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hyperrogue/rogueviz/ads/globals.cpp

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namespace hr {
namespace ads_game {
/** simulation speed */
ld ads_simspeed = TAU;
ld ds_simspeed = M_PI;
#define DS_(x) (main_rock ? ds_##x : ads_##x)
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/** by how much do WAS keys accelerate */
ld ads_accel = 6;
ld ds_accel = 15;
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/** cursor movement speed while paused */
ld pause_speed = 5;
/** time unit for time display */
ld ads_time_unit = TAU;
ld ds_time_unit = 1;
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/** 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;
/** hyperbolic 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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void change_scale(ld s);
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/** all the missiles and objects currently displayed */
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vector<struct ads_object*> displayed;
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/** how much should be the objects scaled */
ld ads_scale = 1;
ld ds_scale = 1;
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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;
};
ld ads_how_much_invincibility = TAU / 4;
ld ds_how_much_invincibility = TAU / 4;
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player_data pdata, ads_max_pdata, ads_tank_pdata, ds_max_pdata, ds_tank_pdata;
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bool auto_angle = true;
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ld rock_density = 0.25;
ld rock_max_rapidity = 1.5;
ld ads_missile_rapidity = 3; // speed is tanh(3) = about 0.95c
ld ds_missile_rapidity = 3; // speed is tanh(3) = about 0.95c
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ld crash_particle_rapidity = 1;
ld crash_particle_qty = 8;
ld crash_particle_life = .5;
ld fuel_particle_rapidity = 1;
ld fuel_particle_qty = 20;
ld fuel_particle_life = .15;
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cell *starting_point;
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int max_gen_per_frame = 3;
int draw_per_frame = 1000;
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/* for DS */
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ads_object *main_rock;
int XSCALE = 48;
int YSCALE = 48;
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int talpha = 32;
void init_textures();
void pick_textures();
void draw_textures();
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}}