Renamed the "object" and "collectables" structs.
This was done with "replace all" actions, but I have checked and the only collatoral damage has been to capitalize some instances of "objective" in comments.
This commit is contained in:
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de1cd7c674
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dc7209164a
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@ -20,8 +20,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "Starfighter.h"
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#include "radio.h"
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object alien_defs[CD_MAX];
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object aliens[ALIEN_MAX];
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Object alien_defs[CD_MAX];
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Object aliens[ALIEN_MAX];
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static const int nChrisKillMessage = 15;
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static const char *chrisKillMessage[nChrisKillMessage] = {
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@ -1217,7 +1217,7 @@ int alien_add()
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return 1;
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}
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void alien_addDrone(object *hostAlien)
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void alien_addDrone(Object *hostAlien)
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{
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int index = alien_getFreeIndex();
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@ -1238,7 +1238,7 @@ void alien_addDrone(object *hostAlien)
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aliens[index].y = hostAlien->y + rand() % 50;
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}
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void alien_addSmallAsteroid(object *hostAlien)
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void alien_addSmallAsteroid(Object *hostAlien)
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{
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if (engine.missionCompleteTimer != 0)
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return;
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@ -1305,7 +1305,7 @@ void alien_addFriendly(int type)
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aliens[type].flags |= FL_IMMORTAL;
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}
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int alien_place(object *alien)
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int alien_place(Object *alien)
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{
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if (rand() % 2 == 0)
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alien->x = RANDRANGE(screen->w, screen->w * 2);
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@ -1335,7 +1335,7 @@ int alien_place(object *alien)
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return 1;
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}
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void alien_setAI(object *alien)
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void alien_setAI(Object *alien)
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{
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int i;
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float tx;
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@ -1420,7 +1420,7 @@ void alien_setAI(object *alien)
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}
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}
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void alien_setKlineAttackMethod(object *alien)
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void alien_setKlineAttackMethod(Object *alien)
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{
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if (alien->shield <= 500)
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{
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@ -1454,7 +1454,7 @@ void alien_setKlineAttackMethod(object *alien)
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/*
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This AI is exclusively for Kline.
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*/
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void alien_setKlineAI(object *alien)
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void alien_setKlineAI(Object *alien)
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{
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// Weapon type change
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if (CHANCE(1. / 3.))
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@ -1514,7 +1514,7 @@ void alien_setKlineAI(object *alien)
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"Looks" for an enemy by picking a randomly active enemy and using them
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as a target. If the target is too far away, it will be ignored.
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*/
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void alien_searchForTarget(object *alien)
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void alien_searchForTarget(Object *alien)
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{
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int i;
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@ -1531,7 +1531,7 @@ void alien_searchForTarget(object *alien)
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i = rand() % ALIEN_MAX;
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object *targetEnemy = &aliens[i];
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Object *targetEnemy = &aliens[i];
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// Tell Sid not to attack craft that are already disabled or can
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// return fire. This will save him from messing about (unless we're on the last mission)
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@ -1577,7 +1577,7 @@ void alien_searchForTarget(object *alien)
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/*
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Do various checks to see if the alien can fire at the target.
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*/
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int alien_checkTarget(object *alien)
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int alien_checkTarget(Object *alien)
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{
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// No target
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if (alien->target == alien)
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@ -1618,7 +1618,7 @@ int alien_checkTarget(object *alien)
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Currently only used for the allies. Whilst flying around, the allies will fire on
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any enemy craft that enter their line of sight.
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*/
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int alien_enemiesInFront(object *alien)
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int alien_enemiesInFront(Object *alien)
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{
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for (int i = 0 ; i < ALIEN_MAX ; i++)
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{
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@ -1639,7 +1639,7 @@ int alien_enemiesInFront(object *alien)
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return 0;
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}
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void alien_move(object *alien)
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void alien_move(Object *alien)
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{
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int checkCollisions;
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@ -1741,7 +1741,7 @@ void alien_move(object *alien)
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/*
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Fill in later...
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*/
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void alien_destroy(object *alien, object *attacker)
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void alien_destroy(Object *alien, Object *attacker)
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{
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int r;
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@ -1839,7 +1839,7 @@ void alien_destroy(object *alien, object *attacker)
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}
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}
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void alien_hurt(object *alien, object *attacker, int damage, int ion)
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void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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{
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double run_chance;
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28
src/alien.h
28
src/alien.h
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@ -20,24 +20,24 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef ALIEN_H
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#define ALIEN_H
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extern object alien_defs[CD_MAX];
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extern object aliens[ALIEN_MAX];
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extern Object alien_defs[CD_MAX];
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extern Object aliens[ALIEN_MAX];
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void alien_defs_init();
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void aliens_init();
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int alien_add();
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void alien_addDrone(object *hostAlien);
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void alien_addSmallAsteroid(object *hostAlien);
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void alien_addDrone(Object *hostAlien);
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void alien_addSmallAsteroid(Object *hostAlien);
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void alien_addFriendly(int type);
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int alien_place(object *alien);
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void alien_setAI(object *alien);
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void alien_setKlineAttackMethod(object *alien);
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void alien_setKlineAI(object *alien);
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void alien_searchForTarget(object *alien);
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int alien_checkTarget(object *alien);
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int alien_enemiesInFront(object *alien);
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void alien_move(object *alien);
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void alien_destroy(object *alien, object *attacker);
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void alien_hurt(object *alien, object *attacker, int damage, int ion);
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int alien_place(Object *alien);
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void alien_setAI(Object *alien);
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void alien_setKlineAttackMethod(Object *alien);
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void alien_setKlineAI(Object *alien);
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void alien_searchForTarget(Object *alien);
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int alien_checkTarget(Object *alien);
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int alien_enemiesInFront(Object *alien);
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void alien_move(Object *alien);
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void alien_destroy(Object *alien, Object *attacker);
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void alien_hurt(Object *alien, Object *attacker, int damage, int ion);
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#endif
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@ -19,13 +19,13 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "Starfighter.h"
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void bullet_add(object *theWeapon, object *attacker, int y, int dy)
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void bullet_add(Object *theWeapon, Object *attacker, int y, int dy)
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{
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object *bullet;
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Object *bullet;
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int imageIndex;
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int tempX, tempY, steps;
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bullet = new object;
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bullet = new Object;
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if (attacker == &player)
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game.shots++;
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@ -145,9 +145,9 @@ already have a target. If the target it is currently chasing is killed, it will
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begin to look for a new one (done in doBullets()). The homing missile will make
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one attempt per call (one call per frame) to find a suitable target. If the target
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it picks is dead or outside the screen range, then it returns NULL. A suitable
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target will be returned as the object address.
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target will be returned as the Object address.
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*/
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object *bullet_getTarget(object *bullet)
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Object *bullet_getTarget(Object *bullet)
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{
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int i;
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@ -182,7 +182,7 @@ object *bullet_getTarget(object *bullet)
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return &aliens[i];
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}
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int bullet_collision(object *bullet, object *ship)
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int bullet_collision(Object *bullet, Object *ship)
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{
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float x0 = bullet->x;
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float y0 = bullet->y;
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@ -20,8 +20,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef BULLETS_H
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#define BULLETS_H
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void bullet_add(object *theWeapon, object *attacker, int y, int dy);
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object *bullet_getTarget(object *bullet);
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int bullet_collision(object *bullet, object *ship);
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void bullet_add(Object *theWeapon, Object *attacker, int y, int dy);
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Object *bullet_getTarget(Object *bullet);
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int bullet_collision(Object *bullet, Object *ship);
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#endif
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@ -20,7 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "Starfighter.h"
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#include "radio.h"
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object cargo[MAX_CARGO];
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Object cargo[MAX_CARGO];
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void cargo_init()
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{
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@ -45,7 +45,7 @@ static int cargo_get()
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return -1;
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}
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object *cargo_add(object *owner, int cargoType)
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Object *cargo_add(Object *owner, int cargoType)
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{
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int index = cargo_get();
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@ -20,10 +20,10 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef _CARGO_H_
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#define _CARGO_H_
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extern object cargo[MAX_CARGO];
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extern Object cargo[MAX_CARGO];
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void cargo_init();
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object *cargo_add(object *owner, int cargoType);
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Object *cargo_add(Object *owner, int cargoType);
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void cargo_becomeCollectable(int i);
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#endif
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@ -131,7 +131,7 @@ void collectable_add(float x, float y, int type, int value, int life)
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}
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}
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collectables *collectable = new collectables;
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Collectable *collectable = new Collectable;
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collectable->next = NULL;
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collectable->active = 1;
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engine.collectableTail = collectable;
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}
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int collectable_collision(collectables *collectable, object *ship)
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int collectable_collision(Collectable *collectable, Object *ship)
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{
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float x0 = collectable->x;
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float y0 = collectable->y;
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return !(x1<x2 || x3<x0 || y1<y2 || y3<y0);
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}
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void collectable_explode(collectables *collectable)
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void collectable_explode(Collectable *collectable)
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{
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audio_playSound(SFX_EXPLOSION, collectable->x, collectable->y);
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@ -21,7 +21,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define COLLECTABLE_H
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void collectable_add(float x, float y, int type, int value, int life);
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int collectable_collision(collectables *collectable, object *ship);
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void collectable_explode(collectables *collectable);
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int collectable_collision(Collectable *collectable, Object *ship);
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void collectable_explode(Collectable *collectable);
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#endif
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engine.smx = 0;
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engine.smy = 0;
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engine.bulletHead = new object;
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engine.bulletHead = new Object;
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engine.bulletHead->next = NULL;
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engine.bulletTail = engine.bulletHead;
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engine.explosionHead = new object;
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engine.explosionHead = new Object;
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engine.explosionHead->next = NULL;
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engine.explosionTail = engine.explosionHead;
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engine.collectableHead = new collectables;
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engine.collectableHead = new Collectable;
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engine.collectableHead->next = NULL;
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engine.collectableTail = engine.collectableHead;
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engine.debrisHead = new object;
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engine.debrisHead = new Object;
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engine.debrisHead->next = NULL;
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engine.debrisTail = engine.debrisHead;
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void engine_resetLists()
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{
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object *ob, *ob2;
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collectables *c1, *c2;
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Object *ob, *ob2;
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Collectable *c1, *c2;
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bRect *r1, *r2;
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ob = engine.bulletHead->next;
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16
src/engine.h
16
src/engine.h
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@ -42,14 +42,14 @@ typedef struct Engine_ {
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float smx;
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float smy;
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object *bulletHead;
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object *bulletTail;
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object *explosionHead;
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object *explosionTail;
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collectables *collectableHead;
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collectables *collectableTail;
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object *debrisHead;
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object *debrisTail;
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Object *bulletHead;
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Object *bulletTail;
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Object *explosionHead;
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Object *explosionTail;
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Collectable *collectableHead;
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Collectable *collectableTail;
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Object *debrisHead;
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Object *debrisTail;
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int cursor_x, cursor_y;
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@ -27,7 +27,7 @@ to change frames on a 21, 14, 7 basis.
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*/
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void explosion_add(float x, float y, int type)
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{
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object *explosion = new object;
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Object *explosion = new Object;
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explosion->next = NULL;
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explosion->active = 1;
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* This very simply just adds a tiny explosion at the coordinate specified.
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* It creates a small engine like effect.
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*/
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void explosion_addEngine(object *craft)
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void explosion_addEngine(Object *craft)
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{
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if (CHANCE(0.5))
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return;
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@ -21,6 +21,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define EXPLOSIONS_H
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void explosion_add(float x, float y, int type);
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void explosion_addEngine(object *craft);
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void explosion_addEngine(Object *craft);
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#endif
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24
src/game.cpp
24
src/game.cpp
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@ -189,14 +189,14 @@ static void game_addDebris(int x, int y, int amount)
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else
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audio_playSound(SFX_DEBRIS2, x, y);
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object *debris;
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Object *debris;
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amount = RANDRANGE(3, amount);
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LIMIT(amount, 3, 8);
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for (int i = 0 ; i < amount ; i++)
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{
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debris = new object;
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debris = new Object;
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debris->next = NULL;
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debris->x = x;
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@ -273,8 +273,8 @@ will be updated. Information will be displayed and appropriate player variables
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*/
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static void game_doCollectables()
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{
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collectables *collectable = engine.collectableHead;
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collectables *prevCollectable = engine.collectableHead;
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Collectable *collectable = engine.collectableHead;
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Collectable *prevCollectable = engine.collectableHead;
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engine.collectableTail = engine.collectableHead;
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char temp[40];
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@ -546,11 +546,11 @@ spawned.
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*/
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static void game_doBullets()
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{
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object *bullet = engine.bulletHead;
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object *prevBullet = engine.bulletHead;
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Object *bullet = engine.bulletHead;
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Object *prevBullet = engine.bulletHead;
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collectables *collectable;
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collectables *prevCollectable;
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Collectable *collectable;
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Collectable *prevCollectable;
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int okayToHit = 0;
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int old_shield;
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@ -1561,8 +1561,8 @@ static void game_doCargo()
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static void game_doDebris()
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{
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object *prevDebris = engine.debrisHead;
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object *debris = engine.debrisHead;
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Object *prevDebris = engine.debrisHead;
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Object *debris = engine.debrisHead;
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engine.debrisTail = engine.debrisHead;
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while (debris->next != NULL)
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@ -1604,8 +1604,8 @@ the explosion is killed off.
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*/
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void game_doExplosions()
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{
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object *prevExplosion = engine.explosionHead;
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object *explosion = engine.explosionHead;
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Object *prevExplosion = engine.explosionHead;
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Object *explosion = engine.explosionHead;
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engine.explosionTail = engine.explosionHead;
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while (explosion->next != NULL)
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@ -508,7 +508,7 @@ void mission_init()
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}
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/*
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Sets the currentMission object to the mission number the player
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Sets the currentMission Object to the mission number the player
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is currently on. Timing is assigned if it is required. The rate
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at which to add enemies in this mission is also set.
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*/
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@ -718,7 +718,7 @@ void mission_updateRequirements(int type, int id, int value)
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}
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}
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// Don't evaluate secondary objectives at the same time!
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// Don't evaluate secondary Objectives at the same time!
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if (matched)
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return;
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@ -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.
|
||||
*/
|
||||
|
|
|
@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
#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;
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
extern object player;
|
||||
extern Object player;
|
||||
extern int player_chargerFired;
|
||||
|
||||
extern void initPlayer();
|
||||
|
|
|
@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
#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;
|
||||
|
||||
|
|
|
@ -18,8 +18,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
#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
|
||||
|
|
|
@ -20,14 +20,14 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
#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;
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
#include "Starfighter.h"
|
||||
|
||||
object weapon[W_MAX];
|
||||
Object weapon[W_MAX];
|
||||
|
||||
/*
|
||||
A list of predefined weaponary.
|
||||
|
|
|
@ -20,7 +20,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|||
#ifndef WEAPONS_H
|
||||
#define WEAPONS_H
|
||||
|
||||
extern object weapon[W_MAX];
|
||||
extern Object weapon[W_MAX];
|
||||
|
||||
extern void initWeapons();
|
||||
|
||||
|
|
Loading…
Reference in New Issue