This is xoxDefs.h in view mode; [Download] [Up]
extern float randBetween(float a, float b); extern unsigned timeInMS, lastTimeInMS; extern float timeScale; extern float maxTimeScale; extern float collisionDistance; extern float gx, gy; extern id scenario, actorMgr, cacheMgr, displayMgr, soundMgr; extern id mainView; // whatever the windows main view is extern id abackView; // an available BackView; use but don't reassign extern id gcontentView; extern id keyTimerList; extern float xOffset, yOffset; extern int level; extern NXRect screenRect; typedef enum { NOSHAPE, RECTCIRC, RECT, RECTARRAY, CIRCLE, LINEARRAY, } COLLISION_SHAPE; typedef enum { ALL_V_ALL, GOOD_V_EVIL, COLL_OTHER, } COLLISION_PARADIGM; typedef enum {GOOD, EVIL, DESTROYALL, NEUTRAL, GOODNBAD} ALLIANCE; // with the GOOD_V_EVIL paradigm, // DESTROYALL is collided against GOOD and EVIL but not other DESTROYALL // GOODNBAD goes both in GOOD and EVIL lists; it will collide twice with // DESTROYALL... typedef enum { GAME_RUNNING = 0, GAME_PAUSED, GAME_DYING, GAME_DEAD, } GAME_STATUS; // tiers could be used to determine which objects go in front of others; // I currently don't do this since proper sorting is expensive and/or tricky typedef enum { FARBACKT= -20, BACKT= -10, NORMALT= 0, SHIPT= 10, TOPT= 20 } TIER; typedef enum {LEFT= 1, STRAIGHT=0, RIGHT= -1} ROTATION; #define PI (3.141592653589) typedef struct { float x1,y1,x2,y2; } XXLine; typedef enum { ACTORSRECT, ACTORSCIRC, XRECT, XLINE, } COLLISION_REASON; extern int xx_bullet, xx_explosion, xx_shield, xx_space, xx_spacespin; extern int xx_asteroid, xx_base, xx_cannon, xx_cannonball, xx_eye; extern int xx_mine, xx_minefragment, xx_rocket; extern int xx_xwbullet, xx_xwship, xx_xwspace; extern float xx_difficulty; extern int BULLET1SND, BULLET2SND, EXP1SND, EXP2SND, EXP3SND, SHIPSND, WARPSND, FUTILITYSND;
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.