315 lines
6.7 KiB
C
315 lines
6.7 KiB
C
/*
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Copyright (C) 2003 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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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signed char id; // The "job" of the object
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object *target; // index target in enemy array
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signed char 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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unsigned char damage; // Contact damage for bullets
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int score; // How much a kill of this is worth
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unsigned char ammo[2]; // Ammo for 2nd weapon. Max of 100 (except laser)
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signed char face; // Either 0 or 1
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object *owner; // Who owns this 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 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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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 char collectValue; // What it is worth
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int flags; // Various flags for an object
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float x, y, dx, dy;
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object *next;
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};
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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 enemy 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 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 enemy 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 completed2[3];
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signed char remainingObjectives1;
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signed char remainingObjectives2;
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int addAliens; // How often to add new enemies
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};
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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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};
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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 life; // How long it will stay around for
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collectables *next;
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};
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struct textObject {
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SDL_Surface *image;
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unsigned char life;
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float x, y;
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signed char fontColor;
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char text[255];
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};
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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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// First three variable below are here for save game compatibility only.
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signed char fullScreen; // Do not use!
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signed char useMusic; // Do not use!
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signed char useSound; // Do not use!
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signed char autoSaveSlot;
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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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// slaves for Eyananth
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unsigned int slavesRescued;
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// remaining shield for experimental fighter
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unsigned int experimentalShield;
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unsigned int timeTaken; // In seconds
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unsigned char missionCompleted[10];
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signed char stationedPlanet;
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signed char 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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unsigned char shieldUnits;
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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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char name[50];
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char description[255];
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unsigned char image;
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};
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struct bRect {
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int x, y, w, h;
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bRect *next;
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};
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struct Planet {
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int y;
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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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signed char messageMission;
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signed char messageSlot;
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signed char faceImage;
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char from[50];
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char subject[100];
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};
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struct globalEngineVariables {
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SDL_Event event;
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signed char 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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float ssx;
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float ssy;
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Mix_Music *music;
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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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int cursor_x, cursor_y;
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signed char commsSection;
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signed char eventTimer;
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signed char lowShield;
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signed char averageShield;
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float targetShield;
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signed char targetIndex;
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signed char targetArrow;
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int targetArrowTimer;
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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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// 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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unsigned int counter;
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signed char seconds;
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signed char minutes;
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// Mission Related stuff
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signed char allAliensDead;
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int addAliens;
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bool paused;
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signed char gameSection;
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bool useAudio;
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bool useSound;
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bool useMusic;
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bool fullScreen;
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// This really only applies to Linux users.
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char userHomeDirectory[1024];
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char keyState[350];
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bool cheat; // overall cheat
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bool cheatShield;
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bool cheatCash;
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bool cheatAmmo;
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bool cheatTime;
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bool cheatCredits;
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};
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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 flag;
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};
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struct cutMsg {
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int face;
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char message[255];
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};
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struct devVariables {
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signed char moveAliens;
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signed char fireAliens;
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};
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