gzdoom/src/doomstat.h
Randy Heit 7b4d6e2f87 Add lump filtering for archive resources
- Multi-directory archives (e.g. zips) now support filtering lumps
  depending on the loaded IWAD. The search rules are the same as for the
  Autoload entries in the user's ini. For instance, if you are playing
  Doom 2, the following filters will be applied:
  * "filter/doom2/*"
  * "filter/doom/*"
  They will be renamed to strip out the "filter/doom2/" and "filter/doom/"
  parts and will be ordered so they take precedence over any files not
  inside a filter/ directory. Any files inside another filter/ directory
  (e.g. "filter/hexen/*") will be ignored.
2015-04-03 22:42:22 -05:00

256 lines
5.9 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__
#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;
// 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 pauseext;
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
// 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 (Bool, developer)
extern bool ToggleFullscreen;
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;
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 LumpFilterGroup, LumpFilterIWAD;
#endif