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			151 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
namespace hr {
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namespace ads_game {
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/** simulation speed */
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ld ads_simspeed = TAU / 10;
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ld ds_simspeed = M_PI / 10;
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#define DS_(x) (main_rock ? ds_##x : ads_##x)
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/** by how much do WAS keys accelerate */
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ld ads_accel = 6 * ads_simspeed;
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ld ds_accel = 15 * ds_simspeed;
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/** cursor movement speed while paused */
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ld pause_speed = 0.5;
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/** time unit for time display */
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ld ads_time_unit = TAU;
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ld ds_time_unit = 1;
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/** transform world coordinates to current view coordinates */
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ads_matrix current;
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/** transform world coordinates to ship coordinates (used when paused) */
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ads_matrix current_ship;
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/** hyperbolic cell closest to the current view/ship */
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cell *vctr, *new_vctr, *vctr_ship;
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/** world coordinates of vctr -- technically, this is a shiftmatrix */
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ads_matrix vctrV, new_vctrV, vctrV_ship;
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/** how far is vctr from the ship */
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ld vctr_dist;
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/** how is the ship shape rotated */
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ld ang = 0;
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/** ship's current proper time */
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ld ship_pt;
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/** paused camera's current proper time */
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ld view_pt;
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/** until when is the ship invincible */
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ld invincibility_pt;
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/** is the game paused */
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bool paused;
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/** auto-rotate the screen */
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bool auto_rotate = false;
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/** should we display the proper times of all objects */
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bool view_proper_times = false;
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/** format for displaying time */
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const char *tformat = "%.2f";
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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 */
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ld ads_scale = 1;
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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 {
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  int hitpoints;
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  int score;
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  int ammo;
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  ld fuel;
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  ld oxygen;
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  };
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ld ads_how_much_invincibility = TAU / 4;
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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;
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ld rock_max_rapidity = 1.5;
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ld ads_missile_rapidity = 3; // speed is tanh(3) = about 0.95c
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ld ds_missile_rapidity = 3; // speed is tanh(3) = about 0.95c
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ld crash_particle_rapidity = 1;
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ld crash_particle_qty = 8;
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ld crash_particle_life = .5;
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ld fuel_particle_rapidity = 1;
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ld fuel_particle_qty = 20;
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ld fuel_particle_life = .15;
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cell *starting_point;
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int max_gen_per_frame = 3;
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int draw_per_frame = 1000;
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/* for DS */
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ads_object *main_rock;
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extern string copyright_shown;
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extern local_parameter_set lps_relhell, lps_relhell_space, lps_relhell_ads_spacetime, lps_relhell_ds_spacetime_pers, lps_relhell_ds_spacetime_klein;
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int XSCALE = 48;
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int YSCALE = 48;
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int talpha = 32;
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void init_textures();
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void pick_textures();
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void draw_textures();
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void reset_textures();
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void ds_restart();
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void run_ads_game_std();
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void run_ds_game();
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void run_ds_game_std();
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/** in the replay mode */
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bool rev_replay;
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bool in_replay;
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void switch_replay();
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void switch_pause();
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void replay_animation();
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bool in_spacetime();
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void switch_spacetime();
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void switch_spacetime_to(bool);
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bool ads_draw_cell(cell *c, const shiftmatrix& V);
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extern transmatrix Duality;
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extern int use_duality;
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ld spacetime_step = 0.1;
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int spacetime_qty = 30;
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color_t ghost_color = 0x800080FF;
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}}
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