1 /* 2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX 3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO 4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A 5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS 6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS 7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE 8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE 9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS 10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. 11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. 12 */ 13 14 #ifdef HAVE_CONFIG_H 15 #include <conf.h> 16 #endif 17 18 #ifdef RCS 19 static char rcsid[] = "$Id: mglobal.c,v 1.2 2001/01/31 15:17:54 bradleyb Exp $"; 20 #endif 21 22 #include "fix.h" 23 #include "vecmat.h" 24 #include "inferno.h" 25 #include "segment.h" 26 #include "object.h" 27 #include "bm.h" 28 #include "3d.h" 29 #include "game.h" 30 31 32 // Global array of vertices, common to one mine. 33 vms_vector Vertices[MAX_VERTICES]; 34 g3s_point Segment_points[MAX_VERTICES]; 35 36 fix FrameTime = 0x1000; // Time since last frame, in seconds 37 fix GameTime = 0; // Time in game, in seconds 38 39 //How many frames we've rendered 40 int FrameCount = 0; 41 42 // This is the global mine which create_new_mine returns. 43 segment Segments[MAX_SEGMENTS]; 44 segment2 Segment2s[MAX_SEGMENTS]; 45 //lsegment Lsegments[MAX_SEGMENTS]; 46 47 // Number of vertices in current mine (ie, Vertices, pointed to by Vp) 48 int Num_vertices = 0; 49 int Num_segments = 0; 50 51 int Highest_vertex_index=0; 52 int Highest_segment_index=0; 53 54 // Translate table to get opposite side of a face on a segment. 55 char Side_opposite[MAX_SIDES_PER_SEGMENT] = {WRIGHT, WBOTTOM, WLEFT, WTOP, WFRONT, WBACK}; 56 57 #define TOLOWER(c) ((((c)>='A') && ((c)<='Z'))?((c)+('a'-'A')):(c)) 58 59 #ifdef PASSWORD 60 #define encrypt(a,b,c,d) a ^ TOLOWER((((int) PASSWORD)>>24)&255), \ 61 b ^ TOLOWER((((int) PASSWORD)>>16)&255), \ 62 c ^ TOLOWER((((int) PASSWORD)>>8)&255), \ 63 d ^ TOLOWER((((int) PASSWORD))&255) 64 #else 65 #define encrypt(a,b,c,d) a,b,c,d 66 #endif 67 68 byte Side_to_verts[MAX_SIDES_PER_SEGMENT][4] = { 69 { encrypt(7,6,2,3) }, // left 70 { encrypt(0,4,7,3) }, // top 71 { encrypt(0,1,5,4) }, // right 72 { encrypt(2,6,5,1) }, // bottom 73 { encrypt(4,5,6,7) }, // back 74 { encrypt(3,2,1,0) }, // front 75 }; 76 77 // Note, this MUST be the same as Side_to_verts, it is an int for speed reasons. 78 int Side_to_verts_int[MAX_SIDES_PER_SEGMENT][4] = { 79 { encrypt(7,6,2,3) }, // left 80 { encrypt(0,4,7,3) }, // top 81 { encrypt(0,1,5,4) }, // right 82 { encrypt(2,6,5,1) }, // bottom 83 { encrypt(4,5,6,7) }, // back 84 { encrypt(3,2,1,0) }, // front 85 }; 86 87 // Texture map stuff 88 89 int NumTextures = 0; 90 bitmap_index Textures[MAX_TEXTURES]; // All textures. 91 92 fix Next_laser_fire_time; // Time at which player can next fire his selected laser. 93 fix Next_missile_fire_time; // Time at which player can next fire his selected missile. 94 //--unused-- fix Laser_delay_time = F1_0/6; // Delay between laser fires. 95 96 #if defined(MACINTOSH) && defined(APPLE_DEMO) 97 #define DEFAULT_DIFFICULTY 0 // trainee for apple demo 98 #else 99 #define DEFAULT_DIFFICULTY 1 100 #endif 101 102 int Difficulty_level=DEFAULT_DIFFICULTY; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest 103 int Detail_level=NUM_DETAIL_LEVELS-2; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest 104 105