Wolf3D-Mac/Data.c

1 line
5.7 KiB
C

#include "wolfdef.h"
/**********************************
Global data used by Wolfenstein 3-D
**********************************/
Word tilemap[MAPSIZE][MAPSIZE]; /* Main tile map */
Word ConnectCount; /* Number of valid interconnects */
connect_t areaconnect[MAXDOORS]; /* Is this area mated with another? */
Boolean areabyplayer[MAXAREAS]; /* Which areas can I see into? */
Word numstatics; /* Number of active static objects */
static_t statics[MAXSTATICS]; /* Data for the static items */
Word numdoors; /* Number of active door objects */
door_t doors[MAXDOORS]; /* Data for the door items */
Word nummissiles; /* Number of active missiles */
missile_t missiles[MAXMISSILES]; /* Data for the missile items */
Word numactors; /* Number of active actors */
actor_t actors[MAXACTORS]; /* Data for the actors */
unsigned char **GameShapes; /* Pointer to the game shape array */
Word difficulty; /* 0 = easy, 1= normal, 2=hard*/
gametype_t gamestate; /* Status of the game (Save game) */
exit_t playstate; /* Current status of the game */
Word killx,killy; /* X,Y of the thing that killed you! */
Boolean madenoise; /* True when shooting or screaming*/
Boolean playermoving; /* Is the player in motion? */
Boolean useheld; /* Holding down the use key? */
Boolean selectheld; /* Weapon select held down? */
Boolean attackheld; /* Attack button held down? */
Boolean buttonstate[NUMBUTTONS]; /* Current input */
Word joystick1; /* Joystick value */
int mousex; /* Mouse x movement */
int mousey; /* Mouse y movement */
int mouseturn; /* Mouse turn movement */
Word nextmap; /* Next map to warp to */
Word facecount; /* Time to show a specific head */
Word faceframe; /* Head pic to show */
Word elevatorx,elevatory; /* x,y of the elevator */
Word firstframe; /* if non 0, the screen is still faded out */
Word OldMapNum; /* Currently loaded map # */
loadmap_t *MapPtr; /* Pointer to current loaded map */
int clipshortangle; /* Angle for the left edge of the screen */
int clipshortangle2; /* clipshortangle * 2 */
Word viewx; /* X coord of camera */
Word viewy; /* Y coord of camera */
fixed_t viewsin; /* Base sine for viewing angle */
fixed_t viewcos; /* Base cosine for viewing angle */
Word normalangle; /* Normalized angle for view (NSEW) */
Word centerangle; /* viewangle in fineangles*/
Word centershort; /* viewangle in 64k angles*/
Word topspritescale; /* Scale of topmost sprite */
Word topspritenum; /* Shape of topmost sprite */
Word xscale[1024]; /* Scale factor for width of the screen */
Word numvisspr; /* Number of valid visible sprites */
vissprite_t vissprites[MAXVISSPRITES]; /* Buffer for sprite records */
Word xevents[MAXVISSPRITES]; /* Scale events for sprite sort */
Word sortbuffer[MAXVISSPRITES]; /* mergesort requires an extra buffer*/
Word *firstevent; /* First event in sorted list */
Boolean areavis[MAXAREAS]; /* Area visible */
Word bspcoord[4]; /* Rect for the BSP search */
Word TicCount; /* Ticks since last screen draw */
Word LastTicCount; /* Tick value at start of render */
Boolean IntermissionHack; /* Hack for preventing double score drawing during intermission */
Word rw_maxtex;
Word rw_mintex;
LongWord rw_scalestep;
Word rw_midpoint;
Boolean rw_downside;
int rw_centerangle;
Byte *rw_texture;
LongWord rw_scale;
Byte *ArtData[64];
void *SpriteArray[S_LASTONE];
Word MacVidSize = -1;
Word SlowDown = 1; /* Force the game to 15 hz */
Word MouseEnabled = 0; /* Allow mouse control */
Word GameViewSize = 0; /* Size of the game screen */
Word NoWeaponDraw=1; /* Flag to not draw the weapon on the screen */
maplist_t *MapListPtr; /* Pointer to map info record */
unsigned short *SongListPtr; /* Pointer to song list record */
unsigned short *WallListPtr; /* Pointer to wall list record */
Word MaxScaler = 1; /* Maximum number of VALID scalers */
Boolean ShowPush; /* Cheat for pushwalls */
Byte textures[MAPSIZE*2+5][MAPSIZE]; /* Texture indexes */
Word NaziSound[] = {SND_ESEE,SND_ESEE2,SND_ESEE3,SND_ESEE4};
classinfo_t classinfo[] = { /* Info for all the bad guys */
{SND_ESEE,SND_EDIE, /* Nazi */
ST_GRD_WLK1, ST_GRD_STND, ST_GRD_ATK1,ST_GRD_PAIN,ST_GRD_DIE,
100, 5, 0x0F, 6},
{SND_ESEE,SND_EDIE, /* Blue guard */
ST_OFC_WLK1, ST_OFC_STND, ST_OFC_ATK1,ST_OFC_PAIN,ST_OFC_DIE,
400, 10, 0x01, 12},
{SND_ESEE,SND_EDIE, /* White officer */
ST_SS_WLK1, ST_SS_STND, ST_SS_ATK1,ST_SS_PAIN,ST_SS_DIE,
500, 6, 0x07, 25},
{SND_DOGBARK,SND_DOGDIE, /* Dog */
ST_DOG_WLK1,ST_DOG_STND,ST_DOG_ATK1,ST_DOG_WLK1,ST_DOG_DIE,
200, 9, 0x07, 1},
{SND_NOSOUND,SND_EDIE, /* Mutant */
ST_MUTANT_WLK1, ST_MUTANT_STND, ST_MUTANT_ATK1,ST_MUTANT_PAIN,ST_MUTANT_DIE,
400, 7, 0x01, 18},
{SND_GUTEN,SND_EDIE, /* Hans */
ST_HANS_WLK1, ST_HANS_STND, ST_HANS_ATK1,ST_GRD_STND,ST_HANS_DIE,
5000,7, 0x01, 250},
{SND_SHITHEAD,SND_EDIE, /* Dr. Schabbs */
ST_SCHABBS_WLK1, ST_SCHABBS_STND, ST_SCHABBS_ATK1,ST_GRD_STND,ST_SCHABBS_DIE,
5000, 5,0x01, 350},
{SND_GUTEN,SND_EDIE, /* Trans */
ST_TRANS_WLK1, ST_TRANS_STND, ST_TRANS_ATK1,ST_GRD_STND,ST_TRANS_DIE,
5000, 7,0x01, 300},
{SND_DOGBARK,SND_EDIE, /* Uber knight */
ST_UBER_WLK1, ST_UBER_STND, ST_UBER_ATK1,ST_GRD_STND,ST_UBER_DIE,
5000, 8,0x01, 400},
{SND_COMEHERE,SND_EDIE, /* Dark knight */
ST_DKNIGHT_WLK1, ST_DKNIGHT_STND, ST_DKNIGHT_ATK1,ST_GRD_STND,ST_DKNIGHT_DIE,
5000, 7,0x01, 450},
{SND_SHIT,SND_EDIE, /* Mechahitler */
ST_MHITLER_WLK1, ST_MHITLER_STND, ST_MHITLER_ATK1,ST_GRD_STND, ST_HITLER_DIE,
5000, 7,0x01, 500},
{SND_HITLERSEE,SND_EDIE, /* Hitler */
ST_HITLER_WLK1, ST_MHITLER_STND, ST_HITLER_ATK1,ST_GRD_STND,ST_HITLER_DIE,
5000, 8,0x01, 500},
};