diff options
Diffstat (limited to 'doom.cfg')
-rw-r--r-- | doom.cfg | 527 |
1 files changed, 527 insertions, 0 deletions
diff --git a/doom.cfg b/doom.cfg new file mode 100644 index 0000000..2f7c71d --- /dev/null +++ b/doom.cfg @@ -0,0 +1,527 @@ +# viDOOM - level editor for DOOM +# +# Copyright (C) 2000 Ian Cowburn (ianc@noddybox.demon.co.uk) +# +# 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA +# +# ------------------------------------------------------------------------- +# +# $Id: doom.cfg,v 1.26 2000/07/19 16:36:12 dosuser Exp dosuser $ +# +# Doom config file. The following sections may be present: +# +# %INCLUDE_FILES - include other config files +# %THING_CLASSES - classes of things (ammo, monsters, etc) +# %LINEDEF_CLASSES - classes of linedefs +# %SECTOR_CLASSES - classes of sectors +# %THING_TYPES - details types and IDs of things +# %THING_FLAGS - details flags and meaning for things +# %LINEDEF_FLAGS - details flags and meaning for linedefs +# %LINEDEF_FLAGS_EXTRA - details which flags indicate certain features +# %LINEDEF_TYPES - details types and IDs for linedefs +# %LINEDEF_DEFAULTS - default types for linedefs +# %SECTOR_STYLES - define texturing styles for linedefs +# %SECTOR_TYPES - details types and IDs of sectors +# %EMPTY_TEXTURE_NAME - name used for the empty texture +# %NORMAL_TYPES - values for normal sectors and linedefs +# %LINEDEF_CHECK_DEFAULT - optional textuire to use filling in missing +# textures when performing check linedefs +# + + +# THING_CLASSES +# +# Classes of things. Format is "class name|colour" +# +# Colour is defined as a hex number, each byte either R, G or B - 0xRRGGBB +# +# +%THING_CLASSES +Ammo|0x808000 +Dead Things|0x800000 +Health Items|0x00a000 +Other Items|0xa0a000 +Keys|0x00a0a0 +Monster|0xd01010 +Player Start|0xa000a0 +Scenery|0xa22a2a +Teleport|0x00a000 +Weapon|0xa0a000 + + +# LINEDEF_CLASSES +# +# Classes of linedefs. Format is "class name" +# +# +%LINEDEF_CLASSES +Normal +Local door +Remote door +Ceiling +Lift +Floor +Stair +Moving floor +Crushing ceiling +Exit level +Teleport +Light effect +Special + + +# SECTOR_CLASSES +# +# Classes of sectors. Format is "class name" +# +# +%SECTOR_CLASSES +Normal +Lights +Damage +Damage/Lights +Damage/Exit +Door +Secret + + +# THING_TYPES section. Each lines is "class|name|id|radius|sprite_name" +# +# Where class is a class from the %THING_CLASSES section +# +# sprite_name can be "-" to incidate no graphics +# +%THING_TYPES +Ammo|Ammo clip|2007|20|CLIPA0 +Ammo|Shotgun shells|2008|20|SHELA0 +Ammo|A rocket|2010|20|ROCKA0 +Ammo|Cell charge|2047|20|CELLA0 +Ammo|Box of ammo|2048|20|AMMOA0 +Ammo|Box of shells|2049|20|SBOXA0 +Ammo|Box of rockets|2046|20|BROKA0 +Ammo|Big cell charge|17|20|CELPA0 +Ammo|Backpack|8|20|BPAKA0 + +Dead Things|Exploded player|10|20|PLAYW0 +Dead Things|Bloody mess|12|20|PLAYW0 +Dead Things|Pool of blood and flesh|24|20|POL5A0 +Dead Things|Dead player|15|20|PLAYW0 +Dead Things|Dead former human|18|20|POSSU0 +Dead Things|Dead sergeant|19|20|SPOSU0 +Dead Things|Dead imp|20|20|TROOU0 +Dead Things|Dead demon|21|20|SARGN0 +Dead Things|Dead cacodemon|22|20|HEADL0 +Dead Things|Dead lost soul|23|20|SKULJ0 + +Health Items|Stimpak|2011|20|STIMA0 +Health Items|Medikit|2012|20|MEDIA0 +Health Items|Health potion|2014|20|BON1A0 +Health Items|Spirt armour|2015|20|BON2A0 +Health Items|Green armour|2018|20|ARM1A0 +Health Items|Blue armour|2019|20|ARM2A0 +Health Items|Soulsphere|2013|20|SOULA0 +Health Items|Berserk|2023|20|PSTRA0 + +Other Items|Invulnerable|2022|20|PINVA0 +Other Items|Invisibility|2024|20|PINSA0 +Other Items|Radiation suit|2025|20|SUITA0 +Other Items|Map|2026|20|PMAPA0 +Other Items|Light amplification goggles|2045|20|PVISA0 + +Keys|Blue keycard|5|20|BKEYA0 +Keys|Blue skullkey|40|20|BSKUA0 +Keys|Red keycard|13|20|RKEYA0 +Keys|Red skullkey|38|20|RSKUA0 +Keys|Yellow keycard|6|20|YKEYA0 +Keys|Yellow skullkey|39|20|YSKUA0 + +Monster|Former Human|3004|20|POSSA1 +Monster|Former Sergeant|9|20|SPOSA1 +Monster|Imp|3001|20|TROOA1 +Monster|Demon|3002|30|SARGA1 +Monster|Spectre|58|30|SARGA1 +Monster|Lost soul|3006|16|SKULA1 +Monster|Cacodemon|3005|31|HEADA1 +Monster|Baron of Hell|3003|24|BOSSA1 +Monster|Spider Mastermind|7|128|SPIDA1D1 +Monster|Cyberdemon|16|40|CYBRA1 +Monster|Barrel|2035|16|BAR1A0 + +Player Start|Player 1 start|1|16|PLAYA1 +Player Start|Player 2 start|2|16|PLAYA1 +Player Start|Player 3 start|3|16|PLAYA1 +Player Start|Player 4 start|4|16|PLAYA1 +Player Start|Deatchmatch start|11|16|PLAYA1 + +Scenery|Tall techno pillar|48|16|ELECA0 +Scenery|Tall green pillar|30|16|COL1A0 +Scenery|Tall red pillar|32|16|COL3A0 +Scenery|Short green pillar|31|16|COL2A0 +Scenery|Short green pillar with beating heart|36|16|COL5A0 +Scenery|Short red pillar|33|16|COL4A0 +Scenery|Short red pillar with skull|37|16|COL6A0 +Scenery|Small brown pointy stump|47|16|SMITA0 +Scenery|Gray tree|43|16|TRE1A0 +Scenery|Large brown tree|54|32|TRE2A0 +Scenery|Floor lamp|2028|16|COLUA0 +Scenery|Candle|34|16|CANDA0 +Scenery|Candelabra|35|16|CBRAA0 +Scenery|Tall blue firestick|44|16|TBLUA0 +Scenery|Tall green firestick|45|16|TGRNA0 +Scenery|Tall red firestick|46|16|TREDA0 +Scenery|Short blue firestick|55|16|SMBTA0 +Scenery|Short green firestick|56|16|SMGTA0 +Scenery|Short red firestick|57|16|SMRTA0 +Scenery|Evil Eye|41|16|CEYEA0 +Scenery|Flaming skull rock|42|16|FSKUA0 + +Scenery|Hanging victim, twitching|49|16|GOR1A0 +Scenery|Hanging victim, twitching (let thru)|63|16|GOR1A0 +Scenery|Hanging victim, arms out|50|16|GOR2A0 +Scenery|Hanging victim, arms out (let thru)|59|16|GOR2A0 +Scenery|Hanging pair of legs|52|16|GOR4A0 +Scenery|Hanging pair of legs (let thru)|60|16|GOR4A0 +Scenery|Hanging victim, 1-legged|51|16|GOR3A0 +Scenery|Hanging victim, 1-legged (let thru)|61|16|GOR3A0 +Scenery|Hanging leg|53|16|GOR5A0 +Scenery|Hanging leg (let thru)|62|16|GOR5A0 + +Scenery|Impaled human|25|16|POL1A0 +Scenery|Twitching impaled human|26|16|POL6A0 +Scenery|Skull on a pole|27|16|POL4A0 +Scenery|Skewerd skulls|28|16|POL2A0 +Scenery|Pile of skulls and candles|29|16|POL3A0 + +Teleport|Teleport landing|14|16|TFOGA0 + +Weapon|Chainsaw|2005|20|CSAWA0 +Weapon|Shotgun|2001|20|SHOTA0 +Weapon|Chaingun|2002|20|MGUNA0 +Weapon|Rocket launcher|2003|20|LAUNA0 +Weapon|Plasma gun|2004|20|PLASA0 +Weapon|BFG 9000|2006|20|BFUGA0 + + +# THING_FLAGS section. Each line is "bit number|name|short hand name" +# +# Note there can be no gaps in the bit numbers. If there are bits that +# don't matter they must still defined, eg. +# 0|Bit 0 +# 1|Unused +# 2|Bit 2 +# +%THING_FLAGS +0|Skill 1 and 2|Sk 1/2 +1|Skill 3|Sk 3 +2|Skill 4 and 5|Sk 4/5 +3|Deaf|Deaf +4|Deathmatch only|Deathmatch + + +# LINEDEF_TYPES section. Each line is "class|id|name" +# +# Class is one of the classes from %LINEDEF_CLASSES +# +%LINEDEF_TYPES +Normal|0|Normal + +Special|48|Scrolling wall + +Local door|1|SRm door med 4 - open/close +Local door|26|SR door med 4 - open/close BLUE KEY +Local door|28|SR door med 4 - open/close RED KEY +Local door|27|SR door med 4 - open/close YELLOW KEY +Local door|31|S1 door med - - open +Local door|32|S1 door med - - open BLUE KEY +Local door|33|S1 door med - - open RED KEY +Local door|34|S1 door med - - open YELLOW KEY +Local door|46|GR door med - - open +Local door|117|SR blaze turbo 4 - open/close +Local door|118|S1 blaze turbo - - open + +Remote door|4|W1 door med 4 - open,close +Remote door|29|S1 door med 4 - open,close +Remote door|90|WR door med 4 - open,close +Remote door|63|SR door med 4 - open,close +Remote door|2|W1 door med - - open +Remote door|103|S1 door med - - open +Remote door|86|WR door med - - open +Remote door|61|SR door med - - open +Remote door|3|W1 door med - - close +Remote door|50|S1 door med - - close +Remote door|75|WR door med - - close +Remote door|42|SR door med - - close +Remote door|16|W1 door med 30 - close, then opens +Remote door|76|WR door med 30 - close, then opens +Remote door|108|W1 blaze turbo 4 - open,close +Remote door|111|WR blaze turbo 4 - open,close +Remote door|105|S1 blaze turbo 4 - open,close +Remote door|114|SR blaze turbo 4 - open,close +Remote door|109|W1 blaze turbo - - open +Remote door|112|S1 blaze turbo - - open +Remote door|106|WR blaze turbo - - open +Remote door|115|SR blaze turbo - - open +Remote door|110|W1 blaze turbo - - close +Remote door|113|S1 blaze turbo - - close +Remote door|107|WR blaze turbo - - close +Remote door|116|SR blaze turbo - - close +Remote door|133|S1 blaze turbo - - open BLUE KEY +Remote door|99|SR blaze turbo - - open BLUE KEY +Remote door|135|S1 blaze turbo - - open RED KEY +Remote door|134|SR blaze turbo - - open RED KEY +Remote door|137|S1 blaze turbo - - open YELLOW KEY +Remote door|136|SR blaze turbo - - open YELLOW KEY + +Ceiling|40|W1 mover slow - - up to HEC +Ceiling|41|S1 mover slow - - down to floor +Ceiling|43|SR mover slow - - down to floor +Ceiling|44|W1 mover slow - - down to floor + 8 +Ceiling|49|S1 mover slow - - down to floor + 8 +Ceiling|72|WR mover slow - - down to floor + 8 + +Lift|10|W1 lift fast 3 - lift +Lift|21|S1 lift fast 3 - lift +Lift|88|WRm lift fast 3 - lift +Lift|62|SR lift fast 3 - lift +Lift|121|W1 lift turbo 3 - lift +Lift|122|S1 lift turbo 3 - lift +Lift|120|WR lift turbo 3 - lift +Lift|123|SR lift turbo 3 - lift + +Floor|119|W1 mover slow - - up to nhEF +Floor|128|WR mover slow - - up to nhEF +Floor|18|S1 mover slow - - up to nhEF +Floor|69|SR mover slow - - up to nhEF +Floor|22|W1& mover slow - TX up to nhEF +Floor|95|WR& mover slow - TX up to nhEF +Floor|20|S1& mover slow - TX up to nhEF +Floor|68|SR& mover slow - TX up to nhEF +Floor|47|G1& mover slow - TX up to nhEF +Floor|5|W1 mover slow - - up to LIC +Floor|91|WR mover slow - - up to LIC +Floor|101|S1 mover slow - - up to LIC +Floor|64|SR mover slow - - up to LIC +Floor|24|G1 mover slow - - up to LIC +Floor|130|W1 mover turbo - - up to nhEF +Floor|131|S1 mover turbo - - up to nhEF +Floor|129|WR mover turbo - - up to nhEF +Floor|132|SR mover turbo - - up to nhEF +Floor|56|W1& mover slow - - up to LIC - 8, CRUSH +Floor|94|WR& mover slow - - up to LIC - 8, CRUSH +Floor|55|S1 mover slow - - up to LIC - 8, CRUSH +Floor|65|SR mover slow - - up to LIC - 8, CRUSH +Floor|58|W1 mover slow - - up 24 +Floor|92|WR mover slow - - up 24 +Floor|15|S1& mover slow - TX up 24 +Floor|66|SR& mover slow - TX up 24 +Floor|59|W1& mover slow - TXP up 24 +Floor|93|WR& mover slow - TXP up 24 +Floor|14|S1& mover slow - TX up 32 +Floor|67|SR& mover slow - TX up 32 +Floor|140|S1 mover med - - up 512 +Floor|30|W1 mover slow - - up ShortestLowerTexture +Floor|96|WR mover slow - - up ShortestLowerTexture +Floor|38|W1 mover slow - - down to LEF +Floor|23|S1 mover slow - - down to LEF +Floor|82|WR mover slow - - down to LEF +Floor|60|SR mover slow - - down to LEF +Floor|37|W1 mover slow - NXP down to LEF +Floor|84|WR mover slow - NXP down to LEF +Floor|19|W1 mover slow - - down to HEF +Floor|102|S1 mover slow - - down to HEF +Floor|83|WR mover slow - - down to HEF +Floor|45|SR mover slow - - down to HEF +Floor|36|W1 mover fast - - down to HEF + 8 +Floor|71|S1 mover fast - - down to HEF + 8 +Floor|98|WR mover fast - - down to HEF + 8 +Floor|70|SR mover fast - - down to HEF + 8 +Floor|9|S1 mover slow - NXP donut (see note 12 above) + +Stair|8|W1 mover slow - - stairs +Stair|7|S1 mover slow - - stairs +Stair|100|W1 mover turbo - - stairs (each up 16 not 8) + crush +Stair|127|S1 mover turbo - - stairs (each up 16 not 8) + crush + +Moving floor|53|W1& lift slow 3 - start moving floor +Moving floor|54|W1& - - - - stop moving floor +Moving floor|87|WR& lift slow 3 - start moving floor +Moving floor|89|WR& - - - - stop moving floor + +Crushing ceiling|6|W1& crush med 0 - start crushing, fast hurt +Crushing ceiling|25|W1& crush med 0 - start crushing, slow hurt +Crushing ceiling|73|WR& crush slow 0 - start crushing, slow hurt +Crushing ceiling|77|WR& crush med 0 - start crushing, fast hurt +Crushing ceiling|57|W1& - - - - stop crush +Crushing ceiling|74|WR& - - - - stop crush +Crushing ceiling|141|W1& none? slow 0 - start crushing, slow hurt "Silent" + +Exit level|11|S- clunk - - - End level, go to next level +Exit level|51|S- clunk - - - End level, go to secret level +Exit level|52|W- clunk - - - End level, go to next level +Exit level|124|W- clunk - - - End level, go to secret level + +Teleport|39|W1m tport - - - Teleport +Teleport|97|WRm tport - - - Teleport +Teleport|125|W1m tport - - - Teleport monsters only +Teleport|126|WRm tport - - - Teleport monsters only + +Light effect|35|W1 - - - - 0 +Light effect|104|W1 - - - - LE (light level) +Light effect|12|W1 - - - - HE (light level) +Light effect|13|W1 - - - - 255 +Light effect|79|WR - - - - 0 +Light effect|80|WR - - - - HE (light level) +Light effect|81|WR - - - - 255 +Light effect|17|W1 - - - - Light blinks (see [4-9-1] type 3) +Light effect|138|SR clunk - - - 255 +Light effect|139|SR clunk - - - 0 + + + +# LINEDEF_FLAGS section. Each line is "bit number|name|short hand char" +# +# Note there can be no gaps in the bit numbers. If there are bits that +# don't matter they must still defined, eg. +# 0|Bit 0|1 +# 1|Unused|- +# 2|Bit 2|1 +# +%LINEDEF_FLAGS +0|Impassible|I +1|Block monsters|M +2|Two-sided|2 +3|Upper unpegged|U +4|Lower unpegged|L +5|Secret|S +6|Blocks sound|B +7|Not on map|N +8|Already on map|A + + +# LINEDEF_FLAGS_EXTRA +# +# Simply defines which of the LINEDEF flag bits are the ones that indicates +# certain eatures. This will probably never change anyhow, but is configurable +# in case. The format is: +# +# <bit for 2-sided-ness>|<bit for impassible>| +# <bit for upper unpegged>|<bit for lower unpegged> +# +# This section MUST appear before LINEDEF_DEFAULTS +# +%LINEDEF_FLAGS_EXTRA +2|0|3|4 + + +# LINEDEF_DEFAULTS +# +# Defaults to use for linedefs. Should appear after LINEDEF_FLAGS. Format: +# Name|Flags values +# +%LINEDEF_DEFAULTS +Empty|0x00 +Wall|0x01 +2-sided wall|0x47 +2-sided passable|0x04 +2-sided blocks monsters|0x46 + + +# SECTOR_TYPES +# +# Defines values and descriptions for the SECTOR special value +# +# Format: +# Class|Id|Long Name|Short Name +# +# Long name should be no longer than 60 characters, Short no longer than 30 +# Class is one of the classes from %SECTOR_CLASSES +# +%SECTOR_TYPES +Normal|0|Normal|Normal +Lights|1|Light random off|Random off +Lights|2|Blink lights 0.5 second|0.5 blink +Lights|3|Blink lights 1.0 second|1.5 blink +Damage/Lights|4|Lose -10/20% health & blink lights 0.5 sec|-10/20% & 0.5 blink +Damage|5|Lose -5/10% health|-5/10% +Damage|7|Lose -2/5% health|-2/5% +Lights|8|Oscillating light|Oscillating light +Secret|9|Secret|Secret +Door|10|Door closes after 30 seconds|30 sec door +Damage/Exit|11|-10/20% health - end level if < 11%|Damage/end level +Lights|12|Blink lights synchronised 0.5 second|0.5 blink sync +Lights|13|Blink lights synchronised 1.0 second|1.5 blink sync +Door|14|Door opens after 300 seconds|300 sec door +Damage|16|Lose -10/20% health|-10/20% +Lights|17|Light random on/off|Random on/off + + + +# SECTOR_STYLES +# +# Sector textureing styles. Note this section is not additive like the +# other sections (as different DOOMs can have different texture names). +# +# Format : +# +# Mode|Name|Upper|Middle|Lower|Floor|Ceiling +# +# Mode is made up of the following bit fields: +# +# Bit 0 - Paint textures on the sidedefs facing into this sector +# Bit 1 - Paint textures on the sidedefs facing out of this sector +# Bit 2 - Leave current lower/upper settings +# Bit 3 - Set upper unpegged if an upper texture is painted +# Bit 4 - Set lower unpegged if a lower texture is painted +# +# If none of bits 2,3 or 4 are set it is assumed that lower/upper unpegged will +# be cleared on painting those textures. +# +%SECTOR_STYLES +0x19|Quarry|ASHWALL|ASHWALL|ASHWALL|MFLR8_2|F_SKY1 +0x19|Fire Quarry|ROCKRED1|ROCKRED1|ROCKRED1|MFLR8_2|F_SKY1 +0x19|Computer Room|COMPTALL|COMPTALL|COMPTALL|CRATOP1|FLAT2 +0x19|Demon Room|MARBFACE|MARBFACE|MARBFACE|DEM1_6|DEM1_5 + + +# EMPTY_TEXTURE_NAME +# +# The empty texture name. For DOOM this is '-'. +# +%EMPTY_TEXTURE_NAME +- + + +# NORMAL_TYPES +# +# The type values used to represent normal sectors and linedefs +# +# Format: +# Value for sectors|Value for linedefs +# +%NORMAL_TYPES +0|0 + + +# LINEDEF_CHECK_DEFAULT +# +# This controls the linedef F12 checking. Where it finds missing textures +# it will replace them with this one, rather than asking, unless this section +# is not defined or is defined to the same value as EMPTY_TEXTURE_NAME. +# +# Format: +# texture_name +# +%LINEDEF_CHECK_DEFAULT +ASHWALL2 |