mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 21:00:53 +00:00
311 lines
10 KiB
C
311 lines
10 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)
|
||
|
};
|
||
|
|
||
|
// [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 user their original carrying speed
|
||
|
};
|
||
|
|
||
|
// 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
|
||
|
|
||
|
// [RH] Means of death flags (based on Quake2's)
|
||
|
#define MOD_UNKNOWN 0
|
||
|
#define MOD_ROCKET 5
|
||
|
#define MOD_R_SPLASH 6
|
||
|
#define MOD_BFG_SPLASH 9
|
||
|
#define MOD_WATER 12
|
||
|
#define MOD_SLIME 13
|
||
|
#define MOD_FIRE 14
|
||
|
#define MOD_CRUSH 15
|
||
|
#define MOD_TELEFRAG 16
|
||
|
#define MOD_FALLING 17
|
||
|
#define MOD_SUICIDE 18
|
||
|
#define MOD_BARREL 19
|
||
|
#define MOD_EXIT 20
|
||
|
#define MOD_SPLASH 21
|
||
|
#define MOD_HIT 22
|
||
|
#define MOD_RAILGUN 23
|
||
|
#define MOD_ICE 24
|
||
|
#define MOD_DISINTEGRATE 25
|
||
|
#define MOD_POISON 26
|
||
|
#define MOD_ELECTRIC 27
|
||
|
#define MOD_MASSACRE 1000 // Damaged by the massacre cheat
|
||
|
#define MOD_FRIENDLY_FIRE 0x80000000
|
||
|
|
||
|
#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__
|