forked from KolibriOS/kolibrios
9ae55df628
git-svn-id: svn://kolibrios.org@8547 a494cfbc-eb01-0410-851d-a64ba20cac60
297 lines
6.7 KiB
C++
Executable File
297 lines
6.7 KiB
C++
Executable File
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// All the global variables that store the internal state.
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// Theoretically speaking, the internal state of the engine
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// should be found by looking at the variables collected
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// here, and every relevant module will have to include
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// this header file.
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// In practice, things are a bit messy.
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_STATE__
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#define __D_STATE__
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// We need globally shared data structures,
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// for defining the global state variables.
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#include "doomdata.h"
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#include "d_net.h"
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// We need the playr data structure as well.
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#include "d_player.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// ------------------------
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// Command line parameters.
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//
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extern boolean nomonsters; // checkparm of -nomonsters
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extern boolean respawnparm; // checkparm of -respawn
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extern boolean fastparm; // checkparm of -fast
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extern boolean devparm; // DEBUG: launched with -devparm
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// -----------------------------------------------------
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// Game Mode - identify IWAD as shareware, retail etc.
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//
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extern GameMode_t gamemode;
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extern GameMission_t gamemission;
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// Set if homebrew PWAD stuff has been added.
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extern boolean modifiedgame;
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// -------------------------------------------
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// Language.
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extern Language_t language;
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// -------------------------------------------
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// Selected skill type, map etc.
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//
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// Defaults for menu, methinks.
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extern skill_t startskill;
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extern int startepisode;
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extern int startmap;
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extern boolean autostart;
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// Selected by user.
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extern skill_t gameskill;
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extern int gameepisode;
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extern int gamemap;
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// Nightmare mode flag, single player.
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extern boolean respawnmonsters;
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// Netgame? Only true if >1 player.
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extern boolean netgame;
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// Flag: true only if started as net deathmatch.
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// An enum might handle altdeath/cooperative better.
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extern boolean deathmatch;
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// -------------------------
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// Internal parameters for sound rendering.
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// These have been taken from the DOS version,
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// but are not (yet) supported with Linux
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// (e.g. no sound volume adjustment with menu.
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// These are not used, but should be (menu).
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// From m_menu.c:
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// Sound FX volume has default, 0 - 15
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// Music volume has default, 0 - 15
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// These are multiplied by 8.
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extern int snd_SfxVolume; // maximum volume for sound
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extern int snd_MusicVolume; // maximum volume for music
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// Current music/sfx card - index useless
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// w/o a reference LUT in a sound module.
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// Ideally, this would use indices found
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// in: /usr/include/linux/soundcard.h
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extern int snd_MusicDevice;
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extern int snd_SfxDevice;
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// Config file? Same disclaimer as above.
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extern int snd_DesiredMusicDevice;
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extern int snd_DesiredSfxDevice;
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// -------------------------
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// Status flags for refresh.
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//
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// Depending on view size - no status bar?
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// Note that there is no way to disable the
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// status bar explicitely.
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extern boolean statusbaractive;
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extern boolean automapactive; // In AutoMap mode?
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extern boolean menuactive; // Menu overlayed?
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extern boolean paused; // Game Pause?
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extern boolean viewactive;
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extern boolean nodrawers;
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extern boolean noblit;
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extern int viewwindowx;
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extern int viewwindowy;
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extern int viewheight;
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extern int viewwidth;
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extern int scaledviewwidth;
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// This one is related to the 3-screen display mode.
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// ANG90 = left side, ANG270 = right
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extern int viewangleoffset;
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// Player taking events, and displaying.
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extern int consoleplayer;
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extern int displayplayer;
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// -------------------------------------
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// Scores, rating.
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// Statistics on a given map, for intermission.
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//
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extern int totalkills;
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extern int totalitems;
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extern int totalsecret;
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// Timer, for scores.
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extern int levelstarttic; // gametic at level start
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extern int leveltime; // tics in game play for par
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// --------------------------------------
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// DEMO playback/recording related stuff.
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// No demo, there is a human player in charge?
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// Disable save/end game?
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extern boolean usergame;
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//?
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extern boolean demoplayback;
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extern boolean demorecording;
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// Quit after playing a demo from cmdline.
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extern boolean singledemo;
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//?
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extern gamestate_t gamestate;
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//-----------------------------
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// Internal parameters, fixed.
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// These are set by the engine, and not changed
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// according to user inputs. Partly load from
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// WAD, partly set at startup time.
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extern int gametic;
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// Bookkeeping on players - state.
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extern player_t players[MAXPLAYERS];
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// Alive? Disconnected?
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extern boolean playeringame[MAXPLAYERS];
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// Player spawn spots for deathmatch.
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#define MAX_DM_STARTS 10
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extern mapthing_t deathmatchstarts[MAX_DM_STARTS];
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extern mapthing_t* deathmatch_p;
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// Player spawn spots.
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extern mapthing_t playerstarts[MAXPLAYERS];
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// Intermission stats.
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// Parameters for world map / intermission.
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extern wbstartstruct_t wminfo;
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// LUT of ammunition limits for each kind.
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// This doubles with BackPack powerup item.
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extern int maxammo[NUMAMMO];
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//-----------------------------------------
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// Internal parameters, used for engine.
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//
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// File handling stuff.
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extern char basedefault[1024];
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extern FILE* debugfile;
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// if true, load all graphics at level load
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extern boolean precache;
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// wipegamestate can be set to -1
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// to force a wipe on the next draw
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extern gamestate_t wipegamestate;
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extern int mouseSensitivity;
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//?
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// debug flag to cancel adaptiveness
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extern boolean singletics;
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extern int bodyqueslot;
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// Needed to store the number of the dummy sky flat.
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// Used for rendering,
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// as well as tracking projectiles etc.
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extern int skyflatnum;
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// Netgame stuff (buffers and pointers, i.e. indices).
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// This is ???
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extern doomcom_t* doomcom;
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// This points inside doomcom.
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extern doomdata_t* netbuffer;
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extern ticcmd_t localcmds[BACKUPTICS];
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extern int rndindex;
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extern int maketic;
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extern int nettics[MAXNETNODES];
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extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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extern int ticdup;
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#endif
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//-----------------------------------------------------------------------------
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//
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// $Log:$
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//
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//-----------------------------------------------------------------------------
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