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📄 structs.h

📁 After decades of war one company, who had gained powerful supplying both sides with weaponary, steps
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/*Copyright (C) 2003 Parallel RealitiesThis program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of 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 ofMERCHANTABILITY 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 Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/typedef struct object {	signed char 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;} object;typedef 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};typedef struct Star {	float x, y, dx, dy;	signed char speed; // How fast the star moves};typedef struct collectables {	signed char 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;};typedef struct textObject {	SDL_Surface *image;	unsigned char life;	float x, y;	signed char fontColor;	char text[255];};typedef struct Game {	object thePlayer;	object playerWeapon;	object playerWeapon2;	unsigned char system;	unsigned char area;	unsigned char musicVolume;	unsigned char sfxVolume;	signed char fullScreen;	signed char useMusic;	signed char useSound;	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;};typedef struct ShopItem {	int x, y;	unsigned int price;	char name[50];	char description[255];	unsigned char image;};typedef struct bRect {	int x, y, w, h;	bRect *next;} bRect;typedef 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];};typedef 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;	signed char paused;	signed char gameSection;	signed char useAudio;	// This really only applies to Linux users.	char userHomeDirectory[1024];		char keyState[350];	signed char cheat; // overall cheat	signed char cheatShield;	signed char cheatCash;	signed char cheatAmmo;	signed char cheatTime;	signed char cheatCredits;};typedef struct event {	int time;	char message[255];	signed char face;	signed char entity;	int flag;};typedef struct cutMsg {	int face;	char message[255];};typedef struct devVariables {	signed char moveAliens;	signed char fireAliens;	};

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