522 lines
9.4 KiB
C
522 lines
9.4 KiB
C
/*
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Copyright (C) 2018 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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typedef struct Texture Texture;
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typedef struct Lookup Lookup;
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typedef struct Quadtree Quadtree;
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typedef struct Objective Objective;
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typedef struct Trigger Trigger;
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typedef struct Marker Marker;
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typedef struct Particle Particle;
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typedef struct Sprite Sprite;
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typedef struct Tuple Tuple;
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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 Bucket Bucket;
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typedef struct EntityDef EntityDef;
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typedef struct Trophy Trophy;
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typedef struct cJSON cJSON;
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typedef struct Entity Entity;
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typedef struct EntityExt EntityExt;
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typedef struct Bob Bob;
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typedef struct Boss Boss;
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typedef struct Bullet Bullet;
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typedef struct Decoration Decoration;
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typedef struct Item Item;
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typedef struct MIA MIA;
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typedef struct Structure Structure;
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typedef struct Trap Trap;
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typedef struct Unit Unit;
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typedef struct {
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int debug;
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int takeScreenshots;
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char *screenshotFolder;
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int showFPS;
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int cheatHealth;
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int cheatPower;
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int cheatOxygen;
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int cheatKeys;
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int cheatLevels;
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int cheatReload;
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int cheatBlind;
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int cheatNoEnemies;
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int cheatStatic;
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int fps;
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} Dev;
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struct Texture {
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char name[MAX_DESCRIPTION_LENGTH];
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long hash;
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long ttl;
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SDL_Texture *texture;
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Texture *next;
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};
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typedef struct {
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float x;
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float y;
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} PointF;
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typedef struct {
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SDL_Color red;
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SDL_Color orange;
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SDL_Color yellow;
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SDL_Color green;
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SDL_Color blue;
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SDL_Color cyan;
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SDL_Color purple;
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SDL_Color white;
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SDL_Color black;
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SDL_Color lightGrey;
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SDL_Color darkGrey;
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} Colors;
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struct Lookup {
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char name[MAX_NAME_LENGTH];
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long value;
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Lookup *next;
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};
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struct EntityDef {
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char name[MAX_NAME_LENGTH];
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Entity *(*initFunc)(void);
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EntityDef *next;
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};
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typedef struct {
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void (*logic)(void);
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void (*draw)(void);
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void (*handleClick)(int x, int y, int btn);
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void (*handleDrag)(int x, int y, int dx, int dy, int cx, int cy);
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void (*handleMouseUp)(int x, int y, int btn);
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} Delegate;
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struct Entity {
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unsigned long uniqueId;
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int type;
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char name[MAX_NAME_LENGTH];
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float x, y;
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int w, h;
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int tx, ty;
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float dx, dy;
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int health, healthMax;
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int alive;
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int active;
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int environment;
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int thinkTime;
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int facing;
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Sprite *sprite[3];
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int spriteTime;
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int spriteFrame;
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int plane;
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int isSolid;
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int isStatic;
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int isOnGround;
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int isVisible;
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int isMissionTarget;
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int observationTime;
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Entity *riding;
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Entity *owner;
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unsigned long flags;
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void (*init)(void);
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void (*action)(void);
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void (*touch)(Entity *other);
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void (*tick)(void);
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void (*reset)(void);
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void (*die)(void);
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void (*animate)(void);
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void (*walk)(void);
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float (*bounce)(float x);
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void (*teleport)(float tx, float ty);
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void (*activate)(int active);
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void (*applyDamage)(int amount);
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void (*changeEnvironment)(void);
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SDL_Rect *(*getCurrentSprite)(void);
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void (*load)(cJSON *root);
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void (*save)(cJSON *root);
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Entity *next;
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};
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struct EntityExt {
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struct Entity;
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char spriteName[MAX_NAME_LENGTH];
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Item *carriedItem;
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};
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struct Unit {
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struct EntityExt;
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char *unitType;
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int weaponType;
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int canCarryItem;
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int reload;
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int shotsToFire;
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int maxShotsToFire;
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int spawnedInTimer;
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int oxygen;
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int spawnedIn;
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int returnToStartTimer;
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int startX, startY;
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void (*preFire)(void);
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void (*attack)(void);
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int (*canFire)(Entity *target);
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};
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struct MIA {
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struct Unit;
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int shudderTimer;
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int starTimer;
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int teleportTimer;
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};
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struct Boss {
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struct Unit;
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int weakAgainst;
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int teleportTimer;
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int stunTimer;
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};
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struct Item {
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struct EntityExt;
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int startX, startY;
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int power;
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int value;
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int weaponType;
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int provided;
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int collected;
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int canBeCarried;
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int canBePickedUp;
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};
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struct Bob {
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struct Unit;
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int checkpointTimer;
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int outTimer;
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int stunTimer;
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int immuneTimer;
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float power, powerMax;
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int jpEffectTimer;
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PointF checkpoints[MAX_CHECKPOINTS];
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Item *items[MAX_ITEMS];
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};
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struct Structure {
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struct EntityExt;
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int bobTouching;
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char requiredItem[MAX_NAME_LENGTH];
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char targetNames[MAX_DESCRIPTION_LENGTH];
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char message[MAX_DESCRIPTION_LENGTH];
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int state;
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int waitTime;
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int startX, startY;
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int closedX, closedY;
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int isLocked;
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int speed;
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int requiredPower;
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int isWeighted;
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int weightApplied;
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float sinVal;
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};
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struct Decoration {
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struct Entity;
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int effectType;
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int bleedTime;
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};
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struct Trap {
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struct EntityExt;
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int onTime;
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int offTime;
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};
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struct Objective {
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char id[MAX_NAME_LENGTH];
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char description[MAX_DESCRIPTION_LENGTH];
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char targetName[MAX_NAME_LENGTH];
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int currentValue;
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int targetValue;
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int totalValue;
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int required;
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Objective *next;
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};
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/* How you going, Dave? */
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struct Trigger {
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char name[MAX_NAME_LENGTH];
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char message[MAX_DESCRIPTION_LENGTH];
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char targetNames[MAX_DESCRIPTION_LENGTH];
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int x;
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int y;
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int w;
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int h;
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Trigger *next;
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};
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struct HubMission {
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char id[MAX_NAME_LENGTH];
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char name[MAX_NAME_LENGTH];
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char description[MAX_DESCRIPTION_LENGTH];
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int x;
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int y;
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int status;
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int unlockCount;
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float distance;
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HubMission *next;
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};
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struct Tuple {
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char key[MAX_NAME_LENGTH];
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union {
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char s[MAX_NAME_LENGTH];
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int i;
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float f;
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} value;
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Tuple *next;
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};
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typedef struct {
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float shakeAmount;
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int x;
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int y;
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} Camera;
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typedef struct {
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int x;
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int y;
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int w;
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int h;
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int dx;
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int dy;
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int button[MAX_MOUSE_BUTTONS];
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int dragging;
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} Mouse;
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typedef struct {
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int fullscreen;
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int soundVolume;
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int musicVolume;
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int keyControls[CONTROL_MAX];
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int joypadControls[CONTROL_MAX];
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int hudInventory;
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int blood;
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} Config;
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typedef struct {
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char saveDir[MAX_FILENAME_LENGTH];
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int winWidth;
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int winHeight;
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float scaleX;
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float scaleY;
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int hideMouse;
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Mouse mouse;
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SDL_Joystick *joypad;
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int keyboard[MAX_KEYBOARD_KEYS];
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int joypadButton[SDL_CONTROLLER_BUTTON_MAX];
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int joypadAxis[JOYPAD_AXIS_MAX];
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SDL_Texture *backBuffer;
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SDL_Renderer *renderer;
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SDL_Window *window;
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Delegate delegate;
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int awaitingWidgetInput;
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int lastKeyPressed;
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int lastButtonPressed;
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Config config;
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} App;
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typedef struct {
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int cells;
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int hearts;
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int totalMIAs;
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int totalTargets;
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int totalCells;
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int totalHearts;
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int totalKeys;
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unsigned int stats[STAT_MAX];
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char worldId[MAX_NAME_LENGTH];
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int isResumingMission;
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int isComplete;
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Tuple keys[MAX_KEY_TYPES];
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Tuple missionStatusHead, *missionStatusTail;
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} Game;
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struct Marker {
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Sprite *sprite;
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float x, y;
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float value;
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int angle;
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int visible;
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int type;
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Marker *next;
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};
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typedef struct {
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int data[MAP_WIDTH][MAP_HEIGHT];
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int decal[MAP_WIDTH][MAP_HEIGHT];
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SDL_Rect bounds;
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} Map;
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struct Quadtree {
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int depth;
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int x, y, w, h;
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Entity **ents;
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int capacity;
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int numEnts;
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int addedTo;
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Quadtree *node[4];
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};
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struct Sprite {
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char name[MAX_NAME_LENGTH];
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int *times;
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char **filenames;
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Atlas **frames;
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int currentFrame;
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float currentTime;
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int w;
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int h;
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int numFrames;
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Sprite *next;
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};
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struct Particle {
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int type;
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int plane;
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float health;
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float x;
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float y;
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float dx;
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float dy;
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int size;
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int r;
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int g;
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int b;
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Sprite *sprite;
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float spriteTime;
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int spriteFrame;
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int destroyAfterAnim;
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int onScreen;
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Particle *next;
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};
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struct Bullet {
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struct Entity;
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int damage;
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int weaponType;
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};
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typedef struct {
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char id[MAX_NAME_LENGTH];
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char name[MAX_NAME_LENGTH];
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int numEnemyTypes;
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char **enemyTypes;
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char tileset[MAX_NAME_LENGTH];
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char music[MAX_FILENAME_LENGTH];
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char background[MAX_FILENAME_LENGTH];
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int state;
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int minEnemySpawnTime, maxEnemySpawnTime;
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unsigned long entityCounter;
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int entityChaseTimer;
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int showingInfoMessage;
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int allObjectivesComplete;
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int frameCounter;
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int currentStatus;
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int missionType;
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int isBossActive;
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int isReturnVisit;
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int missionCompleteTimer;
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int observationTimer;
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int gameOverTimer;
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int betweenTimer;
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int mapAnimTimer;
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int enemySpawnTimer;
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int helperItemTimer;
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int spawnInterval;
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int numToSpawn;
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Bob *bob;
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Boss *boss;
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Entity *entityToTrack;
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Entity *entitiesToObserve[MAX_ENTS_TO_OBSERVE];
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Map map;
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Quadtree quadtree;
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Entity entityHead, *entityTail;
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Particle particleHead, *particleTail;
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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 {
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char name[MAX_NAME_LENGTH];
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char group[MAX_NAME_LENGTH];
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char label[MAX_NAME_LENGTH];
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int type;
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int x;
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int y;
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int visible;
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int enabled;
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int numOptions;
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char **options;
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int value;
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};
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struct Atlas {
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char filename[MAX_FILENAME_LENGTH];
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SDL_Rect rect;
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Atlas *next;
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};
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struct Trophy {
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char id[MAX_NAME_LENGTH];
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char title[MAX_DESCRIPTION_LENGTH];
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char description[MAX_DESCRIPTION_LENGTH];
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char awardDateStr[MAX_NAME_LENGTH];
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int value;
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int hidden;
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int stat;
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int statValue;
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int awarded;
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unsigned long awardDate;
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int notify;
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Trophy *next;
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};
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/* ===== i18n stuff ==== */
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struct Bucket {
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char *key, *value;
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Bucket *next;
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};
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typedef struct {
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Bucket **bucket;
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int *bucketCount;
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} HashTable;
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typedef struct {
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int32_t magicNumber, version, stringCount;
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int32_t originalOffset, translationOffset;
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} MOHeader;
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typedef struct {
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int32_t length, offset;
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} MOEntry;
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