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123 lines
4.1 KiB
C++
123 lines
4.1 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "duke3d.h"
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BEGIN_DUKE_NS
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//-------------------------------------------------------------------------
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//
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// variables that need a script export
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//
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//-------------------------------------------------------------------------
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user_defs ud; // partially serialized
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// not serialized - read only
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DukeGameInfo gs;
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int screenpeek;
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// serialized
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player_struct ps[MAXPLAYERS];
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//-------------------------------------------------------------------------
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//
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// variables that only need an export if the entire game logic gets scriptified.
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// Otherwise all code referencing these variables should remain native.
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//
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//-------------------------------------------------------------------------
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int lastvisinc; // weapon flash
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int earthquaketime;
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int global_random; // readonly - one single global per-frame random value. Ugh...
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// Redneck Rampage
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int thunderon; // readonly - enables thunder effect in RR if true.
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int ufospawn; // UFO spawn flag
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int ufocnt; // UFO spawn count
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int hulkspawn; // Spawn a hulk?
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int lastlevel; // Set at the end of RRRA's E2L7.
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short fakebubba_spawn, mamaspawn_count, banjosound; // RRRA special effects
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short BellTime;
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int WindTime;
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DAngle WindDir;
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uint8_t enemysizecheat /*raat607*/, pistonsound, chickenphase /* raat605*/, RRRA_ExitedLevel, fogactive;
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//-------------------------------------------------------------------------
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//
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// variables that do not need a script export.
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//
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//-------------------------------------------------------------------------
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// not serialized
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int otherp; // internal helper
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int actor_tog; // cheat helper
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int playerswhenstarted; // why is this needed?
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int show_shareware; // display only.
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int rtsplaying; // RTS playback state
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TArray<DVector2> mspos;
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TArray<animate> animates;
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bool sound445done; // used in checksectors_r. This was local state inside a function, but this must be maintained globally and serialized
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int spriteqamount = 64; // internal sprite queue
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int spriteqloc;
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animwalltype animwall[MAXANIMWALLS]; // animated walls
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int numanimwalls;
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int animatecnt; // sector plane movement
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int numclouds; // cloudy skies
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sectortype* clouds[256];
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float cloudx;
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float cloudy;
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int cloudclock;
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TArray<Cycler> cyclers;
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TArray<AmbientTags> ambienttags;
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int mirrorcnt;
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sectortype* mirrorsector[64]; // mirrors
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walltype* mirrorwall[64];
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int numplayersprites; // player management for some SEs.
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player_orig po[MAXPLAYERS];
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uint32_t everyothertime; // Global animation ticker helper.
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// Redneck Rampage
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int thunder_brightness;
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int wupass; // used to play the level entry sound only once.
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sectortype* geosectorwarp[MAXGEOSECTORS]; // geometry render hack (overlay a secondary scene)
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sectortype* geosectorwarp2[MAXGEOSECTORS];
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sectortype* geosector[MAXGEOSECTORS];
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double geox[MAXGEOSECTORS];
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double geoy[MAXGEOSECTORS];
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double geox2[MAXGEOSECTORS];
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double geoy2[MAXGEOSECTORS];
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int geocnt;
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END_DUKE_NS
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