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planetblupi/src/decor.h

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// Decor.h
#pragma once
#include <unordered_map>
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#include "def.h"
#include "sound.h"
#include "pixmap.h"
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/////////////////////////////////////////////////////////////////////////////
#define MAXENERGY 4000
#define MAXFIRE 400
#define ICON_HILI_STAT 112
#define ICON_HILI_SEL 113
#define ICON_HILI_ANY 114
#define ICON_HILI_OP 115
#define ICON_HILI_GO 117
#define ICON_HILI_BUILD 118
#define ICON_HILI_ERR 119
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// Descripteur d'une cellule du décor.
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typedef struct
{
Sint16 floorChannel;
Sint16 floorIcon;
Sint16 objectChannel;
Sint16 objectIcon;
Sint16 fog; // brouillard
Sint16 rankMove; // rang dans m_move
Sint16 workBlupi; // rang du blupi travaillant ici
Sint16 fire;
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}
Cellule;
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// Cette structure doit être la plus petite possible, car
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// il en existe un tableau de 100x100 = 10'000 cellules !
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// Descripteur d'un blupi animé.
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#define MAXBLUPI 100
#define MAXUSED 50
#define MAXLIST 10
typedef struct
{
Sint32 bExist; // true -> utilisé
Sint32 bHili; // true -> sélectionné
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Sint16 perso; // personnage, voir (*)
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Sint16 goalAction; // action (Sint32 terme)
Sint16 goalPhase; // phase (Sint32 terme)
POINT goalCel; // cellule visée (Sint32 terme)
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POINT passCel; // cellule tranversante
Sint16 energy; // énergie restante
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POINT cel; // cellule actuelle
POINT destCel; // cellule destination
Sint16 action; // action en cours
Sint16 aDirect; // direction actuelle
Sint16 sDirect; // direction souhaitée
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POINT pos; // position relative à partir de la cellule
Sint16 posZ; // déplacement z
Sint16 channel;
Sint16 lastIcon;
Sint16 icon;
Sint16 phase; // phase dans l'action
Sint16 step; // pas global
Sint16 interrupt; // 0=prioritaire, 1=normal, 2=misc
Sint16 clipLeft;
Sint32 nbUsed; // nb de points déjà visités
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char nextRankUsed;
POINT posUsed[MAXUSED];
char rankUsed[MAXUSED];
Sint16 takeChannel; // objet transporté
Sint16 takeIcon;
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POINT fix; // point fixe (cultive, pont)
Sint16 jaugePhase;
Sint16 jaugeMax;
Sint16 stop; // 1 -> devra stopper
Sint16 bArrow; // true -> flèche en dessus de blupi
Sint16 bRepeat; // true -> répète l'action
Sint16 nLoop; // nb de boucles pour GOAL_OTHERLOOP
Sint16 cLoop; // boucle en cours
Sint16 vIcon; // icône variable
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POINT goalHili; // but visé
Sint16 bMalade; // true -> blupi malade
Sint16 bCache; // true -> caché (pas dessiné)
Sint16 vehicule; // véhicule utilisé par blupi, voir (**)
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char busyCount;
char busyDelay;
char clicCount;
char clicDelay;
char reserve2[2];
Sint16 listButton[MAXLIST];
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POINT listCel[MAXLIST];
Sint16 listParam[MAXLIST];
Sint16 repeatLevelHope;
Sint16 repeatLevel;
Sint16 reserve3[88];
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}
Blupi;
// (*) Personnages :
// 0 -> blupi
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// 1 -> araignée
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// 2 -> virus
// 3 -> tracks
// 4 -> robot
// 5 -> bombe
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// 6 -> détonnateur de mine (invisible)
// 7 -> électro
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// 8 -> disciple (robot2)
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// (**) Véhicule :
// 0 -> à pied
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// 1 -> en bateau
// 2 -> en jeep
// 3 -> armure
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// Descripteur d'un décor animé.
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#define MAXMOVE 100
#define MOVEICONNB 1000
typedef struct
{
Sint32 bExist; // true -> utilisé
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POINT cel; // cellule du décor
Sint16 rankBlupi; // blupi travaillant ici
Sint32 bFloor; // true -> floor, false -> object
Sint16 channel;
Sint16 icon;
Sint16 maskChannel;
Sint16 maskIcon;
Sint16 phase; // phase pour pMoves ou pIcon
Sint16 rankMoves; // *nb,dx,dy,...
Sint16 rankIcons; // *nb,i,i,...
Sint16 total; // nb total d'étapes
Sint16 delai; // délai entre deux pas
Sint16 stepY; // pas vertical *100
Sint16 cTotal;
Sint16 cDelai;
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}
Move;
#define MAXLASTDRAPEAU 50
class CDecor
{
public:
CDecor();
~CDecor();
// Arrange.cpp
void ArrangeFloor(POINT cel);
void ArrangeMur(POINT cel, Sint32 &icon, Sint32 index);
void ArrangeBuild(POINT cel, Sint32 &channel, Sint32 &icon);
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void ArrangeObject(POINT cel);
bool ArrangeFillTestFloor(POINT cel1, POINT cel2);
bool ArrangeFillTest(POINT pos);
void ArrangeFillPut(POINT pos, Sint32 channel, Sint32 icon);
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void ArrangeFillSearch(POINT pos);
void ArrangeFill(POINT pos, Sint32 channel, Sint32 icon, bool bFloor);
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void ArrangeBlupi();
// Obstacle.cpp
void SearchFloor(Sint32 rank, Sint32 icon, POINT cel, Sint32 *pBits);
void SearchObject(Sint32 rank, Sint32 icon, POINT cel, Sint32 *pBits);
void AjustFloor(Sint32 rank, Sint32 icon, POINT cel, Sint32 *pBits);
void AjustObject(Sint32 rank, Sint32 icon, POINT cel, Sint32 *pBits);
bool IsFreeDirect(POINT cel, Sint32 direct, Sint32 rank);
bool IsFreeCelObstacle(POINT cel);
bool IsFreeCelFloor(POINT cel, Sint32 rank);
bool IsFreeCelGo(POINT cel, Sint32 rank);
bool IsFreeCelHili(POINT cel, Sint32 rank);
bool IsFreeCel(POINT cel, Sint32 rank);
bool IsFreeCelDepose(POINT cel, Sint32 rank);
bool IsFreeCelEmbarque(POINT cel, Sint32 rank, Sint32 &action, POINT &limit);
bool IsFreeCelDebarque(POINT cel, Sint32 rank, Sint32 &action, POINT &limit);
bool IsFreeJump(POINT cel, Sint32 direct, Sint32 rank, Sint32 &action);
bool IsFreeGlisse(POINT cel, Sint32 direct, Sint32 rank, Sint32 &action);
Sint32 DirectSearch(POINT cel, POINT goal);
void FlushUsed(Sint32 rank);
void AddUsedPos(Sint32 rank, POINT pos);
bool IsUsedPos(Sint32 rank, POINT pos);
bool SearchBestBase(Sint32 rank, Sint32 &action, POINT &newCel, Sint32 &direct);
bool SearchBestPass(Sint32 rank, Sint32 &action);
bool IsWorkableObject(POINT cel, Sint32 rank);
bool SearchOtherObject(Sint32 rank, POINT initCel, Sint32 action,
Sint32 distMax, Sint32 channel,
Sint32 firstIcon1, Sint32 lastIcon1,
Sint32 firstIcon2, Sint32 lastIcon2,
POINT &foundCel, Sint32 &foundIcon);
bool SearchOtherDrapeau(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon);
bool SearchOtherBateau(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon);
bool IsSpiderObject(Sint32 icon);
bool SearchSpiderObject(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon);
bool IsTracksObject(Sint32 icon);
bool SearchTracksObject(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon);
bool IsRobotObject(Sint32 icon);
bool SearchRobotObject(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon,
Sint32 &foundAction);
bool IsBombeObject(Sint32 icon);
bool SearchBombeObject(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon);
bool SearchElectroObject(Sint32 rank, POINT initCel, Sint32 distMax,
POINT &foundCel, Sint32 &foundIcon);
bool IsUsineBuild(Sint32 rank, POINT cel);
bool IsUsineFree(Sint32 rank, POINT cel);
bool IsFireCel(POINT cel);
bool IsVirusCel(POINT cel);
Sint32 IsBuildPont(POINT &cel, Sint32 &iconBuild);
bool IsBuildBateau(POINT cel, Sint32 &direct);
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void InitDrapeau();
void AddDrapeau(POINT cel);
void SubDrapeau(POINT cel);
bool TestDrapeau(POINT cel);
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// DecBlupi.cpp
void BlupiFlush();
Sint32 BlupiCreate(POINT cel, Sint32 action, Sint32 direct,
Sint32 perso, Sint32 energy);
bool BlupiDelete(POINT cel, Sint32 perso=-1);
void BlupiDelete(Sint32 rank);
void BlupiKill(Sint32 exRank, POINT cel, Sint32 type);
bool BlupiIfExist(Sint32 rank);
void BlupiCheat(Sint32 cheat);
void BlupiActualise(Sint32 rank);
void BlupiAdaptIcon(Sint32 rank);
void BlupiPushFog(Sint32 rank);
void BlupiSound(Sint32 rank, Sint32 sound, POINT pos, bool bStop=false);
void BlupiInitAction(Sint32 rank, Sint32 action, Sint32 direct=-1);
void BlupiChangeAction(Sint32 rank, Sint32 action, Sint32 direct=-1);
void ListFlush(Sint32 rank);
Sint32 ListGetParam(Sint32 rank, Sint32 button, POINT cel);
bool ListPut(Sint32 rank, Sint32 button, POINT cel, POINT cMem);
void ListRemove(Sint32 rank);
Sint32 ListSearch(Sint32 rank, Sint32 button, POINT cel, const char *&textForButton);
bool RepeatAdjust(Sint32 rank, Sint32 button, POINT &cel, POINT &cMem,
Sint32 param, Sint32 list);
void GoalStart(Sint32 rank, Sint32 action, POINT cel);
bool GoalNextPhase(Sint32 rank);
void SetTotalTime(Sint32 total);
Sint32 GetTotalTime();
void GoalInitJauge(Sint32 rank);
void GoalInitPassCel(Sint32 rank);
void GoalAdjustCel(Sint32 rank, Sint32 &x, Sint32 &y);
bool GoalNextOp(Sint32 rank, Sint16 *pTable);
void GoalUnwork(Sint32 rank);
void GoalStop(Sint32 rank, bool bError=false, bool bSound=true);
bool BlupiIsGoalUsed(POINT cel);
void BlupiStartStopRayon(Sint32 rank, POINT startCel, POINT endCel);
bool BlupiRotate(Sint32 rank);
bool BlupiNextAction(Sint32 rank);
void BlupiNextGoal(Sint32 rank);
void BlupiStep(bool bFirst);
void BlupiGetRect(Sint32 rank, RECT &rect);
Sint32 GetTargetBlupi(POINT pos);
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void BlupiDeselect();
void BlupiDeselect(Sint32 rank);
void BlupiSetArrow(Sint32 rank, bool bArrow);
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void InitOutlineRect();
void BlupiHiliDown(POINT pos, bool bAdd=false);
void BlupiHiliMove(POINT pos, bool bAdd=false);
void BlupiHiliUp(POINT pos, bool bAdd=false);
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void BlupiDrawHili();
Sint32 GetDefButton(POINT cel);
bool BlupiGoal(Sint32 rank, Sint32 button, POINT cel, POINT cMem);
void BlupiGoal(POINT cel, Sint32 button);
void BlupiDestCel(Sint32 rank);
bool IsTracksHere(POINT cel, bool bSkipInMove);
bool IsBlupiHereEx(POINT cel1, POINT cel2, Sint32 exRank, bool bSkipInMove);
bool IsBlupiHereEx(POINT cel, Sint32 exRank, bool bSkipInMove);
bool IsBlupiHere(POINT cel, bool bSkipInMove);
bool IsBlupiHere(POINT cel, Sint32 direct, bool bSkipInMove);
void GetLevelJauge(Sint32 *pLevels, Sint32 *pTypes);
bool IsWorkBlupi(Sint32 rank);
void BlupiGetButtons(POINT pos, Sint32 &nb, Sint32 *pButtons, Sint32 *pErrors,
std::unordered_map<Sint32, const char *> &texts, Sint32 &perso);
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void TerminatedInit();
Sint32 IsTerminated();
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Term* GetTerminated();
// DecMove.cpp
void MoveFlush();
Sint32 MoveMaxFire();
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void MoveFixInit();
bool MoveCreate(POINT cel, Sint32 rankBlupi, bool bFloor,
Sint32 channel, Sint32 icon,
Sint32 maskChannel, Sint32 maskIcon,
Sint32 total, Sint32 delai, Sint32 stepY,
bool bMisc=false, bool bNotIfExist=false);
bool MoveAddMoves(POINT cel, Sint32 rankMoves);
bool MoveAddIcons(POINT cel, Sint32 rankIcons, bool bContinue=false);
bool MoveStartFire(POINT cel);
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void MoveProxiFire(POINT cel);
void MoveFire(Sint32 rank);
void MoveStep(bool bFirst);
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void MoveFinish(POINT cel);
void MoveFinish(Sint32 rankBlupi);
bool MoveIsUsed(POINT cel);
bool MoveGetObject(POINT cel, Sint32 &channel, Sint32 &icon);
bool MovePutObject(POINT cel, Sint32 channel, Sint32 icon);
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// DecIO.cpp
bool Write(Sint32 rank, bool bUser, Sint32 world, Sint32 time, Sint32 total);
bool Read(Sint32 rank, bool bUser, Sint32 &world, Sint32 &time, Sint32 &total);
bool FileExist(Sint32 rank, bool bUser, Sint32 &world, Sint32 &time, Sint32 &total);
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void Flush();
// DecMap.cpp
void MapInitColors();
POINT ConvCelToMap(POINT cel);
POINT ConvMapToCel(POINT pos);
bool MapMove(POINT pos);
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void MapPutCel(POINT pos);
bool GenerateMap();
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// DecStat.cpp
void StatisticInit();
void StatisticUpdate();
Sint32 StatisticGetBlupi();
Sint32 StatisticGetFire();
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void StatisticDraw();
void GenerateStatictic();
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bool StatisticDown(POINT pos);
bool StatisticMove(POINT pos);
bool StatisticUp(POINT pos);
Sint32 StatisticDetect(POINT pos);
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// Chemin.cpp
void CheminMemPos(Sint32 exRank);
bool CheminTestPos(POINT pos, Sint32 &rank);
Sint32 CheminARebours(Sint32 rank);
void CheminFillTerrain(Sint32 rank);
bool CheminTestDirection(Sint32 rank, Sint32 pos, Sint32 dir,
Sint32 &next, Sint32 &ampli,
Sint32 &cout, Sint32 &action);
bool CheminCherche(Sint32 rank, Sint32 &action);
bool IsCheminFree(Sint32 rank, POINT dest, Sint32 button);
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// Decor.cpp
void SetShiftOffset(POINT offset);
POINT ConvCelToPos(POINT cel);
POINT ConvPosToCel(POINT pos, bool bMap=false);
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POINT ConvPosToCel2(POINT pos);
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void Create(CSound *pSound, CPixmap *pPixmap);
void Init(Sint32 channel, Sint32 icon);
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void InitAfterBuild();
void ResetHili();
bool LoadImages();
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void ClearFog();
void ClearFire();
void SetBuild(bool bBuild);
void EnableFog(bool bEnable);
bool GetInvincible();
void SetInvincible(bool bInvincible);
bool GetSuper();
void SetSuper(bool bSuper);
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void FlipOutline();
bool PutFloor(POINT cel, Sint32 channel, Sint32 icon);
bool PutObject(POINT cel, Sint32 channel, Sint32 icon);
bool GetFloor(POINT cel, Sint32 &channel, Sint32 &icon);
bool GetObject(POINT cel, Sint32 &channel, Sint32 &icon);
bool SetFire(POINT cel, bool bFire);
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void SetCoin(POINT coin, bool bCenter=false);
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POINT GetCoin();
POINT GetHome();
void MemoPos(Sint32 rank, bool bRecord);
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void SetTime(Sint32 time);
Sint32 GetTime();
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void SetMusic(Sint32 music);
Sint32 GetMusic();
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void SetSkill(Sint32 skill);
Sint32 GetSkill();
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void SetRegion(Sint32 region);
Sint32 GetRegion();
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void SetInfoMode(bool bInfo);
bool GetInfoMode();
void SetInfoHeight(Sint32 height);
Sint32 GetInfoHeight();
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char* GetButtonExist();
void BuildPutBlupi();
void BuildMoveFloor(Sint32 x, Sint32 y, POINT pos, Sint32 rank);
void BuildMoveObject(Sint32 x, Sint32 y, POINT pos, Sint32 rank);
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void BuildGround(RECT clip);
void Build(RECT clip, POINT posMouse);
void NextPhase(Sint32 mode);
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Sint32 CountFloor(Sint32 channel, Sint32 icon);
Sint32 CelOkForAction(POINT cel, Sint32 action, Sint32 rank,
Sint32 icons[4][4],
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POINT &celOutline1,
POINT &celOutline2);
Sint32 CelOkForAction(POINT cel, Sint32 action, Sint32 rank);
Sint32 GetHiliRankBlupi(Sint32 nb);
void CelHili(POINT pos, Sint32 action);
void CelHiliButton(POINT cel, Sint32 button);
void CelHiliRepeat(Sint32 list);
const char *GetResHili(POINT posMouse);
void HideTooltips(bool bHide);
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void UndoOpen();
void UndoClose();
void UndoCopy();
void UndoBack();
bool IsUndo();
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protected:
bool GetSeeBits(POINT cel, char *pBits, Sint32 index);
Sint32 GetSeeIcon(char *pBits, Sint32 index);
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protected:
CSound* m_pSound;
CPixmap* m_pPixmap;
Cellule* m_pUndoDecor;
Cellule m_decor[MAXCELX/2][MAXCELY/2];
Sint16 m_rankBlupi[MAXCELX][MAXCELY];
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Blupi m_blupi[MAXBLUPI];
Move m_move[MAXMOVE];
POINT m_celCoin; // cellule sup/gauche
POINT m_celHome; // pour touche Home
POINT m_celHili;
POINT m_celOutline1;
POINT m_celOutline2;
POINT m_shiftOffset;
Sint32 m_iconHili[4][4];
Sint32 m_rankHili; // rang du blupi visé
bool m_bHiliRect;
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POINT m_p1Hili; // coins rectangle de sélection
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POINT m_p2Hili;
Sint32 m_shiftHili;
Sint32 m_nbBlupiHili; // nb de blupi sélectionnés
Sint32 m_rankBlupiHili; // rang blupi sélectionné
bool m_bFog; // true -> brouillard (jeu)
bool m_bBuild; // true -> construction
bool m_bInvincible; // true -> cheat code
bool m_bSuper; // true -> cheat code
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Uint32 m_colors[100];
Sint32 m_time; // temps relatif global
Sint32 m_timeConst; // temps relatif global constant
Sint32 m_timeFlipOutline; // temps quand basculer mode outline
Sint32 m_totalTime; // temps total passé sur une partie
Sint32 m_phase; // phase pour la carte
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POINT m_celArrow; // cellule avec flèche
bool m_bOutline;
bool m_bGroundRedraw;
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char m_buttonExist[MAXBUTTON];
Sint32 m_statNb; // nb de statistiques
Sint32 m_statFirst; // première statistique visible
Sint32 m_bStatUp; // flèche up statistique
Sint32 m_bStatDown; // flèche down statistique
Sint32 m_statHili; // statistique survolée
bool m_bStatRecalc; // true -> recalcule les statistiques
bool m_bStatRedraw; // true -> redessine les statistiques
Sint32 m_nbStatHach; // nb de hachures
Sint32 m_nbStatHachBlupi; // hachures occupées par blupi
Sint32 m_nbStatHachPlanche;// hachures occupées par planches
Sint32 m_nbStatHachTomate; // hachures occupées par tomates
Sint32 m_nbStatHachMetal; // hachures occupées par métal
Sint32 m_nbStatHachRobot; // hachures occupées par robot
Sint32 m_nbStatHome; // nb de maisons
Sint32 m_nbStatHomeBlupi; // maisons occupées par blupi
Sint32 m_nbStatRobots; // nb d'ennemis
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Term m_term; // conditions pour gagner
Sint32 m_winCount; // compteur avant gagné
Sint32 m_winLastHachBlupi; // dernier nombre atteint
Sint32 m_winLastHachPlanche;// dernier nombre atteint
Sint32 m_winLastHachTomate;// dernier nombre atteint
Sint32 m_winLastHachMetal; // dernier nombre atteint
Sint32 m_winLastHachRobot; // dernier nombre atteint
Sint32 m_winLastHome; // dernier nombre atteint
Sint32 m_winLastHomeBlupi; // dernier nombre atteint
Sint32 m_winLastRobots; // dernier nombre atteint
Sint32 m_music; // numéro musique
Sint32 m_region; // numéro région (*)
Sint32 m_lastRegion; // numéro dernière région
Sint32 m_blupiHere;
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POINT m_lastDrapeau[MAXLASTDRAPEAU];
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bool m_bHideTooltips; // true -> menu présent
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char m_text[50];
POINT m_textLastPos;
Sint32 m_textCount;
Sint32 m_skill;
bool m_bInfo;
Sint32 m_infoHeight;
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POINT m_memoPos[4];
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Uint8 m_cheminWork[MAXCELX*MAXCELY];
Sint32 m_cheminNbPos;
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POINT m_cheminPos[MAXBLUPI*2];
Sint32 m_cheminRank[MAXBLUPI*2];
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bool m_bFillFloor;
Sint32 m_fillSearchChannel;
Sint32 m_fillSearchIcon;
Sint32 m_fillPutChannel;
Sint32 m_fillPutIcon;
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char* m_pFillMap;
};
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// (*) Régions :
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// 0 -> normal
// 1 -> palmier
// 2 -> hiver
// 3 -> sapin
/////////////////////////////////////////////////////////////////////////////
POINT GetCel (Sint32 x, Sint32 y);
POINT GetCel (POINT cel, Sint32 x, Sint32 y);
bool IsValid (POINT cel);
POINT GetVector (Sint32 direct);
extern Sint32 table_multi_goal[];
extern Sint16 table_actions[];