mirror of
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383 lines
15 KiB
C++
383 lines
15 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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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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// The maximum number of players, multiplayer/networking.
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#define MAXPLAYERS 8
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// State updates, number of tics / second.
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#define TICRATE 35
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// Amount of damage done by a telefrag.
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#define TELEFRAG_DAMAGE 1000000
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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typedef enum
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{
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GS_LEVEL,
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GS_INTERMISSION,
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GS_FINALE,
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GS_DEMOSCREEN,
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GS_FULLCONSOLE, // [RH] Fullscreen console
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GS_HIDECONSOLE, // [RH] The menu just did something that should hide fs console
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GS_STARTUP, // [RH] Console is fullscreen, and game is just starting
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GS_TITLELEVEL, // [RH] A combination of GS_LEVEL and GS_DEMOSCREEN
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GS_FORCEWIPE = -1,
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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} gamestate_t;
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extern gamestate_t gamestate;
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// wipegamestate can be set to -1
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// to force a wipe on the next draw
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extern gamestate_t wipegamestate;
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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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#define KEY_PAUSE 0xc5 // DIK_PAUSE
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#define KEY_RIGHTARROW 0xcd // DIK_RIGHT
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#define KEY_LEFTARROW 0xcb // DIK_LEFT
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#define KEY_UPARROW 0xc8 // DIK_UP
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#define KEY_DOWNARROW 0xd0 // DIK_DOWN
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#define KEY_ESCAPE 0x01 // DIK_ESCAPE
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#define KEY_ENTER 0x1c // DIK_RETURN
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#define KEY_SPACE 0x39 // DIK_SPACE
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#define KEY_TAB 0x0f // DIK_TAB
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#define KEY_F1 0x3b // DIK_F1
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#define KEY_F2 0x3c // DIK_F2
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#define KEY_F3 0x3d // DIK_F3
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#define KEY_F4 0x3e // DIK_F4
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#define KEY_F5 0x3f // DIK_F5
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#define KEY_F6 0x40 // DIK_F6
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#define KEY_F7 0x41 // DIK_F7
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#define KEY_F8 0x42 // DIK_F8
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#define KEY_F9 0x43 // DIK_F9
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#define KEY_F10 0x44 // DIK_F10
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#define KEY_F11 0x57 // DIK_F11
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#define KEY_F12 0x58 // DIK_F12
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#define KEY_GRAVE 0x29 // DIK_GRAVE
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#define KEY_BACKSPACE 0x0e // DIK_BACK
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#define KEY_EQUALS 0x0d // DIK_EQUALS
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#define KEY_MINUS 0x0c // DIK_MINUS
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#define KEY_LSHIFT 0x2A // DIK_LSHIFT
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#define KEY_LCTRL 0x1d // DIK_LCONTROL
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#define KEY_LALT 0x38 // DIK_LMENU
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#define KEY_RSHIFT KEY_LSHIFT
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#define KEY_RCTRL KEY_LCTRL
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#define KEY_RALT KEY_LALT
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#define KEY_INS 0xd2 // DIK_INSERT
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#define KEY_DEL 0xd3 // DIK_DELETE
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#define KEY_END 0xcf // DIK_END
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#define KEY_HOME 0xc7 // DIK_HOME
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#define KEY_PGUP 0xc9 // DIK_PRIOR
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#define KEY_PGDN 0xd1 // DIK_NEXT
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#define KEY_MOUSE1 0x100
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#define KEY_MOUSE2 0x101
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#define KEY_MOUSE3 0x102
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#define KEY_MOUSE4 0x103
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#define KEY_MOUSE5 0x104
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#define KEY_MOUSE6 0x105
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#define KEY_MOUSE7 0x106
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#define KEY_MOUSE8 0x107
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#define KEY_FIRSTJOYBUTTON 0x108
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#define KEY_JOY1 (KEY_FIRSTJOYBUTTON+0)
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#define KEY_JOY2 (KEY_FIRSTJOYBUTTON+1)
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#define KEY_JOY3 (KEY_FIRSTJOYBUTTON+2)
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#define KEY_JOY4 (KEY_FIRSTJOYBUTTON+3)
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#define KEY_JOY5 (KEY_FIRSTJOYBUTTON+4)
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#define KEY_JOY6 (KEY_FIRSTJOYBUTTON+5)
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#define KEY_JOY7 (KEY_FIRSTJOYBUTTON+6)
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#define KEY_JOY8 (KEY_FIRSTJOYBUTTON+7)
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#define KEY_LASTJOYBUTTON 0x187
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#define KEY_JOYPOV1_UP 0x188
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#define KEY_JOYPOV1_RIGHT 0x189
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#define KEY_JOYPOV1_DOWN 0x18a
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#define KEY_JOYPOV1_LEFT 0x18b
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#define KEY_JOYPOV2_UP 0x18c
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#define KEY_JOYPOV3_UP 0x190
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#define KEY_JOYPOV4_UP 0x194
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#define KEY_MWHEELUP 0x198
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#define KEY_MWHEELDOWN 0x199
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#define KEY_MWHEELRIGHT 0x19A
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#define KEY_MWHEELLEFT 0x19B
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#define KEY_JOYAXIS1PLUS 0x19C
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#define KEY_JOYAXIS1MINUS 0x19D
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#define KEY_JOYAXIS2PLUS 0x19E
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#define KEY_JOYAXIS2MINUS 0x19F
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#define KEY_JOYAXIS3PLUS 0x1A0
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#define KEY_JOYAXIS3MINUS 0x1A1
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#define KEY_JOYAXIS4PLUS 0x1A2
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#define KEY_JOYAXIS4MINUS 0x1A3
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#define KEY_JOYAXIS5PLUS 0x1A4
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#define KEY_JOYAXIS5MINUS 0x1A5
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#define KEY_JOYAXIS6PLUS 0x1A6
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#define KEY_JOYAXIS6MINUS 0x1A7
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#define KEY_JOYAXIS7PLUS 0x1A8
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#define KEY_JOYAXIS7MINUS 0x1A9
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#define KEY_JOYAXIS8PLUS 0x1AA
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#define KEY_JOYAXIS8MINUS 0x1AB
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#define NUM_JOYAXISBUTTONS 8
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#define KEY_PAD_LTHUMB_RIGHT 0x1AC
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#define KEY_PAD_LTHUMB_LEFT 0x1AD
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#define KEY_PAD_LTHUMB_DOWN 0x1AE
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#define KEY_PAD_LTHUMB_UP 0x1AF
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#define KEY_PAD_RTHUMB_RIGHT 0x1B0
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#define KEY_PAD_RTHUMB_LEFT 0x1B1
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#define KEY_PAD_RTHUMB_DOWN 0x1B2
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#define KEY_PAD_RTHUMB_UP 0x1B3
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#define KEY_PAD_DPAD_UP 0x1B4
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#define KEY_PAD_DPAD_DOWN 0x1B5
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#define KEY_PAD_DPAD_LEFT 0x1B6
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#define KEY_PAD_DPAD_RIGHT 0x1B7
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#define KEY_PAD_START 0x1B8
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#define KEY_PAD_BACK 0x1B9
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#define KEY_PAD_LTHUMB 0x1BA
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#define KEY_PAD_RTHUMB 0x1BB
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#define KEY_PAD_LSHOULDER 0x1BC
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#define KEY_PAD_RSHOULDER 0x1BD
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#define KEY_PAD_LTRIGGER 0x1BE
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#define KEY_PAD_RTRIGGER 0x1BF
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#define KEY_PAD_A 0x1C0
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#define KEY_PAD_B 0x1C1
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#define KEY_PAD_X 0x1C2
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#define KEY_PAD_Y 0x1C3
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#define NUM_KEYS 0x1C4
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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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};
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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_NOWINDOWCHECK = 1 << 7, // Disable the window check in CheckForPushSpecial()
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BCOMPATF_FLOATBOB = 1 << 8, // Use Hexen's original method of preventing floatbobbing items from falling down
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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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#ifndef __BIG_ENDIAN__
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#define MAKE_ID(a,b,c,d) ((DWORD)((a)|((b)<<8)|((c)<<16)|((d)<<24)))
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#else
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#define MAKE_ID(a,b,c,d) ((DWORD)((d)|((c)<<8)|((b)<<16)|((a)<<24)))
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#endif
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#endif // __DOOMDEF_H__
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