// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Internally used data structures for virtually everything, // key definitions, lots of other stuff. // //----------------------------------------------------------------------------- #ifndef __DOOMDEF_H__ #define __DOOMDEF_H__ #include #include // // Global parameters/defines. // // 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 undetermined // Well, no IWAD found. } GameMode_t; // If rangecheck is undefined, most parameter validation debugging code // will not be compiled #ifndef NORANGECHECKING #ifndef RANGECHECK #define RANGECHECK #endif #endif // The maximum number of players, multiplayer/networking. #define MAXPLAYERS 8 // State updates, number of tics / second. #define TICRATE 35 // Amount of damage done by a telefrag. #define TELEFRAG_DAMAGE 1000000 // The current state of the game: whether we are // playing, gazing at the intermission screen, // the game final animation, or a demo. enum gamestate_t : int { GS_LEVEL, GS_INTERMISSION, GS_FINALE, GS_DEMOSCREEN, GS_FULLCONSOLE, // [RH] Fullscreen console GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console GS_STARTUP, // [RH] Console is fullscreen, and game is just starting GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN GS_FORCEWIPE = -1, GS_FORCEWIPEFADE = -2, GS_FORCEWIPEBURN = -3, GS_FORCEWIPEMELT = -4 }; extern gamestate_t gamestate; // wipegamestate can be set to -1 // to force a wipe on the next draw extern gamestate_t wipegamestate; typedef float skill_t; /* enum ESkillLevels { sk_baby, sk_easy, sk_medium, sk_hard, sk_nightmare }; */ #define TELEFOGHEIGHT (gameinfo.telefogheight) // // DOOM keyboard definition. Everything below 0x100 matches // a mode 1 keyboard scan code. // #define KEY_PAUSE 0xc5 // DIK_PAUSE #define KEY_RIGHTARROW 0xcd // DIK_RIGHT #define KEY_LEFTARROW 0xcb // DIK_LEFT #define KEY_UPARROW 0xc8 // DIK_UP #define KEY_DOWNARROW 0xd0 // DIK_DOWN #define KEY_ESCAPE 0x01 // DIK_ESCAPE #define KEY_ENTER 0x1c // DIK_RETURN #define KEY_SPACE 0x39 // DIK_SPACE #define KEY_TAB 0x0f // DIK_TAB #define KEY_F1 0x3b // DIK_F1 #define KEY_F2 0x3c // DIK_F2 #define KEY_F3 0x3d // DIK_F3 #define KEY_F4 0x3e // DIK_F4 #define KEY_F5 0x3f // DIK_F5 #define KEY_F6 0x40 // DIK_F6 #define KEY_F7 0x41 // DIK_F7 #define KEY_F8 0x42 // DIK_F8 #define KEY_F9 0x43 // DIK_F9 #define KEY_F10 0x44 // DIK_F10 #define KEY_F11 0x57 // DIK_F11 #define KEY_F12 0x58 // DIK_F12 #define KEY_GRAVE 0x29 // DIK_GRAVE #define KEY_BACKSPACE 0x0e // DIK_BACK #define KEY_EQUALS 0x0d // DIK_EQUALS #define KEY_MINUS 0x0c // DIK_MINUS #define KEY_LSHIFT 0x2A // DIK_LSHIFT #define KEY_LCTRL 0x1d // DIK_LCONTROL #define KEY_LALT 0x38 // DIK_LMENU #define KEY_RSHIFT KEY_LSHIFT #define KEY_RCTRL KEY_LCTRL #define KEY_RALT KEY_LALT #define KEY_INS 0xd2 // DIK_INSERT #define KEY_DEL 0xd3 // DIK_DELETE #define KEY_END 0xcf // DIK_END #define KEY_HOME 0xc7 // DIK_HOME #define KEY_PGUP 0xc9 // DIK_PRIOR #define KEY_PGDN 0xd1 // DIK_NEXT #define KEY_MOUSE1 0x100 #define KEY_MOUSE2 0x101 #define KEY_MOUSE3 0x102 #define KEY_MOUSE4 0x103 #define KEY_MOUSE5 0x104 #define KEY_MOUSE6 0x105 #define KEY_MOUSE7 0x106 #define KEY_MOUSE8 0x107 #define KEY_FIRSTJOYBUTTON 0x108 #define KEY_JOY1 (KEY_FIRSTJOYBUTTON+0) #define KEY_JOY2 (KEY_FIRSTJOYBUTTON+1) #define KEY_JOY3 (KEY_FIRSTJOYBUTTON+2) #define KEY_JOY4 (KEY_FIRSTJOYBUTTON+3) #define KEY_JOY5 (KEY_FIRSTJOYBUTTON+4) #define KEY_JOY6 (KEY_FIRSTJOYBUTTON+5) #define KEY_JOY7 (KEY_FIRSTJOYBUTTON+6) #define KEY_JOY8 (KEY_FIRSTJOYBUTTON+7) #define KEY_LASTJOYBUTTON 0x187 #define KEY_JOYPOV1_UP 0x188 #define KEY_JOYPOV1_RIGHT 0x189 #define KEY_JOYPOV1_DOWN 0x18a #define KEY_JOYPOV1_LEFT 0x18b #define KEY_JOYPOV2_UP 0x18c #define KEY_JOYPOV3_UP 0x190 #define KEY_JOYPOV4_UP 0x194 #define KEY_MWHEELUP 0x198 #define KEY_MWHEELDOWN 0x199 #define KEY_MWHEELRIGHT 0x19A #define KEY_MWHEELLEFT 0x19B #define KEY_JOYAXIS1PLUS 0x19C #define KEY_JOYAXIS1MINUS 0x19D #define KEY_JOYAXIS2PLUS 0x19E #define KEY_JOYAXIS2MINUS 0x19F #define KEY_JOYAXIS3PLUS 0x1A0 #define KEY_JOYAXIS3MINUS 0x1A1 #define KEY_JOYAXIS4PLUS 0x1A2 #define KEY_JOYAXIS4MINUS 0x1A3 #define KEY_JOYAXIS5PLUS 0x1A4 #define KEY_JOYAXIS5MINUS 0x1A5 #define KEY_JOYAXIS6PLUS 0x1A6 #define KEY_JOYAXIS6MINUS 0x1A7 #define KEY_JOYAXIS7PLUS 0x1A8 #define KEY_JOYAXIS7MINUS 0x1A9 #define KEY_JOYAXIS8PLUS 0x1AA #define KEY_JOYAXIS8MINUS 0x1AB #define NUM_JOYAXISBUTTONS 8 #define KEY_PAD_LTHUMB_RIGHT 0x1AC #define KEY_PAD_LTHUMB_LEFT 0x1AD #define KEY_PAD_LTHUMB_DOWN 0x1AE #define KEY_PAD_LTHUMB_UP 0x1AF #define KEY_PAD_RTHUMB_RIGHT 0x1B0 #define KEY_PAD_RTHUMB_LEFT 0x1B1 #define KEY_PAD_RTHUMB_DOWN 0x1B2 #define KEY_PAD_RTHUMB_UP 0x1B3 #define KEY_PAD_DPAD_UP 0x1B4 #define KEY_PAD_DPAD_DOWN 0x1B5 #define KEY_PAD_DPAD_LEFT 0x1B6 #define KEY_PAD_DPAD_RIGHT 0x1B7 #define KEY_PAD_START 0x1B8 #define KEY_PAD_BACK 0x1B9 #define KEY_PAD_LTHUMB 0x1BA #define KEY_PAD_RTHUMB 0x1BB #define KEY_PAD_LSHOULDER 0x1BC #define KEY_PAD_RSHOULDER 0x1BD #define KEY_PAD_LTRIGGER 0x1BE #define KEY_PAD_RTRIGGER 0x1BF #define KEY_PAD_A 0x1C0 #define KEY_PAD_B 0x1C1 #define KEY_PAD_X 0x1C2 #define KEY_PAD_Y 0x1C3 #define NUM_KEYS 0x1C4 // [RH] dmflags bits (based on Q2's) enum { DF_NO_HEALTH = 1 << 0, // Do not spawn health items (DM) DF_NO_ITEMS = 1 << 1, // Do not spawn powerups (DM) DF_WEAPONS_STAY = 1 << 2, // Leave weapons around after pickup (DM) DF_FORCE_FALLINGZD = 1 << 3, // Falling too far hurts (old ZDoom style) DF_FORCE_FALLINGHX = 2 << 3, // Falling too far hurts (Hexen style) DF_FORCE_FALLINGST = 3 << 3, // Falling too far hurts (Strife style) // 1 << 5 -- this space left blank -- DF_SAME_LEVEL = 1 << 6, // Stay on the same map when someone exits (DM) DF_SPAWN_FARTHEST = 1 << 7, // Spawn players as far as possible from other players (DM) DF_FORCE_RESPAWN = 1 << 8, // Automatically respawn dead players after respawn_time is up (DM) DF_NO_ARMOR = 1 << 9, // Do not spawn armor (DM) DF_NO_EXIT = 1 << 10, // Kill anyone who tries to exit the level (DM) DF_INFINITE_AMMO = 1 << 11, // Don't use up ammo when firing DF_NO_MONSTERS = 1 << 12, // Don't spawn monsters (replaces -nomonsters parm) DF_MONSTERS_RESPAWN = 1 << 13, // Monsters respawn sometime after their death (replaces -respawn parm) DF_ITEMS_RESPAWN = 1 << 14, // Items other than invuln. and invis. respawn DF_FAST_MONSTERS = 1 << 15, // Monsters are fast (replaces -fast parm) DF_NO_JUMP = 1 << 16, // Don't allow jumping DF_YES_JUMP = 2 << 16, DF_NO_FREELOOK = 1 << 18, // Don't allow freelook DF_YES_FREELOOK = 2 << 18, DF_NO_FOV = 1 << 20, // Only let the arbitrator set FOV (for all players) DF_NO_COOP_WEAPON_SPAWN = 1 << 21, // Don't spawn multiplayer weapons in coop games DF_NO_CROUCH = 1 << 22, // Don't allow crouching DF_YES_CROUCH = 2 << 22, // DF_COOP_LOSE_INVENTORY = 1 << 24, // Lose all your old inventory when respawning in coop DF_COOP_LOSE_KEYS = 1 << 25, // Lose keys when respawning in coop DF_COOP_LOSE_WEAPONS = 1 << 26, // Lose weapons when respawning in coop DF_COOP_LOSE_ARMOR = 1 << 27, // Lose armor when respawning in coop DF_COOP_LOSE_POWERUPS = 1 << 28, // Lose powerups when respawning in coop DF_COOP_LOSE_AMMO = 1 << 29, // Lose ammo when respawning in coop DF_COOP_HALVE_AMMO = 1 << 30, // Lose half your ammo when respawning in coop (but not less than the normal starting amount) }; // [BC] More dmflags. w00p! enum { // DF2_YES_IMPALING = 1 << 0, // Player gets implaed on MF2_IMPALE items DF2_YES_WEAPONDROP = 1 << 1, // Drop current weapon upon death // DF2_NO_RUNES = 1 << 2, // Don't spawn runes // DF2_INSTANT_RETURN = 1 << 3, // Instantly return flags and skulls when player carrying it dies (ST/CTF) DF2_NO_TEAM_SWITCH = 1 << 4, // Do not allow players to switch teams in teamgames // DF2_NO_TEAM_SELECT = 1 << 5, // Player is automatically placed on a team. DF2_YES_DOUBLEAMMO = 1 << 6, // Double amount of ammo that items give you like skill 1 and 5 do DF2_YES_DEGENERATION = 1 << 7, // Player slowly loses health when over 100% (Quake-style) DF2_NO_FREEAIMBFG = 1 << 8, // Disallow BFG freeaiming. Prevents cheap BFG frags by aiming at floor or ceiling DF2_BARRELS_RESPAWN = 1 << 9, // Barrels respawn (duh) DF2_YES_RESPAWN_INVUL = 1 << 10, // Player is temporarily invulnerable when respawned // DF2_COOP_SHOTGUNSTART = 1 << 11, // All playres start with a shotgun when they respawn DF2_SAME_SPAWN_SPOT = 1 << 12, // Players respawn in the same place they died (co-op) DF2_YES_KEEPFRAGS = 1 << 13, // Don't clear frags after each level DF2_NO_RESPAWN = 1 << 14, // Player cannot respawn DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to not get yerself killed DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory. DF2_KILL_MONSTERS = 1 << 17, // All monsters must be killed before the level exits. DF2_NO_AUTOMAP = 1 << 18, // Players are allowed to see the automap. DF2_NO_AUTOMAP_ALLIES = 1 << 19, // Allies can been seen on the automap. DF2_DISALLOW_SPYING = 1 << 20, // You can spy on your allies. DF2_CHASECAM = 1 << 21, // Players can use the chasecam cheat. DF2_NOSUICIDE = 1 << 22, // Players are not allowed to suicide. DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim. DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons. DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility }; // [RH] Compatibility flags. enum : unsigned int { COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior? COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building? COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls? COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally? COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall? COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time? COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun? COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor? COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code. COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe) COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin. COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods. COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers. COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs. COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines. COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code. COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way COMPATF_MASKEDMIDTEX = 1u << 31, // Ignore compositing when drawing masked midtextures COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW. COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom. COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat() COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script) COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial() }; // Emulate old bugs for select maps. These are not exposed by a cvar // or mapinfo because we do not want new maps to use these bugs. enum { BCOMPATF_SETSLOPEOVERFLOW = 1 << 0, // SetSlope things can overflow BCOMPATF_RESETPLAYERSPEED = 1 << 1, // Set player speed to 1.0 when changing maps BCOMPATF_VILEGHOSTS = 1 << 2, // Monsters' radius and height aren't restored properly when resurrected. BCOMPATF_BADTELEPORTERS = 1 << 3, // Ignore tags on Teleport specials BCOMPATF_BADPORTALS = 1 << 4, // Restores the old unstable portal behavior BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other BCOMPATF_FLOATBOB = 1 << 8, // Use Hexen's original method of preventing floatbobbing items from falling down BCOMPATF_NOSLOPEID = 1 << 9, // disable line IDs on slopes. BCOMPATF_CLIPMIDTEX = 1 << 10, // Always Clip midtex's in the software renderer (required to run certain GZDoom maps) }; // 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_VELOCITY (15000/65536.) // mud factor based on velocity #define ORIG_FRICTION (0xE800/65536.) // original value #define ORIG_FRICTION_FACTOR (2048/65536.) // original value #define FRICTION_LOW (0xf900/65536.) #define FRICTION_FLY (0xeb00/65536.) #define BLINKTHRESHOLD (4*32) #ifndef __BIG_ENDIAN__ #define MAKE_ID(a,b,c,d) ((uint32_t)((a)|((b)<<8)|((c)<<16)|((d)<<24))) #else #define MAKE_ID(a,b,c,d) ((uint32_t)((d)|((c)<<8)|((b)<<16)|((a)<<24))) #endif #endif // __DOOMDEF_H__