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-// 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 = 110 };
-
-
-// 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
- 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 320
-//SCREEN_MUL*BASE_WIDTH //320
-#define SCREENHEIGHT 200
-//(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_RSHIFT (0x80+0x36)
-#define KEY_RCTRL (0x80+0x1d)
-#define KEY_RALT (0x80+0x38)
-
-#define KEY_LALT KEY_RALT
-
-
-
-// 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__
-//-----------------------------------------------------------------------------
-//
-// $Log:$
-//
-//-----------------------------------------------------------------------------