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dir: /src/doomdef.h/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id: doomdef.h 237 2006-01-01 23:53:15Z fraggle $
//
// 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,
//   key definitions, lots of other stuff.
//
//-----------------------------------------------------------------------------

#ifndef __DOOMDEF__
#define __DOOMDEF__

#include <stdio.h>
#include <string.h>

//
// 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_ultimate,   // Ultimate Doom (retail)
    exe_final,      // Final Doom
} GameVersion_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
#define RANGECHECK


// This one switches between MIT SHM (no proper mouse)
// and XFree86 DGA (mickey sampling). The original
// linuxdoom used SHM, which is default.
//#define X11_DGA		1


//
// For resize of screen, at start of game.
// It will not work dynamically, see visplanes.
//
#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	SCREEN_MUL		1
#define	INV_ASPECT_RATIO	0.625 // 0.75, ideally

// Defines suck. C sucks.
// C++ might sucks for OOP, but it sure is a better C.
// So there.
#define SCREENWIDTH  320
//SCREEN_MUL*BASE_WIDTH //320
#define SCREENHEIGHT 200
//(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200




// 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_baby,
    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;




//
// 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	27
#define KEY_ENTER	13
#define KEY_TAB		9
#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	127
#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

// new keys:

#define KEY_CAPSLOCK    (0x80+0x3a)
#define KEY_SCRLCK      (0x80+0x46)

#define KEYP_0          (0x80+0x52)
#define KEYP_1          (0x80+0x4F)
#define KEYP_2          (0x80+0x50)
#define KEYP_3          (0x80+0x41)
#define KEYP_4          (0x80+0x4B)
#define KEYP_5          (0x80+0x4C)
#define KEYP_6          (0x80+0x4D)
#define KEYP_7          (0x80+0x47)
#define KEYP_8          (0x80+0x48)
#define KEYP_9          (0x80+0x49)

#define KEY_HOME        (0x80+0x47)
#define KEY_END         (0x80+0x4f)
#define KEY_PGUP        (0x80+0x49)
#define KEY_PGDN        (0x80+0x51)
#define KEY_INS         (0x80+0x52)
#define KEY_DEL         (0x80+0x53)
#define KEYP_UPARROW      KEY_UPARROW
#define KEYP_DOWNARROW    KEY_DOWNARROW
#define KEYP_LEFTARROW    KEY_LEFTARROW
#define KEYP_RIGHTARROW   KEY_RIGHTARROW
#define KEYP_MULTIPLY     '*'
#define KEYP_PLUS         '+'
#define KEYP_MINUS        '-'
#define KEYP_DIVIDE       '/'



// DOOM basic types (boolean),
//  and max/min values.
//#include "doomtype.h"

// Fixed point.
//#include "m_fixed.h"

// Endianess handling.
//#include "m_swap.h"


// Binary Angles, sine/cosine/atan lookups.
//#include "tables.h"

// Event type.
//#include "d_event.h"

// Game function, skills.
//#include "g_game.h"

// All external data is defined here.
//#include "doomdata.h"

// All important printed strings.
// Language selection (message strings).
//#include "dstrings.h"

// Player is a special actor.
//struct player_s;


//#include "d_items.h"
//#include "d_player.h"
//#include "p_mobj.h"
//#include "d_net.h"

// PLAY
//#include "p_tick.h"




// Header, generated by sound utility.
// The utility was written by Dave Taylor.
//#include "sounds.h"




#endif          // __DOOMDEF__
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.10  2006/01/01 23:53:15  fraggle
// Remove GS_WAITINGSTART gamestate.  This will be independent of the main
// loop to avoid interfering with the main game code too much.
//
// Revision 1.9  2005/12/30 18:58:22  fraggle
// Fix client code to correctly send reply to server on connection.
// Add "waiting screen" while waiting for the game to start.
// Hook in the new networking code into the main game code.
//
// Revision 1.8  2005/10/24 18:50:39  fraggle
// Allow the game version to emulate to be specified from the command line
// and set compatibility options accordingly.
//
// Revision 1.7  2005/09/04 17:33:43  fraggle
// Support demos recorded with cph's modified "v1.91" doom exe - which
// contain higher resolution angleturn
//
// Revision 1.6  2005/08/04 22:55:08  fraggle
// Use DOOM_VERSION to define the Doom version (don't conflict with
// automake's config.h).  Display GPL message instead of anti-piracy
// messages.
//
// Revision 1.5  2005/08/04 21:48:32  fraggle
// Turn on compiler optimisation and warning options
// Add SDL_mixer sound code
//
// Revision 1.4  2005/07/24 02:14:04  fraggle
// Move to SDL for graphics.
// Translate key scancodes to correct internal format when reading
// settings from config file - backwards compatible with config files
// for original exes
//
// Revision 1.3  2005/07/23 19:29:45  fraggle
// Put version number back to 1.9
//
// Revision 1.2  2005/07/23 16:44:55  fraggle
// Update copyright to GNU GPL
//
// Revision 1.1.1.1  2005/07/23 16:19:43  fraggle
// Initial import
//
//
//-----------------------------------------------------------------------------