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bdd3188897
default bindings for it. (Only works with Raw Input on XP. Vista has support through Win32 mouse, as well. DirectInput does not support it at all, because the DirectInput mouse device does not expose this control.) SVN r1640 (trunk)
306 lines
12 KiB
C++
306 lines
12 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Internally used data structures for virtually everything,
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// key definitions, lots of other stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __DOOMDEF_H__
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#define __DOOMDEF_H__
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#include <stdio.h>
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#include <string.h>
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//
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// Global parameters/defines.
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//
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// Game mode handling - identify IWAD version
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// to handle IWAD dependend animations etc.
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typedef enum
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{
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shareware, // DOOM 1 shareware, E1, M9
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registered, // DOOM 1 registered, E3, M27
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commercial, // DOOM 2 retail, E1 M34
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// DOOM 2 german edition not handled
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retail, // DOOM 1 retail, E4, M36
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undetermined // Well, no IWAD found.
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} GameMode_t;
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// If rangecheck is undefined, most parameter validation debugging code
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// will not be compiled
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#ifndef NORANGECHECKING
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#ifndef RANGECHECK
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#define RANGECHECK
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#endif
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#endif
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// The maximum number of players, multiplayer/networking.
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#define MAXPLAYERS 8
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// State updates, number of tics / second.
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#define TICRATE 35
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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typedef enum
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2
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} gamestate_t;
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extern gamestate_t gamestate;
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// wipegamestate can be set to -1
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// to force a wipe on the next draw
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extern gamestate_t wipegamestate;
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typedef float skill_t;
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/*
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enum ESkillLevels
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{
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sk_baby,
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sk_easy,
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sk_medium,
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sk_hard,
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sk_nightmare
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};
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*/
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#define TELEFOGHEIGHT (gameinfo.telefogheight)
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//
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// DOOM keyboard definition. Everything below 0x100 matches
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// a DirectInput key code.
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//
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#define KEY_PAUSE 0xc5 // DIK_PAUSE
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#define KEY_RIGHTARROW 0xcd // DIK_RIGHT
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#define KEY_LEFTARROW 0xcb // DIK_LEFT
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#define KEY_UPARROW 0xc8 // DIK_UP
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#define KEY_DOWNARROW 0xd0 // DIK_DOWN
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#define KEY_ESCAPE 0x01 // DIK_ESCAPE
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#define KEY_ENTER 0x1c // DIK_RETURN
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#define KEY_SPACE 0x39 // DIK_SPACE
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#define KEY_TAB 0x0f // DIK_TAB
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#define KEY_F1 0x3b // DIK_F1
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#define KEY_F2 0x3c // DIK_F2
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#define KEY_F3 0x3d // DIK_F3
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#define KEY_F4 0x3e // DIK_F4
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#define KEY_F5 0x3f // DIK_F5
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#define KEY_F6 0x40 // DIK_F6
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#define KEY_F7 0x41 // DIK_F7
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#define KEY_F8 0x42 // DIK_F8
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#define KEY_F9 0x43 // DIK_F9
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#define KEY_F10 0x44 // DIK_F10
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#define KEY_F11 0x57 // DIK_F11
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#define KEY_F12 0x58 // DIK_F12
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#define KEY_BACKSPACE 0x0e // DIK_BACK
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#define KEY_EQUALS 0x0d // DIK_EQUALS
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#define KEY_MINUS 0x0c // DIK_MINUS
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#define KEY_LSHIFT 0x2A // DIK_LSHIFT
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#define KEY_LCTRL 0x1d // DIK_LCONTROL
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#define KEY_LALT 0x38 // DIK_LMENU
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#define KEY_RSHIFT KEY_LSHIFT
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#define KEY_RCTRL KEY_LCTRL
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#define KEY_RALT KEY_LALT
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#define KEY_INS 0xd2 // DIK_INSERT
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#define KEY_DEL 0xd3 // DIK_DELETE
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#define KEY_END 0xcf // DIK_END
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#define KEY_HOME 0xc7 // DIK_HOME
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#define KEY_PGUP 0xc9 // DIK_PRIOR
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#define KEY_PGDN 0xd1 // DIK_NEXT
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#define KEY_MOUSE1 0x100
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#define KEY_MOUSE2 0x101
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#define KEY_MOUSE3 0x102
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#define KEY_MOUSE4 0x103
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#define KEY_MOUSE5 0x104
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#define KEY_MOUSE6 0x105
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#define KEY_MOUSE7 0x106
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#define KEY_MOUSE8 0x107
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#define KEY_FIRSTJOYBUTTON 0x108
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#define KEY_LASTJOYBUTTON 0x187
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#define KEY_JOYPOV1_UP 0x188
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#define KEY_JOYPOV1_RIGHT 0x189
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#define KEY_JOYPOV1_DOWN 0x18a
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#define KEY_JOYPOV1_LEFT 0x18b
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#define KEY_JOYPOV2_UP 0x18c
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#define KEY_JOYPOV3_UP 0x190
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#define KEY_JOYPOV4_UP 0x194
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#define KEY_MWHEELUP 0x198
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#define KEY_MWHEELDOWN 0x199
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#define KEY_MWHEELRIGHT 0x19A
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#define KEY_MWHEELLEFT 0x19B
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#define NUM_KEYS 0x19C
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#define JOYAXIS_NONE 0
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#define JOYAXIS_YAW 1
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#define JOYAXIS_PITCH 2
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#define JOYAXIS_FORWARD 3
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#define JOYAXIS_SIDE 4
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#define JOYAXIS_UP 5
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//#define JOYAXIS_ROLL 6 // Ha ha. No roll for you.
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// [RH] dmflags bits (based on Q2's)
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enum
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{
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DF_NO_HEALTH = 1 << 0, // Do not spawn health items (DM)
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DF_NO_ITEMS = 1 << 1, // Do not spawn powerups (DM)
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DF_WEAPONS_STAY = 1 << 2, // Leave weapons around after pickup (DM)
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DF_FORCE_FALLINGZD = 1 << 3, // Falling too far hurts (old ZDoom style)
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DF_FORCE_FALLINGHX = 2 << 3, // Falling too far hurts (Hexen style)
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DF_FORCE_FALLINGST = 3 << 3, // Falling too far hurts (Strife style)
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// 1 << 5 -- this space left blank --
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DF_SAME_LEVEL = 1 << 6, // Stay on the same map when someone exits (DM)
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DF_SPAWN_FARTHEST = 1 << 7, // Spawn players as far as possible from other players (DM)
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DF_FORCE_RESPAWN = 1 << 8, // Automatically respawn dead players after respawn_time is up (DM)
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DF_NO_ARMOR = 1 << 9, // Do not spawn armor (DM)
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DF_NO_EXIT = 1 << 10, // Kill anyone who tries to exit the level (DM)
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DF_INFINITE_AMMO = 1 << 11, // Don't use up ammo when firing
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DF_NO_MONSTERS = 1 << 12, // Don't spawn monsters (replaces -nomonsters parm)
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DF_MONSTERS_RESPAWN = 1 << 13, // Monsters respawn sometime after their death (replaces -respawn parm)
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DF_ITEMS_RESPAWN = 1 << 14, // Items other than invuln. and invis. respawn
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DF_FAST_MONSTERS = 1 << 15, // Monsters are fast (replaces -fast parm)
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DF_NO_JUMP = 1 << 16, // Don't allow jumping
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DF_YES_JUMP = 2 << 16,
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DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
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DF_RESPAWN_SUPER = 1 << 19, // Respawn invulnerability and invisibility
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DF_NO_FOV = 1 << 20, // Only let the arbitrator set FOV (for all players)
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DF_NO_COOP_WEAPON_SPAWN = 1 << 21, // Don't spawn multiplayer weapons in coop games
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DF_NO_CROUCH = 1 << 22, // Don't allow crouching
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DF_YES_CROUCH = 2 << 22, //
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DF_COOP_LOSE_INVENTORY = 1 << 24, // Lose all your old inventory when respawning in coop
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DF_COOP_LOSE_KEYS = 1 << 25, // Lose keys when respawning in coop
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DF_COOP_LOSE_WEAPONS = 1 << 26, // Lose weapons when respawning in coop
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DF_COOP_LOSE_ARMOR = 1 << 27, // Lose armor when respawning in coop
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DF_COOP_LOSE_POWERUPS = 1 << 28, // Lose powerups when respawning in coop
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DF_COOP_LOSE_AMMO = 1 << 29, // Lose ammo when respawning in coop
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DF_COOP_HALVE_AMMO = 1 << 30, // Lose half your ammo when respawning in coop (but not less than the normal starting amount)
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};
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// [BC] More dmflags. w00p!
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enum
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{
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// DF2_YES_IMPALING = 1 << 0, // Player gets implaed on MF2_IMPALE items
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DF2_YES_WEAPONDROP = 1 << 1, // Drop current weapon upon death
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// DF2_NO_RUNES = 1 << 2, // Don't spawn runes
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// DF2_INSTANT_RETURN = 1 << 3, // Instantly return flags and skulls when player carrying it dies (ST/CTF)
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DF2_NO_TEAM_SWITCH = 1 << 4, // Do not allow players to switch teams in teamgames
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// DF2_NO_TEAM_SELECT = 1 << 5, // Player is automatically placed on a team.
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DF2_YES_DOUBLEAMMO = 1 << 6, // Double amount of ammo that items give you like skill 1 and 5 do
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DF2_YES_DEGENERATION = 1 << 7, // Player slowly loses health when over 100% (Quake-style)
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DF2_NO_FREEAIMBFG = 1 << 8, // Disallow BFG freeaiming. Prevents cheap BFG frags by aiming at floor or ceiling
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DF2_BARRELS_RESPAWN = 1 << 9, // Barrels respawn (duh)
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DF2_YES_RESPAWN_INVUL = 1 << 10, // Player is temporarily invulnerable when respawned
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// DF2_COOP_SHOTGUNSTART = 1 << 11, // All playres start with a shotgun when they respawn
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DF2_SAME_SPAWN_SPOT = 1 << 12, // Players respawn in the same place they died (co-op)
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DF2_YES_KEEPFRAGS = 1 << 13, // Don't clear frags after each level
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DF2_NO_RESPAWN = 1 << 14, // Player cannot respawn
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DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to not get yerself killed
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DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory.
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DF2_KILL_MONSTERS = 1 << 17, // All monsters must be killed before the level exits.
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DF2_NO_AUTOMAP = 1 << 18, // Players are allowed to see the automap.
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DF2_NO_AUTOMAP_ALLIES = 1 << 19, // Allies can been seen on the automap.
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DF2_DISALLOW_SPYING = 1 << 20, // You can spy on your allies.
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DF2_CHASECAM = 1 << 21, // Players can use the chasecam cheat.
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DF2_NOSUICIDE = 1 << 22, // Players are allowed to suicide.
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DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
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};
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// [RH] Compatibility flags.
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enum
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{
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COMPATF_SHORTTEX = 1 << 0, // Use Doom's shortest texture around behavior?
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COMPATF_STAIRINDEX = 1 << 1, // Don't fix loop index for stair building?
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COMPATF_LIMITPAIN = 1 << 2, // Pain elemental is limited to 20 lost souls?
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COMPATF_SILENTPICKUP = 1 << 3, // Pickups are only heard locally?
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COMPATF_NO_PASSMOBJ = 1 << 4, // Pretend every actor is infinitely tall?
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COMPATF_MAGICSILENCE = 1 << 5, // Limit actors to one sound at a time?
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COMPATF_WALLRUN = 1 << 6, // Enable buggier wall clipping so players can wallrun?
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COMPATF_NOTOSSDROPS = 1 << 7, // Spawn dropped items directly on the floor?
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COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
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COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
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COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
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COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
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COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
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COMPATF_TRACE = 1 << 13, // Trace ignores lines with the same sector on both sides
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COMPATF_DROPOFF = 1 << 14, // Monsters cannot move when hanging over a dropoff
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COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
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COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
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COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
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COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
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COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
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COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
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COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
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};
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// Emulate old bugs for select maps. These are not exposed by a cvar
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// or mapinfo because we do not want new maps to use these bugs.
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enum
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{
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BCOMPATF_SETSLOPEOVERFLOW = 1 << 0, // SetSlope things can overflow
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BCOMPATF_RESETPLAYERSPEED = 1 << 1, // Set player speed to 1.0 when changing maps
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BCOMPATF_SPECHITOVERFLOW = 1 << 2, // Emulate spechit overflow (e.g. Strain MAP07)
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};
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// phares 3/20/98:
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//
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// Player friction is variable, based on controlling
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// linedefs. More friction can create mud, sludge,
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// magnetized floors, etc. Less friction can create ice.
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#define MORE_FRICTION_MOMENTUM 15000 // mud factor based on momentum
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#define ORIG_FRICTION 0xE800 // original value
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#define ORIG_FRICTION_FACTOR 2048 // original value
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#define FRICTION_LOW 0xf900
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#define FRICTION_FLY 0xeb00
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#define BLINKTHRESHOLD (4*32)
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#ifndef WORDS_BIGENDIAN
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#define MAKE_ID(a,b,c,d) ((a)|((b)<<8)|((c)<<16)|((d)<<24))
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#else
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#define MAKE_ID(a,b,c,d) ((d)|((c)<<8)|((b)<<16)|((a)<<24))
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#endif
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#endif // __DOOMDEF_H__
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