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Moonlander/src/moonlander.h

136 lines
4.2 KiB
C
Executable File

#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_ */