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d_config.h
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/
d_config.h
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/**\file d_config.h
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2012 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2012 Daniel Swanson <danij@dengine.net>
*\author Copyright © 2003-2005 Samuel Villarreal <svkaiser@gmail.com>
*
* 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
*/
/**
* jDoom64 configuration.
* Global settings. Most of these are console variables.
*/
#ifndef __JDOOM64_SETTINGS_H__
#define __JDOOM64_SETTINGS_H__
#ifndef __JDOOM64__
# error "Using jDoom64 headers without __JDOOM64__"
#endif
#include "doomdef.h"
#include "hu_lib.h"
enum {
HUD_HEALTH,
HUD_ARMOR,
HUD_AMMO,
HUD_KEYS,
HUD_FRAGS,
HUD_LOG,
HUD_INVENTORY, // jd64
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;
// Counter Cheat flags.
#define CCH_KILLS 0x01
#define CCH_ITEMS 0x02
#define CCH_SECRETS 0x04
#define CCH_KILLS_PRCNT 0x08
#define CCH_ITEMS_PRCNT 0x10
#define CCH_SECRETS_PRCNT 0x20
// WARNING: Do not use the boolean type. Its size can be either 1 or 4 bytes
// depending on build settings.
typedef struct jdoom64_config_s {
float playerMoveSpeed;
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;
byte setSizeNeeded;
int setBlocks;
int screenBlocks;
byte deathLookUp; // Look up when killed.
byte slidingCorpses;
byte fastMonsters;
byte echoMsg;
int hudFog;
float menuScale;
int menuEffectFlags;
float menuShadow;
int menuQuitSound;
byte menuSlam;
byte menuShortcutsEnabled;
byte menuScaleMode;
int menuPatchReplaceMode;
byte menuGameSaveSuggestName;
byte menuCursorRotate;
float menuTextColors[MENU_COLOR_COUNT][3];
float menuTextFlashColor[3];
int menuTextFlashSpeed;
float menuTextGlitter;
byte inludeScaleMode;
int inludePatchReplaceMode;
byte confirmQuickGameSave;
byte loadAutoSaveOnReborn;
int hudPatchReplaceMode;
byte hudShown[NUMHUDDISPLAYS]; // HUD data visibility.
float hudScale; // How to scale HUD data?
float hudColor[4];
float hudIconAlpha;
float hudTimer; // Number of seconds until the hud auto-hides.
byte hudUnHide[NUMHUDUNHIDEEVENTS]; // When the hud unhides.
byte moveCheckZ; // If true, mobjs can move over/under each other.
byte allowMonsterFloatOverBlocking; // if true, floating mobjs are allowed to climb over mobjs blocking the way.
byte weaponAutoSwitch;
byte noWeaponAutoSwitchIfFiring;
byte weaponCycleSequential; // if true multiple next/prev weapon impulses can be chained to allow the user to "count-click-switch".
byte weaponNextMode; // if true use the weaponOrder for next/previous.
byte ammoAutoSwitch;
byte berserkAutoSwitch;
int weaponOrder[NUM_WEAPON_TYPES];
byte weaponRecoil; // jd64
byte secretMsg;
float filterStrength;
int plrViewHeight;
byte mapTitle, hideIWADAuthor;
byte noCoopDamage;
byte noTeamDamage;
byte noCoopWeapons;
byte noCoopAnything;
byte noNetBFG;
byte coopRespawnItems;
/**
* 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 maxSkulls;
byte allowSkullsInWalls;
byte anyBossDeath;
byte monstersStuckInDoors;
byte avoidDropoffs;
byte moveBlock; // Dont handle large negative movement in P_TryMoveXY.
byte wallRunNorthOnly; // If handle large make exception for wallrunning
byte zombiesCanExit; // Zombie players can exit maps.
byte fallOff; // Objects fall under their own weight.
byte hudShownCheatCounters;
float hudCheatCounterScale;
byte hudCheatCounterShowWithAutomap; ///< Only show when the automap is open.
// 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;
float automapLineWidth; ///< In fixed 320x200 pixels.
byte automapRotate;
int automapHudDisplay;
int automapCustomColors;
byte automapShowDoors;
float automapDoorGlow;
byte automapBabyKeys;
float automapZoomSpeed;
float automapPanSpeed;
byte automapPanResetOnOpen;
float automapOpenSeconds;
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 xhairAngle;
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 netMap;
byte netSkill;
byte netSlot;
byte netColor;
int playerColor[MAXPLAYERS];
} game_config_t;
extern game_config_t cfg;
#endif