#include #include #include "ack3d.h" #include "ackeng.h" long scPtr; UCHAR *bmWall; long bmDistance; long BackDropRows; USHORT ScreenOffset; long xPglobal; long yPglobal; long xBegGlobal; long yBegGlobal; ACKENG *aeGlobal; USHORT *xGridGlobal; USHORT *yGridGlobal; long xPglobalHI; long yPglobalHI; ULONG *rbaTable; short rsHandle; long LastX1; long LastY1; long iLastX; long iLastY; long x_xPos; long x_yPos; long x_xNext; long x_yNext; long y_xPos; long y_yPos; long y_xNext; long y_yNext; short MaxDistance; short LightFlag; short ErrorCode; long xMapPosn; long yMapPosn; USHORT *Grid; USHORT *ObjGrid; SLICE Slice[VIEW_WIDTH]; SLICE *sPtr; short TotalSpecial; short DistanceTable[MAX_DISTANCE + 1]; long *AdjustTable; short xSecretmPos; short xSecretmPos1; short xSecretColumn; short ySecretmPos; short ySecretmPos1; short ySecretColumn; short TotalSecret; short ViewColumn; long *SinTable; long *CosTable; long *LongTanTable; long *LongInvTanTable; long InvCosTable[INT_ANGLE_360]; long InvSinTable[INT_ANGLE_360]; long *LongCosTable; long *ViewCosTable; long *xNextTable; long *yNextTable; short LastFloorAngle = -1; short LastFloorX; short LastFloorY; short LastMapPosn; short LastObjectHit; short TotalObjects; short FoundObjectCount; UCHAR ObjectsSeen[MAX_OBJECTS + 1]; short MoveObjectCount; UCHAR MoveObjectList[MAX_OBJECTS + 1]; UCHAR ObjNumber[MAX_OBJECTS + 1]; USHORT ObjRelDist[MAX_OBJECTS + 1]; short ObjColumn[MAX_OBJECTS + 1]; short ObjAngle[MAX_OBJECTS + 1]; short DirAngle[] = {INT_ANGLE_270, INT_ANGLE_315, 0, INT_ANGLE_45, INT_ANGLE_90, INT_ANGLE_135, INT_ANGLE_180, INT_ANGLE_225}; UCHAR WorkPalette[768]; UCHAR *BackArray[INT_ANGLE_360]; short Resolution; long Flooru; long Floorv; long Floordu; long Floordv; long Floorkx; long Floorky; long Floorku; long Floorkv; long Floorkdu; long Floorkdv; UCHAR *Floorbm; UCHAR *Floorscr; UCHAR *FloorscrTop; UCHAR *Floorptr2; UCHAR *Floors1; UCHAR *Floors2; long Floorht; long Floorwt; short Floorvht; short Flooreht; long FloorLastbNum; long FloorLastbm; short ViewHeight = 31; short CeilingHeight = 31; short LastWallHeight; short PlayerAngle; short ViewAngle; USHORT SysFlags; UCHAR **WallbMaps; UCHAR *VidTop; UCHAR *VidBottom; short BotRowTable[320]; USHORT FloorMap[4096]; USHORT CeilMap[4096]; UCHAR HitMap[4096]; UCHAR *VidSeg; char *scantables[96]; UCHAR AckKeys[128]; // Buffer for keystrokes long AckTimerCounter; // **** End of Data ****