namespace hr { namespace ads_game { /** simulation speed */ ld ads_simspeed = TAU / 10; ld ds_simspeed = M_PI / 10; #define DS_(x) (main_rock ? ds_##x : ads_##x) /** by how much do WAS keys accelerate */ ld ads_accel = 6 * ads_simspeed; ld ds_accel = 15 * ds_simspeed; /** cursor movement speed while paused */ ld pause_speed = 0.5; /** time unit for time display */ ld ads_time_unit = TAU; ld ds_time_unit = 1; /** transform world coordinates to current view coordinates */ 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; /** world coordinates of vctr -- technically, this is a shiftmatrix */ ads_matrix vctrV, new_vctrV, vctrV_ship; /** 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; /** until when is the ship invincible */ ld invincibility_pt; /** 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(); void restart(); void change_scale(ld s); /** all the missiles and objects currently displayed */ vector displayed; /** how much should be the objects scaled */ ld ads_scale = 1; ld ds_scale = 1; color_t missile_color = 0xFF0000FF; bool game_over; 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; player_data pdata, ads_max_pdata, ads_tank_pdata, ds_max_pdata, ds_tank_pdata; bool auto_angle = true; 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 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; cell *starting_point; int max_gen_per_frame = 3; int draw_per_frame = 1000; /* for DS */ ads_object *main_rock; extern string copyright_shown; int XSCALE = 48; int YSCALE = 48; int talpha = 32; void init_textures(); void pick_textures(); void draw_textures(); void reset_textures(); void ds_restart(); void run_ads_game_std(); void run_ds_game(); /** in the replay mode */ bool in_replay; void switch_replay(); void replay_animation(); void switch_underlying(); bool ads_draw_cell(cell *c, const shiftmatrix& V); }}