gzdoom/src/doomstat.h

247 lines
5.5 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;
// 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_mastervolume) // maximum master volume
EXTERN_CVAR (Float, snd_sfxvolume) // maximum volume for sound
EXTERN_CVAR (Float, snd_musicvolume) // maximum volume for music
// -------------------------
// Status flags for refresh.
//
#include "menustate.h"
extern bool automapactive; // In AutoMap mode?
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;
// if true, load all graphics at level load
extern bool precache;
//-------
//REFRESH
//-------
extern bool setsizeneeded;
//?
// debug flag to cancel adaptiveness
extern bool singletics;
// 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, dmflags3); // [Nash]
EXTERN_CVAR (Int, compatflags);
EXTERN_CVAR (Int, compatflags2);
// Filters from AddAutoloadFiles(). Used to filter files from archives.
extern FString LumpFilterIWAD;
// These control whether certain items use generic text output instead of game-specific one.
extern bool generic_ui;
#endif