulating?
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typedef enum
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{
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exe_doom_1_9, // Doom 1.9: used for shareware, registered and commercial
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exe_hacx, // Hacx executable (Doom 1.9 with patch applied)
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exe_ultimate, // Ultimate Doom (retail)
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exe_final, // Final Doom
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exe_final2, // Final Doom (alternate exe)
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exe_chex, // Chex Quest executable (based on Final Doom)
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} GameVersion_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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#define RANGECHECK
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// Screen width and height.
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#define SCREENWIDTH 320
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#define SCREENHEIGHT 200
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// Screen width used for "squash" scale functions
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#define SCREENWIDTH_4_3 256
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// Screen height used for "stretch" scale functions.
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#define SCREENHEIGHT_4_3 240
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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_noitems = -1, // the "-skill 0" hack
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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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} 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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#endif // __DOOMDEF__
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