mirror of
https://github.com/ZDoom/gzdoom.git
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8ca7c05e9d
that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. SVN r1036 (trunk)
307 lines
7 KiB
C++
307 lines
7 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// All the global variables that store the internal state.
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// Theoretically speaking, the internal state of the engine
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// should be found by looking at the variables collected
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// here, and every relevant module will have to include
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// this header file.
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// In practice, things are a bit messy.
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_STATE__
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#define __D_STATE__
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// We need globally shared data structures,
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// for defining the global state variables.
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// We need the player data structure as well.
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//#include "d_player.h"
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#include "doomdata.h"
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#include "d_net.h"
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#include "g_level.h"
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// We also need the definition of a cvar
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#include "c_cvars.h"
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// -----------------------
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// Game speed.
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//
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enum EGameSpeed
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{
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SPEED_Normal,
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SPEED_Fast,
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};
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extern EGameSpeed GameSpeed;
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// ------------------------
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// Command line parameters.
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//
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extern bool devparm; // DEBUG: launched with -devparm
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// -----------------------------------------------------
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// Game Mode - identify IWAD as shareware, retail etc.
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//
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extern GameMode_t gamemode;
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extern GameMission_t gamemission;
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// -------------------------------------------
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// Selected skill type, map etc.
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//
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extern char startmap[8]; // [RH] Actual map name now
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extern bool autostart;
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// Selected by user.
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EXTERN_CVAR (Int, gameskill);
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extern int NextSkill; // [RH] Skill to use at next level load
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// Netgame? Only true if >1 player.
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extern bool netgame;
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// Bot game? Like netgame, but doesn't involve network communication.
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extern bool multiplayer;
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// Flag: true only if started as net deathmatch.
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EXTERN_CVAR (Int, deathmatch)
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// [RH] Pretend as deathmatch for purposes of dmflags
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EXTERN_CVAR (Bool, alwaysapplydmflags)
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// [RH] Teamplay mode
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EXTERN_CVAR (Bool, teamplay)
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// [RH] Friendly fire amount
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EXTERN_CVAR (Float, teamdamage)
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// [RH] The class the player will spawn as in single player,
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// in case using a random class with Hexen.
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extern int SinglePlayerClass[MAXPLAYERS];
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// -------------------------
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// Internal parameters for sound rendering.
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EXTERN_CVAR (Float, snd_sfxvolume) // maximum volume for sound
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EXTERN_CVAR (Float, snd_musicvolume) // maximum volume for music
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// -------------------------
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// Status flags for refresh.
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//
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enum EMenuState
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{
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MENU_Off, // Menu is closed
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MENU_On, // Menu is opened
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MENU_WaitKey, // Menu is opened and waiting for a key in the controls menu
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MENU_OnNoPause, // Menu is opened but does not pause the game
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};
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extern bool automapactive; // In AutoMap mode?
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extern EMenuState menuactive; // Menu overlayed?
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extern int paused; // Game Pause?
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extern bool viewactive;
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extern bool nodrawers;
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extern bool noblit;
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extern int viewwindowx;
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extern int viewwindowy;
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extern "C" int viewheight;
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extern "C" int viewwidth;
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extern "C" int halfviewwidth; // [RH] Half view width, for plane drawing
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extern "C" int realviewwidth; // [RH] Physical width of view window
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extern "C" int realviewheight; // [RH] Physical height of view window
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extern "C" int detailxshift; // [RH] X shift for horizontal detail level
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extern "C" int detailyshift; // [RH] Y shift for vertical detail level
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// This one is related to the 3-screen display mode.
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// ANG90 = left side, ANG270 = right
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extern int viewangleoffset;
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// Player taking events. i.e. The local player.
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extern int consoleplayer;
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// --------------------------------------
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// DEMO playback/recording related stuff.
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// No demo, there is a human player in charge?
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// Disable save/end game?
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extern bool usergame;
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extern bool demoplayback;
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extern bool demorecording;
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extern int demover;
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// Quit after playing a demo from cmdline.
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extern bool singledemo;
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extern gamestate_t gamestate;
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extern int SaveVersion;
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//-----------------------------
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// Internal parameters, fixed.
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// These are set by the engine, and not changed
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// according to user inputs. Partly load from
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// WAD, partly set at startup time.
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extern int gametic;
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// Alive? Disconnected?
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extern bool playeringame[MAXPLAYERS];
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// Player spawn spots for deathmatch.
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extern TArray<FMapThing> deathmatchstarts;
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// Player spawn spots.
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extern FMapThing playerstarts[MAXPLAYERS];
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// Intermission stats.
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// Parameters for world map / intermission.
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extern struct wbstartstruct_s wminfo;
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//-----------------------------------------
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// Internal parameters, used for engine.
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//
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// File handling stuff.
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extern FILE* debugfile;
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// if true, load all graphics at level load
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extern bool precache;
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//-------
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//REFRESH
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//-------
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// wipegamestate can be set to -1
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// to force a wipe on the next draw
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extern gamestate_t wipegamestate;
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extern bool setsizeneeded;
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extern bool setmodeneeded;
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extern int BorderNeedRefresh;
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extern int BorderTopRefresh;
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EXTERN_CVAR (Float, mouse_sensitivity)
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//?
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// debug flag to cancel adaptiveness
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extern bool singletics;
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extern int bodyqueslot;
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// Needed to store the number of the dummy sky flat.
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// Used for rendering,
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// as well as tracking projectiles etc.
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// Netgame stuff (buffers and pointers, i.e. indices).
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// This is the interface to the packet driver, a separate program
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// in DOS, but just an abstraction here.
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extern doomcom_t doomcom;
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extern struct ticcmd_t localcmds[LOCALCMDTICS];
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extern int maketic;
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extern int nettics[MAXNETNODES];
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extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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extern int ticdup;
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// ---- [RH] ----
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EXTERN_CVAR (Bool, developer)
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extern bool ToggleFullscreen;
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extern float JoyAxes[6];
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extern int Net_Arbitrator;
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EXTERN_CVAR (Bool, var_friction)
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EXTERN_CVAR (Bool, var_pushers)
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// [RH] Miscellaneous info for DeHackEd support
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struct DehInfo
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{
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int StartHealth;
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int StartBullets;
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int MaxHealth;
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int MaxArmor;
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int GreenAC;
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int BlueAC;
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int MaxSoulsphere;
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int SoulsphereHealth;
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int MegasphereHealth;
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int GodHealth;
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int FAArmor;
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int FAAC;
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int KFAArmor;
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int KFAAC;
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char PlayerSprite[5];
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BYTE ExplosionStyle;
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fixed_t ExplosionAlpha;
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int NoAutofreeze;
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};
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extern DehInfo deh;
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EXTERN_CVAR (Int, infighting)
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// [RH] Deathmatch flags
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EXTERN_CVAR (Int, dmflags);
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EXTERN_CVAR (Int, dmflags2); // [BC]
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EXTERN_CVAR (Int, compatflags);
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extern int i_compatflags;
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#endif
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