1 // Emacs style mode select -*- C++ -*-
2 //-----------------------------------------------------------------------------
6 // Copyright (C) 1993-1996 by id Software, Inc.
8 // This source is available for distribution and/or modification
9 // only under the terms of the DOOM Source Code License as
10 // published by id Software. All rights reserved.
12 // The source is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
18 // Internally used data structures for virtually everything,
19 // key definitions, lots of other stuff.
21 //-----------------------------------------------------------------------------
31 // Global parameters/defines.
34 enum { VERSION = 110 };
37 // Game mode handling - identify IWAD version
38 // to handle IWAD dependend animations etc.
41 shareware, // DOOM 1 shareware, E1, M9
42 registered, // DOOM 1 registered, E3, M27
43 commercial, // DOOM 2 retail, E1 M34
44 // DOOM 2 german edition not handled
45 retail, // DOOM 1 retail, E4, M36
46 indetermined // Well, no IWAD found.
51 // Mission packs - might be useful for TC stuff?
56 pack_tnt, // TNT mission pack
57 pack_plut, // Plutonia pack
63 // Identify language to use, software localization.
74 // If rangecheck is undefined,
75 // most parameter validation debugging code will not be compiled
78 // This one switches between MIT SHM (no proper mouse)
79 // and XFree86 DGA (mickey sampling). The original
80 // linuxdoom used SHM, which is default.
84 // For resize of screen, at start of game.
85 // It will not work dynamically, see visplanes.
87 #define BASE_WIDTH 320
89 // It is educational but futile to change this
90 // scaling e.g. to 2. Drawing of status bar,
91 // menues etc. is tied to the scale implied
94 #define INV_ASPECT_RATIO 0.625 // 0.75, ideally
96 // Defines suck. C sucks.
97 // C++ might sucks for OOP, but it sure is a better C.
99 #define SCREENWIDTH (SCREEN_MUL*BASE_WIDTH)
100 #define SCREENHEIGHT ((int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO))
102 // The maximum number of players, multiplayer/networking.
105 // State updates, number of tics / second.
108 // The current state of the game: whether we are
109 // playing, gazing at the intermission screen,
110 // the game final animation, or a demo.
120 // Difficulty/skill settings/filters.
128 // Deaf monsters/do not react to sound.
161 // The defined weapons,
162 // including a marker indicating
163 // user has not changed weapon.
178 // No pending weapon change.
184 // Ammunition types defined.
187 am_clip, // Pistol / chaingun ammo.
188 am_shell, // Shotgun / double barreled shotgun.
189 am_cell, // Plasma rifle, BFG.
190 am_misl, // Missile launcher.
192 am_noammo // Unlimited for chainsaw / fist.
197 // Power up artifacts.
213 // Power up durations,
214 // how many seconds till expiration,
215 // assuming TICRATE is 35 ticks/second.
219 INVULNTICS = (30*TICRATE),
220 INVISTICS = (60*TICRATE),
221 INFRATICS = (120*TICRATE),
222 IRONTICS = (60*TICRATE)
230 // DOOM keyboard definition.
231 // This is the stuff configured by Setup.Exe.
232 // Most key data are simple ascii (uppercased).
234 #define KEY_RIGHTARROW 0xae
235 #define KEY_LEFTARROW 0xac
236 #define KEY_UPARROW 0xad
237 #define KEY_DOWNARROW 0xaf
238 #define KEY_ESCAPE 27
241 #define KEY_F1 (0x80+0x3b)
242 #define KEY_F2 (0x80+0x3c)
243 #define KEY_F3 (0x80+0x3d)
244 #define KEY_F4 (0x80+0x3e)
245 #define KEY_F5 (0x80+0x3f)
246 #define KEY_F6 (0x80+0x40)
247 #define KEY_F7 (0x80+0x41)
248 #define KEY_F8 (0x80+0x42)
249 #define KEY_F9 (0x80+0x43)
250 #define KEY_F10 (0x80+0x44)
251 #define KEY_F11 (0x80+0x57)
252 #define KEY_F12 (0x80+0x58)
254 #define KEY_BACKSPACE 127
255 #define KEY_PAUSE 0xff
257 #define KEY_EQUALS 0x3d
258 #define KEY_MINUS 0x2d
260 #define KEY_RSHIFT (0x80+0x36)
261 #define KEY_RCTRL (0x80+0x1d)
262 #define KEY_RALT (0x80+0x38)
264 #define KEY_LALT KEY_RALT
268 // DOOM basic types (boolean),
269 // and max/min values.
270 //#include "doomtype.h"
273 //#include "m_fixed.h"
275 // Endianess handling.
276 //#include "m_swap.h"
279 // Binary Angles, sine/cosine/atan lookups.
280 //#include "tables.h"
283 //#include "d_event.h"
285 // Game function, skills.
286 //#include "g_game.h"
288 // All external data is defined here.
289 //#include "doomdata.h"
291 // All important printed strings.
292 // Language selection (message strings).
293 //#include "dstrings.h"
295 // Player is a special actor.
299 //#include "d_items.h"
300 //#include "d_player.h"
301 //#include "p_mobj.h"
305 //#include "p_tick.h"
310 // Header, generated by sound utility.
311 // The utility was written by Dave Taylor.
312 //#include "sounds.h"
317 #endif // __DOOMDEF__
318 //-----------------------------------------------------------------------------
322 //-----------------------------------------------------------------------------