mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
96d328de9b
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
262 lines
5.9 KiB
C
262 lines
5.9 KiB
C
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copyright 1993-1996 id Software
|
|
// Copyright 1999-2016 Randy Heit
|
|
// Copyright 2002-2016 Christoph Oelckers
|
|
//
|
|
// 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 3 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/
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// DESCRIPTION:
|
|
// All the global variables that store the internal state.
|
|
// Theoretically speaking, the internal state of the engine
|
|
// should be found by looking at the variables collected
|
|
// here, and every relevant module will have to include
|
|
// this header file.
|
|
// In practice, things are a bit messy.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
#ifndef __D_STATE__
|
|
#define __D_STATE__
|
|
|
|
#include "c_cvars.h"
|
|
|
|
// -----------------------
|
|
// Game speed.
|
|
//
|
|
enum EGameSpeed
|
|
{
|
|
SPEED_Normal,
|
|
SPEED_Fast,
|
|
};
|
|
extern EGameSpeed GameSpeed;
|
|
|
|
|
|
// ------------------------
|
|
// Command line parameters.
|
|
//
|
|
extern bool devparm; // DEBUG: launched with -devparm
|
|
|
|
|
|
|
|
// -----------------------------------------------------
|
|
// Game Mode - identify IWAD as shareware, retail etc.
|
|
//
|
|
// -------------------------------------------
|
|
// Selected skill type, map etc.
|
|
//
|
|
|
|
extern FString startmap; // [RH] Actual map name now
|
|
|
|
extern bool autostart;
|
|
|
|
extern FString StoredWarp; // [RH] +warp at the command line
|
|
|
|
// Selected by user.
|
|
EXTERN_CVAR (Int, gameskill);
|
|
extern int NextSkill; // [RH] Skill to use at next level load
|
|
|
|
// Netgame? Only true if >1 player.
|
|
extern bool netgame;
|
|
|
|
// Bot game? Like netgame, but doesn't involve network communication.
|
|
extern bool multiplayer;
|
|
|
|
// [SP] Map dm/coop implementation - invokes fake multiplayer without bots
|
|
extern bool multiplayernext;
|
|
|
|
// Flag: true only if started as net deathmatch.
|
|
EXTERN_CVAR (Int, deathmatch)
|
|
|
|
// [RH] Pretend as deathmatch for purposes of dmflags
|
|
EXTERN_CVAR (Bool, alwaysapplydmflags)
|
|
|
|
// [RH] Teamplay mode
|
|
EXTERN_CVAR (Bool, teamplay)
|
|
|
|
// [RH] Friendly fire amount
|
|
EXTERN_CVAR (Float, teamdamage)
|
|
|
|
// [RH] The class the player will spawn as in single player,
|
|
// in case using a random class with Hexen.
|
|
extern int SinglePlayerClass[/*MAXPLAYERS*/];
|
|
|
|
// -------------------------
|
|
// Internal parameters for sound rendering.
|
|
|
|
EXTERN_CVAR (Float, snd_sfxvolume) // maximum volume for sound
|
|
EXTERN_CVAR (Float, snd_musicvolume) // maximum volume for music
|
|
|
|
|
|
// -------------------------
|
|
// Status flags for refresh.
|
|
//
|
|
|
|
enum EMenuState : int
|
|
{
|
|
MENU_Off, // Menu is closed
|
|
MENU_On, // Menu is opened
|
|
MENU_WaitKey, // Menu is opened and waiting for a key in the controls menu
|
|
MENU_OnNoPause, // Menu is opened but does not pause the game
|
|
};
|
|
|
|
extern bool automapactive; // In AutoMap mode?
|
|
extern EMenuState menuactive; // Menu overlayed?
|
|
extern int paused; // Game Pause?
|
|
extern bool pauseext;
|
|
|
|
|
|
extern bool viewactive;
|
|
|
|
extern bool nodrawers;
|
|
extern bool noblit;
|
|
|
|
extern int viewwindowx;
|
|
extern int viewwindowy;
|
|
extern int viewheight;
|
|
extern int viewwidth;
|
|
|
|
|
|
|
|
|
|
|
|
// Player taking events. i.e. The local player.
|
|
extern int consoleplayer;
|
|
|
|
|
|
// --------------------------------------
|
|
// DEMO playback/recording related stuff.
|
|
// No demo, there is a human player in charge?
|
|
// Disable save/end game?
|
|
extern bool usergame;
|
|
|
|
extern FString newdemoname;
|
|
extern FString newdemomap;
|
|
extern bool demoplayback;
|
|
extern bool demorecording;
|
|
extern int demover;
|
|
|
|
// Quit after playing a demo from cmdline.
|
|
extern bool singledemo;
|
|
|
|
extern int SaveVersion;
|
|
|
|
|
|
|
|
|
|
//-----------------------------
|
|
// Internal parameters, fixed.
|
|
// These are set by the engine, and not changed
|
|
// according to user inputs. Partly load from
|
|
// WAD, partly set at startup time.
|
|
|
|
|
|
|
|
extern int gametic;
|
|
|
|
|
|
// Alive? Disconnected?
|
|
extern bool playeringame[/*MAXPLAYERS*/];
|
|
|
|
|
|
//-----------------------------------------
|
|
// Internal parameters, used for engine.
|
|
//
|
|
|
|
// File handling stuff.
|
|
extern FILE* debugfile;
|
|
extern FILE* hashfile;
|
|
|
|
// if true, load all graphics at level load
|
|
extern bool precache;
|
|
|
|
|
|
//-------
|
|
//REFRESH
|
|
//-------
|
|
|
|
extern bool setsizeneeded;
|
|
extern bool setmodeneeded;
|
|
|
|
extern int BorderNeedRefresh;
|
|
extern int BorderTopRefresh;
|
|
|
|
|
|
EXTERN_CVAR (Float, mouse_sensitivity)
|
|
//?
|
|
// debug flag to cancel adaptiveness
|
|
extern bool singletics;
|
|
|
|
extern int bodyqueslot;
|
|
|
|
|
|
|
|
// Needed to store the number of the dummy sky flat.
|
|
// Used for rendering,
|
|
// as well as tracking projectiles etc.
|
|
|
|
|
|
|
|
// ---- [RH] ----
|
|
EXTERN_CVAR (Int, developer)
|
|
|
|
extern bool ToggleFullscreen;
|
|
|
|
extern int Net_Arbitrator;
|
|
|
|
EXTERN_CVAR (Bool, var_friction)
|
|
|
|
|
|
// [RH] Miscellaneous info for DeHackEd support
|
|
struct DehInfo
|
|
{
|
|
int StartHealth;
|
|
int StartBullets;
|
|
int MaxHealth;
|
|
int MaxArmor;
|
|
int GreenAC;
|
|
int BlueAC;
|
|
int MaxSoulsphere;
|
|
int SoulsphereHealth;
|
|
int MegasphereHealth;
|
|
int GodHealth;
|
|
int FAArmor;
|
|
int FAAC;
|
|
int KFAArmor;
|
|
int KFAAC;
|
|
char PlayerSprite[5];
|
|
uint8_t ExplosionStyle;
|
|
double ExplosionAlpha;
|
|
int NoAutofreeze;
|
|
int BFGCells;
|
|
};
|
|
extern DehInfo deh;
|
|
EXTERN_CVAR (Int, infighting)
|
|
|
|
// [RH] Deathmatch flags
|
|
|
|
EXTERN_CVAR (Int, dmflags);
|
|
EXTERN_CVAR (Int, dmflags2); // [BC]
|
|
|
|
EXTERN_CVAR (Int, compatflags);
|
|
EXTERN_CVAR (Int, compatflags2);
|
|
extern int i_compatflags, i_compatflags2, ii_compatflags, ii_compatflags2, ib_compatflags;
|
|
|
|
// Filters from AddAutoloadFiles(). Used to filter files from archives.
|
|
extern FString LumpFilterIWAD;
|
|
|
|
#endif
|