mirror of
https://github.com/ZDoom/gzdoom.git
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c412b42703
- The stat meters now return an FString instead of sprintfing into a fixed output buffer. - NOASM is now automatically defined when compiling for a non-x86 target. - Some changes have been made to the integral types in doomtype.h: - For consistancy with the other integral types, byte is no longer a synonym for BYTE. - Most uses of BOOL have been change to the standard C++ bool type. Those that weren't were changed to INTBOOL to indicate they may contain values other than 0 or 1 but are still used as a boolean. - Compiler-provided types with explicit bit sizes are now used. In particular, DWORD is no longer a long so it will work with both 64-bit Windows and Linux. - Since some files need to include Windows headers, uint32 is a synonym for the non-Windows version of DWORD. - Removed d_textur.h. The pic_t struct it defined was used nowhere, and that was all it contained. SVN r326 (trunk)
314 lines
7.1 KiB
C++
314 lines
7.1 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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// Nightmare mode flag, single player.
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extern int respawnmonsters;
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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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extern level_locals_t level;
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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<mapthing2_t> deathmatchstarts;
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// Player spawn spots.
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extern mapthing2_t 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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extern int skyflatnum;
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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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