/* Copyright (C) 2003 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ struct object { bool active; signed char classDef; // Used by aliens to determine what they are signed char AIType; // Type of articifial intelligence signed char id; // The "job" of the object object *target; // index target in enemy array signed char reload[2]; int systemPower; // computer systems for craft int shield; // current shield int maxShield; // max shield (for recharging) int deathCounter; // how long to explode for signed char speed; unsigned char damage; // Contact damage for bullets int score; // How much a kill of this is worth unsigned char ammo[2]; // Ammo for 2nd weapon. Max of 100 (except laser) signed char face; // Either 0 or 1 object *owner; // Who owns this object int chance[2]; // Chance of using the weapons (out of 1000) SDL_Surface *image[2]; // For facing left and right unsigned char imageIndex[2]; // used for loading signed char hit; // used to make a craft "flash" if it is struck by a shot 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 signed char weaponType[2]; // Weapon types signed char collectChance; // Chance of dropping the object signed char collectType; // What the object is carrying unsigned char collectValue; // What it is worth int flags; // Various flags for an object float x, y, dx, dy; object *next; }; struct mission { char primaryObjective[3][50]; // Description signed char primaryType[3]; // The type of mission this is signed char target1[3]; // index of target in enemy array int targetValue1[3]; // Number of things to collect (slaves, cash, etc) signed char timeLimit1[3]; // In minutes int completed1[3]; char secondaryObjective[3][50]; // Description signed char secondaryType[3]; // The type of mission this is signed char target2[3]; // index of target in enemy array int targetValue2[3]; // Number of things to collect (slaves, cash, etc) signed char timeLimit2[3]; // In minutes int completed2[3]; signed char remainingObjectives1; signed char remainingObjectives2; int addAliens; // How often to add new enemies }; struct Star { float x, y, dx, dy; signed char speed; // How fast the star moves }; struct collectables { bool active; float x, y, dx, dy; SDL_Surface *image; signed char type; // What kind of collectable is it? unsigned char value; // How much is it worth? int life; // How long it will stay around for collectables *next; }; struct textObject { SDL_Surface *image; unsigned char life; float x, y; signed char fontColor; char text[255]; }; struct Game { object thePlayer; object playerWeapon; unsigned char system; unsigned char area; unsigned char musicVolume; unsigned char sfxVolume; signed char saveFormat; signed char gamePlay; signed char difficulty; signed char autoSaveSlot; unsigned int cash; unsigned int cashEarned; unsigned int shots; unsigned int hits; unsigned char accuracy; unsigned char hasWingMate1, hasWingMate2; unsigned int totalKills, wingMate1Kills, wingMate2Kills; unsigned char wingMate1Ejects, wingMate2Ejects; unsigned int totalOtherKills; unsigned char secondaryMissions, secondaryMissionsCompleted; unsigned int shieldPickups, rocketPickups, cellPickups, powerups, minesKilled, cargoPickups; // slaves for Eyananth unsigned int slavesRescued; // remaining shield for experimental fighter unsigned int experimentalShield; unsigned int timeTaken; // In seconds unsigned char missionCompleted[10]; signed char stationedPlanet; signed char destinationPlanet; char stationedName[20]; char destinationName[20]; int distanceCovered; unsigned char minPlasmaRate; unsigned char minPlasmaDamage; unsigned char minPlasmaOutput; unsigned char maxPlasmaRate; unsigned char maxPlasmaDamage; unsigned char maxPlasmaOutput; unsigned char maxPlasmaAmmo; unsigned char maxRocketAmmo; unsigned char shieldUnits; }; struct ShopItem { int x, y; unsigned int price; char name[50]; char description[255]; unsigned char image; }; struct bRect { int x, y, w, h; bRect *next; }; struct Planet { int y; char name[50]; SDL_Surface *image; signed char missionNumber; // associated mission number signed char missionCompleted; // whether it has been completed signed char messageMission; signed char messageSlot; signed char faceImage; char from[50]; char subject[100]; }; enum keys { KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_FIRE, KEY_ALTFIRE, KEY_SWITCH, KEY_PAUSE, KEY_ESCAPE, KEY_FULLSCREEN, KEY_DUMMY, KEY_LAST }; struct globalEngineVariables { SDL_Event event; signed char done; SDL_RWops *sdlrw; float musicVolume; signed char maxAliens; float ssx; float ssy; Mix_Music *music; object *bulletHead; object *bulletTail; object *explosionHead; object *explosionTail; collectables *collectableHead; collectables *collectableTail; object *debrisHead; object *debrisTail; int cursor_x, cursor_y; signed char commsSection; signed char eventTimer; signed char lowShield; signed char averageShield; float targetShield; signed char targetIndex; // Mission completion timer (allows for 4 seconds before leaving sector) unsigned long missionCompleteTimer; // Times the mission normally unsigned int counter2; int timeTaken; // In seconds // For missions with a time limit signed char timeMission; unsigned int counter; signed char seconds; signed char minutes; // Mission Related stuff signed char allAliensDead; int addAliens; bool paused; signed char gameSection; bool useAudio; bool useSound; bool useMusic; bool fullScreen; // This really only applies to Linux users. char userHomeDirectory[1024]; char keyState[KEY_LAST]; bool cheat; // overall cheat bool cheatShield; bool cheatCash; bool cheatAmmo; bool cheatTime; bool cheatCredits; }; struct event { int time; char message[255]; signed char face; signed char entity; int flag; }; struct cutMsg { int face; char message[255]; }; struct devVariables { signed char moveAliens; signed char fireAliens; };