2006-02-24 04:48:15 +00:00
|
|
|
// 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
|
|
|
|
|
2009-08-07 03:57:03 +00:00
|
|
|
// Amount of damage done by a telefrag.
|
|
|
|
#define TELEFRAG_DAMAGE 1000000
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// 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,
|
2010-10-06 10:44:03 +00:00
|
|
|
GS_FORCEWIPEFADE = -2,
|
|
|
|
GS_FORCEWIPEBURN = -3,
|
|
|
|
GS_FORCEWIPEMELT = -4
|
2006-02-24 04:48:15 +00:00
|
|
|
} gamestate_t;
|
|
|
|
|
2008-09-14 23:54:38 +00:00
|
|
|
extern gamestate_t gamestate;
|
|
|
|
|
|
|
|
// wipegamestate can be set to -1
|
|
|
|
// to force a wipe on the next draw
|
|
|
|
extern gamestate_t wipegamestate;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
typedef float skill_t;
|
|
|
|
|
2007-11-02 22:03:03 +00:00
|
|
|
/*
|
2006-02-24 04:48:15 +00:00
|
|
|
enum ESkillLevels
|
|
|
|
{
|
|
|
|
sk_baby,
|
|
|
|
sk_easy,
|
|
|
|
sk_medium,
|
|
|
|
sk_hard,
|
|
|
|
sk_nightmare
|
|
|
|
};
|
2007-11-02 22:03:03 +00:00
|
|
|
*/
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define TELEFOGHEIGHT (gameinfo.telefogheight)
|
|
|
|
|
|
|
|
//
|
|
|
|
// DOOM keyboard definition. Everything below 0x100 matches
|
2009-06-27 00:35:41 +00:00
|
|
|
// a mode 1 keyboard scan code.
|
2006-02-24 04:48:15 +00:00
|
|
|
//
|
2009-05-27 03:16:46 +00:00
|
|
|
#define KEY_PAUSE 0xc5 // DIK_PAUSE
|
2006-02-24 04:48:15 +00:00
|
|
|
#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
|
2014-01-18 21:20:52 +00:00
|
|
|
#define KEY_GRAVE 0x29 // DIK_GRAVE
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
#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
|
2009-07-26 03:25:18 +00:00
|
|
|
#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)
|
2006-02-24 04:48:15 +00:00
|
|
|
#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
|
2009-06-06 02:55:58 +00:00
|
|
|
#define KEY_MWHEELRIGHT 0x19A
|
|
|
|
#define KEY_MWHEELLEFT 0x19B
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-06-27 00:35:41 +00:00
|
|
|
#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
|
|
|
|
|
2009-06-28 03:09:17 +00:00
|
|
|
#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
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
// [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)
|
2008-01-09 02:53:38 +00:00
|
|
|
DF_FORCE_FALLINGHX = 2 << 3, // Falling too far hurts (Hexen style)
|
2006-02-24 04:48:15 +00:00
|
|
|
DF_FORCE_FALLINGST = 3 << 3, // Falling too far hurts (Strife style)
|
2008-01-09 02:53:38 +00:00
|
|
|
// 1 << 5 -- this space left blank --
|
2006-02-24 04:48:15 +00:00
|
|
|
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
|
2008-03-18 18:18:18 +00:00
|
|
|
DF_YES_JUMP = 2 << 16,
|
|
|
|
DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
|
2014-07-26 08:15:07 +00:00
|
|
|
DF_YES_FREELOOK = 2 << 18,
|
2008-03-18 18:18:18 +00:00
|
|
|
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)
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// [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
|
2008-01-09 02:53:38 +00:00
|
|
|
// 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
|
2008-12-28 09:49:15 +00:00
|
|
|
DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to not get yerself killed
|
2008-01-09 02:53:38 +00:00
|
|
|
DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory.
|
2008-12-28 09:49:15 +00:00
|
|
|
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.
|
2010-06-06 05:00:30 +00:00
|
|
|
DF2_NOSUICIDE = 1 << 22, // Players are not allowed to suicide.
|
2008-12-28 09:49:15 +00:00
|
|
|
DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
|
2010-05-30 07:47:08 +00:00
|
|
|
DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
|
2010-06-20 17:57:32 +00:00
|
|
|
DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
|
2011-07-07 21:55:55 +00:00
|
|
|
DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
|
2014-07-26 08:15:07 +00:00
|
|
|
DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// [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
|
2006-04-11 16:27:41 +00:00
|
|
|
COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
|
2006-04-20 14:21:27 +00:00
|
|
|
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)
|
2006-04-24 14:26:06 +00:00
|
|
|
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
|
2006-07-11 08:27:05 +00:00
|
|
|
COMPATF_BOOMSCROLL = 1 << 15, // Scrolling sectors are additive like in Boom
|
2007-05-12 11:14:09 +00:00
|
|
|
COMPATF_INVISIBILITY = 1 << 16, // Monsters can see semi-invisible players
|
2008-05-12 17:14:38 +00:00
|
|
|
COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
|
2008-07-12 08:16:19 +00:00
|
|
|
COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
|
2008-10-05 11:23:41 +00:00
|
|
|
COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
|
2009-01-25 21:59:38 +00:00
|
|
|
COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
|
2009-05-03 07:19:21 +00:00
|
|
|
COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
|
2009-06-14 13:47:38 +00:00
|
|
|
COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
|
2009-09-14 20:47:53 +00:00
|
|
|
COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
|
2009-09-14 23:50:21 +00:00
|
|
|
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.
|
2009-12-18 08:19:34 +00:00
|
|
|
COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
|
2010-05-28 11:15:05 +00:00
|
|
|
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
|
2010-05-29 07:07:39 +00:00
|
|
|
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
|
2010-08-15 10:02:10 +00:00
|
|
|
COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
|
2013-01-21 22:30:30 +00:00
|
|
|
COMPATF_MASKEDMIDTEX = 1u << 31, // Ignore compositing when drawing masked midtextures
|
2011-11-01 02:58:52 +00:00
|
|
|
|
|
|
|
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
|
2012-05-05 22:53:16 +00:00
|
|
|
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2009-02-05 02:55:28 +00:00
|
|
|
// 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
|
2010-04-11 11:18:33 +00:00
|
|
|
BCOMPATF_VILEGHOSTS = 1 << 2, // Monsters' radius and height aren't restored properly when resurrected.
|
2010-11-12 21:12:47 +00:00
|
|
|
BCOMPATF_BADTELEPORTERS = 1 << 3, // Ignore tags on Teleport specials
|
2010-12-02 15:08:44 +00:00
|
|
|
BCOMPATF_BADPORTALS = 1 << 4, // Restores the old unstable portal behavior
|
2013-02-07 21:32:06 +00:00
|
|
|
BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild
|
2013-07-02 19:15:08 +00:00
|
|
|
BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other
|
2014-02-24 23:43:28 +00:00
|
|
|
BCOMPATF_NOWINDOWCHECK = 1 << 7, // Disable the window check in CheckForPushSpecial()
|
2009-02-05 02:55:28 +00:00
|
|
|
};
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// 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.
|
|
|
|
|
2009-06-30 20:57:51 +00:00
|
|
|
#define MORE_FRICTION_VELOCITY 15000 // mud factor based on velocity
|
2006-02-24 04:48:15 +00:00
|
|
|
#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)
|
|
|
|
|
2009-08-31 21:47:29 +00:00
|
|
|
#ifndef __BIG_ENDIAN__
|
2009-09-01 02:08:53 +00:00
|
|
|
#define MAKE_ID(a,b,c,d) ((DWORD)((a)|((b)<<8)|((c)<<16)|((d)<<24)))
|
2006-02-24 04:48:15 +00:00
|
|
|
#else
|
2009-09-01 02:08:53 +00:00
|
|
|
#define MAKE_ID(a,b,c,d) ((DWORD)((d)|((c)<<8)|((b)<<16)|((a)<<24)))
|
2006-02-24 04:48:15 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#endif // __DOOMDEF_H__
|