/* $Id: mglobal.c,v 1.1.1.1 2006/03/17 19:57:46 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Global variables for main directory * */ #ifdef HAVE_CONFIG_H #include #endif #ifdef RCS static char rcsid[] = "$Id: mglobal.c,v 1.1.1.1 2006/03/17 19:57:46 zicodxx Exp $"; #endif #include "fix.h" #include "vecmat.h" #include "inferno.h" #include "segment.h" #include "object.h" #include "bm.h" #include "3d.h" #include "game.h" // Global array of vertices, common to one mine. vms_vector Vertices[MAX_VERTICES]; g3s_point Segment_points[MAX_VERTICES]; fix FrameTime = 0x1000; // Time since last frame, in seconds fix GameTime = 0; // Time in game, in seconds //How many frames we've rendered int FrameCount = 0; // This is the global mine which create_new_mine returns. segment Segments[MAX_SEGMENTS]; segment2 Segment2s[MAX_SEGMENTS]; //lsegment Lsegments[MAX_SEGMENTS]; // Number of vertices in current mine (ie, Vertices, pointed to by Vp) int Num_vertices = 0; int Num_segments = 0; int Highest_vertex_index=0; int Highest_segment_index=0; // Translate table to get opposite side of a face on a segment. char Side_opposite[MAX_SIDES_PER_SEGMENT] = {WRIGHT, WBOTTOM, WLEFT, WTOP, WFRONT, WBACK}; #define TOLOWER(c) ((((c)>='A') && ((c)<='Z'))?((c)+('a'-'A')):(c)) #ifdef PASSWORD #define encrypt(a,b,c,d) a ^ TOLOWER((((int) PASSWORD)>>24)&255), \ b ^ TOLOWER((((int) PASSWORD)>>16)&255), \ c ^ TOLOWER((((int) PASSWORD)>>8)&255), \ d ^ TOLOWER((((int) PASSWORD))&255) #else #define encrypt(a,b,c,d) a,b,c,d #endif sbyte Side_to_verts[MAX_SIDES_PER_SEGMENT][4] = { { encrypt(7,6,2,3) }, // left { encrypt(0,4,7,3) }, // top { encrypt(0,1,5,4) }, // right { encrypt(2,6,5,1) }, // bottom { encrypt(4,5,6,7) }, // back { encrypt(3,2,1,0) }, // front }; // Note, this MUST be the same as Side_to_verts, it is an int for speed reasons. int Side_to_verts_int[MAX_SIDES_PER_SEGMENT][4] = { { encrypt(7,6,2,3) }, // left { encrypt(0,4,7,3) }, // top { encrypt(0,1,5,4) }, // right { encrypt(2,6,5,1) }, // bottom { encrypt(4,5,6,7) }, // back { encrypt(3,2,1,0) }, // front }; // Texture map stuff int NumTextures = 0; bitmap_index Textures[MAX_TEXTURES]; // All textures. fix Next_laser_fire_time; // Time at which player can next fire his selected laser. fix Next_missile_fire_time; // Time at which player can next fire his selected missile. //--unused-- fix Laser_delay_time = F1_0/6; // Delay between laser fires. #if defined(MACINTOSH) && defined(APPLE_DEMO) #define DEFAULT_DIFFICULTY 0 // trainee for apple demo #else #define DEFAULT_DIFFICULTY 1 #endif int Difficulty_level=DEFAULT_DIFFICULTY; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest int Detail_level=NUM_DETAIL_LEVELS-2; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest