mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-14 22:41:53 +00:00
258 lines
12 KiB
C
258 lines
12 KiB
C
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copyright 1993-1996 id Software
|
|
// Copyright 1999-2016 Randy Heit
|
|
// Copyright 2002-2016 Christoph Oelckers
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// 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
|
|
|
|
// Global constants that were defines.
|
|
enum
|
|
{
|
|
// The maximum number of players, multiplayer/networking.
|
|
MAXPLAYERS = 8,
|
|
|
|
// State updates, number of tics / second.
|
|
TICRATE = 35,
|
|
|
|
// Amount of damage done by a telefrag.
|
|
TELEFRAG_DAMAGE = 1000000
|
|
};
|
|
|
|
inline int Tics2Seconds(int tics)
|
|
{
|
|
return tics / TICRATE;
|
|
}
|
|
|
|
|
|
|
|
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 mode 1 keyboard scan code.
|
|
//
|
|
|
|
#include "keydef.h"
|
|
|
|
// [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 = 2 << 3, // Falling too far hurts (Hexen style)
|
|
DF_FORCE_FALLINGST = 3 << 3, // Falling too far hurts (Strife style)
|
|
// 1 << 5 -- this space left blank --
|
|
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_YES_JUMP = 2 << 16,
|
|
DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
|
|
DF_YES_FREELOOK = 2 << 18,
|
|
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)
|
|
DF_INSTANT_REACTION = 1 << 31, // Monsters react instantly
|
|
};
|
|
|
|
// [BC] More dmflags. w00p!
|
|
enum
|
|
{
|
|
// DF2_YES_IMPALING = 1 << 0, // Player gets impaled on MF2_IMPALE items
|
|
DF2_YES_WEAPONDROP = 1 << 1, // Drop current weapon upon death
|
|
// 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
|
|
DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to not get yerself killed
|
|
DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory.
|
|
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.
|
|
DF2_NOSUICIDE = 1 << 22, // Players are not allowed to suicide.
|
|
DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
|
|
DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
|
|
DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
|
|
DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
|
|
DF2_RESPAWN_SUPER = 1 << 27, // Respawn invulnerability and invisibility
|
|
DF2_NO_COOP_THING_SPAWN = 1 << 28, // Don't spawn multiplayer things in coop games
|
|
DF2_ALWAYS_SPAWN_MULTI = 1 << 29, // Always spawn multiplayer items
|
|
};
|
|
|
|
// [RH] Compatibility flags.
|
|
enum : unsigned int
|
|
{
|
|
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
|
|
COMPATF_SILENT_INSTANT_FLOORS = 1<<17, // Instantly moving floors are not silent
|
|
COMPATF_SECTORSOUNDS = 1 << 18, // Sector sounds use original method for sound origin.
|
|
COMPATF_MISSILECLIP = 1 << 19, // Use original Doom heights for clipping against projectiles
|
|
COMPATF_CROSSDROPOFF = 1 << 20, // monsters can't be pushed over dropoffs
|
|
COMPATF_ANYBOSSDEATH = 1 << 21, // [GZ] Any monster which calls BOSSDEATH counts for level specials
|
|
COMPATF_MINOTAUR = 1 << 22, // Minotaur's floor flame is exploded immediately when feet are clipped
|
|
COMPATF_MUSHROOM = 1 << 23, // Force original velocity calculations for A_Mushroom in Dehacked mods.
|
|
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.
|
|
COMPATF_SPRITESORT = 1 << 27, // Invert sprite sorting order for sprites of equal distance
|
|
COMPATF_HITSCAN = 1 << 28, // Hitscans use original blockmap anf hit check code.
|
|
COMPATF_LIGHT = 1 << 29, // Find neighboring light level like Doom
|
|
COMPATF_POLYOBJ = 1 << 30, // Draw polyobjects the old fashioned way
|
|
COMPATF_MASKEDMIDTEX = 1u << 31, // Ignore compositing when drawing masked midtextures
|
|
|
|
COMPATF2_BADANGLES = 1 << 0, // It is impossible to face directly NSEW.
|
|
COMPATF2_FLOORMOVE = 1 << 1, // Use the same floor motion behavior as Doom.
|
|
COMPATF2_SOUNDCUTOFF = 1 << 2, // Cut off sounds when an actor vanishes instead of making it owner-less
|
|
COMPATF2_POINTONLINE = 1 << 3, // Use original but buggy P_PointOnLineSide() and P_PointOnDivlineSideCompat()
|
|
COMPATF2_MULTIEXIT = 1 << 4, // Level exit can be triggered multiple times (required by Daedalus's travel tubes, thanks to a faulty script)
|
|
COMPATF2_TELEPORT = 1 << 5, // Don't let indirect teleports trigger sector actions
|
|
COMPATF2_PUSHWINDOW = 1 << 6, // Disable the window check in CheckForPushSpecial()
|
|
COMPATF2_CHECKSWITCHRANGE = 1 << 7, // Enable buggy CheckSwitchRange behavior
|
|
COMPATF2_EXPLODE1 = 1 << 8, // No vertical explosion thrust
|
|
COMPATF2_EXPLODE2 = 1 << 9, // Use original explosion code throughout.
|
|
COMPATF2_RAILING = 1 << 10, // Bugged Strife railings.
|
|
COMPATF2_SCRIPTWAIT = 1 << 11, // Use old scriptwait implementation where it doesn't wait on a non-running script.
|
|
};
|
|
|
|
// 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
|
|
BCOMPATF_VILEGHOSTS = 1 << 2, // Monsters' radius and height aren't restored properly when resurrected.
|
|
BCOMPATF_BADTELEPORTERS = 1 << 3, // Ignore tags on Teleport specials
|
|
BCOMPATF_BADPORTALS = 1 << 4, // Restores the old unstable portal behavior
|
|
BCOMPATF_REBUILDNODES = 1 << 5, // Force node rebuild
|
|
BCOMPATF_LINKFROZENPROPS = 1 << 6, // Clearing PROP_TOTALLYFROZEN or PROP_FROZEN also clears the other
|
|
BCOMPATF_FLOATBOB = 1 << 8, // Use Hexen's original method of preventing floatbobbing items from falling down
|
|
BCOMPATF_NOSLOPEID = 1 << 9, // disable line IDs on slopes.
|
|
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)
|
|
};
|
|
|
|
// 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_VELOCITY (15000/65536.) // mud factor based on velocity
|
|
#define ORIG_FRICTION (0xE800/65536.) // original value
|
|
#define ORIG_FRICTION_FACTOR (2048/65536.) // original value
|
|
#define FRICTION_LOW (0xf900/65536.)
|
|
#define FRICTION_FLY (0xeb00/65536.)
|
|
|
|
|
|
#define BLINKTHRESHOLD (4*32)
|
|
|
|
#endif // __DOOMDEF_H__
|