blobwarsAttrition/src/structs.h

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/*
Copyright (C) 2018 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
typedef struct Texture Texture;
typedef struct Lookup Lookup;
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typedef struct Quadtree Quadtree;
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typedef struct Entity Entity;
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typedef struct Objective Objective;
typedef struct Trigger Trigger;
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typedef struct Marker Marker;
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typedef struct Particle Particle;
typedef struct Sprite Sprite;
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typedef struct Tuple Tuple;
typedef struct HubMission HubMission;
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typedef struct Widget Widget;
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typedef struct Atlas Atlas;
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typedef struct Bullet Bullet;
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typedef struct {
int debug;
int takeScreenshots;
char *screenshotFolder;
int showFPS;
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int cheatHealth;
int cheatPower;
int cheatOxygen;
int cheatKeys;
int cheatLevels;
int cheatReload;
int cheatBlind;
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int fps;
} Dev;
struct Texture {
char name[MAX_DESCRIPTION_LENGTH];
long hash;
long ttl;
SDL_Texture *texture;
Texture *next;
};
typedef struct {
float x;
float y;
} PointF;
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typedef struct {
SDL_Color red;
SDL_Color orange;
SDL_Color yellow;
SDL_Color green;
SDL_Color blue;
SDL_Color cyan;
SDL_Color purple;
SDL_Color white;
SDL_Color black;
SDL_Color lightGrey;
SDL_Color darkGrey;
} Colors;
struct Lookup {
char name[MAX_NAME_LENGTH];
long value;
Lookup *next;
};
typedef struct {
void (*logic)(void);
void (*draw)(void);
void (*handleClick)(int x, int y, int btn);
void (*handleDrag)(int x, int y, int dx, int dy, int cx, int cy);
void (*handleMouseUp)(int x, int y, int btn);
} Delegate;
struct Entity {
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unsigned long uniqueId;
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char name[MAX_NAME_LENGTH];
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char spriteName[MAX_NAME_LENGTH];
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char targetNames[MAX_DESCRIPTION_LENGTH];
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int type;
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float x;
float y;
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int w;
int h;
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int health;
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int healthMax;
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int alive;
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int oxygen;
int startX;
int startY;
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float dx;
float dy;
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int tx;
int ty;
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int reload;
int isOnGround;
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int effectType;
int bleedTime;
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int facing;
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int damage;
int weaponType;
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int shotsToFire;
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int maxShotsToFire;
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int isSolid;
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int environment;
int isStatic;
int isMissionTarget;
int thinkTime;
int plane;
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int value;
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int canCarryItem;
int spawnedIn;
int spawnedInTimer;
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int shudderTimer;
int starTimer;
int teleportTimer;
int stunTimer;
int weakAgainst;
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int power;
int powerMax;
int collected;
int canBeCarried;
int canBePickedUp;
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int provided;
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int firstTouch;
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int active;
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float sinVal;
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int bobTouching;
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int messageTimer;
char message[MAX_DESCRIPTION_LENGTH];
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char requiredCard[MAX_NAME_LENGTH];
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long flags;
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SDL_Rect bounds;
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int sprite[3];
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int spriteTime;
int spriteFrame;
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Entity *carriedItem;
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Entity *owner;
void (*action)(void);
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void (*walk)(void);
void (*attack)(void);
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void (*touch)(Entity *other);
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void (*tick)(void);
void (*die)(void);
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int (*canFire)(Entity *target);
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void (*reset)(void);
void (*activate)(int active);
void (*changeEnvironment)(void);
int (*getCurrentSprite)(void);
void (*animate)(void);
void (*applyDamage)(int amount);
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SDL_Rect (*getBounds)(void);
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Entity *next;
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};
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struct Objective {
char id[MAX_NAME_LENGTH];
char description[MAX_DESCRIPTION_LENGTH];
char targetName[MAX_NAME_LENGTH];
int currentValue;
int targetValue;
int totalValue;
int required;
Objective *next;
};
/* How you going, Dave? */
struct Trigger {
char name[MAX_NAME_LENGTH];
char message[MAX_DESCRIPTION_LENGTH];
char targetNames[MAX_DESCRIPTION_LENGTH];
int x;
int y;
int w;
int h;
Trigger *next;
};
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struct HubMission {
char id[MAX_NAME_LENGTH];
char name[MAX_NAME_LENGTH];
char description[MAX_DESCRIPTION_LENGTH];
float x;
float y;
int status;
int unlockCount;
float distance;
HubMission *next;
};
struct Tuple {
char key[MAX_NAME_LENGTH];
union {
char s[MAX_NAME_LENGTH];
int i;
float f;
} value;
Tuple *next;
};
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typedef struct {
SDL_Rect bounds;
float shakeAmount;
int x;
int y;
} Camera;
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typedef struct {
int x;
int y;
int w;
int h;
int dx;
int dy;
int button[MAX_MOUSE_BUTTONS];
int dragging;
} Mouse;
typedef struct {
char saveDir[MAX_FILENAME_LENGTH];
int winWidth;
int winHeight;
float scaleX;
float scaleY;
int fullscreen;
int musicVolume;
int soundVolume;
int hideMouse;
Mouse mouse;
int keyboard[MAX_KEYBOARD_KEYS];
SDL_Texture *backBuffer;
SDL_Renderer *renderer;
SDL_Window *window;
Delegate delegate;
int awaitingWidgetInput;
int lastKeyPressed;
int lastButtonPressed;
int keyControls[CONTROL_MAX];
} App;
typedef struct {
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int sound;
int music;
} Config;
typedef struct {
int cells;
int hearts;
int keysFound;
int totalMIAs;
int totalTargets;
int totalCells;
int totalHearts;
int totalKeys;
int deaths;
int statShotsFired[WPN_ANY];
int statShotsHit[WPN_ANY];
int enemiesKilled;
int missionsPlayed;
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long timePlayed;
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unsigned long entityCounter;
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char worldId[MAX_NAME_LENGTH];
int isResumingMission;
int isComplete;
char **mias;
char **targets;
int keys[MAX_KEY_TYPES][MAX_NAME_LENGTH];
Tuple missionStatusHead, *missionStatusTail;
Config config;
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} Game;
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struct Marker {
int sprite;
float value;
float y;
Marker *next;
};
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typedef struct {
int data[MAP_WIDTH][MAP_HEIGHT];
int decal[MAP_WIDTH][MAP_HEIGHT];
SDL_Rect bounds;
} Map;
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struct Quadtree {
int depth;
int x, y, w, h;
Entity **ents;
int capacity;
int numEnts;
int addedTo;
Quadtree *node[4];
};
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struct Sprite {
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char name[MAX_NAME_LENGTH];
SDL_Rect frames[MAX_SPRITE_FRAMES];
int times[MAX_SPRITE_FRAMES];
char filenames[MAX_SPRITE_FRAMES][MAX_FILENAME_LENGTH];
int currentFrame;
float currentTime;
int w;
int h;
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int numFrames;
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Sprite *next;
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};
struct Particle {
int type;
int plane;
float health;
float x;
float y;
float dx;
float dy;
int size;
float r;
float g;
float b;
int spriteIndex;
double spriteTime;
int spriteFrame;
int destroyAfterAnim;
int onScreen;
Particle *next;
};
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struct Bullet {
int x;
int y;
int facing;
int damage;
int health;
int weaponType;
float dx;
float dy;
int sprite[2];
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long flags;
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Entity *owner;
Bullet *next;
};
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typedef struct {
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char id[MAX_NAME_LENGTH];
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int state;
Entity *bob, *boss;
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Map map;
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int allObjectivesComplete;
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int frameCounter;
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int currentStatus;
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int isBossMission;
int isBossActive;
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int isOutpostMission;
PointF checkpoints[MAX_CHECKPOINTS];
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Quadtree quadtree;
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Entity entityHead, *entityTail;
Particle particleHead, *particleTail;
Bullet bulletHead, *bulletTail;
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Objective objectiveHead, *objectiveTail;
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Trigger triggerHead, *triggerTail;
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} World;
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struct Widget {
int type;
int x;
int y;
int w;
int h;
int visible;
int enabled;
char name[MAX_NAME_LENGTH];
char group[MAX_NAME_LENGTH];
char label[MAX_NAME_LENGTH];
char options[MAX_WIDGET_OPTIONS][MAX_NAME_LENGTH];
int value;
int clicked;
Widget *next;
};
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struct Atlas {
char filename[MAX_FILENAME_LENGTH];
SDL_Rect rect;
Atlas *next;
};