ZenNode/DOOM/thing.hpp

101 lines
3.0 KiB
C++

//----------------------------------------------------------------------------
//
// File: thing.hpp
// Date: 23-August-1995
// Programmer: Marc Rousseau
//
// Description: Object classes for manipulating Doom Map Things
//
// Copyright (c) 1994-2004 Marc Rousseau, All Rights Reserved.
//
// 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.
//
// Revision History:
//
//----------------------------------------------------------------------------
#ifndef THING_HPP_
#define THING_HPP_
#if ! defined ( LEVEL_HPP_ )
#include "level.hpp"
#endif
#ifndef SHORT
typedef short SHORT;
#endif
#define THING_SKILL_1_2 0x0001
#define THING_SKILL_3 0x0002
#define THING_SKILL_4_5 0x0004
#define THING_DEAF 0x0008
#define THING_MULTIPLAYER 0x0010
#define THING_a 0x0020
#define THING_b 0x0040
#define THING_c 0x0080
#define THING_d 0x0100
#define THING_e 0x0200
#define THING_f 0x0400
#define TP_NONE 0x00000
#define TP_BLOCK 0x00001 // Blocks the player
#define TP_PICK 0x00002 // Can be picked up
#define TP_SOUND 0x00004 // Sound only: invisible, can be outside of map
#define TP_INVIS 0x00008 // Invisible or blurred
#define TP_FLOAT 0x00010 // Floats or hangs from the ceiling
#define TP_LIGHT 0x00020 // Can be seen in a dark room
#define TP_ITEM 0x00040 // Counts towards the item ratio at the end
#define TP_KILL 0x00080 // Counts towards the kill ratio at the end
#define TP_PLAYER 0x00100 // Player starting point
#define TP_HEALTH ( 0x00200 | TP_PICK )
#define TP_ARTIFACT ( 0x00400 | TP_PICK | TP_ITEM ) // Artifact
#define TP_ARMOR ( 0x00800 | TP_PICK
#define TP_WEAPON ( 0x01000 | TP_PICK | TP_ITEM ) // Weapon
#define TP_AMMO 0x02000 // Ammunition
#define TP_KEY ( 0x04000 | TP_PICK | TP_ITEM )
#define TP_MONSTER ( 0x08000 | TP_BLOCK | TP_KILL )
#define TP_BAD -1 // Invalid Thing - should not be used
#define TP_POLYOBJ 0x10000
#define TP_BONUS ( TP_PICK | TP_ITEM )
#define TP_DECORATE TP_BLOCK
#define TP_CORPSE TP_DECORATE
struct sThingDesc {
SHORT Type;
const char *Name;
const char *Sprite;
const char *Sequence;
SHORT Radius;
SHORT Height;
SHORT Mass;
SHORT Health;
SHORT Speed;
SHORT Damage;
int Properties;
};
/*
Bullets 10
Shotgun 70 ( 7 pellets * 10 )
Plasma 20
Rockets 100
BFG 1000
*/
#endif