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/*
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Copyright (c) 2023 MCL Software
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef COMMON
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#define COMMON
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#define TILEMAP_DIMS 16
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_mixer.h>
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#include "fontcche.h"
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#define SCREEN_WIDTH 1280
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#define SCREEN_HEIGHT 960
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// Level width and height in tiles
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#define LEVEL_WIDTH 256 // X
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#define LEVEL_HEIGHT 5 // Y
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#define LEVEL_DEPTH 256 // Z
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// Tile width and height in pixels
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#define TILE_WIDTH 89
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#define TILE_HEIGHT 90
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extern SDL_Texture* logo;
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extern bool gameRunning;
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extern int zoomFactor;
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extern int orientation;
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extern int stealProgress;
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extern bool fireAlarmSystemActivated;
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extern SDL_TimerID fireAlarmTimer;
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extern Mix_Chunk* alarmSound;
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extern Mix_Music* themeSong;
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extern Mix_Music* bgm1;
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extern Mix_Music* bgm2;
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extern Mix_Music* bgm3;
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extern Mix_Music* bgm4;
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extern Mix_Music* bgm5;
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extern Mix_Music* bgm6;
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extern Mix_Music* bgm7;
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extern Mix_Music* bgm8;
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extern Mix_Music* bgm9;
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extern Mix_Music* bgm10;
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extern Mix_Music* bgm11;
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extern Mix_Music* bgm12;
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extern Mix_Music* bgm13;
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extern Mix_Music* bgm14;
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extern int selectedMenuItem;
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extern FC_Font* font;
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typedef struct
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{
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int x, y;
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char objectsStolen[8];
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bool canMove;
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bool canLeaveCampus;
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bool leftCampus;
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}
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Player;
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typedef struct
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{
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int ident;
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}
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Interactions;
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typedef struct
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{
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int textureIndex;
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bool passable;
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int stealable;
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int stealTime;
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int interactable; // Different numbers mean different actions (e.g. 0 = sit in chair, 1 = activate fire alarm sys, 2 = flush toilet, etc.)
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int placementHeight;
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int height;
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int textureHeight;
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bool renderUnder;
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bool renderAbove;
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bool flipTexture;
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}
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Object;
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typedef struct
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{
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Object level[LEVEL_WIDTH * LEVEL_HEIGHT * LEVEL_DEPTH];
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}
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Level;
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Object getObjectFromIdent(char ident);
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SDL_Point getTransformation(int x, int y);
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SDL_Point getLevelTransformation(int i, int j);
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SDL_Point pixelToTileCoordinates(int x, int y);
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SDL_Point tileToPixelCoordinates(int x, int y);
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extern char levelTiles[LEVEL_WIDTH * LEVEL_DEPTH];
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extern Player player;
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extern SDL_Point offset;
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extern SDL_Rect clip;
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extern SDL_Rect destRect;
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extern SDL_Renderer* renderer;
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extern SDL_Texture* tilemap;
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extern SDL_Surface* tilemapSurface;
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extern double frameDelta;
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#endif
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