gzdoom/code/Doomdef.h
1999-02-17 00:00:00 +00:00

328 lines
8 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Internally used data structures for virtually everything,
// key definitions, lots of other stuff.
//
//-----------------------------------------------------------------------------
#ifndef __DOOMDEF__
#define __DOOMDEF__
#include <stdio.h>
#include <string.h>
//
// Global parameters/defines.
//
// 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
undetermined // 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;
// If rangecheck is undefined, most parameter validation debugging code
// will not be compiled
#ifndef NORANGECHECKING
#define RANGECHECK
#endif
// The maximum number of players, multiplayer/networking.
#define MAXPLAYERS 8
// 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,
GS_FULLCONSOLE, // [RH] Fullscreen console
GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
GS_STARTUP // [RH] Console is fullscreen, and game is just starting
} 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 float skill_t;
#define sk_baby 0.0f
#define sk_easy 1.0f
#define sk_medium 2.0f
#define sk_hard 3.0f
#define sk_nightmare 4.0f
//
// 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;
//
// DOOM keyboard definition.
// This is the stuff configured by Setup.Exe.
// Most key data are simple ascii (uppercased).
//
#define KEY_RIGHTARROW 0xcd // DIK_RIGHT
#define KEY_LEFTARROW 0xcb // DIK_LEFT
#define KEY_UPARROW 0xc8 // DIK_UP
#define KEY_DOWNARROW 0xd0 // DIK_DOWN
#define KEY_ESCAPE 0x01 // DIK_ESCAPE
#define KEY_ENTER 0x1c // DIK_RETURN
#define KEY_SPACE 0x39 // DIK_SPACE
#define KEY_TAB 0x0f // DIK_TAB
#define KEY_F1 0x3b // DIK_F1
#define KEY_F2 0x3c // DIK_F2
#define KEY_F3 0x3d // DIK_F3
#define KEY_F4 0x3e // DIK_F4
#define KEY_F5 0x3f // DIK_F5
#define KEY_F6 0x40 // DIK_F6
#define KEY_F7 0x41 // DIK_F7
#define KEY_F8 0x42 // DIK_F8
#define KEY_F9 0x43 // DIK_F9
#define KEY_F10 0x44 // DIK_F10
#define KEY_F11 0x57 // DIK_F11
#define KEY_F12 0x58 // DIK_F12
#define KEY_BACKSPACE 0x0e // DIK_BACK
#define KEY_PAUSE 0xff
#define KEY_EQUALS 0x0d // DIK_EQUALS
#define KEY_MINUS 0x0c // DIK_MINUS
#define KEY_LSHIFT 0x2A // DIK_LSHIFT
#define KEY_LCTRL 0x1d // DIK_LCONTROL
#define KEY_LALT 0x38 // DIK_LMENU
#define KEY_RSHIFT KEY_LSHIFT
#define KEY_RCTRL KEY_LCTRL
#define KEY_RALT KEY_LALT
#define KEY_INS 0xd2 // DIK_INSERT
#define KEY_DEL 0xd3 // DIK_DELETE
#define KEY_END 0xcf // DIK_END
#define KEY_HOME 0xc7 // DIK_HOME
#define KEY_PGUP 0xc9 // DIK_PRIOR
#define KEY_PGDN 0xd1 // DIK_NEXT
// Joystick and mouse buttons are now sent
// in ev_keyup and ev_keydown instead of
// ev_mouse and ev_joystick. This makes
// binding commands to them *much* simpler.
#define KEY_MOUSE1 0x100
#define KEY_MOUSE2 0x101
#define KEY_MOUSE3 0x102
#define KEY_MOUSE4 0x103
#define KEY_MWHEELUP 0x104
#define KEY_MWHEELDOWN 0x105
#define KEY_JOY1 0x108
#define KEY_JOY2 0x109
#define KEY_JOY3 0x10a
#define KEY_JOY4 0x10b
#define KEY_JOY5 0x10c
#define KEY_JOY6 0x10d
#define KEY_JOY7 0x10e
#define KEY_JOY8 0x10f
#define KEY_JOY9 0x110
#define KEY_JOY10 0x111
#define KEY_JOY11 0x112
#define KEY_JOY12 0x113
#define KEY_JOY13 0x114
#define KEY_JOY14 0x115
#define KEY_JOY15 0x116
#define KEY_JOY16 0x117
#define KEY_JOY17 0x118
#define KEY_JOY18 0x119
#define KEY_JOY19 0x11a
#define KEY_JOY20 0x11b
#define KEY_JOY21 0x11c
#define KEY_JOY22 0x11d
#define KEY_JOY23 0x11e
#define KEY_JOY24 0x11f
#define KEY_JOY25 0x120
#define KEY_JOY26 0x121
#define KEY_JOY27 0x122
#define KEY_JOY28 0x123
#define KEY_JOY29 0x124
#define KEY_JOY30 0x125
#define KEY_JOY31 0x126
#define KEY_JOY32 0x127
#define NUM_KEYS 0x128
// [RH] dmflags->value flags (based on Q2's)
#define DF_NO_HEALTH 1 // Do not spawn health items (DM)
#define DF_NO_ITEMS 2 // Do not spawn powerups (DM)
#define DF_WEAPONS_STAY 4 // Leave weapons around after pickup (DM)
#define DF_YES_FALLING 8 // Falling too far hurts
#define DF_NO_FRIENDLY_FIRE 16 // Can't hurt teammates
//#define DF_INVENTORY_ITEMS 32 // Wait for player to use powerups when picked up
#define DF_SAME_LEVEL 64 // Stay on the same map when someone exits (DM)
#define DF_SPAWN_FARTHEST 128 // Spawn players as far as possible from other players (DM)
#define DF_FORCE_RESPAWN 256 // Automatically respawn dead players after respawn_time is up (DM)
#define DF_NO_ARMOR 512 // Do not spawn armor (DM)
#define DF_NO_EXIT 1024 // Kill anyone who tries to exit the level (DM)
#define DF_INFINITE_AMMO 2048 // Don't use up ammo when firing
#define DF_NO_MONSTERS 4096 // Don't spawn monsters (replaces -nomonsters parm)
#define DF_MONSTERS_RESPAWN 8192 // Monsters respawn sometime after their death (replaces -respawn parm)
#define DF_ITEMS_RESPAWN 16384 // Items other than invuln. and invis. respawn
#define DF_FAST_MONSTERS 32768 // Monsters are fast (replaces -fast parm)
#define DF_NO_JUMP 65536 // Don't allow jumping
#define DF_NO_FREELOOK 131072 // Don't allow freelook
// 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__