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doomdef.h
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doomdef.h
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 1993-2008 Raven Software
// Copyright (C) 2016-2017 Alexey Khokholov (Nuke.YKT)
//
// 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.
//
// 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 };
#define EXE_VERSION_1_9 0
#define EXE_VERSION_ULTIMATE 1
#define EXE_VERSION_FINAL 2
#define EXE_VERSION_FINAL2 3
#define EXE_VERSION EXE_VERSION_1_9
// If rangecheck is undefined,
// most parameter validation debugging code will not be compiled
#define RANGECHECK
//
// 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
#define FRACBITS 16
#define FRACUNIT (1<<FRACBITS)
typedef int fixed_t;
// 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
fixed_t FixedMul (fixed_t a, fixed_t b);
fixed_t FixedDiv (fixed_t a, fixed_t b);
fixed_t FixedDiv2 (fixed_t a, fixed_t b);
#pragma aux FixedMul = \
"imul ebx", \
"shrd eax,edx,16" \
parm [eax] [ebx] \
value [eax] \
modify exact [eax edx]
#pragma aux FixedDiv2 = \
"cdq", \
"shld edx,eax,16", \
"sal eax,16", \
"idiv ebx" \
parm [eax] [ebx] \
value [eax] \
modify exact [eax edx]
#define SHORT(x) (x)
#define LONG(x) (x)
// 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__