ref: eda4d7be63c6b5e1bf9ae10c8ed762b9e7a549dc
dir: /src/strife/doomdef.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // 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. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // Internally used data structures for virtually everything, // lots of other stuff. // //----------------------------------------------------------------------------- #ifndef __DOOMDEF__ #define __DOOMDEF__ #include <stdio.h> #include <string.h> #include "doomtype.h" #include "i_timer.h" #include "d_mode.h" // // Global parameters/defines. // // DOOM version #define DOOM_VERSION 109 // Version code for cph's longtics hack ("v1.91") #define DOOM_191_VERSION 111 // If rangecheck is undefined, // most parameter validation debugging code will not be compiled #define RANGECHECK // 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; typedef enum { ga_nothing, ga_loadlevel, ga_newgame, ga_loadgame, ga_savegame, ga_playdemo, ga_completed, ga_victory, ga_worlddone, ga_screenshot } gameaction_t; // // Difficulty/skill settings/filters. // // Skill flags. #define MTF_EASY 1 #define MTF_NORMAL 2 #define MTF_HARD 4 // villsa [STRIFE] standing monsters #define MTF_STAND 8 // villsa [STRIFE] don't spawn in single player #define MTF_NOTSINGLE 16 // Deaf monsters/do not react to sound. #define MTF_AMBUSH 32 // villsa [STRIFE] friendly to players #define MTF_FRIEND 64 // villsa [STRIFE] TODO - identify #define MTF_UNKNOWN1 128 // villsa [STRIFE] thing is translucent - STRIFE-TODO: But how much? #define MTF_TRANSLUCENT 256 // villsa [STRIFE] thing is more - or less? - translucent - STRIFE-TODO #define MTF_MVIS 512 // villsa [STRIFE] TODO - identify #define MTF_UNKNOWN2 1024 // // Key cards. // // STRIFE-TODO: A hell of a bunch of keys. 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. // villsa [STRIFE] typedef enum { wp_fist, wp_elecbow, wp_rifle, wp_missile, wp_hegrenade, wp_flame, wp_mauler, wp_sigil, wp_poisonbow, wp_wpgrenade, wp_torpedo, NUMWEAPONS, // No pending weapon change. wp_nochange } weapontype_t; // Ammunition types defined. typedef enum { am_bullets, am_elecbolts, am_poisonbolts, am_cell, am_missiles, am_hegrenades, am_wpgrenades, NUMAMMO, am_noammo // unlimited ammo } 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; #endif // __DOOMDEF__