mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-24 07:36:48 +03:00
3111c3f230
git-svn-id: svn://kolibrios.org@325 a494cfbc-eb01-0410-851d-a64ba20cac60
297 lines
6.7 KiB
C++
297 lines
6.7 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;
|
|
|
|
// Set if homebrew PWAD stuff has been added.
|
|
extern boolean modifiedgame;
|
|
|
|
|
|
// -------------------------------------------
|
|
// Language.
|
|
extern Language_t language;
|
|
|
|
|
|
// -------------------------------------------
|
|
// 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;
|
|
|
|
//?
|
|
extern boolean demoplayback;
|
|
extern boolean demorecording;
|
|
|
|
// 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 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).
|
|
|
|
// This is ???
|
|
extern doomcom_t* doomcom;
|
|
|
|
// This points inside doomcom.
|
|
extern doomdata_t* netbuffer;
|
|
|
|
|
|
extern ticcmd_t localcmds[BACKUPTICS];
|
|
extern int rndindex;
|
|
|
|
extern int maketic;
|
|
extern int nettics[MAXNETNODES];
|
|
|
|
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
|
|
extern int ticdup;
|
|
|
|
|
|
|
|
#endif
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Log:$
|
|
//
|
|
//-----------------------------------------------------------------------------
|