// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: doomdef.h,v 1.23 1998/05/14 08:02:00 phares Exp $
//
//  BOOM, a modified and improved DOOM engine
//  Copyright (C) 1999 by
//  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
//
//  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,
//   key definitions, lots of other stuff.
//
//-----------------------------------------------------------------------------

#ifndef __DOOMDEF__
#define __DOOMDEF__

// killough 4/25/98: Make gcc extensions mean nothing on other compilers
#ifndef __GNUC__
#define __attribute__(x)
#define __inline__
#endif

// This must come first, since it redefines malloc(), free(), etc. -- killough:
#include "z_zone.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <limits.h>

#include "m_swap.h"
#include "version.h"

// 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;

//
// For resize of screen, at start of game.
//

#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 */

// killough 2/8/98: MAX versions for maximum screen sizes
// allows us to avoid the overhead of dynamic allocation
// when multiple screen sizes are supported

#define MAX_SCREENWIDTH  320
#define MAX_SCREENHEIGHT 200

#define SCREENWIDTH      320
#define SCREENHEIGHT     200

// The maximum number of players, multiplayer/networking.
#define MAXPLAYERS       4

// phares 5/14/98:
// DOOM Editor Numbers (aka doomednum in mobj_t)

#define DEN_PLAYER5 4001
#define DEN_PLAYER6 4002
#define DEN_PLAYER7 4003
#define DEN_PLAYER8 4004

// 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.
//
// These are Thing flags

// 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_none=-1, //jff 3/24/98 create unpicked skill setting
  sk_baby=0,
  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,
  wp_nochange              // No pending weapon change.
} 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).
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 KEYD_RIGHTARROW 0xae
#define KEYD_LEFTARROW  0xac
#define KEYD_UPARROW    0xad
#define KEYD_DOWNARROW  0xaf
#define KEYD_ESCAPE     27
#define KEYD_ENTER      13
#define KEYD_TAB        9
#define KEYD_F1         (0x80+0x3b)
#define KEYD_F2         (0x80+0x3c)
#define KEYD_F3         (0x80+0x3d)
#define KEYD_F4         (0x80+0x3e)
#define KEYD_F5         (0x80+0x3f)
#define KEYD_F6         (0x80+0x40)
#define KEYD_F7         (0x80+0x41)
#define KEYD_F8         (0x80+0x42)
#define KEYD_F9         (0x80+0x43)
#define KEYD_F10        (0x80+0x44)
#define KEYD_F11        (0x80+0x57)
#define KEYD_F12        (0x80+0x58)
#define KEYD_BACKSPACE  127
#define KEYD_PAUSE      0xff
#define KEYD_EQUALS     0x3d
#define KEYD_MINUS      0x2d
#define KEYD_RSHIFT     (0x80+0x36)
#define KEYD_RCTRL      (0x80+0x1d)
#define KEYD_RALT       (0x80+0x38)
#define KEYD_LALT       KEYD_RALT
#define KEYD_CAPSLOCK   0xba                                        // phares 

// phares 3/2/98:
#define KEYD_INSERT     0xd2
#define KEYD_HOME       0xc7
#define KEYD_PAGEUP     0xc9
#define KEYD_PAGEDOWN   0xd1
#define KEYD_DEL        KEYD_BACKSPACE
#define KEYD_END        0xcf
#define KEYD_SCROLLLOCK 0xc6
#define KEYD_SPACEBAR   0x20
// phares 3/2/98

#define KEYD_NUMLOCK    0xC5                 // killough 3/6/98

// phares 4/19/98:
// Defines Setup Screen groups that config variables appear in.
// Used when resetting the defaults for every item in a Setup group.

typedef enum {
  ss_none,
  ss_keys,
  ss_weap,
  ss_stat,
  ss_auto,
  ss_enem,
  ss_mess,
  ss_chat,
  ss_max
} ss_types;

// phares 3/20/98:
//
// Player friction is variable, based on controlling
// linedefs. More friction can create mud, sludge,
// magnetized floors, etc. Less friction can create ice.

#define MORE_FRICTION_MOMENTUM 15000       // mud factor based on momentum
#define ORIG_FRICTION          0xE800      // original value
#define ORIG_FRICTION_FACTOR   2048        // original value

#endif          // __DOOMDEF__

//----------------------------------------------------------------------------
//
// $Log: doomdef.h,v $
// Revision 1.23  1998/05/14  08:02:00  phares
// Added Player Starts 5-8 (4001-4004)
//
// Revision 1.22  1998/05/05  15:34:48  phares
// Documentation and Reformatting changes
//
// Revision 1.21  1998/05/03  22:39:56  killough
// beautification
//
// Revision 1.20  1998/04/27  01:50:51  killough
// Make gcc's __attribute__ mean nothing on other compilers
//
// Revision 1.19  1998/04/22  13:45:23  phares
// Added Setup screen Reset to Defaults
//
// Revision 1.18  1998/03/24  15:59:13  jim
// Added default_skill parameter to config file
//
// Revision 1.17  1998/03/23  15:23:34  phares
// Changed pushers to linedef control
//
// Revision 1.16  1998/03/20  00:29:34  phares
// Changed friction to linedef control
//
// Revision 1.15  1998/03/12  14:28:36  phares
// friction and IDCLIP changes
//
// Revision 1.14  1998/03/09  18:27:16  phares
// Fixed bug in neighboring variable friction sectors
//
// Revision 1.13  1998/03/09  07:08:30  killough
// Add numlock key scancode
//
// Revision 1.12  1998/03/04  21:26:27  phares
// Repaired syntax error (left-over conflict marker)
//
// Revision 1.11  1998/03/04  21:02:16  phares
// Dynamic HELP screen
//
// Revision 1.10  1998/03/02  11:25:52  killough
// Remove now-dead monster_ai mask idea
//
// Revision 1.9  1998/02/24  08:45:32  phares
// Pushers, recoil, new friction, and over/under work
//
// Revision 1.8  1998/02/23  04:15:50  killough
// New monster AI option mask enums
//
// Revision 1.7  1998/02/15  02:48:06  phares
// User-defined keys
//
// Revision 1.6  1998/02/09  02:52:01  killough
// Make SCREENWIDTH/HEIGHT more flexible
//
// Revision 1.5  1998/02/02  13:22:47  killough
// user new version files
//
// Revision 1.4  1998/01/30  18:48:07  phares
// Changed textspeed and textwait to functions
//
// Revision 1.3  1998/01/30  16:09:06  phares
// Faster end-mission text display
//
// Revision 1.2  1998/01/26  19:26:39  phares
// First rev with no ^Ms
//
// Revision 1.1.1.1  1998/01/19  14:02:51  rand
// Lee's Jan 19 sources
//
//----------------------------------------------------------------------------
