Constants and Enumerations are common in any game and DoomRL is no exception. Internally, as most programmers are aware, these are integers. But to modders they are all important magic values, looked up here.
Engine Enums
ItemType
Every item has a type that determines how the engine treats it.
TItemType
|
ITEMTYPE_NONE
|
ITEMTYPE_RANGED
|
ITEMTYPE_NRANGED
|
ITEMTYPE_ARMOR
|
ITEMTYPE_MELEE
|
ITEMTYPE_AMMO
|
ITEMTYPE_PACK
|
ITEMTYPE_POWER
|
ITEMTYPE_BOOTS
|
ITEMTYPE_TELE
|
ITEMTYPE_LEVER
|
ITEMTYPE_AMMOPACK
|
BodyTarget
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.
TBodyTarget
|
TARGET_INTERNAL
|
Protection from boots and armor will be ignored.
|
TARGET_TORSO
|
Protection from armor counts but protection from boots does not.
|
TARGET_FEET
|
Protection from boots counts but protection from armor does not.
|
EqSlot
It is preferred to use the (equivalent) slot constants.
TEqSlot
|
EFTORSO
|
EFWEAPON
|
EFBOOTS
|
EFWEAPON2
|
StatusEffect
Affects specify one of these status effects that will apply a color scheme to all the tiles on the HUD.
TStatusEffect
|
STATUSNORMAL
|
STATUSINVERT
|
STATUSRED
|
STATUSGREEN
|
DamageType
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look here.
TDamageType
|
DAMAGE_BULLET
|
DAMAGE_MELEE
|
DAMAGE_SHARPNEL [sic]
|
DAMAGE_ACID
|
DAMAGE_FIRE
|
DAMAGE_PLASMA
|
DAMAGE_IGNOREARMOR
|
AltFire
TAltFire
|
ALT_NONE
|
ALT_CHAIN
|
ALT_THROW
|
ALT_SCRIPT
|
ALT_AIMED
|
ALT_SINGLE
|
ALT_WHIRLWIND
|
AltReload
TAltReload
|
RELOAD_NONE
|
RELOAD_SCRIPT
|
RELOAD_FULL
|
RELOAD_DUAL
|
RELOAD_SINGLE
|
ExplosionFlag
TExplosionFlag
|
EFSELFHALF
|
Deals half damage to the active being.
|
EFSELFKNOCKBACK
|
Gives extra knockback to the active being.
|
EFSELFSAFE
|
Deals no damage to the active being.
|
EFAFTERBLINK
|
Blinks the screen after the explosion finishes.
|
EFCHAIN
|
Causes secondary explosions (as the BFG 9000).
|
EFHALFKNOCK
|
Causes half the usual knockback.
|
EFNOKNOCK
|
Doesn't cause knockback.
|
EFRANDOMCONTENT
|
Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20.
|
LightFlag
TLightFlag
|
LFEXPLORED
|
This flag is set for explored cells. It can be modified to create computer map-like effects or Angel of Darkness-like effects.
|
LFVISIBLE
|
This flag is set for cells in the player's current LOS. This flag is automatically recalculated on every player action. It may be useful to manually modify this flag if LOS needs to be updated more often.
|
LFLIGHTED
|
This flag is always set on the same cells as LFVISIBLE; both flags must be set for a cell to be visible.
|
LFDAMAGE
|
This is a book-keeping flag for shotgun area-of-effect. Cells are set with this flag if they are calculated as in the shotgun blast but haven't yet been processed.
|
LFFRESH
|
This is a book-keeping flag for explosions. New corpses are set with this flag to keep them from being immediately destroyed. This flag can be set to make any cell indestructible, but it may be cleared by the engine.
|
LFNOSPAWN
|
Cells with this flag are counted as non-empty by the EF_NOSPAWN empty flag.
|
Constants
Maximums
Maximums
|
MAXX |
78
|
MAXY |
20
|
BOSS_LEVEL |
25
|
MAXDEPTH |
26
|
MAXAFFECT |
5
|
MAX_INV_SIZE |
22
|
MAX_EQ_SIZE |
4
|
Cellsets
Cellsets
|
CELLSET_WALLS
|
CELLSET_FLOORS
|
CELLSET_CORPSES
|
Challenges
Challenges
|
CHALLENGE_BERSERK
|
CHALLENGE_MARKSMANSHIP
|
CHALLENGE_SHOTGUNNERY
|
CHALLENGE_LIGHTTRAVEL
|
CHALLENGE_IMPATIENCE
|
CHALLENGE_HASTE
|
CHALLENGE_PURITY
|
CHALLENGE_REDALERT
|
CHALLENGE_CARNAGE
|
CHALLENGE_MASOCHISM
|
CHALLENGE_100
|
CHALLENGE_PACIFISM
|
CHALLENGE_HUMANITY
|
Difficulty
Difficulty
|
DIFF_EASY
|
DIFF_MEDIUM
|
DIFF_HARD
|
DIFF_VERYHARD
|
DIFF_NIGHTMARE
|
PlayerRank
PlayerRank
|
RANKEXP
|
RANKSKILL
|
Player Statistics
Player Statistics
|
RANK_KILLTOTAL
|
RANK_KILLMELEE
|
RANK_KILLPISTOL
|
RANK_LEVEL
|
RANK_BADGE
|
Equip Slots
Equip Slots
|
SLOT_ARMOR
|
SLOT_WEAPON
|
SLOT_BOOTS
|
SLOT_PREPARED
|
Colors
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants.
Also, note that the exact color the end-user sees may depend on his system settings.
For the basic 16 colors, the valkyrie string coloring escape is noted.
Colors
|
BLACK
|
|
@D
|
BLUE
|
|
@b
|
GREEN
|
|
@g
|
CYAN
|
|
@c
|
RED
|
|
@r
|
MAGENTA
|
|
@v
|
BROWN
|
|
@n or @N
|
LIGHTGRAY
|
|
@l
|
DARKGRAY
|
|
@d
|
LIGHTBLUE
|
|
@B
|
LIGHTGREEN
|
|
@G
|
LIGHTCYAN
|
|
@C
|
LIGHTRED
|
|
@R
|
LIGHTMAGENTA
|
|
@V
|
YELLOW
|
|
@y or @Y
|
WHITE
|
|
@L
|
MULTIBLUE
|
|
Randomly chosen from BLUE, LIGHTBLUE, and WHITE. Only works for missiles.
|
MULTIYELLOW
|
|
Randomly chosen from YELLOW, LIGHTGREEN, and WHITE. Only works for missiles.
|
MULTIPORTAL
|
|
Cycles between LIGHTMAGENTA, MAGENTA, and WHITE. Only works for things displayed in the map.
|
COLOR_WATER
|
|
Alternates between BLUE and LIGHTBLUE. Only works for things displayed in the map.
|
COLOR_ACID
|
|
Alternates between GREEN and LIGHTGREEN. Only works for things displayed in the map.
|
COLOR_LAVA
|
|
Alternates between RED and YELLOW. Only works for things displayed in the map.
|
Flags
Generic Flags
Generic Flags
|
F_OVERLAY
|
This flag is related to the graphical version.
|
Cell Flags
Cell Flags
|
CF_BLOCKMOVE
|
Cells with this flag block movement and projectiles.
|
CF_BLOCKLOS
|
Cells with this flag block vision.
|
CF_CORPSE
|
This flag is set for autogenerated corpses. Only cells with this flag can be ressurected. The being created by resurrection can be specified by setting the cell's effect parameter to 100 + being.id. Note that the "corpse" cell does not have this flag. To include this cell, use Level.is_corpse.
|
CF_NOCHANGE
|
Currently, this flag is only checked by the map powerups. The map powerups reveal cells with this flag (as well as CF_BLOCKMOVE cells).
|
CF_NORUN
|
The run command (not the run tactic) will stop the player before he steps on a cell with this flag.
|
CF_PUSHABLE
|
Cells with this flag can be pushed (like barrels in DoomRL). Pushing is mostly hard-coded.
|
CF_FRAGILE
|
Cells with this flag can be destroyed by any damage type (assuming they have HP or armor) whereas cells cannot usually be damaged by bullet, melee, shrapnel, or piercing damage.
|
CF_HAZARD
|
This flag should be set for cells that are dangerous to step on. The AI will usually avoid these tiles. This flag is also used with the EF_NOHARM empty flag.
|
CF_OVERLAY
|
This flag is related to the graphical version.
|
CF_MULTISPRITE
|
This flag is related to the graphical version.
|
CF_STICKWALL
|
This flag is related to the graphical version.
|
CF_LIQUID
|
This flag is used to mark liquid cells (water, acid, lava). Currently, it is only checked by Level.flood which will flood over CELLSET_FLOORS cells and CF_LIQUID cells.
|
CF_OPENABLE
|
This flag indicates that the cell can be opened. What happens when the cells is opened is determined by the cell's OnAct hook.
|
CF_CLOSABLE
|
As CF_OPENABLE, but for the close command.
|
CF_RUNSTOP
|
Cells with this flag will stop the player's run when the player is orthogonally adjacent. Contrast with CF_NORUN.
|
CF_NUKABLE
|
Cells with this flag will be destroyed be a nuke even if they are normally not destructible.
|
CF_CRITICAL
|
Cells with this flag should usually not be altered or destroyed be the game. It is currently only checked by the flooding level event. Stairs have this flag.
|
CF_HIGHLIGHT
|
This flag determines whether the light or dark color variant is used when a StatusEffect overlay is being applied.
|
CF_BLOODY
|
When a being walks on one of these cells, its feet won't become less bloody. (See CF_BLOODY.)
|
CF_VBLOODY
|
When a being walks on one of these cells, its feet will become bloody and it will temporarily leave a trail of blood.
|
CF_STAIRS
|
Stairs are marked with this flag. (New stairs cells should include this.)
|
Being Flags
Being Flags
|
BF_INV
|
Stops the being from taking any damage. (Directly setting the being's HP can circumvent this.)
|
BF_BERSERK
|
Gives the damage reduction and melee damage bonus of berserk. (The speed bonus is not included.)
|
BF_ENVIROSAFE
|
Beings with this flag are immune to damage from acid and lava tiles. (New hazardous tiles will have to check for this flag to respect it.)
|
BF_BACKPACK
|
Gives the ammo-stacking benefits of the Backpack powerup.
|
BF_POWERBONUS
|
Extends the duration of powerups as the Marine class bonus. New powerups will have to check for this flag (or use the provided helper function) to respect it.
|
BF_STAIRSENSE
|
For the player, reveals the stairs tile(s) as the Scout class bonus.
|
BF_INSTAUSE
|
Allows consumable items to be used in 0.1s instead of the usual 1.0s, as the Technician class bonus.
|
BF_MAPEXPERT
|
Makes computer maps work like tracking maps, as the Technician class bonus.
|
BF_QUICKSWAP
|
Gives the benefits of the Juggler trait.
|
BF_BERSERKER
|
Gives the benefits of the Berserker trait.
|
BF_DUALGUN
|
Gives the benefits of the dualgunner trait.
|
BF_MASTERDODGE
|
Gives the benefits of the Dodgemaster trait.
|
BF_SHOTTYMAN
|
Gives the benefits of the Shottyman trait.
|
BF_POWERSENSE
|
For the player, shows the locations of all powerups (as the first level of the Intuition trait).
|
BF_BEINGSENSE
|
For the player, shows the locations of enemies (as the second level of the Intuition trait).
|
BF_LEVERSENSE1
|
For the player, gives partial information about levers (as the first level of the Intuition trait).
|
BF_LEVERSENSE2
|
For the player, shows the exact effect of levers (as the second level of the Intuition trait).
|
BF_VAMPYRE
|
Gives the benefits of the Vampyre trait.
|
BF_ARMYDEAD
|
Gives the benefits of the Army of the Dead trait.
|
BF_AMMOCHAIN
|
Gives the benefits of the Ammochain trait.
|
BF_MEDPLUS
|
Allows med-packs to heal beyond 100% health (part of the Survivalist trait).
|
BF_HARDY
|
Allows protection to reduce damage all the way to zero (part of the Survivalist trait).
|
BF_CLEAVE
|
Gives the benefits of the Blademaster trait.
|
BF_GUNKATA
|
Gives the benefits of the Gun Kata trait.
|
BF_PISTOLMAX
|
Gives the benefits of the Sharpshooter trait.
|
BF_FIREANGEL
|
Gives the benefits of the Fireangel trait.
|
BF_SCAVENGER
|
Gives the benefits of the Scavenger trait (useless on anything other than the player).
|
BF_IMPATIENT
|
This flag causes packs to be automatically used when picked up as Angel of Impatience.
|
BF_DARKNESS
|
For the player, stops exploration from being recorded as in Angel of Darkness.
|
BF_MAXDAMAGE
|
Beings with this flag always roll maximum damage as in Angel of Max Carnage.
|
BF_NOHEAL
|
This is a marker flag that stops healing effects from working as in Angel of Masochism. New sources of healing will have to check for this flag in order to respect it.
|
BF_SESSILE
|
Beings with this flag cannot move.
|
BF_NOMELEE
|
This flag stops the being from doing any type of melee attack.
|
BF_REGENERATE
|
Beings with this flag regenerate one health per second if they have less than 20 health remaining.
|
BF_UNIQUENAME
|
This flag makes the game treat the being's name as a proper noun.
|
BF_ENTERBOSS1
|
This is a flag for the player that helps determine which victory message to use in the mortem.
|
BF_KILLBOSS1
|
This is a flag for the player that helps determine which victory message to use in the mortem.
|
BF_ENTERBOSS2
|
This is a flag for the player that helps determine which victory message to use in the mortem.
|
BF_KILLBOSS2
|
This is a flag for the player that helps determine which victory message to use in the mortem.
|
BF_RETALITATE
|
This is a flag for the default AI that will cause to hunt the player as BF_HUNTING, but will randomly expire if the player is not within line of sight. This flag is set when beings are attacked regardless of the AI, but it isn't used by the lua AIs.
|
BF_CHARGE
|
This is a flag for the AI. Beings with this flag are willing to walk through hazardous cells to reach the player. (This applies to the default AI, and the direct_seek method.)
|
BF_DISTANCE
|
This is a flag for the default AI. Beings with this flag will not try to approach the player (but the will still do melee attacks if they end up next to the player).
|
BF_HUNTING
|
This is a flag for the default AI. Beings with this flag will search out the player even if he is not in their line of sight.
|
BF_OPENDOORS
|
This is a flag for the default AI. Beings with this flag will open doors.
|
BF_USESITEMS
|
This is a flag for the default AI. Beings with this flag will be able to pick up and use items.
|
BF_NODROP
|
Beings with this flag will not drop their inventory or equipment when they die.
|
BF_NOEXP
|
Beings with this flag will not award experience to the player.
|
BF_BOSS
|
Killing this monster will cause the same message as killing the cyberdemon as well as the cyberdemon explosion and ending the game. This automatically sets BF_HUNTING as well. Also provides knockback immunity and prevents the being from taking damage on its own turn.
|
BF_JC
|
When used with BF_BOSS, changes the explosion to blue and changes the message to indicate that JC was killed instead of the cyberdemon.
|
BF_LUAAI
|
This flag is automatically set for beings that use lua AI.
|
Item Flags
Item Flags
|
IF_CHAMBEREMPTY
|
For IF_PUMPACTION weapons, this flag indicates whether ammo is in the chamber or not.
|
IF_UNIQUE
|
This flag is set for unique items. Unique items add a player history message when picked up as well as doing a screen blink. Unique items are also not destroyable.
|
IF_EXOTIC
|
This flag is set for exotic items. This is used by the game to compile the special items list.
|
IF_MODIFIED
|
This flag is automatically set for items that have been modded. Items with this flag have "modified " prepended to their names.
|
IF_HALFKNOCK
|
If a weapon with this flag is wielded, all knockback against the wielder will be halved.
|
IF_GLOBE
|
This is a marker flag for items that are disallowed in Angel of Masochism.
|
IF_CURSED
|
Items with this flag cannot be unequipped.
|
IF_RECHARGE
|
Items with this flag regenerate ammo or durability as with a Nano Pack.
|
IF_CLEAVE
|
Items with this flag give the wielder the benefits of the Blademaster trait (as Butcher's Cleaver).
|
IF_NOAMMO
|
Items with this flag don't consume ammo when fired. For the player, a weapon still must have ammo loaded to be fired.
|
IF_NECROCHARGE
|
Items with this flag recharge as with IF_RECHARGE, but reduce the weilder's health by 1 for each point of recharge (as with Necroarmor).
|
IF_PUMPACTION
|
Ranged weapons with this flag must be pumped after each shot as with the combat shotgun.
|
IF_SINGLERELOAD
|
Ranged weapons with this flag only reload one ammo at a time (as with the missile launcher) instead of all at once.
|
IF_PISTOL
|
This flag indicates whether the weapon counts as a pistol for the purposes of the Son of a Gun and Dualgunner traits. (For kill counting, the weapon group is used instead.)
|
IF_SHOTGUN
|
This flag causes a weapon's missile to be treated as a shotgun id rather than a missile id. Also, this flag is used to decide if the Shottyman trait should count the weapon as a shotgun. (For kill counting, the weapon group is used instead.)
|
IF_SPREAD
|
Ranged weapons with this flag fire three shots at once (as the tristar blaster and mancubus natural weapon). In 0.9.9.4, this flag is a bit buggy.
|
IF_SCATTER
|
For ranged weapons with this flag, each shot is aimed at a different cell near the real target (as with the BFG 10K).
|
IF_MODABLE
|
Allows a unique item to be fully modded.
|
IF_SINGLEMOD
|
Restricts the number of allowed mods on the item to one. (For unique items, this must be used along with IF_MODABLE.)
|
IF_DUALSHOTGUN
|
For multi-shot weapons, this flag eliminates all delay between shots and causes the firing sound to play only once.
|
IF_AIHEALPACK
|
This flag allows the default AI to pick up and use the item.
|
IF_NOUNLOAD
|
Ranged weapons with this flag cannot be unloaded.
|
IF_NUKERESIST
|
Items with this flag will not be destroyed by nuking.
|
IF_NODROP
|
Items with this flag will not be dropped when the carrier/wearer dies.
|
IF_AUTOHIT
|
Weapons with this flag never miss (as with items modified by a sniper weapon pack).
|
IF_SETITEM
|
This flag is automatically set for items that specify a set.
|
IF_NODURABILITY
|
Armors and boots with this flag have no durability (as with items modified by an Onyx Armor Pack).
|
IF_NODESTROY
|
Armors with this flag cannot be destroyed by damage. Also, items on the ground with this flag will not be destroyed by explosions.
|
IF_NONMODABLE
|
Items with this flag cannot be modded.
|
IF_NOREPAIR
|
Armors and boots with this flag cannot be repaired by normal methods (ie item:fix). Directly setting item.durability bypasses this prohibition.
|
IF_ASSEMBLED
|
This flag is automatically set on assemblies. Items with this flag cannot be used for the base of any other assembly.
|
IF_DESTROY
|
Weapons with this flag will be destroyed after firing (with a default message). The flag is used for overcharged weapons.
|
Level Flags
Level Flags
|
LF_MELEEONLY
|
If this flag is set, the only melee weapons can be used as in the Unholy Cathedral. (This applies only to the player.)
|
LF_NOHOMING
|
This flag causes homing phase devices to act like normal phase devices.
|
LF_UNIQUEITEM
|
This flag is used by the level generation code to keep track of whether a unique item has dropped on the current level (in order to prevent multiple uniques from dropping on one level). This flag also causes a level feeling to occur indicating that a unique item is present.
|
LF_BONUS
|
This flag is automatically set for so-called special levels like Halls of Carnage. (It is not set for those special levels like Hellgate that replace normal levels, only by those reached from red stairs.)
|
LF_NORESPAWN
|
This flag prevents the Nightmare! respawn feature.
|
LF_NUKED
|
This flag is automatically set when the level is nuked.
|
LF_NONUKE
|
This flag causes the thermonuclear bomb to have no effect when it is used. It is not respected by other nuke effects.
|
LF_ITEMSVISIBLE
|
This flag allows the player to see all items on the level (as with a Computer Map).
|
LF_BEINGSVISIBLE
|
This flag allows the player to see all beings on the level (as with a Tracking Map).
|
LF_RESPAWN
|
This flag causes monsters to randomly respawn as when playing the game on Nightmare!
|
Empty Flags
Empty flags are used with various functions to control the selection of random coords.
Empty Flags
|
EF_NOITEMS
|
Excludes cells that contain an item.
|
EF_NOBEINGS
|
Excludes cells that contain a being.
|
EF_NOBLOCK
|
Excludes cells that block movement (CF_BLOCKMOVE).
|
EF_NOVISION
|
Excludes cells that block vision (CF_BLOCKLOS).
|
EF_NOSTAIRS
|
Excludes stairs (cells with an OnExit hook).
|
EF_NOTELE
|
Excludes cells with a teleporter (an item with ITEMTYPE_TELE).
|
EF_NOHARM
|
Excludes hazardous cells (CF_HAZARD).
|
EF_NOSAFE
|
Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5).
|
EF_NOSPAWN
|
Excludes cells with LF_NOSPAWN.
|
Missile Flags
Missile Flags
|
MF_RAY
|
This flag changes the missile's animation. The delay is ignored and all cells in the path are drawn with the projectile (as with the Shambler's ranged attack).
|
MF_HARD
|
This flag causes the missile to continue after hitting a being (as with the Railgun).
|
MF_EXACT
|
This flag causes the missile to stop at the targeted square (as with the Revenant's Launcher).
|
MF_IMMIDATE
|
This flag causes the missile to always hit the targetted square (although it may still miss a being standing on that square). The missile does not respect line of fire -- it will go through walls (although AI controlled beings using such a missile will still respect line-of-sight). The animation for the missile will only display over the targeted cell. (Arch-viles' natural weapon uses this flag.)
|