raze/source/games/duke/src/constants.h

396 lines
11 KiB
C
Raw Normal View History

2020-07-06 11:27:56 +00:00
#pragma once
#include "tflags.h"
// Most of these should be replaced by CCMDs eventually
enum GameFunction_t
{
gamefunc_Move_Forward,
gamefunc_Move_Backward,
gamefunc_Turn_Left,
gamefunc_Turn_Right,
gamefunc_Strafe,
gamefunc_Fire,
gamefunc_Open,
gamefunc_Run,
gamefunc_Alt_Fire,
gamefunc_Jump,
gamefunc_Crouch,
gamefunc_Look_Up,
gamefunc_Look_Down,
gamefunc_Look_Left,
gamefunc_Look_Right,
gamefunc_Strafe_Left,
gamefunc_Strafe_Right,
gamefunc_Aim_Up,
gamefunc_Aim_Down,
gamefunc_Weapon_1, // CCMD
gamefunc_Weapon_2, // CCMD
gamefunc_Weapon_3, // CCMD
gamefunc_Weapon_4, // CCMD
gamefunc_Weapon_5, // CCMD
gamefunc_Weapon_6, // CCMD
gamefunc_Weapon_7, // CCMD
gamefunc_Weapon_8, // CCMD
gamefunc_Weapon_9, // CCMD
gamefunc_Weapon_10, // CCMD
gamefunc_Inventory, // CCMD
gamefunc_Inventory_Left, // CCMD
gamefunc_Inventory_Right, // CCMD
gamefunc_Holo_Duke, // CCMD
gamefunc_Jetpack, // CCMD
gamefunc_NightVision, // CCMD
gamefunc_MedKit, // CCMD
gamefunc_TurnAround,
gamefunc_SendMessage,
gamefunc_Map, // CCMD
gamefunc_Shrink_Screen, // CCMD
gamefunc_Enlarge_Screen, // CCMD
gamefunc_Center_View, // CCMD
gamefunc_Holster_Weapon, // CCMD
gamefunc_Show_Opponents_Weapon, // CCMD
gamefunc_Map_Follow_Mode, // CCMD
gamefunc_See_Coop_View, // CCMD
gamefunc_Mouse_Aiming, // CCMD
gamefunc_Toggle_Crosshair, // CCMD
gamefunc_Steroids, // CCMD
gamefunc_Quick_Kick,
gamefunc_Next_Weapon, // CCMD
gamefunc_Previous_Weapon, // CCMD
gamefunc_Dpad_Select,
gamefunc_Dpad_Aiming,
gamefunc_Last_Weapon, // CCMD
gamefunc_Alt_Weapon,
gamefunc_Third_Person_View, // CCMD
gamefunc_Show_DukeMatch_Scores, // CCMD
gamefunc_Toggle_Crouch,
NUM_ACTIONS
};
2020-07-06 13:48:51 +00:00
enum
{
TICRATE = 120,
REALGAMETICSPERSEC = 30, // The number of game state updates per second:
TICSPERFRAME = (TICRATE/REALGAMETICSPERSEC) // (This used to be TICRATE/GAMETICSPERSEC, which was 120/26 = 4.615~ truncated to 4 by integer division.)
};
2020-07-06 11:27:56 +00:00
// tile names which are identical for all games.
enum
{
SECTOREFFECTOR = 1,
ACTIVATOR = 2,
TOUCHPLATE = 3,
ACTIVATORLOCKED = 4,
MUSICANDSFX = 5,
LOCATORS = 6,
CYCLER = 7,
MASTERSWITCH = 8,
RESPAWN = 9,
GPSPEED = 10,
FOF = 13,
2020-07-06 13:48:51 +00:00
TILE_VIEWSCR = (MAXTILES-5)
2020-07-06 11:27:56 +00:00
};
// the available palettes. These are indices into the global table of translations.
enum basepal_t {
BASEPAL = 0,
WATERPAL,
SLIMEPAL,
TITLEPAL,
DREALMSPAL,
ENDINGPAL, // 5
ANIMPAL, // not used anymore. The anim code now generates true color textures.
DRUGPAL,
BASEPALCOUNT
};
// sector effector lotags, from EDuke32. The original code used numeric literals for these, substitution is not complete.
enum
{
SE_0_ROTATING_SECTOR = 0,
SE_1_PIVOT = 1,
SE_2_EARTHQUAKE = 2,
SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
SE_4_RANDOM_LIGHTS = 4,
SE_5_BOSS = 5,
SE_6_SUBWAY = 6,
SE_7_TELEPORT = 7,
SE_8_UP_OPEN_DOOR_LIGHTS = 8,
SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
SE_10_DOOR_AUTO_CLOSE = 10,
SE_11_SWINGING_DOOR = 11,
SE_12_LIGHT_SWITCH = 12,
SE_13_EXPLOSIVE = 13,
SE_14_SUBWAY_CAR = 14,
SE_15_SLIDING_DOOR = 15,
SE_16_REACTOR = 16,
SE_17_WARP_ELEVATOR = 17,
SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
SE_19_EXPLOSION_LOWERS_CEILING = 19,
SE_20_STRETCH_BRIDGE = 20,
SE_21_DROP_FLOOR = 21,
SE_22_TEETH_DOOR = 22,
SE_23_ONE_WAY_TELEPORT = 23,
SE_24_CONVEYOR = 24,
SE_25_PISTON = 25,
SE_26 = 26,
SE_27_DEMO_CAM = 27,
SE_28_LIGHTNING = 28,
SE_29_WAVES = 29,
SE_30_TWO_WAY_TRAIN = 30,
SE_31_FLOOR_RISE_FALL = 31,
SE_32_CEILING_RISE_FALL = 32,
SE_33_QUAKE_DEBRIS = 33,
SE_34 = 34,
SE_35 = 35,
SE_36_PROJ_SHOOTER = 36,
SE_47_LIGHT_SWITCH = 47,
SE_48_LIGHT_SWITCH = 48,
SE_49_POINT_LIGHT = 49,
SE_50_SPOT_LIGHT = 50,
SE_130 = 130,
SE_131 = 131,
};
// sector lotags, also from EDuke32, for the same reason as above.
enum
{
ST_0_NO_EFFECT = 0,
ST_1_ABOVE_WATER = 1,
ST_2_UNDERWATER = 2,
ST_3 = 3,
// ^^^ maybe not complete substitution in code
ST_9_SLIDING_ST_DOOR = 9,
ST_15_WARP_ELEVATOR = 15,
ST_16_PLATFORM_DOWN = 16,
ST_17_PLATFORM_UP = 17,
ST_18_ELEVATOR_DOWN = 18,
ST_19_ELEVATOR_UP = 19,
ST_20_CEILING_DOOR = 20,
ST_21_FLOOR_DOOR = 21,
ST_22_SPLITTING_DOOR = 22,
ST_23_SWINGING_DOOR = 23,
ST_25_SLIDING_DOOR = 25,
ST_26_SPLITTING_ST_DOOR = 26,
ST_27_STRETCH_BRIDGE = 27,
ST_28_DROP_FLOOR = 28,
ST_29_TEETH_DOOR = 29,
ST_30_ROTATE_RISE_BRIDGE = 30,
ST_31_TWO_WAY_TRAIN = 31,
// left: ST 32767, 65534, 65535
};
// These actually existed in the original source but were never used. Weird.
enum dukeinv_t
{
GET_STEROIDS, // 0
GET_SHIELD,
GET_SCUBA,
GET_HOLODUKE,
GET_JETPACK,
GET_DUMMY1, // 5
GET_ACCESS,
GET_HEATS,
GET_DUMMY2,
GET_FIRSTAID,
GET_BOOTS, // 10
GET_MAX
};
// Again from EDuke - only numeric literals were used in the original source.
// these are not in the same order as the above, and it can't be changed for compat reasons. lame!
enum dukeinvicon_t
{
ICON_NONE, // 0
ICON_FIRSTAID,
ICON_STEROIDS,
ICON_HOLODUKE,
ICON_JETPACK,
ICON_HEATS, // 5
ICON_SCUBA,
ICON_BOOTS,
ICON_MAX
};
// And yet another bit field that was for all intents and purposes undocumented, depending on numeric literals again.
// And again, the symbolic names are from EDuke32.
enum ESyncVals
{
// Todo: Make this bit masks - cannot be done before eliminating all old code using it
SK_JUMP = 0 ,
SK_CROUCH = 1 ,
SK_FIRE = 2 ,
SK_AIM_UP = 3 ,
SK_AIM_DOWN = 4 ,
SK_RUN = 5 ,
SK_LOOK_LEFT = 6 ,
SK_LOOK_RIGHT = 7 ,
// weapons take up 4 bits...
SK_WEAPON_BITS = 8 ,
SK_WEAPON_BITS1 = 9 ,
SK_WEAPON_BITS2 = 10,
SK_WEAPON_BITS3 = 11,
SK_STEROIDS = 12,
SK_LOOK_UP = 13,
SK_LOOK_DOWN = 14,
SK_NIGHTVISION = 15,
SK_MEDKIT = 16,
SK_MULTIFLAG = 17,
SK_CENTER_VIEW = 18,
SK_HOLSTER = 19,
SK_INV_LEFT = 20,
SK_PAUSE = 21,
SK_QUICK_KICK = 22,
SK_AIMMODE = 23,
SK_HOLODUKE = 24,
SK_JETPACK = 25,
SK_GAMEQUIT = 26,
SK_INV_RIGHT = 27,
SK_TURNAROUND = 28,
SK_OPEN = 29,
SK_INVENTORY = 30,
SK_ESCAPE = 31,
};
enum ESyncBits_ : uint32_t
{
SKB_JUMP = 1 << 0,
SKB_CROUCH = 1 << 1,
SKB_FIRE = 1 << 2,
SKB_AIM_UP = 1 << 3,
SKB_AIM_DOWN = 1 << 4,
SKB_RUN = 1 << 5,
SKB_LOOK_LEFT = 1 << 6,
SKB_LOOK_RIGHT = 1 << 7,
SKB_STEROIDS = 1 << 12,
SKB_LOOK_UP = 1 << 13,
SKB_LOOK_DOWN = 1 << 14,
SKB_NIGHTVISION = 1 << 15,
SKB_MEDKIT = 1 << 16,
SKB_MULTIFLAG = 1 << 17,
SKB_CENTER_VIEW = 1 << 18,
SKB_HOLSTER = 1 << 19,
SKB_INV_LEFT = 1 << 20,
SKB_PAUSE = 1 << 21,
SKB_QUICK_KICK = 1 << 22,
SKB_AIMMODE = 1 << 23,
SKB_HOLODUKE = 1 << 24,
SKB_JETPACK = 1 << 25,
SKB_GAMEQUIT = 1 << 26,
SKB_INV_RIGHT = 1 << 27,
SKB_TURNAROUND = 1 << 28,
SKB_OPEN = 1 << 29,
SKB_INVENTORY = 1 << 30,
SKB_ESCAPE = 1u << 31,
SKB_WEAPONMASK_BITS = (15u << int(SK_WEAPON_BITS)),
SKB_INTERFACE_BITS = (SKB_WEAPONMASK_BITS | SKB_STEROIDS | SKB_NIGHTVISION | SKB_MEDKIT | SKB_QUICK_KICK | \
SKB_HOLSTER | SKB_INV_LEFT | SKB_PAUSE | SKB_HOLODUKE | SKB_JETPACK | SKB_INV_RIGHT | \
SKB_TURNAROUND | SKB_OPEN | SKB_INVENTORY | SKB_ESCAPE),
SKB_NONE = 0,
SKB_ALL = ~0u
};
// enforce type safe operations on the input bits.
using ESyncBits = TFlags<ESyncBits_, uint32_t>;
inline ESyncBits operator <<(int v, ESyncVals s) { return ESyncBits::FromInt(v << int(s)); }
inline ESyncBits operator <<(unsigned v, ESyncVals s) { return ESyncBits::FromInt(v << int(s)); }
inline ESyncBits operator <<(bool v, ESyncVals s) { return ESyncBits::FromInt(v << int(s)); }
DEFINE_TFLAGS_OPERATORS(ESyncBits)
enum EQuote
{
QUOTE_SHOW_MAP_OFF = 1 ,
QUOTE_ACTIVATED = 2 ,
QUOTE_MEDKIT = 3 ,
QUOTE_LOCKED = 4 ,
QUOTE_CHEAT_EVERYTHING = 5 ,
QUOTE_BOOTS = 6 ,
QUOTE_WASTED = 7 ,
QUOTE_UNLOCKED = 8 ,
QUOTE_FOUND_SECRET = 9 ,
QUOTE_SQUISHED = 10 ,
QUOTE_USED_STEROIDS = 12 ,
QUOTE_DEAD = 13 ,
QUOTE_DEACTIVATED = 15 ,
QUOTE_CHEAT_GODMODE_ON = 17 ,
QUOTE_CHEAT_GODMODE_OFF = 18 ,
QUOTE_CROSSHAIR_OFF = 21 ,
QUOTE_CHEATS_DISABLED = 22 ,
QUOTE_MESSAGES_ON = 23 ,
QUOTE_MESSAGES_OFF = 24 ,
QUOTE_MUSIC = 26 ,
QUOTE_CHEAT_STEROIDS = 37 ,
QUOTE_F1HELP = 40 ,
QUOTE_MOUSE_AIMING_OFF = 44 ,
QUOTE_HOLODUKE_ON = 47 ,
QUOTE_HOLODUKE_OFF = 48 ,
QUOTE_HOLODUKE_NOT_FOUND = 49 ,
QUOTE_JETPACK_NOT_FOUND = 50 ,
QUOTE_JETPACK_ON = 52 ,
QUOTE_JETPACK_OFF = 53 ,
QUOTE_NEED_BLUE_KEY = 70 ,
QUOTE_NEED_RED_KEY = 71 ,
QUOTE_NEED_YELLOW_KEY = 72 ,
QUOTE_WEAPON_LOWERED = 73 ,
QUOTE_WEAPON_RAISED = 74 ,
QUOTE_BOOTS_ON = 75 ,
QUOTE_SCUBA_ON = 76 ,
QUOTE_CHEAT_ALLEN = 79 ,
QUOTE_MIGHTY_FOOT = 80 ,
QUOTE_WEAPON_MODE_OFF = 82 ,
QUOTE_MAP_FOLLOW_OFF = 83 ,
QUOTE_RUN_MODE_OFF = 85 ,
QUOTE_JETPACK = 88 ,
QUOTE_SCUBA = 89 ,
QUOTE_STEROIDS = 90 ,
QUOTE_HOLODUKE = 91 ,
QUOTE_CHEAT_TODD = 99 ,
QUOTE_CHEAT_UNLOCK = 100,
QUOTE_NVG = 101,
QUOTE_WEREGONNAFRYYOURASS = 102,
QUOTE_SCREEN_SAVED = 103,
QUOTE_CHEAT_BETA = 105,
QUOTE_NVG_OFF = 107,
QUOTE_VIEW_MODE_OFF = 109,
QUOTE_SHOW_MAP_ON = 111,
QUOTE_CHEAT_NOCLIP = 113,
QUOTE_SAVE_BAD_VERSION = 114,
QUOTE_RESERVED = 115,
QUOTE_RESERVED2 = 116,
QUOTE_RESERVED3 = 117,
QUOTE_SAVE_DEAD = 118,
QUOTE_CHEAT_ALL_WEAPONS = 119,
QUOTE_CHEAT_ALL_INV = 120,
QUOTE_CHEAT_ALL_KEYS = 121,
QUOTE_RESERVED4 = 122,
QUOTE_SAVE_BAD_PLAYERS = 124,
};
enum
{
STAT_DEFAULT = 0,
STAT_ACTOR = 1,
STAT_ZOMBIEACTOR = 2,
STAT_EFFECTOR = 3,
STAT_PROJECTILE = 4,
STAT_MISC = 5,
STAT_STANDABLE = 6,
STAT_LOCATOR = 7,
STAT_ACTIVATOR = 8,
STAT_TRANSPORT = 9,
STAT_PLAYER = 10,
STAT_FX = 11,
STAT_FALLER = 12,
STAT_DUMMYPLAYER = 13,
STAT_LIGHT = 14,
STAT_RAROR = 15,
STAT_NETALLOC = MAXSTATUS-1
};