/
config.h
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/
config.h
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/** @file config.h Common configuration variables.
*
* @authors Copyright (c) 2014-2017 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>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, see:
* http://www.gnu.org/licenses</small>
*/
#ifndef LIBCOMMON_CONFIG_H
#define LIBCOMMON_CONFIG_H
#include <de/types.h>
#if __JHEXEN__
# include "h2def.h"
#else
# include "doomdef.h"
#endif
#include "hu_menu.h"
typedef struct libcommon_config_s {
// Player movement:
int alwaysRun; // Always run.
int noAutoAim; // No auto-aiming?
int lookSpring;
float lookSpeed;
byte povLookAround;
int useJLook; // Joy look (joy Y => viewpitch)
int jLookDeltaMode;
float turnSpeed;
float playerMoveSpeed;
int jumpEnabled;
float jumpPower;
int airborneMovement;
int cameraNoClip;
float bobView;
float bobWeapon;
int plrViewHeight;
// Gameplay:
byte switchSoundOrigin;
byte defaultRuleFastMonsters;
// Weapons:
byte weaponCycleSequential; // if true multiple next/prev weapon impulses can be chained to allow the user to "count-click-switch".
int weaponOrder[NUM_WEAPON_TYPES];
byte weaponNextMode; // if true use the weaponOrder for next/previous.
byte weaponAutoSwitch;
byte noWeaponAutoSwitchIfFiring;
byte ammoAutoSwitch;
// User interface:
int screenBlocks;
int setBlocks;
float menuScale;
int menuEffectFlags;
float menuShadow;
byte menuSlam;
byte menuShortcutsEnabled;
byte menuScaleMode;
int menuPatchReplaceMode;
byte menuGameSaveSuggestDescription;
byte menuCursorRotate;
float menuTextColors[MENU_COLOR_COUNT][3];
float menuTextFlashColor[3];
int menuTextFlashSpeed;
float menuTextGlitter;
byte echoMsg;
// HUD:
float statusbarScale;
float statusbarOpacity;
float statusbarCounterAlpha;
float filterStrength;
int hudFog;
int hudPatchReplaceMode;
float hudScale; // How to scale HUD data?
float hudColor[4];
float hudIconAlpha;
float hudTimer; // Number of seconds until the hud/statusbar auto-hides.
byte hudShownCheatCounters;
float hudCheatCounterScale;
byte hudCheatCounterShowWithAutomap; ///< Only show when the automap is open.
int msgCount;
float msgScale;
float msgUptime;
int msgBlink;
int msgAlign;
float msgColor[3];
char* chatMacros[10];
byte chatBeep;
byte mapTitle;
byte hideIWADAuthor;
// Crosshair:
int xhair;
float xhairAngle;
float xhairSize;
byte xhairVitality;
float xhairColor[4];
float xhairWeight;
/// Reference hue value for the crosshair at 0% health
float xhairLiveRed;
float xhairLiveGreen;
float xhairLiveBlue;
/// Reference hue value for the crosshair at 100% health
float xhairDeadRed;
float xhairDeadGreen;
float xhairDeadBlue;
// Automap:
float automapMobj[3];
float automapL0[3];
float automapL1[3];
float automapL2[3];
float automapL3[3];
float automapBack[3];
float automapOpacity;
byte automapNeverObscure;
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;
byte automapTitleAtBottom;
// Intermission:
byte inludeScaleMode;
int inludePatchReplaceMode;
// Savegames:
byte confirmQuickGameSave;
byte confirmRebornLoad;
byte loadLastSaveOnReborn;
// Multiplayer:
char * netEpisode;
Uri * netMap;
byte netSkill;
byte netColor;
int netGravity; // Custom gravity multiplier.
byte netDeathmatch;
byte netNoMonsters;
byte netJumping;
byte netMobDamageModifier; // Multiplier for non-player mobj damage.
byte netMobHealthModifier; // Health modifier for non-player mobjs.
byte netNoMaxZRadiusAttack; // Radius attacks are infinitely tall.
byte netNoMaxZMonsterMeleeAttack; // Melee attacks are infinitely tall.
} libcommon_config_t;
#endif // LIBCOMMON_CONFIG_H