ref: d3cd96a9dc73d4b261757a34bf1e3c59b48ddf19
dir: /src/doom/doomstat.h/
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// 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.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// 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"
#include "d_loop.h"
// We need the playr data structure as well.
#include "d_player.h"
// Game mode/mission
#include "d_mode.h"
#include "net_defs.h"
// ------------------------
// Command line parameters.
//
extern  boolean	nomonsters;	// checkparm of -nomonsters
extern  boolean	respawnparm;	// checkparm of -respawn
extern  boolean	fastparm;	// checkparm of -fast
extern  boolean	devparm;	// DEBUG: launched with -devparm
// -----------------------------------------------------
// Game Mode - identify IWAD as shareware, retail etc.
//
extern GameMode_t	gamemode;
extern GameMission_t	gamemission;
extern GameVersion_t    gameversion;
extern char            *gamedescription;
// Convenience macro.
// 'gamemission' can be equal to pack_chex or pack_hacx, but these are
// just modified versions of doom and doom2, and should be interpreted
// as the same most of the time.
#define logical_gamemission                             \
    (gamemission == pack_chex ? doom :                  \
     gamemission == pack_hacx ? doom2 : gamemission)
// Set if homebrew PWAD stuff has been added.
extern  boolean	modifiedgame;
// -------------------------------------------
// Selected skill type, map etc.
//
// Defaults for menu, methinks.
extern  skill_t		startskill;
extern  int             startepisode;
extern	int		startmap;
// Savegame slot to load on startup.  This is the value provided to
// the -loadgame option.  If this has not been provided, this is -1.
extern  int             startloadgame;
extern  boolean		autostart;
// Selected by user. 
extern  skill_t         gameskill;
extern  int		gameepisode;
extern  int		gamemap;
// If non-zero, exit the level after this number of minutes
extern  int             timelimit;
// Nightmare mode flag, single player.
extern  boolean         respawnmonsters;
// Netgame? Only true if >1 player.
extern  boolean	netgame;
// Flag: true only if started as net deathmatch.
// An enum might handle altdeath/cooperative better.
extern  boolean	deathmatch;	
	
// -------------------------
// Internal parameters for sound rendering.
// These have been taken from the DOS version,
//  but are not (yet) supported with Linux
//  (e.g. no sound volume adjustment with menu.
// From m_menu.c:
//  Sound FX volume has default, 0 - 15
//  Music volume has default, 0 - 15
// These are multiplied by 8.
extern int sfxVolume;
extern int musicVolume;
// Current music/sfx card - index useless
//  w/o a reference LUT in a sound module.
// Ideally, this would use indices found
//  in: /usr/include/linux/soundcard.h
extern int snd_MusicDevice;
extern int snd_SfxDevice;
// Config file? Same disclaimer as above.
extern int snd_DesiredMusicDevice;
extern int snd_DesiredSfxDevice;
// -------------------------
// 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 automapactive;	// In AutoMap mode?
extern  boolean	menuactive;	// Menu overlayed?
extern  boolean	paused;		// Game Pause?
extern  boolean		viewactive;
extern  boolean		nodrawers;
extern  boolean         testcontrols;
extern  int             testcontrols_mousespeed;
// This one is related to the 3-screen display mode.
// ANG90 = left side, ANG270 = right
extern  int	viewangleoffset;
// Player taking events, and displaying.
extern  int	consoleplayer;	
extern  int	displayplayer;
// -------------------------------------
// Scores, rating.
// Statistics on a given map, for intermission.
//
extern  int	totalkills;
extern	int	totalitems;
extern	int	totalsecret;
// Timer, for scores.
extern  int	levelstarttic;	// gametic at level start
extern  int	leveltime;	// tics in game play for par
// --------------------------------------
// DEMO playback/recording related stuff.
// No demo, there is a human player in charge?
// Disable save/end game?
extern  boolean	usergame;
//?
extern  boolean	demoplayback;
extern  boolean	demorecording;
// Round angleturn in ticcmds to the nearest 256.  This is used when
// recording Vanilla demos in netgames.
extern boolean lowres_turn;
// Quit after playing a demo from cmdline.
extern  boolean		singledemo;	
//?
extern  gamestate_t     gamestate;
//-----------------------------
// 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.
// Bookkeeping on players - state.
extern	player_t	players[MAXPLAYERS];
// Alive? Disconnected?
extern  boolean		playeringame[MAXPLAYERS];
// Player spawn spots for deathmatch.
#define MAX_DM_STARTS   10
extern  mapthing_t      deathmatchstarts[MAX_DM_STARTS];
extern  mapthing_t*	deathmatch_p;
// Player spawn spots.
extern  mapthing_t      playerstarts[MAXPLAYERS];
// Intermission stats.
// Parameters for world map / intermission.
extern  wbstartstruct_t		wminfo;	
//-----------------------------------------
// Internal parameters, used for engine.
//
// File handling stuff.
extern  char *          savegamedir;
extern	char		basedefault[1024];
// if true, load all graphics at level load
extern  boolean         precache;
// wipegamestate can be set to -1
//  to force a wipe on the next draw
extern  gamestate_t     wipegamestate;
extern  int             mouseSensitivity;
extern  int             bodyqueslot;
// Needed to store the number of the dummy sky flat.
// Used for rendering,
//  as well as tracking projectiles etc.
extern int		skyflatnum;
// Netgame stuff (buffers and pointers, i.e. indices).
extern	int		rndindex;
extern  ticcmd_t       *netcmds;
#endif