ack3d/ack_lib/ACKDATA.C
Gered 7933231c9d convert tabs to spaces, because there is a LOT of mixing going on
lots of random tabs used (for both indentation and spacing). lets just
use spaces everywhere for consistency
2019-11-02 13:44:19 -04:00

150 lines
2.4 KiB
C

#include <windows.h>
#include <stdio.h>
#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 ****