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 //-----------------------------------------------------------------------------
36 // Global parameters/defines.
39 //enum { VERSION = 110 };
42 // Game mode handling - identify IWAD version
43 // to handle IWAD dependend animations etc.
46 shareware
, // DOOM 1 shareware, E1, M9
47 registered
, // DOOM 1 registered, E3, M27
48 commercial
, // DOOM 2 retail, E1 M34
49 // DOOM 2 german edition not handled
50 retail
, // DOOM 1 retail, E4, M36
51 indetermined
// Well, no IWAD found.
56 // Mission packs - might be useful for TC stuff?
61 pack_tnt
, // TNT mission pack
62 pack_plut
, // Plutonia pack
68 // Identify language to use, software localization.
79 // If rangecheck is undefined,
80 // most parameter validation debugging code will not be compiled
83 // Do or do not use external soundserver.
84 // The sndserver binary to be run separately
85 // has been introduced by Dave Taylor.
86 // The integrated sound support is experimental,
87 // and unfinished. Default is synchronous.
88 // Experimental asynchronous timer based is
89 // handled by SNDINTR.
94 // This one switches between MIT SHM (no proper mouse)
95 // and XFree86 DGA (mickey sampling). The original
96 // linuxdoom used SHM, which is default.
101 // For resize of screen, at start of game.
102 // It will not work dynamically, see visplanes.
104 //#define BASE_WIDTH 320
105 #define BASE_WIDTH SCREENWIDTH
107 // It is educational but futile to change this
108 // scaling e.g. to 2. Drawing of status bar,
109 // menues etc. is tied to the scale implied
112 #define INV_ASPECT_RATIO 0.625 // 0.75, ideally
114 // Defines suck. C sucks.
115 // C++ might sucks for OOP, but it sure is a better C.
117 //#define SCREENWIDTH 320
118 //SCREEN_MUL*BASE_WIDTH //320
119 //#define SCREENHEIGHT 200
120 //(int)(SCREEN_MUL*BASE_WIDTH*INV_ASPECT_RATIO) //200
122 #define MAXSCREENWIDTH 1600
123 #define MAXSCREENHEIGHT 1280
125 // The maximum number of players, multiplayer/networking.
128 // State updates, number of tics / second.
131 // The current state of the game: whether we are
132 // playing, gazing at the intermission screen,
133 // the game final animation, or a demo.
143 // Difficulty/skill settings/filters.
151 // Deaf monsters/do not react to sound.
184 // The defined weapons,
185 // including a marker indicating
186 // user has not changed weapon.
201 // No pending weapon change.
207 // Ammunition types defined.
210 am_clip
, // Pistol / chaingun ammo.
211 am_shell
, // Shotgun / double barreled shotgun.
212 am_cell
, // Plasma rifle, BFG.
213 am_misl
, // Missile launcher.
215 am_noammo
// Unlimited for chainsaw / fist.
220 // Power up artifacts.
236 // Power up durations,
237 // how many seconds till expiration,
238 // assuming TICRATE is 35 ticks/second.
242 INVULNTICS
= (30*TICRATE
),
243 INVISTICS
= (60*TICRATE
),
244 INFRATICS
= (120*TICRATE
),
245 IRONTICS
= (60*TICRATE
)
253 // DOOM keyboard definition.
254 // This is the stuff configured by Setup.Exe.
255 // Most key data are simple ascii (uppercased).
257 #define KEY_RIGHTARROW 0xae
258 #define KEY_LEFTARROW 0xac
259 #define KEY_UPARROW 0xad
260 #define KEY_DOWNARROW 0xaf
261 #define KEY_ESCAPE 27
264 #define KEY_F1 (0x80+0x3b)
265 #define KEY_F2 (0x80+0x3c)
266 #define KEY_F3 (0x80+0x3d)
267 #define KEY_F4 (0x80+0x3e)
268 #define KEY_F5 (0x80+0x3f)
269 #define KEY_F6 (0x80+0x40)
270 #define KEY_F7 (0x80+0x41)
271 #define KEY_F8 (0x80+0x42)
272 #define KEY_F9 (0x80+0x43)
273 #define KEY_F10 (0x80+0x44)
274 #define KEY_F11 (0x80+0x57)
275 #define KEY_F12 (0x80+0x58)
277 #define KEY_BACKSPACE 127
278 #define KEY_PAUSE 0xff
280 #define KEY_EQUALS 0x3d
281 #define KEY_MINUS 0x2d
283 #define KEY_RSHIFT (0x80+0x36)
284 #define KEY_RCTRL (0x80+0x1d)
285 #define KEY_RALT (0x80+0x38)
287 #define KEY_LALT KEY_RALT
291 // DOOM basic types (boolean),
292 // and max/min values.
293 //#include "doomtype.h"
296 //#include "m_fixed.h"
298 // Endianess handling.
299 //#include "m_swap.h"
302 // Binary Angles, sine/cosine/atan lookups.
303 //#include "tables.h"
306 //#include "d_event.h"
308 // Game function, skills.
309 //#include "g_game.h"
311 // All external data is defined here.
312 //#include "doomdata.h"
314 // All important printed strings.
315 // Language selection (message strings).
316 //#include "dstrings.h"
318 // Player is a special actor.
322 //#include "d_items.h"
323 //#include "d_player.h"
324 //#include "p_mobj.h"
328 //#include "p_tick.h"
333 // Header, generated by sound utility.
334 // The utility was written by Dave Taylor.
335 //#include "sounds.h"
339 #endif // __DOOMDEF__
340 //-----------------------------------------------------------------------------
343 // Revision 1.2 2003/09/04 10:21:02 iaint
344 // Reworking of a number of C library headers to improve compatibility with
345 // some of the standards (particular with respect to namespaces and visibility).
347 // Means that a number of hacks to code to make programs compiled on AROS can
348 // be removed (yay!).
350 // Almost completely separates the AROS include space from the C standard
351 // include space (although it's not quite symmetrical there).
353 // Disables building Ping.c because I have proceeded as far as the network
356 // Revision 1.1 2000/02/29 18:21:06 stegerg
357 // Doom port based on ADoomPPC. Read README.AROS!
360 //-----------------------------------------------------------------------------