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// *********************************************************************
// * This software is made available only to individuals and only *
// * for educational purposes. Any and all commercial use is *
// * stricly prohibited. *
// *********************************************************************
//**********************************************************************
//* Disclaimer: Any borrowed code used in this *
//* program is the property of the *
//* code originator. credit to them. *
//* *
//* *
//* Unfinished *
//* WARNING: *
//* *
//* *
//* *
//**********************************************************************
// *********************************************************************
// * *
// *********************************************************************
#ifndef CESSNAGLOBALS_H
#define CESSNAGLOBALS_H
namespace nsCessna
{
// spacebar is array of characters to spell out "Press Spacebar to Continue"
char spacebar[26] = {'P','r','e','s','s',' ','S','p','a','c','e','b','a','r',' ','t','o',' ','C','o','n','t','i','n','u','e'};
int j = 0; // to increment through spelling
static GLfloat theta[] = {0.0,-90.0,0.0};//for spin
static GLfloat turnspeed = 0.0; // variable for the speed at which the plane will turn
static GLfloat yaw0 = 0;//for yaw, so mouse can be held down
static GLfloat yaw1 = 0;
static GLfloat planeyaw = 0; // gives the angle of the yaw of the plane
static GLfloat propvar=0; // the speed of the propellor
static GLfloat elevation = 0; // the height of the plane in repsect to the ground
static GLfloat updownspeed = 0; // the speed at which the height will change
static GLfloat speed = 0; // the speed at which the plane will move
float forwardpos = -350; // the position in the y axis that the plane starts at with respect to the ground
float sidewayspos = 0; // the position in the x axis that the plane starts at with respect to the ground
int stalling = 0; // flag for if the plane is in a stall or not
int kbCode=0;
GLfloat splash[][2] = {{0,0},{0,300},{300,300},{300,0}};
int mainwindow, splashscreen, rx, ry, i; // variables for the window sizes for resizing
float eyex, eyey, eyez, atx, aty, atz, upx, upy, upz; // variables for the camera with the glLookAt function
int floatcamera = 0; // flags to know if in the floating camera
int insidecamera = 0; // or inside the plane mode
int bowlerpoles; // variable for spacing and counting the poles on the porch of Bowler
int bowlersteps; // variable for spacing and counting of steps up to Bowler
int notrun = 1; // flag so that the texture file will only be loaded once when rendering
// variables needed for Nate Robins Code for texture mapping ppm files. See below
GLint offset = 0; // counter for placement of the different pillars
GLUquadricObj *teachoutcyl; // defined for the cylindrical portion of Teachout Price
static GLfloat propspin = 0; // gives the angle that the propellor is at
unsigned char* image = NULL;
int iheight, iwidth;
// **********************************************************************
// * *
// **********************************************************************
void gotoxy(int x, int y)
{
COORD coord;
coord.X = x; coord.Y = y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
return;
}
}
#endif CESSNAGLOBALS_H
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