starfighter/code/structs.h

313 lines
6.7 KiB
C

/*
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
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;
object playerWeapon2;
unsigned char system;
unsigned char area;
unsigned char musicVolume;
unsigned char sfxVolume;
// First three variable below are here for save game compatibility only.
signed char fullScreen; // Do not use!
signed char useMusic; // Do not use!
signed char useSound; // Do not use!
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 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];
};
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;
signed char targetArrow;
int targetArrowTimer;
// 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[350];
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;
};