CGDoom/cgdoom/doomstat.h

266 lines
6.1 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// 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_net.h"
// We need the playr data structure as well.
#include "d_player.h"
#ifdef __GNUG__
#pragma interface
#endif
// ------------------------
// 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;
// -------------------------------------------
// Selected skill type, map etc.
//
// Defaults for menu, methinks.
extern skill_t startskill;
extern int startepisode;
extern int startmap;
extern boolean autostart;
// Selected by user.
extern skill_t gameskill;
extern int gameepisode;
extern int gamemap;
// 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.
// These are not used, but should be (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 snd_SfxVolume; // maximum volume for sound
extern int snd_MusicVolume; // maximum volume for music
// 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 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 = 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;
//?
// 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.
extern int gametic;
// 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;
// LUT of ammunition limits for each kind.
// This doubles with BackPack powerup item.
extern const int maxammo[NUMAMMO];
//-----------------------------------------
// Internal parameters, used for engine.
//
// File handling stuff.
//extern char basedefault[1024];
//extern FILE* debugfile;
// 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;
//?
// debug flag to cancel adaptiveness
extern boolean singletics;
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;
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------