112 lines
3.5 KiB
C
112 lines
3.5 KiB
C
/* $Id: mglobal.c,v 1.5 2004-08-28 23:17:45 schaffner Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Global variables for main directory
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#ifdef RCS
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static char rcsid[] = "$Id: mglobal.c,v 1.5 2004-08-28 23:17:45 schaffner Exp $";
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#endif
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#include "fix.h"
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#include "vecmat.h"
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#include "inferno.h"
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#include "segment.h"
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#include "object.h"
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#include "bm.h"
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#include "3d.h"
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#include "game.h"
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// Global array of vertices, common to one mine.
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vms_vector Vertices[MAX_VERTICES];
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g3s_point Segment_points[MAX_VERTICES];
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fix FrameTime = 0x1000; // Time since last frame, in seconds
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fix GameTime = 0; // Time in game, in seconds
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//How many frames we've rendered
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int FrameCount = 0;
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// This is the global mine which create_new_mine returns.
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segment Segments[MAX_SEGMENTS];
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segment2 Segment2s[MAX_SEGMENTS];
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//lsegment Lsegments[MAX_SEGMENTS];
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// Number of vertices in current mine (ie, Vertices, pointed to by Vp)
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int Num_vertices = 0;
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int Num_segments = 0;
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int Highest_vertex_index=0;
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int Highest_segment_index=0;
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// Translate table to get opposite side of a face on a segment.
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char Side_opposite[MAX_SIDES_PER_SEGMENT] = {WRIGHT, WBOTTOM, WLEFT, WTOP, WFRONT, WBACK};
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#define TOLOWER(c) ((((c)>='A') && ((c)<='Z'))?((c)+('a'-'A')):(c))
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#ifdef PASSWORD
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#define encrypt(a,b,c,d) a ^ TOLOWER((((int) PASSWORD)>>24)&255), \
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b ^ TOLOWER((((int) PASSWORD)>>16)&255), \
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c ^ TOLOWER((((int) PASSWORD)>>8)&255), \
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d ^ TOLOWER((((int) PASSWORD))&255)
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#else
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#define encrypt(a,b,c,d) a,b,c,d
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#endif
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sbyte Side_to_verts[MAX_SIDES_PER_SEGMENT][4] = {
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{ encrypt(7,6,2,3) }, // left
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{ encrypt(0,4,7,3) }, // top
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{ encrypt(0,1,5,4) }, // right
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{ encrypt(2,6,5,1) }, // bottom
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{ encrypt(4,5,6,7) }, // back
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{ encrypt(3,2,1,0) }, // front
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};
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// Note, this MUST be the same as Side_to_verts, it is an int for speed reasons.
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int Side_to_verts_int[MAX_SIDES_PER_SEGMENT][4] = {
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{ encrypt(7,6,2,3) }, // left
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{ encrypt(0,4,7,3) }, // top
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{ encrypt(0,1,5,4) }, // right
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{ encrypt(2,6,5,1) }, // bottom
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{ encrypt(4,5,6,7) }, // back
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{ encrypt(3,2,1,0) }, // front
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};
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// Texture map stuff
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int NumTextures = 0;
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bitmap_index Textures[MAX_TEXTURES]; // All textures.
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fix Next_laser_fire_time; // Time at which player can next fire his selected laser.
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fix Next_missile_fire_time; // Time at which player can next fire his selected missile.
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//--unused-- fix Laser_delay_time = F1_0/6; // Delay between laser fires.
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#if defined(MACINTOSH) && defined(APPLE_DEMO)
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#define DEFAULT_DIFFICULTY 0 // trainee for apple demo
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#else
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#define DEFAULT_DIFFICULTY 1
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#endif
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int Difficulty_level=DEFAULT_DIFFICULTY; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
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int Detail_level=NUM_DETAIL_LEVELS-2; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest
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