starfighter/src/game.h

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/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011 Guus Sliepen
Copyright (C) 2015-2019 Layla Marchant <diligentcircle@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3
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
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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
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along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_H
#define GAME_H
#include "SDL.h"
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#include "defs.h"
#include "structs.h"
typedef struct Game_ {
Object thePlayer;
Object playerWeapon;
int saveFormat;
int difficulty;
int system;
int area;
int musicVolume;
int sfxVolume;
int cash;
int cashEarned;
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int shots;
int hits;
int accuracy;
int hasWingMate1;
int hasWingMate2;
int totalKills;
int wingMate1Kills;
int wingMate2Kills;
int wingMate1Ejects;
int wingMate2Ejects;
int totalOtherKills;
int secondaryMissions;
int secondaryMissionsCompleted;
int shieldPickups;
int rocketPickups;
int cellPickups;
int powerups;
int minesKilled;
int cargoPickups;
// slaves for Eyananth
int slavesRescued;
// remaining shield for experimental fighter
int experimentalShield;
Uint32 timeTaken; // In seconds
int missionCompleted[MAX_PLANETS];
int stationedPlanet;
int destinationPlanet;
char stationedName[20];
char destinationName[20];
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double distanceCovered;
int minPlasmaRate;
int minPlasmaDamage;
int minPlasmaOutput;
int maxPlasmaRate;
int maxPlasmaDamage;
int maxPlasmaOutput;
int maxPlasmaAmmo;
int maxRocketAmmo;
// Limits on shop upgrades
int minPlasmaRateLimit;
int minPlasmaDamageLimit;
int minPlasmaOutputLimit;
int maxPlasmaRateLimit;
int maxPlasmaDamageLimit;
int maxPlasmaOutputLimit;
int maxPlasmaAmmoLimit;
int maxRocketAmmoLimit;
} Game;
extern Game game;
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extern char game_systemNames[SYSTEM_MAX][STRMAX_SHORT];
void game_init();
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void game_doStars();
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void game_doExplosions();
void game_delayFrame();
int game_collision(float x0, float y0, int w0, int h0, float x2, float y2, int w1, int h1);
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void game_getDifficultyText(char *dest, int difficulty);
int game_mainLoop();
#endif