//************************************************************************** //** //** zdefs.acs //** //** Common definitions for use when compiling ACS scripts for ZDoom //** //************************************************************************** #define TRUE 1 #define FALSE 0 #define ON 1 #define OFF 0 #define YES 1 #define NO 0 #define LINE_FRONT 0 #define LINE_BACK 1 #define SIDE_FRONT 0 #define SIDE_BACK 1 #define TEXTURE_TOP 0 #define TEXTURE_MIDDLE 1 #define TEXTURE_BOTTOM 2 // same information as combinable bit flags #define TEXFLAG_TOP 1 #define TEXFLAG_MIDDLE 2 #define TEXFLAG_BOTTOM 4 #define TEXFLAG_ADDOFFSET 8 #define GAME_SINGLE_PLAYER 0 #define GAME_NET_COOPERATIVE 1 #define GAME_NET_DEATHMATCH 2 #define GAME_TITLE_MAP 3 // Classes are only useful with Hexen #define CLASS_FIGHTER 0 #define CLASS_CLERIC 1 #define CLASS_MAGE 2 #define SKILL_VERY_EASY 0 #define SKILL_EASY 1 #define SKILL_NORMAL 2 #define SKILL_HARD 3 #define SKILL_VERY_HARD 4 #define BLOCK_NOTHING 0 #define BLOCK_CREATURES 1 #define BLOCK_EVERYTHING 2 #define BLOCK_RAILING 3 #define BLOCK_PLAYERS 4 #define SCROLL 0 #define CARRY 1 #define SCROLL_AND_CARRY 2 // Means-of-death for Sector_SetDamage -------------------------------------- #define MOD_UNKNOWN 0 #define MOD_ROCKET 5 #define MOD_R_SPLASH 6 #define MOD_PLASMARIFLE 7 #define MOD_BFG_BOOM 8 #define MOD_BFG_SPLASH 9 #define MOD_CHAINSAW 10 #define MOD_SSHOTGUN 11 #define MOD_WATER 12 #define MOD_SLIME 13 #define MOD_LAVA 14 #define MOD_CRUSH 15 #define MOD_TELEFRAG 16 #define MOD_FALLING 17 #define MOD_SUICIDE 18 #define MOD_BARREL 19 #define MOD_EXIT 20 #define MOD_SPLASH 21 #define MOD_HIT 22 #define MOD_RAILGUN 23 #define MOD_ICE 24 #define MOD_DISINTEGRATE 25 #define MOD_POISON 26 #define MOD_ELECTRIC 27 // Return values for PlayMovie ---------------------------------------------- #define MOVIE_Played 0 #define MOVIE_Played_NoVideo 1 #define MOVIE_Played_Aborted 2 #define MOVIE_Failed -1 // Player properties -------------------------------------------------------- #define PROP_FROZEN 0 #define PROP_NOTARGET 1 #define PROP_INSTANTWEAPONSWITCH 2 #define PROP_FLY 3 #define PROP_TOTALLYFROZEN 4 #define PROP_BUDDHA 16 #define PROP_BUDDHA2 17 #define PROP_FRIGHTENING 18 #define PROP_NOCLIP 19 #define PROP_NOCLIP2 20 #define PROP_GODMODE 21 #define PROP_GODMODE2 22 // The following properties correspond to powers given by certain items #define PROP_INVULNERABILITY 5 #define PROP_STRENGTH 6 #define PROP_INVISIBILITY 7 #define PROP_RADIATIONSUIT 8 #define PROP_ALLMAP 9 #define PROP_INFRARED 10 #define PROP_WEAPONLEVEL2 11 #define PROP_FLIGHT 12 #define PROP_SPEED 15 // Player input ------------------------------------------------------------- // These are the original inputs sent by the player. #define INPUT_OLDBUTTONS 0 #define INPUT_BUTTONS 1 #define INPUT_PITCH 2 #define INPUT_YAW 3 #define INPUT_ROLL 4 #define INPUT_FORWARDMOVE 5 #define INPUT_SIDEMOVE 6 #define INPUT_UPMOVE 7 // These are the inputs, as modified by P_PlayerThink(). // Most of the time, these will match the original inputs, but // they can be different if a player is frozen or using a // chainsaw. #define MODINPUT_OLDBUTTONS 8 #define MODINPUT_BUTTONS 9 #define MODINPUT_PITCH 10 #define MODINPUT_YAW 11 #define MODINPUT_ROLL 12 #define MODINPUT_FORWARDMOVE 13 #define MODINPUT_SIDEMOVE 14 #define MODINPUT_UPMOVE 15 // Player buttons ----------------------------------------------------------- #define BT_ATTACK 1 #define BT_USE 2 #define BT_JUMP 4 #define BT_CROUCH 8 #define BT_TURN180 16 #define BT_ALTATTACK 32 #define BT_RELOAD 64 #define BT_ZOOM 128 #define BT_SPEED 256 #define BT_STRAFE 512 #define BT_MOVERIGHT 1024 #define BT_MOVELEFT 2048 #define BT_BACK 4096 #define BT_FORWARD 8192 #define BT_RIGHT 16384 #define BT_LEFT 32768 #define BT_LOOKUP 65536 #define BT_LOOKDOWN 131072 #define BT_MOVEUP 262144 #define BT_MOVEDOWN 524288 #define BT_SHOWSCORES 1048576 #define BT_RUN 33554432 // Do whatever you want with these. #define BT_USER1 2097152 #define BT_USER2 4194304 #define BT_USER3 8388608 #define BT_USER4 16777216 // Text colors -------------------------------------------------------------- #define CR_UNTRANSLATED -1 #define CR_BRICK 0 #define CR_TAN 1 #define CR_GRAY 2 #define CR_GREY 2 #define CR_GREEN 3 #define CR_BROWN 4 #define CR_GOLD 5 #define CR_RED 6 #define CR_BLUE 7 #define CR_ORANGE 8 #define CR_WHITE 9 #define CR_YELLOW 10 #define CR_BLACK 12 #define CR_LIGHTBLUE 13 #define CR_CREAM 14 #define CR_OLIVE 15 #define CR_DARKGREEN 16 #define CR_DARKRED 17 #define CR_DARKBROWN 18 #define CR_PURPLE 19 #define CR_DARKGRAY 20 #define CR_DARKGREY 20 #define CR_CYAN 21 #define CR_ICE 22 #define CR_FIRE 23 #define CR_SAPPHIRE 24 #define CR_TEAL 25 // HUD message types -------------------------------------------------------- #define HUDMSG_PLAIN 0 #define HUDMSG_FADEOUT 1 #define HUDMSG_TYPEON 2 #define HUDMSG_FADEINOUT 3 // OR this with one of the above to log the hudmessage to the console. // i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG #define HUDMSG_LOG 0x80000000 // OR this with one of the above if the color you passed is a string // instead of one of the CR_ constants. #define HUDMSG_COLORSTRING 0x40000000 // OR this with one of the above to use additive blending when drawing the // HUD message. #define HUDMSG_ADDBLEND 0x20000000 // OR this with one of the above to use the extra alpha parameter #define HUDMSG_ALPHA 0x10000000 // Or this with one of the above to not wrap lines #define HUDMSG_NOWRAP 0x08000000 // HUD message layers; these are not flags #define HUDMSG_LAYER_OVERHUD 0x00000000 #define HUDMSG_LAYER_UNDERHUD 0x00001000 #define HUDMSG_LAYER_OVERMAP 0x00002000 // HUD message visibility flags #define HUDMSG_NOTWITH3DVIEW 0x00010000 #define HUDMSG_NOTWITHFULLMAP 0x00020000 #define HUDMSG_NOTWITHOVERLAYMAP 0x00040000 // "Scripted" Marine weapon types ------------------------------------------- #define MARINEWEAPON_Dummy 0 #define MARINEWEAPON_Fist 1 #define MARINEWEAPON_BerserkFist 2 #define MARINEWEAPON_Chainsaw 3 #define MARINEWEAPON_Pistol 4 #define MARINEWEAPON_Shotgun 5 #define MARINEWEAPON_SuperShotgun 6 #define MARINEWEAPON_Chaingun 7 #define MARINEWEAPON_RocketLauncher 8 #define MARINEWEAPON_PlasmaRifle 9 #define MARINEWEAPON_Railgun 10 #define MARINEWEAPON_BFG 11 // Actor properties you can get/set ----------------------------------------- #define APROP_Health 0 #define APROP_Speed 1 #define APROP_Damage 2 #define APROP_Alpha 3 #define APROP_RenderStyle 4 #define APROP_SeeSound 5 // Sounds can only be set, not gotten #define APROP_AttackSound 6 #define APROP_PainSound 7 #define APROP_DeathSound 8 #define APROP_ActiveSound 9 #define APROP_Ambush 10 #define APROP_Invulnerable 11 #define APROP_JumpZ 12 #define APROP_ChaseGoal 13 #define APROP_Frightened 14 #define APROP_Gravity 15 #define APROP_Friendly 16 #define APROP_SpawnHealth 17 #define APROP_Dropped 18 #define APROP_Notarget 19 #define APROP_Species 20 #define APROP_Nametag 21 #define APROP_Score 22 #define APROP_Notrigger 23 #define APROP_DamageFactor 24 #define APROP_MasterTID 25 #define APROP_TargetTID 26 #define APROP_TracerTID 27 #define APROP_Waterlevel 28 #define APROP_ScaleX 29 #define APROP_ScaleY 30 #define APROP_Dormant 31 #define APROP_Mass 32 #define APROP_Accuracy 33 #define APROP_Stamina 34 #define APROP_Height 35 #define APROP_Radius 36 #define APROP_Reactiontime 37 #define APROP_MeleeRange 38 #define APROP_ViewHeight 39 #define APROP_AttackZOffset 40 #define APROP_StencilColor 41 #define APROP_Friction 42 #define APROP_DamageMultiplier 43 #define APROP_MaxStepHeight 44 #define APROP_MaxDropOffHeight 45 #define APROP_DamageType 46 #define APROP_SoundClass 47 #define APROP_FriendlySeeBlocks 48 #define APROP_WaterDepth 49 // New to Eternity #define APROP_Counter0 100 #define APROP_Counter1 101 #define APROP_Counter2 102 #define APROP_Counter3 103 #define APROP_Counter4 104 #define APROP_Counter5 105 #define APROP_Counter6 106 #define APROP_Counter7 107 // Render Styles ------------------------------------------------------------ #define STYLE_None 0 // Do not draw #define STYLE_Normal 1 // Normal; just copy the image to the screen #define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect #define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls #define STYLE_OptFuzzy 4 // Draw as fuzzy, translucent or shadow, based on user preference #define STYLE_Stencil 5 // Draw as solid color #define STYLE_AddStencil 6 // Draw as additive solid color #define STYLE_AddShaded 7 // #define STYLE_Translucent 64 // Draw translucent #define STYLE_Add 65 // Draw additive #define STYLE_Shaded 66 // #define STYLE_TranslucentStencil 67 #define STYLE_Shadow 68 // Draw dark translucent stencil #define STYLE_Subtract 69 // Draw subtractive // Properties you can use with GetLevelInfo() ------------------------------- #define LEVELINFO_PAR_TIME 0 #define LEVELINFO_CLUSTERNUM 1 #define LEVELINFO_LEVELNUM 2 #define LEVELINFO_TOTAL_SECRETS 3 #define LEVELINFO_FOUND_SECRETS 4 #define LEVELINFO_TOTAL_ITEMS 5 #define LEVELINFO_FOUND_ITEMS 6 #define LEVELINFO_TOTAL_MONSTERS 7 #define LEVELINFO_KILLED_MONSTERS 8 #define LEVELINFO_SUCK_TIME 9 // Properties you can use with GetPlayerInfo() ------------------------------ #define PLAYERINFO_TEAM 0 #define PLAYERINFO_AIMDIST 1 #define PLAYERINFO_COLOR 2 #define PLAYERINFO_GENDER 3 #define PLAYERINFO_NEVERSWITCH 4 #define PLAYERINFO_MOVEBOB 5 #define PLAYERINFO_STILLBOB 6 #define PLAYERINFO_PLAYERCLASS 7 #define PLAYERINFO_FOV 8 #define PLAYERINFO_DESIREDFOV 9 #define PLAYERINFO_FVIEWBOB 10 // Flags for ReplaceTextures ------------------------------------------------ #define NOT_BOTTOM 1 #define NOT_MIDDLE 2 #define NOT_TOP 4 #define NOT_FLOOR 8 #define NOT_CEILING 16 // Flags for SectorDamage --------------------------------------------------- #define DAMAGE_PLAYERS 1 #define DAMAGE_NONPLAYERS 2 #define DAMAGE_IN_AIR 4 #define DAMAGE_SUBCLASSES_PROTECT 8 #define DAMAGE_NO_ARMOR 16 // Flags for MorphActor ----------------------------------------------------- #define MRF_OLDEFFECTS 0x00000000 #define MRF_ADDSTAMINA 0x00000001 #define MRF_FULLHEALTH 0x00000002 #define MRF_UNDOBYTOMEOFPOWER 0x00000004 #define MRF_UNDOBYCHAOSDEVICE 0x00000008 #define MRF_FAILNOTELEFRAG 0x00000010 #define MRF_FAILNOLAUGH 0x00000020 #define MRF_WHENINVULNERABLE 0x00000040 #define MRF_LOSEACTUALWEAPON 0x00000080 #define MRF_NEWTIDBEHAVIOUR 0x00000100 #define MRF_UNDOBYDEATH 0x00000200 #define MRF_UNDOBYDEATHFORCED 0x00000400 #define MRF_UNDOBYDEATHSAVES 0x00000800 #define MRF_UNDOALWAYS 0x00001000 #define MRF_TRANSFERTRANSLATION 0x00002000 // Shared spawnable things from Hexen. You can spawn these in the other ----- // games if you provide sprites for them, otherwise they'll be invisible. --- #define T_ROCK1 41 #define T_ROCK2 42 #define T_ROCK3 43 #define T_DIRT1 44 #define T_DIRT2 45 #define T_DIRT3 46 #define T_DIRT4 47 #define T_DIRT5 48 #define T_DIRT6 49 #define T_STAINEDGLASS1 54 #define T_STAINEDGLASS2 55 #define T_STAINEDGLASS3 56 #define T_STAINEDGLASS4 57 #define T_STAINEDGLASS5 58 #define T_STAINEDGLASS6 59 #define T_STAINEDGLASS7 60 #define T_STAINEDGLASS8 61 #define T_STAINEDGLASS9 62 #define T_STAINEDGLASS0 63 // Doom Spawnable things (used for thingcount() and thing spawners) --------- #define T_NONE 0 #define T_SHOTGUY 1 #define T_CHAINGUY 2 #define T_BARON 3 #define T_ZOMBIE 4 #define T_IMP 5 #define T_ARACHNOTRON 6 #define T_SPIDERMASTERMIND 7 #define T_DEMON 8 #define T_SPECTRE 9 #define T_IMPFIREBALL 10 #define T_CLIP 11 #define T_SHELLS 12 #define T_CACODEMON 19 #define T_REVENANT 20 #define T_BRIDGE 21 #define T_ARMORBONUS 22 #define T_STIMPACK 23 #define T_MEDKIT 24 #define T_SOULSPHERE 25 #define T_SHOTGUN 27 #define T_CHAINGUN 28 #define T_ROCKETLAUNCHER 29 #define T_PLASMAGUN 30 #define T_BFG 31 #define T_CHAINSAW 32 #define T_SUPERSHOTGUN 33 #define T_PLASMABOLT 51 #define T_TRACER 53 #define T_GREENARMOR 68 #define T_BLUEARMOR 69 #define T_CELL 75 #define T_BLUEKEYCARD 85 #define T_REDKEYCARD 86 #define T_YELLOWKEYCARD 87 #define T_YELLOWSKULLKEY 88 #define T_REDSKULLKEY 89 #define T_BLUESKULLKEY 90 #define T_TEMPLARGEFLAME 98 #define T_STEALTHBARON 100 #define T_STEALTHKNIGHT 101 #define T_STEALTHZOMBIE 102 #define T_STEALTHSHOTGUY 103 #define T_LOSTSOUL 110 #define T_VILE 111 #define T_MANCUBUS 112 #define T_HELLKNIGHT 113 #define T_CYBERDEMON 114 #define T_PAINELEMENTAL 115 #define T_WOLFSS 116 #define T_STEALTHARACHNOTRON 117 #define T_STEALTHVILE 118 #define T_STEALTHCACODEMON 119 #define T_STEALTHCHAINGUY 120 #define T_STEALTHSERGEANT 121 #define T_STEALTHIMP 122 #define T_STEALTHMANCUBUS 123 #define T_STEALTHREVENANT 124 #define T_BARREL 125 #define T_CACODEMONSHOT 126 #define T_ROCKET 127 #define T_BFGSHOT 128 #define T_ARACHNOTRONPLASMA 129 #define T_BLOOD 130 #define T_PUFF 131 #define T_MEGASPHERE 132 #define T_INVULNERABILITY 133 #define T_BERSERK 134 #define T_INVISIBILITY 135 #define T_IRONFEET 136 #define T_COMPUTERMAP 137 #define T_LIGHTAMP 138 #define T_AMMOBOX 139 #define T_ROCKETAMMO 140 #define T_ROCKETBOX 141 #define T_BATTERY 142 #define T_SHELLBOX 143 #define T_BACKPACK 144 #define T_GUTS 145 #define T_BLOODPOOL 146 #define T_BLOODPOOL1 147 #define T_BLOODPOOL2 148 #define T_FLAMINGBARREL 149 #define T_BRAINS 150 #define T_SCRIPTEDMARINE 151 #define T_HEALTHBONUS 152 #define T_MANCUBUSSHOT 153 #define T_BARONBALL 154 // Heretic Spawnable things (used for thingcount() and thing spawners) ------ #define T_CLINK 1 #define T_MUMMYLEADER 2 #define T_BEAST 3 #define T_MUMMY 4 //#define T_IMP 5 // Defined above #define T_KNIGHT 6 #define T_IMPLEADER 7 #define T_MUMMYGHOST 8 #define T_MUMMYLEADERGHOST 9 //#define T_IMPFIREBALL 10 #define T_WIMPYWANDAMMO 11 #define T_HEFTYWANDAMMO 12 #define T_ITEMEGG 14 #define T_ITEMFLIGHT 15 #define T_ITEMTELEPORT 18 #define T_WIZARD 19 #define T_IRONLICH 20 #define T_ITEMHEALTHPOTION 23 #define T_ITEMHEALTHFLASH 24 // incorrect name but keep it for compatibility #define T_ITEMHEALTHFLASK 24 #define T_ITEMHEALTHFULL 25 #define T_CROSSBOW 27 #define T_BLASTER 28 #define T_PHOENIXROD 29 #define T_SKULLROD 30 #define T_MACE 31 #define T_GAUNTLETS 32 #define T_WIMPYCROSSBOWAMMO 33 #define T_HEFTYCROSSBOWAMMO 34 #define T_WIMPYMACEAMMO 35 #define T_HEFTYMACEAMMO 36 #define T_WIMPYBLASTERAMMO 37 #define T_HEFTYBLASTERAMMO 38 #define T_MORPHBLAST 40 #define T_SHIELD1 68 #define T_SHIELD2 69 #define T_ITEMTIMEBOMB 72 #define T_ITEMTORCH 73 #define T_BLUEKEY 85 #define T_GREENKEY 86 #define T_YELLOWKEY 87 #define T_SOUND_WIND 110 #define T_SOUND_WATERFALL 111 #define T_BEASTBALL 120 #define T_FEATHER 121 #define T_CHICKEN 122 #define T_VOLCANOBALL 123 #define T_TINYVOLCANOBALL 124 #define T_POD 125 #define T_PODGENERATOR 126 #define T_KNIGHTAXE 127 #define T_KNIGHTBLOODAXE 128 #define T_KNIGHTGHOST 129 #define T_MUMMYHEAD 131 #define T_SNAKE 132 #define T_ITEMINVULNERABILITY 133 #define T_ITEMTOME 134 #define T_ITEMINVISIBILITY 135 #define T_ITEMBAGOFHOLDING 136 #define T_ITEMALLMAP 137 #define T_SNAKEPROJECTILE 138 #define T_SNAKEPROJECTILEBIG 139 #define T_WIZARDSHOT 140 #define T_DSPARILTELEPORTDEST 141 #define T_DSPARILONSERPENT 142 #define T_DSPARILALONE 143 #define T_SERPENTFIREBALL 144 #define T_DSPARILBLUESHOT 145 #define T_DSPARILWIZARDSPAWNER 146 #define T_CROSSBOWMAINBLAST 147 #define T_CROSSBOWMINIBLAST 148 #define T_CROSSBOWPOWERBLAST 149 #define T_VOLCANO 150 #define T_POWERWANDMINIBLAST 151 #define T_POWERWANDBIGGERBLAST 152 #define T_DEATHBALL 153 #define T_NOGRAVITYMACEBALL 154 #define T_BOUNCYMACEBALL 155 #define T_HEAVYMACEBALL 156 #define T_RIPPER 157 #define T_WIMPYSKULLRODAMMO 158 #define T_HEFTYSKULLRODAMMO 159 #define T_SKULLRODBLAST 160 #define T_WIMPYPHOENIXRODAMMO 161 #define T_HEFTYPHOENIXRODAMMO 162 #define T_PHOENIXSHOT 163 #define T_IRONLICHBLUESHOT 164 #define T_WHIRLWIND 165 #define T_REDTELEGLITTER 166 #define T_BLUETELEGLITTER 167 // Hexen Spawnable things (used for thingcount() and thing spawners) ------ #define T_CENTAUR 1 #define T_CENTAURLEADER 2 #define T_DEMON1 3 #define T_ETTIN 4 #define T_FIREGARGOYLE 5 #define T_WATERLURKER 6 #define T_WATERLURKERLEADER 7 #define T_WRAITH 8 #define T_WRAITHBURIED 9 #define T_FIREBALL1 10 #define T_MANA1 11 #define T_MANA2 12 #define T_ITEMBOOTS 13 #define T_ITEMPORK 14 #define T_ITEMSUMMON 16 #define T_ITEMTPORTOTHER 17 #define T_BISHOP 19 #define T_ICEGOLEM 20 #define T_DRAGONSKINBRACERS 22 #define T_ITEMBOOSTMANA 26 #define T_FIGHTERAXE 27 #define T_FIGHTERHAMMER 28 #define T_FIGHTERSWORD1 29 #define T_FIGHTERSWORD2 30 #define T_FIGHTERSWORD3 31 #define T_CLERICSTAFF 32 #define T_CLERICHOLY1 33 #define T_CLERICHOLY2 34 #define T_CLERICHOLY3 35 #define T_MAGESHARDS 36 #define T_MAGESTAFF1 37 #define T_MAGESTAFF2 38 #define T_MAGESTAFF3 39 #define T_ARROW 50 #define T_DART 51 #define T_POISONDART 52 #define T_RIPPERBALL 53 #define T_BLADE 64 #define T_ICESHARD 65 #define T_FLAME_SMALL 66 #define T_FLAME_LARGE 67 #define T_MESHARMOR 68 #define T_FALCONSHIELD 69 #define T_PLATINUMHELM 70 #define T_AMULETOFWARDING 71 #define T_ITEMFLECHETTE 72 #define T_ITEMREPULSION 74 #define T_MANA3 75 #define T_PUZZSKULL 76 #define T_PUZZGEMBIG 77 #define T_PUZZGEMRED 78 #define T_PUZZGEMGREEN1 79 #define T_PUZZGEMGREEN2 80 #define T_PUZZGEMBLUE1 81 #define T_PUZZGEMBLUE2 82 #define T_PUZZBOOK1 83 #define T_PUZZBOOK2 84 #define T_METALKEY 85 #define T_SMALLMETALKEY 86 #define T_AXEKEY 87 #define T_FIREKEY 88 #define T_EMERALDKEY 89 #define T_MACEKEY 90 #define T_SILVERKEY 91 #define T_RUSTYKEY 92 #define T_HORNKEY 93 #define T_SERPENTKEY 94 #define T_WATERDRIP 95 #define T_TEMPSMALLFLAME 96 #define T_PERMSMALLFLAME 97 #define T_PERMLARGEFLAME 99 #define T_DEMON_MASH 100 #define T_DEMON2_MASH 101 #define T_ETTIN_MASH 102 #define T_CENTAUR_MASH 103 #define T_THRUSTSPIKEUP 104 #define T_THRUSTSPIKEDOWN 105 #define T_FLESH_DRIP1 106 #define T_FLESH_DRIP2 107 #define T_SPARK_DRIP 108 // Flags returned by ClassifyActor #define ACTOR_NONE 0 #define ACTOR_WORLD 1 #define ACTOR_PLAYER 2 #define ACTOR_BOT 4 #define ACTOR_VOODOODOLL 8 #define ACTOR_MONSTER 16 #define ACTOR_ALIVE 32 #define ACTOR_DEAD 64 #define ACTOR_MISSILE 128 #define ACTOR_GENERIC 256 // Physical volumes for SoundSequenceOnSector #define SECSEQ_FLOOR 1 #define SECSEQ_CEILING 2 #define SECSEQ_FULLHEIGHT 3 #define SECSEQ_INTERIOR 4 // Channels for PlaySound and StopSound #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 #define CHAN_5 5 #define CHAN_6 6 #define CHAN_7 7 // Modifier flags for PlaySound #define CHAN_LISTENERZ 8 #define CHAN_MAYBE_LOCAL 16 #define CHAN_UI 32 #define CHAN_NOPAUSE 64 // Standard attenuation values for PlaySound #define ATTN_NONE 0 // full volume the entire level #define ATTN_NORM 1.0 #define ATTN_IDLE 1.001 #define ATTN_STATIC 3.0 // dimish very rapidly with distance // Identifiers for PlayActorSound #define SOUND_See 0 #define SOUND_Attack 1 #define SOUND_Pain 2 #define SOUND_Death 3 #define SOUND_Active 4 #define SOUND_Use 5 #define SOUND_Bounce 6 #define SOUND_WallBounce 7 #define SOUND_CrushPain 8 #define SOUND_Howl 9 // Flags for SpawnDecal #define SDF_ABSANGLE 1 #define SDF_PERMANENT 2 #define SDF_FIXED_ZOFF 4 #define SDF_FIXED_DISTANCE 8 // Actor pointer selectors #DEFINE AAPTR_DEFAULT 0 #DEFINE AAPTR_NULL 0x1 #DEFINE AAPTR_TARGET 0x2 #DEFINE AAPTR_MASTER 0x4 #DEFINE AAPTR_TRACER 0x8 #DEFINE AAPTR_PLAYER_GETTARGET 0x10 #DEFINE AAPTR_PLAYER_GETCONVERSATION 0x20 #DEFINE AAPTR_PLAYER1 0x40 #DEFINE AAPTR_PLAYER2 0x80 #DEFINE AAPTR_PLAYER3 0x100 #DEFINE AAPTR_PLAYER4 0x200 #DEFINE AAPTR_PLAYER5 0x400 #DEFINE AAPTR_PLAYER6 0x800 #DEFINE AAPTR_PLAYER7 0x1000 #DEFINE AAPTR_PLAYER8 0x2000 #DEFINE AAPTR_FRIENDPLAYER 0x4000 #DEFINE AAPTR_GET_LINETARGET 0x8000 // Actor pointer operation flags #DEFINE PTROP_UNSAFETARGET 1 #DEFINE PTROP_UNSAFEMASTER 2 #DEFINE PTROP_NOSAFEGUARDS PTROP_UNSAFETARGET |PTROP_UNSAFEMASTER // Line activation flags #define SPAC_Cross 1 // when player crosses line #define SPAC_Use 2 // when player uses line #define SPAC_MCross 4 // when monster crosses line #define SPAC_Impact 8 // when projectile hits line #define SPAC_Push 16 // when player pushes line #define SPAC_PCross 32 // when projectile crosses line #define SPAC_UseThrough 64 // when player uses line (doesn't block) #define SPAC_AnyCross 128 // when anything without the TELEPORT flag crosses the line #define SPAC_MUse 256 // monsters can use #define SPAC_MPush 512 // monsters can push #define SPAC_UseBack 1024 // can be used from the back side #define SPAC_None 0 // GetArmorInfo #define ARMORINFO_CLASSNAME 0 #define ARMORINFO_SAVEAMOUNT 1 #define ARMORINFO_SAVEPERCENT 2 #define ARMORINFO_MAXABSORB 3 #define ARMORINFO_MAXFULLABSORB 4 #define ARMORINFO_ACTUALSAVEAMOUNT 5 // ========================================================================== // Skulltag Definitions // ========================================================================== // Skulltag Teams ----------------------------------------------------------- #define TEAM_BLUE 0 #define TEAM_RED 1 #define NO_TEAM 2 // Team properties ---------------------------------------------------------- #define TPROP_Name 0 #define TPROP_Score 1 #define TPROP_IsValid 2 #define TPROP_NumPlayers 3 #define TPROP_NumLivePlayers 4 #define TPROP_TextColor 5 #define TPROP_PlayerStartNum 6 #define TPROP_Spread 7 #define TPROP_Carrier 8 #define TPROP_Assister 9 #define TPROP_FragCount 10 #define TPROP_DeathCount 11 #define TPROP_WinCount 12 #define TPROP_PointCount 13 #define TPROP_ReturnTics 14 #define TPROP_TeamItem 15 #define TPROP_WinnerTheme 16 #define TPROP_LoserTheme 17 // Skulltag Invasion -------------------------------------------------------- #define IS_WAITINGFORPLAYERS 0 #define IS_FIRSTCOUNTDOWN 1 #define IS_INPROGRESS 2 #define IS_BOSSFIGHT 3 #define IS_WAVECOMPLETE 4 #define IS_COUNTDOWN 5 #define T_GRENADE 216 #define T_BFG10KSHOT 217 #define T_DARKIMPFIREBALL 218 #define T_CACOLANTERNSHOT 219 #define T_ABADDONSHOT 221 // Skulltag Monsters -------------------------------------------------------- #define T_DARKIMP 155 #define T_BLOODDEMON 156 #define T_SSGGUY 157 #define T_HECTEBUS 158 #define T_CACOLANTERN 159 #define T_BELPHEGOR 215 #define T_ABADDON 220 // Skulltag Weapons --------------------------------------------------------- #define T_PISTOL 162 #define T_GRENADELAUNCHER 163 #define T_RAILGUN 164 #define T_BFG10000 165 #define T_MINIGUN 214 // Skulltag Armor/Health Items ---------------------------------------------- #define T_MAXHEALTHBONUS 166 #define T_MAXARMORBONUS 167 #define T_REDARMOR 168 // Skulltag Powerups -------------------------------------------------------- #define T_TURBOSPHERE 169 #define T_ANTIGRAVBELT 170 #define T_TIMEFREEZER 171 #define T_INFRAGOGGLES 172 #define T_INFRATRACKER 173 #define T_TRANSLUCENCY 174 #define T_DOOMSPHERE 175 #define T_RANDOMPOWERUP 176 // Skulltag Flags ----------------------------------------------------------- #define T_BLUEFLAG 177 #define T_REDFLAG 178 #define T_WHITEFLAG 179 // Skulltag Runes ----------------------------------------------------------- #define T_STRENGTH 180 #define T_RAGE 181 #define T_DRAIN 182 #define T_SPREAD 183 #define T_RESISTANCE 184 #define T_REGENERATION 185 #define T_PROSPERITY 186 #define T_REFLECTION 187 #define T_HIGHJUMP 188 #define T_HASTE 189 // Zandronum database additions --------------------------------------------- #define DB_ORDER_ASC 0 #define DB_ORDER_DESC 1 // Events when you have input grabbed #define EV_KeyDown 1 // data1: unshifted ASCII, data2: shifted ASCII #define EV_KeyRepeat 2 // data1: unshifted ASCII, data2: shifted ASCII #define EV_KeyUp 3 // data1: unshifted ASCII, data2: shifted ASCII #define EV_Char 4 // data1: translated character for text input #define EV_MouseMove 5 // data1: x, data2: y #define EV_LButtonDown 6 #define EV_LButtonUp 7 #define EV_LButtonDblClick 8 #define EV_MButtonDown 9 #define EV_MButtonUp 10 #define EV_MButtonDblClick 11 #define EV_RButtonDown 12 #define EV_RButtonUp 13 #define EV_RButtonDblClick 14 #define EV_WheelDown 15 #define EV_WheelUp 16 // Key modifiers (or'd with event type) #define GKM_SHIFT 256 #define GKM_CTRL 512 #define GKM_ALT 1024 // Button modifiers are only valid for EV_MouseMove events #define GKM_LBUTTON 2048 #define GKM_MBUTTON 4096 #define GKM_RBUTTON 8192 // Special codes for some GUI keys, including a few real ASCII codes. #define GK_PGDN 1 #define GK_PGUP 2 #define GK_HOME 3 #define GK_END 4 #define GK_LEFT 5 #define GK_RIGHT 6 #define GK_ALERT 7 // ASCII bell #define GK_BACKSPACE 8 // ASCII #define GK_TAB 9 // ASCII #define GK_LINEFEED 10 // ASCII #define GK_DOWN 10 #define GK_VTAB 11 // ASCII #define GK_UP 11 #define GK_FORMFEED 12 // ASCII #define GK_RETURN 13 // ASCII #define GK_F1 14 #define GK_F2 15 #define GK_F3 16 #define GK_F4 17 #define GK_F5 18 #define GK_F6 19 #define GK_F7 20 #define GK_F8 21 #define GK_F9 22 #define GK_F10 23 #define GK_F11 24 #define GK_F12 25 #define GK_DEL 26 #define GK_ESCAPE 27 // ASCII #define GK_FREE1 28 #define GK_FREE2 29 #define GK_FREE3 30 #define GK_CESCAPE 31 // color escape #define CHANGELEVEL_KEEPFACING 1 #define CHANGELEVEL_RESETINVENTORY 2 #define CHANGELEVEL_NOMONSTERS 4 #define CHANGELEVEL_CHANGESKILL 8 #define CHANGELEVEL_NOINTERMISSION 16 #define CHANGELEVEL_RESETHEALTH 32 #define CHANGELEVEL_PRERAISEWEAPON 64 #define CHANGELEVEL_NOAUTOSAVE 128 // VKDoom #define NO_CHANGE 32767.0 #define SECF_SILENT 1 #define SECF_NOFALLINGDAMAGE 2 #define SECF_FLOORDROP 4 #define SECF_NORESPAWN 8 #define SECF_FRICTION 16 #define SECF_PUSH 32 #define SECF_SILENTMOVE 64 #define SECF_DMGTERRAINFX 128 #define SECF_DMGENDGODMODE 256 #define SECF_DMGENDLEVEL 512 #define SECF_DMGHAZARD 1024 #define BLOCKF_CREATURES 1 #define BLOCKF_MONSTERS 2 #define BLOCKF_PLAYERS 4 #define BLOCKF_FLOATERS 8 #define BLOCKF_PROJECTILES 16 #define BLOCKF_EVERYTHING 32 #define BLOCKF_RAILING 64 #define BLOCKF_USE 128 #define BLOCKF_SIGHT 256 #define BLOCKF_HITSCAN 512 #define BLOCKF_SOUND 1024 #define BLOCKF_LANDMONSTERS 2048 #define FOGP_DENSITY 0 #define FOGP_OUTSIDEDENSITY 1 #define FOGP_SKYFOG 2 #define PRINTNAME_LEVELNAME -1 #define PRINTNAME_LEVEL -2 #define PRINTNAME_SKILL -3 #define PRINTNAME_NEXTLEVEL -4 #define PRINTNAME_NEXTSECRET -5 #define CSF_NOFAKEFLOORS 1 #define CSF_NOBLOCKALL 2 #define FHF_NORANDOMPUFFZ 1 #define FHF_NOIMPACTDECAL 2 // PickActor flags #define PICKAF_FORCETID 1 #define PICKAF_RETURNTID 2 // magic value to set the ice translation through ACS #define TRANSLATION_ICE 0x100007 // Actor flags #define MF_SPECIAL 0x00000001 #define MF_SOLID 0x00000002 #define MF_SHOOTABLE 0x00000004 #define MF_NOSECTOR 0x00000008 #define MF_NOBLOCKMAP 0x00000010 #define MF_AMBUSH 0x00000020 #define MF_JUSTHIT 0x00000040 #define MF_JUSTATTACKED 0x00000080 #define MF_SPAWNCEILING 0x00000100 #define MF_NOGRAVITY 0x00000200 #define MF_DROPOFF 0x00000400 #define MF_PICKUP 0x00000800 #define MF_NOCLIP 0x00001000 #define MF_INCHASE 0x00002000 #define MF_FLOAT 0x00004000 #define MF_TELEPORT 0x00008000 #define MF_MISSILE 0x00010000 #define MF_DROPPED 0x00020000 #define MF_SHADOW 0x00040000 #define MF_NOBLOOD 0x00080000 #define MF_CORPSE 0x00100000 #define MF_INFLOAT 0x00200000 #define MF_INBOUNCE 0x00200000 #define MF_COUNTKILL 0x00400000 #define MF_COUNTITEM 0x00800000 #define MF_SKULLFLY 0x01000000 #define MF_NOTDMATCH 0x02000000 #define MF_SPAWNSOUNDSOURCE 0x04000000 #define MF_FRIENDLY 0x08000000 #define MF_UNMORPHED 0x10000000 #define MF_NOLIFTDROP 0x20000000 #define MF_STEALTH 0x40000000 #define MF_ICECORPSE 0x80000000 // Linedef flags #define ML_BLOCKING 0x00000001 #define ML_BLOCKMONSTERS 0x00000002 #define ML_TWOSIDED 0x00000004 #define ML_DONTPEGTOP 0x00000008 #define ML_DONTPEGBOTTOM 0x00000010 #define ML_SECRET 0x00000020 #define ML_SOUNDBLOCK 0x00000040 #define ML_DONTDRAW 0x00000080 #define ML_MAPPED 0x00000100 #define ML_REPEAT_SPECIAL 0x00000200 #define ML_ADDTRANS 0x00000400 #define ML_MONSTERSCANACTIVATE 0x00002000 #define ML_BLOCK_PLAYERS 0x00004000 #define ML_BLOCKEVERYTHING 0x00008000 #define ML_ZONEBOUNDARY 0x00010000 #define ML_RAILING 0x00020000 #define ML_BLOCK_FLOATERS 0x00040000 #define ML_CLIP_MIDTEX 0x00080000 #define ML_WRAP_MIDTEX 0x00100000 #define ML_3DMIDTEX 0x00200000 #define ML_CHECKSWITCHRANGE 0x00400000 #define ML_FIRSTSIDEONLY 0x00800000 #define ML_BLOCKPROJECTILE 0x01000000 #define ML_BLOCKUSE 0x02000000 #define ML_BLOCKSIGHT 0x04000000 #define ML_BLOCKHITSCAN 0x08000000 #define QF_RELATIVE 1 #define QF_SCALEDOWN 1 << 1 #define QF_SCALEUP 1 << 2 #define QF_MAX 1 << 3 #define QF_FULLINTENSITY 1 << 4 #define QF_WAVE 1 << 5 #define QF_3D 1 << 6 #define QF_GROUNDONLY 1 << 7 #define QF_AFFECTACTORS 1 << 8 #define QF_SHAKEONLY 1 << 9 #define QF_DAMAGEFALLOFF 1 << 10 #define WARPF_ABSOLUTEOFFSET 0x1 #define WARPF_ABSOLUTEANGLE 0x2 #define WARPF_USECALLERANGLE 0x4 #define WARPF_NOCHECKPOSITION 0x8 #define WARPF_INTERPOLATE 0x10 #define WARPF_WARPINTERPOLATION 0x20 #define WARPF_COPYINTERPOLATION 0x40 #define WARPF_STOP 0x80 #define WARPF_TOFLOOR 0x100 #define WARPF_TESTONLY 0x200 #define WARPF_ABSOLUTEPOSITION 0x400 #define WARPF_BOB 0x800 #define WARPF_MOVEPTR 0x1000 #define WARPF_USEPTR 0x2000 #define WARPF_COPYVELOCITY 0x4000 #define WARPF_COPYPITCH 0x8000 #define CPXF_ANCESTOR (1 << 0) #define CPXF_LESSOREQUAL (1 << 1) #define CPXF_NOZ (1 << 2) #define CPXF_COUNTDEAD (1 << 3) #define CPXF_DEADONLY (1 << 4) #define CPXF_EXACT (1 << 5) #define CPXF_SETTARGET (1 << 6) #define CPXF_SETMASTER (1 << 7) #define CPXF_SETTRACER (1 << 8) #define CPXF_FARTHEST (1 << 9) #define CPXF_CLOSEST (1 << 10) #define CPXF_SETONPTR (1 << 11) #define CPXF_CHECKSIGHT (1 << 12) #define SECPART_Floor 0 #define SECPART_Ceiling 1 #define SECPART_3D 2 // For Line_SetAutomapFlags; These are or'd together #define AMLF_Secret (1 << 0) #define AMLF_DontDraw (1 << 1) #define AMLF_Mapped (1 << 2) #define AMLF_Revealed (1 << 3) // For Line_SetAutomapStyle #define AMLS_Default 0 #define AMLS_OneSided 1 #define AMLS_TwoSided 2 #define AMLS_FloorDiff 3 #define AMLS_CeilingDiff 4 #define AMLS_ExtraFloor 5 #define AMLS_Special 6 #define AMLS_Secret 7 #define AMLS_NotSeen 8 #define AMLS_Locked 9 #define AMLS_IntraTeleport 10 #define AMLS_InterTeleport 11 #define AMLS_UnexploredSecret 12 #define AMLS_Portal 13 // Lump reading stuff. #define LUMP_OPEN_FULLPATH 1 #define LUMP_READ_BYTE 0 #define LUMP_READ_UBYTE 1 #define LUMP_READ_SHORT 2 #define LUMP_READ_USHORT 3 #define LUMP_READ_INT 4 #define LUMP_READ_FLOAT 5 #define LUMP_INFO_SIZE 0 #define LUMP_INFO_NAME 1