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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file doomdef.h
/// \brief Internally used data structures for virtually everything,
/// key definitions, lots of other stuff.
# ifndef __DOOMDEF__
# define __DOOMDEF__
// Sound system select
// This should actually be in the makefile,
// but I can't stand that gibberish. D:
# define SOUND_DUMMY 0
# define SOUND_SDL 1
# define SOUND_MIXER 2
# define SOUND_FMOD 3
# ifndef SOUND
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# ifdef HAVE_SDL
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// Use Mixer interface?
# ifdef HAVE_MIXER
# define SOUND SOUND_MIXER
# define NOHS // No HW3SOUND
# ifdef HW3SOUND
# undef HW3SOUND
# endif
# endif
// Use generic SDL interface.
# ifndef SOUND
# define SOUND SOUND_SDL
# endif
# else // No SDL.
// Use FMOD?
# ifdef HAVE_FMOD
# define SOUND SOUND_FMOD
# define NOHS // No HW3SOUND
# ifdef HW3SOUND
# undef HW3SOUND
# endif
# else
// No more interfaces. :(
# define SOUND SOUND_DUMMY
# endif
# endif
# endif
# ifdef _WINDOWS
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# define NONET
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# if !defined (HWRENDER) && !defined (NOHW)
# define HWRENDER
# endif
// judgecutor: 3D sound support
# if !defined(HW3SOUND) && !defined (NOHS)
# define HW3SOUND
# endif
# endif
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# ifdef _WIN32
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# define ASMCALL __cdecl
# else
# define ASMCALL
# endif
# ifdef _MSC_VER
# pragma warning(disable : 4127 4152 4213 4514)
# ifdef _WIN64
# pragma warning(disable : 4306)
# endif
# endif
// warning level 4
// warning C4127: conditional expression is constant
// warning C4152: nonstandard extension, function/data pointer conversion in expression
// warning C4213: nonstandard extension used : cast on l-value
# include "doomtype.h"
# include <stdarg.h>
# include <stdio.h>
# include <stdlib.h>
# include <string.h>
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# define _USE_MATH_DEFINES // fixes M_PI errors in r_plane.c for Visual Studio
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# include <math.h>
# ifdef GETTEXT
# include <libintl.h>
# include <locale.h>
# endif
# include <sys/types.h>
# include <sys/stat.h>
# include <ctype.h>
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# if defined (_WIN32) || defined (__DJGPP__)
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# include <io.h>
# endif
# ifdef PC_DOS
# include <conio.h>
# endif
//#define NOMD5
// Uncheck this to compile debugging code
//#define RANGECHECK
//#ifndef PARANOIA
//#define PARANOIA // do some tests that never fail but maybe
// turn this on by make etc.. DEBUGMODE = 1 or use the Debug profile in the VC++ projects
//#endif
# if defined (_WIN32) || (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON) || defined (macintosh)
# define LOGMESSAGES // write message in log.txt
# endif
# ifdef LOGMESSAGES
extern FILE * logstream ;
# endif
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//#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3
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# ifdef DEVELOP
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# define VERSION 0 // Game version
# define SUBVERSION 0 // more precise version number
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# define VERSIONSTRING "Development EXE"
# define VERSIONSTRINGW L"Development EXE"
// most interface strings are ignored in development mode.
// we use comprevision and compbranch instead.
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# else
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# define VERSION 202 // Game version
# define SUBVERSION 0 // more precise version number
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# define VERSIONSTRING "v2.2.0"
# define VERSIONSTRINGW L"v2.2.0"
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// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
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# endif
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// Does this version require an added patch file?
// Comment or uncomment this as necessary.
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//#define USE_PATCH_DTA
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// Use .kart extension addons
//#define USE_KART
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// Modification options
// If you want to take advantage of the Master Server's ability to force clients to update
// to the latest version, fill these out. Otherwise, just comment out UPDATE_ALERT and leave
// the other options the same.
// Comment out this line to completely disable update alerts (recommended for testing, but not for release)
# define UPDATE_ALERT
// The string used in the alert that pops up in the event of an update being available.
// Please change to apply to your modification (we don't want everyone asking where your mod is on SRB2.org!).
# define UPDATE_ALERT_STRING \
" A new update is available for SRB2. \n " \
" Please visit SRB2.org to download it. \n " \
" \n " \
" You are using version: %s \n " \
" The newest version is: %s \n " \
" \n " \
" This update is required for online \n " \
" play using the Master Server. \n " \
" You will not be able to connect to \n " \
" the Master Server until you update to \n " \
" the newest version of the game. \n " \
" \n " \
" (Press a key) \n "
// The string used in the I_Error alert upon trying to host through command line parameters.
// Generally less filled with newlines, since Windows gives you lots more room to work with.
# define UPDATE_ALERT_STRING_CONSOLE \
" A new update is available for SRB2. \n " \
" Please visit SRB2.org to download it. \n " \
" \n " \
" You are using version: %s \n " \
" The newest version is: %s \n " \
" \n " \
" This update is required for online play using the Master Server. \n " \
" You will not be able to connect to the Master Server \n " \
" until you update to the newest version of the game. \n "
// For future use, the codebase is the version of SRB2 that the modification is based on,
// and should not be changed unless you have merged changes between versions of SRB2
// (such as 2.0.4 to 2.0.5, etc) into your working copy.
// Will always resemble the versionstring, 205 = 2.0.5, 210 = 2.1, etc.
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# define CODEBASE 220
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// The Modification ID; must be obtained from Rob ( https://mb.srb2.org/private.php?do=newpm&u=546 ).
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// DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server.
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// "18" is the default mod ID for version 2.2
# define MODID 18
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// The Modification Version, starting from 1. Do not follow your version string for this,
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
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// Note that we use this to help keep internal testing in check; this is why v2.2.0 is not version "1".
# define MODVERSION 40
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// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
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// Increment MINOREXECVERSION whenever a config change is needed that does not correspond
// to an increment in MODVERSION. This might never happen in practice.
// If MODVERSION increases, set MINOREXECVERSION to 0.
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# define MAJOREXECVERSION MODVERSION
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# define MINOREXECVERSION 0
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// (It would have been nice to use VERSION and SUBVERSION but those are zero'd out for DEVELOP builds)
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// Macros
# define GETMAJOREXECVERSION(v) (v & 0xFFFF)
# define GETMINOREXECVERSION(v) (v >> 16)
# define GETEXECVERSION(major,minor) (major + (minor << 16))
# define EXECVERSION GETEXECVERSION(MAJOREXECVERSION, MINOREXECVERSION)
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// =========================================================================
// The maximum number of players, multiplayer/networking.
// NOTE: it needs more than this to increase the number of players...
# define MAXPLAYERS 32
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# define MAXSKINS 32
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# define PLAYERSMASK (MAXPLAYERS-1)
# define MAXPLAYERNAME 21
typedef enum
{
SKINCOLOR_NONE = 0 ,
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// Greyscale ranges
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SKINCOLOR_WHITE ,
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SKINCOLOR_BONE ,
SKINCOLOR_CLOUDY ,
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SKINCOLOR_GREY ,
SKINCOLOR_SILVER ,
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SKINCOLOR_CARBON ,
SKINCOLOR_JET ,
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SKINCOLOR_BLACK ,
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// Desaturated
SKINCOLOR_AETHER ,
SKINCOLOR_SLATE ,
SKINCOLOR_PINK ,
SKINCOLOR_YOGURT ,
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SKINCOLOR_BROWN ,
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SKINCOLOR_TAN ,
SKINCOLOR_BEIGE ,
SKINCOLOR_MOSS ,
SKINCOLOR_AZURE ,
SKINCOLOR_LAVENDER ,
// Viv's vivid colours (toast 21/07/17)
SKINCOLOR_RUBY ,
SKINCOLOR_SALMON ,
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SKINCOLOR_RED ,
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SKINCOLOR_CRIMSON ,
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SKINCOLOR_FLAME ,
SKINCOLOR_PEACHY ,
SKINCOLOR_QUAIL ,
SKINCOLOR_SUNSET ,
SKINCOLOR_APRICOT ,
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SKINCOLOR_ORANGE ,
SKINCOLOR_RUST ,
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SKINCOLOR_GOLD ,
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SKINCOLOR_SANDY ,
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SKINCOLOR_YELLOW ,
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SKINCOLOR_OLIVE ,
SKINCOLOR_LIME ,
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SKINCOLOR_PERIDOT ,
SKINCOLOR_GREEN ,
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SKINCOLOR_FOREST ,
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SKINCOLOR_EMERALD ,
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SKINCOLOR_MINT ,
SKINCOLOR_SEAFOAM ,
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SKINCOLOR_AQUA ,
SKINCOLOR_TEAL ,
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SKINCOLOR_WAVE ,
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SKINCOLOR_CYAN ,
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SKINCOLOR_SKY ,
SKINCOLOR_CERULEAN ,
SKINCOLOR_ICY ,
SKINCOLOR_SAPPHIRE , // sweet mother, i cannot weave – slender aphrodite has overcome me with longing for a girl
SKINCOLOR_CORNFLOWER ,
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SKINCOLOR_BLUE ,
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SKINCOLOR_COBALT ,
SKINCOLOR_VAPOR ,
SKINCOLOR_DUSK ,
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SKINCOLOR_PASTEL ,
SKINCOLOR_PURPLE ,
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SKINCOLOR_BUBBLEGUM ,
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SKINCOLOR_MAGENTA ,
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SKINCOLOR_NEON ,
SKINCOLOR_VIOLET ,
SKINCOLOR_LILAC ,
SKINCOLOR_PLUM ,
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SKINCOLOR_ROSY ,
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// SKINCOLOR_? - one left before we bump up against 0x39, which isn't a HARD limit anymore but would be excessive
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MAXSKINCOLORS ,
// Super special awesome Super flashing colors!
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SKINCOLOR_SUPERSILVER1 = MAXSKINCOLORS ,
SKINCOLOR_SUPERSILVER2 ,
SKINCOLOR_SUPERSILVER3 ,
SKINCOLOR_SUPERSILVER4 ,
SKINCOLOR_SUPERSILVER5 ,
SKINCOLOR_SUPERRED1 ,
SKINCOLOR_SUPERRED2 ,
SKINCOLOR_SUPERRED3 ,
SKINCOLOR_SUPERRED4 ,
SKINCOLOR_SUPERRED5 ,
SKINCOLOR_SUPERORANGE1 ,
SKINCOLOR_SUPERORANGE2 ,
SKINCOLOR_SUPERORANGE3 ,
SKINCOLOR_SUPERORANGE4 ,
SKINCOLOR_SUPERORANGE5 ,
SKINCOLOR_SUPERGOLD1 ,
SKINCOLOR_SUPERGOLD2 ,
SKINCOLOR_SUPERGOLD3 ,
SKINCOLOR_SUPERGOLD4 ,
SKINCOLOR_SUPERGOLD5 ,
SKINCOLOR_SUPERPERIDOT1 ,
SKINCOLOR_SUPERPERIDOT2 ,
SKINCOLOR_SUPERPERIDOT3 ,
SKINCOLOR_SUPERPERIDOT4 ,
SKINCOLOR_SUPERPERIDOT5 ,
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SKINCOLOR_SUPERSKY1 ,
SKINCOLOR_SUPERSKY2 ,
SKINCOLOR_SUPERSKY3 ,
SKINCOLOR_SUPERSKY4 ,
SKINCOLOR_SUPERSKY5 ,
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SKINCOLOR_SUPERPURPLE1 ,
SKINCOLOR_SUPERPURPLE2 ,
SKINCOLOR_SUPERPURPLE3 ,
SKINCOLOR_SUPERPURPLE4 ,
SKINCOLOR_SUPERPURPLE5 ,
SKINCOLOR_SUPERRUST1 ,
SKINCOLOR_SUPERRUST2 ,
SKINCOLOR_SUPERRUST3 ,
SKINCOLOR_SUPERRUST4 ,
SKINCOLOR_SUPERRUST5 ,
SKINCOLOR_SUPERTAN1 ,
SKINCOLOR_SUPERTAN2 ,
SKINCOLOR_SUPERTAN3 ,
SKINCOLOR_SUPERTAN4 ,
SKINCOLOR_SUPERTAN5 ,
MAXTRANSLATIONS ,
NUMSUPERCOLORS = ( ( MAXTRANSLATIONS - MAXSKINCOLORS ) / 5 )
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} skincolors_t ;
// State updates, number of tics / second.
// NOTE: used to setup the timer rate, see I_StartupTimer().
# define TICRATE 35
# define NEWTICRATERATIO 1 // try 4 for 140 fps :)
# define NEWTICRATE (TICRATE*NEWTICRATERATIO)
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# define MUSICRATE 1000 // sound timing is calculated by milliseconds
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# define RING_DIST 512*FRACUNIT // how close you need to be to a ring to attract it
# define PUSHACCEL (2*FRACUNIT) // Acceleration for MF2_SLIDEPUSH items.
// Special linedef executor tag numbers!
enum {
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LE_PINCHPHASE = - 2 , // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!)
LE_ALLBOSSESDEAD = - 3 , // All bosses in the map are dead (Egg capsule raise)
LE_BOSSDEAD = - 4 , // A boss in the map died (Chaos mode boss tally)
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LE_BOSS4DROP = - 5 , // CEZ boss dropped its cage (also subtract the number of hitpoints it's lost)
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LE_BRAKVILEATACK = - 6 , // Brak's doing his LOS attack, oh noes
LE_TURRET = 32000 , // THZ turret
LE_BRAKPLATFORM = 4200 , // v2.0 Black Eggman destroys platform
LE_CAPSULE2 = 682 , // Egg Capsule
LE_CAPSULE1 = 681 , // Egg Capsule
LE_CAPSULE0 = 680 , // Egg Capsule
LE_KOOPA = 650 , // Distant cousin to Gay Bowser
LE_AXE = 649 , // MKB Axe object
LE_PARAMWIDTH = - 100 // If an object that calls LinedefExecute has a nonzero parameter value, this times the parameter will be subtracted. (Mostly for the purpose of coexisting bosses...)
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} ;
// Name of local directory for config files and savegames
# if (((defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)) && !defined (__APPLE__)
# define DEFAULTDIR ".srb2"
# else
# define DEFAULTDIR "srb2"
# endif
# include "g_state.h"
// commonly used routines - moved here for include convenience
/** \brief The I_Error function
\ param error the error message
\ return void
*/
void I_Error ( const char * error , . . . ) FUNCIERROR ;
/** \brief write a message to stderr (use before I_Quit) for when you need to quit with a msg, but need
the return code 0 of I_Quit ( ) ;
\ param error message string
\ return void
*/
void I_OutputMsg ( const char * error , . . . ) FUNCPRINTF ;
// console.h
typedef enum
{
CONS_NOTICE ,
CONS_WARNING ,
CONS_ERROR
} alerttype_t ;
void CONS_Printf ( const char * fmt , . . . ) FUNCPRINTF ;
void CONS_Alert ( alerttype_t level , const char * fmt , . . . ) FUNCDEBUG ;
void CONS_Debug ( INT32 debugflags , const char * fmt , . . . ) FUNCDEBUG ;
// For help debugging functions.
# define POTENTIALLYUNUSED CONS_Alert(CONS_WARNING, "(%s:%d) Unused code appears to be used.\n", __FILE__, __LINE__)
# include "m_swap.h"
// Things that used to be in dstrings.h
# define SAVEGAMENAME "srb2sav"
char savegamename [ 256 ] ;
// m_misc.h
# ifdef GETTEXT
# define M_GetText(String) gettext(String)
void M_StartupLocale ( void ) ;
# else
// If no translations are to be used, make a stub
// M_GetText function that just returns the string.
# define M_GetText(x) (x)
# endif
extern void * ( * M_Memcpy ) ( void * dest , const void * src , size_t n ) FUNCNONNULL ;
char * va ( const char * format , . . . ) FUNCPRINTF ;
char * M_GetToken ( const char * inputString ) ;
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void M_UnGetToken ( void ) ;
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char * sizeu1 ( size_t num ) ;
char * sizeu2 ( size_t num ) ;
char * sizeu3 ( size_t num ) ;
char * sizeu4 ( size_t num ) ;
char * sizeu5 ( size_t num ) ;
// d_main.c
extern boolean devparm ; // development mode (-debug)
// d_netcmd.c
extern INT32 cv_debug ;
# define DBG_BASIC 0x0001
# define DBG_DETAILED 0x0002
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# define DBG_PLAYER 0x0004
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# define DBG_RENDER 0x0008
# define DBG_NIGHTSBASIC 0x0010
# define DBG_NIGHTS 0x0020
# define DBG_POLYOBJ 0x0040
# define DBG_GAMELOGIC 0x0080
# define DBG_NETPLAY 0x0100
# define DBG_MEMORY 0x0200
# define DBG_SETUP 0x0400
# define DBG_LUA 0x0800
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# define DBG_RANDOMIZER 0x1000
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// =======================
// Misc stuff for later...
// =======================
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# define ANG2RAD(angle) ((float)((angle)*M_PI) / ANGLE_180)
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// Modifier key variables, accessible anywhere
extern UINT8 shiftdown , ctrldown , altdown ;
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extern boolean capslock ;
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// if we ever make our alloc stuff...
# define ZZ_Alloc(x) Z_Malloc(x, PU_STATIC, NULL)
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# define ZZ_Calloc(x) Z_Calloc(x, PU_STATIC, NULL)
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// i_system.c, replace getchar() once the keyboard has been appropriated
INT32 I_GetKey ( void ) ;
# ifndef min // Double-Check with WATTCP-32's cdefs.h
# define min(x, y) (((x) < (y)) ? (x) : (y))
# endif
# ifndef max // Double-Check with WATTCP-32's cdefs.h
# define max(x, y) (((x) > (y)) ? (x) : (y))
# endif
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// Max gamepad/joysticks that can be detected/used.
# define MAX_JOYSTICKS 4
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# ifndef M_PIl
# define M_PIl 3.1415926535897932384626433832795029L
# endif
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// Floating point comparison epsilons from float.h
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# ifndef FLT_EPSILON
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# define FLT_EPSILON 1.1920928955078125e-7f
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# endif
# ifndef DBL_EPSILON
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# define DBL_EPSILON 2.2204460492503131e-16l
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# endif
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// An assert-type mechanism.
# ifdef PARANOIA
# define I_Assert(e) ((e) ? (void)0 : I_Error("assert failed: %s, file %s, line %d", #e, __FILE__, __LINE__))
# else
# define I_Assert(e) ((void)0)
# endif
// The character that separates pathnames. Forward slash on
// most systems, but reverse solidus (\) on Windows and DOS.
# if defined (PC_DOS) || defined (_WIN32)
# define PATHSEP "\\"
# else
# define PATHSEP " / "
# endif
// Compile date and time and revision.
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extern const char * compdate , * comptime , * comprevision , * compbranch ;
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// Disabled code and code under testing
// None of these that are disabled in the normal build are guaranteed to work perfectly
// Compile them at your own risk!
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/// Kalaron/Eternity Engine slope code (SRB2CB ported)
# define ESLOPE
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# ifdef ESLOPE
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/// Backwards compatibility with SRB2CB's slope linedef types.
/// \note A simple shim that prints a warning.
# define ESLOPE_TYPESHIM
# endif
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/// Allows the use of devmode in multiplayer. AKA "fishcake"
//#define NETGAME_DEVMODE
/// Allows gravity changes in netgames, no questions asked.
//#define NETGAME_GRAVITY
/// Dumps the contents of a network save game upon consistency failure for debugging.
//#define DUMPCONSISTENCY
/// Polyobject fake flat code
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# define POLYOBJECTS_PLANES
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/// See name of player in your crosshair
# define SEENAMES
/// Who put weights on my recycler? ... Inuyasha did.
/// \note XMOD port.
//#define WEIGHTEDRECYCLER
/// Allow loading of savegames between different versions of the game.
/// \note XMOD port.
/// Most modifications should probably enable this.
//#define SAVEGAME_OTHERVERSIONS
/// Shuffle's incomplete OpenGL sorting code.
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# define SHUFFLE // This has nothing to do with sorting, why was it disabled?
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/// Allow the use of the SOC RESETINFO command.
/// \note Builds that are tight on memory should disable this.
/// This stops the game from storing backups of the states, sprites, and mobjinfo tables.
/// Though this info is compressed under normal circumstances, it's still a lot of extra
/// memory that never gets touched.
# define ALLOW_RESETDATA
# ifndef NONET
/// Display a connection screen on join attempts.
# define CLIENT_LOADINGSCREEN
# endif
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/// Experimental tweaks to analog mode. (Needs a lot of work before it's ready for primetime.)
//#define REDSANALOG
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/// Backwards compatibility with musicslots.
/// \note You should leave this enabled unless you're working with a future SRB2 version.
# define MUSICSLOT_COMPATIBILITY
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/// Experimental attempts at preventing MF_PAPERCOLLISION objects from getting stuck in walls.
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//#define PAPER_COLLISIONCORRECTION
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/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
/// on the bright side it fixes some weird issues with translucent walls
/// \note SRB2CB port.
/// SRB2CB itself ported this from PrBoom+
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# define NEWCLIP
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/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
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# define SECTORSPECIALSAFTERTHINK
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/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
/// on the bright side it fixes some weird issues with translucent walls
/// \note SRB2CB port.
/// SRB2CB itself ported this from PrBoom+
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# define NEWCLIP
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/// Sprite rotation
# define ROTSPRITE
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# define ROTANGLES 360 // Needs to be a divisor of 360 (45, 60, 90, 120...)
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# define ROTANGDIFF (360 / ROTANGLES)
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# ifndef HAVE_PNG
# define NO_PNG_LUMPS
# endif
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# endif // __DOOMDEF__