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doomdef.pas
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doomdef.pas
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//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2020 by Jim Valavanis
//
// 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.
//
//------------------------------------------------------------------------------
// E-Mail: [email protected]
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit doomdef;
interface
uses
d_fpc;
//
// Global parameters/defines.
//
// DOOM version
const
VERSION110 = 110;
VERSION111 = 111;
VERSION112 = 112;
VERSION = VERSION112;
var
oldsharewareversion: boolean = false;
oldversion: boolean = false;
type
// Game mode handling - identify IWAD version
// to handle IWAD dependend animations etc.
GameMode_t = (
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.
);
// Mission packs - might be useful for TC stuff?
GameMission_t = (
doom, // DOOM 1
doom2, // DOOM 2
pack_tnt, // TNT mission pack
pack_plutonia, // Plutonia pack
none
);
// Identify language to use, software localization.
Language_t = (
english,
french,
german,
unknown
);
const
// MAX RENDERING DIMENTIONS
MAXWIDTH = 4096;
MAXHEIGHT = 2560;
const
// MIN RENDERING DIMENTIONS
MINWIDTH = 160;
MINHEIGHT = 100;
var
// Rendering Engine Screen Dimentions
SCREENWIDTH: integer;
SCREENHEIGHT: integer;
// Window Screen Dimentions
WINDOWWIDTH: integer;
WINDOWHEIGHT: integer;
// Window Screen Dimentions
NATIVEWIDTH: integer;
NATIVEHEIGHT: integer;
fullscreen: boolean = true;
fullscreenexclusive: boolean = true;
zaxisshift: boolean = true;
const
// The maximum number of players, multiplayer/networking.
MAXPLAYERS = 4;
// State updates, number of tics / second.
TICRATE = 35;
// The current state of the game: whether we are
// playing, gazing at the intermission screen,
// the game final animation, or a demo.
type
gamestate_t = (
GS_INDETERMINED,
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN,
GS_ENDOOM
);
var
gamestate: gamestate_t;
oldgamestate: integer = -1;
gamedirectories: TDStringList;
const
//
// Difficulty/skill settings/filters.
//
// Skill flags.
MTF_EASY = 1;
MTF_NORMAL = 2;
MTF_HARD = 4;
// Deaf monsters/do not react to sound.
MTF_AMBUSH = 8;
type
skill_t = (
sk_baby,
sk_easy,
sk_medium,
sk_hard,
sk_nightmare
);
//
// Key cards.
//
card_t = (
it_bluecard,
it_yellowcard,
it_redcard,
it_blueskull,
it_yellowskull,
it_redskull,
NUMCARDS
);
// The defined weapons,
// including a marker indicating
// user has not changed weapon.
weapontype_t = (
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
);
// Ammunition types defined.
ammotype_t = (
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.
);
// Power up artifacts.
powertype_t = (
pw_invulnerability,
pw_strength,
pw_invisibility,
pw_ironfeet,
pw_allmap,
pw_infrared,
NUMPOWERS
);
Ppowertype_t = ^powertype_t;
//
// Power up durations,
// how many seconds till expiration,
// assuming TICRATE is 35 ticks/second.
//
const
INVULNTICS = 30 * TICRATE;
INVISTICS = 60 * TICRATE;
INFRATICS = 120 * TICRATE;
IRONTICS = 60 * TICRATE;
//
// DOOM keyboard definition.
// This is the stuff configured by Setup.Exe.
// Most key data are simple ascii (uppercased).
//
const
KEY_RIGHTARROW = $ae;
KEY_LEFTARROW = $ac;
KEY_UPARROW = $ad;
KEY_DOWNARROW = $af;
KEY_ESCAPE = 27;
KEY_ENTER = 13;
KEY_TAB = 9;
KEY_F1 = $80 + $3b;
KEY_F2 = $80 + $3c;
KEY_F3 = $80 + $3d;
KEY_F4 = $80 + $3e;
KEY_F5 = $80 + $3f;
KEY_F6 = $80 + $40;
KEY_F7 = $80 + $41;
KEY_F8 = $80 + $42;
KEY_F9 = $80 + $43;
KEY_F10 = $80 + $44;
KEY_F11 = $80 + $57;
KEY_F12 = $80 + $58;
KEY_PRNT = $80 + $59;
KEY_CON = 126;
KEY_BACKSPACE = 127;
KEY_PAUSE = $ff;
KEY_EQUALS = $3d;
KEY_MINUS = $2d;
KEY_RSHIFT = $80 + $36;
KEY_RCTRL = $80 + $1d;
KEY_RALT = $80 + $38;
KEY_PAGEDOWN = $80 + $45;
KEY_PAGEUP = $80 + $46;
KEY_INS = $80 + $47;
KEY_HOME = $80 + $48;
KEY_END = $80 + $49;
KEY_DELETE = $80 + $4a;
KEY_LALT = KEY_RALT;
implementation
end.