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