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doomstat.h
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doomstat.h
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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 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.
//
// 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;
// If true, we're using one of the mangled BFG edition IWADs.
extern boolean bfgedition;
// 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;
// 0=Cooperative; 1=Deathmatch; 2=Altdeath
extern int 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