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https://github.com/ZDoom/gzdoom.git
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d7a9bdc858
- moved VM hooks to vmthunks.cpp. - header cleanup for c_bind.h to avoid including high level game definitions.
255 lines
12 KiB
C
255 lines
12 KiB
C
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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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// Global constants that were defines.
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enum
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{
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// The maximum number of players, multiplayer/networking.
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MAXPLAYERS = 8,
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// State updates, number of tics / second.
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TICRATE = 35,
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// Amount of damage done by a telefrag.
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TELEFRAG_DAMAGE = 1000000
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};
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inline int Tics2Seconds(int tics)
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{
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return tics / TICRATE;
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}
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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 mode 1 keyboard scan code.
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//
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#include "keydef.h"
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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_YES_FREELOOK = 2 << 18,
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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 not allowed to suicide.
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DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
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DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
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DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
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DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
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DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility
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};
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// [RH] Compatibility flags.
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enum : unsigned int
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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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COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
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COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
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COMPATF_MBFMONSTERMOVE = 1 << 24, // Monsters are affected by friction and pushers/pullers.
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COMPATF_CORPSEGIBS = 1 << 25, // Crushed monsters are turned into gibs, rather than replaced by gibs.
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COMPATF_NOBLOCKFRIENDS = 1 << 26, // Friendly monsters aren't blocked by monster-blocking lines.
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COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
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COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
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COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
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COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
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COMPATF_MASKEDMIDTEX = 1u << 31, // Ignore compositing when drawing masked midtextures
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COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
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COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
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COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
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COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
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COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
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COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
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COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
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COMPATF2_CHECKSWITCHRANGE = 1 << 7, // Enable buggy CheckSwitchRange behavior
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COMPATF2_EXPLODE1 = 1 << 8, // No vertical explosion thrust
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COMPATF2_EXPLODE2 = 1 << 9, // Use original explosion code throughout.
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COMPATF2_RAILING = 1 << 10, // Bugged Strife railings.
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COMPATF2_SCRIPTWAIT = 1 << 11, // Use old scriptwait implementation where it doesn't wait on a non-running script.
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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_VILEGHOSTS = 1 << 2, // Monsters' radius and height aren't restored properly when resurrected.
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BCOMPATF_BADTELEPORTERS = 1 << 3, // Ignore tags on Teleport specials
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BCOMPATF_BADPORTALS = 1 << 4, // Restores the old unstable portal behavior
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BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild
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BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other
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BCOMPATF_FLOATBOB = 1 << 8, // Use Hexen's original method of preventing floatbobbing items from falling down
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BCOMPATF_NOSLOPEID = 1 << 9, // disable line IDs on slopes.
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BCOMPATF_CLIPMIDTEX = 1 << 10, // Always Clip midtex's in the software renderer (required to run certain GZDoom maps, has no effect in the hardware renderer)
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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_VELOCITY (15000/65536.) // mud factor based on velocity
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#define ORIG_FRICTION (0xE800/65536.) // original value
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#define ORIG_FRICTION_FACTOR (2048/65536.) // original value
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#define FRICTION_LOW (0xf900/65536.)
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#define FRICTION_FLY (0xeb00/65536.)
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#define BLINKTHRESHOLD (4*32)
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#endif // __DOOMDEF_H__
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