ref: 6537d7e90c48d76eb982701de8d0af6feb147fd0
dir: /src/heretic/doomdef.h/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 Simon Howard
//
// 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 2
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------
// DoomDef.h
#ifndef __DOOMDEF__
#define __DOOMDEF__
#include <stdio.h>
#include <string.h>
//haleyjd: removed WATCOMC
#include <limits.h>
#define HERETIC_VERSION 130
#define HERETIC_VERSION_TEXT "v1.3"
// if rangecheck is undefined, most parameter validation debugging code
// will not be compiled
//#define RANGECHECK
// all external data is defined here
#include "doomdata.h"
// all important printed strings
#include "dstrings.h"
// header generated by multigen utility
#include "info.h"
// WAD file access
#include "w_wad.h"
// fixed_t
#include "m_fixed.h"
// angle_t
#include "tables.h"
// events
#include "d_event.h"
// gamemode/mission
#include "d_mode.h"
// ticcmd_t
#include "d_ticcmd.h"
#include "d_loop.h"
#define SAVEGAMENAME "hticsav"
/*
===============================================================================
GLOBAL TYPES
===============================================================================
*/
#define NUMARTIFCTS 28
#define MAXPLAYERS 4
#define BT_ATTACK 1
#define BT_USE 2
#define BT_CHANGE 4 // if true, the next 3 bits hold weapon num
#define BT_WEAPONMASK (8+16+32)
#define BT_WEAPONSHIFT 3
#define BT_SPECIAL 128 // game events, not really buttons
#define BTS_SAVEMASK (4+8+16)
#define BTS_SAVESHIFT 2
#define BT_SPECIALMASK 3
#define BTS_PAUSE 1 // pause the game
#define BTS_SAVEGAME 2 // save the game at each console
// savegame slot numbers occupy the second byte of buttons
typedef enum
{
GS_LEVEL,
GS_INTERMISSION,
GS_FINALE,
GS_DEMOSCREEN
} gamestate_t;
typedef enum
{
ga_nothing,
ga_loadlevel,
ga_newgame,
ga_loadgame,
ga_savegame,
ga_playdemo,
ga_completed,
ga_victory,
ga_worlddone,
ga_screenshot
} gameaction_t;
typedef enum
{
wipe_0,
wipe_1,
wipe_2,
wipe_3,
wipe_4,
NUMWIPES,
wipe_random
} wipe_t;
/*
===============================================================================
MAPOBJ DATA
===============================================================================
*/
// think_t is a function pointer to a routine to handle an actor
typedef void (*think_t) ();
typedef struct thinker_s
{
struct thinker_s *prev, *next;
think_t function;
} thinker_t;
typedef union
{
int i;
struct mobj_s *m;
} specialval_t;
struct player_s;
typedef struct mobj_s
{
thinker_t thinker; // thinker links
// info for drawing
fixed_t x, y, z;
struct mobj_s *snext, *sprev; // links in sector (if needed)
angle_t angle;
spritenum_t sprite; // used to find patch_t and flip value
int frame; // might be ord with FF_FULLBRIGHT
// interaction info
struct mobj_s *bnext, *bprev; // links in blocks (if needed)
struct subsector_s *subsector;
fixed_t floorz, ceilingz; // closest together of contacted secs
fixed_t radius, height; // for movement checking
fixed_t momx, momy, momz; // momentums
int validcount; // if == validcount, already checked
mobjtype_t type;
mobjinfo_t *info; // &mobjinfo[mobj->type]
int tics; // state tic counter
state_t *state;
int damage; // For missiles
int flags;
int flags2; // Heretic flags
specialval_t special1; // Special info
specialval_t special2; // Special info
int health;
int movedir; // 0-7
int movecount; // when 0, select a new dir
struct mobj_s *target; // thing being chased/attacked (or NULL)
// also the originator for missiles
int reactiontime; // if non 0, don't attack yet
// used by player to freeze a bit after
// teleporting
int threshold; // if >0, the target will be chased
// no matter what (even if shot)
struct player_s *player; // only valid if type == MT_PLAYER
int lastlook; // player number last looked for
mapthing_t spawnpoint; // for nightmare respawn
} mobj_t;
// each sector has a degenmobj_t in it's center for sound origin purposes
typedef struct
{
thinker_t thinker; // not used for anything
fixed_t x, y, z;
} degenmobj_t;
//
// frame flags
//
#define FF_FULLBRIGHT 0x8000 // flag in thing->frame
#define FF_FRAMEMASK 0x7fff
// --- mobj.flags ---
#define MF_SPECIAL 1 // call P_SpecialThing when touched
#define MF_SOLID 2
#define MF_SHOOTABLE 4
#define MF_NOSECTOR 8 // don't use the sector links
// (invisible but touchable)
#define MF_NOBLOCKMAP 16 // don't use the blocklinks
// (inert but displayable)
#define MF_AMBUSH 32
#define MF_JUSTHIT 64 // try to attack right back
#define MF_JUSTATTACKED 128 // take at least one step before attacking
#define MF_SPAWNCEILING 256 // hang from ceiling instead of floor
#define MF_NOGRAVITY 512 // don't apply gravity every tic
// movement flags
#define MF_DROPOFF 0x400 // allow jumps from high places
#define MF_PICKUP 0x800 // for players to pick up items
#define MF_NOCLIP 0x1000 // player cheat
#define MF_SLIDE 0x2000 // keep info about sliding along walls
#define MF_FLOAT 0x4000 // allow moves to any height, no gravity
#define MF_TELEPORT 0x8000 // don't cross lines or look at heights
#define MF_MISSILE 0x10000 // don't hit same species, explode on block
#define MF_DROPPED 0x20000 // dropped by a demon, not level spawned
#define MF_SHADOW 0x40000 // use translucent draw (shadow demons / invis)
#define MF_NOBLOOD 0x80000 // don't bleed when shot (use puff)
#define MF_CORPSE 0x100000 // don't stop moving halfway off a step
#define MF_INFLOAT 0x200000 // floating to a height for a move, don't
// auto float to target's height
#define MF_COUNTKILL 0x400000 // count towards intermission kill total
#define MF_COUNTITEM 0x800000 // count towards intermission item total
#define MF_SKULLFLY 0x1000000 // skull in flight
#define MF_NOTDMATCH 0x2000000 // don't spawn in death match (key cards)
#define MF_TRANSLATION 0xc000000 // if 0x4 0x8 or 0xc, use a translation
#define MF_TRANSSHIFT 26 // table for player colormaps
// --- mobj.flags2 ---
#define MF2_LOGRAV 0x00000001 // alternate gravity setting
#define MF2_WINDTHRUST 0x00000002 // gets pushed around by the wind
// specials
#define MF2_FLOORBOUNCE 0x00000004 // bounces off the floor
#define MF2_THRUGHOST 0x00000008 // missile will pass through ghosts
#define MF2_FLY 0x00000010 // fly mode is active
#define MF2_FOOTCLIP 0x00000020 // if feet are allowed to be clipped
#define MF2_SPAWNFLOAT 0x00000040 // spawn random float z
#define MF2_NOTELEPORT 0x00000080 // does not teleport
#define MF2_RIP 0x00000100 // missile rips through solid
// targets
#define MF2_PUSHABLE 0x00000200 // can be pushed by other moving
// mobjs
#define MF2_SLIDE 0x00000400 // slides against walls
#define MF2_ONMOBJ 0x00000800 // mobj is resting on top of another
// mobj
#define MF2_PASSMOBJ 0x00001000 // Enable z block checking. If on,
// this flag will allow the mobj to
// pass over/under other mobjs.
#define MF2_CANNOTPUSH 0x00002000 // cannot push other pushable mobjs
#define MF2_FEETARECLIPPED 0x00004000 // a mobj's feet are now being cut
#define MF2_BOSS 0x00008000 // mobj is a major boss
#define MF2_FIREDAMAGE 0x00010000 // does fire damage
#define MF2_NODMGTHRUST 0x00020000 // does not thrust target when
// damaging
#define MF2_TELESTOMP 0x00040000 // mobj can stomp another
#define MF2_FLOATBOB 0x00080000 // use float bobbing z movement
#define MF2_DONTDRAW 0X00100000 // don't generate a vissprite
//=============================================================================
typedef enum
{
PST_LIVE, // playing
PST_DEAD, // dead on the ground
PST_REBORN // ready to restart
} playerstate_t;
// psprites are scaled shapes directly on the view screen
// coordinates are given for a 320*200 view screen
typedef enum
{
ps_weapon,
ps_flash,
NUMPSPRITES
} psprnum_t;
typedef struct
{
state_t *state; // a NULL state means not active
int tics;
fixed_t sx, sy;
} pspdef_t;
typedef enum
{
key_yellow,
key_green,
key_blue,
NUMKEYS
} keytype_t;
typedef enum
{
wp_staff,
wp_goldwand,
wp_crossbow,
wp_blaster,
wp_skullrod,
wp_phoenixrod,
wp_mace,
wp_gauntlets,
wp_beak,
NUMWEAPONS,
wp_nochange
} weapontype_t;
#define AMMO_GWND_WIMPY 10
#define AMMO_GWND_HEFTY 50
#define AMMO_CBOW_WIMPY 5
#define AMMO_CBOW_HEFTY 20
#define AMMO_BLSR_WIMPY 10
#define AMMO_BLSR_HEFTY 25
#define AMMO_SKRD_WIMPY 20
#define AMMO_SKRD_HEFTY 100
#define AMMO_PHRD_WIMPY 1
#define AMMO_PHRD_HEFTY 10
#define AMMO_MACE_WIMPY 20
#define AMMO_MACE_HEFTY 100
typedef enum
{
am_goldwand,
am_crossbow,
am_blaster,
am_skullrod,
am_phoenixrod,
am_mace,
NUMAMMO,
am_noammo // staff, gauntlets
} ammotype_t;
typedef struct
{
ammotype_t ammo;
int upstate;
int downstate;
int readystate;
int atkstate;
int holdatkstate;
int flashstate;
} weaponinfo_t;
extern weaponinfo_t wpnlev1info[NUMWEAPONS];
extern weaponinfo_t wpnlev2info[NUMWEAPONS];
typedef enum
{
arti_none,
arti_invulnerability,
arti_invisibility,
arti_health,
arti_superhealth,
arti_tomeofpower,
arti_torch,
arti_firebomb,
arti_egg,
arti_fly,
arti_teleport,
NUMARTIFACTS
} artitype_t;
typedef enum
{
pw_None,
pw_invulnerability,
pw_invisibility,
pw_allmap,
pw_infrared,
pw_weaponlevel2,
pw_flight,
pw_shield,
pw_health2,
NUMPOWERS
} powertype_t;
#define INVULNTICS (30*35)
#define INVISTICS (60*35)
#define INFRATICS (120*35)
#define IRONTICS (60*35)
#define WPNLEV2TICS (40*35)
#define FLIGHTTICS (60*35)
#define CHICKENTICS (40*35)
#define MESSAGETICS (4*35)
#define BLINKTHRESHOLD (4*32)
#define NUMINVENTORYSLOTS 14
typedef struct
{
int type;
int count;
} inventory_t;
/*
================
=
= player_t
=
================
*/
typedef struct player_s
{
mobj_t *mo;
playerstate_t playerstate;
ticcmd_t cmd;
fixed_t viewz; // focal origin above r.z
fixed_t viewheight; // base height above floor for viewz
fixed_t deltaviewheight; // squat speed
fixed_t bob; // bounded/scaled total momentum
int flyheight;
int lookdir;
boolean centering;
int health; // only used between levels, mo->health
// is used during levels
int armorpoints, armortype; // armor type is 0-2
inventory_t inventory[NUMINVENTORYSLOTS];
artitype_t readyArtifact;
int artifactCount;
int inventorySlotNum;
int powers[NUMPOWERS];
boolean keys[NUMKEYS];
boolean backpack;
signed int frags[MAXPLAYERS]; // kills of other players
weapontype_t readyweapon;
weapontype_t pendingweapon; // wp_nochange if not changing
boolean weaponowned[NUMWEAPONS];
int ammo[NUMAMMO];
int maxammo[NUMAMMO];
int attackdown, usedown; // true if button down last tic
int cheats; // bit flags
int refire; // refired shots are less accurate
int killcount, itemcount, secretcount; // for intermission
char *message; // hint messages
int messageTics; // counter for showing messages
int damagecount, bonuscount; // for screen flashing
int flamecount; // for flame thrower duration
mobj_t *attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc
int colormap; // 0-3 for which color to draw player
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
boolean didsecret; // true if secret level has been done
int chickenTics; // player is a chicken if > 0
int chickenPeck; // chicken peck countdown
mobj_t *rain1; // active rain maker 1
mobj_t *rain2; // active rain maker 2
} player_t;
#define CF_NOCLIP 1
#define CF_GODMODE 2
#define CF_NOMOMENTUM 4 // not really a cheat, just a debug aid
#define SBARHEIGHT 42 // status bar height at bottom of screen
/*
===============================================================================
GLOBAL VARIABLES
===============================================================================
*/
#define TELEFOGHEIGHT (32*FRACUNIT)
extern gameaction_t gameaction;
extern boolean paused;
extern GameMode_t gamemode;
extern boolean ExtendedWAD; // true if main WAD is the extended version
extern boolean nomonsters; // checkparm of -nomonsters
extern boolean respawnparm; // checkparm of -respawn
extern boolean debugmode; // checkparm of -debug
extern boolean usergame; // ok to save / end game
extern boolean ravpic; // checkparm of -ravpic
extern boolean altpal; // checkparm to use an alternate palette routine
extern boolean cdrom; // true if cd-rom mode active ("-cdrom")
extern boolean deathmatch; // only if started as net death
extern boolean netgame; // only true if >1 player
extern boolean playeringame[MAXPLAYERS];
extern int consoleplayer; // player taking events and displaying
extern int displayplayer;
extern int viewangleoffset; // ANG90 = left side, ANG270 = right
extern player_t players[MAXPLAYERS];
extern boolean DebugSound; // debug flag for displaying sound info
extern int GetWeaponAmmo[NUMWEAPONS];
extern boolean demorecording;
extern boolean demoplayback;
extern int skytexture;
extern gamestate_t gamestate;
extern skill_t gameskill;
extern boolean respawnmonsters;
extern int gameepisode;
extern int gamemap;
extern int prevmap;
extern int totalkills, totalitems, totalsecret; // for intermission
extern int levelstarttic; // gametic at level start
extern int leveltime; // tics in game play for par
extern ticcmd_t *netcmds;
#define SAVEGAMESIZE 0x30000
#define SAVESTRINGSIZE 24
extern mapthing_t *deathmatch_p;
extern mapthing_t deathmatchstarts[10];
extern mapthing_t playerstarts[MAXPLAYERS];
extern int mouseSensitivity;
extern boolean precache; // if true, load all graphics at level load
extern boolean singledemo; // quit after playing a demo from cmdline
extern int bodyqueslot;
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;
extern boolean testcontrols;
extern int testcontrols_mousespeed;
/*
===============================================================================
GLOBAL FUNCTIONS
===============================================================================
*/
#include "z_zone.h"
//----------
//BASE LEVEL
//----------
void D_DoomMain(void);
void IncThermo(void);
void InitThermo(int max);
void tprintf(char *string, int initflag);
// not a globally visible function, just included for source reference
// calls all startup code
// parses command line options
// if not overrided, calls N_AdvanceDemo
void D_DoomLoop(void);
// not a globally visible function, just included for source reference
// called by D_DoomMain, never exits
// manages timing and IO
// calls all ?_Responder, ?_Ticker, and ?_Drawer functions
// calls I_GetTime, I_StartFrame, and I_StartTic
//---------
//SYSTEM IO
//---------
byte *I_AllocLow(int length);
// allocates from low memory under dos, just mallocs under unix
// haleyjd: was WATCOMC, preserved for historical interest.
// This is similar to the -control structure in DOOM v1.4 and Strife.
#if 0
extern boolean useexterndriver;
#define EBT_FIRE 1
#define EBT_OPENDOOR 2
#define EBT_SPEED 4
#define EBT_STRAFE 8
#define EBT_MAP 0x10
#define EBT_INVENTORYLEFT 0x20
#define EBT_INVENTORYRIGHT 0x40
#define EBT_USEARTIFACT 0x80
#define EBT_FLYDROP 0x100
#define EBT_CENTERVIEW 0x200
#define EBT_PAUSE 0x400
#define EBT_WEAPONCYCLE 0x800
typedef struct
{
short vector; // Interrupt vector
signed char moveForward; // forward/backward (maxes at 50)
signed char moveSideways; // strafe (maxes at 24)
short angleTurn; // turning speed (640 [slow] 1280 [fast])
short angleHead; // head angle (+2080 [left] : 0 [center] : -2048 [right])
signed char pitch; // look up/down (-110 : +90)
signed char flyDirection; // flyheight (+1/-1)
unsigned short buttons; // EBT_* flags
} externdata_t;
#endif
//----
//GAME
//----
void G_DeathMatchSpawnPlayer(int playernum);
void G_InitNew(skill_t skill, int episode, int map);
void G_DeferedInitNew(skill_t skill, int episode, int map);
// can be called by the startup code or M_Responder
// a normal game starts at map 1, but a warp test can start elsewhere
void G_DeferedPlayDemo(char *demo);
void G_LoadGame(char *name);
// can be called by the startup code or M_Responder
// calls P_SetupLevel or W_EnterWorld
void G_DoLoadGame(void);
void G_SaveGame(int slot, char *description);
// called by M_Responder
#define SAVE_GAME_TERMINATOR 0x1d
// Support routines for saving games
char *SV_Filename(int slot);
void SV_Open(char *fileName);
void SV_OpenRead(char *fileName);
void SV_Close(char *fileName);
void SV_Write(void *buffer, int size);
void SV_WriteByte(byte val);
void SV_WriteWord(unsigned short val);
void SV_WriteLong(unsigned int val);
void SV_Read(void *buffer, int size);
byte SV_ReadByte(void);
uint16_t SV_ReadWord(void);
uint32_t SV_ReadLong(void);
extern char *savegamedir;
void G_RecordDemo(skill_t skill, int numplayers, int episode, int map,
char *name);
// only called by startup code
void G_PlayDemo(char *name);
void G_TimeDemo(char *name);
void G_ExitLevel(void);
void G_SecretExitLevel(void);
void G_WorldDone(void);
void G_Ticker(void);
boolean G_Responder(event_t * ev);
void G_ScreenShot(void);
//-----
//PLAY
//-----
void P_Ticker(void);
// called by C_Ticker
// can call G_PlayerExited
// carries out all thinking of monsters and players
void P_SetupLevel(int episode, int map, int playermask, skill_t skill);
// called by W_Ticker
void P_Init(void);
// called by startup code
void P_ArchivePlayers(void);
void P_UnArchivePlayers(void);
void P_ArchiveWorld(void);
void P_UnArchiveWorld(void);
void P_ArchiveThinkers(void);
void P_UnArchiveThinkers(void);
void P_ArchiveSpecials(void);
void P_UnArchiveSpecials(void);
// load / save game routines
//-------
//REFRESH
//-------
extern boolean setsizeneeded;
extern boolean BorderNeedRefresh;
extern boolean BorderTopRefresh;
extern int UpdateState;
// define the different areas for the dirty map
#define I_NOUPDATE 0
#define I_FULLVIEW 1
#define I_STATBAR 2
#define I_MESSAGES 4
#define I_FULLSCRN 8
void R_RenderPlayerView(player_t * player);
// called by G_Drawer
void R_Init(void);
// called by startup code
void R_DrawViewBorder(void);
void R_DrawTopBorder(void);
// if the view size is not full screen, draws a border around it
void R_SetViewSize(int blocks, int detail);
// called by M_Responder
int R_FlatNumForName(char *name);
int R_TextureNumForName(char *name);
int R_CheckTextureNumForName(char *name);
// called by P_Ticker for switches and animations
// returns the texture number for the texture name
//----
//MISC
//----
// returns the position of the given parameter in the arg list (0 if not found)
int M_DrawText(int x, int y, boolean direct, char *string);
//----------------------
// Interlude (IN_lude.c)
//----------------------
extern boolean intermission;
void IN_Start(void);
void IN_Ticker(void);
void IN_Drawer(void);
//----------------------
// Chat mode (CT_chat.c)
//----------------------
void CT_Init(void);
void CT_Drawer(void);
boolean CT_Responder(event_t * ev);
void CT_Ticker(void);
char CT_dequeueChatChar(void);
extern boolean chatmodeon;
extern boolean ultimatemsg;
//--------------------
// Finale (F_finale.c)
//--------------------
void F_Drawer(void);
void F_Ticker(void);
void F_StartFinale(void);
//----------------------
// STATUS BAR (SB_bar.c)
//----------------------
void SB_Init(void);
boolean SB_Responder(event_t * event);
void SB_Ticker(void);
void SB_Drawer(void);
//-----------------
// MENU (MN_menu.c)
//-----------------
extern boolean MenuActive;
void MN_Init(void);
void MN_ActivateMenu(void);
void MN_DeactivateMenu(void);
boolean MN_Responder(event_t * event);
void MN_Ticker(void);
void MN_Drawer(void);
void MN_DrTextA(char *text, int x, int y);
int MN_TextAWidth(char *text);
void MN_DrTextB(char *text, int x, int y);
int MN_TextBWidth(char *text);
#include "sounds.h"
#endif // __DOOMDEF__