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.
16 * Global variables for main directory
30 // Global array of vertices, common to one mine.
31 vms_vector Vertices[MAX_VERTICES];
32 g3s_point Segment_points[MAX_VERTICES];
34 fix FrameTime = 0x1000; // Time since last frame, in seconds
35 fix GameTime = 0; // Time in game, in seconds
37 //How many frames we've rendered
40 // This is the global mine which create_new_mine returns.
41 segment Segments[MAX_SEGMENTS];
42 segment2 Segment2s[MAX_SEGMENTS];
43 //lsegment Lsegments[MAX_SEGMENTS];
45 // Number of vertices in current mine (ie, Vertices, pointed to by Vp)
49 int Highest_vertex_index=0;
50 int Highest_segment_index=0;
52 // Translate table to get opposite side of a face on a segment.
53 char Side_opposite[MAX_SIDES_PER_SEGMENT] = {WRIGHT, WBOTTOM, WLEFT, WTOP, WFRONT, WBACK};
55 #define TOLOWER(c) ((((c)>='A') && ((c)<='Z'))?((c)+('a'-'A')):(c))
58 #define encrypt(a,b,c,d) a ^ TOLOWER((((int) PASSWORD)>>24)&255), \
59 b ^ TOLOWER((((int) PASSWORD)>>16)&255), \
60 c ^ TOLOWER((((int) PASSWORD)>>8)&255), \
61 d ^ TOLOWER((((int) PASSWORD))&255)
63 #define encrypt(a,b,c,d) a,b,c,d
66 sbyte Side_to_verts[MAX_SIDES_PER_SEGMENT][4] = {
67 { encrypt(7,6,2,3) }, // left
68 { encrypt(0,4,7,3) }, // top
69 { encrypt(0,1,5,4) }, // right
70 { encrypt(2,6,5,1) }, // bottom
71 { encrypt(4,5,6,7) }, // back
72 { encrypt(3,2,1,0) }, // front
75 // Note, this MUST be the same as Side_to_verts, it is an int for speed reasons.
76 int Side_to_verts_int[MAX_SIDES_PER_SEGMENT][4] = {
77 { encrypt(7,6,2,3) }, // left
78 { encrypt(0,4,7,3) }, // top
79 { encrypt(0,1,5,4) }, // right
80 { encrypt(2,6,5,1) }, // bottom
81 { encrypt(4,5,6,7) }, // back
82 { encrypt(3,2,1,0) }, // front
88 bitmap_index Textures[MAX_TEXTURES]; // All textures.
90 fix Next_laser_fire_time; // Time at which player can next fire his selected laser.
91 fix Next_missile_fire_time; // Time at which player can next fire his selected missile.
92 //--unused-- fix Laser_delay_time = F1_0/6; // Delay between laser fires.
94 #if defined(MACINTOSH) && defined(APPLE_DEMO)
95 #define DEFAULT_DIFFICULTY 0 // trainee for apple demo
97 #define DEFAULT_DIFFICULTY 1
100 int Difficulty_level=DEFAULT_DIFFICULTY; // Difficulty level in 0..NDL-1, 0 = easiest, NDL-1 = hardest
101 int Detail_level=NUM_DETAIL_LEVELS-2; // Detail level in 0..NUM_DETAIL_LEVELS-1, 0 = boringest, NUM_DETAIL_LEVELS = coolest