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 //-----------------------------------------------------------------------------
30 // Global parameters/defines.
33 enum { VERSION_NUM
= 110 };
36 // Game mode handling - identify IWAD version
37 // to handle IWAD dependend animations etc.
40 shareware
, // DOOM 1 shareware, E1, M9
41 registered
, // DOOM 1 registered, E3, M27
42 commercial
, // DOOM 2 retail, E1 M34
43 // DOOM 2 german edition not handled
44 retail
, // DOOM 1 retail, E4, M36
45 indetermined
// Well, no IWAD found.
50 // Mission packs - might be useful for TC stuff?
55 pack_tnt
, // TNT mission pack
56 pack_plut
, // Plutonia pack
62 // Identify language to use, software localization.
73 // If rangecheck is undefined,
74 // most parameter validation debugging code will not be compiled
77 // Do or do not use external soundserver.
78 // The sndserver binary to be run separately
79 // has been introduced by Dave Taylor.
80 // The integrated sound support is experimental,
81 // and unfinished. Default is synchronous.
82 // Experimental asynchronous timer based is
83 // handled by SNDINTR.
88 // This one switches between MIT SHM (no proper mouse)
89 // and XFree86 DGA (mickey sampling). The original
90 // linuxdoom used SHM, which is default.
95 // For resize of screen, at start of game.
96 // It will not work dynamically, see visplanes.
98 #define BASE_WIDTH 320
100 // It is educational but futile to change this
101 // scaling e.g. to 2. Drawing of status bar,
102 // menues etc. is tied to the scale implied
105 #define INV_ASPECT_RATIO 0.625 // 0.75, ideally
107 // Defines suck. C sucks.
108 // C++ might sucks for OOP, but it sure is a better C.
110 #define SCREENWIDTH 320
111 //SCREEN_MUL*BASE_WIDTH //320
112 #define SCREENHEIGHT 200
113 //(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200
118 // The maximum number of players, multiplayer/networking.
121 // State updates, number of tics / second.
124 // The current state of the game: whether we are
125 // playing, gazing at the intermission screen,
126 // the game final animation, or a demo.
136 // Difficulty/skill settings/filters.
144 // Deaf monsters/do not react to sound.
177 // The defined weapons,
178 // including a marker indicating
179 // user has not changed weapon.
194 // No pending weapon change.
200 // Ammunition types defined.
203 am_clip
, // Pistol / chaingun ammo.
204 am_shell
, // Shotgun / double barreled shotgun.
205 am_cell
, // Plasma rifle, BFG.
206 am_misl
, // Missile launcher.
208 am_noammo
// Unlimited for chainsaw / fist.
213 // Power up artifacts.
229 // Power up durations,
230 // how many seconds till expiration,
231 // assuming TICRATE is 35 ticks/second.
235 INVULNTICS
= (30*TICRATE
),
236 INVISTICS
= (60*TICRATE
),
237 INFRATICS
= (120*TICRATE
),
238 IRONTICS
= (60*TICRATE
)
246 // DOOM keyboard definition.
247 // This is the stuff configured by Setup.Exe.
248 // Most key data are simple ascii (uppercased).
250 #define KEY_RIGHTARROW 0xae
251 #define KEY_LEFTARROW 0xac
252 #define KEY_UPARROW 0xad
253 #define KEY_DOWNARROW 0xaf
254 #define KEY_ESCAPE 27
257 #define KEY_F1 (0x80+0x3b)
258 #define KEY_F2 (0x80+0x3c)
259 #define KEY_F3 (0x80+0x3d)
260 #define KEY_F4 (0x80+0x3e)
261 #define KEY_F5 (0x80+0x3f)
262 #define KEY_F6 (0x80+0x40)
263 #define KEY_F7 (0x80+0x41)
264 #define KEY_F8 (0x80+0x42)
265 #define KEY_F9 (0x80+0x43)
266 #define KEY_F10 (0x80+0x44)
267 #define KEY_F11 (0x80+0x57)
268 #define KEY_F12 (0x80+0x58)
270 #define KEY_BACKSPACE 127
271 #define KEY_PAUSE 0xff
273 #define KEY_EQUALS 0x3d
274 #define KEY_MINUS 0x2d
276 #define KEY_RSHIFT (0x80+0x36)
277 #define KEY_RCTRL (0x80+0x1d)
278 #define KEY_RALT (0x80+0x38)
280 #define KEY_LALT KEY_RALT
284 // DOOM basic types (boolean),
285 // and max/min values.
286 //#include "doomtype.h"
289 //#include "m_fixed.h"
291 // Endianess handling.
292 //#include "m_swap.h"
295 // Binary Angles, sine/cosine/atan lookups.
296 //#include "tables.h"
299 //#include "d_event.h"
301 // Game function, skills.
302 //#include "g_game.h"
304 // All external data is defined here.
305 //#include "doomdata.h"
307 // All important printed strings.
308 // Language selection (message strings).
309 //#include "dstrings.h"
311 // Player is a special actor.
315 //#include "d_items.h"
316 //#include "d_player.h"
317 //#include "p_mobj.h"
321 //#include "p_tick.h"
326 // Header, generated by sound utility.
327 // The utility was written by Dave Taylor.
328 //#include "sounds.h"
333 #endif // __DOOMDEF__
334 //-----------------------------------------------------------------------------
338 //-----------------------------------------------------------------------------