Source to src/doomdef.h
// 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.
//
// DOOM version
enum { VERSION = 109 };
// 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
addon_tnt, // DOOM 2 TNT
addon_plut, // DOOM 2 Plutonia
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;
// 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
// Do or do not use external soundserver.
// The sndserver binary to be run separately
// has been introduced by Dave Taylor.
// The integrated sound support is experimental,
// and unfinished. Default is synchronous.
// Experimental asynchronous timer based is
// handled by SNDINTR.
#define SNDSERV 1
//#define SNDINTR 1
// 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 640
extern int SCREENWIDTH;
//SCREEN_MUL*BASE_WIDTH //320
//#define SCREENHEIGHT 480
extern int SCREENHEIGHT;
//(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_CAPITAL 0x3a
//#define KEY_RSHIFT (0x80+0x36)
//#define KEY_RCTRL (0x80+0x1d)
//#define KEY_RALT (0x80+0x38)
//#define KEY_LALT KEY_RALT
//#define KEY_CONSOLE '`'
#define KEY_SCRNSHOT (0xB7)
#define KEY_F1 0x3B
#define KEY_F2 0x3C
#define KEY_F3 0x3D
#define KEY_F4 0x3E
#define KEY_F5 0x3F
#define KEY_F6 0x40
#define KEY_F7 0x41
#define KEY_F8 0x42
#define KEY_F9 0x43
#define KEY_F10 0x44
#define KEY_F11 0x57
#define KEY_F12 0x58
#define KEY_A 0x1E
#define KEY_B 0x30
#define KEY_C 0x2E
#define KEY_D 0x20
#define KEY_E 0x12
#define KEY_F 0x21
#define KEY_G 0x22
#define KEY_I 0x17
#define KEY_H 0x23
#define KEY_J 0x24
#define KEY_K 0x25
#define KEY_L 0x26
#define KEY_M 0x32
#define KEY_N 0x31
#define KEY_O 0x18
#define KEY_P 0x19
#define KEY_Q 0x10
#define KEY_R 0x13
#define KEY_S 0x1F
#define KEY_T 0x14
#define KEY_U 0x16
#define KEY_V 0x2F
#define KEY_W 0x11
#define KEY_X 0x2D
#define KEY_Y 0x15
#define KEY_Z 0x2C
#define KEY_1 0x02
#define KEY_2 0x03
#define KEY_3 0x04
#define KEY_4 0x05
#define KEY_5 0x06
#define KEY_6 0x07
#define KEY_7 0x08
#define KEY_8 0x09
#define KEY_9 0x0A
#define KEY_0 0x0B
#define KEY_MINUS 0x0C // - on main keyboard
#define KEY_EQUALS 0x0D
#define KEY_BACKSPACE 0x0E // backspace
#define KEY_ESCAPE 0x01
#define KEY_ENTER 0x1C
#define KEY_CONSOLE 0x29
#define KEY_RIGHTARROW 0xCD
#define KEY_LEFTARROW 0xCB
#define KEY_UPARROW 0xC8
#define KEY_DOWNARROW 0xD0
#define KEY_SPACE 0x39
#define KEY_TAB 0x0F
#define KEY_RSHIFT 0x36
#define KEY_RCTRL 0x9D
#define KEY_RALT 0xB8 // right Alt
#define KEY_LALT KEY_RALT
#define KEY_COMMA 0x33
#define KEY_PERIOD 0x34 // . on main keyboard
#define KEY_SLASH 0x35 // / on main keyboard
// new keys not part of DOOM...
#define KEY_LBRACKET 0x1A
#define KEY_RBRACKET 0x1B
#define KEY_SEMICOLON 0x27
#define KEY_APOSTROPHE 0x28
#define KEY_DIVIDE 0xB5 // / on numeric keypad
#define KEY_MULTIPLY 0x37 // * on numeric keypad
#define KEY_NUMLOCK 0x45
#define KEY_SCROLL 0x46 // Scroll Lock
#define KEY_NUMPAD7 0x47
#define KEY_NUMPAD8 0x48
#define KEY_NUMPAD9 0x49
#define KEY_SUBTRACT 0x4A // - on numeric keypad
#define KEY_NUMPAD4 0x4B
#define KEY_NUMPAD5 0x4C
#define KEY_NUMPAD6 0x4D
#define KEY_ADD 0x4E // + on numeric keypad
#define KEY_NUMPAD1 0x4F
#define KEY_NUMPAD2 0x50
#define KEY_NUMPAD3 0x51
#define KEY_NUMPAD0 0x52
#define KEY_DECIMAL 0x53 // . on numeric keypad
#define KEY_HOME 0xC7 // Home on arrow keypad
#define KEY_UP 0xC8 // UpArrow on arrow keypad
#define KEY_PRIOR 0xC9 // PgUp on arrow keypad
#define KEY_LEFT 0xCB // LeftArrow on arrow keypad
#define KEY_RIGHT 0xCD // RightArrow on arrow keypad
#define KEY_END 0xCF // End on arrow keypad
#define KEY_DOWN 0xD0 // DownArrow on arrow keypad
#define KEY_NEXT 0xD1 // PgDn on arrow keypad
#define KEY_INSERT 0xD2 // Insert on arrow keypad
#define KEY_DELETE 0xD3 // Delete on arrow keypad
extern unsigned char scan2char[256];
extern long totalscore; // 10.15.98 scorekeeping dlw (2billion?)
extern char totalscoretextline[200];
extern char HUDscoretext[200];
extern char scoreuserwad[256];
extern char keepscore;
extern char showscoreHUD;
extern char DOUBLESTUFF; //11.4.98 optimize dlw
extern long SCREENMULT; //11.5.98 optimize dlw width x height
/*
#define DIK_ESCAPE 0x01
#define DIK_1 0x02
#define DIK_2 0x03
#define DIK_3 0x04
#define DIK_4 0x05
#define DIK_5 0x06
#define DIK_6 0x07
#define DIK_7 0x08
#define DIK_8 0x09
#define DIK_9 0x0A
#define DIK_0 0x0B
#define DIK_MINUS 0x0C // - on main keyboard
#define DIK_EQUALS 0x0D
#define DIK_BACK 0x0E // backspace
#define DIK_TAB 0x0F
#define DIK_Q 0x10
#define DIK_W 0x11
#define DIK_E 0x12
#define DIK_R 0x13
#define DIK_T 0x14
#define DIK_Y 0x15
#define DIK_U 0x16
#define DIK_I 0x17
#define DIK_O 0x18
#define DIK_P 0x19
#define DIK_LBRACKET 0x1A
#define DIK_RBRACKET 0x1B
#define DIK_RETURN 0x1C // Enter on main keyboard
#define DIK_LCONTROL 0x1D
#define DIK_A 0x1E
#define DIK_S 0x1F
#define DIK_D 0x20
#define DIK_F 0x21
#define DIK_G 0x22
#define DIK_H 0x23
#define DIK_J 0x24
#define DIK_K 0x25
#define DIK_L 0x26
#define DIK_SEMICOLON 0x27
#define DIK_APOSTROPHE 0x28
#define DIK_GRAVE 0x29 // accent grave
#define DIK_LSHIFT 0x2A
#define DIK_BACKSLASH 0x2B
#define DIK_Z 0x2C
#define DIK_X 0x2D
#define DIK_C 0x2E
#define DIK_V 0x2F
#define DIK_B 0x30
#define DIK_N 0x31
#define DIK_M 0x32
#define DIK_COMMA 0x33
#define DIK_PERIOD 0x34 // . on main keyboard
#define DIK_SLASH 0x35 // / on main keyboard
#define DIK_RSHIFT 0x36
#define DIK_MULTIPLY 0x37 // * on numeric keypad
#define DIK_LMENU 0x38 // left Alt
#define DIK_SPACE 0x39
#define DIK_CAPITAL 0x3A
#define DIK_F1 0x3B
#define DIK_F2 0x3C
#define DIK_F3 0x3D
#define DIK_F4 0x3E
#define DIK_F5 0x3F
#define DIK_F6 0x40
#define DIK_F7 0x41
#define DIK_F8 0x42
#define DIK_F9 0x43
#define DIK_F10 0x44
#define DIK_NUMLOCK 0x45
#define DIK_SCROLL 0x46 // Scroll Lock
#define DIK_NUMPAD7 0x47
#define DIK_NUMPAD8 0x48
#define DIK_NUMPAD9 0x49
#define DIK_SUBTRACT 0x4A // - on numeric keypad
#define DIK_NUMPAD4 0x4B
#define DIK_NUMPAD5 0x4C
#define DIK_NUMPAD6 0x4D
#define DIK_ADD 0x4E // + on numeric keypad
#define DIK_NUMPAD1 0x4F
#define DIK_NUMPAD2 0x50
#define DIK_NUMPAD3 0x51
#define DIK_NUMPAD0 0x52
#define DIK_DECIMAL 0x53 // . on numeric keypad
#define DIK_F11 0x57
#define DIK_F12 0x58
#define DIK_NUMPADENTER 0x9C // Enter on numeric keypad
#define DIK_RCONTROL 0x9D
#define DIK_NUMPADCOMMA 0xB3 // , on numeric keypad (NEC PC98)
#define DIK_DIVIDE 0xB5 // / on numeric keypad
#define DIK_SYSRQ 0xB7
#define DIK_RMENU 0xB8 // right Alt
#define DIK_HOME 0xC7 // Home on arrow keypad
#define DIK_UP 0xC8 // UpArrow on arrow keypad
#define DIK_PRIOR 0xC9 // PgUp on arrow keypad
#define DIK_LEFT 0xCB // LeftArrow on arrow keypad
#define DIK_RIGHT 0xCD // RightArrow on arrow keypad
#define DIK_END 0xCF // End on arrow keypad
#define DIK_DOWN 0xD0 // DownArrow on arrow keypad
#define DIK_NEXT 0xD1 // PgDn on arrow keypad
#define DIK_INSERT 0xD2 // Insert on arrow keypad
#define DIK_DELETE 0xD3 // Delete on arrow keypad
#define DIK_LWIN 0xDB // Left Windows key
#define DIK_RWIN 0xDC // Right Windows key
#define DIK_APPS 0xDD // AppMenu key
#define DIK_BACKSPACE DIK_BACK // backspace
#define DIK_NUMPADSTAR DIK_MULTIPLY // * on numeric keypad
#define DIK_LALT DIK_LMENU // left Alt
#define DIK_CAPSLOCK DIK_CAPITAL // CapsLock
#define DIK_NUMPADMINUS DIK_SUBTRACT // - on numeric keypad
#define DIK_NUMPADPLUS DIK_ADD // + on numeric keypad
#define DIK_NUMPADPERIOD DIK_DECIMAL // . on numeric keypad
#define DIK_NUMPADSLASH DIK_DIVIDE // / on numeric keypad
#define DIK_RALT DIK_RMENU // right Alt
#define DIK_UPARROW DIK_UP // UpArrow on arrow keypad
#define DIK_PGUP DIK_PRIOR // PgUp on arrow keypad
#define DIK_LEFTARROW DIK_LEFT // LeftArrow on arrow keypad
#define DIK_RIGHTARROW DIK_RIGHT // RightArrow on arrow keypad
#define DIK_DOWNARROW DIK_DOWN // DownArrow on arrow keypad
#define DIK_PGDN DIK_NEXT // PgDn on arrow keypad
*/
// 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__
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------