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- #ifndef GLOBALS_DEFINE
- #define GLOBALS_DEFINE
-
- /*
- * atanks - obliterate each other with oversize weapons
- * Copyright (C) 2003 Thomas Hudson
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- * */
-
-
- /*
- #include "virtobj.h"
- #include "floattext.h"
- #include "physobj.h"
- #include "tank.h"
- #include "missile.h"
- #include "explosion.h"
- #include "player.h"
- #include "environment.h"
- */
- #include "globaldata.h"
- /*
- #include "teleport.h"
- #include "decor.h"
- #include "beam.h"
- */
- using namespace std;
-
- char *errorMessage;
- int errorX, errorY;
-
- int WHITE, BLACK, PINK, RED, GREEN, DARK_GREEN, BLUE, PURPLE, YELLOW;
-
- int k;
- int ctrlUsedUp;
-
- const gradient topbar_gradient[] =
- {
- {{200,200,200,0}, 0.0},
- {{255,255,255,0}, 0.5},
- {{128,128,128,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- const gradient stuff_bar_gradient[] =
- {
- {{ 0,120, 0,0}, 0.0},
- {{ 10,210, 50,0}, 0.1},
- {{100,150,150,0}, 0.28},
- {{100,170,170,0}, 0.31},
- {{200,200,200,0}, 0.33},
- {{120,150,120,0}, 0.35},
- {{180,190,180,0}, 0.5},
- {{210,210,210,0}, 0.55},
- {{200,220,200,0}, 0.57},
- {{255,255,255,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- const gradient circles_gradient[] =
- {
- {{100, 75, 50,0}, 0.0},
- {{ 0,100, 0,0}, 0.5},
- {{255,255,255,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Explosion gradient
- const gradient explosion_gradient1[] =
- {
- {{150, 75, 30,0}, 0.0},
- {{255,255,255,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Explosion gradient
- const gradient explosion_gradient2[] =
- {
- {{255,255,102,0}, 0.0}, // ff6
- {{255,136, 0,0}, 1.0}, // f80
- {{0,0,0,0}, -1}
- };
-
- const gradient * const explosion_gradients[] =
- {
- explosion_gradient1,
- explosion_gradient2
- };
-
- /*
- // Sky gradients, first line is top of screen
- const gradient sky_gradient1[] =
- {
- {{255,255,255,0}, 0.0},
- {{100,100,100,0}, 0.1},
- {{ 80,100,100,0}, 0.5},
- {{0,0,0,0}, -1}
- };
-
- const gradient sky_gradient2[] =
- {
- {{ 0, 0, 40,0}, 0.0},
- {{ 40, 40,100,0}, 0.5},
- {{ 80,80,100,0}, 0.75},
- {{0,0,0,0}, -1}
- };
-
- const gradient sky_gradient3[] =
- {
- {{240, 0, 40,0}, 0.0},
- {{140, 40,100,0}, 0.15},
- {{ 80, 80,100,0}, 0.75},
- {{0,0,0,0}, -1}
- };
-
- const gradient sky_gradient4[] =
- {
- {{ 40, 40, 40,0}, 0.0},
- {{100, 40,100,0}, 0.2},
- {{ 80, 80,100,0}, 0.75},
- {{0,0,0,0}, -1}
- };
-
- const gradient sky_gradient5[] =
- {
- {{ 0, 90, 40,0}, 0.0},
- {{ 0,120,100,0}, 0.2},
- {{ 40,200,100,0}, 0.75},
- {{0,0,0,0}, -1}
- };
-
- // Sunset
- const gradient sky_gradient6[] =
- {
- {{ 70,240,240,0}, 0.0},
- {{ 70,200,200,0}, 0.3},
- {{ 70,200,160,0}, 0.35},
- {{255,200, 70,0}, 0.6},
- {{255,255,128,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Burning sky
- const gradient sky_gradient7[] =
- {
- {{ 20, 20, 20,0}, 0.0},
- {{255,200, 0,0}, 0.08},
- {{255,255, 0,0}, 0.13},
- {{ 20, 20, 20,0}, 0.16},
- {{255,200, 0,0}, 0.5},
- {{255,255, 0,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Burning landscape, black skies
- const gradient sky_gradient8[] =
- {
- {{ 0, 0, 0,0}, 0.0},
- {{100, 0, 0,0}, 0.4},
- {{255,255,255,0}, 0.8},
- {{0,0,0,0}, -1}
- };
-
- // Sky gradients, first line is top of screen
- // dark blue to darker blue
- const gradient sky_gradient9[] =
- {
- {{ 90, 90,255,0}, 0.0},
- {{ 60, 60,200,0}, 0.3},
- {{ 30, 30,150,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // dark blue to blue-grey
- const gradient sky_gradient10[] =
- {
- {{110,110,255,0}, 0.0},
- {{150,150,255,0}, 0.3},
- {{200,200,255,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // white to grey-blue to dark blue
- const gradient sky_gradient11[] =
- {
- {{255,255,255,0}, 0.0},
- {{200,200,255,0}, 0.3},
- {{ 80, 80,180,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // simple purple: dark to light
- const gradient sky_gradient12[] =
- {
- {{133, 33,133,0}, 0.0},
- {{220,120,220,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // night sky: black to dark purple
- const gradient sky_gradient13[] =
- {
- {{ 0, 0, 0,0}, 0.0},
- {{ 50, 0, 50,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Sunset
- const gradient sky_gradient14[] =
- {
- {{ 0, 0, 0,0}, 0.0},
- {{ 50, 0, 50,0}, 0.1},
- {{ 90, 20, 0,0}, 0.3},
- {{180, 50, 0,0}, 0.7},
- {{255,150,150,0}, 0.9},
- {{255,255,100,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Burning sky
- const gradient sky_gradient15[] =
- {
- {{185, 60, 60,0}, 0.0},
- {{240,110,110,0}, 0.5},
- {{255,110,110,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
- // Burning landscape, black skies
- const gradient sky_gradient16[] =
- {
- {{ 0, 0, 0,0}, 0.0},
- {{170, 50, 50,0}, 0.5},
- {{220,110,110,0}, 1.0},
- {{0,0,0,0}, -1}
- };
-
-
- const gradient * const sky_gradients[] =
- {
- sky_gradient1,
- sky_gradient2,
- sky_gradient3,
- sky_gradient4,
- sky_gradient5,
- sky_gradient6,
- sky_gradient7,
- sky_gradient8,
- sky_gradient9,
- sky_gradient10,
- sky_gradient11,
- sky_gradient12,
- sky_gradient13,
- sky_gradient14,
- sky_gradient15,
- sky_gradient16
- };
- */
-
- int cclock,
- fps, frames,
- fi, lx, ly;
- #define CLOCK_MAX 10
-
- int steep=2, mheight=200, mbase=0;
- double msteep=.2, smooth=.00;
-
- int winner;
-
- char buf[100];
-
- bool quit_right_now;
-
- WEAPON weapon[WEAPONS];
- WEAPON naturals[NATURALS];
- ITEM item[ITEMS];
-
- GLOBALDATA *my_global;
-
-
- #endif
-
-