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d_config.h
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d_config.h
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/**\file
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2010 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2010 Daniel Swanson <danij@dengine.net>
*
* 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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* d_config.h: jDoom configuration.
* Global settings. Most of these are console variables.
*/
#ifndef __JDOOM_SETTINGS_H__
#define __JDOOM_SETTINGS_H__
#ifndef __JDOOM__
# error "Using jDoom headers without __JDOOM__"
#endif
#include "doomdef.h"
enum {
HUD_HEALTH,
HUD_ARMOR,
HUD_AMMO,
HUD_KEYS,
HUD_FRAGS,
HUD_FACE,
HUD_LOG,
NUMHUDDISPLAYS
};
// Hud Unhide Events (the hud will unhide on these events if enabled).
typedef enum {
HUE_FORCE = -1,
HUE_ON_DAMAGE,
HUE_ON_PICKUP_HEALTH,
HUE_ON_PICKUP_ARMOR,
HUE_ON_PICKUP_POWER,
HUE_ON_PICKUP_WEAPON,
HUE_ON_PICKUP_AMMO,
HUE_ON_PICKUP_KEY,
NUMHUDUNHIDEEVENTS
} hueevent_t;
// WARNING: Do not use the boolean type. Its size can be either 1 or 4 bytes
// depending on build settings.
typedef struct jdoom_config_s {
float playerMoveSpeed;
int dclickUse;
int useMLook; // Mouse look (mouse Y => viewpitch)
int useJLook; // Joy look (joy Y => viewpitch)
int alwaysRun; // Always run.
int noAutoAim; // No auto-aiming?
int jLookDeltaMode;
int lookSpring;
float lookSpeed;
float turnSpeed;
byte povLookAround;
int jumpEnabled;
float jumpPower;
int airborneMovement;
int setBlocks;
int screenBlocks;
byte deathLookUp; // look up when killed
byte slidingCorpses;
byte fastMonsters;
byte echoMsg;
float menuScale;
int menuEffects;
int hudFog;
float menuGlitter;
float menuShadow;
int menuQuitSound;
byte menuSlam;
byte menuHotkeys;
byte menuNoStretch;
byte askQuickSaveLoad;
float flashColor[3];
int flashSpeed;
byte turningSkull;
byte hudShown[NUMHUDDISPLAYS]; // HUD data visibility.
byte hudKeysCombine; // One icon per color (e.g. if red key and red skull is owned only show red key).
float hudScale; // How to scale HUD data?
float hudWideOffset;
float hudColor[4];
float hudIconAlpha;
float hudTimer; // Number of seconds until the hud/statusbar auto-hides.
byte hudUnHide[NUMHUDUNHIDEEVENTS]; // when the hud/statusbar unhides.
byte usePatchReplacement;
byte moveCheckZ; // if true, mobjs can move over/under each other.
byte weaponAutoSwitch;
byte noWeaponAutoSwitchIfFiring;
byte ammoAutoSwitch;
byte berserkAutoSwitch;
int weaponOrder[NUM_WEAPON_TYPES];
byte weaponNextMode; // if true use the weaponOrder for next/previous.
byte weaponCycleSequential; // if true multiple next/prev weapon impulses can be chained to allow the user to "count-click-switch".
byte secretMsg;
float filterStrength;
int plrViewHeight;
byte mapTitle, hideIWADAuthor;
float menuColor[3];
float menuColor2[3];
byte noCoopDamage;
byte noTeamDamage;
byte noCoopWeapons;
byte noCoopAnything;
byte noNetBFG;
byte coopRespawnItems;
byte respawnMonstersNightmare;
float statusbarScale;
float statusbarOpacity;
float statusbarCounterAlpha;
/** Compatibility options.
* \todo Put these into an array so we can use a bit array to change
* multiple options based on a compatibility mode (ala PrBoom).
*/
byte raiseGhosts;
byte maxSkulls;
byte allowSkullsInWalls;
byte anyBossDeath;
byte monstersStuckInDoors;
byte avoidDropoffs;
byte moveBlock; // Dont handle large negative movement in P_TryMove.
byte wallRunNorthOnly; // If handle large make exception for wallrunning
byte zombiesCanExit; // Zombie players can exit levels.
byte fallOff; // Objects fall under their own weight.
byte fixOuchFace;
byte fixStatusbarOwnedWeapons;
byte counterCheat;
float counterCheatScale;
// Automap stuff.
/* int automapPos;
float automapWidth;
float automapHeight;*/
float automapMobj[3];
float automapL0[3];
float automapL1[3];
float automapL2[3];
float automapL3[3];
float automapBack[3];
float automapOpacity;
float automapLineAlpha;
byte automapRotate;
int automapHudDisplay;
int automapCustomColors;
byte automapShowDoors;
float automapDoorGlow;
byte automapBabyKeys;
float automapZoomSpeed;
float automapPanSpeed;
byte automapPanResetOnOpen;
float automapOpenSeconds;
byte fiNoStretch; // Do not stretch finales to fill the screen at near 4:3 aspect ratios.
int msgCount;
float msgScale;
float msgUptime;
int msgBlink;
int msgAlign;
float msgColor[3];
char *chatMacros[10];
byte chatBeep;
int corpseTime;
byte killMessages;
float bobWeapon, bobView;
byte bobWeaponLower;
int cameraNoClip;
// Crosshair.
int xhair;
float xhairSize;
byte xhairVitality;
float xhairColor[4];
// Network.
byte netDeathmatch;
byte netBFGFreeLook; // Allow free-aim with BFG.
byte netMobDamageModifier; // Multiplier for non-player mobj damage.
byte netMobHealthModifier; // Health modifier for non-player mobjs.
int netGravity; // Custom gravity multiplier.
byte netNoMaxZRadiusAttack; // Radius attacks are infinitely tall.
byte netNoMaxZMonsterMeleeAttack; // Melee attacks are infinitely tall.
byte netNoMonsters;
byte netRespawn;
byte netJumping;
byte netEpisode;
byte netMap;
byte netSkill;
byte netSlot;
byte netColor;
int playerColor[MAXPLAYERS];
} game_config_t;
extern game_config_t cfg;
#endif