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