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LICENSE
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GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
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How to Apply These Terms to Your New Programs
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||||
If you develop a new program, and you want it to be of the greatest
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|
||||
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|
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||||
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|
||||
|
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|
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|
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|
||||
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|
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|
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Also add information on how to contact you by electronic and paper mail.
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||||
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This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
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For more information on this, and how to apply and follow the GNU GPL, see
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|
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|
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|
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|
||||
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<div class="contents">
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<div class="textblock">Here is a list of all documented functions, variables, defines, enums, and typedefs with links to the documentation:</div><ul>
|
||||
<li>applyFriction()
|
||||
: <a class="el" href="moonlander_8c.html#ac6ac9217888e84291c290db745b67ce1">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#ac6ac9217888e84291c290db745b67ce1">moonlander.h</a>
|
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</li>
|
||||
<li>applyGravity()
|
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: <a class="el" href="moonlander_8c.html#a80d87b5874771eee0d24be7daa6cd187">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a80d87b5874771eee0d24be7daa6cd187">moonlander.h</a>
|
||||
</li>
|
||||
<li>applyJet()
|
||||
: <a class="el" href="moonlander_8c.html#a8e5dee243eed13bb193a327212d1460b">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a8e5dee243eed13bb193a327212d1460b">moonlander.h</a>
|
||||
</li>
|
||||
<li>createLandscape()
|
||||
: <a class="el" href="moonlander_8c.html#a2950dcda46229b12b3cd841832ed4a49">moonlander.c</a>
|
||||
</li>
|
||||
<li>createShip()
|
||||
: <a class="el" href="moonlander_8c.html#ab7d9f8adcb580459033133fd49433a15">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#ab7d9f8adcb580459033133fd49433a15">moonlander.h</a>
|
||||
</li>
|
||||
<li>displayIntro()
|
||||
: <a class="el" href="moonlander_8c.html#abdd6a4d14501287a577ea668c521ef6b">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#abdd6a4d14501287a577ea668c521ef6b">moonlander.h</a>
|
||||
</li>
|
||||
<li>getScore()
|
||||
: <a class="el" href="moonlander_8c.html#a17d060768350e07c2f3d98b7d01cd0b6">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a17d060768350e07c2f3d98b7d01cd0b6">moonlander.h</a>
|
||||
</li>
|
||||
<li>initialiseLandscape()
|
||||
: <a class="el" href="moonlander_8c.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">moonlander.h</a>
|
||||
</li>
|
||||
<li>initialisencurses()
|
||||
: <a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a62c7d9da80c36528a8de3186d31d7ed8">moonlander.h</a>
|
||||
</li>
|
||||
<li>initialiseShip()
|
||||
: <a class="el" href="moonlander_8c.html#ae0dc18298c3a72665f84d0904bc9d287">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#ae0dc18298c3a72665f84d0904bc9d287">moonlander.h</a>
|
||||
</li>
|
||||
<li>main()
|
||||
: <a class="el" href="moonlander_8c.html#ae66f6b31b5ad750f1fe042a706a4e3d4">moonlander.c</a>
|
||||
</li>
|
||||
<li>moveShip()
|
||||
: <a class="el" href="moonlander_8c.html#a58ccd08e3de9a09607a7e15852f114b7">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a58ccd08e3de9a09607a7e15852f114b7">moonlander.h</a>
|
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|
||||
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</a> 1.8.6
|
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</small></address>
|
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|
||||
</html>
|
145
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|
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<div id="projectname">SCC.150 Assembler Emulator
|
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|
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<div id="projectbrief">A compiler for a simple assembler language</div>
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|
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|
||||
<li>applyFriction()
|
||||
: <a class="el" href="moonlander_8c.html#ac6ac9217888e84291c290db745b67ce1">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#ac6ac9217888e84291c290db745b67ce1">moonlander.h</a>
|
||||
</li>
|
||||
<li>applyGravity()
|
||||
: <a class="el" href="moonlander_8c.html#a80d87b5874771eee0d24be7daa6cd187">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a80d87b5874771eee0d24be7daa6cd187">moonlander.h</a>
|
||||
</li>
|
||||
<li>applyJet()
|
||||
: <a class="el" href="moonlander_8c.html#a8e5dee243eed13bb193a327212d1460b">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a8e5dee243eed13bb193a327212d1460b">moonlander.h</a>
|
||||
</li>
|
||||
<li>createLandscape()
|
||||
: <a class="el" href="moonlander_8c.html#a2950dcda46229b12b3cd841832ed4a49">moonlander.c</a>
|
||||
</li>
|
||||
<li>createShip()
|
||||
: <a class="el" href="moonlander_8c.html#ab7d9f8adcb580459033133fd49433a15">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#ab7d9f8adcb580459033133fd49433a15">moonlander.h</a>
|
||||
</li>
|
||||
<li>displayIntro()
|
||||
: <a class="el" href="moonlander_8c.html#abdd6a4d14501287a577ea668c521ef6b">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#abdd6a4d14501287a577ea668c521ef6b">moonlander.h</a>
|
||||
</li>
|
||||
<li>getScore()
|
||||
: <a class="el" href="moonlander_8c.html#a17d060768350e07c2f3d98b7d01cd0b6">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a17d060768350e07c2f3d98b7d01cd0b6">moonlander.h</a>
|
||||
</li>
|
||||
<li>initialiseLandscape()
|
||||
: <a class="el" href="moonlander_8c.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">moonlander.h</a>
|
||||
</li>
|
||||
<li>initialisencurses()
|
||||
: <a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a62c7d9da80c36528a8de3186d31d7ed8">moonlander.h</a>
|
||||
</li>
|
||||
<li>initialiseShip()
|
||||
: <a class="el" href="moonlander_8c.html#ae0dc18298c3a72665f84d0904bc9d287">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#ae0dc18298c3a72665f84d0904bc9d287">moonlander.h</a>
|
||||
</li>
|
||||
<li>main()
|
||||
: <a class="el" href="moonlander_8c.html#ae66f6b31b5ad750f1fe042a706a4e3d4">moonlander.c</a>
|
||||
</li>
|
||||
<li>moveShip()
|
||||
: <a class="el" href="moonlander_8c.html#a58ccd08e3de9a09607a7e15852f114b7">moonlander.c</a>
|
||||
, <a class="el" href="moonlander_8h.html#a58ccd08e3de9a09607a7e15852f114b7">moonlander.h</a>
|
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|
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<!-- start footer part -->
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Generated on Tue May 19 2015 20:33:41 for SCC.150 Assembler Emulator by  <a href="http://www.doxygen.org/index.html">
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</html>
|
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</html>
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<title>SCC.150 Assembler Emulator: /home/rumperuu/Documents/University/University Work/SCC.110 Software Development/Coursework/C/unr-Moon Lander/source/moonlander.c File Reference</title>
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<div id="projectbrief">A compiler for a simple assembler language</div>
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<div class="header">
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|
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|
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<div class="title">moonlander.c File Reference</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
<div class="textblock"><code>#include "<a class="el" href="moonlander_8h_source.html">moonlander.h</a>"</code><br/>
|
||||
</div><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
|
||||
Functions</h2></td></tr>
|
||||
<tr class="memitem:ae66f6b31b5ad750f1fe042a706a4e3d4"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#ae66f6b31b5ad750f1fe042a706a4e3d4">main</a> ()</td></tr>
|
||||
<tr class="separator:ae66f6b31b5ad750f1fe042a706a4e3d4"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a62c7d9da80c36528a8de3186d31d7ed8"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses</a> ()</td></tr>
|
||||
<tr class="separator:a62c7d9da80c36528a8de3186d31d7ed8"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ae0dc18298c3a72665f84d0904bc9d287"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#ae0dc18298c3a72665f84d0904bc9d287">initialiseShip</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:ae0dc18298c3a72665f84d0904bc9d287"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a0ec45fe851ecdae5b09ff1f5235e2bf4"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">initialiseLandscape</a> (<a class="el" href="struct__WIN__landscape__struct.html">LANDSCAPE</a> *landscape)</td></tr>
|
||||
<tr class="separator:a0ec45fe851ecdae5b09ff1f5235e2bf4"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ab7d9f8adcb580459033133fd49433a15"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#ab7d9f8adcb580459033133fd49433a15">createShip</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:ab7d9f8adcb580459033133fd49433a15"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a2950dcda46229b12b3cd841832ed4a49"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a2950dcda46229b12b3cd841832ed4a49">createLandscape</a> (<a class="el" href="struct__WIN__landscape__struct.html">LANDSCAPE</a> *landscape, unsigned int landscapeArray[], unsigned int safeArray[])</td></tr>
|
||||
<tr class="separator:a2950dcda46229b12b3cd841832ed4a49"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a8e5dee243eed13bb193a327212d1460b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a8e5dee243eed13bb193a327212d1460b">applyJet</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship, unsigned int dir)</td></tr>
|
||||
<tr class="separator:a8e5dee243eed13bb193a327212d1460b"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a80d87b5874771eee0d24be7daa6cd187"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a80d87b5874771eee0d24be7daa6cd187">applyGravity</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:a80d87b5874771eee0d24be7daa6cd187"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ac6ac9217888e84291c290db745b67ce1"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#ac6ac9217888e84291c290db745b67ce1">applyFriction</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:ac6ac9217888e84291c290db745b67ce1"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a58ccd08e3de9a09607a7e15852f114b7"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a58ccd08e3de9a09607a7e15852f114b7">moveShip</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship, size_t lASize, unsigned int landscapeArray[], size_t sASize, unsigned int safeArray[])</td></tr>
|
||||
<tr class="separator:a58ccd08e3de9a09607a7e15852f114b7"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:abdd6a4d14501287a577ea668c521ef6b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#abdd6a4d14501287a577ea668c521ef6b">displayIntro</a> ()</td></tr>
|
||||
<tr class="separator:abdd6a4d14501287a577ea668c521ef6b"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a17d060768350e07c2f3d98b7d01cd0b6"><td class="memItemLeft" align="right" valign="top">double </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8c.html#a17d060768350e07c2f3d98b7d01cd0b6">getScore</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship, unsigned int time)</td></tr>
|
||||
<tr class="separator:a17d060768350e07c2f3d98b7d01cd0b6"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><dl class="section author"><dt>Author</dt><dd>Ben Goldsworthy (rumps) <a href="#" onclick="location.href='mai'+'lto:'+'bgo'+'ld'+'swo'+'rt'+'hy9'+'6@'+'gma'+'il'+'.co'+'m'; return false;">bgold<span style="display: none;">.nosp@m.</span>swor<span style="display: none;">.nosp@m.</span>thy96<span style="display: none;">.nosp@m.</span>@gma<span style="display: none;">.nosp@m.</span>il.co<span style="display: none;">.nosp@m.</span>m</a> </dd></dl>
|
||||
<dl class="section version"><dt>Version</dt><dd>1.0</dd></dl>
|
||||
<h1><a class="anchor" id="LICENSE"></a>
|
||||
LICENSE</h1>
|
||||
<p>This file 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 3 of the License, or (at your option) any later version.</p>
|
||||
<p>This file 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.</p>
|
||||
<p>You should have received a copy of the GNU General Public License along with this program. If not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.</p>
|
||||
<h1><a class="anchor" id="DESCRIPTION"></a>
|
||||
DESCRIPTION</h1>
|
||||
<p>This program attempts to emulate the 1979 Atari arcade classic 'Lunar Lander' in the *nix Terminal, using the ncurses library <a href="https://www.gnu.org/software/ncurses/ncurses.html">https://www.gnu.org/software/ncurses/ncurses.html</a>. This can seemingly only be because Joe Finney is sadistic.</p>
|
||||
<p>Implemented features so far are:</p>
|
||||
<ul>
|
||||
<li>momentum & gravity</li>
|
||||
<li>random landscape generation</li>
|
||||
<li>crashing & (rarely) landing</li>
|
||||
<li>cheats</li>
|
||||
</ul>
|
||||
<p>Features to implement by TOMORROW are:</p>
|
||||
<ul>
|
||||
<li>more cheats (or 'debug modes' as all the kids are calling them these days)</li>
|
||||
<li>scoring</li>
|
||||
<li>leaderboards</li>
|
||||
<li>random gravity generation </li>
|
||||
</ul>
|
||||
</div><h2 class="groupheader">Function Documentation</h2>
|
||||
<a class="anchor" id="ac6ac9217888e84291c290db745b67ce1"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void applyFriction </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Applies the equally relentless force of friction to the ship.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a80d87b5874771eee0d24be7daa6cd187"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void applyGravity </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Applies the relentless march of gravity to the ship.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a8e5dee243eed13bb193a327212d1460b"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void applyJet </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>dir</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Applies the thrust of the jet to the ship.</p>
|
||||
<p>If the ship is out of fuel, the jets won't fire.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
<tr><td class="paramname">dir</td><td>the thrust direction </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a2950dcda46229b12b3cd841832ed4a49"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">bool createLandscape </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__landscape__struct.html">LANDSCAPE</a> * </td>
|
||||
<td class="paramname"><em>landscape</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>landscapeArray</em>[], </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>safeArray</em>[] </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Creates the landscape in the game world.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">landscape</td><td>the landscape in question </td></tr>
|
||||
<tr><td class="paramname">landscapeArray[]</td><td>the array of all the coordinates of the landscape components </td></tr>
|
||||
<tr><td class="paramname">safeArray[]</td><td>the array of all the coordinates of the landing pad components </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="section return"><dt>Returns</dt><dd>true if the landscape is valid (has at least one landing pad), false if not </dd></dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="ab7d9f8adcb580459033133fd49433a15"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void createShip </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Creates the ship in the game world.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="abdd6a4d14501287a577ea668c521ef6b"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void displayIntro </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Displays the lovely ASCII lunar lander I nicked. </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a17d060768350e07c2f3d98b7d01cd0b6"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">double getScore </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>time</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Works out the player's score upon successful landing.</p>
|
||||
<p>The specification states "score is calculated using some heuristic based on
|
||||
time used and fuel remaining." Heuristic sounds fancy, and so is the method of working out the score.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="section return"><dt>Returns</dt><dd>the score </dd></dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a0ec45fe851ecdae5b09ff1f5235e2bf4"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void initialiseLandscape </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__landscape__struct.html">LANDSCAPE</a> * </td>
|
||||
<td class="paramname"><em>landscape</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Initialises the landscape's parameters.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">landscape</td><td>the landscape in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a62c7d9da80c36528a8de3186d31d7ed8"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void initialisencurses </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Initialises ncurses.</p>
|
||||
<p>I couldn't decide whether it should be <code><a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses()</a></code>, <code>initialiseNCURSES()</code> or <code>initialiseNcurses()</code>. In the end I plumped for <code><a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses()</a></code> because, whilst it does break the camelCase rule I've used throughout for variables and functions, ncurses is one of those trendy uncapitalised names. </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="ae0dc18298c3a72665f84d0904bc9d287"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void initialiseShip </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Initialises the ship's parameters.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="ae66f6b31b5ad750f1fe042a706a4e3d4"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">int main </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>The main function of the program.</p>
|
||||
<p>Sets everything up initially, and then contains the game loop.</p>
|
||||
<dl class="section return"><dt>Returns</dt><dd>0 on success </dd></dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a58ccd08e3de9a09607a7e15852f114b7"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void moveShip </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">size_t </td>
|
||||
<td class="paramname"><em>lASize</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>landscapeArray</em>[], </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">size_t </td>
|
||||
<td class="paramname"><em>sASize</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>safeArray</em>[] </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Moves the ship within the game world.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
<tr><td class="paramname">lASize</td><td>the length of useful data in <code>landscapeArray</code> </td></tr>
|
||||
<tr><td class="paramname">landscapeArray</td><td>the array of coordinates for the components of the landscape </td></tr>
|
||||
<tr><td class="paramname">sASize</td><td>the length of useful data in <code>safeArray</code> </td></tr>
|
||||
<tr><td class="paramname">safeArray</td><td>the array of coordinates for the components of the landing pad(s) </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</div><!-- contents -->
|
||||
<!-- start footer part -->
|
||||
<hr class="footer"/><address class="footer"><small>
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Generated on Tue May 19 2015 20:33:41 for SCC.150 Assembler Emulator by  <a href="http://www.doxygen.org/index.html">
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||||
</a> 1.8.6
|
||||
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||||
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||||
</html>
|
524
doc/html/moonlander_8h.html
Executable file
|
@ -0,0 +1,524 @@
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|||
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||||
<div id="projectname">SCC.150 Assembler Emulator
|
||||
</div>
|
||||
<div id="projectbrief">A compiler for a simple assembler language</div>
|
||||
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<li><a href="files.html"><span>File List</span></a></li>
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<!-- window showing the filter options -->
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onkeydown="return searchBox.OnSearchSelectKey(event)">
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<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Data Structures</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Files</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Functions</a></div>
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<ul>
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<li class="navelem"><a class="el" href="dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.html">source</a></li> </ul>
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<div class="headertitle">
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<div class="title">moonlander.h File Reference</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
<div class="textblock"><code>#include <stdbool.h></code><br/>
|
||||
<code>#include <ncurses.h></code><br/>
|
||||
<code>#include <stdlib.h></code><br/>
|
||||
<code>#include <time.h></code><br/>
|
||||
<code>#include <math.h></code><br/>
|
||||
</div>
|
||||
<p><a href="moonlander_8h_source.html">Go to the source code of this file.</a></p>
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<table class="memberdecls">
|
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
|
||||
Data Structures</h2></td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct__win__landscape__struct.html">_win_landscape_struct</a></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct__WIN__landscape__struct.html">_WIN_landscape_struct</a></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct__win__ship__struct.html">_win_ship_struct</a></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="struct__WIN__ship__struct.html">_WIN_ship_struct</a></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct  </td><td class="memItemRight" valign="bottom"><a class="el" href="structtimespec__t.html">timespec_t</a></td></tr>
|
||||
<tr class="separator:"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
|
||||
Macros</h2></td></tr>
|
||||
<tr class="memitem:a655c84af1b0034986ff56e12e84f983d"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a655c84af1b0034986ff56e12e84f983d"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>NONE</b>   0</td></tr>
|
||||
<tr class="separator:a655c84af1b0034986ff56e12e84f983d"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a1965eaca47dbf3f87acdafc2208f04eb"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1965eaca47dbf3f87acdafc2208f04eb"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>UP</b>   1</td></tr>
|
||||
<tr class="separator:a1965eaca47dbf3f87acdafc2208f04eb"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a80fb826a684cf3f0d306b22aa100ddac"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a80fb826a684cf3f0d306b22aa100ddac"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>RIGHT</b>   2</td></tr>
|
||||
<tr class="separator:a80fb826a684cf3f0d306b22aa100ddac"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a4193cd1c8c2e6ebd0e056fa2364a663f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a4193cd1c8c2e6ebd0e056fa2364a663f"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>DOWN</b>   3</td></tr>
|
||||
<tr class="separator:a4193cd1c8c2e6ebd0e056fa2364a663f"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a437ef08681e7210d6678427030446a54"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a437ef08681e7210d6678427030446a54"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>LEFT</b>   4</td></tr>
|
||||
<tr class="separator:a437ef08681e7210d6678427030446a54"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:ad9815b8411c5174a1b9c4fdd41867a7f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ad9815b8411c5174a1b9c4fdd41867a7f"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>LEFT_INCLINE</b>   0</td></tr>
|
||||
<tr class="separator:ad9815b8411c5174a1b9c4fdd41867a7f"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a41d9ad16be37ee68580da3de0f0f98a0"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a41d9ad16be37ee68580da3de0f0f98a0"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>STRAIGHT_UP</b>   1</td></tr>
|
||||
<tr class="separator:a41d9ad16be37ee68580da3de0f0f98a0"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a5ec93a5084467645832e2eff4f09f30c"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a5ec93a5084467645832e2eff4f09f30c"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>STRAIGHT_DOWN</b>   2</td></tr>
|
||||
<tr class="separator:a5ec93a5084467645832e2eff4f09f30c"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:abf4a498a981a70e042c5317f175c0576"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="abf4a498a981a70e042c5317f175c0576"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>RIGHT_DECLINE</b>   3</td></tr>
|
||||
<tr class="separator:abf4a498a981a70e042c5317f175c0576"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a25dcb98b89858273498cff95bffe5a06"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a25dcb98b89858273498cff95bffe5a06"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>PLATEAU</b>   4</td></tr>
|
||||
<tr class="separator:a25dcb98b89858273498cff95bffe5a06"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a655c84af1b0034986ff56e12e84f983d"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a655c84af1b0034986ff56e12e84f983d"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>NONE</b>   0</td></tr>
|
||||
<tr class="separator:a655c84af1b0034986ff56e12e84f983d"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a5a24df9755c49775ec259b3c7021df0e"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a5a24df9755c49775ec259b3c7021df0e"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>CRASH</b>   1</td></tr>
|
||||
<tr class="separator:a5a24df9755c49775ec259b3c7021df0e"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a8e46a68b2e887e05d235781f5c40d68e"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a8e46a68b2e887e05d235781f5c40d68e"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>LAND</b>   2</td></tr>
|
||||
<tr class="separator:a8e46a68b2e887e05d235781f5c40d68e"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ad24e2b54375e12474e65ebf7175988fb"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ad24e2b54375e12474e65ebf7175988fb"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>QUIT</b>   3</td></tr>
|
||||
<tr class="separator:ad24e2b54375e12474e65ebf7175988fb"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:ab70a3304f4cc184121587d7884fbcaff"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab70a3304f4cc184121587d7884fbcaff"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>STARTING_FUEL</b>   900</td></tr>
|
||||
<tr class="separator:ab70a3304f4cc184121587d7884fbcaff"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a4879857b847ecdee94bde553f0720c38"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a4879857b847ecdee94bde553f0720c38"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>CHANCE_OF_LANDING_PAD</b>   3</td></tr>
|
||||
<tr class="separator:a4879857b847ecdee94bde553f0720c38"><td class="memSeparator" colspan="2"> </td></tr>
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||||
<tr class="memitem:a0a616668bcdd0dd14291ce0b10f46ae5"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a0a616668bcdd0dd14291ce0b10f46ae5"></a>
|
||||
#define </td><td class="memItemRight" valign="bottom"><b>TERMINAL_VELOCITY</b>   0.9f</td></tr>
|
||||
<tr class="separator:a0a616668bcdd0dd14291ce0b10f46ae5"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="typedef-members"></a>
|
||||
Typedefs</h2></td></tr>
|
||||
<tr class="memitem:a551c7583e165a1f1f32caa547aedbdbe"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a551c7583e165a1f1f32caa547aedbdbe"></a>
|
||||
typedef struct <br class="typebreak"/>
|
||||
<a class="el" href="struct__win__landscape__struct.html">_win_landscape_struct</a> </td><td class="memItemRight" valign="bottom"><b>WIN_LANDSCAPE</b></td></tr>
|
||||
<tr class="separator:a551c7583e165a1f1f32caa547aedbdbe"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a656ff69f7ac7628ce840ca31eb3c81e9"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a656ff69f7ac7628ce840ca31eb3c81e9"></a>
|
||||
typedef struct <br class="typebreak"/>
|
||||
<a class="el" href="struct__WIN__landscape__struct.html">_WIN_landscape_struct</a> </td><td class="memItemRight" valign="bottom"><b>LANDSCAPE</b></td></tr>
|
||||
<tr class="separator:a656ff69f7ac7628ce840ca31eb3c81e9"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a0411a851d6e3fd19462afd2cdbad9596"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a0411a851d6e3fd19462afd2cdbad9596"></a>
|
||||
typedef struct <a class="el" href="struct__win__ship__struct.html">_win_ship_struct</a> </td><td class="memItemRight" valign="bottom"><b>WIN_SHIP</b></td></tr>
|
||||
<tr class="separator:a0411a851d6e3fd19462afd2cdbad9596"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a42c658ed8f799da440af227d9c78b26c"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a42c658ed8f799da440af227d9c78b26c"></a>
|
||||
typedef struct <a class="el" href="struct__WIN__ship__struct.html">_WIN_ship_struct</a> </td><td class="memItemRight" valign="bottom"><b>SHIP</b></td></tr>
|
||||
<tr class="separator:a42c658ed8f799da440af227d9c78b26c"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
|
||||
Functions</h2></td></tr>
|
||||
<tr class="memitem:a62c7d9da80c36528a8de3186d31d7ed8"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses</a> ()</td></tr>
|
||||
<tr class="separator:a62c7d9da80c36528a8de3186d31d7ed8"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ae0dc18298c3a72665f84d0904bc9d287"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#ae0dc18298c3a72665f84d0904bc9d287">initialiseShip</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:ae0dc18298c3a72665f84d0904bc9d287"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a0ec45fe851ecdae5b09ff1f5235e2bf4"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">initialiseLandscape</a> (<a class="el" href="struct__WIN__landscape__struct.html">LANDSCAPE</a> *landscape)</td></tr>
|
||||
<tr class="separator:a0ec45fe851ecdae5b09ff1f5235e2bf4"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ab7d9f8adcb580459033133fd49433a15"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#ab7d9f8adcb580459033133fd49433a15">createShip</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:ab7d9f8adcb580459033133fd49433a15"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a1ccdf9063374d9a12fed447e00cc2764"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1ccdf9063374d9a12fed447e00cc2764"></a>
|
||||
bool </td><td class="memItemRight" valign="bottom"><b>createLandscape</b> ()</td></tr>
|
||||
<tr class="separator:a1ccdf9063374d9a12fed447e00cc2764"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a8e5dee243eed13bb193a327212d1460b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#a8e5dee243eed13bb193a327212d1460b">applyJet</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship, unsigned int dir)</td></tr>
|
||||
<tr class="separator:a8e5dee243eed13bb193a327212d1460b"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a80d87b5874771eee0d24be7daa6cd187"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#a80d87b5874771eee0d24be7daa6cd187">applyGravity</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:a80d87b5874771eee0d24be7daa6cd187"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:ac6ac9217888e84291c290db745b67ce1"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#ac6ac9217888e84291c290db745b67ce1">applyFriction</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship)</td></tr>
|
||||
<tr class="separator:ac6ac9217888e84291c290db745b67ce1"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a58ccd08e3de9a09607a7e15852f114b7"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#a58ccd08e3de9a09607a7e15852f114b7">moveShip</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship, size_t lASize, unsigned int landscapeArray[], size_t sASize, unsigned int safeArray[])</td></tr>
|
||||
<tr class="separator:a58ccd08e3de9a09607a7e15852f114b7"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:abdd6a4d14501287a577ea668c521ef6b"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#abdd6a4d14501287a577ea668c521ef6b">displayIntro</a> ()</td></tr>
|
||||
<tr class="separator:abdd6a4d14501287a577ea668c521ef6b"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a17d060768350e07c2f3d98b7d01cd0b6"><td class="memItemLeft" align="right" valign="top">double </td><td class="memItemRight" valign="bottom"><a class="el" href="moonlander_8h.html#a17d060768350e07c2f3d98b7d01cd0b6">getScore</a> (<a class="el" href="struct__WIN__ship__struct.html">SHIP</a> *ship, unsigned int time)</td></tr>
|
||||
<tr class="separator:a17d060768350e07c2f3d98b7d01cd0b6"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table><table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="var-members"></a>
|
||||
Variables</h2></td></tr>
|
||||
<tr class="memitem:a54352d3853674ab02c3eb342715348b1"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a54352d3853674ab02c3eb342715348b1"></a>
|
||||
bool </td><td class="memItemRight" valign="bottom"><b>end</b> = false</td></tr>
|
||||
<tr class="separator:a54352d3853674ab02c3eb342715348b1"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a4b92199e91e6c320b67f7280b2d53e2f"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a4b92199e91e6c320b67f7280b2d53e2f"></a>
|
||||
unsigned int </td><td class="memItemRight" valign="bottom"><b>endType</b> = NONE</td></tr>
|
||||
<tr class="separator:a4b92199e91e6c320b67f7280b2d53e2f"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a5bec39c3cf6ba6711895de15040528d7"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a5bec39c3cf6ba6711895de15040528d7"></a>
|
||||
struct <a class="el" href="structtimespec__t.html">timespec_t</a> </td><td class="memItemRight" valign="bottom"><b>s</b></td></tr>
|
||||
<tr class="separator:a5bec39c3cf6ba6711895de15040528d7"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:a1155bdad5f8c8c958474c3144bae6573"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a1155bdad5f8c8c958474c3144bae6573"></a>
|
||||
bool </td><td class="memItemRight" valign="bottom"><b>invincible</b> = false</td></tr>
|
||||
<tr class="separator:a1155bdad5f8c8c958474c3144bae6573"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
|
||||
<div class="textblock"><dl class="section author"><dt>Author</dt><dd>Ben Goldsworthy (rumps) <a href="#" onclick="location.href='mai'+'lto:'+'bgo'+'ld'+'swo'+'rt'+'hy9'+'6@'+'gma'+'il'+'.co'+'m'; return false;">bgold<span style="display: none;">.nosp@m.</span>swor<span style="display: none;">.nosp@m.</span>thy96<span style="display: none;">.nosp@m.</span>@gma<span style="display: none;">.nosp@m.</span>il.co<span style="display: none;">.nosp@m.</span>m</a> </dd></dl>
|
||||
<dl class="section version"><dt>Version</dt><dd>1.0</dd></dl>
|
||||
<h1><a class="anchor" id="LICENSE"></a>
|
||||
LICENSE</h1>
|
||||
<p>This file 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 3 of the License, or (at your option) any later version.</p>
|
||||
<p>This file 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.</p>
|
||||
<p>You should have received a copy of the GNU General Public License along with this program. If not, see <a href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>.</p>
|
||||
<h1><a class="anchor" id="DESCRIPTION"></a>
|
||||
DESCRIPTION</h1>
|
||||
<p>Header file for <code><a class="el" href="moonlander_8c.html">moonlander.c</a></code>. </p>
|
||||
</div><h2 class="groupheader">Function Documentation</h2>
|
||||
<a class="anchor" id="ac6ac9217888e84291c290db745b67ce1"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void applyFriction </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Applies the equally relentless force of friction to the ship.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a80d87b5874771eee0d24be7daa6cd187"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void applyGravity </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Applies the relentless march of gravity to the ship.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a8e5dee243eed13bb193a327212d1460b"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void applyJet </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>dir</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Applies the thrust of the jet to the ship.</p>
|
||||
<p>If the ship is out of fuel, the jets won't fire.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
<tr><td class="paramname">dir</td><td>the thrust direction </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="ab7d9f8adcb580459033133fd49433a15"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void createShip </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Creates the ship in the game world.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="abdd6a4d14501287a577ea668c521ef6b"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void displayIntro </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Displays the lovely ASCII lunar lander I nicked. </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a17d060768350e07c2f3d98b7d01cd0b6"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">double getScore </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>time</em> </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Works out the player's score upon successful landing.</p>
|
||||
<p>The specification states "score is calculated using some heuristic based on
|
||||
time used and fuel remaining." Heuristic sounds fancy, and so is the method of working out the score.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="section return"><dt>Returns</dt><dd>the score </dd></dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a0ec45fe851ecdae5b09ff1f5235e2bf4"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void initialiseLandscape </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__landscape__struct.html">LANDSCAPE</a> * </td>
|
||||
<td class="paramname"><em>landscape</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Initialises the landscape's parameters.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">landscape</td><td>the landscape in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a62c7d9da80c36528a8de3186d31d7ed8"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void initialisencurses </td>
|
||||
<td>(</td>
|
||||
<td class="paramname"></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Initialises ncurses.</p>
|
||||
<p>I couldn't decide whether it should be <code><a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses()</a></code>, <code>initialiseNCURSES()</code> or <code>initialiseNcurses()</code>. In the end I plumped for <code><a class="el" href="moonlander_8c.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses()</a></code> because, whilst it does break the camelCase rule I've used throughout for variables and functions, ncurses is one of those trendy uncapitalised names. </p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="ae0dc18298c3a72665f84d0904bc9d287"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void initialiseShip </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em></td><td>)</td>
|
||||
<td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Initialises the ship's parameters.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
<a class="anchor" id="a58ccd08e3de9a09607a7e15852f114b7"></a>
|
||||
<div class="memitem">
|
||||
<div class="memproto">
|
||||
<table class="memname">
|
||||
<tr>
|
||||
<td class="memname">void moveShip </td>
|
||||
<td>(</td>
|
||||
<td class="paramtype"><a class="el" href="struct__WIN__ship__struct.html">SHIP</a> * </td>
|
||||
<td class="paramname"><em>ship</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">size_t </td>
|
||||
<td class="paramname"><em>lASize</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>landscapeArray</em>[], </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">size_t </td>
|
||||
<td class="paramname"><em>sASize</em>, </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="paramkey"></td>
|
||||
<td></td>
|
||||
<td class="paramtype">unsigned int </td>
|
||||
<td class="paramname"><em>safeArray</em>[] </td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>)</td>
|
||||
<td></td><td></td>
|
||||
</tr>
|
||||
</table>
|
||||
</div><div class="memdoc">
|
||||
<p>Moves the ship within the game world.</p>
|
||||
<dl class="params"><dt>Parameters</dt><dd>
|
||||
<table class="params">
|
||||
<tr><td class="paramname">ship</td><td>the ship in question </td></tr>
|
||||
<tr><td class="paramname">lASize</td><td>the length of useful data in <code>landscapeArray</code> </td></tr>
|
||||
<tr><td class="paramname">landscapeArray</td><td>the array of coordinates for the components of the landscape </td></tr>
|
||||
<tr><td class="paramname">sASize</td><td>the length of useful data in <code>safeArray</code> </td></tr>
|
||||
<tr><td class="paramname">safeArray</td><td>the array of coordinates for the components of the landing pad(s) </td></tr>
|
||||
</table>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</div><!-- contents -->
|
||||
<!-- start footer part -->
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||||
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||||
</a> 1.8.6
|
||||
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||||
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||||
</html>
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225
doc/html/moonlander_8h_source.html
Executable file
|
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<div id="projectbrief">A compiler for a simple assembler language</div>
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<li class="navelem"><a class="el" href="dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.html">source</a></li> </ul>
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<div class="title">moonlander.h</div> </div>
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|
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<a href="moonlander_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span> <span class="preprocessor">#ifndef MOONLANDER_H_</span></div>
|
||||
<div class="line"><a name="l00002"></a><span class="lineno"> 2</span> <span class="preprocessor"></span><span class="preprocessor">#define MOONLANDER_H_</span></div>
|
||||
<div class="line"><a name="l00003"></a><span class="lineno"> 3</span> <span class="preprocessor"></span></div>
|
||||
<div class="line"><a name="l00029"></a><span class="lineno"> 29</span> <span class="preprocessor">#include <stdbool.h></span></div>
|
||||
<div class="line"><a name="l00030"></a><span class="lineno"> 30</span> <span class="preprocessor">#include <ncurses.h></span></div>
|
||||
<div class="line"><a name="l00031"></a><span class="lineno"> 31</span> <span class="preprocessor">#include <stdlib.h></span></div>
|
||||
<div class="line"><a name="l00032"></a><span class="lineno"> 32</span> <span class="preprocessor">#include <time.h></span></div>
|
||||
<div class="line"><a name="l00033"></a><span class="lineno"> 33</span> <span class="preprocessor">#include <math.h></span></div>
|
||||
<div class="line"><a name="l00034"></a><span class="lineno"> 34</span> </div>
|
||||
<div class="line"><a name="l00035"></a><span class="lineno"> 35</span> <span class="comment">// I almost think I should start looking into enums, rather than the</span></div>
|
||||
<div class="line"><a name="l00036"></a><span class="lineno"> 36</span> <span class="comment">// world's lengthiest macro lists all the time.</span></div>
|
||||
<div class="line"><a name="l00037"></a><span class="lineno"> 37</span> <span class="comment">// Macros for ship jet directions.</span></div>
|
||||
<div class="line"><a name="l00038"></a><span class="lineno"> 38</span> <span class="preprocessor">#define NONE 0</span></div>
|
||||
<div class="line"><a name="l00039"></a><span class="lineno"> 39</span> <span class="preprocessor"></span><span class="preprocessor">#define UP 1</span></div>
|
||||
<div class="line"><a name="l00040"></a><span class="lineno"> 40</span> <span class="preprocessor"></span><span class="preprocessor">#define RIGHT 2</span></div>
|
||||
<div class="line"><a name="l00041"></a><span class="lineno"> 41</span> <span class="preprocessor"></span><span class="preprocessor">#define DOWN 3</span></div>
|
||||
<div class="line"><a name="l00042"></a><span class="lineno"> 42</span> <span class="preprocessor"></span><span class="preprocessor">#define LEFT 4</span></div>
|
||||
<div class="line"><a name="l00043"></a><span class="lineno"> 43</span> <span class="preprocessor"></span></div>
|
||||
<div class="line"><a name="l00044"></a><span class="lineno"> 44</span> <span class="comment">// Macros for the components of the landscape.</span></div>
|
||||
<div class="line"><a name="l00045"></a><span class="lineno"> 45</span> <span class="preprocessor">#define LEFT_INCLINE 0</span></div>
|
||||
<div class="line"><a name="l00046"></a><span class="lineno"> 46</span> <span class="preprocessor"></span><span class="preprocessor">#define STRAIGHT_UP 1</span></div>
|
||||
<div class="line"><a name="l00047"></a><span class="lineno"> 47</span> <span class="preprocessor"></span><span class="preprocessor">#define STRAIGHT_DOWN 2</span></div>
|
||||
<div class="line"><a name="l00048"></a><span class="lineno"> 48</span> <span class="preprocessor"></span><span class="preprocessor">#define RIGHT_DECLINE 3</span></div>
|
||||
<div class="line"><a name="l00049"></a><span class="lineno"> 49</span> <span class="preprocessor"></span><span class="preprocessor">#define PLATEAU 4</span></div>
|
||||
<div class="line"><a name="l00050"></a><span class="lineno"> 50</span> <span class="preprocessor"></span></div>
|
||||
<div class="line"><a name="l00051"></a><span class="lineno"> 51</span> <span class="comment">// Macros for the type of game end.</span></div>
|
||||
<div class="line"><a name="l00052"></a><span class="lineno"> 52</span> <span class="preprocessor">#define NONE 0</span></div>
|
||||
<div class="line"><a name="l00053"></a><span class="lineno"> 53</span> <span class="preprocessor"></span><span class="preprocessor">#define CRASH 1</span></div>
|
||||
<div class="line"><a name="l00054"></a><span class="lineno"> 54</span> <span class="preprocessor"></span><span class="preprocessor">#define LAND 2</span></div>
|
||||
<div class="line"><a name="l00055"></a><span class="lineno"> 55</span> <span class="preprocessor"></span><span class="preprocessor">#define QUIT 3</span></div>
|
||||
<div class="line"><a name="l00056"></a><span class="lineno"> 56</span> <span class="preprocessor"></span></div>
|
||||
<div class="line"><a name="l00057"></a><span class="lineno"> 57</span> <span class="comment">// Macros for setting difficulty.</span></div>
|
||||
<div class="line"><a name="l00058"></a><span class="lineno"> 58</span> <span class="preprocessor">#define STARTING_FUEL 900</span></div>
|
||||
<div class="line"><a name="l00059"></a><span class="lineno"> 59</span> <span class="preprocessor"></span><span class="preprocessor">#define CHANCE_OF_LANDING_PAD 3</span></div>
|
||||
<div class="line"><a name="l00060"></a><span class="lineno"> 60</span> <span class="preprocessor"></span></div>
|
||||
<div class="line"><a name="l00061"></a><span class="lineno"> 61</span> <span class="comment">// Macros for the ship.</span></div>
|
||||
<div class="line"><a name="l00062"></a><span class="lineno"> 62</span> <span class="preprocessor">#define TERMINAL_VELOCITY 0.9f</span></div>
|
||||
<div class="line"><a name="l00063"></a><span class="lineno"> 63</span> <span class="preprocessor"></span></div>
|
||||
<div class="line"><a name="l00064"></a><span class="lineno"> 64</span> <span class="comment">// Global variables aren't the best, but I feel like I can</span></div>
|
||||
<div class="line"><a name="l00065"></a><span class="lineno"> 65</span> <span class="comment">// get away with a few here; it saves so very much fannying </span></div>
|
||||
<div class="line"><a name="l00066"></a><span class="lineno"> 66</span> <span class="comment">// around with pointers.</span></div>
|
||||
<div class="line"><a name="l00067"></a><span class="lineno"> 67</span> <span class="keywordtype">bool</span> end = <span class="keyword">false</span>;</div>
|
||||
<div class="line"><a name="l00068"></a><span class="lineno"> 68</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> endType = NONE;</div>
|
||||
<div class="line"><a name="l00069"></a><span class="lineno"> 69</span> <span class="keyword">struct </span><a class="code" href="structtimespec__t.html">timespec_t</a> s;</div>
|
||||
<div class="line"><a name="l00070"></a><span class="lineno"> 70</span> <span class="comment">// Dirty cheat(s).</span></div>
|
||||
<div class="line"><a name="l00071"></a><span class="lineno"> 71</span> <span class="keywordtype">bool</span> invincible = <span class="keyword">false</span>;</div>
|
||||
<div class="line"><a name="l00072"></a><span class="lineno"> 72</span> </div>
|
||||
<div class="line"><a name="l00073"></a><span class="lineno"> 73</span> <span class="comment">// The bits and bobs that make up the landscape.</span></div>
|
||||
<div class="line"><a name="l00074"></a><span class="lineno"><a class="line" href="struct__win__landscape__struct.html"> 74</a></span> <span class="keyword">typedef</span> <span class="keyword">struct </span><a class="code" href="struct__win__landscape__struct.html">_win_landscape_struct</a> {</div>
|
||||
<div class="line"><a name="l00075"></a><span class="lineno"> 75</span>  chtype li, su, sd, rd, pl;</div>
|
||||
<div class="line"><a name="l00076"></a><span class="lineno"> 76</span> }<a class="code" href="struct__win__landscape__struct.html">WIN_LANDSCAPE</a>;</div>
|
||||
<div class="line"><a name="l00077"></a><span class="lineno"> 77</span> </div>
|
||||
<div class="line"><a name="l00078"></a><span class="lineno"> 78</span> <span class="comment">// The landscape 'class'</span></div>
|
||||
<div class="line"><a name="l00079"></a><span class="lineno"><a class="line" href="struct__WIN__landscape__struct.html"> 79</a></span> <span class="keyword">typedef</span> <span class="keyword">struct </span><a class="code" href="struct__WIN__landscape__struct.html">_WIN_landscape_struct</a> {</div>
|
||||
<div class="line"><a name="l00080"></a><span class="lineno"> 80</span>  <span class="keywordtype">int</span> startx, starty;</div>
|
||||
<div class="line"><a name="l00081"></a><span class="lineno"> 81</span>  <span class="keywordtype">int</span> height, width;</div>
|
||||
<div class="line"><a name="l00082"></a><span class="lineno"> 82</span>  <span class="keywordtype">int</span> landingPoints;</div>
|
||||
<div class="line"><a name="l00083"></a><span class="lineno"> 83</span>  <a class="code" href="struct__win__landscape__struct.html">WIN_LANDSCAPE</a> graphics;</div>
|
||||
<div class="line"><a name="l00084"></a><span class="lineno"> 84</span> }<a class="code" href="struct__WIN__landscape__struct.html">LANDSCAPE</a>;</div>
|
||||
<div class="line"><a name="l00085"></a><span class="lineno"> 85</span> </div>
|
||||
<div class="line"><a name="l00086"></a><span class="lineno"> 86</span> <span class="comment">// Same again, but with the ship.</span></div>
|
||||
<div class="line"><a name="l00087"></a><span class="lineno"><a class="line" href="struct__win__ship__struct.html"> 87</a></span> <span class="keyword">typedef</span> <span class="keyword">struct </span><a class="code" href="struct__win__ship__struct.html">_win_ship_struct</a> {</div>
|
||||
<div class="line"><a name="l00088"></a><span class="lineno"> 88</span>  chtype bod;</div>
|
||||
<div class="line"><a name="l00089"></a><span class="lineno"> 89</span> }<a class="code" href="struct__win__ship__struct.html">WIN_SHIP</a>;</div>
|
||||
<div class="line"><a name="l00090"></a><span class="lineno"> 90</span> </div>
|
||||
<div class="line"><a name="l00091"></a><span class="lineno"> 91</span> <span class="comment">// And the ship 'class'</span></div>
|
||||
<div class="line"><a name="l00092"></a><span class="lineno"><a class="line" href="struct__WIN__ship__struct.html"> 92</a></span> <span class="keyword">typedef</span> <span class="keyword">struct </span><a class="code" href="struct__WIN__ship__struct.html">_WIN_ship_struct</a> {</div>
|
||||
<div class="line"><a name="l00093"></a><span class="lineno"> 93</span>  <span class="keywordtype">int</span> startx, starty;</div>
|
||||
<div class="line"><a name="l00094"></a><span class="lineno"> 94</span>  <span class="keywordtype">int</span> lastx, lasty;</div>
|
||||
<div class="line"><a name="l00095"></a><span class="lineno"> 95</span>  <span class="keywordtype">int</span> fuel;</div>
|
||||
<div class="line"><a name="l00096"></a><span class="lineno"> 96</span>  <span class="keywordtype">float</span> xF, yF;</div>
|
||||
<div class="line"><a name="l00097"></a><span class="lineno"> 97</span>  <span class="keywordtype">int</span> x, y;</div>
|
||||
<div class="line"><a name="l00098"></a><span class="lineno"> 98</span>  <span class="keywordtype">int</span> height, width;</div>
|
||||
<div class="line"><a name="l00099"></a><span class="lineno"> 99</span>  <span class="keywordtype">float</span> xMomentum, yMomentum;</div>
|
||||
<div class="line"><a name="l00100"></a><span class="lineno"> 100</span>  <a class="code" href="struct__win__ship__struct.html">WIN_SHIP</a> graphics;</div>
|
||||
<div class="line"><a name="l00101"></a><span class="lineno"> 101</span> }<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>;</div>
|
||||
<div class="line"><a name="l00102"></a><span class="lineno"> 102</span> </div>
|
||||
<div class="line"><a name="l00103"></a><span class="lineno"> 103</span> <span class="comment">// I don't profess to know how `nanosleep()` works, but I nicked this</span></div>
|
||||
<div class="line"><a name="l00104"></a><span class="lineno"> 104</span> <span class="comment">// off of SO and it seems to do the job, even if Geany gives me an</span></div>
|
||||
<div class="line"><a name="l00105"></a><span class="lineno"> 105</span> <span class="comment">// 'implicit declaration' warning.</span></div>
|
||||
<div class="line"><a name="l00106"></a><span class="lineno"><a class="line" href="structtimespec__t.html"> 106</a></span> <span class="keyword">struct </span><a class="code" href="structtimespec__t.html">timespec_t</a> {</div>
|
||||
<div class="line"><a name="l00107"></a><span class="lineno"> 107</span>  time_t tv_sec; <span class="comment">/* seconds */</span></div>
|
||||
<div class="line"><a name="l00108"></a><span class="lineno"> 108</span>  <span class="keywordtype">long</span> tv_nsec; <span class="comment">/* nanoseconds */</span></div>
|
||||
<div class="line"><a name="l00109"></a><span class="lineno"> 109</span> };</div>
|
||||
<div class="line"><a name="l00110"></a><span class="lineno"> 110</span> </div>
|
||||
<div class="line"><a name="l00111"></a><span class="lineno"> 111</span> <span class="comment">// Initialisation functions.</span></div>
|
||||
<div class="line"><a name="l00112"></a><span class="lineno"> 112</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses</a>();</div>
|
||||
<div class="line"><a name="l00113"></a><span class="lineno"> 113</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#ae0dc18298c3a72665f84d0904bc9d287">initialiseShip</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship);</div>
|
||||
<div class="line"><a name="l00114"></a><span class="lineno"> 114</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">initialiseLandscape</a>(<a class="code" href="struct__WIN__landscape__struct.html">LANDSCAPE</a>* landscape);</div>
|
||||
<div class="line"><a name="l00115"></a><span class="lineno"> 115</span> </div>
|
||||
<div class="line"><a name="l00116"></a><span class="lineno"> 116</span> <span class="comment">// Creation functions.</span></div>
|
||||
<div class="line"><a name="l00117"></a><span class="lineno"> 117</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#ab7d9f8adcb580459033133fd49433a15">createShip</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship);</div>
|
||||
<div class="line"><a name="l00118"></a><span class="lineno"> 118</span> <span class="keywordtype">bool</span> <a class="code" href="moonlander_8c.html#a2950dcda46229b12b3cd841832ed4a49">createLandscape</a>();</div>
|
||||
<div class="line"><a name="l00119"></a><span class="lineno"> 119</span> </div>
|
||||
<div class="line"><a name="l00120"></a><span class="lineno"> 120</span> <span class="comment">// Physics application functions.</span></div>
|
||||
<div class="line"><a name="l00121"></a><span class="lineno"> 121</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#a8e5dee243eed13bb193a327212d1460b">applyJet</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> dir);</div>
|
||||
<div class="line"><a name="l00122"></a><span class="lineno"> 122</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#a80d87b5874771eee0d24be7daa6cd187">applyGravity</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship);</div>
|
||||
<div class="line"><a name="l00123"></a><span class="lineno"> 123</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#ac6ac9217888e84291c290db745b67ce1">applyFriction</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship);</div>
|
||||
<div class="line"><a name="l00124"></a><span class="lineno"> 124</span> </div>
|
||||
<div class="line"><a name="l00125"></a><span class="lineno"> 125</span> <span class="comment">// Ship movement function. Includes collision detection.</span></div>
|
||||
<div class="line"><a name="l00126"></a><span class="lineno"> 126</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#a58ccd08e3de9a09607a7e15852f114b7">moveShip</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship, <span class="keywordtype">size_t</span> lASize, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> landscapeArray[],</div>
|
||||
<div class="line"><a name="l00127"></a><span class="lineno"> 127</span>  <span class="keywordtype">size_t</span> sASize, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> safeArray[]);</div>
|
||||
<div class="line"><a name="l00128"></a><span class="lineno"> 128</span>  </div>
|
||||
<div class="line"><a name="l00129"></a><span class="lineno"> 129</span> <span class="comment">// Introduction display function.</span></div>
|
||||
<div class="line"><a name="l00130"></a><span class="lineno"> 130</span> <span class="keywordtype">void</span> <a class="code" href="moonlander_8h.html#abdd6a4d14501287a577ea668c521ef6b">displayIntro</a>();</div>
|
||||
<div class="line"><a name="l00131"></a><span class="lineno"> 131</span> </div>
|
||||
<div class="line"><a name="l00132"></a><span class="lineno"> 132</span> <span class="comment">// Arcane magic.</span></div>
|
||||
<div class="line"><a name="l00133"></a><span class="lineno"> 133</span> <span class="keywordtype">double</span> <a class="code" href="moonlander_8h.html#a17d060768350e07c2f3d98b7d01cd0b6">getScore</a>(<a class="code" href="struct__WIN__ship__struct.html">SHIP</a>* ship, <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> time);</div>
|
||||
<div class="line"><a name="l00134"></a><span class="lineno"> 134</span> </div>
|
||||
<div class="line"><a name="l00135"></a><span class="lineno"> 135</span> <span class="preprocessor">#endif </span><span class="comment">/* MOONLANDER_H_ */</span><span class="preprocessor"></span></div>
|
||||
<div class="ttc" id="moonlander_8h_html_ab7d9f8adcb580459033133fd49433a15"><div class="ttname"><a href="moonlander_8h.html#ab7d9f8adcb580459033133fd49433a15">createShip</a></div><div class="ttdeci">void createShip(SHIP *ship)</div><div class="ttdef"><b>Definition:</b> moonlander.c:295</div></div>
|
||||
<div class="ttc" id="moonlander_8c_html_a2950dcda46229b12b3cd841832ed4a49"><div class="ttname"><a href="moonlander_8c.html#a2950dcda46229b12b3cd841832ed4a49">createLandscape</a></div><div class="ttdeci">bool createLandscape(LANDSCAPE *landscape, unsigned int landscapeArray[], unsigned int safeArray[])</div><div class="ttdef"><b>Definition:</b> moonlander.c:318</div></div>
|
||||
<div class="ttc" id="struct__WIN__ship__struct_html"><div class="ttname"><a href="struct__WIN__ship__struct.html">_WIN_ship_struct</a></div><div class="ttdef"><b>Definition:</b> moonlander.h:92</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_a8e5dee243eed13bb193a327212d1460b"><div class="ttname"><a href="moonlander_8h.html#a8e5dee243eed13bb193a327212d1460b">applyJet</a></div><div class="ttdeci">void applyJet(SHIP *ship, unsigned int dir)</div><div class="ttdef"><b>Definition:</b> moonlander.c:443</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_a58ccd08e3de9a09607a7e15852f114b7"><div class="ttname"><a href="moonlander_8h.html#a58ccd08e3de9a09607a7e15852f114b7">moveShip</a></div><div class="ttdeci">void moveShip(SHIP *ship, size_t lASize, unsigned int landscapeArray[], size_t sASize, unsigned int safeArray[])</div><div class="ttdef"><b>Definition:</b> moonlander.c:507</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_abdd6a4d14501287a577ea668c521ef6b"><div class="ttname"><a href="moonlander_8h.html#abdd6a4d14501287a577ea668c521ef6b">displayIntro</a></div><div class="ttdeci">void displayIntro()</div><div class="ttdef"><b>Definition:</b> moonlander.c:602</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_a17d060768350e07c2f3d98b7d01cd0b6"><div class="ttname"><a href="moonlander_8h.html#a17d060768350e07c2f3d98b7d01cd0b6">getScore</a></div><div class="ttdeci">double getScore(SHIP *ship, unsigned int time)</div><div class="ttdef"><b>Definition:</b> moonlander.c:642</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_a0ec45fe851ecdae5b09ff1f5235e2bf4"><div class="ttname"><a href="moonlander_8h.html#a0ec45fe851ecdae5b09ff1f5235e2bf4">initialiseLandscape</a></div><div class="ttdeci">void initialiseLandscape(LANDSCAPE *landscape)</div><div class="ttdef"><b>Definition:</b> moonlander.c:274</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_ac6ac9217888e84291c290db745b67ce1"><div class="ttname"><a href="moonlander_8h.html#ac6ac9217888e84291c290db745b67ce1">applyFriction</a></div><div class="ttdeci">void applyFriction(SHIP *ship)</div><div class="ttdef"><b>Definition:</b> moonlander.c:482</div></div>
|
||||
<div class="ttc" id="structtimespec__t_html"><div class="ttname"><a href="structtimespec__t.html">timespec_t</a></div><div class="ttdef"><b>Definition:</b> moonlander.h:106</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_ae0dc18298c3a72665f84d0904bc9d287"><div class="ttname"><a href="moonlander_8h.html#ae0dc18298c3a72665f84d0904bc9d287">initialiseShip</a></div><div class="ttdeci">void initialiseShip(SHIP *ship)</div><div class="ttdef"><b>Definition:</b> moonlander.c:248</div></div>
|
||||
<div class="ttc" id="struct__win__ship__struct_html"><div class="ttname"><a href="struct__win__ship__struct.html">_win_ship_struct</a></div><div class="ttdef"><b>Definition:</b> moonlander.h:87</div></div>
|
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<div class="ttc" id="moonlander_8h_html_a80d87b5874771eee0d24be7daa6cd187"><div class="ttname"><a href="moonlander_8h.html#a80d87b5874771eee0d24be7daa6cd187">applyGravity</a></div><div class="ttdeci">void applyGravity(SHIP *ship)</div><div class="ttdef"><b>Definition:</b> moonlander.c:473</div></div>
|
||||
<div class="ttc" id="struct__win__landscape__struct_html"><div class="ttname"><a href="struct__win__landscape__struct.html">_win_landscape_struct</a></div><div class="ttdef"><b>Definition:</b> moonlander.h:74</div></div>
|
||||
<div class="ttc" id="moonlander_8h_html_a62c7d9da80c36528a8de3186d31d7ed8"><div class="ttname"><a href="moonlander_8h.html#a62c7d9da80c36528a8de3186d31d7ed8">initialisencurses</a></div><div class="ttdeci">void initialisencurses()</div><div class="ttdef"><b>Definition:</b> moonlander.c:226</div></div>
|
||||
<div class="ttc" id="struct__WIN__landscape__struct_html"><div class="ttname"><a href="struct__WIN__landscape__struct.html">_WIN_landscape_struct</a></div><div class="ttdef"><b>Definition:</b> moonlander.h:79</div></div>
|
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</div><!-- fragment --></div><!-- contents -->
|
||||
<!-- start footer part -->
|
||||
<hr class="footer"/><address class="footer"><small>
|
||||
Generated on Tue May 19 2015 20:33:41 for SCC.150 Assembler Emulator by  <a href="http://www.doxygen.org/index.html">
|
||||
<img class="footer" src="doxygen.png" alt="doxygen"/>
|
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</a> 1.8.6
|
||||
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|
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|
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|
BIN
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BIN
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
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|
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doc/html/search/all_0.js
Executable file
|
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|
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|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
6
doc/html/search/all_1.js
Executable file
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|
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doc/html/search/all_2.html
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|
@ -0,0 +1,26 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<script type="text/javascript"><!--
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</div>
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</body>
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</html>
|
5
doc/html/search/all_2.js
Executable file
|
@ -0,0 +1,5 @@
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var searchData=
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];
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26
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|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
4
doc/html/search/all_3.js
Executable file
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var searchData=
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];
|
26
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|
@ -0,0 +1,26 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
4
doc/html/search/all_4.js
Executable file
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|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
6
doc/html/search/all_5.js
Executable file
|
@ -0,0 +1,6 @@
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|
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|
26
doc/html/search/all_6.html
Executable file
|
@ -0,0 +1,26 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<div id="SRResults"></div>
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<script type="text/javascript"><!--
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<div class="SRStatus" id="Searching">Searching...</div>
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<div class="SRStatus" id="NoMatches">No Matches</div>
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--></script>
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</body>
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|
7
doc/html/search/all_6.js
Executable file
|
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var searchData=
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];
|
26
doc/html/search/all_7.html
Executable file
|
@ -0,0 +1,26 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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doc/html/search/all_7.js
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|
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doc/html/search/classes_0.html
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|
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|
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doc/html/search/classes_0.js
Executable file
|
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var searchData=
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|
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doc/html/search/classes_1.html
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|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
4
doc/html/search/classes_1.js
Executable file
|
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var searchData=
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BIN
doc/html/search/close.png
Executable file
After Width: | Height: | Size: 273 B |
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doc/html/search/files_0.html
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|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
5
doc/html/search/files_0.js
Executable file
|
@ -0,0 +1,5 @@
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var searchData=
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|
26
doc/html/search/functions_0.html
Executable file
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
6
doc/html/search/functions_0.js
Executable file
|
@ -0,0 +1,6 @@
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var searchData=
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|
26
doc/html/search/functions_1.html
Executable file
|
@ -0,0 +1,26 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
5
doc/html/search/functions_1.js
Executable file
|
@ -0,0 +1,5 @@
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|
26
doc/html/search/functions_2.html
Executable file
|
@ -0,0 +1,26 @@
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
4
doc/html/search/functions_2.js
Executable file
|
@ -0,0 +1,4 @@
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var searchData=
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|
26
doc/html/search/functions_3.html
Executable file
|
@ -0,0 +1,26 @@
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
4
doc/html/search/functions_3.js
Executable file
|
@ -0,0 +1,4 @@
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|
26
doc/html/search/functions_4.html
Executable file
|
@ -0,0 +1,26 @@
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
6
doc/html/search/functions_4.js
Executable file
|
@ -0,0 +1,6 @@
|
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var searchData=
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|
26
doc/html/search/functions_5.html
Executable file
|
@ -0,0 +1,26 @@
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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|
5
doc/html/search/functions_5.js
Executable file
|
@ -0,0 +1,5 @@
|
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var searchData=
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];
|
BIN
doc/html/search/mag_sel.png
Executable file
After Width: | Height: | Size: 563 B |
12
doc/html/search/nomatches.html
Executable file
|
@ -0,0 +1,12 @@
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<html><head><title></title>
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|
271
doc/html/search/search.css
Executable file
|
@ -0,0 +1,271 @@
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/*---------------- Search Box */
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float: left;
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}
|
||||
|
||||
#MSearchBox {
|
||||
white-space : nowrap;
|
||||
position: absolute;
|
||||
float: none;
|
||||
display: inline;
|
||||
margin-top: 8px;
|
||||
right: 0px;
|
||||
width: 170px;
|
||||
z-index: 102;
|
||||
background-color: white;
|
||||
}
|
||||
|
||||
#MSearchBox .left
|
||||
{
|
||||
display:block;
|
||||
position:absolute;
|
||||
left:10px;
|
||||
width:20px;
|
||||
height:19px;
|
||||
background:url('search_l.png') no-repeat;
|
||||
background-position:right;
|
||||
}
|
||||
|
||||
#MSearchSelect {
|
||||
display:block;
|
||||
position:absolute;
|
||||
width:20px;
|
||||
height:19px;
|
||||
}
|
||||
|
||||
.left #MSearchSelect {
|
||||
left:4px;
|
||||
}
|
||||
|
||||
.right #MSearchSelect {
|
||||
right:5px;
|
||||
}
|
||||
|
||||
#MSearchField {
|
||||
display:block;
|
||||
position:absolute;
|
||||
height:19px;
|
||||
background:url('search_m.png') repeat-x;
|
||||
border:none;
|
||||
width:111px;
|
||||
margin-left:20px;
|
||||
padding-left:4px;
|
||||
color: #909090;
|
||||
outline: none;
|
||||
font: 9pt Arial, Verdana, sans-serif;
|
||||
}
|
||||
|
||||
#FSearchBox #MSearchField {
|
||||
margin-left:15px;
|
||||
}
|
||||
|
||||
#MSearchBox .right {
|
||||
display:block;
|
||||
position:absolute;
|
||||
right:10px;
|
||||
top:0px;
|
||||
width:20px;
|
||||
height:19px;
|
||||
background:url('search_r.png') no-repeat;
|
||||
background-position:left;
|
||||
}
|
||||
|
||||
#MSearchClose {
|
||||
display: none;
|
||||
position: absolute;
|
||||
top: 4px;
|
||||
background : none;
|
||||
border: none;
|
||||
margin: 0px 4px 0px 0px;
|
||||
padding: 0px 0px;
|
||||
outline: none;
|
||||
}
|
||||
|
||||
.left #MSearchClose {
|
||||
left: 6px;
|
||||
}
|
||||
|
||||
.right #MSearchClose {
|
||||
right: 2px;
|
||||
}
|
||||
|
||||
.MSearchBoxActive #MSearchField {
|
||||
color: #000000;
|
||||
}
|
||||
|
||||
/*---------------- Search filter selection */
|
||||
|
||||
#MSearchSelectWindow {
|
||||
display: none;
|
||||
position: absolute;
|
||||
left: 0; top: 0;
|
||||
border: 1px solid #90A5CE;
|
||||
background-color: #F9FAFC;
|
||||
z-index: 1;
|
||||
padding-top: 4px;
|
||||
padding-bottom: 4px;
|
||||
-moz-border-radius: 4px;
|
||||
-webkit-border-top-left-radius: 4px;
|
||||
-webkit-border-top-right-radius: 4px;
|
||||
-webkit-border-bottom-left-radius: 4px;
|
||||
-webkit-border-bottom-right-radius: 4px;
|
||||
-webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15);
|
||||
}
|
||||
|
||||
.SelectItem {
|
||||
font: 8pt Arial, Verdana, sans-serif;
|
||||
padding-left: 2px;
|
||||
padding-right: 12px;
|
||||
border: 0px;
|
||||
}
|
||||
|
||||
span.SelectionMark {
|
||||
margin-right: 4px;
|
||||
font-family: monospace;
|
||||
outline-style: none;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
a.SelectItem {
|
||||
display: block;
|
||||
outline-style: none;
|
||||
color: #000000;
|
||||
text-decoration: none;
|
||||
padding-left: 6px;
|
||||
padding-right: 12px;
|
||||
}
|
||||
|
||||
a.SelectItem:focus,
|
||||
a.SelectItem:active {
|
||||
color: #000000;
|
||||
outline-style: none;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
a.SelectItem:hover {
|
||||
color: #FFFFFF;
|
||||
background-color: #3D578C;
|
||||
outline-style: none;
|
||||
text-decoration: none;
|
||||
cursor: pointer;
|
||||
display: block;
|
||||
}
|
||||
|
||||
/*---------------- Search results window */
|
||||
|
||||
iframe#MSearchResults {
|
||||
width: 60ex;
|
||||
height: 15em;
|
||||
}
|
||||
|
||||
#MSearchResultsWindow {
|
||||
display: none;
|
||||
position: absolute;
|
||||
left: 0; top: 0;
|
||||
border: 1px solid #000;
|
||||
background-color: #EEF1F7;
|
||||
}
|
||||
|
||||
/* ----------------------------------- */
|
||||
|
||||
|
||||
#SRIndex {
|
||||
clear:both;
|
||||
padding-bottom: 15px;
|
||||
}
|
||||
|
||||
.SREntry {
|
||||
font-size: 10pt;
|
||||
padding-left: 1ex;
|
||||
}
|
||||
|
||||
.SRPage .SREntry {
|
||||
font-size: 8pt;
|
||||
padding: 1px 5px;
|
||||
}
|
||||
|
||||
body.SRPage {
|
||||
margin: 5px 2px;
|
||||
}
|
||||
|
||||
.SRChildren {
|
||||
padding-left: 3ex; padding-bottom: .5em
|
||||
}
|
||||
|
||||
.SRPage .SRChildren {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.SRSymbol {
|
||||
font-weight: bold;
|
||||
color: #425E97;
|
||||
font-family: Arial, Verdana, sans-serif;
|
||||
text-decoration: none;
|
||||
outline: none;
|
||||
}
|
||||
|
||||
a.SRScope {
|
||||
display: block;
|
||||
color: #425E97;
|
||||
font-family: Arial, Verdana, sans-serif;
|
||||
text-decoration: none;
|
||||
outline: none;
|
||||
}
|
||||
|
||||
a.SRSymbol:focus, a.SRSymbol:active,
|
||||
a.SRScope:focus, a.SRScope:active {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
span.SRScope {
|
||||
padding-left: 4px;
|
||||
}
|
||||
|
||||
.SRPage .SRStatus {
|
||||
padding: 2px 5px;
|
||||
font-size: 8pt;
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
.SRResult {
|
||||
display: none;
|
||||
}
|
||||
|
||||
DIV.searchresults {
|
||||
margin-left: 10px;
|
||||
margin-right: 10px;
|
||||
}
|
||||
|
||||
/*---------------- External search page results */
|
||||
|
||||
.searchresult {
|
||||
background-color: #F0F3F8;
|
||||
}
|
||||
|
||||
.pages b {
|
||||
color: white;
|
||||
padding: 5px 5px 3px 5px;
|
||||
background-image: url("../tab_a.png");
|
||||
background-repeat: repeat-x;
|
||||
text-shadow: 0 1px 1px #000000;
|
||||
}
|
||||
|
||||
.pages {
|
||||
line-height: 17px;
|
||||
margin-left: 4px;
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
.hl {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
#searchresults {
|
||||
margin-bottom: 20px;
|
||||
}
|
||||
|
||||
.searchpages {
|
||||
margin-top: 10px;
|
||||
}
|
||||
|
799
doc/html/search/search.js
Executable file
|
@ -0,0 +1,799 @@
|
|||
// Search script generated by doxygen
|
||||
// Copyright (C) 2009 by Dimitri van Heesch.
|
||||
|
||||
// The code in this file is loosly based on main.js, part of Natural Docs,
|
||||
// which is Copyright (C) 2003-2008 Greg Valure
|
||||
// Natural Docs is licensed under the GPL.
|
||||
|
||||
var indexSectionsWithContent =
|
||||
{
|
||||
0: "_acdgimt",
|
||||
1: "_t",
|
||||
2: "m",
|
||||
3: "acdgim"
|
||||
};
|
||||
|
||||
var indexSectionNames =
|
||||
{
|
||||
0: "all",
|
||||
1: "classes",
|
||||
2: "files",
|
||||
3: "functions"
|
||||
};
|
||||
|
||||
function convertToId(search)
|
||||
{
|
||||
var result = '';
|
||||
for (i=0;i<search.length;i++)
|
||||
{
|
||||
var c = search.charAt(i);
|
||||
var cn = c.charCodeAt(0);
|
||||
if (c.match(/[a-z0-9\u0080-\uFFFF]/))
|
||||
{
|
||||
result+=c;
|
||||
}
|
||||
else if (cn<16)
|
||||
{
|
||||
result+="_0"+cn.toString(16);
|
||||
}
|
||||
else
|
||||
{
|
||||
result+="_"+cn.toString(16);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
function getXPos(item)
|
||||
{
|
||||
var x = 0;
|
||||
if (item.offsetWidth)
|
||||
{
|
||||
while (item && item!=document.body)
|
||||
{
|
||||
x += item.offsetLeft;
|
||||
item = item.offsetParent;
|
||||
}
|
||||
}
|
||||
return x;
|
||||
}
|
||||
|
||||
function getYPos(item)
|
||||
{
|
||||
var y = 0;
|
||||
if (item.offsetWidth)
|
||||
{
|
||||
while (item && item!=document.body)
|
||||
{
|
||||
y += item.offsetTop;
|
||||
item = item.offsetParent;
|
||||
}
|
||||
}
|
||||
return y;
|
||||
}
|
||||
|
||||
/* A class handling everything associated with the search panel.
|
||||
|
||||
Parameters:
|
||||
name - The name of the global variable that will be
|
||||
storing this instance. Is needed to be able to set timeouts.
|
||||
resultPath - path to use for external files
|
||||
*/
|
||||
function SearchBox(name, resultsPath, inFrame, label)
|
||||
{
|
||||
if (!name || !resultsPath) { alert("Missing parameters to SearchBox."); }
|
||||
|
||||
// ---------- Instance variables
|
||||
this.name = name;
|
||||
this.resultsPath = resultsPath;
|
||||
this.keyTimeout = 0;
|
||||
this.keyTimeoutLength = 500;
|
||||
this.closeSelectionTimeout = 300;
|
||||
this.lastSearchValue = "";
|
||||
this.lastResultsPage = "";
|
||||
this.hideTimeout = 0;
|
||||
this.searchIndex = 0;
|
||||
this.searchActive = false;
|
||||
this.insideFrame = inFrame;
|
||||
this.searchLabel = label;
|
||||
|
||||
// ----------- DOM Elements
|
||||
|
||||
this.DOMSearchField = function()
|
||||
{ return document.getElementById("MSearchField"); }
|
||||
|
||||
this.DOMSearchSelect = function()
|
||||
{ return document.getElementById("MSearchSelect"); }
|
||||
|
||||
this.DOMSearchSelectWindow = function()
|
||||
{ return document.getElementById("MSearchSelectWindow"); }
|
||||
|
||||
this.DOMPopupSearchResults = function()
|
||||
{ return document.getElementById("MSearchResults"); }
|
||||
|
||||
this.DOMPopupSearchResultsWindow = function()
|
||||
{ return document.getElementById("MSearchResultsWindow"); }
|
||||
|
||||
this.DOMSearchClose = function()
|
||||
{ return document.getElementById("MSearchClose"); }
|
||||
|
||||
this.DOMSearchBox = function()
|
||||
{ return document.getElementById("MSearchBox"); }
|
||||
|
||||
// ------------ Event Handlers
|
||||
|
||||
// Called when focus is added or removed from the search field.
|
||||
this.OnSearchFieldFocus = function(isActive)
|
||||
{
|
||||
this.Activate(isActive);
|
||||
}
|
||||
|
||||
this.OnSearchSelectShow = function()
|
||||
{
|
||||
var searchSelectWindow = this.DOMSearchSelectWindow();
|
||||
var searchField = this.DOMSearchSelect();
|
||||
|
||||
if (this.insideFrame)
|
||||
{
|
||||
var left = getXPos(searchField);
|
||||
var top = getYPos(searchField);
|
||||
left += searchField.offsetWidth + 6;
|
||||
top += searchField.offsetHeight;
|
||||
|
||||
// show search selection popup
|
||||
searchSelectWindow.style.display='block';
|
||||
left -= searchSelectWindow.offsetWidth;
|
||||
searchSelectWindow.style.left = left + 'px';
|
||||
searchSelectWindow.style.top = top + 'px';
|
||||
}
|
||||
else
|
||||
{
|
||||
var left = getXPos(searchField);
|
||||
var top = getYPos(searchField);
|
||||
top += searchField.offsetHeight;
|
||||
|
||||
// show search selection popup
|
||||
searchSelectWindow.style.display='block';
|
||||
searchSelectWindow.style.left = left + 'px';
|
||||
searchSelectWindow.style.top = top + 'px';
|
||||
}
|
||||
|
||||
// stop selection hide timer
|
||||
if (this.hideTimeout)
|
||||
{
|
||||
clearTimeout(this.hideTimeout);
|
||||
this.hideTimeout=0;
|
||||
}
|
||||
return false; // to avoid "image drag" default event
|
||||
}
|
||||
|
||||
this.OnSearchSelectHide = function()
|
||||
{
|
||||
this.hideTimeout = setTimeout(this.name +".CloseSelectionWindow()",
|
||||
this.closeSelectionTimeout);
|
||||
}
|
||||
|
||||
// Called when the content of the search field is changed.
|
||||
this.OnSearchFieldChange = function(evt)
|
||||
{
|
||||
if (this.keyTimeout) // kill running timer
|
||||
{
|
||||
clearTimeout(this.keyTimeout);
|
||||
this.keyTimeout = 0;
|
||||
}
|
||||
|
||||
var e = (evt) ? evt : window.event; // for IE
|
||||
if (e.keyCode==40 || e.keyCode==13)
|
||||
{
|
||||
if (e.shiftKey==1)
|
||||
{
|
||||
this.OnSearchSelectShow();
|
||||
var win=this.DOMSearchSelectWindow();
|
||||
for (i=0;i<win.childNodes.length;i++)
|
||||
{
|
||||
var child = win.childNodes[i]; // get span within a
|
||||
if (child.className=='SelectItem')
|
||||
{
|
||||
child.focus();
|
||||
return;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (window.frames.MSearchResults.searchResults)
|
||||
{
|
||||
var elem = window.frames.MSearchResults.searchResults.NavNext(0);
|
||||
if (elem) elem.focus();
|
||||
}
|
||||
}
|
||||
else if (e.keyCode==27) // Escape out of the search field
|
||||
{
|
||||
this.DOMSearchField().blur();
|
||||
this.DOMPopupSearchResultsWindow().style.display = 'none';
|
||||
this.DOMSearchClose().style.display = 'none';
|
||||
this.lastSearchValue = '';
|
||||
this.Activate(false);
|
||||
return;
|
||||
}
|
||||
|
||||
// strip whitespaces
|
||||
var searchValue = this.DOMSearchField().value.replace(/ +/g, "");
|
||||
|
||||
if (searchValue != this.lastSearchValue) // search value has changed
|
||||
{
|
||||
if (searchValue != "") // non-empty search
|
||||
{
|
||||
// set timer for search update
|
||||
this.keyTimeout = setTimeout(this.name + '.Search()',
|
||||
this.keyTimeoutLength);
|
||||
}
|
||||
else // empty search field
|
||||
{
|
||||
this.DOMPopupSearchResultsWindow().style.display = 'none';
|
||||
this.DOMSearchClose().style.display = 'none';
|
||||
this.lastSearchValue = '';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.SelectItemCount = function(id)
|
||||
{
|
||||
var count=0;
|
||||
var win=this.DOMSearchSelectWindow();
|
||||
for (i=0;i<win.childNodes.length;i++)
|
||||
{
|
||||
var child = win.childNodes[i]; // get span within a
|
||||
if (child.className=='SelectItem')
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
this.SelectItemSet = function(id)
|
||||
{
|
||||
var i,j=0;
|
||||
var win=this.DOMSearchSelectWindow();
|
||||
for (i=0;i<win.childNodes.length;i++)
|
||||
{
|
||||
var child = win.childNodes[i]; // get span within a
|
||||
if (child.className=='SelectItem')
|
||||
{
|
||||
var node = child.firstChild;
|
||||
if (j==id)
|
||||
{
|
||||
node.innerHTML='•';
|
||||
}
|
||||
else
|
||||
{
|
||||
node.innerHTML=' ';
|
||||
}
|
||||
j++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called when an search filter selection is made.
|
||||
// set item with index id as the active item
|
||||
this.OnSelectItem = function(id)
|
||||
{
|
||||
this.searchIndex = id;
|
||||
this.SelectItemSet(id);
|
||||
var searchValue = this.DOMSearchField().value.replace(/ +/g, "");
|
||||
if (searchValue!="" && this.searchActive) // something was found -> do a search
|
||||
{
|
||||
this.Search();
|
||||
}
|
||||
}
|
||||
|
||||
this.OnSearchSelectKey = function(evt)
|
||||
{
|
||||
var e = (evt) ? evt : window.event; // for IE
|
||||
if (e.keyCode==40 && this.searchIndex<this.SelectItemCount()) // Down
|
||||
{
|
||||
this.searchIndex++;
|
||||
this.OnSelectItem(this.searchIndex);
|
||||
}
|
||||
else if (e.keyCode==38 && this.searchIndex>0) // Up
|
||||
{
|
||||
this.searchIndex--;
|
||||
this.OnSelectItem(this.searchIndex);
|
||||
}
|
||||
else if (e.keyCode==13 || e.keyCode==27)
|
||||
{
|
||||
this.OnSelectItem(this.searchIndex);
|
||||
this.CloseSelectionWindow();
|
||||
this.DOMSearchField().focus();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// --------- Actions
|
||||
|
||||
// Closes the results window.
|
||||
this.CloseResultsWindow = function()
|
||||
{
|
||||
this.DOMPopupSearchResultsWindow().style.display = 'none';
|
||||
this.DOMSearchClose().style.display = 'none';
|
||||
this.Activate(false);
|
||||
}
|
||||
|
||||
this.CloseSelectionWindow = function()
|
||||
{
|
||||
this.DOMSearchSelectWindow().style.display = 'none';
|
||||
}
|
||||
|
||||
// Performs a search.
|
||||
this.Search = function()
|
||||
{
|
||||
this.keyTimeout = 0;
|
||||
|
||||
// strip leading whitespace
|
||||
var searchValue = this.DOMSearchField().value.replace(/^ +/, "");
|
||||
|
||||
var code = searchValue.toLowerCase().charCodeAt(0);
|
||||
var idxChar = searchValue.substr(0, 1).toLowerCase();
|
||||
if ( 0xD800 <= code && code <= 0xDBFF && searchValue > 1) // surrogate pair
|
||||
{
|
||||
idxChar = searchValue.substr(0, 2);
|
||||
}
|
||||
|
||||
var resultsPage;
|
||||
var resultsPageWithSearch;
|
||||
var hasResultsPage;
|
||||
|
||||
var idx = indexSectionsWithContent[this.searchIndex].indexOf(idxChar);
|
||||
if (idx!=-1)
|
||||
{
|
||||
var hexCode=idx.toString(16);
|
||||
resultsPage = this.resultsPath + '/' + indexSectionNames[this.searchIndex] + '_' + hexCode + '.html';
|
||||
resultsPageWithSearch = resultsPage+'?'+escape(searchValue);
|
||||
hasResultsPage = true;
|
||||
}
|
||||
else // nothing available for this search term
|
||||
{
|
||||
resultsPage = this.resultsPath + '/nomatches.html';
|
||||
resultsPageWithSearch = resultsPage;
|
||||
hasResultsPage = false;
|
||||
}
|
||||
|
||||
window.frames.MSearchResults.location = resultsPageWithSearch;
|
||||
var domPopupSearchResultsWindow = this.DOMPopupSearchResultsWindow();
|
||||
|
||||
if (domPopupSearchResultsWindow.style.display!='block')
|
||||
{
|
||||
var domSearchBox = this.DOMSearchBox();
|
||||
this.DOMSearchClose().style.display = 'inline';
|
||||
if (this.insideFrame)
|
||||
{
|
||||
var domPopupSearchResults = this.DOMPopupSearchResults();
|
||||
domPopupSearchResultsWindow.style.position = 'relative';
|
||||
domPopupSearchResultsWindow.style.display = 'block';
|
||||
var width = document.body.clientWidth - 8; // the -8 is for IE :-(
|
||||
domPopupSearchResultsWindow.style.width = width + 'px';
|
||||
domPopupSearchResults.style.width = width + 'px';
|
||||
}
|
||||
else
|
||||
{
|
||||
var domPopupSearchResults = this.DOMPopupSearchResults();
|
||||
var left = getXPos(domSearchBox) + 150; // domSearchBox.offsetWidth;
|
||||
var top = getYPos(domSearchBox) + 20; // domSearchBox.offsetHeight + 1;
|
||||
domPopupSearchResultsWindow.style.display = 'block';
|
||||
left -= domPopupSearchResults.offsetWidth;
|
||||
domPopupSearchResultsWindow.style.top = top + 'px';
|
||||
domPopupSearchResultsWindow.style.left = left + 'px';
|
||||
}
|
||||
}
|
||||
|
||||
this.lastSearchValue = searchValue;
|
||||
this.lastResultsPage = resultsPage;
|
||||
}
|
||||
|
||||
// -------- Activation Functions
|
||||
|
||||
// Activates or deactivates the search panel, resetting things to
|
||||
// their default values if necessary.
|
||||
this.Activate = function(isActive)
|
||||
{
|
||||
if (isActive || // open it
|
||||
this.DOMPopupSearchResultsWindow().style.display == 'block'
|
||||
)
|
||||
{
|
||||
this.DOMSearchBox().className = 'MSearchBoxActive';
|
||||
|
||||
var searchField = this.DOMSearchField();
|
||||
|
||||
if (searchField.value == this.searchLabel) // clear "Search" term upon entry
|
||||
{
|
||||
searchField.value = '';
|
||||
this.searchActive = true;
|
||||
}
|
||||
}
|
||||
else if (!isActive) // directly remove the panel
|
||||
{
|
||||
this.DOMSearchBox().className = 'MSearchBoxInactive';
|
||||
this.DOMSearchField().value = this.searchLabel;
|
||||
this.searchActive = false;
|
||||
this.lastSearchValue = ''
|
||||
this.lastResultsPage = '';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
// The class that handles everything on the search results page.
|
||||
function SearchResults(name)
|
||||
{
|
||||
// The number of matches from the last run of <Search()>.
|
||||
this.lastMatchCount = 0;
|
||||
this.lastKey = 0;
|
||||
this.repeatOn = false;
|
||||
|
||||
// Toggles the visibility of the passed element ID.
|
||||
this.FindChildElement = function(id)
|
||||
{
|
||||
var parentElement = document.getElementById(id);
|
||||
var element = parentElement.firstChild;
|
||||
|
||||
while (element && element!=parentElement)
|
||||
{
|
||||
if (element.nodeName == 'DIV' && element.className == 'SRChildren')
|
||||
{
|
||||
return element;
|
||||
}
|
||||
|
||||
if (element.nodeName == 'DIV' && element.hasChildNodes())
|
||||
{
|
||||
element = element.firstChild;
|
||||
}
|
||||
else if (element.nextSibling)
|
||||
{
|
||||
element = element.nextSibling;
|
||||
}
|
||||
else
|
||||
{
|
||||
do
|
||||
{
|
||||
element = element.parentNode;
|
||||
}
|
||||
while (element && element!=parentElement && !element.nextSibling);
|
||||
|
||||
if (element && element!=parentElement)
|
||||
{
|
||||
element = element.nextSibling;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.Toggle = function(id)
|
||||
{
|
||||
var element = this.FindChildElement(id);
|
||||
if (element)
|
||||
{
|
||||
if (element.style.display == 'block')
|
||||
{
|
||||
element.style.display = 'none';
|
||||
}
|
||||
else
|
||||
{
|
||||
element.style.display = 'block';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Searches for the passed string. If there is no parameter,
|
||||
// it takes it from the URL query.
|
||||
//
|
||||
// Always returns true, since other documents may try to call it
|
||||
// and that may or may not be possible.
|
||||
this.Search = function(search)
|
||||
{
|
||||
if (!search) // get search word from URL
|
||||
{
|
||||
search = window.location.search;
|
||||
search = search.substring(1); // Remove the leading '?'
|
||||
search = unescape(search);
|
||||
}
|
||||
|
||||
search = search.replace(/^ +/, ""); // strip leading spaces
|
||||
search = search.replace(/ +$/, ""); // strip trailing spaces
|
||||
search = search.toLowerCase();
|
||||
search = convertToId(search);
|
||||
|
||||
var resultRows = document.getElementsByTagName("div");
|
||||
var matches = 0;
|
||||
|
||||
var i = 0;
|
||||
while (i < resultRows.length)
|
||||
{
|
||||
var row = resultRows.item(i);
|
||||
if (row.className == "SRResult")
|
||||
{
|
||||
var rowMatchName = row.id.toLowerCase();
|
||||
rowMatchName = rowMatchName.replace(/^sr\d*_/, ''); // strip 'sr123_'
|
||||
|
||||
if (search.length<=rowMatchName.length &&
|
||||
rowMatchName.substr(0, search.length)==search)
|
||||
{
|
||||
row.style.display = 'block';
|
||||
matches++;
|
||||
}
|
||||
else
|
||||
{
|
||||
row.style.display = 'none';
|
||||
}
|
||||
}
|
||||
i++;
|
||||
}
|
||||
document.getElementById("Searching").style.display='none';
|
||||
if (matches == 0) // no results
|
||||
{
|
||||
document.getElementById("NoMatches").style.display='block';
|
||||
}
|
||||
else // at least one result
|
||||
{
|
||||
document.getElementById("NoMatches").style.display='none';
|
||||
}
|
||||
this.lastMatchCount = matches;
|
||||
return true;
|
||||
}
|
||||
|
||||
// return the first item with index index or higher that is visible
|
||||
this.NavNext = function(index)
|
||||
{
|
||||
var focusItem;
|
||||
while (1)
|
||||
{
|
||||
var focusName = 'Item'+index;
|
||||
focusItem = document.getElementById(focusName);
|
||||
if (focusItem && focusItem.parentNode.parentNode.style.display=='block')
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if (!focusItem) // last element
|
||||
{
|
||||
break;
|
||||
}
|
||||
focusItem=null;
|
||||
index++;
|
||||
}
|
||||
return focusItem;
|
||||
}
|
||||
|
||||
this.NavPrev = function(index)
|
||||
{
|
||||
var focusItem;
|
||||
while (1)
|
||||
{
|
||||
var focusName = 'Item'+index;
|
||||
focusItem = document.getElementById(focusName);
|
||||
if (focusItem && focusItem.parentNode.parentNode.style.display=='block')
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if (!focusItem) // last element
|
||||
{
|
||||
break;
|
||||
}
|
||||
focusItem=null;
|
||||
index--;
|
||||
}
|
||||
return focusItem;
|
||||
}
|
||||
|
||||
this.ProcessKeys = function(e)
|
||||
{
|
||||
if (e.type == "keydown")
|
||||
{
|
||||
this.repeatOn = false;
|
||||
this.lastKey = e.keyCode;
|
||||
}
|
||||
else if (e.type == "keypress")
|
||||
{
|
||||
if (!this.repeatOn)
|
||||
{
|
||||
if (this.lastKey) this.repeatOn = true;
|
||||
return false; // ignore first keypress after keydown
|
||||
}
|
||||
}
|
||||
else if (e.type == "keyup")
|
||||
{
|
||||
this.lastKey = 0;
|
||||
this.repeatOn = false;
|
||||
}
|
||||
return this.lastKey!=0;
|
||||
}
|
||||
|
||||
this.Nav = function(evt,itemIndex)
|
||||
{
|
||||
var e = (evt) ? evt : window.event; // for IE
|
||||
if (e.keyCode==13) return true;
|
||||
if (!this.ProcessKeys(e)) return false;
|
||||
|
||||
if (this.lastKey==38) // Up
|
||||
{
|
||||
var newIndex = itemIndex-1;
|
||||
var focusItem = this.NavPrev(newIndex);
|
||||
if (focusItem)
|
||||
{
|
||||
var child = this.FindChildElement(focusItem.parentNode.parentNode.id);
|
||||
if (child && child.style.display == 'block') // children visible
|
||||
{
|
||||
var n=0;
|
||||
var tmpElem;
|
||||
while (1) // search for last child
|
||||
{
|
||||
tmpElem = document.getElementById('Item'+newIndex+'_c'+n);
|
||||
if (tmpElem)
|
||||
{
|
||||
focusItem = tmpElem;
|
||||
}
|
||||
else // found it!
|
||||
{
|
||||
break;
|
||||
}
|
||||
n++;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (focusItem)
|
||||
{
|
||||
focusItem.focus();
|
||||
}
|
||||
else // return focus to search field
|
||||
{
|
||||
parent.document.getElementById("MSearchField").focus();
|
||||
}
|
||||
}
|
||||
else if (this.lastKey==40) // Down
|
||||
{
|
||||
var newIndex = itemIndex+1;
|
||||
var focusItem;
|
||||
var item = document.getElementById('Item'+itemIndex);
|
||||
var elem = this.FindChildElement(item.parentNode.parentNode.id);
|
||||
if (elem && elem.style.display == 'block') // children visible
|
||||
{
|
||||
focusItem = document.getElementById('Item'+itemIndex+'_c0');
|
||||
}
|
||||
if (!focusItem) focusItem = this.NavNext(newIndex);
|
||||
if (focusItem) focusItem.focus();
|
||||
}
|
||||
else if (this.lastKey==39) // Right
|
||||
{
|
||||
var item = document.getElementById('Item'+itemIndex);
|
||||
var elem = this.FindChildElement(item.parentNode.parentNode.id);
|
||||
if (elem) elem.style.display = 'block';
|
||||
}
|
||||
else if (this.lastKey==37) // Left
|
||||
{
|
||||
var item = document.getElementById('Item'+itemIndex);
|
||||
var elem = this.FindChildElement(item.parentNode.parentNode.id);
|
||||
if (elem) elem.style.display = 'none';
|
||||
}
|
||||
else if (this.lastKey==27) // Escape
|
||||
{
|
||||
parent.searchBox.CloseResultsWindow();
|
||||
parent.document.getElementById("MSearchField").focus();
|
||||
}
|
||||
else if (this.lastKey==13) // Enter
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
this.NavChild = function(evt,itemIndex,childIndex)
|
||||
{
|
||||
var e = (evt) ? evt : window.event; // for IE
|
||||
if (e.keyCode==13) return true;
|
||||
if (!this.ProcessKeys(e)) return false;
|
||||
|
||||
if (this.lastKey==38) // Up
|
||||
{
|
||||
if (childIndex>0)
|
||||
{
|
||||
var newIndex = childIndex-1;
|
||||
document.getElementById('Item'+itemIndex+'_c'+newIndex).focus();
|
||||
}
|
||||
else // already at first child, jump to parent
|
||||
{
|
||||
document.getElementById('Item'+itemIndex).focus();
|
||||
}
|
||||
}
|
||||
else if (this.lastKey==40) // Down
|
||||
{
|
||||
var newIndex = childIndex+1;
|
||||
var elem = document.getElementById('Item'+itemIndex+'_c'+newIndex);
|
||||
if (!elem) // last child, jump to parent next parent
|
||||
{
|
||||
elem = this.NavNext(itemIndex+1);
|
||||
}
|
||||
if (elem)
|
||||
{
|
||||
elem.focus();
|
||||
}
|
||||
}
|
||||
else if (this.lastKey==27) // Escape
|
||||
{
|
||||
parent.searchBox.CloseResultsWindow();
|
||||
parent.document.getElementById("MSearchField").focus();
|
||||
}
|
||||
else if (this.lastKey==13) // Enter
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
function setKeyActions(elem,action)
|
||||
{
|
||||
elem.setAttribute('onkeydown',action);
|
||||
elem.setAttribute('onkeypress',action);
|
||||
elem.setAttribute('onkeyup',action);
|
||||
}
|
||||
|
||||
function setClassAttr(elem,attr)
|
||||
{
|
||||
elem.setAttribute('class',attr);
|
||||
elem.setAttribute('className',attr);
|
||||
}
|
||||
|
||||
function createResults()
|
||||
{
|
||||
var results = document.getElementById("SRResults");
|
||||
for (var e=0; e<searchData.length; e++)
|
||||
{
|
||||
var id = searchData[e][0];
|
||||
var srResult = document.createElement('div');
|
||||
srResult.setAttribute('id','SR_'+id);
|
||||
setClassAttr(srResult,'SRResult');
|
||||
var srEntry = document.createElement('div');
|
||||
setClassAttr(srEntry,'SREntry');
|
||||
var srLink = document.createElement('a');
|
||||
srLink.setAttribute('id','Item'+e);
|
||||
setKeyActions(srLink,'return searchResults.Nav(event,'+e+')');
|
||||
setClassAttr(srLink,'SRSymbol');
|
||||
srLink.innerHTML = searchData[e][1][0];
|
||||
srEntry.appendChild(srLink);
|
||||
if (searchData[e][1].length==2) // single result
|
||||
{
|
||||
srLink.setAttribute('href',searchData[e][1][1][0]);
|
||||
if (searchData[e][1][1][1])
|
||||
{
|
||||
srLink.setAttribute('target','_parent');
|
||||
}
|
||||
var srScope = document.createElement('span');
|
||||
setClassAttr(srScope,'SRScope');
|
||||
srScope.innerHTML = searchData[e][1][1][2];
|
||||
srEntry.appendChild(srScope);
|
||||
}
|
||||
else // multiple results
|
||||
{
|
||||
srLink.setAttribute('href','javascript:searchResults.Toggle("SR_'+id+'")');
|
||||
var srChildren = document.createElement('div');
|
||||
setClassAttr(srChildren,'SRChildren');
|
||||
for (var c=0; c<searchData[e][1].length-1; c++)
|
||||
{
|
||||
var srChild = document.createElement('a');
|
||||
srChild.setAttribute('id','Item'+e+'_c'+c);
|
||||
setKeyActions(srChild,'return searchResults.NavChild(event,'+e+','+c+')');
|
||||
setClassAttr(srChild,'SRScope');
|
||||
srChild.setAttribute('href',searchData[e][1][c+1][0]);
|
||||
if (searchData[e][1][c+1][1])
|
||||
{
|
||||
srChild.setAttribute('target','_parent');
|
||||
}
|
||||
srChild.innerHTML = searchData[e][1][c+1][2];
|
||||
srChildren.appendChild(srChild);
|
||||
}
|
||||
srEntry.appendChild(srChildren);
|
||||
}
|
||||
srResult.appendChild(srEntry);
|
||||
results.appendChild(srResult);
|
||||
}
|
||||
}
|
||||
|
BIN
doc/html/search/search_l.png
Executable file
After Width: | Height: | Size: 604 B |
BIN
doc/html/search/search_m.png
Executable file
After Width: | Height: | Size: 158 B |
BIN
doc/html/search/search_r.png
Executable file
After Width: | Height: | Size: 612 B |
122
doc/html/struct__WIN__landscape__struct.html
Executable file
|
@ -0,0 +1,122 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
||||
<html xmlns="http://www.w3.org/1999/xhtml">
|
||||
<head>
|
||||
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
||||
<meta name="generator" content="Doxygen 1.8.6"/>
|
||||
<title>SCC.150 Assembler Emulator: _WIN_landscape_struct Struct Reference</title>
|
||||
<link href="tabs.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="jquery.js"></script>
|
||||
<script type="text/javascript" src="dynsections.js"></script>
|
||||
<link href="search/search.css" rel="stylesheet" type="text/css"/>
|
||||
<script type="text/javascript" src="search/search.js"></script>
|
||||
<script type="text/javascript">
|
||||
$(document).ready(function() { searchBox.OnSelectItem(0); });
|
||||
</script>
|
||||
<link href="doxygen.css" rel="stylesheet" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
|
||||
<div id="titlearea">
|
||||
<table cellspacing="0" cellpadding="0">
|
||||
<tbody>
|
||||
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Data Fields</h2></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>startx</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>starty</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>height</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>width</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>landingPoints</b></td></tr>
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<a class="el" href="struct__win__landscape__struct.html">WIN_LANDSCAPE</a> </td><td class="memItemRight" valign="bottom"><b>graphics</b></td></tr>
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<hr/>The documentation for this struct was generated from the following file:<ul>
|
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<li>/home/rumperuu/Documents/University/University Work/SCC.110 Software Development/Coursework/C/unr-Moon Lander/source/<a class="el" href="moonlander_8h_source.html">moonlander.h</a></li>
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|
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doc/html/struct__WIN__ship__struct.html
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int </td><td class="memItemRight" valign="bottom"><b>startx</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>starty</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>lastx</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>lasty</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>fuel</b></td></tr>
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float </td><td class="memItemRight" valign="bottom"><b>xF</b></td></tr>
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float </td><td class="memItemRight" valign="bottom"><b>yF</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>x</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>y</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>height</b></td></tr>
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int </td><td class="memItemRight" valign="bottom"><b>width</b></td></tr>
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<tr class="separator:a1671777021445b0d0a73b86e71da1f98"><td class="memSeparator" colspan="2"> </td></tr>
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float </td><td class="memItemRight" valign="bottom"><b>xMomentum</b></td></tr>
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float </td><td class="memItemRight" valign="bottom"><b>yMomentum</b></td></tr>
|
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<a class="el" href="struct__win__ship__struct.html">WIN_SHIP</a> </td><td class="memItemRight" valign="bottom"><b>graphics</b></td></tr>
|
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<tr class="separator:aeab1944ebc5761306e12a228a2e0a561"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<hr/>The documentation for this struct was generated from the following file:<ul>
|
||||
<li>/home/rumperuu/Documents/University/University Work/SCC.110 Software Development/Coursework/C/unr-Moon Lander/source/<a class="el" href="moonlander_8h_source.html">moonlander.h</a></li>
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<!-- start footer part -->
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|
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</body>
|
||||
</html>
|
110
doc/html/structtimespec__t.html
Executable file
|
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<div id="projectname">SCC.150 Assembler Emulator
|
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|
||||
<div id="projectbrief">A compiler for a simple assembler language</div>
|
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|
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|
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|
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<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Data Structures</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Files</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Functions</a></div>
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<div class="header">
|
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<div class="summary">
|
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<a href="#pub-attribs">Data Fields</a> </div>
|
||||
<div class="headertitle">
|
||||
<div class="title">timespec_t Struct Reference</div> </div>
|
||||
</div><!--header-->
|
||||
<div class="contents">
|
||||
<table class="memberdecls">
|
||||
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
|
||||
Data Fields</h2></td></tr>
|
||||
<tr class="memitem:a406e4641db634ae21f5b44b8dc7af142"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a406e4641db634ae21f5b44b8dc7af142"></a>
|
||||
time_t </td><td class="memItemRight" valign="bottom"><b>tv_sec</b></td></tr>
|
||||
<tr class="separator:a406e4641db634ae21f5b44b8dc7af142"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
<tr class="memitem:aa60d21bac16e74074d2abfb120a2b9e2"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="aa60d21bac16e74074d2abfb120a2b9e2"></a>
|
||||
long </td><td class="memItemRight" valign="bottom"><b>tv_nsec</b></td></tr>
|
||||
<tr class="separator:aa60d21bac16e74074d2abfb120a2b9e2"><td class="memSeparator" colspan="2"> </td></tr>
|
||||
</table>
|
||||
<hr/>The documentation for this struct was generated from the following file:<ul>
|
||||
<li>/home/rumperuu/Documents/University/University Work/SCC.110 Software Development/Coursework/C/unr-Moon Lander/source/<a class="el" href="moonlander_8h_source.html">moonlander.h</a></li>
|
||||
</ul>
|
||||
</div><!-- contents -->
|
||||
<!-- start footer part -->
|
||||
<hr class="footer"/><address class="footer"><small>
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Generated on Tue May 19 2015 20:33:41 for SCC.150 Assembler Emulator by  <a href="http://www.doxygen.org/index.html">
|
||||
<img class="footer" src="doxygen.png" alt="doxygen"/>
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</a> 1.8.6
|
||||
</small></address>
|
||||
</body>
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||||
</html>
|
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|
654
src/moonlander.c
Executable file
|
@ -0,0 +1,654 @@
|
|||
/**
|
||||
* @file
|
||||
* @author Ben Goldsworthy (rumps) <me+moonlander@bengoldworthy.net>
|
||||
* @version 1.0
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* This file 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 3 of the License,
|
||||
* or (at your option) any later version.
|
||||
*
|
||||
* This file 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
* This program attempts to emulate the 1979 Atari arcade classic 'Lunar Lander'
|
||||
* in the *nix Terminal, using the ncurses library
|
||||
* (<https://www.gnu.org/software/ncurses/ncurses.html>). This can only
|
||||
* be because Joe Finney is a sadistic madman.
|
||||
*
|
||||
* Implemented features so far are:
|
||||
*
|
||||
* - momentum & gravity
|
||||
* - random landscape generation
|
||||
* - crashing & (rarely) landing
|
||||
* - cheats
|
||||
* - scoring
|
||||
*
|
||||
* Features to implement by TOMORROW are:
|
||||
*
|
||||
* - more cheats (or 'debug modes' as all the kids are calling them these days)
|
||||
* - leaderboards
|
||||
* - random gravity generation
|
||||
*/
|
||||
|
||||
#include "moonlander.h"
|
||||
|
||||
/**
|
||||
* The main function of the program.
|
||||
*
|
||||
* Sets everything up initially, and then contains the game loop.
|
||||
*
|
||||
* @return 0 on success
|
||||
*/
|
||||
int main() {
|
||||
// Declarations of variables used throughout `main()`
|
||||
// With all this talk of `SHIP`s and `LANDSCAPE`s, it all
|
||||
// feels a bit object oriented around here.
|
||||
SHIP ship;
|
||||
LANDSCAPE landscape;
|
||||
// Values used for tracking the score.
|
||||
unsigned int time;
|
||||
// Used for animating the game.
|
||||
s.tv_sec = 0;
|
||||
s.tv_nsec = 180000000L;
|
||||
// Used for recording user input.
|
||||
unsigned int ch;
|
||||
// Used for moving the ship.
|
||||
unsigned int jetDir;
|
||||
// Used for dealing with the landscape arrays.
|
||||
size_t lASize, sASize;
|
||||
// Tracks the score.
|
||||
double score;
|
||||
|
||||
// This is where the magic happens.
|
||||
initialisencurses();
|
||||
|
||||
// I know, I know; 'Go To Statement Considered Harmful' and
|
||||
// all that. I feel like even Dijkstra would let me off for this
|
||||
// one though.
|
||||
restart:
|
||||
// (Re-)Initialises the relevant variables; the user isn't always coming
|
||||
// to this point fresh.
|
||||
end = false;
|
||||
endType = NONE;
|
||||
time = 0;
|
||||
invincible = false;
|
||||
ch = ' ';
|
||||
jetDir = NONE;
|
||||
score = 0.0f;
|
||||
|
||||
// `lASize` is initialised to 1 rather than 0 because the first coordinates
|
||||
// in `landscapeArray` will be the leftmost ones; that is, they will have a
|
||||
// x-coord of 0 and the size of the array will return as 0.
|
||||
lASize = 1;
|
||||
sASize = 0;
|
||||
|
||||
// Displays the lovely nicked ASCII lunar lander splash screen.
|
||||
displayIntro();
|
||||
|
||||
// Loops whilst on the intro screen until the button to start the
|
||||
// game is pressed. Meanwhile, the keys for the available cheats
|
||||
// can be used to toggle their effects.
|
||||
while ((ch = getch()) != 'a'){
|
||||
if (ch == 'i') {
|
||||
invincible = (invincible) ? false : true;
|
||||
mvaddch(LINES-1, COLS-1, (invincible) ? 'T' : 'F');
|
||||
}
|
||||
}
|
||||
|
||||
// Wipes the slate clean.
|
||||
clear();
|
||||
|
||||
// ncurses has the weirdest system of dealing with colours.
|
||||
init_pair(1, COLOR_CYAN, COLOR_BLACK);
|
||||
init_pair(2, COLOR_RED, COLOR_BLACK);
|
||||
init_pair(3, COLOR_GREEN, COLOR_BLACK);
|
||||
|
||||
// Initialises the parameters for the ship and landscape; did
|
||||
// someone say object constructors?
|
||||
initialiseShip(&ship);
|
||||
initialiseLandscape(&landscape);
|
||||
|
||||
// Seriously, who designed this thing?
|
||||
attron(COLOR_PAIR(1));
|
||||
mvprintw(0, 1, "Press F1 to exit");
|
||||
attroff(COLOR_PAIR(1));
|
||||
|
||||
// There's almost certainly a more space-efficient way of doing this,
|
||||
// but making `landscapeArray` the size of the entire terminal is certainly
|
||||
// reliable. `safeArray` can safely be double the number of columns because
|
||||
// the landscape can never loop back on itself (I hope).
|
||||
unsigned int landscapeArray[COLS * LINES];
|
||||
unsigned int safeArray[COLS * 2];
|
||||
// Initialises the arrays to 0s; this is used to figure out how where
|
||||
// the coordinates end and useless data begins later on.
|
||||
// In MATLAB, these two lines and the lines before could be done as
|
||||
// `landscapeArray = zeros(2, COLS)`; who thought I'd ever miss MATLAB.
|
||||
for (size_t i = 0; i < COLS * LINES; i++) landscapeArray[i] = 0;
|
||||
for (size_t i = 0; i < COLS * LINES; i++) safeArray[i] = 0;
|
||||
// Used to ensure a game is never unwinnable (I'm nicer than 80s/90s
|
||||
// Sierra)
|
||||
bool validLandscape;
|
||||
// Fairly certain this is absolute arse, but it works. The game generates
|
||||
// random landscapes until one is made with at least one landing pad.
|
||||
do {
|
||||
validLandscape = createLandscape(&landscape, &landscapeArray, &safeArray);
|
||||
} while (!validLandscape);
|
||||
// Finds the ends of the two arrays. Again, this hurts a bit to look at,
|
||||
// but I'm lazy. So sue me.
|
||||
do { lASize++; } while (landscapeArray[lASize] != 0); --lASize;
|
||||
do { sASize++; } while (safeArray[sASize] != 0); --sASize;
|
||||
|
||||
// Does what it says on the tin, really.
|
||||
createShip(&ship);
|
||||
|
||||
// Sticks all of this onto the screen.
|
||||
refresh();
|
||||
|
||||
// Despite what I said before, this is where the magic really happens.
|
||||
// The fabled game loop.
|
||||
do {
|
||||
// If a direction key is entered, the jet direction is set to that key's
|
||||
// direction. If F1 is entered, the QUIT endstate is triggered. If no
|
||||
// key is entered, the jets are turned off.
|
||||
if ((ch = getch()) != ERR) {
|
||||
switch(ch) {
|
||||
case KEY_UP: jetDir = UP; break;
|
||||
case KEY_RIGHT: jetDir = RIGHT; break;
|
||||
case KEY_DOWN: jetDir = DOWN; break;
|
||||
case KEY_LEFT: jetDir = LEFT; break;
|
||||
case KEY_F(1): end = true; endType = QUIT; break;
|
||||
}
|
||||
} else jetDir = NONE;
|
||||
// If the jets should be on, turns them on.
|
||||
if (jetDir != NONE) {
|
||||
applyJet(&ship, jetDir);
|
||||
}
|
||||
// Like death and taxes, there's no getting away from gravity
|
||||
// and friction.
|
||||
applyGravity(&ship);
|
||||
applyFriction(&ship);
|
||||
// Figures out where the ship ought to be now.
|
||||
moveShip(&ship, lASize, landscapeArray, sASize, safeArray);
|
||||
// Updates the clock, ticking up mercilessly all the while.
|
||||
mvprintw(3, 1, "Time: %d", time++);
|
||||
// Slows the program down to human-comprehendable speed.
|
||||
nanosleep(&s, NULL);
|
||||
} while (!end);
|
||||
|
||||
// If a game end is triggers, tests what flavour of end it is.
|
||||
switch(endType) {
|
||||
case CRASH:
|
||||
attron(COLOR_PAIR(2));
|
||||
mvprintw(6, COLS/3, "AW MAAAAN");
|
||||
attroff(COLOR_PAIR(2));
|
||||
mvprintw(7, COLS/3, "Press r to restart");
|
||||
|
||||
while ((ch = getch()) != 'r'){}
|
||||
// I'm so sorry Edsger.
|
||||
goto restart;
|
||||
case LAND:
|
||||
score = getScore(&ship, time);
|
||||
attron(COLOR_PAIR(3));
|
||||
mvprintw(6, COLS/3, "YOU LANDED");
|
||||
attroff(COLOR_PAIR(3));
|
||||
mvprintw(7, COLS/3, "Your score: %f", score);
|
||||
mvprintw(8, COLS/3, "Press r to restart");
|
||||
|
||||
while ((ch = getch()) != 'r'){}
|
||||
goto restart;
|
||||
case QUIT:
|
||||
// Ends curses mode, else the terminal would play up afterwards.
|
||||
endwin();
|
||||
// Then calls it a night.
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialises ncurses.
|
||||
*
|
||||
* I couldn't decide whether it should be `initialisencurses()`,
|
||||
* `initialiseNCURSES()` or `initialiseNcurses()`. In the end I plumped for
|
||||
* `initialisencurses()` because, whilst it does break the camelCase rule I've
|
||||
* used throughout for variables and functions, ncurses is one of those trendy
|
||||
* uncapitalised names.
|
||||
*/
|
||||
void initialisencurses() {
|
||||
// Starts ncurses mode.
|
||||
initscr();
|
||||
// Starts the colour functionality.
|
||||
start_color();
|
||||
// Disables line buffering.
|
||||
cbreak();
|
||||
// Keeps the program from hanging around waiting for character entry.
|
||||
nodelay(stdscr, TRUE);
|
||||
// Enables the keyboard.
|
||||
keypad(stdscr, TRUE);
|
||||
// Disables echoing user input.
|
||||
noecho();
|
||||
// Hides the cursor.
|
||||
curs_set(0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialises the ship's parameters.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
*/
|
||||
void initialiseShip(SHIP* ship) {
|
||||
// The ship displays thusly: *
|
||||
ship->height = 1;
|
||||
ship->width = 1;
|
||||
ship->graphics.bod = '*';
|
||||
|
||||
// The ship starts at the centre top of the terminal.
|
||||
ship->starty = 2;
|
||||
ship->startx = (COLS - ship->width)/2;
|
||||
ship->xF = ship->startx;
|
||||
ship->yF = ship->starty;
|
||||
ship->lastx = ship->startx;
|
||||
ship->lasty = ship->starty;
|
||||
|
||||
// The ship starts fueled, and with a little bit of upward momentum
|
||||
// to keep the player from getting caught too unawares and careening
|
||||
// straight into a cliff (still happens).
|
||||
ship->fuel = STARTING_FUEL;
|
||||
ship->yMomentum = -0.5f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialises the landscape's parameters.
|
||||
*
|
||||
* @param landscape the landscape in question
|
||||
*/
|
||||
void initialiseLandscape(LANDSCAPE* landscape) {
|
||||
// The landscape spans the width of the console window and starts halfway
|
||||
// down it.
|
||||
landscape->height = LINES - 7;
|
||||
landscape->width = COLS;
|
||||
landscape->starty = LINES / 2;
|
||||
landscape->startx = 0;
|
||||
|
||||
// Landscape graphics
|
||||
landscape->graphics.li = '/';
|
||||
landscape->graphics.su = '|';
|
||||
landscape->graphics.sd = '|';
|
||||
landscape->graphics.rd = '\\';
|
||||
landscape->graphics.pl = '_';
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the ship in the game world.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
*/
|
||||
void createShip(SHIP* ship) {
|
||||
int x, y;
|
||||
|
||||
x = ship->startx;
|
||||
y = ship->starty;
|
||||
|
||||
mvaddch(y, x, ship->graphics.bod | A_BOLD);
|
||||
|
||||
ship->xMomentum = 0;
|
||||
ship->yMomentum = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the landscape in the game world.
|
||||
*
|
||||
* @param landscape the landscape in question
|
||||
* @param landscapeArray[] the array of all the coordinates of the landscape
|
||||
* components
|
||||
* @param safeArray[] the array of all the coordinates of the landing pad
|
||||
* components
|
||||
* @return true if the landscape is valid (has at least one landing pad), false
|
||||
* if not
|
||||
*/
|
||||
bool createLandscape(LANDSCAPE* landscape, unsigned int landscapeArray[],
|
||||
unsigned int safeArray[]) {
|
||||
int x = landscape->startx;
|
||||
int y = landscape->starty;
|
||||
int dir;
|
||||
bool landingPad = false;
|
||||
|
||||
int w = landscape->width;
|
||||
int h = landscape->height;
|
||||
|
||||
// Wipes the previous landscape attempts, if there were any.
|
||||
for(int j = y; j <= y + h; ++j)
|
||||
for(int i = x; i <= x + w; ++i)
|
||||
mvaddch(j, i, ' ');
|
||||
|
||||
// Seeds C's psuedorandom number generator.
|
||||
srand(time(NULL));
|
||||
|
||||
// Starts the landscape off with a fruity left incline.
|
||||
landscapeArray[0] = x; landscapeArray[1] = y;
|
||||
mvaddch(y--, x++, landscape->graphics.li);
|
||||
int lastPiece = LEFT_INCLINE;
|
||||
// Indexes for adding coordinates to the two arrays.
|
||||
size_t lA = 2; size_t sA = 0;
|
||||
|
||||
for (; x <= landscape->width; x++) {
|
||||
// Gives a value between 0-4, or the four valid landscape
|
||||
// component identifiers.
|
||||
dir = (rand() % 5);
|
||||
|
||||
// Places the appropriate piece at the correct point, altering the
|
||||
// y-index if necessary; if placing a piece would result in the
|
||||
// landscape going beyond the top and bottom boundaries set for it,
|
||||
// `x` is rewound and a new piece selected.
|
||||
switch(dir) {
|
||||
case LEFT_INCLINE:
|
||||
if (y - 1 > 10) {
|
||||
switch(lastPiece) {
|
||||
case STRAIGHT_DOWN:
|
||||
x++; y--; break;
|
||||
case RIGHT_DECLINE:
|
||||
y--; break;
|
||||
}
|
||||
landscapeArray[lA++] = x; landscapeArray[lA++] = y;
|
||||
mvaddch(y--, x, landscape->graphics.li);
|
||||
} else --x;
|
||||
break;
|
||||
case STRAIGHT_UP:
|
||||
if ((y - 1 > 10) && (lastPiece != STRAIGHT_DOWN)) {
|
||||
switch(lastPiece) {
|
||||
case RIGHT_DECLINE:
|
||||
y--; break;
|
||||
}
|
||||
landscapeArray[lA++] = x; landscapeArray[lA++] = y;
|
||||
mvaddch(y--, x--, landscape->graphics.su);
|
||||
} else --x;
|
||||
break;
|
||||
case STRAIGHT_DOWN:
|
||||
if ((y + 1 < (LINES - 2)) && (lastPiece != STRAIGHT_UP)) {
|
||||
switch(lastPiece) {
|
||||
case LEFT_INCLINE:
|
||||
y++; break;
|
||||
case RIGHT_DECLINE:
|
||||
x--; break;
|
||||
case PLATEAU:
|
||||
y++; break;
|
||||
}
|
||||
landscapeArray[lA++] = x; landscapeArray[lA++] = y;
|
||||
mvaddch(y++, x--, landscape->graphics.sd);
|
||||
} else --x;
|
||||
break;
|
||||
case RIGHT_DECLINE:
|
||||
if (y + 1 < (LINES - 2)) {
|
||||
switch(lastPiece) {
|
||||
case LEFT_INCLINE:
|
||||
y++; break;
|
||||
case STRAIGHT_UP:
|
||||
x++; break;
|
||||
case STRAIGHT_DOWN:
|
||||
x++; break;
|
||||
case PLATEAU:
|
||||
y++; break;
|
||||
}
|
||||
landscapeArray[lA++] = x; landscapeArray[lA++] = y;
|
||||
mvaddch(y++, x, landscape->graphics.rd);
|
||||
} else --x;
|
||||
break;
|
||||
case PLATEAU:
|
||||
switch(lastPiece) {
|
||||
case STRAIGHT_DOWN:
|
||||
x++; y--;
|
||||
break;
|
||||
case RIGHT_DECLINE:
|
||||
y--; break;
|
||||
}
|
||||
|
||||
// For every plateau, there is a chance it will form a landing pad.
|
||||
if ((rand() % CHANCE_OF_LANDING_PAD) == 0) {
|
||||
attron(COLOR_PAIR(1));
|
||||
for (int i = 0; i <= 3; i++) {
|
||||
safeArray[sA++] = x; safeArray[sA++] = y;
|
||||
landscapeArray[lA++] = x; landscapeArray[lA++] = y;
|
||||
mvaddch(y, x++, landscape->graphics.pl | A_BOLD);
|
||||
}
|
||||
x--;
|
||||
attroff(COLOR_PAIR(1));
|
||||
landingPad = true;
|
||||
} else mvaddch(y, x, landscape->graphics.pl);
|
||||
break;
|
||||
}
|
||||
lastPiece = dir;
|
||||
}
|
||||
|
||||
// Returns whether the generated landscape has a landing pad or not.
|
||||
return landingPad;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies the thrust of the jet to the ship.
|
||||
*
|
||||
* If the ship is out of fuel, the jets won't fire.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
* @param dir the thrust direction
|
||||
*/
|
||||
void applyJet(SHIP* ship, unsigned int dir) {
|
||||
if (ship->fuel > 0) {
|
||||
ship->fuel--;
|
||||
|
||||
// Shows the player their remaining fuel balance.
|
||||
if (ship->fuel == 0)
|
||||
attron(COLOR_PAIR(2));
|
||||
mvprintw(2,1,"Fuel: %d", ship->fuel);
|
||||
if (ship->fuel == 0)
|
||||
attroff(COLOR_PAIR(2));
|
||||
|
||||
// Adds a bit of momentum in the chosen direction.
|
||||
switch(dir) {
|
||||
case UP:
|
||||
if(ship->yMomentum >= -1) ship->yMomentum -= 0.2f; break;
|
||||
case RIGHT:
|
||||
if(ship->xMomentum <= 1) ship->xMomentum += 0.2f; break;
|
||||
case DOWN:
|
||||
if(ship->yMomentum <= 1) ship->yMomentum += 0.2f; break;
|
||||
case LEFT:
|
||||
if(ship->xMomentum >= -1) ship->xMomentum -= 0.2f; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies the relentless march of gravity to the ship.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
*/
|
||||
void applyGravity(SHIP* ship) {
|
||||
if (ship->yMomentum <= TERMINAL_VELOCITY) ship->yMomentum += 0.05f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies the equally relentless force of friction to the ship.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
*/
|
||||
void applyFriction(SHIP* ship) {
|
||||
// Takes off a bit of the up/down speed.
|
||||
if (ship->yMomentum > 0.0f)
|
||||
ship->yMomentum -= 0.025f;
|
||||
else
|
||||
ship->yMomentum += 0.025f;
|
||||
|
||||
// Then does the same for the left/right speed.
|
||||
if (ship->xMomentum > 0.0f)
|
||||
ship->xMomentum -= 0.025f;
|
||||
else
|
||||
ship->xMomentum += 0.025f;
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the ship within the game world.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
* @param lASize the length of useful data in `landscapeArray`
|
||||
* @param landscapeArray the array of coordinates for the components of the
|
||||
* landscape
|
||||
* @param sASize the length of useful data in `safeArray`
|
||||
* @param safeArray the array of coordinates for the components of the
|
||||
* landing pad(s)
|
||||
*/
|
||||
void moveShip(SHIP* ship, size_t lASize, unsigned int landscapeArray[],
|
||||
size_t sASize, unsigned int safeArray[]) {
|
||||
// Adds the ships momentum to its current location.
|
||||
ship->xF += ship->xMomentum;
|
||||
ship->yF += ship->yMomentum;
|
||||
|
||||
// Displays the momentum for the player.
|
||||
mvprintw(1,1,"Momentum: %f,%f", ship->xMomentum, ship->yMomentum);
|
||||
|
||||
// Rounds the floating point coordinates to the nearest integer coords
|
||||
signed int x = round(ship->xF);
|
||||
signed int y = round(ship->yF);
|
||||
// Gets the coordinates the ship used to be at.
|
||||
signed int prevX = ship->lastx;
|
||||
signed int prevY = ship->lasty;
|
||||
|
||||
// Deletes the ship from its old coordinates.
|
||||
mvaddch(prevY, prevX, ' ');
|
||||
|
||||
mvprintw(11, 1, "%d, %d", safeArray[0], safeArray[1]);
|
||||
mvprintw(12, 1, "%d, %d", safeArray[8], safeArray[9]);
|
||||
mvprintw(13, 1, "%d, %d", safeArray[16], safeArray[17]);
|
||||
mvprintw(15, 1, "%d, %d", x, y);
|
||||
|
||||
// Runs though the `landscapeArray` to see the the ship's new location
|
||||
// means a collision with any landscape features.
|
||||
for (size_t i = 0; i <= lASize; i++) {
|
||||
if ((landscapeArray[i] == x) && (landscapeArray[++i] == y)) {
|
||||
// If there is a collision, runs through the `safeArray` too see if
|
||||
// the feature is a landing pad.
|
||||
for (int j = 0; j <= sASize; j++) {
|
||||
if ((safeArray[j] == x) && (safeArray[++j] == y)) {
|
||||
// If it is a landing pad, and the user has invincibility turned
|
||||
// on, lands the ship.
|
||||
if (invincible) {
|
||||
end = true;
|
||||
endType = LAND;
|
||||
} else {
|
||||
// Else, if the player comes in sufficiently slowly, lands the
|
||||
// ship.
|
||||
if (ship->yMomentum <= 0.8f) {
|
||||
end = true;
|
||||
endType = LAND;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Otherwise, the player crashes and burns.
|
||||
if (!end) {
|
||||
end = true;
|
||||
endType = CRASH;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Colours the ship in red if it's crashed.
|
||||
if (endType == CRASH)
|
||||
attron(COLOR_PAIR(2));
|
||||
else if (endType == LAND)
|
||||
attron(COLOR_PAIR(3));
|
||||
// Draws the ship at its new coordinates.
|
||||
mvaddch(y, x, ship->graphics.bod | A_BOLD);
|
||||
if (endType == CRASH)
|
||||
attroff(COLOR_PAIR(2));
|
||||
else if (endType == LAND)
|
||||
attroff(COLOR_PAIR(3));
|
||||
|
||||
// If the ship has exceeded the top of the screen, adds a small arrow
|
||||
// to show the column the ship is in.
|
||||
if (y < 0) {
|
||||
for (int i = 0; i <= COLS; i++)
|
||||
mvaddch(0, i, ' ');
|
||||
mvaddch(0, x, '^' | A_BOLD);
|
||||
attron(COLOR_PAIR(1));
|
||||
mvprintw(0, 1, "Press F1 to exit");
|
||||
attroff(COLOR_PAIR(1));
|
||||
} else {
|
||||
for (int i = 0; i <= COLS; i++)
|
||||
mvaddch(0, i, ' ');
|
||||
attron(COLOR_PAIR(1));
|
||||
mvprintw(0, 1, "Press F1 to exit");
|
||||
attroff(COLOR_PAIR(1));
|
||||
}
|
||||
|
||||
// Stores the new coordinates for comparison next time the function is run.
|
||||
ship->lastx = x;
|
||||
ship->lasty = y;
|
||||
|
||||
// Pushes the new ship to the terminal.
|
||||
refresh();
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays the lovely ASCII lunar lander I nicked.
|
||||
*/
|
||||
void displayIntro() {
|
||||
clear();
|
||||
// I assumed I would be able to fit all this in one line-broken `printw()`
|
||||
// statement, but it didn't seem to want to play ball.
|
||||
printw(" _ _ ____________.--. _____ ___ ___ ___\n");
|
||||
printw(" |\\|_|//_.-\"\" .' \\ /| | | || || || |\n");
|
||||
printw(" |.-\"\"\"-.| / \\_/ | | | | | || | || | || | |\n");
|
||||
printw(" \\ || /| __\\_____________ | |_|_|_||___||___||_|_|\n");
|
||||
printw(" _\\_||_/_| .-\"\" \"\"-. __ by rumps\n");
|
||||
printw(" .' '. \\// \".\\/\n");
|
||||
printw(" || '. >()_ |()< press 'a' to start\n");
|
||||
printw(" ||__.-' |/\\ \\ |/\\\n");
|
||||
printw(" | / \"| \\__________________/.\"\"\n");
|
||||
printw(" / // | / \\ \"-.__________/ /\\\n");
|
||||
printw(" ___|__/_|__|/___\\___\".______//__/__\\\n");
|
||||
printw(" /|\\ [____________] \\__/ |\n");
|
||||
printw(" //\\ \\ | |=====| | /\\\\ |\\\\\n");
|
||||
printw(" // |\\ \\ | |=====| | | \\\\ | \\\\ ____...____..\n");
|
||||
printw(" .//__| \\ \\ | |=====| | | |\\\\ |--\\\\---\"\"\"\" . \n");
|
||||
printw("_____....-//___| \\_\\ | |=====| | |_|_\\\\ |___\\\\ . \n");
|
||||
printw(" . .//-.__|_______|__|_____|_|_____[__\\\\_____|__.-\\\\ . . ...\n");
|
||||
printw(" // // / \\ `-_\\\\/ \\\\ .....:::\n");
|
||||
printw(" -... // . / / /____________\\ \\\\ . \\ \\ . \n");
|
||||
printw(" // .. .-/_/-. . \\\\ .-\\_\\-. \n");
|
||||
printw(" / / '-----' . \\ \\ '._____.' .\n");
|
||||
printw(" .-/_/-. . .-\\_\\-. .\n");
|
||||
printw(" '._____.' . '._____.' .....\n");
|
||||
printw(" JRO ...... . .. (ASCII nicked from https://www.ascii.co.uk)\n");
|
||||
}
|
||||
|
||||
/**
|
||||
* Works out the player's score upon successful landing.
|
||||
*
|
||||
* The specification states "score is calculated using some heuristic based on
|
||||
* time used and fuel remaining." Heuristic sounds fancy, and so is the method
|
||||
* of working out the score.
|
||||
*
|
||||
* @param ship the ship in question
|
||||
* @return the score
|
||||
*/
|
||||
double getScore(SHIP* ship, unsigned int time) {
|
||||
unsigned int fuel = ship->fuel;
|
||||
|
||||
switch(rand() % 3) {
|
||||
case 0:
|
||||
return (double)(cos(fuel) * (time / 2));
|
||||
case 1:
|
||||
return (double)(sin(time * 2) - (time / 3) + fuel);
|
||||
case 2:
|
||||
return (double)(tan(tan(fuel + time)) + 2);
|
||||
}
|
||||
return rand() % 1000;
|
||||
}
|
135
src/moonlander.h
Executable file
|
@ -0,0 +1,135 @@
|
|||
#ifndef MOONLANDER_H_
|
||||
#define MOONLANDER_H_
|
||||
|
||||
/**
|
||||
* @file
|
||||
* @author Ben Goldsworthy (rumps) <me+moonlander@bengoldworthy.net>
|
||||
* @version 1.0
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* This file 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 3 of the License,
|
||||
* or (at your option) any later version.
|
||||
*
|
||||
* This file 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
* Header file for `moonlander.c`.
|
||||
*/
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <ncurses.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <math.h>
|
||||
|
||||
// I almost think I should start looking into enums, rather than the
|
||||
// world's lengthiest macro lists all the time.
|
||||
// Macros for ship jet directions.
|
||||
#define NONE 0
|
||||
#define UP 1
|
||||
#define RIGHT 2
|
||||
#define DOWN 3
|
||||
#define LEFT 4
|
||||
|
||||
// Macros for the components of the landscape.
|
||||
#define LEFT_INCLINE 0
|
||||
#define STRAIGHT_UP 1
|
||||
#define STRAIGHT_DOWN 2
|
||||
#define RIGHT_DECLINE 3
|
||||
#define PLATEAU 4
|
||||
|
||||
// Macros for the type of game end.
|
||||
#define NONE 0
|
||||
#define CRASH 1
|
||||
#define LAND 2
|
||||
#define QUIT 3
|
||||
|
||||
// Macros for setting difficulty.
|
||||
#define STARTING_FUEL 900
|
||||
#define CHANCE_OF_LANDING_PAD 3
|
||||
|
||||
// Macros for the ship.
|
||||
#define TERMINAL_VELOCITY 0.9f
|
||||
|
||||
// Global variables aren't the best, but I feel like I can
|
||||
// get away with a few here; it saves so very much fannying
|
||||
// around with pointers.
|
||||
bool end = false;
|
||||
unsigned int endType = NONE;
|
||||
struct timespec_t s;
|
||||
// Dirty cheat(s).
|
||||
bool invincible = false;
|
||||
|
||||
// The bits and bobs that make up the landscape.
|
||||
typedef struct _win_landscape_struct {
|
||||
chtype li, su, sd, rd, pl;
|
||||
}WIN_LANDSCAPE;
|
||||
|
||||
// The landscape 'class'
|
||||
typedef struct _WIN_landscape_struct {
|
||||
int startx, starty;
|
||||
int height, width;
|
||||
int landingPoints;
|
||||
WIN_LANDSCAPE graphics;
|
||||
}LANDSCAPE;
|
||||
|
||||
// Same again, but with the ship.
|
||||
typedef struct _win_ship_struct {
|
||||
chtype bod;
|
||||
}WIN_SHIP;
|
||||
|
||||
// And the ship 'class'
|
||||
typedef struct _WIN_ship_struct {
|
||||
int startx, starty;
|
||||
int lastx, lasty;
|
||||
int fuel;
|
||||
float xF, yF;
|
||||
int x, y;
|
||||
int height, width;
|
||||
float xMomentum, yMomentum;
|
||||
WIN_SHIP graphics;
|
||||
}SHIP;
|
||||
|
||||
// I don't profess to know how `nanosleep()` works, but I nicked this
|
||||
// off of SO and it seems to do the job, even if Geany gives me an
|
||||
// 'implicit declaration' warning.
|
||||
struct timespec_t {
|
||||
time_t tv_sec; /* seconds */
|
||||
long tv_nsec; /* nanoseconds */
|
||||
};
|
||||
|
||||
// Initialisation functions.
|
||||
void initialisencurses();
|
||||
void initialiseShip(SHIP* ship);
|
||||
void initialiseLandscape(LANDSCAPE* landscape);
|
||||
|
||||
// Creation functions.
|
||||
void createShip(SHIP* ship);
|
||||
bool createLandscape();
|
||||
|
||||
// Physics application functions.
|
||||
void applyJet(SHIP* ship, unsigned int dir);
|
||||
void applyGravity(SHIP* ship);
|
||||
void applyFriction(SHIP* ship);
|
||||
|
||||
// Ship movement function. Includes collision detection.
|
||||
void moveShip(SHIP* ship, size_t lASize, unsigned int landscapeArray[],
|
||||
size_t sASize, unsigned int safeArray[]);
|
||||
|
||||
// Introduction display function.
|
||||
void displayIntro();
|
||||
|
||||
// Arcane magic.
|
||||
double getScore(SHIP* ship, unsigned int time);
|
||||
|
||||
#endif /* MOONLANDER_H_ */
|