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📄 d_items.h

📁 The source code of Doom legacy for windows
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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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