gzdoom-gles/src/doomstat.h
Christoph Oelckers 170b633e91 - added two new things which can set a sector's color without the need of tags
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
  sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
  enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
  for implementing custom skill definitions but right now all it does is
  returning the original values but keeping the related information all in one
  place


SVN r557 (trunk)
2007-10-29 22:15:46 +00:00

311 lines
7.1 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// 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__
// We need globally shared data structures,
// for defining the global state variables.
// We need the player data structure as well.
//#include "d_player.h"
#include "doomdata.h"
#include "d_net.h"
#include "g_level.h"
// We also need the definition of a cvar
#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.
//
extern GameMode_t gamemode;
extern GameMission_t gamemission;
// -------------------------------------------
// Selected skill type, map etc.
//
extern char startmap[8]; // [RH] Actual map name now
extern bool autostart;
// 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;
// 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
{
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 viewactive;
extern bool nodrawers;
extern bool noblit;
extern int viewwindowx;
extern int viewwindowy;
extern "C" int viewheight;
extern "C" int viewwidth;
extern "C" int halfviewwidth; // [RH] Half view width, for plane drawing
extern "C" int realviewwidth; // [RH] Physical width of view window
extern "C" int realviewheight; // [RH] Physical height of view window
extern "C" int detailxshift; // [RH] X shift for horizontal detail level
extern "C" int detailyshift; // [RH] Y shift for vertical detail level
// This one is related to the 3-screen display mode.
// ANG90 = left side, ANG270 = right
extern int viewangleoffset;
// Player taking events. i.e. The local player.
extern int consoleplayer;
extern level_locals_t level;
// --------------------------------------
// DEMO playback/recording related stuff.
// No demo, there is a human player in charge?
// Disable save/end game?
extern bool usergame;
extern bool demoplayback;
extern bool demorecording;
extern int demover;
// Quit after playing a demo from cmdline.
extern bool singledemo;
extern gamestate_t gamestate;
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];
// Player spawn spots for deathmatch.
extern TArray<mapthing2_t> deathmatchstarts;
// Player spawn spots.
extern mapthing2_t playerstarts[MAXPLAYERS];
// Intermission stats.
// Parameters for world map / intermission.
extern struct wbstartstruct_s wminfo;
//-----------------------------------------
// Internal parameters, used for engine.
//
// File handling stuff.
extern FILE* debugfile;
// if true, load all graphics at level load
extern bool precache;
//-------
//REFRESH
//-------
// wipegamestate can be set to -1
// to force a wipe on the next draw
extern gamestate_t wipegamestate;
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.
extern int skyflatnum;
// Netgame stuff (buffers and pointers, i.e. indices).
// This is the interface to the packet driver, a separate program
// in DOS, but just an abstraction here.
extern doomcom_t doomcom;
extern struct ticcmd_t localcmds[LOCALCMDTICS];
extern int maketic;
extern int nettics[MAXNETNODES];
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
// ---- [RH] ----
EXTERN_CVAR (Bool, developer)
extern bool ToggleFullscreen;
extern float JoyAxes[6];
extern int Net_Arbitrator;
EXTERN_CVAR (Bool, var_friction)
EXTERN_CVAR (Bool, var_pushers)
// [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];
BYTE ExplosionStyle;
fixed_t ExplosionAlpha;
int NoAutofreeze;
};
extern DehInfo deh;
EXTERN_CVAR (Int, infighting)
// [RH] Deathmatch flags
EXTERN_CVAR (Int, dmflags);
EXTERN_CVAR (Int, dmflags2); // [BC]
EXTERN_CVAR (Int, compatflags);
extern int i_compatflags;
#endif