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penguins.h
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/*
Copyright (c) 2012, Peter de Rivaz
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the copyright holder nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
* WebGL version at http://penguinspuzzle.appspot.com
*
* Constants and structures used to define the game logic
*/
/* Different allowed values for the object type */
typedef enum {PENG=0,
TREE=1,
CHEST=2,
NONE=3,
FRAGMENT=4,
FISHPAIL=5,
ROBOT=6,
OGUN=7,
BULLET=8,
BOMB=9,
DETONATOR=10,
FIRE=11,
SPOTLIGHT=12,
WSNOWBALL=13,
ROCKET=14,
EXPLOSION=15,
BARREL=16,
CAMERA=17,
SOUTHPOLE=18,
SMHAT=19,
OLASER=20,
OMIRROR=21,
OSHIELD=22,
OROCKET=23,
OSHIELDBLOCK=24,
BABYPENG=25,
OLAST=26} OBJECT_T;
/* Different allowed values for the object state */
enum { BOPPING=0,WALKING=1,STILL=2,FEEDING=3,CONTROLLED=4,FED=5,
PUZZLER=6,FFRAGMENT=7,FSMOKE=8,FFLASH=9,FEXPLOSION=10,FDEBRIS=11,FLASER=12};
#define MAXBACKUPS 64
#define MAXPENGS 100
#define MAXSQUARES (64*64)
/* Different block types */
typedef enum { BICE=0,
BCRACKED=1,
BSEA=2,
BSNOW=3,
BEXIT=4,
BDOOR=5,
BFISHINGROD=6,
BSKIS=7,
BTILE=8,
BPOLE=9,
BBUTTON=10,
BFRAGILE=11} BLOCKTYPE_T;
typedef struct penguin_s
{
struct penguin_s *contents;
struct penguin_s *standingon;
int type;
int state;
int thetaf;
int square;
int bounce;
int numfish;
int size;
int speed;
int steps;
float vturn;
float x;
float y;
float d;
float dx,dy,vx,vy;
float potential;
} PENGUIN_T;
typedef struct square_s
{
BLOCKTYPE_T block;
PENGUIN_T *contents;
float h;
float dx;
float dy;
} SQUARE_T;
typedef struct backup_s
{
int numpengs;
PENGUIN_T P[MAXPENGS];
SQUARE_T L[MAXSQUARES];
} BACKUP_T;
typedef struct level_s
{
int t;
int mode;
int delay;
int grid;
float sz;
int levnum;
int w,h;
int numpengs;
PENGUIN_T P[MAXPENGS];
SQUARE_T *L;
int numbackups;
int backup;
BACKUP_T snapshots[MAXBACKUPS];
BUFFER_T *buf;
VIEW_T *view;
} LEVEL_T;
extern LEVEL_T *level_new(int t);
extern void level_make_model(LEVEL_T *l);
extern void level_draw_tiles(LEVEL_T *l, SHADER_T *s);
extern void level_draw_objects(LEVEL_T *l, SHADER_T *s, int transparent);
extern void level_draw_fragments(LEVEL_T *l, SHADER_T *s, MODEL_T *expl);
extern void level_load(LEVEL_T *l);
extern void level_update(LEVEL_T *l);
extern void level_update_view(LEVEL_T *l);