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headers.h
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/*
* GL headers
*/
#ifndef ALLHEADERS
#define ALLHEADERS
/* for RAM usage checking on PC build */
/* #define malloc malloc_check */
extern int vc;
#ifndef PC_TARGET
#define GLfloat float
#define GLdouble double
#endif
/* game constants */
#define MAX_YVEL 16.99
#define TIME_UNIT 10.0f
#define ACCEL -6.5
#ifdef PC_TARGET
#ifdef __APPLE__
#define MACBUILD
#endif
#ifdef MACBUILD
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <SDL/SDL.h>
#else
#include <nds.h>
#endif
/* Point / vector */
typedef struct vector {
float x;
float y;
float z;
} vector;
typedef enum
{
PLAYER,
SOLID,
KEY,
BULLET,
TARGET,
DOOR,
NONE
} obj_type;
/* Collision engine object */
typedef struct collisionBox {
vector min;
vector max;
vector move;
} collisionBox;
/* doubly-linked list */
typedef struct game_obj
{
obj_type type;
vector coords;
float rot;
collisionBox box;
void* ee_targ;
int ee_dir;
int ee_bits;
float* data;
void* prev;
void* next;
} game_obj;
extern void resolveCollisions(game_obj* obj_list, void (*handler)(void*, void*));
/* field names for all-purpose data storage */
/* PLAYER */
enum
{
PLAYER_X,
PLAYER_Y,
PLAYER_Z,
PLAYER_ON_PLATFORM,
PLAYER_YVEL,
PLAYER_DIRX,
PLAYER_DIRZ,
PLAYER_ANGLE,
PLAYER_MOVEX,
PLAYER_MOVEY,
PLAYER_MOVEZ,
PLAYER_KEYS,
PLAYER_BULLET_TIMER
};
/* KEY */
enum
{
KEY_EXISTS
};
/* BULLET */
enum
{
BULLET_X,
BULLET_Y,
BULLET_Z,
BULLET_YVEL,
BULLET_ANGLE,
BULLET_TIMER,
BULLET_EXPLODED,
BULLET_XDIR,
BULLET_ZDIR
};
/* TARGET */
enum
{
TARGET_X,
TARGET_Y,
TARGET_Z,
TARGET_ANGLE,
TARGET_EXPLODED
};
/* DOOR */
enum
{
DOOR_CLOSED
};
/********************************************************************/
#define VERTEX_ARRAY_INCREMENT 32
/* Face */
typedef struct
{
int* vertnum; /* array of vertex numbers */
int point_count; /* triangle or quad ? the DS has to know ! */
void* next; /* pointer to next face */
} face;
/* Vertex */
typedef struct
{
float x, y, z; /* coordinates */
char exists;
} vert;
/* Model sub-group */
typedef struct
{
float color[3]; /* group color */
face* faces; /* faces linked list */
void* next; /* next group */
} model_group;
/* Model */
typedef struct
{
model_group* g; /* sub-groups linked list */
vert* vertices; /* vertices array */
int allocated_vert; /* vertices array allocation */
/* fields below are required because of a workaround to a DS quirk. see
model-draw.c */
float x_scale; /* abs. val of biggest coords for each axis */
float y_scale;
float z_scale;
} model;
/********************************************************************/
int drawModelWithGL(model* model);
int drawModelWithGL_big(model* model);
extern model* loadModel(char* fileName);
extern void freeModel(model* model);
extern void listModel(model* model);
/********************************************************************/
extern float dtime;
extern model* turtleModel;
extern model* worldModel;
extern model* keyModel;
extern model* doorModel;
extern model* bulletModel;
extern model* targetModel;
extern float intro_offset;
extern float yoffs;
extern int cam_angle;
#ifdef PC_TARGET
extern Uint8 *keystate;
#endif
extern game_obj* newKey(game_obj* list, float x, float y, float z);
extern game_obj* newPlayer(game_obj* list, float x, float y, float z);
extern game_obj* newDoor(game_obj* list, float x, float y, float z);
extern game_obj* newBullet(game_obj* list, float x, float y, float z, float angle);
extern game_obj* newTarget(game_obj*, float, float, float, float);
extern void doorInit(game_obj*);
extern void playerInit(game_obj*);
extern void keyInit(game_obj*);
extern void playerTick(game_obj*);
extern void keyTick(game_obj*);
extern void doorTick(game_obj*);
extern void playerDraw(game_obj*);
extern void keyDraw(game_obj*);
extern void doorDraw(game_obj*);
extern int loadWorldFile(char* nam, game_obj* list, model** worldModel);
extern game_obj* newListNode(game_obj* list);
extern game_obj* newList(void);
extern void genBoxes(model* theModel, game_obj* obj_list);
extern void freeObjs(game_obj* objs);
extern void require(int);
extern void deleteNode(game_obj* node);
extern void gc_push(game_obj*);
extern game_obj* player;
extern void whitespace(char** data);
extern char* read_str(char** data);
extern int read_int(char **data);
extern float read_float(char **data);
#ifndef PC_TARGET
extern float my_sin(float angle);
extern float my_cos(float angle);
#endif
extern void initFunction(void *va);
extern void tickFunction(void *va);
extern void drawFunction(void* va);
extern void collisionFunction(void* va, void* vb);
extern void gc_push(game_obj* ptr);
extern void gc_collect(void);
extern void gc_stop(void);
extern void edge_evade(game_obj* who, game_obj* what, int dir);
#endif