ref: 8878f9e71edf05a44d6dc46a4a03e116ea100b7b
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_net.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; // 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 int viewwindowx; extern int viewwindowy; extern int viewheight; extern int viewwidth; extern int scaledviewwidth; extern boolean testcontrols; // 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. 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 int maxammo[NUMAMMO]; //----------------------------------------- // Internal parameters, used for engine. // // File handling stuff. extern char * savegamedir; 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; // Netgame stuff (buffers and pointers, i.e. indices). extern int rndindex; extern int maketic; extern int nettics[MAXPLAYERS]; extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; extern int ticdup; #endif