Changed all the various unnecessarily specifically defined types to "int".
Most of these were defining various integers as char types, probably in the naive belief that this is necessarily good because it uses less RAM. There were also several unnecessary unsigned ints, though. These have all been changed to just "int", so the compiler can decide exactly what type to use.
This commit is contained in:
parent
75374cfbc4
commit
1567595def
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@ -26,6 +26,9 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define LIMIT_ADD(x, y, a, b) x = (((x) + (y)) < (b) ? \
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(((x) + (y)) > (a) ? \
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((x) + (y)) : (a)) : (b))
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#define WRAP_ADD(x, y, a, b) x = (((x) + (y)) + \
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((x) + (y) < (a) ? ((b) - (a)) : 0) + \
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((x) + (y) > (b) ? ((a) - (b)) : 0))
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// ALL
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#define NONE 0
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@ -892,7 +892,7 @@ int mainGameLoop()
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doExplosions();
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doInfo();
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wrapChar(&(--engine.eventTimer), 0, 60);
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WRAP_ADD(engine.eventTimer, -1, 0, 60);
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if (engine.paused)
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{
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@ -916,7 +916,7 @@ int mainGameLoop()
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if (engine.addAliens > -1)
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{
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wrapInt(&(--engine.addAliens), 0, currentMission.addAliens);
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WRAP_ADD(engine.addAliens, -1, 0, currentMission.addAliens);
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if ((engine.addAliens == 0) && (allowableAliens > 0))
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{
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allowableAliens -= alien_add();
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@ -698,8 +698,7 @@ SDL_Surface *loadImage(const char *filename)
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/*
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Simply draws the stars in their positions on screen and moves
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them around. They are wrapped around using the wrapFloat()
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function, as defined above, and putpixel as defined in cpp
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them around.
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*/
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void doStarfield()
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{
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@ -723,9 +722,9 @@ void doStarfield()
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else if (star[i].speed == 1)
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color = darkGrey;
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wrapFloat(&(star[i].x += ((engine.ssx + engine.smx) * star[i].speed)), 0,
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WRAP_ADD(star[i].x, (engine.ssx + engine.smx) * star[i].speed, 0,
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screen->w - 1);
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wrapFloat(&(star[i].y += ((engine.ssy + engine.smy) * star[i].speed)), 0,
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WRAP_ADD(star[i].y, (engine.ssy + engine.smy) * star[i].speed, 0,
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screen->h - 1);
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putpixel(screen, (int)star[i].x, (int)star[i].y, color);
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@ -141,7 +141,7 @@ void saveGame(int slot)
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sprintf(fileName, "%ssave%.2d.dat", engine.userHomeDirectory, slot);
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fp = fopen(fileName, "wb");
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currentGame.saveFormat = 2;
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currentGame.saveFormat = 3;
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currentGame.playerWeapon = weapon[W_PLAYER_WEAPON];
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currentGame.thePlayer = player;
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for (int i = 0 ; i < 10 ; i++)
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24
src/math.h
24
src/math.h
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@ -20,30 +20,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef MATH_H
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#define MATH_H
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static inline void wrapChar(signed char *in, signed char low, signed char high)
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{
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if (*in < low)
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*in += high - low;
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if (*in > high)
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*in -= high - low;
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}
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static inline void wrapInt(int *in, int low, int high)
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{
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if (*in < low)
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*in += high - low;
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if (*in > high)
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*in -= high - low;
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}
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static inline void wrapFloat(float *in, float low, float high)
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{
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if (*in < low)
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*in += high - low;
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if (*in > high)
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*in -= high - low;
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}
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static inline int rrand(int min, int max)
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{
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int r = min;
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177
src/structs.h
177
src/structs.h
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@ -23,22 +23,22 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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struct object {
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bool active;
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signed char classDef; // Used by aliens to determine what they are
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signed char AIType; // Type of articifial intelligence
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int classDef; // Used by aliens to determine what they are
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int AIType; // Type of articifial intelligence
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signed char id; // The "job" of the object
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int id; // The "job" of the object
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object *target; // index target in aliens array
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signed char reload[2];
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int reload[2];
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int systemPower; // computer systems for craft
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int shield; // current shield
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int maxShield; // max shield (for recharging)
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int deathCounter; // how long to explode for
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signed char speed;
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int speed;
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int damage; // Contact damage for bullets
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unsigned char ammo[2]; // Ammo for 2nd weapon.
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int ammo[2]; // Ammo for 2nd weapon.
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int face; // Either 0 or 1
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@ -47,18 +47,18 @@ struct object {
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int chance[2]; // Chance of using the weapons (out of 1000)
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SDL_Surface *image[2]; // For facing left and right
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unsigned char imageIndex[2]; // used for loading
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signed char hit; // used to make a craft "flash" if it is struck by a shot
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int imageIndex[2]; // used for loading
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int hit; // used to make a craft "flash" if it is struck by a shot
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int engineX; // The place for the engine on the other side of the craft
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int engineY; // The middle of the engine on the craft
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int thinktime; // When the object will next react
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signed char weaponType[2]; // Weapon types
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int weaponType[2]; // Weapon types
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signed char collectChance; // Chance of dropping the object
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signed char collectType; // What the object is carrying
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unsigned int collectValue; // What it is worth
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int collectChance; // Chance of dropping the object
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int collectType; // What the object is carrying
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int collectValue; // What it is worth
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int flags; // Various flags for an object
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@ -71,21 +71,21 @@ struct object {
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struct mission {
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char primaryObjective[3][50]; // Description
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signed char primaryType[3]; // The type of mission this is
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signed char target1[3]; // index of target in aliens array
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int primaryType[3]; // The type of mission this is
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int target1[3]; // index of target in aliens array
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int targetValue1[3]; // Number of things to collect (slaves, cash, etc)
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signed char timeLimit1[3]; // In minutes
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int timeLimit1[3]; // In minutes
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int completed1[3];
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char secondaryObjective[3][50]; // Description
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signed char secondaryType[3]; // The type of mission this is
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signed char target2[3]; // index of target in aliens array
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int secondaryType[3]; // The type of mission this is
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int target2[3]; // index of target in aliens array
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int targetValue2[3]; // Number of things to collect (slaves, cash, etc)
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signed char timeLimit2[3]; // In minutes
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int timeLimit2[3]; // In minutes
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int completed2[3];
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signed char remainingObjectives1;
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signed char remainingObjectives2;
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int remainingObjectives1;
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int remainingObjectives2;
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int addAliens; // How often to add new enemies
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};
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@ -93,7 +93,7 @@ struct mission {
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struct Star {
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float x, y, dx, dy;
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signed char speed; // How fast the star moves
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int speed; // How fast the star moves
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};
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@ -102,8 +102,8 @@ struct collectables {
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bool active;
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float x, y, dx, dy;
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SDL_Surface *image;
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signed char type; // What kind of collectable is it?
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unsigned char value; // How much is it worth?
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int type; // What kind of collectable is it?
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int value; // How much is it worth?
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int life; // How long it will stay around for
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collectables *next;
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@ -113,9 +113,9 @@ struct collectables {
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struct textObject {
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SDL_Surface *image;
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unsigned char life;
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int life;
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float x, y;
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signed char fontColor;
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int fontColor;
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char text[255];
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};
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@ -124,70 +124,71 @@ struct Game {
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object thePlayer;
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object playerWeapon;
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unsigned char system;
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unsigned char area;
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unsigned char musicVolume;
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unsigned char sfxVolume;
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int system;
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int area;
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int musicVolume;
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int sfxVolume;
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signed char saveFormat;
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signed char difficulty;
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int saveFormat;
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int difficulty;
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unsigned int cash;
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unsigned int cashEarned;
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unsigned int shots;
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unsigned int hits;
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unsigned char accuracy;
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unsigned char hasWingMate1, hasWingMate2;
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unsigned int totalKills, wingMate1Kills, wingMate2Kills;
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unsigned char wingMate1Ejects, wingMate2Ejects;
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unsigned int totalOtherKills;
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unsigned char secondaryMissions, secondaryMissionsCompleted;
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unsigned int shieldPickups, rocketPickups, cellPickups, powerups, minesKilled, cargoPickups;
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int cash;
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int cashEarned;
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int shots;
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int hits;
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int accuracy;
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int hasWingMate1, hasWingMate2;
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int totalKills, wingMate1Kills, wingMate2Kills;
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int wingMate1Ejects, wingMate2Ejects;
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int totalOtherKills;
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int secondaryMissions, secondaryMissionsCompleted;
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int shieldPickups, rocketPickups, cellPickups, powerups, minesKilled, cargoPickups;
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// slaves for Eyananth
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unsigned int slavesRescued;
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int slavesRescued;
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// remaining shield for experimental fighter
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unsigned int experimentalShield;
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int experimentalShield;
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unsigned int timeTaken; // In seconds
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unsigned char missionCompleted[10];
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int timeTaken; // In seconds
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int missionCompleted[10];
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signed char stationedPlanet;
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signed char destinationPlanet;
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int stationedPlanet;
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int destinationPlanet;
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char stationedName[20];
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char destinationName[20];
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int distanceCovered;
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unsigned char minPlasmaRate;
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unsigned char minPlasmaDamage;
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unsigned char minPlasmaOutput;
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unsigned char maxPlasmaRate;
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unsigned char maxPlasmaDamage;
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unsigned char maxPlasmaOutput;
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unsigned char maxPlasmaAmmo;
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unsigned char maxRocketAmmo;
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int minPlasmaRate;
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int minPlasmaDamage;
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int minPlasmaOutput;
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int maxPlasmaRate;
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int maxPlasmaDamage;
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int maxPlasmaOutput;
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int maxPlasmaAmmo;
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int maxRocketAmmo;
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// Limits on shop upgrades
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unsigned char minPlasmaRateLimit;
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unsigned char minPlasmaDamageLimit;
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unsigned char minPlasmaOutputLimit;
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unsigned char maxPlasmaRateLimit;
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unsigned char maxPlasmaDamageLimit;
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unsigned char maxPlasmaOutputLimit;
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unsigned char maxPlasmaAmmoLimit;
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unsigned char maxRocketAmmoLimit;
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int minPlasmaRateLimit;
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int minPlasmaDamageLimit;
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int minPlasmaOutputLimit;
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int maxPlasmaRateLimit;
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int maxPlasmaDamageLimit;
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int maxPlasmaOutputLimit;
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int maxPlasmaAmmoLimit;
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int maxRocketAmmoLimit;
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};
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struct ShopItem {
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int x, y;
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unsigned int price;
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int price;
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char name[50];
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char description[255];
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unsigned char image;
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int image;
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};
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struct bRect {
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@ -203,12 +204,12 @@ struct Planet {
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char name[50];
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SDL_Surface *image;
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signed char missionNumber; // associated mission number
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signed char missionCompleted; // whether it has been completed
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int missionNumber; // associated mission number
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int missionCompleted; // whether it has been completed
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signed char messageMission;
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signed char messageSlot;
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signed char faceImage;
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int messageMission;
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int messageSlot;
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int faceImage;
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char from[50];
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char subject[100];
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};
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@ -231,13 +232,13 @@ enum keys {
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struct globalEngineVariables {
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SDL_Event event;
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signed char done;
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int done;
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SDL_RWops *sdlrw;
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float musicVolume;
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signed char maxAliens;
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int maxAliens;
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float ssx;
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float ssy;
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@ -255,35 +256,35 @@ struct globalEngineVariables {
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int cursor_x, cursor_y;
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signed char commsSection;
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int commsSection;
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signed char eventTimer;
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int eventTimer;
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signed char lowShield;
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signed char averageShield;
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int lowShield;
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int averageShield;
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float targetShield;
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signed char targetIndex;
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int targetIndex;
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// Mission completion timer (allows for 4 seconds before leaving sector)
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unsigned long missionCompleteTimer;
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long missionCompleteTimer;
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// Times the mission normally
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unsigned int counter2;
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int timeTaken; // In seconds
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// For missions with a time limit
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signed char timeMission;
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int timeMission;
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unsigned int counter;
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signed char seconds;
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signed char minutes;
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int seconds;
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int minutes;
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// Mission Related stuff
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signed char allAliensDead;
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int allAliensDead;
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int addAliens;
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bool paused;
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signed char gameSection;
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int gameSection;
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bool useAudio;
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bool useSound;
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@ -306,8 +307,8 @@ struct event {
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int time;
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char message[255];
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signed char face;
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signed char entity;
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int face;
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int entity;
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int flag;
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};
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@ -320,8 +321,8 @@ struct cutMsg {
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struct devVariables {
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signed char moveAliens;
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signed char fireAliens;
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int moveAliens;
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int fireAliens;
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};
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@ -337,7 +337,7 @@ int doTitle()
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if (engine.keyState[KEY_UP])
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{
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engine.keyState[KEY_UP] = 0;
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wrapChar(&(--selectedOption), 1, listLength + 1);
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WRAP_ADD(selectedOption, -1, 1, listLength + 1);
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if (menuType == MENU_MAIN)
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if ((selectedOption == 2) || (selectedOption == 3))
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if (continueSaveSlot == -1)
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@ -346,7 +346,7 @@ int doTitle()
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if (engine.keyState[KEY_DOWN])
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{
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engine.keyState[KEY_DOWN] = 0;
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wrapChar(&(++selectedOption), 0, listLength);
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WRAP_ADD(selectedOption, 1, 0, listLength);
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if (menuType == MENU_MAIN)
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if ((selectedOption == 2) || (selectedOption == 3))
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if (continueSaveSlot == -1)
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Loading…
Reference in New Issue