mirror of
https://github.com/jummy0/sb2-decomp
synced 2025-03-15 04:24:48 +01:00
690 lines
21 KiB
C++
690 lines
21 KiB
C++
// Decor.h
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#pragma once
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#include <Windows.h>
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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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#include "network.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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#define ICON_BUTTON_PERSONALBOMBICON
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// Descripteur d'une cellule du d<>cor.
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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 <20>tre 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 anim<69>.
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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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BOOL bExist; // TRUE -> utilis<69>
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BOOL bHili; // TRUE -> s<>lectionn<6E>
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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 vis<69>e (long terme)
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POINT passCel; // cellule tranversante
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short energy; // <20>nergie 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 souhait<69>e
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POINT pos; // position relative <20> partir de la cellule
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short posZ; // d<>placement 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 d<>j<EFBFBD> visit<69>s
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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 transport<72>
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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 -> fl<66>che en dessus de blupi
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short bRepeat; // TRUE -> r<>p<EFBFBD>te 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; // ic<69>ne variable
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POINT goalHili; // but vis<69>
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short bMalade; // TRUE -> blupi malade
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short bCache; // TRUE -> cach<63> (pas dessin<69>)
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short vehicule; // v<>hicule utilis<69> 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 -> araign<67>e
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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 -> d<>tonnateur de mine (invisible)
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// 7 -> <20>lectro
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// 8 -> disciple (robot2)
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// (**) V<>hicule :
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// 0 -> <20> 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 d<>cor anim<69>.
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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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BOOL bExist; // TRUE -> utilis<69>
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POINT cel; // cellule du d<>cor
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short rankBlupi; // blupi travaillant ici
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BOOL 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'<27>tapes
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short delai; // d<>lai 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, int fwKeys);
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BOOL StatisticMove(POINT pos, int fwKeys);
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BOOL StatisticUp(POINT pos, int fwKeys);
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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, CNetwork *pNetwork);
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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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int GetTargetLevel();
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void SetBlupiState(BOOL helicopter, UINT drive, BOOL skateboard, UINT water);
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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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BOOL GetShowSecret();
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BOOL GetNetPacked();
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BOOL GetNetMovePredict();
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UINT GetPhase();
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int GetMissionTitle();
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void SetRegion(int region);
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int GetMusic();
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void SetMusic(int music);
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void GetDims(POINT* ptr);
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void SetDims(POINT dims);
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int GetLives();
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void SetLives(int lives);
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void SetAccessBuild(BOOL build);
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void SetNetPacked(BOOL net);
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void SetNetMovePredict(BOOL netmove);
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BOOL GetNetDebug();
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void SetMulti(int multi);
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void SetTeam(int team);
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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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CNetwork* m_pNetwork;
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Object m_objects[100][100];
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Explo m_explos[100][100];
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Perso m_persos[200];
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int m_input;
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int m_previousInput;
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POINT m_cameraPos;
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POINT m_worldDims;
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POINT m_selectedCelPos;
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WMessage m_phrase;
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int m_targetMission;
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int m_missionTitle;
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int m_nbCases;
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int m_caseIndexes[200];
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int m_nbSomethings;
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int m_somethingIndexes;
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POINT m_pos;
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POINT m_safePos;
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Action m_action;
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int m_direction;
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int m_actionFrameCount;
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POINT m_velocity;
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Icon4 m_blupiIcon;
|
||
/*
|
||
undefined
|
||
undefined
|
||
undefined
|
||
undefined
|
||
*/
|
||
IconChannel m_blupiChannel;
|
||
POINT m_activeConveyorVelocity;
|
||
int m_activeLiftIndex;
|
||
BOOL m_bPlayerHasControl;
|
||
BOOL m_bIsFalling;
|
||
BOOL m_bHelicopter;
|
||
BOOL m_bHovercraft;
|
||
BOOL m_bJeep;
|
||
BOOL m_bTank;
|
||
BOOL m_bSkateboard;
|
||
BOOL m_bInDeepWater;
|
||
BOOL m_bInSurfaceWater;
|
||
BOOL m_bInWind;
|
||
BOOL m_bIsHangingFromBar;
|
||
BOOL m_bHeadache;
|
||
BOOL m_bShield;
|
||
BOOL m_bLollipop;
|
||
BOOL m_bPowercharge;
|
||
BOOL m_bInvisible;
|
||
BOOL m_bInverter;
|
||
BOOL m_bWaspSting;
|
||
BOOL m_bCrushed;
|
||
BOOL m_bUseSafePosition;
|
||
BOOL m_bIsTerminating;
|
||
int m_glue;
|
||
int m_keys;
|
||
int m_personalBombs;
|
||
int m_dynamite;
|
||
int m_powerEnergy;
|
||
int m_queuedActionFrames;
|
||
Action m_queuedAction;
|
||
int m_nbSafePositions;
|
||
POINT m_safePositions[13];
|
||
int m_bMulti;
|
||
int m_team;
|
||
int m_netPacketsSent;
|
||
int m_netPacketsSent2;
|
||
int m_netPacketsRecieved;
|
||
int m_netPacketsRecieved2;
|
||
SoundEvent m_soundEvents[20];
|
||
int m_soundEventIndex1;
|
||
char m_messages[4][100];
|
||
int m_air;
|
||
int m_energyUnused;
|
||
BOOL m_bHelicopterFlying;
|
||
BOOL m_bHelicopterStationary;
|
||
BOOL m_bCarMoving;
|
||
BOOL m_bCarStationary;
|
||
BOOL m_bWorldComplete;
|
||
BOOL m_bPrivate;
|
||
BOOL m_bAllMissions; // opendoors
|
||
BOOL m_bInvincible; // megablupi
|
||
BOOL m_bShowSecret; // showsecret
|
||
BOOL m_bAccessBuild; // xmission/xnjttjpo
|
||
BOOL m_bNetPacked; // netpacked
|
||
BOOL m_bNetMovePredict; // ynosmooth
|
||
BOOL m_bNetDebug; // znetdebug
|
||
int m_mission;
|
||
BYTE m_missionsCleared[180];
|
||
BYTE m_worldsCleared[20];
|
||
int m_lives;
|
||
int m_chestsCollected;
|
||
int m_chestsTotal;
|
||
POINT m_cameraTargetPos;
|
||
POINT m_cameraTargetOffset;
|
||
int m_flyupIcon;
|
||
int m_flyupChannel;
|
||
int m_flyupFrameCount;
|
||
int m_flyupFrameTotal;
|
||
POINT m_flyupStartPos;
|
||
POINT m_flyupEndPos;
|
||
BOOL m_bScreenShake;
|
||
int m_screenShakeIndex;
|
||
int m_menuSelections[112];
|
||
BYTE m_overloadProtection[100000];
|
||
Cellule* m_pUndoDecor;
|
||
Cellule m_decor[MAXCELX/2][MAXCELY/2];
|
||
short m_rankBlupi[MAXCELX][MAXCELY];
|
||
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;
|
||
int m_iconHili[4][4];
|
||
int m_rankHili; // rang du blupi vis<69>
|
||
BOOL m_bHiliRect;
|
||
POINT m_p1Hili; // coins rectangle de s<>lection
|
||
POINT m_p2Hili;
|
||
int m_shiftHili;
|
||
int m_nbBlupiHili; // nb de blupi s<>lectionn<6E>s
|
||
int m_rankBlupiHili; // rang blupi s<>lectionn<6E>
|
||
BOOL m_bFog; // TRUE -> brouillard (jeu)
|
||
BOOL m_bBuild; // TRUE -> construction
|
||
BOOL m_bInvincible; // TRUE -> cheat code
|
||
BOOL m_bSuper; // TRUE -> cheat code
|
||
short m_colors[100];
|
||
int m_time; // temps relatif global
|
||
int m_timeConst; // temps relatif global constant
|
||
int m_timeFlipOutline; // temps quand basculer mode outline
|
||
int m_totalTime; // temps total pass<73> sur une partie
|
||
int m_phase; // phase pour la carte
|
||
POINT m_celArrow; // cellule avec fl<66>che
|
||
BOOL m_bOutline;
|
||
BOOL m_bGroundRedraw;
|
||
char m_buttonExist[MAXBUTTON];
|
||
int m_statNb; // nb de statistiques
|
||
int m_statFirst; // premi<6D>re statistique visible
|
||
int m_bStatUp; // fl<66>che up statistique
|
||
int m_bStatDown; // fl<66>che down statistique
|
||
int m_statHili; // statistique survol<6F>e
|
||
BOOL m_bStatRecalc; // TRUE -> recalcule les statistiques
|
||
BOOL m_bStatRedraw; // TRUE -> redessine les statistiques
|
||
int m_nbStatHach; // nb de hachures
|
||
int m_nbStatHachBlupi; // hachures occup<75>es par blupi
|
||
int m_nbStatHachPlanche;// hachures occup<75>es par planches
|
||
int m_nbStatHachTomate; // hachures occup<75>es par tomates
|
||
int m_nbStatHachMetal; // hachures occup<75>es par m<>tal
|
||
int m_nbStatHachRobot; // hachures occup<75>es par robot
|
||
int m_nbStatHome; // nb de maisons
|
||
int m_nbStatHomeBlupi; // maisons occup<75>es par blupi
|
||
int m_nbStatRobots; // nb d'ennemis
|
||
Term m_term; // conditions pour gagner
|
||
int m_winCount; // compteur avant gagn<67>
|
||
int m_winLastHachBlupi; // dernier nombre atteint
|
||
int m_winLastHachPlanche;// dernier nombre atteint
|
||
int m_winLastHachTomate;// dernier nombre atteint
|
||
int m_winLastHachMetal; // dernier nombre atteint
|
||
int m_winLastHachRobot; // dernier nombre atteint
|
||
int m_winLastHome; // dernier nombre atteint
|
||
int m_winLastHomeBlupi; // dernier nombre atteint
|
||
int m_winLastRobots; // dernier nombre atteint
|
||
int m_music; // num<75>ro musique
|
||
int m_region; // num<75>ro r<>gion (*)
|
||
int m_lastRegion; // num<75>ro derni<6E>re r<>gion
|
||
int m_blupiHere;
|
||
POINT m_lastDrapeau[MAXLASTDRAPEAU];
|
||
BOOL m_bHideTooltips; // TRUE -> menu pr<70>sent
|
||
char m_text[50];
|
||
POINT m_textLastPos;
|
||
int m_textCount;
|
||
int m_skill;
|
||
BOOL m_bInfo;
|
||
int m_infoHeight;
|
||
POINT m_memoPos[4];
|
||
|
||
BYTE m_cheminWork[MAXCELX*MAXCELY];
|
||
int m_cheminNbPos;
|
||
POINT m_cheminPos[MAXBLUPI*2];
|
||
int m_cheminRank[MAXBLUPI*2];
|
||
|
||
BOOL m_bFillFloor;
|
||
int m_fillSearchChannel;
|
||
int m_fillSearchIcon;
|
||
int m_fillPutChannel;
|
||
int m_fillPutIcon;
|
||
char* m_pFillMap;
|
||
int SetBlupiChannel();
|
||
int GetBlupiChannel();
|
||
int GetPersonalBombIcon();
|
||
int GetTargetLevel(int mission);
|
||
BOOL GetShowSecret();
|
||
void SetShowSecret(BOOL secret);
|
||
void GetBlupiHitbox(RECT *out, POINT pos);
|
||
};
|
||
|
||
// (*) R<>gions :
|
||
// 0 -> normal
|
||
// 1 -> palmier
|
||
// 2 -> hiver
|
||
// 3 -> sapin
|
||
|
||
/////////////////////////////////////////////////////////////////////////////
|
||
|
||
POINT GetCel (int x, int y);
|
||
POINT GetCel (POINT cel, int x, int y);
|
||
BOOL IsValid (POINT cel);
|
||
POINT GetVector (int direct);
|
||
extern int table_multi_goal[];
|
||
extern short table_actions[];
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|