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hyperrogue/rogueviz/ads/globals.cpp

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namespace hr {
namespace ads_game {
/** simulation speed */
ld simspeed = TAU;
/** by how much do WAS keys accelerate */
ld accel = 6;
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/** cursor movement speed while paused */
ld pause_speed = 5;
/** time unit for time display */
ld time_unit = TAU;
/** transform world coordinates to current view coordinates */
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ads_matrix current;
/** transform world coordinates to ship coordinates (used when paused) */
ads_matrix current_ship;
/** SL cell closest to the current view/ship */
cell *vctr, *new_vctr, *vctr_ship;
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/** world coordinates of vctr -- technically, this is a shiftmatrix */
ads_matrix vctrV, new_vctrV, vctrV_ship;
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/** how far is vctr from the ship */
ld vctr_dist;
/** how is the ship shape rotated */
ld ang = 0;
/** ship's current proper time */
ld ship_pt;
/** paused camera's current proper time */
ld view_pt;
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/** until when is the ship invincible */
ld invincibility_pt;
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/** is the game paused */
bool paused;
/** auto-rotate the screen */
bool auto_rotate = false;
/** should we display the proper times of all objects */
bool view_proper_times = false;
/** format for displaying time */
const char *tformat = "%.2f";
void game_menu();
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void restart();
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/** all the missiles and objects currently displayed */
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vector<struct ads_object*> displayed;
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color_t missile_color = 0xFF0000FF;
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bool game_over;
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struct player_data {
int hitpoints;
int score;
int ammo;
ld fuel;
ld oxygen;
};
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ld how_much_invincibility = TAU / 4;
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player_data pdata, max_pdata, tank_pdata;
bool auto_angle = true;
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cell *starting_point;
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}}