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/*
* PARSEC - Global Variables
*
* $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:25 $
*
* Orginally written by:
* Copyright (c) Markus Hadwiger <msh@parsec.org> 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 <stddef.h>
#include <stdio.h>
#include <stdlib.h>
// 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;
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