// 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"


// ------------------------
// Command line parameters.
//
extern doom_boolean nomonsters;     // checkparm of -nomonsters
extern doom_boolean respawnparm;    // checkparm of -respawn
extern doom_boolean fastparm;       // checkparm of -fast
extern doom_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 doom_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 doom_boolean autostart;

// Selected by user. 
extern skill_t gameskill;
extern int gameepisode;
extern int gamemap;

// Nightmare mode flag, single player.
extern doom_boolean respawnmonsters;

// Netgame? Only true if >1 player.
extern doom_boolean netgame;

// Flag: true only if started as net deathmatch.
// An enum might handle altdeath/cooperative better.
extern doom_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 doom_boolean statusbaractive;

extern doom_boolean automapactive;  // In AutoMap mode?
extern doom_boolean menuactive;     // Menu overlayed?
extern doom_boolean paused;         // Game Pause?

extern doom_boolean viewactive;

extern doom_boolean nodrawers;
extern doom_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 doom_boolean usergame;

//?
extern doom_boolean demoplayback;
extern doom_boolean demorecording;

// Quit after playing a demo from cmdline.
extern doom_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 doom_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 void* debugfile;

// if true, load all graphics at level load
extern doom_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 doom_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

//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------
