mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
567 lines
20 KiB
C++
567 lines
20 KiB
C++
/*
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* This file is part of the planetblupi source code
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* Copyright (C) 1997, Daniel Roux & EPSITEC SA
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* Copyright (C) 2017, Mathieu Schroeter
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* http://epsitec.ch; http://www.blupi.org; http://github.com/blupi-games
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#pragma once
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#include "def.h"
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#include "pixmap.h"
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#include "sound.h"
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#include <unordered_map>
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#define MAXENERGY 4000
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#define MAXFIRE 400
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// clang-format off
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#define ICON_HILI_STAT 112
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#define ICON_HILI_SEL 113
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#define ICON_HILI_ANY 114
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#define ICON_HILI_OP 115
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#define ICON_HILI_GO 117
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#define ICON_HILI_BUILD 118
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#define ICON_HILI_ERR 119
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// clang-format on
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// Descripteur d'une cellule du décor.
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typedef struct {
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Sint16 floorChannel;
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Sint16 floorIcon;
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Sint16 objectChannel;
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Sint16 objectIcon;
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Sint16 fog; // brouillard
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Sint16 rankMove; // rang dans m_move
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Sint16 workBlupi; // rang du blupi travaillant ici
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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
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#define MAXUSED 50
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#define MAXLIST 10
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typedef struct {
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Sint32 bExist; // true -> utilisé
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Sint32 bHili; // true -> sélectionné
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Sint16 perso; // personnage, voir (*)
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Sint16 goalAction; // action (Sint32 terme)
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Sint16 goalPhase; // phase (Sint32 terme)
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POINT goalCel; // cellule visée (Sint32 terme)
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POINT passCel; // cellule tranversante
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Sint16 energy; // énergie restante
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POINT cel; // cellule actuelle
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POINT destCel; // cellule destination
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Sint16 action; // action en cours
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Sint16 aDirect; // direction actuelle
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Sint16 sDirect; // direction souhaitée
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POINT pos; // position relative à partir de la cellule
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Sint16 posZ; // déplacement z
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Sint16 channel;
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Sint16 lastIcon;
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Sint16 icon;
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Sint16 phase; // phase dans l'action
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Sint16 step; // pas global
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Sint16 interrupt; // 0=prioritaire, 1=normal, 2=misc
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Sint16 clipLeft;
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Sint32 nbUsed; // nb de points déjà visités
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char nextRankUsed;
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POINT posUsed[MAXUSED];
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char rankUsed[MAXUSED];
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Sint16 takeChannel; // objet transporté
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Sint16 takeIcon;
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POINT fix; // point fixe (cultive, pont)
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Sint16 jaugePhase;
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Sint16 jaugeMax;
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Sint16 stop; // 1 -> devra stopper
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Sint16 bArrow; // true -> flèche en dessus de blupi
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Sint16 bRepeat; // true -> répète l'action
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Sint16 nLoop; // nb de boucles pour GOAL_OTHERLOOP
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Sint16 cLoop; // boucle en cours
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Sint16 vIcon; // icône variable
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POINT goalHili; // but visé
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Sint16 bMalade; // true -> blupi malade
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Sint16 bCache; // true -> caché (pas dessiné)
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Sint16 vehicule; // véhicule utilisé par blupi, voir (**)
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char busyCount;
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char busyDelay;
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char clicCount;
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char clicDelay;
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char reserve2[2];
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Sint16 listButton[MAXLIST];
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POINT listCel[MAXLIST];
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Sint16 listParam[MAXLIST];
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Sint16 repeatLevelHope;
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Sint16 repeatLevel;
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Sint16 reserve3[88];
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} Blupi;
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// (*) Personnages :
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// 0 -> blupi
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// 1 -> araignée
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// 2 -> virus
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// 3 -> tracks
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// 4 -> robot
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// 5 -> bombe
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// 6 -> détonnateur de mine (invisible)
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// 7 -> électro
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// 8 -> disciple (robot2)
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// (**) Véhicule :
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// 0 -> à pied
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// 1 -> en bateau
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// 2 -> en jeep
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// 3 -> armure
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// Descripteur d'un décor animé.
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#define MAXMOVE 100
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#define MOVEICONNB 1000
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typedef struct {
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Sint32 bExist; // true -> utilisé
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POINT cel; // cellule du décor
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Sint16 rankBlupi; // blupi travaillant ici
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Sint32 bFloor; // true -> floor, false -> object
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Sint16 channel;
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Sint16 icon;
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Sint16 maskChannel;
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Sint16 maskIcon;
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Sint16 phase; // phase pour pMoves ou pIcon
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Sint16 rankMoves; // *nb,dx,dy,...
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Sint16 rankIcons; // *nb,i,i,...
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Sint16 total; // nb total d'étapes
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Sint16 delai; // délai entre deux pas
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Sint16 stepY; // pas vertical *100
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Sint16 cTotal;
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Sint16 cDelai;
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} Move;
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#define MAXLASTDRAPEAU 50
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class CDecor
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{
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public:
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CDecor ();
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~CDecor ();
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// Arrange.cpp
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void ArrangeFloor (POINT cel);
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void ArrangeMur (POINT cel, Sint32 & icon, Sint32 index);
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void ArrangeBuild (POINT cel, Sint32 & channel, Sint32 & icon);
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void ArrangeObject (POINT cel);
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bool ArrangeFillTestFloor (POINT cel1, POINT cel2);
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bool ArrangeFillTest (POINT pos);
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void ArrangeFillPut (POINT pos, Sint32 channel, Sint32 icon);
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void ArrangeFillSearch (POINT pos);
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void ArrangeFill (POINT pos, Sint32 channel, Sint32 icon, bool bFloor);
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void ArrangeBlupi ();
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// Obstacle.cpp
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void SearchFloor (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits);
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void SearchObject (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits);
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void AjustFloor (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits);
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void AjustObject (Sint32 rank, Sint32 icon, POINT cel, Sint32 * pBits);
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bool IsFreeDirect (POINT cel, Sint32 direct, Sint32 rank);
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bool IsFreeCelObstacle (POINT cel);
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bool IsFreeCelFloor (POINT cel, Sint32 rank);
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bool IsFreeCelGo (POINT cel, Sint32 rank);
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bool IsFreeCelHili (POINT cel, Sint32 rank);
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bool IsFreeCel (POINT cel, Sint32 rank);
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bool IsFreeCelDepose (POINT cel, Sint32 rank);
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bool
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IsFreeCelEmbarque (POINT cel, Sint32 rank, Sint32 & action, POINT & limit);
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bool
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IsFreeCelDebarque (POINT cel, Sint32 rank, Sint32 & action, POINT & limit);
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bool IsFreeJump (POINT cel, Sint32 direct, Sint32 rank, Sint32 & action);
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bool IsFreeGlisse (POINT cel, Sint32 direct, Sint32 rank, Sint32 & action);
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Sint32 DirectSearch (POINT cel, POINT goal);
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void FlushUsed (Sint32 rank);
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void AddUsedPos (Sint32 rank, POINT pos);
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bool IsUsedPos (Sint32 rank, POINT pos);
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bool SearchBestBase (
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Sint32 rank, Sint32 & action, POINT & newCel, Sint32 & direct);
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bool SearchBestPass (Sint32 rank, Sint32 & action);
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bool IsWorkableObject (POINT cel, Sint32 rank);
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bool SearchOtherObject (
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Sint32 rank, POINT initCel, Sint32 action, Sint32 distMax, Sint32 channel,
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Sint32 firstIcon1, Sint32 lastIcon1, Sint32 firstIcon2, Sint32 lastIcon2,
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POINT & foundCel, Sint32 & foundIcon);
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bool SearchOtherDrapeau (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon);
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bool SearchOtherBateau (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon);
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bool IsSpiderObject (Sint32 icon);
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bool SearchSpiderObject (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon);
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bool IsTracksObject (Sint32 icon);
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bool SearchTracksObject (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon);
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bool IsRobotObject (Sint32 icon);
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bool SearchRobotObject (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon, Sint32 & foundAction);
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bool IsBombeObject (Sint32 icon);
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bool SearchBombeObject (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon);
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bool SearchElectroObject (
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Sint32 rank, POINT initCel, Sint32 distMax, POINT & foundCel,
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Sint32 & foundIcon);
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bool IsUsineBuild (Sint32 rank, POINT cel);
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bool IsUsineFree (Sint32 rank, POINT cel);
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bool IsFireCel (POINT cel);
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bool IsVirusCel (POINT cel);
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Errors IsBuildPont (POINT & cel, Sint32 & iconBuild);
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bool IsBuildBateau (POINT cel, Sint32 & direct);
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void InitDrapeau ();
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void AddDrapeau (POINT cel);
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void SubDrapeau (POINT cel);
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bool TestDrapeau (POINT cel);
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// DecBlupi.cpp
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void BlupiFlush ();
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Sint32 BlupiCreate (
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POINT cel, Sint32 action, Sint32 direct, Sint32 perso, Sint32 energy);
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bool BlupiDelete (POINT cel, Sint32 perso = -1);
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void BlupiDelete (Sint32 rank);
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void BlupiKill (Sint32 exRank, POINT cel, Sint32 type);
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bool BlupiIfExist (Sint32 rank);
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void BlupiCheat (Sint32 cheat);
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void BlupiActualise (Sint32 rank);
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void BlupiAdaptIcon (Sint32 rank);
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void BlupiPushFog (Sint32 rank);
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void BlupiSound (Sint32 rank, Sounds sound, POINT pos, bool bStop = false);
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void BlupiInitAction (Sint32 rank, Sint32 action, Sint32 direct = -1);
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void BlupiChangeAction (Sint32 rank, Sint32 action, Sint32 direct = -1);
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void ListFlush (Sint32 rank);
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Sint32 ListGetParam (Sint32 rank, Buttons button, POINT cel);
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bool ListPut (Sint32 rank, Buttons button, POINT cel, POINT cMem);
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void ListRemove (Sint32 rank);
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Sint32 ListSearch (
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Sint32 rank, Buttons button, POINT cel, const char *& textForButton);
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bool RepeatAdjust (
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Sint32 rank, Sint32 button, POINT & cel, POINT & cMem, Sint32 param,
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Sint32 list);
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void GoalStart (Sint32 rank, Sint32 action, POINT cel);
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bool GoalNextPhase (Sint32 rank);
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void SetTotalTime (Sint32 total);
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Sint32 GetTotalTime ();
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void GoalInitJauge (Sint32 rank);
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void GoalInitPassCel (Sint32 rank);
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void GoalAdjustCel (Sint32 rank, Sint32 & x, Sint32 & y);
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bool GoalNextOp (Sint32 rank, Sint16 * pTable);
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void GoalUnwork (Sint32 rank);
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void GoalStop (Sint32 rank, bool bError = false, bool bSound = true);
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bool BlupiIsGoalUsed (POINT cel);
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void BlupiStartStopRayon (Sint32 rank, POINT startCel, POINT endCel);
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bool BlupiRotate (Sint32 rank);
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bool BlupiNextAction (Sint32 rank);
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void BlupiNextGoal (Sint32 rank);
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void BlupiStep (bool bFirst);
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void BlupiGetRect (Sint32 rank, RECT & rect);
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Sint32 GetTargetBlupi (POINT pos);
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void BlupiDeselect ();
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void BlupiDeselect (Sint32 rank);
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void BlupiSetArrow (Sint32 rank, bool bArrow);
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void InitOutlineRect ();
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void BlupiHiliDown (POINT pos, bool bAdd = false);
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void BlupiHiliMove (POINT pos);
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void BlupiHiliUp (POINT pos);
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void BlupiDrawHili ();
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Buttons GetDefButton (POINT cel);
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bool BlupiGoal (Sint32 rank, Buttons button, POINT cel, POINT cMem);
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void BlupiGoal (POINT cel, Buttons button);
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void BlupiDestCel (Sint32 rank);
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bool IsTracksHere (POINT cel, bool bSkipInMove);
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bool IsBlupiHereEx (POINT cel1, POINT cel2, Sint32 exRank, bool bSkipInMove);
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bool IsBlupiHereEx (POINT cel, Sint32 exRank, bool bSkipInMove);
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bool IsBlupiHere (POINT cel, bool bSkipInMove);
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bool IsBlupiHere (POINT cel, Sint32 direct, bool bSkipInMove);
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void GetLevelJauge (Sint32 * pLevels, Sint32 * pTypes);
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bool IsWorkBlupi (Sint32 rank);
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void BlupiGetButtons (
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POINT pos, Sint32 & nb, Buttons * pButtons, Errors * pErrors,
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std::unordered_map<Sint32, const char *> & texts, Sint32 & perso);
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void TerminatedInit ();
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Sint32 IsTerminated ();
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Term * GetTerminated ();
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// DecMove.cpp
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void MoveFlush ();
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Sint32 MoveMaxFire ();
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void MoveFixInit ();
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bool MoveCreate (
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POINT cel, Sint32 rankBlupi, bool bFloor, Sint32 channel, Sint32 icon,
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Sint32 maskChannel, Sint32 maskIcon, Sint32 total, Sint32 delai,
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Sint32 stepY, bool bMisc = false, bool bNotIfExist = false);
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bool MoveAddMoves (POINT cel, Sint32 rankMoves);
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bool MoveAddIcons (POINT cel, Sint32 rankIcons, bool bContinue = false);
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bool MoveStartFire (POINT cel);
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void MoveProxiFire (POINT cel);
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void MoveFire (Sint32 rank);
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void MoveStep (bool bFirst);
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void MoveFinish (POINT cel);
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void MoveFinish (Sint32 rankBlupi);
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bool MoveIsUsed (POINT cel);
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bool MoveGetObject (POINT cel, Sint32 & channel, Sint32 & icon);
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bool MovePutObject (POINT cel, Sint32 channel, Sint32 icon);
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// DecIO.cpp
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bool Write (Sint32 rank, bool bUser, Sint32 world, Sint32 time, Sint32 total);
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bool
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Read (Sint32 rank, bool bUser, Sint32 & world, Sint32 & time, Sint32 & total);
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bool FileExist (
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Sint32 rank, bool bUser, Sint32 & world, Sint32 & time, Sint32 & total);
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void Flush ();
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// DecMap.cpp
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void MapInitColors ();
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POINT ConvCelToMap (POINT cel);
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POINT ConvMapToCel (POINT pos);
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bool MapMove (POINT pos);
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void MapPutCel (POINT pos);
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bool GenerateMap ();
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// DecStat.cpp
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void StatisticInit ();
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void StatisticUpdate ();
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Sint32 StatisticGetBlupi ();
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Sint32 StatisticGetFire ();
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void StatisticDraw ();
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void GenerateStatictic ();
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bool StatisticDown (POINT pos);
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bool StatisticMove (POINT pos);
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bool StatisticUp (POINT pos);
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Sint32 StatisticDetect (POINT pos);
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// Chemin.cpp
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void CheminMemPos (Sint32 exRank);
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bool CheminTestPos (POINT pos, Sint32 & rank);
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Sint32 CheminARebours (Sint32 rank);
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void CheminFillTerrain (Sint32 rank);
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bool CheminTestDirection (
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Sint32 rank, Sint32 pos, Sint32 dir, Sint32 & next, Sint32 & ampli,
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Sint32 & cout, Sint32 & action);
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bool CheminCherche (Sint32 rank, Sint32 & action);
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bool IsCheminFree (Sint32 rank, POINT dest, Sint32 button);
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// Decor.cpp
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void SetShiftOffset (POINT offset);
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POINT ConvCelToPos (POINT cel);
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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);
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void Init (Sint32 channel, Sint32 icon);
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void InitAfterBuild ();
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void ResetHili ();
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bool LoadImages ();
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void ClearFog ();
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void ClearFire ();
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void SetBuild (bool bBuild);
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void EnableFog (bool bEnable);
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bool GetInvincible ();
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void SetInvincible (bool bInvincible);
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bool GetSuper ();
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void SetSuper (bool bSuper);
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void FlipOutline ();
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bool PutFloor (POINT cel, Sint32 channel, Sint32 icon);
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bool PutObject (POINT cel, Sint32 channel, Sint32 icon);
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bool GetFloor (POINT cel, Sint32 & channel, Sint32 & icon);
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bool GetObject (POINT cel, Sint32 & channel, Sint32 & icon);
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bool SetFire (POINT cel, bool bFire);
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void SetCoin (POINT coin, bool bCenter = false);
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POINT GetCoin ();
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POINT GetHome ();
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void MemoPos (Sint32 rank, bool bRecord);
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void SetTime (Sint32 time);
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Sint32 GetTime ();
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void SetMusic (Sint32 music);
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Sint32 GetMusic ();
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void SetSkill (Sint32 skill);
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Sint32 GetSkill ();
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void SetRegion (Sint32 region);
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Sint32 GetRegion ();
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void SetInfoMode (bool bInfo);
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bool GetInfoMode ();
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void SetInfoHeight (Sint32 height);
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Sint32 GetInfoHeight ();
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char * GetButtonExist ();
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void BuildPutBlupi ();
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void BuildMoveFloor (Sint32 x, Sint32 y, POINT pos, Sint32 rank);
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void BuildMoveObject (Sint32 x, Sint32 y, POINT pos, Sint32 rank);
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void BuildGround (RECT clip);
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void Build (RECT clip, POINT posMouse);
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void NextPhase (Sint32 mode);
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Sint32 CountFloor (Sint32 channel, Sint32 icon);
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Errors CelOkForAction (
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POINT cel, Sint32 action, Sint32 rank, Sint32 icons[4][4],
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POINT & celOutline1, POINT & celOutline2);
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Errors CelOkForAction (POINT cel, Sint32 action, Sint32 rank);
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Sint32 GetHiliRankBlupi (Sint32 nb);
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void CelHili (POINT pos, Sint32 action);
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void CelHiliButton (POINT cel, Sint32 button);
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void CelHiliRepeat (Sint32 list);
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const char * GetResHili (POINT posMouse);
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void HideTooltips (bool bHide);
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void UndoOpen ();
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void UndoClose ();
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void UndoCopy ();
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void UndoBack ();
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bool IsUndo ();
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protected:
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bool GetSeeBits (POINT cel, char * pBits, Sint32 index);
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Sint32 GetSeeIcon (char * pBits, Sint32 index);
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protected:
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CSound * m_pSound;
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CPixmap * m_pPixmap;
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Cellule * m_pUndoDecor;
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Cellule m_decor[MAXCELX / 2][MAXCELY / 2];
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Sint16 m_rankBlupi[MAXCELX][MAXCELY];
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Blupi m_blupi[MAXBLUPI];
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Move m_move[MAXMOVE];
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POINT m_celCoin; // cellule sup/gauche
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POINT m_celHome; // pour touche Home
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POINT m_celHili;
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POINT m_celOutline1;
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POINT m_celOutline2;
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POINT m_shiftOffset;
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Sint32 m_iconHili[4][4];
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Sint32 m_rankHili; // rang du blupi visé
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bool m_bHiliRect;
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POINT m_p1Hili; // coins rectangle de sélection
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POINT m_p2Hili;
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Sint32 m_shiftHili;
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Sint32 m_nbBlupiHili; // nb de blupi sélectionnés
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Sint32 m_rankBlupiHili; // rang blupi sélectionné
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bool m_bFog; // true -> brouillard (jeu)
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bool m_bBuild; // true -> construction
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bool m_bInvincible; // true -> cheat code
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bool m_bSuper; // true -> cheat code
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Uint32 m_colors[100];
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Sint32 m_time; // temps relatif global
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Sint32 m_timeConst; // temps relatif global constant
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Sint32 m_timeFlipOutline; // temps quand basculer mode outline
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Sint32 m_totalTime; // temps total passé sur une partie
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Sint32 m_phase; // phase pour la carte
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POINT m_celArrow; // cellule avec flèche
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bool m_bOutline;
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bool m_bGroundRedraw;
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char m_buttonExist[MAXBUTTON];
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Sint32 m_statNb; // nb de statistiques
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Sint32 m_statFirst; // première statistique visible
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Sint32 m_bStatUp; // flèche up statistique
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Sint32 m_bStatDown; // flèche down statistique
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Sint32 m_statHili; // statistique survolée
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bool m_bStatRecalc; // true -> recalcule les statistiques
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Sint32 m_nbStatHach; // nb de hachures
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Sint32 m_nbStatHachBlupi; // hachures occupées par blupi
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Sint32 m_nbStatHachPlanche; // hachures occupées par planches
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Sint32 m_nbStatHachTomate; // hachures occupées par tomates
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Sint32 m_nbStatHachMetal; // hachures occupées par métal
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Sint32 m_nbStatHachRobot; // hachures occupées par robot
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Sint32 m_nbStatHome; // nb de maisons
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Sint32 m_nbStatHomeBlupi; // maisons occupées par blupi
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Sint32 m_nbStatRobots; // nb d'ennemis
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Term m_term; // conditions pour gagner
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Sint32 m_winCount; // compteur avant gagné
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Sint32 m_winLastHachBlupi; // dernier nombre atteint
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Sint32 m_winLastHachPlanche; // dernier nombre atteint
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Sint32 m_winLastHachTomate; // dernier nombre atteint
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Sint32 m_winLastHachMetal; // dernier nombre atteint
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Sint32 m_winLastHachRobot; // dernier nombre atteint
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Sint32 m_winLastHome; // dernier nombre atteint
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Sint32 m_winLastHomeBlupi; // dernier nombre atteint
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Sint32 m_winLastRobots; // dernier nombre atteint
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Sint32 m_music; // numéro musique
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Sint32 m_region; // numéro région (*)
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Sint32 m_lastRegion; // numéro dernière région
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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];
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POINT m_textLastPos;
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Sint32 m_textCount;
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Sint32 m_skill;
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bool m_bInfo;
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Sint32 m_infoHeight;
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POINT m_memoPos[4];
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Uint8 m_cheminWork[MAXCELX * MAXCELY];
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Sint32 m_cheminNbPos;
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POINT m_cheminPos[MAXBLUPI * 2];
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Sint32 m_cheminRank[MAXBLUPI * 2];
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bool m_bFillFloor;
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Sint32 m_fillSearchChannel;
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Sint32 m_fillSearchIcon;
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Sint32 m_fillPutChannel;
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Sint32 m_fillPutIcon;
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char * m_pFillMap;
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SDL_Surface * m_SurfaceMap;
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|
};
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// (*) Régions :
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// 0 -> normal
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// 1 -> palmier
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// 2 -> hiver
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// 3 -> sapin
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/////////////////////////////////////////////////////////////////////////////
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POINT GetCel (Sint32 x, Sint32 y);
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POINT GetCel (POINT cel, Sint32 x, Sint32 y);
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bool IsValid (POINT cel);
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POINT GetVector (Sint32 direct);
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extern Sint32 table_multi_goal[];
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|
extern const Sint16 table_actions[];
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