199 lines
3.7 KiB
C
199 lines
3.7 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 Entity Entity;
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typedef struct Objective Objective;
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typedef struct Trigger Trigger;
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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 noAIWeapons;
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int showFPS;
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int playerImmortal;
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int playerUnlimitedMissiles;
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int noEntityActions;
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int allImmortal;
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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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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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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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char name[MAX_NAME_LENGTH];
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int type;
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float x;
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float y;
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int w;
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int h;
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int health;
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int alive;
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float dx;
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float dy;
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int reload;
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int isOnGround;
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int facing;
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int shotsToFire;
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int isSolid;
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int value;
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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;
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int spriteFrame;
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void (*walk)(void);
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void (*attack)(void);
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void (*touch)(Entity *other);
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Entity *next;
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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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typedef struct {
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SDL_Rect bounds;
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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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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 fullscreen;
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int musicVolume;
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int soundVolume;
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int hideMouse;
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Mouse mouse;
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int keyboard[MAX_KEYBOARD_KEYS];
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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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int keyControls[CONTROL_MAX];
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} App;
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typedef struct {
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long timePlayed;
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} Game;
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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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typedef struct {
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Entity *bob;
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Map map;
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Entity entityHead, *entityTail;
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int allObjectivesComplete;
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int currentStatus;
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int isBossMission;
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Quadtree quadtree;
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Objective objectiveHead, *objectiveTail;
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Trigger triggerHead, *triggerTail;
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} World;
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