8 // Bang dots have the same colour as shield dots.
9 // Bang dots get darker as they age.
10 // Some are coloured the same as the ex-ship.
12 Uint16 c; // when zero, use heatcolor[bangdotlife]
13 float life; // When reduced to 0, set active = 0
15 float decay;// Amount by which to reduce life each time dot is drawn
18 // Engine dots stream out the back of the ship, getting darker as they go.
21 // The life of an engine dot
22 // is a number starting at between 0 and 50 and counting backward.
23 float life; // When reduced to 0, set active = 0
26 // ************************************* VARS
27 // SDL_Surface global variables
29 *surf_screen, // Screen
30 *surf_b_variations, // "variations" banner
31 *surf_b_on, // "on" banner
32 *surf_b_rockdodger, // "rockdodger" banner
33 *surf_b_game, // Title element "game"
34 *surf_b_over, // Title element "over"
35 *surf_ship, // Spaceship element
36 *surf_life, // Indicator of number of ships remaining
37 *surf_rock[NROCKS], // THE ROCKS
38 *surf_font_big; // The big font
40 extern SFont_Font *g_font;
42 // Structure global variables
43 extern struct enginedots edot[MAXENGINEDOTS], *dotptr;
44 extern struct bangdots bdot[MAXBANGDOTS], *bdotptr;
46 // Other global variables
47 extern char topline[1024];
48 extern char *initerror;
50 extern float screendx, screendy;
52 // All movement is based on t_frame.
53 // All speeds are pixels/tick, with 20 ticks per second.
54 extern float t_frame; // length of this frame (in ticks = 1/20th second)
57 extern float fadetimer, faderate;
59 extern int pausedown, paused;
61 // bangdot start (bd1) and end (bd2) position:
64 extern int bangdotlife, nbangdots;
65 extern Uint16 heatcolor[W*3];
67 extern char *data_dir;
69 #endif // VOR_GLOBALS_H