mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
544 lines
16 KiB
C++
544 lines
16 KiB
C++
// Decor.h
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#pragma once
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#include "DEF.H"
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#include "SOUND.H"
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#include "PIXMAP.H"
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/////////////////////////////////////////////////////////////////////////////
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#define MAXENERGY 4000
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#define MAXFIRE 400
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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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// Descripteur d'une cellule du décor.
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typedef struct
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{
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short floorChannel;
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short floorIcon;
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short objectChannel;
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short objectIcon;
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short fog; // brouillard
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short rankMove; // rang dans m_move
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short workBlupi; // rang du blupi travaillant ici
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short fire;
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}
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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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{
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int bExist; // true -> utilisé
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int bHili; // true -> sélectionné
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short perso; // personnage, voir (*)
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short goalAction; // action (long terme)
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short goalPhase; // phase (long terme)
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POINT goalCel; // cellule visée (long terme)
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POINT passCel; // cellule tranversante
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short energy; // énergie restante
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POINT cel; // cellule actuelle
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POINT destCel; // cellule destination
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short action; // action en cours
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short aDirect; // direction actuelle
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short sDirect; // direction souhaitée
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POINT pos; // position relative à partir de la cellule
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short posZ; // déplacement z
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short channel;
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short lastIcon;
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short icon;
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short phase; // phase dans l'action
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short step; // pas global
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short interrupt; // 0=prioritaire, 1=normal, 2=misc
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short clipLeft;
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int 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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short takeChannel; // objet transporté
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short takeIcon;
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POINT fix; // point fixe (cultive, pont)
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short jaugePhase;
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short jaugeMax;
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short stop; // 1 -> devra stopper
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short bArrow; // true -> flèche en dessus de blupi
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short bRepeat; // true -> répète l'action
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short nLoop; // nb de boucles pour GOAL_OTHERLOOP
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short cLoop; // boucle en cours
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short vIcon; // icône variable
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POINT goalHili; // but visé
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short bMalade; // true -> blupi malade
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short bCache; // true -> caché (pas dessiné)
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short 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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short listButton[MAXLIST];
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POINT listCel[MAXLIST];
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short listParam[MAXLIST];
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short repeatLevelHope;
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short repeatLevel;
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short reserve3[88];
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}
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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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{
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int bExist; // true -> utilisé
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POINT cel; // cellule du décor
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short rankBlupi; // blupi travaillant ici
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int bFloor; // true -> floor, false -> object
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short channel;
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short icon;
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short maskChannel;
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short maskIcon;
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short phase; // phase pour pMoves ou pIcon
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short rankMoves; // *nb,dx,dy,...
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short rankIcons; // *nb,i,i,...
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short total; // nb total d'étapes
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short delai; // délai entre deux pas
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short stepY; // pas vertical *100
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short cTotal;
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short cDelai;
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}
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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, int &icon, int index);
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void ArrangeBuild(POINT cel, int &channel, int &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, int channel, int icon);
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void ArrangeFillSearch(POINT pos);
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void ArrangeFill(POINT pos, int channel, int icon, bool bFloor);
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void ArrangeBlupi();
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// Obstacle.cpp
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void SearchFloor(int rank, int icon, POINT cel, int *pBits);
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void SearchObject(int rank, int icon, POINT cel, int *pBits);
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void AjustFloor(int rank, int icon, POINT cel, int *pBits);
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void AjustObject(int rank, int icon, POINT cel, int *pBits);
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bool IsFreeDirect(POINT cel, int direct, int rank);
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bool IsFreeCelObstacle(POINT cel);
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bool IsFreeCelFloor(POINT cel, int rank);
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bool IsFreeCelGo(POINT cel, int rank);
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bool IsFreeCelHili(POINT cel, int rank);
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bool IsFreeCel(POINT cel, int rank);
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bool IsFreeCelDepose(POINT cel, int rank);
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bool IsFreeCelEmbarque(POINT cel, int rank, int &action, POINT &limit);
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bool IsFreeCelDebarque(POINT cel, int rank, int &action, POINT &limit);
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bool IsFreeJump(POINT cel, int direct, int rank, int &action);
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bool IsFreeGlisse(POINT cel, int direct, int rank, int &action);
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int DirectSearch(POINT cel, POINT goal);
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void FlushUsed(int rank);
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void AddUsedPos(int rank, POINT pos);
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bool IsUsedPos(int rank, POINT pos);
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bool SearchBestBase(int rank, int &action, POINT &newCel, int &direct);
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bool SearchBestPass(int rank, int &action);
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bool IsWorkableObject(POINT cel, int rank);
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bool SearchOtherObject(int rank, POINT initCel, int action,
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int distMax, int channel,
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int firstIcon1, int lastIcon1,
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int firstIcon2, int lastIcon2,
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POINT &foundCel, int &foundIcon);
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bool SearchOtherDrapeau(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon);
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bool SearchOtherBateau(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon);
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bool IsSpiderObject(int icon);
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bool SearchSpiderObject(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon);
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bool IsTracksObject(int icon);
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bool SearchTracksObject(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon);
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bool IsRobotObject(int icon);
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bool SearchRobotObject(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon,
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int &foundAction);
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bool IsBombeObject(int icon);
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bool SearchBombeObject(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon);
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bool SearchElectroObject(int rank, POINT initCel, int distMax,
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POINT &foundCel, int &foundIcon);
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bool IsUsineBuild(int rank, POINT cel);
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bool IsUsineFree(int rank, POINT cel);
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bool IsFireCel(POINT cel);
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bool IsVirusCel(POINT cel);
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int IsBuildPont(POINT &cel, int &iconBuild);
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bool IsBuildBateau(POINT cel, int &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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int BlupiCreate(POINT cel, int action, int direct,
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int perso, int energy);
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bool BlupiDelete(POINT cel, int perso=-1);
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void BlupiDelete(int rank);
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void BlupiKill(int exRank, POINT cel, int type);
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bool BlupiIfExist(int rank);
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void BlupiCheat(int cheat);
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void BlupiActualise(int rank);
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void BlupiAdaptIcon(int rank);
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void BlupiPushFog(int rank);
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void BlupiSound(int rank, int sound, POINT pos, bool bStop=false);
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void BlupiInitAction(int rank, int action, int direct=-1);
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void BlupiChangeAction(int rank, int action, int direct=-1);
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void ListFlush(int rank);
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int ListGetParam(int rank, int button, POINT cel);
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bool ListPut(int rank, int button, POINT cel, POINT cMem);
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void ListRemove(int rank);
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int ListSearch(int rank, int button, POINT cel, int &textForButton);
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bool RepeatAdjust(int rank, int button, POINT &cel, POINT &cMem,
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int param, int list);
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void GoalStart(int rank, int action, POINT cel);
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bool GoalNextPhase(int rank);
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void SetTotalTime(int total);
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int GetTotalTime();
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void GoalInitJauge(int rank);
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void GoalInitPassCel(int rank);
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void GoalAdjustCel(int rank, int &x, int &y);
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bool GoalNextOp(int rank, short *pTable);
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void GoalUnwork(int rank);
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void GoalStop(int rank, bool bError=false, bool bSound=true);
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bool BlupiIsGoalUsed(POINT cel);
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void BlupiStartStopRayon(int rank, POINT startCel, POINT endCel);
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bool BlupiRotate(int rank);
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bool BlupiNextAction(int rank);
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void BlupiNextGoal(int rank);
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void BlupiStep(bool bFirst);
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void BlupiGetRect(int rank, RECT &rect);
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int GetTargetBlupi(POINT pos);
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void BlupiDeselect();
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void BlupiDeselect(int rank);
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void BlupiSetArrow(int 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, bool bAdd=false);
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void BlupiHiliUp(POINT pos, bool bAdd=false);
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void BlupiDrawHili();
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int GetDefButton(POINT cel);
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bool BlupiGoal(int rank, int button, POINT cel, POINT cMem);
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void BlupiGoal(POINT cel, int button);
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void BlupiDestCel(int rank);
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bool IsTracksHere(POINT cel, bool bSkipInMove);
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bool IsBlupiHereEx(POINT cel1, POINT cel2, int exRank, bool bSkipInMove);
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bool IsBlupiHereEx(POINT cel, int exRank, bool bSkipInMove);
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bool IsBlupiHere(POINT cel, bool bSkipInMove);
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bool IsBlupiHere(POINT cel, int direct, bool bSkipInMove);
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void GetLevelJauge(int *pLevels, int *pTypes);
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bool IsWorkBlupi(int rank);
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void BlupiGetButtons(POINT pos, int &nb, int *pButtons, int *pErrors, int &perso);
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void TerminatedInit();
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int IsTerminated();
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Term* GetTerminated();
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// DecMove.cpp
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void MoveFlush();
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int MoveMaxFire();
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void MoveFixInit();
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bool MoveCreate(POINT cel, int rankBlupi, bool bFloor,
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int channel, int icon,
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int maskChannel, int maskIcon,
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int total, int delai, int stepY,
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bool bMisc=false, bool bNotIfExist=false);
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bool MoveAddMoves(POINT cel, int rankMoves);
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bool MoveAddIcons(POINT cel, int 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(int rank);
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void MoveStep(bool bFirst);
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void MoveFinish(POINT cel);
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void MoveFinish(int rankBlupi);
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bool MoveIsUsed(POINT cel);
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bool MoveGetObject(POINT cel, int &channel, int &icon);
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bool MovePutObject(POINT cel, int channel, int icon);
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// DecIO.cpp
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bool Write(int rank, bool bUser, int world, int time, int total);
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bool Read(int rank, bool bUser, int &world, int &time, int &total);
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bool FileExist(int rank, bool bUser, int &world, int &time, int &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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int StatisticGetBlupi();
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int 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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int StatisticDetect(POINT pos);
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// Chemin.cpp
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void CheminMemPos(int exRank);
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bool CheminTestPos(POINT pos, int &rank);
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int CheminARebours(int rank);
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void CheminFillTerrain(int rank);
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bool CheminTestDirection(int rank, int pos, int dir,
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int &next, int &li,
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int &cout, int &action);
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bool CheminCherche(int rank, int &action);
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bool IsCheminFree(int rank, POINT dest, int 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(HWND hWnd, CSound *pSound, CPixmap *pPixmap);
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void Init(int channel, int 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, int channel, int icon);
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bool PutObject(POINT cel, int channel, int icon);
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bool GetFloor(POINT cel, int &channel, int &icon);
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bool GetObject(POINT cel, int &channel, int &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(int rank, bool bRecord);
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void SetTime(int time);
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int GetTime();
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void SetMusic(int music);
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int GetMusic();
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void SetSkill(int skill);
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int GetSkill();
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void SetRegion(int region);
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int GetRegion();
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void SetInfoMode(bool bInfo);
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bool GetInfoMode();
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void SetInfoHeight(int height);
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int GetInfoHeight();
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char* GetButtonExist();
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void BuildPutBlupi();
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void BuildMoveFloor(int x, int y, POINT pos, int rank);
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void BuildMoveObject(int x, int y, POINT pos, int 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(int mode);
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int CountFloor(int channel, int icon);
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int CelOkForAction(POINT cel, int action, int rank,
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int icons[4][4],
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POINT &celOutline1,
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POINT &celOutline2);
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int CelOkForAction(POINT cel, int action, int rank);
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int GetHiliRankBlupi(int nb);
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void CelHili(POINT pos, int action);
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void CelHiliButton(POINT cel, int button);
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void CelHiliRepeat(int list);
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int 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, int index);
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int GetSeeIcon(char *pBits, int index);
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protected:
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HWND m_hWnd;
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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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short 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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int m_iconHili[4][4];
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int 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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int m_shiftHili;
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int m_nbBlupiHili; // nb de blupi sélectionnés
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int 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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int m_time; // temps relatif global
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int m_timeConst; // temps relatif global constant
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int m_timeFlipOutline; // temps quand basculer mode outline
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int m_totalTime; // temps total passé sur une partie
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int 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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int m_statNb; // nb de statistiques
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int m_statFirst; // première statistique visible
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int m_bStatUp; // flèche up statistique
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int m_bStatDown; // flèche down statistique
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int m_statHili; // statistique survolée
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bool m_bStatRecalc; // true -> recalcule les statistiques
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bool m_bStatRedraw; // true -> redessine les statistiques
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int m_nbStatHach; // nb de hachures
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int m_nbStatHachBlupi; // hachures occupées par blupi
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int m_nbStatHachPlanche;// hachures occupées par planches
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int m_nbStatHachTomate; // hachures occupées par tomates
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int m_nbStatHachMetal; // hachures occupées par métal
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int m_nbStatHachRobot; // hachures occupées par robot
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int m_nbStatHome; // nb de maisons
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int m_nbStatHomeBlupi; // maisons occupées par blupi
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int m_nbStatRobots; // nb d'ennemis
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Term m_term; // conditions pour gagner
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int m_winCount; // compteur avant gagné
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int m_winLastHachBlupi; // dernier nombre atteint
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int m_winLastHachPlanche;// dernier nombre atteint
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int m_winLastHachTomate;// dernier nombre atteint
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int m_winLastHachMetal; // dernier nombre atteint
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int m_winLastHachRobot; // dernier nombre atteint
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int m_winLastHome; // dernier nombre atteint
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int m_winLastHomeBlupi; // dernier nombre atteint
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int m_winLastRobots; // dernier nombre atteint
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int m_music; // numéro musique
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int m_region; // numéro région (*)
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int m_lastRegion; // numéro dernière région
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int 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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int m_textCount;
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int m_skill;
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bool m_bInfo;
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int m_infoHeight;
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POINT m_memoPos[4];
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BYTE m_cheminWork[MAXCELX*MAXCELY];
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int m_cheminNbPos;
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POINT m_cheminPos[MAXBLUPI*2];
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int m_cheminRank[MAXBLUPI*2];
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|
|
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bool m_bFillFloor;
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|
int m_fillSearchChannel;
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int m_fillSearchIcon;
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int m_fillPutChannel;
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int m_fillPutIcon;
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|
char* m_pFillMap;
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};
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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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|
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POINT GetCel (int x, int y);
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POINT GetCel (POINT cel, int x, int y);
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bool IsValid (POINT cel);
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POINT GetVector (int direct);
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extern int table_multi_goal[];
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extern short table_actions[]; |