#pragma once #include #include "c_cvars.h" #include "zstring.h" #include "inputstate.h" #include "gamecvars.h" #include "tarray.h" #include "name.h" #include "memarena.h" #include "stats.h" #include "i_time.h" #include "palentry.h" #include "pragmas.h" extern FString currentGame; extern FString LumpFilter; class FArgs; extern bool GUICapture; extern bool AppActive; extern cycle_t drawtime, actortime, thinktime, gameupdatetime; extern bool r_NoInterpolate; extern bool crouch_toggle; struct MapRecord; extern MapRecord* g_nextmap; extern int g_nextskill; extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown. int CONFIG_Init(); // I am not sure if anything below will survive for long... #define MAXMOUSEAXES 2 #define MAXMOUSEDIGITAL (MAXMOUSEAXES*2) // default mouse scale #define DEFAULTMOUSEANALOGUESCALE 65536 // default joystick settings #define DEFAULTJOYSTICKANALOGUESCALE 65536 #define DEFAULTJOYSTICKANALOGUEDEAD 1000 #define DEFAULTJOYSTICKANALOGUESATURATE 9500 void CONFIG_SetupJoystick(void); void CONFIG_SetGameControllerDefaultsClear(); extern FStringCVar* const CombatMacros[]; void CONFIG_ReadCombatMacros(); int GameMain(); int GetAutomapZoom(int gZoom); void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff); void updatePauseStatus(); void DeferedStartGame(MapRecord* map, int skill, bool nostopsound = false); void ChangeLevel(MapRecord* map, int skill); void CompleteLevel(MapRecord* map); struct UserConfig { FString gamegrp; FString CommandMap; FString DefaultDef; FString DefaultCon; FString CommandDemo; FString CommandName; FString CommandIni; std::unique_ptr AddDefs; std::unique_ptr AddCons; std::unique_ptr AddFiles; std::unique_ptr AddFilesPre; //To be added before the main directory. Only for legacy options. std::unique_ptr AddArt; TArray toBeDeleted; bool nomonsters = false; bool nosound = false; //bool nomusic = false; bool nologo = false; int setupstate = -1; void ProcessOptions(); }; extern UserConfig userConfig; extern int nomusic; extern bool nosound; inline bool MusicEnabled() { return mus_enabled && !nomusic; } inline bool SoundEnabled() { return snd_enabled && !nosound; } enum { GAMEFLAG_DUKE = 0x00000001, GAMEFLAG_NAM = 0x00000002, GAMEFLAG_NAPALM = 0x00000004, GAMEFLAG_WW2GI = 0x00000008, GAMEFLAG_ADDON = 0x00000010, GAMEFLAG_SHAREWARE = 0x00000020, GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta GAMEFLAG_PLUTOPAK = 0x00000080, GAMEFLAG_RR = 0x00000100, GAMEFLAG_RRRA = 0x00000200, GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA, GAMEFLAG_BLOOD = 0x00000800, GAMEFLAG_SW = 0x00001000, GAMEFLAG_POWERSLAVE = 0x00002000, GAMEFLAG_EXHUMED = 0x00004000, GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher. GAMEFLAG_WORLDTOUR = 0x00008000, GAMEFLAG_DUKEDC = 0x00010000, GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo // We still need these for the parsers. GAMEFLAG_FURY = 0, GAMEFLAG_DEER = 0, }; struct GrpInfo { FString name; FString scriptname; FString defname; FString rtsname; FString gamefilter; uint32_t CRC = 0; uint32_t dependencyCRC = 0; size_t size = 0; int flags = 0; bool loaddirectory = false; bool isAddon = false; TArray mustcontain; TArray tobedeleted; TArray loadfiles; TArray loadart; }; struct GrpEntry { FString FileName; GrpInfo FileInfo; uint32_t FileIndex; }; extern int g_gameType; const char* G_DefaultDefFile(void); const char* G_DefFile(void); void LoadDefinitions(); // game check shortcuts inline bool isNam() { return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM); } inline bool isNamWW2GI() { return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI); } inline bool isWW2GI() { return g_gameType & (GAMEFLAG_WW2GI); } inline bool isRR() { return g_gameType & (GAMEFLAG_RRALL); } inline bool isRRRA() { return g_gameType & (GAMEFLAG_RRRA); } inline bool isWorldTour() { return g_gameType & GAMEFLAG_WORLDTOUR; } inline bool isPlutoPak() { return g_gameType & GAMEFLAG_PLUTOPAK; } inline bool isShareware() { return g_gameType & GAMEFLAG_SHAREWARE; } TArray GrpScan(); void S_PauseSound(bool notmusic, bool notsfx); void S_ResumeSound(bool notsfx); void S_SetSoundPaused(int state); void G_FatalEngineError(void); enum { MaxSmoothRatio = FRACUNIT }; FString G_GetDemoPath(); enum { PAUSESFX_MENU = 1, PAUSESFX_CONSOLE = 2 }; extern int paused; extern int chatmodeon; extern bool sendPause; extern int lastTic; //--------------------------------------------------------------------------- // // Return half player's q16look_ang directly or interpolated as required. // //--------------------------------------------------------------------------- inline double getHalfLookAng(fixed_t const oq16look_ang, fixed_t const q16look_ang, bool interpolate, double smoothratio) { return (!interpolate ? q16look_ang : oq16look_ang + fmulscale16(q16look_ang - oq16look_ang, smoothratio)) * (0.5 / FRACUNIT); }