gzdoom/src/doomdef.h
Christoph Oelckers 51e158d7dc - added all known maps requiring inverted sprite sorting to compatibility.txt.
- added compatibility option to invert sprite sorting. Apparently Doom.exe
  originally sorted them differently than most source port and on some maps
  which depends on this it doesn't look right (e.g. Strain MAP13)


SVN r2031 (trunk)
2009-12-18 08:19:34 +00:00

361 lines
14 KiB
C++

// 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 <stdio.h>
#include <string.h>
//
// 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.
typedef enum
{
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
} gamestate_t;
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_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_RESPAWN_SUPER = 1 << 19, // Respawn invulnerability and invisibility
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 allowed to suicide.
DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
};
// [RH] Compatibility flags.
enum
{
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
};
// 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_SPECHITOVERFLOW = 1 << 2, // Emulate spechit overflow (e.g. Strain MAP07)
BCOMPATF_VILEGHOSTS = 1 << 3, // Monsters' radius and height aren't restored properly when resurrected.
};
// 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 // mud factor based on velocity
#define ORIG_FRICTION 0xE800 // original value
#define ORIG_FRICTION_FACTOR 2048 // original value
#define FRICTION_LOW 0xf900
#define FRICTION_FLY 0xeb00
#define BLINKTHRESHOLD (4*32)
#ifndef __BIG_ENDIAN__
#define MAKE_ID(a,b,c,d) ((DWORD)((a)|((b)<<8)|((c)<<16)|((d)<<24)))
#else
#define MAKE_ID(a,b,c,d) ((DWORD)((d)|((c)<<8)|((b)<<16)|((a)<<24)))
#endif
#endif // __DOOMDEF_H__