diff options
Diffstat (limited to 'src/heretic/doomdef.h')
-rw-r--r-- | src/heretic/doomdef.h | 828 |
1 files changed, 828 insertions, 0 deletions
diff --git a/src/heretic/doomdef.h b/src/heretic/doomdef.h new file mode 100644 index 00000000..6db8798e --- /dev/null +++ b/src/heretic/doomdef.h @@ -0,0 +1,828 @@ +// 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__ |