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_swbullet, xx_swship, xx_swspace;
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.