diff --git a/src/alien.cpp b/src/alien.cpp index 36dced2..5ddc36d 100644 --- a/src/alien.cpp +++ b/src/alien.cpp @@ -20,8 +20,8 @@ along with this program. If not, see . #include "Starfighter.h" #include "radio.h" -object alien_defs[CD_MAX]; -object aliens[ALIEN_MAX]; +Object alien_defs[CD_MAX]; +Object aliens[ALIEN_MAX]; static const int nChrisKillMessage = 15; static const char *chrisKillMessage[nChrisKillMessage] = { @@ -1217,7 +1217,7 @@ int alien_add() return 1; } -void alien_addDrone(object *hostAlien) +void alien_addDrone(Object *hostAlien) { int index = alien_getFreeIndex(); @@ -1238,7 +1238,7 @@ void alien_addDrone(object *hostAlien) aliens[index].y = hostAlien->y + rand() % 50; } -void alien_addSmallAsteroid(object *hostAlien) +void alien_addSmallAsteroid(Object *hostAlien) { if (engine.missionCompleteTimer != 0) return; @@ -1305,7 +1305,7 @@ void alien_addFriendly(int type) aliens[type].flags |= FL_IMMORTAL; } -int alien_place(object *alien) +int alien_place(Object *alien) { if (rand() % 2 == 0) alien->x = RANDRANGE(screen->w, screen->w * 2); @@ -1335,7 +1335,7 @@ int alien_place(object *alien) return 1; } -void alien_setAI(object *alien) +void alien_setAI(Object *alien) { int i; float tx; @@ -1420,7 +1420,7 @@ void alien_setAI(object *alien) } } -void alien_setKlineAttackMethod(object *alien) +void alien_setKlineAttackMethod(Object *alien) { if (alien->shield <= 500) { @@ -1454,7 +1454,7 @@ void alien_setKlineAttackMethod(object *alien) /* This AI is exclusively for Kline. */ -void alien_setKlineAI(object *alien) +void alien_setKlineAI(Object *alien) { // Weapon type change if (CHANCE(1. / 3.)) @@ -1514,7 +1514,7 @@ void alien_setKlineAI(object *alien) "Looks" for an enemy by picking a randomly active enemy and using them as a target. If the target is too far away, it will be ignored. */ -void alien_searchForTarget(object *alien) +void alien_searchForTarget(Object *alien) { int i; @@ -1531,7 +1531,7 @@ void alien_searchForTarget(object *alien) i = rand() % ALIEN_MAX; - object *targetEnemy = &aliens[i]; + Object *targetEnemy = &aliens[i]; // Tell Sid not to attack craft that are already disabled or can // return fire. This will save him from messing about (unless we're on the last mission) @@ -1577,7 +1577,7 @@ void alien_searchForTarget(object *alien) /* Do various checks to see if the alien can fire at the target. */ -int alien_checkTarget(object *alien) +int alien_checkTarget(Object *alien) { // No target if (alien->target == alien) @@ -1618,7 +1618,7 @@ int alien_checkTarget(object *alien) Currently only used for the allies. Whilst flying around, the allies will fire on any enemy craft that enter their line of sight. */ -int alien_enemiesInFront(object *alien) +int alien_enemiesInFront(Object *alien) { for (int i = 0 ; i < ALIEN_MAX ; i++) { @@ -1639,7 +1639,7 @@ int alien_enemiesInFront(object *alien) return 0; } -void alien_move(object *alien) +void alien_move(Object *alien) { int checkCollisions; @@ -1741,7 +1741,7 @@ void alien_move(object *alien) /* Fill in later... */ -void alien_destroy(object *alien, object *attacker) +void alien_destroy(Object *alien, Object *attacker) { int r; @@ -1839,7 +1839,7 @@ void alien_destroy(object *alien, object *attacker) } } -void alien_hurt(object *alien, object *attacker, int damage, int ion) +void alien_hurt(Object *alien, Object *attacker, int damage, int ion) { double run_chance; diff --git a/src/alien.h b/src/alien.h index b93f7d0..9194d14 100644 --- a/src/alien.h +++ b/src/alien.h @@ -20,24 +20,24 @@ along with this program. If not, see . #ifndef ALIEN_H #define ALIEN_H -extern object alien_defs[CD_MAX]; -extern object aliens[ALIEN_MAX]; +extern Object alien_defs[CD_MAX]; +extern Object aliens[ALIEN_MAX]; void alien_defs_init(); void aliens_init(); int alien_add(); -void alien_addDrone(object *hostAlien); -void alien_addSmallAsteroid(object *hostAlien); +void alien_addDrone(Object *hostAlien); +void alien_addSmallAsteroid(Object *hostAlien); void alien_addFriendly(int type); -int alien_place(object *alien); -void alien_setAI(object *alien); -void alien_setKlineAttackMethod(object *alien); -void alien_setKlineAI(object *alien); -void alien_searchForTarget(object *alien); -int alien_checkTarget(object *alien); -int alien_enemiesInFront(object *alien); -void alien_move(object *alien); -void alien_destroy(object *alien, object *attacker); -void alien_hurt(object *alien, object *attacker, int damage, int ion); +int alien_place(Object *alien); +void alien_setAI(Object *alien); +void alien_setKlineAttackMethod(Object *alien); +void alien_setKlineAI(Object *alien); +void alien_searchForTarget(Object *alien); +int alien_checkTarget(Object *alien); +int alien_enemiesInFront(Object *alien); +void alien_move(Object *alien); +void alien_destroy(Object *alien, Object *attacker); +void alien_hurt(Object *alien, Object *attacker, int damage, int ion); #endif diff --git a/src/bullet.cpp b/src/bullet.cpp index 6e5d9d9..27039e3 100644 --- a/src/bullet.cpp +++ b/src/bullet.cpp @@ -19,13 +19,13 @@ along with this program. If not, see . #include "Starfighter.h" -void bullet_add(object *theWeapon, object *attacker, int y, int dy) +void bullet_add(Object *theWeapon, Object *attacker, int y, int dy) { - object *bullet; + Object *bullet; int imageIndex; int tempX, tempY, steps; - bullet = new object; + bullet = new Object; if (attacker == &player) game.shots++; @@ -145,9 +145,9 @@ already have a target. If the target it is currently chasing is killed, it will begin to look for a new one (done in doBullets()). The homing missile will make one attempt per call (one call per frame) to find a suitable target. If the target it picks is dead or outside the screen range, then it returns NULL. A suitable -target will be returned as the object address. +target will be returned as the Object address. */ -object *bullet_getTarget(object *bullet) +Object *bullet_getTarget(Object *bullet) { int i; @@ -182,7 +182,7 @@ object *bullet_getTarget(object *bullet) return &aliens[i]; } -int bullet_collision(object *bullet, object *ship) +int bullet_collision(Object *bullet, Object *ship) { float x0 = bullet->x; float y0 = bullet->y; diff --git a/src/bullet.h b/src/bullet.h index 2afdbc0..237f773 100644 --- a/src/bullet.h +++ b/src/bullet.h @@ -20,8 +20,8 @@ along with this program. If not, see . #ifndef BULLETS_H #define BULLETS_H -void bullet_add(object *theWeapon, object *attacker, int y, int dy); -object *bullet_getTarget(object *bullet); -int bullet_collision(object *bullet, object *ship); +void bullet_add(Object *theWeapon, Object *attacker, int y, int dy); +Object *bullet_getTarget(Object *bullet); +int bullet_collision(Object *bullet, Object *ship); #endif diff --git a/src/cargo.cpp b/src/cargo.cpp index 0906e92..07e227f 100644 --- a/src/cargo.cpp +++ b/src/cargo.cpp @@ -20,7 +20,7 @@ along with this program. If not, see . #include "Starfighter.h" #include "radio.h" -object cargo[MAX_CARGO]; +Object cargo[MAX_CARGO]; void cargo_init() { @@ -45,7 +45,7 @@ static int cargo_get() return -1; } -object *cargo_add(object *owner, int cargoType) +Object *cargo_add(Object *owner, int cargoType) { int index = cargo_get(); diff --git a/src/cargo.h b/src/cargo.h index 86d8572..2c4b3e4 100644 --- a/src/cargo.h +++ b/src/cargo.h @@ -20,10 +20,10 @@ along with this program. If not, see . #ifndef _CARGO_H_ #define _CARGO_H_ -extern object cargo[MAX_CARGO]; +extern Object cargo[MAX_CARGO]; void cargo_init(); -object *cargo_add(object *owner, int cargoType); +Object *cargo_add(Object *owner, int cargoType); void cargo_becomeCollectable(int i); #endif diff --git a/src/collectable.cpp b/src/collectable.cpp index c4dc2d5..93c2293 100644 --- a/src/collectable.cpp +++ b/src/collectable.cpp @@ -131,7 +131,7 @@ void collectable_add(float x, float y, int type, int value, int life) } } - collectables *collectable = new collectables; + Collectable *collectable = new Collectable; collectable->next = NULL; collectable->active = 1; @@ -206,7 +206,7 @@ void collectable_add(float x, float y, int type, int value, int life) engine.collectableTail = collectable; } -int collectable_collision(collectables *collectable, object *ship) +int collectable_collision(Collectable *collectable, Object *ship) { float x0 = collectable->x; float y0 = collectable->y; @@ -227,7 +227,7 @@ int collectable_collision(collectables *collectable, object *ship) return !(x1x, collectable->y); diff --git a/src/collectable.h b/src/collectable.h index 5dc0f32..5ff009e 100644 --- a/src/collectable.h +++ b/src/collectable.h @@ -21,7 +21,7 @@ along with this program. If not, see . #define COLLECTABLE_H void collectable_add(float x, float y, int type, int value, int life); -int collectable_collision(collectables *collectable, object *ship); -void collectable_explode(collectables *collectable); +int collectable_collision(Collectable *collectable, Object *ship); +void collectable_explode(Collectable *collectable); #endif diff --git a/src/engine.cpp b/src/engine.cpp index c1e6b8b..e1018b5 100644 --- a/src/engine.cpp +++ b/src/engine.cpp @@ -38,19 +38,19 @@ void engine_init() engine.smx = 0; engine.smy = 0; - engine.bulletHead = new object; + engine.bulletHead = new Object; engine.bulletHead->next = NULL; engine.bulletTail = engine.bulletHead; - engine.explosionHead = new object; + engine.explosionHead = new Object; engine.explosionHead->next = NULL; engine.explosionTail = engine.explosionHead; - engine.collectableHead = new collectables; + engine.collectableHead = new Collectable; engine.collectableHead->next = NULL; engine.collectableTail = engine.collectableHead; - engine.debrisHead = new object; + engine.debrisHead = new Object; engine.debrisHead->next = NULL; engine.debrisTail = engine.debrisHead; @@ -250,8 +250,8 @@ void engine_setMode() void engine_resetLists() { - object *ob, *ob2; - collectables *c1, *c2; + Object *ob, *ob2; + Collectable *c1, *c2; bRect *r1, *r2; ob = engine.bulletHead->next; diff --git a/src/engine.h b/src/engine.h index 851ff05..815b13b 100644 --- a/src/engine.h +++ b/src/engine.h @@ -42,14 +42,14 @@ typedef struct Engine_ { float smx; float smy; - object *bulletHead; - object *bulletTail; - object *explosionHead; - object *explosionTail; - collectables *collectableHead; - collectables *collectableTail; - object *debrisHead; - object *debrisTail; + Object *bulletHead; + Object *bulletTail; + Object *explosionHead; + Object *explosionTail; + Collectable *collectableHead; + Collectable *collectableTail; + Object *debrisHead; + Object *debrisTail; int cursor_x, cursor_y; diff --git a/src/explosion.cpp b/src/explosion.cpp index 847f307..7bd9378 100644 --- a/src/explosion.cpp +++ b/src/explosion.cpp @@ -27,7 +27,7 @@ to change frames on a 21, 14, 7 basis. */ void explosion_add(float x, float y, int type) { - object *explosion = new object; + Object *explosion = new Object; explosion->next = NULL; explosion->active = 1; @@ -45,7 +45,7 @@ void explosion_add(float x, float y, int type) * This very simply just adds a tiny explosion at the coordinate specified. * It creates a small engine like effect. */ -void explosion_addEngine(object *craft) +void explosion_addEngine(Object *craft) { if (CHANCE(0.5)) return; diff --git a/src/explosion.h b/src/explosion.h index 76fd7e5..6351155 100644 --- a/src/explosion.h +++ b/src/explosion.h @@ -21,6 +21,6 @@ along with this program. If not, see . #define EXPLOSIONS_H void explosion_add(float x, float y, int type); -void explosion_addEngine(object *craft); +void explosion_addEngine(Object *craft); #endif diff --git a/src/game.cpp b/src/game.cpp index 5ee2c0b..9385c2a 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -189,14 +189,14 @@ static void game_addDebris(int x, int y, int amount) else audio_playSound(SFX_DEBRIS2, x, y); - object *debris; + Object *debris; amount = RANDRANGE(3, amount); LIMIT(amount, 3, 8); for (int i = 0 ; i < amount ; i++) { - debris = new object; + debris = new Object; debris->next = NULL; debris->x = x; @@ -273,8 +273,8 @@ will be updated. Information will be displayed and appropriate player variables */ static void game_doCollectables() { - collectables *collectable = engine.collectableHead; - collectables *prevCollectable = engine.collectableHead; + Collectable *collectable = engine.collectableHead; + Collectable *prevCollectable = engine.collectableHead; engine.collectableTail = engine.collectableHead; char temp[40]; @@ -546,11 +546,11 @@ spawned. */ static void game_doBullets() { - object *bullet = engine.bulletHead; - object *prevBullet = engine.bulletHead; + Object *bullet = engine.bulletHead; + Object *prevBullet = engine.bulletHead; - collectables *collectable; - collectables *prevCollectable; + Collectable *collectable; + Collectable *prevCollectable; int okayToHit = 0; int old_shield; @@ -1561,8 +1561,8 @@ static void game_doCargo() static void game_doDebris() { - object *prevDebris = engine.debrisHead; - object *debris = engine.debrisHead; + Object *prevDebris = engine.debrisHead; + Object *debris = engine.debrisHead; engine.debrisTail = engine.debrisHead; while (debris->next != NULL) @@ -1604,8 +1604,8 @@ the explosion is killed off. */ void game_doExplosions() { - object *prevExplosion = engine.explosionHead; - object *explosion = engine.explosionHead; + Object *prevExplosion = engine.explosionHead; + Object *explosion = engine.explosionHead; engine.explosionTail = engine.explosionHead; while (explosion->next != NULL) diff --git a/src/mission.cpp b/src/mission.cpp index 37a0aa6..41387da 100644 --- a/src/mission.cpp +++ b/src/mission.cpp @@ -508,7 +508,7 @@ void mission_init() } /* -Sets the currentMission object to the mission number the player +Sets the currentMission Object to the mission number the player is currently on. Timing is assigned if it is required. The rate at which to add enemies in this mission is also set. */ @@ -718,7 +718,7 @@ void mission_updateRequirements(int type, int id, int value) } } - // Don't evaluate secondary objectives at the same time! + // Don't evaluate secondary Objectives at the same time! if (matched) return; @@ -914,7 +914,7 @@ int mission_checkCompleted() int add = 0; int allDone = 1; - // Zero objective list for a recount + // Zero Objective list for a recount currentMission.remainingObjectives1 = currentMission.remainingObjectives2 = 0; for (int i = 0 ; i < 3 ; i++) @@ -949,7 +949,7 @@ int mission_checkCompleted() remaining = currentMission.remainingObjectives1 + currentMission.remainingObjectives2; - // We've only got one objective left and it's destroy all targets, + // We've only got one Objective left and it's destroy all targets, // so stop adding aliens (otherwise it might be impossible to finish!) if ((add) && (remaining == 1)) engine.addAliens = -1; @@ -1017,7 +1017,7 @@ static void mission_drawScreen() /* Simply displays a screen with all the mission information on it, pulled -back from the data stored in the currentMission object. The music for the +back from the data stored in the currentMission Object. The music for the mission begins playing here. */ void mission_showStartScreen() @@ -1117,7 +1117,7 @@ void mission_showStartScreen() /* Display a screen showing all the information from the mission -the player has just done. This includes objectives that have been +the player has just done. This includes Objectives that have been completed and failed. A mission timer is also displayed at the bottom of the screen. */ diff --git a/src/player.cpp b/src/player.cpp index 72082dd..63c23ff 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -19,7 +19,7 @@ along with this program. If not, see . #include "Starfighter.h" -object player; +Object player; int player_chargerFired = 0; /* @@ -74,7 +74,7 @@ void player_checkShockDamage(float x, float y) float distY = fabsf(y - player.y); // Don't let the player be hurt by an explosion after they have completed - // all the mission objectives. That would be *really* annoying! + // all the mission Objectives. That would be *really* annoying! if ((engine.cheatShield) || (engine.missionCompleteTimer != 0)) return; diff --git a/src/player.h b/src/player.h index bd40c1d..288967a 100644 --- a/src/player.h +++ b/src/player.h @@ -20,7 +20,7 @@ along with this program. If not, see . #ifndef PLAYER_H #define PLAYER_H -extern object player; +extern Object player; extern int player_chargerFired; extern void initPlayer(); diff --git a/src/ship.cpp b/src/ship.cpp index baacaf5..f68ef2d 100644 --- a/src/ship.cpp +++ b/src/ship.cpp @@ -19,7 +19,7 @@ along with this program. If not, see . #include "Starfighter.h" -int ship_collision(object *ship, object *otherShip) +int ship_collision(Object *ship, Object *otherShip) { float x0 = ship->x; float y0 = ship->y; @@ -43,7 +43,7 @@ int ship_collision(object *ship, object *otherShip) /* Fill in later... */ -void ship_fireBullet(object *ship, int weaponType) +void ship_fireBullet(Object *ship, int weaponType) { if (ship->reload[weaponType] > 0) return; @@ -54,7 +54,7 @@ void ship_fireBullet(object *ship, int weaponType) if ((ship == &player) && (weaponType == 1) && (!engine.cheatAmmo)) player.ammo[1]--; - object *theWeapon = &weapon[ship->weaponType[weaponType]]; + Object *theWeapon = &weapon[ship->weaponType[weaponType]]; switch(theWeapon->id) { @@ -139,7 +139,7 @@ void ship_fireBullet(object *ship, int weaponType) /* Fill in later... */ -void ship_fireRay(object *ship) +void ship_fireRay(Object *ship) { SDL_Rect ray; diff --git a/src/ship.h b/src/ship.h index f6371c2..9d5dec5 100644 --- a/src/ship.h +++ b/src/ship.h @@ -18,8 +18,8 @@ along with this program. If not, see . #ifndef SHIP_H #define SHIP_H -int ship_collision(object *ship, object *otherShip); -void ship_fireBullet(object *ship, int weaponType); -void ship_fireRay(object *ship); +int ship_collision(Object *ship, Object *otherShip); +void ship_fireBullet(Object *ship, int weaponType); +void ship_fireRay(Object *ship); #endif diff --git a/src/structs.h b/src/structs.h index 4f0ce27..a95669f 100644 --- a/src/structs.h +++ b/src/structs.h @@ -20,14 +20,14 @@ along with this program. If not, see . #ifndef STRUCTS_H #define STRUCTS_H -typedef struct object_ { +typedef struct Object_ { int active; int classDef; // Used by aliens to determine what they are int AIType; // Type of articifial intelligence - int id; // The "job" of the object - struct object_ *target; // index target in aliens array + int id; // The "job" of the Object + struct Object_ *target; // index target in aliens array int reload[2]; @@ -42,7 +42,7 @@ typedef struct object_ { int face; // Either 0 or 1 - struct object_ *owner; // Who owns this object + struct Object_ *owner; // Who owns this Object int chance[2]; // Chance of using the weapons (out of 1000) @@ -53,20 +53,20 @@ typedef struct object_ { int engineX; // The place for the engine on the other side of the craft int engineY; // The middle of the engine on the craft - int thinktime; // When the object will next react + int thinktime; // When the Object will next react int weaponType[2]; // Weapon types - int collectChance; // Chance of dropping the object - int collectType; // What the object is carrying + int collectChance; // Chance of dropping the Object + int collectType; // What the Object is carrying int collectValue; // What it is worth - unsigned long int flags; // Various flags for an object + unsigned long int flags; // Various flags for an Object float x, y, dx, dy; - struct object_ *next; + struct Object_ *next; -} object; +} Object; typedef struct Mission_ { @@ -97,7 +97,7 @@ typedef struct Star_ { } Star; -typedef struct collectables_ { +typedef struct Collectable_ { int active; float x, y, dx, dy; @@ -106,9 +106,9 @@ typedef struct collectables_ { int value; // How much is it worth? int life; // How long it will stay around for - struct collectables_ *next; + struct Collectable_ *next; -} collectables; +} Collectable; typedef struct textObject_ { @@ -121,8 +121,8 @@ typedef struct textObject_ { } textObject; typedef struct Game_ { - object thePlayer; - object playerWeapon; + Object thePlayer; + Object playerWeapon; int saveFormat; diff --git a/src/weapons.cpp b/src/weapons.cpp index 4c8e027..e0a4b46 100644 --- a/src/weapons.cpp +++ b/src/weapons.cpp @@ -19,7 +19,7 @@ along with this program. If not, see . #include "Starfighter.h" -object weapon[W_MAX]; +Object weapon[W_MAX]; /* A list of predefined weaponary. diff --git a/src/weapons.h b/src/weapons.h index 701c03c..8713acd 100644 --- a/src/weapons.h +++ b/src/weapons.h @@ -20,7 +20,7 @@ along with this program. If not, see . #ifndef WEAPONS_H #define WEAPONS_H -extern object weapon[W_MAX]; +extern Object weapon[W_MAX]; extern void initWeapons();