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/**
* @file GlobalUnsynced.h
* @brief Globally accessible unsynced stuff
*
* Contains globally accessible
* stuff that does not remain synced
*/
#ifndef GLOBALSTUFF_H
#define GLOBALSTUFF_H
#include "float3.h"
class CUnit;
/**
* @brief Global unsynced stuff
*
* Class containing globally accessible
* stuff that does not remain synced
*/
class CGlobalUnsyncedStuff
{
CR_DECLARE(CGlobalUnsyncedStuff);
public:
CGlobalUnsyncedStuff();
~CGlobalUnsyncedStuff();
int usRandInt(); //!< Unsynced random int
float usRandFloat(); //!< Unsynced random float
float3 usRandVector(); //!< Unsynced random vector
void SetMyPlayer(const int mynumber);
/**
* Does the user want team colored nanospray if the mod allows it?
*/
bool teamNanospray;
/**
* @brief mod game time
*
* How long the game has been going on
* (modified with game's speed factor)
*/
float modGameTime;
/**
* @brief game time
*
* How long the game has been going on
* in real time
*/
float gameTime;
/**
* @brief last frame time
*
* How long the last draw cycle took in real time
*/
float lastFrameTime;
// the starting time in tick for last draw frame
unsigned lastFrameStart;
// 0.001f * GAME_SPEED * gs->speedFactor, used for rendering
float weightedSpeedFactor;
// the draw frame number (never 0)
unsigned int drawFrame;
// the screen size in pixels
int screenSizeX;
int screenSizeY;
// the window position relative to the screen's bottom-left corner
int winPosX;
int winPosY;
// the window size in pixels
int winSizeX;
int winSizeY;
// the viewport position relative to the window's bottom-left corner
int viewPosX;
int viewPosY;
// the viewport size in pixels
int viewSizeX;
int viewSizeY;
// size of one pixel in viewport coordinates, i.e. 1/viewSizeX and 1/viewSizeY
float pixelX;
float pixelY;
/**
* @brief aspect ratio
*
* (float)viewSizeX / (float)viewSizeY
*/
float aspectRatio;
/**
* @brief Depthbuffer bits
*
* depthbuffer precision
*/
int depthBufferBits;
/**
* @brief my player num
*
* Local player's number
*/
int myPlayerNum;
/**
* @brief my team
*
* Local player's team
*/
int myTeam;
/**
* @brief my ally team
*
* Local player's ally team
*/
int myAllyTeam;
/**
* @brief spectating
*
* Whether this player is spectating
* (can't give orders, and can see everything if spectateFullView is true)
*/
bool spectating;
/**
* @brief spectatingFullView
*
* Whether this player is a spectator, and can see everything
* (if set to false, visibility is determined by the current team)
*/
bool spectatingFullView;
/**
* @brief spectatingFullSelect
*
* Can all units be selected when spectating?
*/
bool spectatingFullSelect;
/**
* @brief draw debug
*
* Whether debugging info is drawn
*/
bool drawdebug;
/**
* @brief active video
*
* Whether the graphics need to be drawn
*/
bool active;
/**
* @brief view range
*
* Player's view range
*/
float viewRange;
/**
* @brief time offset
*
* Time in number of frames since last update
* (for interpolation)
*/
float timeOffset;
/**
* @brief draw fog
*
* Whether fog (of war) is drawn or not
*/
bool drawFog;
/**
* @brief compressTextures
*
* If set, many (not all) textures will compressed on run-time.
*/
bool compressTextures;
/**
* @brief collection of some ATI bugfixes
*
* enables some ATI bugfixes
*/
bool haveATI;
bool atiHacks;
/**
* @brief if the GPU (drivers) support NonPowerOfTwoTextures
*
* Especially some ATI cards report that they support NPOTs, but they don't (or just very limited).
*/
bool supportNPOTs;
/**
* @brief dual screen mode
* In dual screen mode, the screen is split up between a game screen and a minimap screen.
* In this case viewSizeX is half of the actual GL viewport width,
*/
bool dualScreenMode;
/**
* @brief dual screen minimap on left
* In dual screen mode, allow the minimap to either be shown on the left or the right display.
* Minimap on the right is the default.
*/
bool dualScreenMiniMapOnLeft;
/**
* @brief direct control
*
* Pointer to unit being directly controlled by
* this player
*/
CUnit* directControl;
private:
/**
* @brief rand seed
*
* Stores the unsynced random seed
*/
int usRandSeed;
};
extern CGlobalUnsyncedStuff* gu;
extern bool fullscreen;
#endif /* GLOBALSTUFF_H */
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