📄 doomstat.h
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: doomstat.h,v 1.11 2001/04/17 22:26:07 calumr Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// 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 2// 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.////// $Log: doomstat.h,v $// Revision 1.11 2001/04/17 22:26:07 calumr// Initial Mac add//// Revision 1.10 2001/04/01 17:35:06 bpereira// no message//// Revision 1.9 2001/02/24 13:35:19 bpereira// no message//// Revision 1.8 2001/01/25 22:15:41 bpereira// added heretic support//// Revision 1.7 2000/11/02 17:50:06 stroggonmeth// Big 3Dfloors & FraggleScript commit!!//// Revision 1.6 2000/10/21 08:43:28 bpereira// no message//// Revision 1.5 2000/08/31 14:30:55 bpereira// no message//// Revision 1.4 2000/08/10 19:58:04 bpereira// no message//// Revision 1.3 2000/08/10 14:53:10 ydario// OS/2 port//// Revision 1.2 2000/02/27 00:42:10 hurdler// fix CR+LF problem//// Revision 1.1.1.1 2000/02/22 20:32:32 hurdler// Initial import into CVS (v1.29 pr3)////// 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__// We need globally shared data structures,// for defining the global state variables.#include "doomdata.h"// We need the player data structure as well.#include "d_player.h"#include "d_clisrv.h"// Game mode handling - identify IWAD version,// handle IWAD dependend animations etc.typedef enum{ shareware, // DOOM 1 shareware, E1, M9 registered, // DOOM 1 registered, E3, M27 commercial, // DOOM 2 retail, E1 M34 // DOOM 2 german edition not handled retail, // DOOM 1 retail, E4, M36 heretic, hexen, indetermined // Well, no IWAD found.} gamemode_t;// Mission packs - might be useful for TC stuff?typedef enum{ doom, // DOOM 1 doom2, // DOOM 2 pack_tnt, // TNT mission pack pack_plut, // Plutonia pack none} gamemission_t;// Identify language to use, software localization.typedef enum{ english, french, german, unknown} language_t;// ===================================================// Game Mode - identify IWAD as shareware, retail etc.// ===================================================//extern gamemode_t gamemode;extern gamemission_t gamemission;extern boolean inventory; // true with heretic and hexenextern boolean raven; // true with heretic and hexen// Set if homebrew PWAD stuff has been added.extern boolean modifiedgame;// =========// Language.// =========//extern language_t language;// =============================// Selected skill type, map etc.// =============================// Selected by user.extern skill_t gameskill;extern byte gameepisode;extern byte gamemap;// Nightmare mode flag, single player.// extern boolean respawnmonsters;// Netgame? only true in a netgameextern boolean netgame;// Only true if >1 player. netgame => multiplayer but not (multiplayer=>netgame)extern boolean multiplayer;// Flag: true only if started as net deathmatch.// An enum might handle altdeath/cooperative better.extern consvar_t cv_deathmatch;// ========================================// Internal parameters for sound rendering.// ========================================extern boolean nomusic; //defined in d_main.cextern boolean nosound;// =========================// Status flags for refresh.// =========================//// Depending on view size - no status bar?// Note that there is no way to disable the// status bar explicitely.extern boolean statusbaractive;extern boolean menuactive; // Menu overlayed?extern boolean paused; // Game Pause?extern boolean viewactive;extern boolean nodrawers;extern boolean noblit;extern int viewwindowx;extern int viewwindowy;extern int viewheight;extern int viewwidth;extern int scaledviewwidth;// This one is related to the 3-screen display mode.// ANG90 = left side, ANG270 = rightextern int viewangleoffset;// Player taking events, and displaying.extern int consoleplayer;extern int displayplayer;extern int secondarydisplayplayer; // for splitscreen//added:16-01-98: player from which the statusbar displays the infos.extern int statusbarplayer;// ============================================// Statistics on a given map, for intermission.// ============================================//extern int totalkills;extern int totalitems;extern int totalsecret;// ===========================// 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 tic_t gametic;#ifdef CLIENTPREDICTION2extern tic_t localgametic;#else#define localgametic leveltime#endif// Player spawn spots.extern mapthing_t *playerstarts[MAXPLAYERS];// Intermission stats.// Parameters for world map / intermission.extern wbstartstruct_t wminfo;// LUT of ammunition limits for each kind.// This doubles with BackPack powerup item.extern int maxammo[NUMAMMO];// =====================================// Internal parameters, used for engine.// =====================================//// File handling stuff.extern char basedefault[1024];#ifdef __MACOS__#define DEBFILE(msg) I_OutputMsg(msg)extern FILE* debugfile;#else#define DEBUGFILE#ifdef DEBUGFILE#define DEBFILE(msg) { if(debugfile) fputs(msg,debugfile); }extern FILE* debugfile;#else#define DEBFILE(msg) {}extern FILE* debugfile;#endif#endif //__MACOS__// if true, load all graphics at level loadextern boolean precache;// wipegamestate can be set to -1// to force a wipe on the next drawextern gamestate_t wipegamestate;//?// debug flag to cancel adaptivenessextern boolean singletics;#define BODYQUESIZE 32extern mobj_t* bodyque[BODYQUESIZE];extern int bodyqueslot;// =============// Netgame stuff// =============//extern ticcmd_t localcmds[BACKUPTICS];extern ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];#endif //__D_STATE__
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