/* * PARSEC - Global Variables * * $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:25 $ * * Orginally written by: * Copyright (c) Markus Hadwiger 1996-2000 * * 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. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // C library #include #include #include // compilation flags/debug support #include "config.h" #include "debug.h" // general definitions #include "general.h" #include "objstruc.h" #include "od_props.h" // local module header #include "g_global.h" // firing control -------------------------------------------------------- int FireDisable = 1; int FireRepeat = 1; int CurGun = 0; int MissileDisable = 1; int CurLauncher = 0; // set when in floating menu --------------------------------------------- int InFloatingMenu = FALSE; // set when in starmap --------------------------------------------------- int InStarMap = FALSE; // set when in gameloop -------------------------------------------------- int InGameLoop = FALSE; // if set gameloop is exited automatically ------------------------------- int ExitGameLoop = FALSE; // current play position in audio stream --------------------------------- dword CurStreamReplayPos = 0; // options menu selections (without video options) ----------------------- int Op_DetailLevel = DETAIL_HIGH; int Op_PacketSendFreq = DETAIL_HIGH; int Op_FixFrameRate = 1; int Op_SoundEffects = 0; int Op_Music = 0; int Op_Joystick = 0; int Op_Mouse = 1; // help active? ---------------------------------------------------------- int HelpActive = 0; // targeting information ------------------------------------------------- dword TargetObjNumber = TARGETID_NO_TARGET; int TargetVisible = 0; int TargetLocked = 0; int TargetRemId = TARGETID_NO_TARGET; dword TargetScreenX; dword TargetScreenY; // counters for concurrently displayed laser objects --------------------- int MaxNumShots = 0; int NumShots = 0; // counters for concurrently displayed missile objects ------------------- int MaxNumMissiles = 0; int NumMissiles = 0; // laser type currently selected by user --------------------------------- int SelectedLaser = 0; // missile type currently selected by user ------------------------------- int SelectedMissile = 0; // current target hit (counts down from maximum to zero after event) ----- int HitCurTarget = 0; // missile has locked onto local ship (counts down after event) ---------- int IncomingMissile = 0; // game control data ----------------------------------------------------- //FIXME: GAMECODE !!!! int EnergyExtraBoost = ENERGY_EXTRA_BOOST; int RepairExtraBoost = 0; int DumbPackNumMissls = DUMB_PACK_NUMMISSLS; int HomPackNumMissls = HOM_PACK_NUMMISSLS; int SwarmPackNumMissls = SWARM_PACK_NUMMISSLS; int ProxPackNumMines = PROX_PACK_NUMMINES; int ExtraProbability = EXTRA_PROBABILITY; int MaxExtraArea = MAX_EXTRA_AREA; int MinExtraDist = MIN_EXTRA_DIST; int ProbHelixCannon = PROB_DAZZLE_LASER; int ProbLightningDevice = PROB_THIEF_LASER; int ProbPhotonCannon = 0; int ProbProximityMine = PROB_PROXIMITY_MINE; int ProbMissilePack = PROB_MISSILE_PACK; int ProbDumbMissPack = PROB_DUMB_MISS_PACK; int ProbHomMissPack = PROB_HOM_MISS_PACK; int ProbSwarmMissPack = 0; int ProbRepairExtra = 0; int ProbAfterburner = 0; int ProbHoloDecoy = 0; int ProbInvisibility = 0; int ProbInvulnerability = 0; int ProbEnergyField = 0; int ProbLaserUpgrade = 0; int ProbLaserUpgrade1 = 0; int ProbLaserUpgrade2 = 0; int ProbEmpUpgrade1 = 0; int ProbEmpUpgrade2 = 0; int MegaShieldStrength = MEGASHIELD_STRENGTH; // transformation matrix for pseudo stars -------------------------------- ALLOC_DESTXMATRX( PseudoStarMovement ); // positions of pseudo and fixed stars ----------------------------------- pseudostar_s PseudoStars[ MAX_PSEUDO_STARS ]; int NumPseudoStars = 0; int MaxPseudoStars = 150; fixedstar_s FixedStars[ MAX_FIXED_STARS ]; int NumFixedStars = 0;