tbftss/src/structs.h

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/*
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Copyright (C) 2015-2016 Parallel Realities
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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.
*/
typedef struct Texture Texture;
typedef struct Lookup Lookup;
typedef struct Weapon Weapon;
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typedef struct Quadtree Quadtree;
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typedef struct Entity Entity;
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typedef struct Bullet Bullet;
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typedef struct Debris Debris;
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typedef struct Effect Effect;
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typedef struct Spawner Spawner;
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typedef struct Objective Objective;
typedef struct StarSystem StarSystem;
typedef struct Challenge Challenge;
typedef struct Mission Mission;
typedef struct Pulse Pulse;
typedef struct Widget Widget;
typedef struct HudMessage HudMessage;
typedef struct MessageBox MessageBox;
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typedef struct GridCell GridCell;
typedef struct ScriptRunner ScriptRunner;
typedef struct Location Location;
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typedef struct Bucket Bucket;
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typedef struct Trophy Trophy;
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typedef struct {
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int debug;
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int takeScreenshots;
char *screenshotFolder;
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int noAIWeapons;
int showFPS;
int playerImmortal;
int playerUnlimitedMissiles;
int noEntityActions;
int allImmortal;
int fps;
} Dev;
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typedef struct {
float x;
float y;
} PointF;
struct Texture {
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char name[MAX_DESCRIPTION_LENGTH];
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long hash;
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long ttl;
SDL_Texture *texture;
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Texture *next;
};
typedef struct {
void (*logic)(void);
void (*draw)(void);
void (*handleClick)(int x, int y, int btn);
void (*handleDrag)(int x, int y, int dx, int dy, int cx, int cy);
void (*handleMouseUp)(int x, int y, int btn);
} Delegate;
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typedef struct {
int type;
char message[MAX_DESCRIPTION_LENGTH];
} ModalDialog;
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struct Lookup {
char name[MAX_NAME_LENGTH];
long value;
Lookup *next;
};
struct Weapon {
int type;
int ammo;
int maxAmmo;
int x;
int y;
};
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struct Entity {
int type;
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char name[MAX_NAME_LENGTH];
char defName[MAX_NAME_LENGTH];
char groupName[MAX_NAME_LENGTH];
int active;
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int spawned;
int id;
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int side;
float x;
float y;
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int offsetX;
int offsetY;
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int w;
int h;
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float dx;
float dy;
float thrust;
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float speed;
float angle;
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int alive;
int health;
int maxHealth;
int shield;
int maxShield;
int reload;
int reloadTime;
int selectedGunType;
int combinedGuns;
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int shieldRecharge;
int shieldRechargeRate;
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int systemPower;
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int armourHit;
int shieldHit;
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int systemHit;
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int thinkTime;
int aiActionTime;
int aiAggression;
int aiDamagePerSec;
int aiDamageTimer;
int aiEvadeTimer;
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int separationRadius;
int deathType;
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Weapon guns[MAX_FIGHTER_GUNS];
int missiles;
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long flags;
long aiFlags;
SDL_Point targetLocation;
Entity *towing;
Entity *target;
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Entity *leader;
Entity *owner;
Entity *killedBy;
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void (*action)(void);
void (*draw)(void);
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void (*die)(void);
SDL_Texture *texture;
Entity *next;
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};
struct Bullet {
int type;
float x;
float y;
int w;
int h;
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float dx;
float dy;
int sound;
int life;
int damage;
int angle;
long flags;
SDL_Texture *texture;
Entity *owner;
Entity *target;
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Bullet *next;
};
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struct Debris {
float x;
float y;
float dx;
float dy;
int health;
int thinkTime;
float angle;
SDL_Texture *texture;
Debris *next;
};
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typedef struct {
float x;
float y;
float speed;
} Star;
struct Pulse {
int x;
int y;
float size;
int life;
int r, g, b;
Pulse *next;
};
struct Effect {
int type;
float x;
float y;
float dx;
float dy;
float health;
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float size;
float scaleAmount;
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int r;
int g;
int b;
int a;
SDL_Texture *texture;
Effect *next;
};
struct Location {
int active;
char name[MAX_NAME_LENGTH];
int x;
int y;
int size;
Location *next;
};
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struct Objective {
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int active;
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char id[MAX_DESCRIPTION_LENGTH];
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char description[MAX_DESCRIPTION_LENGTH];
char targetName[MAX_NAME_LENGTH];
int targetType;
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int currentValue;
int targetValue;
int status;
int isCondition;
int isEliminateAll;
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int hideNumbers;
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Objective *next;
};
struct Challenge {
int type;
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int value;
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int passed;
Challenge *next;
};
typedef struct {
int isChallenge;
int timeLimit;
int killLimit;
int lossLimit;
int itemLimit;
int escapeLimit;
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int waypointLimit;
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int rescueLimit;
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int noMissiles;
int noBoost;
int noECM;
int noGuns;
int scriptedEnd;
int allowPlayerDeath;
Challenge *challenges[MAX_CHALLENGES];
} ChallengeData;
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struct Mission {
char name[MAX_NAME_LENGTH];
char description[MAX_DESCRIPTION_LENGTH];
char filename[MAX_DESCRIPTION_LENGTH];
int requires;
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char pilot[MAX_NAME_LENGTH];
char squadron[MAX_NAME_LENGTH];
char craft[MAX_NAME_LENGTH];
int available;
int completed;
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int completedChallenges;
int totalChallenges;
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int epic;
ChallengeData challengeData;
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SDL_Rect rect;
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Mission *next;
};
struct StarSystem {
char name[MAX_NAME_LENGTH];
char description[MAX_DESCRIPTION_LENGTH];
int side;
int x;
int y;
int completedMissions;
int totalMissions;
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int availableMissions;
int fallsToPandorans;
int isSol;
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Mission missionHead;
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StarSystem *next;
};
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struct Quadtree {
int depth;
int x, y, w, h;
Entity **ents;
int capacity;
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int numEnts;
Quadtree *node[4];
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};
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struct Spawner {
char name[MAX_NAME_LENGTH];
char **types;
int numTypes;
int side;
int time;
int interval;
int limit;
int total;
int step;
int offscreen;
int active;
Spawner *next;
};
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typedef struct {
SDL_Point camera;
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int numAllies;
int numEnemies;
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int numInitialEnemies;
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int status;
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int isEpic;
int epicFighterLimit;
int playerSelect;
int manualComplete;
int unwinnable;
int waypointAutoAdvance;
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int missionFinishedTimer;
int boostTimer;
int ecmTimer;
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int radarRange;
int numPlayerGuns;
int numObjectivesComplete, numObjectivesTotal, numConditions;
Entity *missionTarget;
Entity *jumpgate;
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SDL_Texture *background, *planetTexture;
PointF planet;
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int planetWidth, planetHeight;
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Entity entityHead, *entityTail;
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Bullet bulletHead, *bulletTail;
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Debris debrisHead, *debrisTail;
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Effect effectHead, *effectTail;
Objective objectiveHead, *objectiveTail;
Location locationHead, *locationTail;
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Spawner spawnerHead, *spawnerTail;
struct cJSON *missionJSON;
unsigned int stats[STAT_MAX];
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Quadtree quadtree;
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} Battle;
struct ScriptRunner {
struct cJSON *line;
long delay;
int waitForMessageBox;
ScriptRunner *next;
};
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struct Trophy {
char id[MAX_NAME_LENGTH];
char title[MAX_DESCRIPTION_LENGTH];
char description[MAX_DESCRIPTION_LENGTH];
int value;
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int hidden;
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int stat;
int statValue;
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int awarded;
unsigned long awardDate;
int notify;
Trophy *next;
};
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typedef struct {
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StarSystem starSystemHead;
Mission challengeMissionHead;
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Mission *currentMission;
char selectedStarSystem[MAX_NAME_LENGTH];
int completedMissions;
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int availableMissions;
int totalMissions;
int completedChallenges;
int totalChallenges;
unsigned int stats[STAT_MAX];
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Trophy trophyHead;
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} Game;
struct Widget {
char name[MAX_NAME_LENGTH];
char group[MAX_NAME_LENGTH];
int type;
int value;
char text[MAX_NAME_LENGTH];
char **options;
int numOptions;
int currentOption;
int visible;
int enabled;
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int isModal;
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SDL_Rect rect;
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SDL_Texture *texture;
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void (*action)(void);
void (*onChange)(char *value);
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Widget *parent;
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Widget *next;
};
struct HudMessage {
char message[MAX_DESCRIPTION_LENGTH];
SDL_Color color;
int life;
HudMessage *next;
};
struct MessageBox {
char title[MAX_NAME_LENGTH];
char body[MAX_DESCRIPTION_LENGTH];
int time;
int height;
MessageBox *next;
};
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typedef struct {
int x;
int y;
int w;
int h;
int dx;
int dy;
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int button[MAX_MOUSE_BUTTONS];
} Mouse;
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typedef struct {
char saveDir[MAX_FILENAME_LENGTH];
int winWidth;
int winHeight;
float scaleX;
float scaleY;
int fullscreen;
int musicVolume;
int soundVolume;
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Mouse mouse;
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int keyboard[MAX_KEYBOARD_KEYS];
SDL_Texture *backBuffer;
SDL_Renderer *renderer;
SDL_Window *window;
Delegate delegate;
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ModalDialog modalDialog;
int awaitingWidgetInput;
int lastKeyPressed;
int lastButtonPressed;
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int keyControls[CONTROL_MAX];
int mouseControls[CONTROL_MAX];
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} App;
typedef struct {
SDL_Color red;
SDL_Color orange;
SDL_Color yellow;
SDL_Color green;
SDL_Color blue;
SDL_Color cyan;
SDL_Color purple;
SDL_Color white;
SDL_Color black;
SDL_Color lightGrey;
SDL_Color darkGrey;
} Colors;
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struct Bucket
{
char *key, *value;
Bucket *next;
};
typedef struct
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{
Bucket **bucket;
int *bucketCount;
} HashTable;
typedef struct
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{
int32_t magicNumber, version, stringCount;
int32_t originalOffset, translationOffset;
} MOHeader;
typedef struct
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{
int32_t length, offset;
} MOEntry;