/* 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; typedef struct Quadtree Quadtree; typedef struct Objective Objective; typedef struct Trigger Trigger; typedef struct Marker Marker; typedef struct Particle Particle; typedef struct Sprite Sprite; typedef struct Tuple Tuple; typedef struct HubMission HubMission; typedef struct Widget Widget; typedef struct Atlas Atlas; typedef struct Bucket Bucket; typedef struct EntityDef EntityDef; typedef struct Trophy Trophy; typedef struct cJSON cJSON; typedef struct Credit Credit; typedef struct Font Font; typedef struct Glyph Glyph; typedef struct Entity Entity; typedef struct EntityExt EntityExt; typedef struct Bob Bob; typedef struct Boss Boss; typedef struct Bullet Bullet; typedef struct Decoration Decoration; typedef struct Item Item; typedef struct MIA MIA; typedef struct Structure Structure; typedef struct Trap Trap; typedef struct Unit Unit; typedef struct { int debug; int takeScreenshots; char *screenshotFolder; int showFPS; int cheatHealth; int cheatPower; int cheatOxygen; int cheatKeys; int cheatLevels; int cheatReload; int cheatBlind; int cheatNoEnemies; int fps; } Dev; struct Texture { char name[MAX_DESCRIPTION_LENGTH]; long hash; SDL_Texture *texture; Texture *next; }; typedef struct { float x; float y; } PointF; 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; }; struct EntityDef { char name[MAX_NAME_LENGTH]; Entity *(*initFunc)(void); EntityDef *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 { unsigned long uniqueId; int type; char name[MAX_NAME_LENGTH]; float x, y; int w, h; int tx, ty; float dx, dy; int health, healthMax; int alive; int active; int environment; int thinkTime; int facing; Sprite *sprite[3]; int spriteTime; int spriteFrame; int plane; int isSolid; int isStatic; int isOnGround; int isVisible; int isMissionTarget; Entity *riding; Entity *owner; unsigned long flags; void (*init)(void); void (*action)(void); void (*touch)(Entity *other); void (*tick)(void); void (*reset)(void); void (*die)(void); void (*animate)(void); void (*walk)(void); float (*bounce)(float x); void (*teleport)(float tx, float ty); void (*activate)(int active); void (*applyDamage)(int amount); void (*changeEnvironment)(void); SDL_Rect *(*getCurrentSprite)(void); void (*getCollisionBounds)(SDL_Rect *r); void (*load)(cJSON *root); void (*save)(cJSON *root); Entity *next; }; struct EntityExt { struct Entity; char spriteName[MAX_NAME_LENGTH]; Item *carriedItem; }; struct Unit { struct EntityExt; char *unitType; int weaponType; int canCarryItem; int reload; int shotsToFire; int maxShotsToFire; int spawnedInTimer; int oxygen; int spawnedIn; int returnToStartTimer; int startX, startY; void (*preFire)(void); void (*attack)(void); int (*canFire)(Entity *target); }; struct MIA { struct Unit; int shudderTimer; int starTimer; int teleportTimer; }; struct Boss { struct Unit; int weakAgainst; int teleportTimer; int stunTimer; }; struct Item { struct EntityExt; int startX, startY; int power; int value; int weaponType; int provided; int collected; int canBeCarried; int canBePickedUp; }; struct Bob { struct Unit; int outTimer; int stunTimer; int immuneTimer; float power, powerMax; int jpEffectTimer; PointF checkpoints[MAX_CHECKPOINTS]; Item *items[MAX_ITEMS]; }; struct Structure { struct EntityExt; int bobTouching; char requiredItem[MAX_NAME_LENGTH]; char targetNames[MAX_DESCRIPTION_LENGTH]; char message[MAX_DESCRIPTION_LENGTH]; int state; int waitTime; int startX, startY; int closedX, closedY; int isLocked; int speed; int requiredPower; int isWeighted; int weightApplied; float sinVal; }; struct Decoration { struct Entity; int effectType; int bleedTime; }; struct Trap { struct EntityExt; int onTime; int offTime; }; 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; }; struct HubMission { char id[MAX_NAME_LENGTH]; char name[MAX_NAME_LENGTH]; char description[MAX_DESCRIPTION_LENGTH]; char requires[MAX_NAME_LENGTH]; int x; int y; int status; HubMission *next; }; struct Tuple { char key[MAX_NAME_LENGTH]; union { char s[MAX_NAME_LENGTH]; int i; float f; } value; Tuple *next; }; struct Trophy { char id[MAX_NAME_LENGTH]; char title[MAX_DESCRIPTION_LENGTH]; char description[MAX_DESCRIPTION_LENGTH]; char awardDateStr[MAX_NAME_LENGTH]; int value; int hidden; int stat; int statValue; unsigned long awardDate; int notify; Trophy *next; }; typedef struct { float shakeAmount; int x; int y; } Camera; typedef struct { int x; int y; int w; int h; int dx; int dy; int button[MAX_MOUSE_BUTTONS]; int dragging; } Mouse; typedef struct { int winWidth; int winHeight; int fullscreen; int soundVolume; int musicVolume; int keyControls[CONTROL_MAX]; int joypadControls[CONTROL_MAX]; int inventory; int blood; int trophyAlert; } Config; typedef struct { char *saveDir; SDL_Point uiOffset; Mouse mouse; SDL_Joystick *joypad; int keyboard[MAX_KEYBOARD_KEYS]; int joypadButton[SDL_CONTROLLER_BUTTON_MAX]; int joypadAxis[JOYPAD_AXIS_MAX]; SDL_Texture *backBuffer; SDL_Texture *uiBuffer; SDL_Renderer *renderer; SDL_Window *window; Delegate delegate; int awaitingWidgetInput; int lastKeyPressed; int lastButtonPressed; int restrictTrophyAlert; char *strings[ST_MAX]; Config config; int textWidth; } App; typedef struct { int cells; int hearts; int totalMIAs; int totalTargets; int totalCells; int totalHearts; int totalKeys; int totalMissions; unsigned int stats[STAT_MAX]; char worldId[MAX_NAME_LENGTH]; int isComplete; int saveSlot; unsigned int plus; Tuple keys[MAX_KEY_TYPES]; Tuple missionStatusHead, *missionStatusTail; Trophy trophyHead, *trophyTail; } Game; struct Marker { Sprite *sprite; float x, y; float value; int angle; int visible; int type; Marker *next; }; typedef struct { int data[MAP_WIDTH][MAP_HEIGHT]; int decal[MAP_WIDTH][MAP_HEIGHT]; SDL_Rect bounds; } Map; struct Quadtree { int depth; int x, y, w, h; Entity **ents; int capacity; int numEnts; int addedTo; Quadtree *node[4]; }; struct Sprite { char name[MAX_NAME_LENGTH]; int *times; char **filenames; Atlas **frames; int currentFrame; float currentTime; int w; int h; int numFrames; Sprite *next; }; struct Particle { int type; int plane; float health; float x; float y; float dx; float dy; int size; int r; int g; int b; Sprite *sprite; float spriteTime; int spriteFrame; int destroyAfterAnim; int onScreen; Particle *next; }; struct Bullet { struct Entity; int damage; int weaponType; }; typedef struct { char id[MAX_NAME_LENGTH]; char name[MAX_NAME_LENGTH]; int numEnemyTypes; char **enemyTypes; char tileset[MAX_NAME_LENGTH]; char music[MAX_FILENAME_LENGTH]; char background[MAX_FILENAME_LENGTH]; int state; int minEnemySpawnTime, maxEnemySpawnTime; unsigned long entityCounter; int entityChaseTimer; int allObjectivesComplete; int frameCounter; int currentStatus; int missionType; int isBossActive; int isReturnVisit; int isEliminateAllEnemies; int missionCompleteTimer; int observationTimer; int gameOverTimer; int betweenTimer; int mapAnimTimer; int enemySpawnTimer; int helperItemTimer; int spawnInterval; int numToSpawn; int saveDelay; unsigned long time; int numObjectives; Bob *bob; Boss *boss; Entity *entityToTrack; Entity *entitiesToObserve[MAX_ENTS_TO_OBSERVE]; Map map; Quadtree quadtree; Entity entityHead, *entityTail; Particle particleHead, *particleTail; Objective objectiveHead, *objectiveTail; Trigger triggerHead, *triggerTail; } World; struct Widget { char name[MAX_NAME_LENGTH]; char group[MAX_NAME_LENGTH]; char label[MAX_NAME_LENGTH]; int type; int x; int y; int w; int h; int value[2]; int minValue; int maxValue; int visible; int disabled; int numOptions; char **options; void (*action)(void); }; struct Atlas { char filename[MAX_FILENAME_LENGTH]; SDL_Rect rect; Atlas *next; }; struct Credit { char *text; float y; int size; int h; Credit *next; }; struct Glyph { char character[MAX_NAME_LENGTH]; SDL_Rect rect; Glyph *next; }; struct Font { char name[MAX_NAME_LENGTH]; SDL_Texture *texture; Glyph glyphHead[NUM_GLYPH_BUCKETS]; Font *next; }; /* ===== i18n stuff ==== */ struct Bucket { char *key, *value; Bucket *next; }; typedef struct { Bucket **bucket; int *bucketCount; } HashTable; typedef struct { int32_t magicNumber, version, stringCount; int32_t originalOffset, translationOffset; } MOHeader; typedef struct { int32_t length, offset; } MOEntry;