gzdoom/src/doomdef.h
Christoph Oelckers a6a5821f04 - Added a compatibility option to restore the original behavior of the Invisibility
powerup.
- Changed: Weapons are no longer checked for the EXTREMEDEATH and NOEXTREMEDEATH flags.
  For all damage related actions it will always be the projectile (or puff for hitscan
  attacks) that is treated as the damage inflictor.
- Fixed: Hexen's fourth weapons made extreme death depend on the weapon the player
  is holding, not the projectile that did the kill. The WIF_EXTREME_DEATH flag
  no longer exists as a result.
- Expanded PowerSpeed so that subclasses can be derived that alter the speed factor.
- Added an MF5_USESPECIAL flag that allows using things to execute their specials.
- added MF4_FORCERADIUSDMG flag so that exploding items can be created which
  are able to hurt boss monsters.
- moved ML_BLOCK_PLAYERS to the value 0x4000 to bring it in line with Skulltag's 
  implementation.


SVN r530 (trunk)
2007-05-12 11:14:09 +00:00

302 lines
11 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>
#include "farchive.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;
// Mission packs - might be useful for TC stuff?
typedef enum
{
doom, // DOOM 1
doom2, // DOOM 2
pack_tnt, // TNT mission pack
pack_plut, // Plutonia pack
none
} GameMission_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
// 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;
//
// Difficulty/skill settings/filters.
//
// Skill flags.
#define MTF_EASY 1
#define MTF_NORMAL 2
#define MTF_HARD 4
// Deaf monsters/do not react to sound.
#define MTF_AMBUSH 8
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 DirectInput key code.
//
#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_PAUSE 0xff
#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_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 NUM_KEYS 0x19A
#define JOYAXIS_NONE 0
#define JOYAXIS_YAW 1
#define JOYAXIS_PITCH 2
#define JOYAXIS_FORWARD 3
#define JOYAXIS_SIDE 4
#define JOYAXIS_UP 5
//#define JOYAXIS_ROLL 6 // Ha ha. No roll for you.
// [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 = 1 << 4, // Falling too far hurts (Hexen style)
DF_FORCE_FALLINGST = 3 << 3, // Falling too far hurts (Strife style)
// DF_INVENTORY_ITEMS = 1 << 5, // Wait for player to use powerups when picked up
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_NO_FREELOOK = 1 << 17, // Don't allow freelook
DF_RESPAWN_SUPER = 1 << 18, // Respawn invulnerability and invisibility
DF_NO_FOV = 1 << 19, // Only let the arbitrator set FOV (for all players)
DF_NO_COOP_WEAPON_SPAWN = 1 << 20, // Don't spawn multiplayer weapons in coop games
DF_NO_CROUCH = 1 << 21, // Don't allow crouching
DF_COOP_LOSE_INVENTORY = 1 << 22, // Lose all your old inventory when respawning in coop
DF_COOP_LOSE_KEYS = 1 << 23, // Lose keys when respawning in coop
DF_COOP_LOSE_WEAPONS = 1 << 24, // Lose weapons when respawning in coop
DF_COOP_LOSE_ARMOR = 1 << 25, // Lose armor when respawning in coop
DF_COOP_LOSE_POWERUPS = 1 << 26, // Lose powerups when respawning in coop
DF_COOP_LOSE_AMMO = 1 << 27, // Lose ammo when respawning in coop
DF_COOP_HALVE_AMMO = 1 << 28, // 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
//#define DF2_NO_RUNES 4 // Don't spawn runes
//#define DF2_YES_IRETURN 8 // Instantly return skull when player carrying it dies
//#define DF2_YES_RETURN 16 // Return dropped skulls after 30 seconds
//#define DF2_YES_TEAMCOLORS 32 // Don't use player's base color in teamgames
//#define DF2_NO_SWITCH 64 // Player is not allowed to switch teams
//#define DF2_FORCE_RANDOM 128 // Player put on random team
//#define DF2_YES_RUNEDROP 256 // Drop current rune upon death
//#define DF2_YES_200MAX 512 // Don't all max. health/armor items to bring
// // health or armor over 200%
//#define DF2_YES_DOUBLEAMMO 1024 // Doubles ammo like skill 1 and 5 do
//#define DF2_NO_CLEARFRAGS 2048 // Don't clear frags after each level
//#define DF2_FORCE_NORESPAWN 4096 // Player cannot respawn
//#define DF2_YES_DEGENERATION 8192 // Quake-style degeneration
//#define DF2_YES_LOSEFRAG 16384 // Lose a frag when killed. More incentive to try to
// // not get yerself killed
DF2_NO_FREEAIMBFG = 1 << 15, // Don't allow BFG to be aimed at the ground
// or ceiling. Prevents cheap BFG frags
DF2_BARRELS_RESPAWN = 1 << 16, // Barrels respawn (duh)
DF2_YES_INVUL = 1 << 17, // Player is temporarily invulnerable when respawned
};
// [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
};
// 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_MOMENTUM 15000 // mud factor based on momentum
#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 WORDS_BIGENDIAN
#define MAKE_ID(a,b,c,d) ((a)|((b)<<8)|((c)<<16)|((d)<<24))
#else
#define MAKE_ID(a,b,c,d) ((d)|((c)<<8)|((b)<<16)|((a)<<24))
#endif
#endif // __DOOMDEF_H__