|
- /*
- * ttyvaders Textmode shoot'em up
- * Copyright (c) 2002 Sam Hocevar <sam@zoy.org>
- * All Rights Reserved
- *
- * $Id$
- *
- * 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., 675 Mass Ave, Cambridge, MA 02139, USA.
- */
-
- /*
- * Compile-time limits
- */
- #define STARS 50
- #define WEAPONS 200
- #define BONUS 30
- #define ALIENS 30
- #define EXPLOSIONS 200
-
- /*
- * Game defines
- */
- #define MAX_LIFE 1000
- #define MAX_SPECIAL 200
-
- #define COST_NUKE (100*MAX_SPECIAL/100)
- #define COST_BEAM (75*MAX_SPECIAL/100)
- #define COST_FRAGBOMB (50*MAX_SPECIAL/100)
-
- /*
- * Graphics primitives
- */
- #include "ee.h"
-
- /*
- * Useful macros
- */
- #define GET_RAND(p,q) ((p)+(int)((1.0*((q)-(p)))*rand()/(RAND_MAX+1.0)))
- #define GET_MAX(a,b) ((a)>(b)?(a):(b))
- #define GET_MIN(a,b) ((a)<(b)?(a):(b))
-
- /*
- * Game structures
- */
- typedef struct
- {
- int w, h, *left, *right;
-
- } tunnel;
-
- typedef struct
- {
- int x, y, z, c;
- char ch;
-
- } starfield;
-
- typedef struct
- {
- enum { EXPLOSION_NONE, EXPLOSION_SMALL, EXPLOSION_MEDIUM } type[EXPLOSIONS];
- int x[EXPLOSIONS];
- int y[EXPLOSIONS];
- int vx[EXPLOSIONS];
- int vy[EXPLOSIONS];
- int n[EXPLOSIONS];
-
- } explosions;
-
- typedef struct
- {
- enum { WEAPON_NONE, WEAPON_LASER, WEAPON_SEEKER, WEAPON_NUKE, WEAPON_BEAM, WEAPON_LIGHTNING, WEAPON_BOMB, WEAPON_FRAGBOMB } type[WEAPONS];
- int x[WEAPONS];
- int y[WEAPONS];
- int x2[WEAPONS];
- int y2[WEAPONS];
- int x3[WEAPONS];
- int y3[WEAPONS];
- int vx[WEAPONS];
- int vy[WEAPONS];
- int n[WEAPONS];
-
- } weapons;
-
- typedef struct
- {
- enum { BONUS_NONE, BONUS_LIFE, BONUS_GREEN } type[BONUS];
- int x[BONUS];
- int y[BONUS];
- int n[BONUS];
-
- } bonus;
-
- typedef struct
- {
- int x, y;
- int vx, vy;
- int weapon, special;
- int life, dead;
-
- } player;
-
- typedef struct
- {
- enum { ALIEN_NONE, ALIEN_FOO, ALIEN_BAR, ALIEN_BAZ } type[ALIENS];
- int x[ALIENS];
- int y[ALIENS];
- int life[ALIENS];
- int img[ALIENS];
-
- } aliens;
-
- typedef struct
- {
- int w, h;
- int x, y;
- int frame;
-
- } box;
-
- typedef struct
- {
- int w, h;
-
- starfield *sf;
- weapons *wp;
- explosions *ex;
- tunnel *t;
- player *p;
- aliens *al;
- bonus *bo;
-
- } game;
-
- /*
- * From aliens.c
- */
- void init_aliens( game *g, aliens *al );
- void draw_aliens( game *g, aliens *al );
- void update_aliens( game *g, aliens *al );
- void add_alien( game *g, aliens *al, int x, int y, int type );
-
- /*
- * From bonus.c
- */
- void init_bonus( game *g, bonus *bo );
- void draw_bonus( game *g, bonus *bo );
- void update_bonus( game *g, bonus *bo );
- void add_bonus( game *g, bonus *bo, int x, int y, int type );
-
- /*
- * From box.c
- */
- box * create_box( game *g, int x, int y, int w, int h );
- void draw_box( game *g, box *b );
- void free_box( box *b );
-
- /*
- * From ceo.c
- */
- void ceo_alert( game *g );
-
- /*
- * From collide.c
- */
- void collide_weapons_tunnel( game *g, weapons *wp, tunnel *t, explosions *ex );
- void collide_weapons_aliens( game *g, weapons *wp, aliens *al, explosions *ex );
- void collide_player_tunnel( game *g, player *p, tunnel *t, explosions *ex );
-
- /*
- * From explosions.c
- */
- void init_explosions( game *g, explosions *ex );
- void add_explosion( game *g, explosions *ex, int x, int y, int vx, int vy, int type );
- void draw_explosions( game *g, explosions *ex );
- void update_explosions( game *g, explosions *ex );
-
- /*
- * From math.c
- */
- int r00t( int a );
-
- /*
- * From overlay.c
- */
- void draw_status( game *g );
-
- /*
- * From player.c
- */
- player * create_player( game *g );
- void free_player( player *p );
- void draw_player( game *g, player *p );
- void update_player( game *g, player *p );
-
- /*
- * From starfield.c
- */
- starfield * create_starfield( game *g );
- void draw_starfield( game *g, starfield *s );
- void update_starfield( game *g, starfield *s );
- void free_starfield( game *g, starfield *s );
-
- /*
- * From tunnel.c
- */
- tunnel * create_tunnel( game *g, int w, int h );
- void free_tunnel( tunnel *t );
- void draw_tunnel( game *g, tunnel *t );
- void update_tunnel( game *g, tunnel *t );
-
- /*
- * From weapons.c
- */
- void init_weapons( game *g, weapons *wp );
- void draw_weapons( game *g, weapons *wp );
- void update_weapons( game *g, weapons *wp );
- void add_weapon( game *g, weapons *wp, int x, int y, int vx, int vy, int type );
|