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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: d_items.h,v 1.3 2001/01/25 22:15:41 bpereira Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//
//
// $Log: d_items.h,v $
// Revision 1.3 2001/01/25 22:15:41 bpereira
// added heretic support
//
// Revision 1.2 2000/02/27 00:42:10 hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
// Items: key cards, artifacts, weapon, ammunition.
//
//-----------------------------------------------------------------------------
#ifndef __D_ITEMS__
#define __D_ITEMS__
#include "doomdef.h"
#ifdef __GNUG__
#pragma interface
#endif
// ==================================
// 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
// heretic stuff
#define AMMO_GWND_WIMPY 10
#define AMMO_GWND_HEFTY 50
#define AMMO_CBOW_WIMPY 5
#define AMMO_CBOW_HEFTY 20
#define AMMO_BLSR_WIMPY 10
#define AMMO_BLSR_HEFTY 25
#define AMMO_SKRD_WIMPY 20
#define AMMO_SKRD_HEFTY 100
#define AMMO_PHRD_WIMPY 1
#define AMMO_PHRD_HEFTY 10
#define AMMO_MACE_WIMPY 20
#define AMMO_MACE_HEFTY 100
#define USE_GWND_AMMO_1 1
#define USE_GWND_AMMO_2 1
#define USE_CBOW_AMMO_1 1
#define USE_CBOW_AMMO_2 1
#define USE_BLSR_AMMO_1 1
#define USE_BLSR_AMMO_2 5
#define USE_SKRD_AMMO_1 1
#define USE_SKRD_AMMO_2 5
#define USE_PHRD_AMMO_1 1
#define USE_PHRD_AMMO_2 1
#define USE_MACE_AMMO_1 1
#define USE_MACE_AMMO_2 5
//
// Key cards.
//
typedef enum
{
it_bluecard = 1,
it_yellowcard = 2,
it_redcard = 4,
it_blueskull = 8,
it_yellowskull= 0x10,
it_redskull = 0x20,
it_allkeys = 0x3f,
NUMCARDS = 6
} card_t;
typedef enum
{
arti_none,
arti_invulnerability,
arti_invisibility,
arti_health,
arti_superhealth,
arti_tomeofpower,
arti_torch,
arti_firebomb,
arti_egg,
arti_fly,
arti_teleport,
NUMARTIFACTS
} artitype_t;
#define NUMINVENTORYSLOTS 14
#define MAXARTECONT 16
typedef struct
{
byte type;
byte count;
} inventory_t;
// Power up artifacts.
typedef enum
{
pw_invulnerability,
pw_strength,
pw_invisibility,
pw_ironfeet,
pw_allmap,
pw_infrared,
// heretic
pw_weaponlevel2,
pw_flight,
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;
// 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,
// heretic stuff
wp_staff=wp_fist,
wp_goldwand,
wp_crossbow,
wp_blaster,
wp_skullrod,
wp_phoenixrod,
wp_mace,
wp_gauntlets,
wp_beak,
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.
// heretic stuff
am_goldwand = am_clip,
am_crossbow,
am_blaster,
am_skullrod,
am_phoenixrod,
am_mace,
NUMAMMO,
am_noammo // Unlimited for chainsaw / fist.
} ammotype_t;
// Weapon info: sprite frames, ammunition use.
typedef struct
{
ammotype_t ammo;
int ammopershoot;
int upstate;
int downstate;
int readystate;
int atkstate;
int holdatkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t doomweaponinfo[NUMWEAPONS];
extern weaponinfo_t wpnlev1info[NUMWEAPONS];
extern weaponinfo_t wpnlev2info[NUMWEAPONS];
#endif
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