//----------------------------------------------------------------------------
//  EDGE2 Global State Variables
//----------------------------------------------------------------------------
//
//  Copyright (c) 1999-2009  The EDGE2 Team.
//
//  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.
//
//----------------------------------------------------------------------------
//
//  Based on the DOOM source code, released by Id Software under the
//  following copyright:
//
//    Copyright (C) 1993-1996 by id Software, Inc.
//
//----------------------------------------------------------------------------
//
// -MH- 1998/07/02 "lookupdown" --> "true3dgameplay"
//
// -ACB- 1999/10/07 Removed Sound Parameters - New Sound API
//
// ~CA~ 2011 - Added Splitscreen parameters!!
//doomstat.h - // Player taking events, and displaying.
//extern int consoleplayer[MAXSPLITSCREENPLAYERS];
//extern int displayplayer[MAXSPLITSCREENPLAYERS];
//description - global vars of internal state
#ifndef __D_STATE_H__
#define __D_STATE_H__


#include "../ddf/types.h"

#include "../epi/utility.h"

// We need globally shared data structures,
//  for defining the global state variables.
#include "dm_data.h"

class image_c;

extern bool devparm;  // DEBUG: launched with -devparm

extern gameflags_t global_flags;

extern gameflags_t level_flags;



// Selected by user.
extern skill_t gameskill;

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

// -------------------------
// Status flags for refresh.
//

// Depending on view size - no status bar?
// Note that there is no way to disable the
//  status bar explicitely.
extern bool statusbaractive;
extern bool menuactive;  // Menu overlayed?
extern bool rts_menuactive;
extern bool paused;  // Game Pause?
extern bool viewactive;
extern bool nodrawers;
extern bool noblit;

// This one is related to the 3-screen display mode.
// ANG90 = left side, ANG270 = right
extern angle_t viewanglebaseoffset;


// Timer, for scores.
extern int leveltime;  // tics in game play for par
extern bool fast_forward_active;

// --------------------------------------
// DEMO playback/recording related stuff.

//?
extern bool demoplayback;
extern bool demorecording;

// -AJA- 2000/12/07: auto quick-load feature
extern bool autoquickload;

// Quit after playing a demo from cmdline.
extern bool singledemo;

//?
extern gamestate_e 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;

#define DEATHMATCH()  (deathmatch > 0)
#define COOP_MATCH()  (deathmatch == 0 && numplayers > 1)
#define SP_MATCH()    (deathmatch == 0 && numplayers <= 1)

#define MAXHEALTH 200
#define MAXARMOUR 200

#define CHEATARMOUR      MAXARMOUR
#define CHEATARMOURTYPE  ARMOUR_Blue


//-----------------------------------------
// Internal parameters, used for engine.
//

// File handling stuff.
extern std::string cfgfile;

extern std::string iwad_base;

extern std::string cache_dir;
extern std::string ddf_dir;
extern std::string game_dir;
extern std::string home_dir;
extern std::string save_dir;
extern std::string shot_dir;

// if true, load all graphics at level load
extern bool precache;

// if true, enable HOM detection (hall of mirrors effect)
extern int debug_hom;

extern int save_page;

extern int quickSaveSlot;

// debug flag to cancel adaptiveness
extern bool singletics;

extern bool splitscreen_mode;

extern bool game_mode_doom;
extern bool game_mode_doom2;
extern bool game_mode_hacx;
extern bool game_mode_plutonia;
extern bool game_mode_tnt;
extern bool wolf3d_mode;
extern bool rott_mode;

extern bool heretic_mode;

extern int bodyqueslot;

// Needed to store the number of the dummy sky flat.
// Used for rendering, as well as tracking projectiles etc.

extern const image_c *skyflatimage;

#define IS_SKY(plane)  ((plane).image == skyflatimage)


//---------------------------------------------------
// Netgame stuff (buffers and pointers, i.e. indices).

extern int maketic;


//misc stuff
extern bool swapstereo;
extern bool png_scrshots;

#define NUMHUD  120

extern int screen_hud;

// -ES- 1999/08/15 Added teleport effects
extern int telept_effect;
extern int telept_flash;
extern int telept_reverse;

typedef enum
{
	INVULFX_Simple = 0,  // plain inverse blending
	INVULFX_Complex,     // inverse + grayscale (color_matrix)
	INVULFX_Textured,    // upload new textures

	NUM_INVULFX
}
invulfx_type_e;

extern int var_invul_fx;

#endif /*__D_STATE_H__*/

//--- editor settings ---
// vi:ts=4:sw=4:noexpandtab
