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sb2-decomp/decor.h
2024-06-03 09:00:06 -04:00

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// Decor.h
#pragma once
#include <Windows.h>
#include "DEF.H"
#include "SOUND.H"
#include "PIXMAP.H"
#include "network.h"
/////////////////////////////////////////////////////////////////////////////
#define MAXENERGY 4000
#define MAXFIRE 400
#define ICON_HILI_STAT 112
#define ICON_HILI_SEL 113
#define ICON_HILI_ANY 114
#define ICON_HILI_OP 115
#define ICON_HILI_GO 117
#define ICON_HILI_BUILD 118
#define ICON_HILI_ERR 119
#define ICON_BUTTON_PERSONALBOMBICON
// Descripteur d'une cellule du d<>cor.
typedef struct
{
short floorChannel;
short floorIcon;
short objectChannel;
short objectIcon;
short fog; // brouillard
short rankMove; // rang dans m_move
short workBlupi; // rang du blupi travaillant ici
short fire;
}
Cellule;
// Cette structure doit <20>tre la plus petite possible, car
// il en existe un tableau de 100x100 = 10'000 cellules !
// Descripteur d'un blupi anim<69>.
#define MAXBLUPI 100
#define MAXUSED 50
#define MAXLIST 10
typedef struct
{
BOOL bExist; // TRUE -> utilis<69>
BOOL bHili; // TRUE -> s<>lectionn<6E>
short perso; // personnage, voir (*)
short goalAction; // action (long terme)
short goalPhase; // phase (long terme)
POINT goalCel; // cellule vis<69>e (long terme)
POINT passCel; // cellule tranversante
short energy; // <20>nergie restante
POINT cel; // cellule actuelle
POINT destCel; // cellule destination
short action; // action en cours
short aDirect; // direction actuelle
short sDirect; // direction souhait<69>e
POINT pos; // position relative <20> partir de la cellule
short posZ; // d<>placement z
short channel;
short lastIcon;
short icon;
short phase; // phase dans l'action
short step; // pas global
short interrupt; // 0=prioritaire, 1=normal, 2=misc
short clipLeft;
int nbUsed; // nb de points d<>j<EFBFBD> visit<69>s
char nextRankUsed;
POINT posUsed[MAXUSED];
char rankUsed[MAXUSED];
short takeChannel; // objet transport<72>
short takeIcon;
POINT fix; // point fixe (cultive, pont)
short jaugePhase;
short jaugeMax;
short stop; // 1 -> devra stopper
short bArrow; // TRUE -> fl<66>che en dessus de blupi
short bRepeat; // TRUE -> r<>p<EFBFBD>te l'action
short nLoop; // nb de boucles pour GOAL_OTHERLOOP
short cLoop; // boucle en cours
short vIcon; // ic<69>ne variable
POINT goalHili; // but vis<69>
short bMalade; // TRUE -> blupi malade
short bCache; // TRUE -> cach<63> (pas dessin<69>)
short vehicule; // v<>hicule utilis<69> par blupi, voir (**)
char busyCount;
char busyDelay;
char clicCount;
char clicDelay;
char reserve2[2];
short listButton[MAXLIST];
POINT listCel[MAXLIST];
short listParam[MAXLIST];
short repeatLevelHope;
short repeatLevel;
short reserve3[88];
}
Blupi;
// (*) Personnages :
// 0 -> blupi
// 1 -> araign<67>e
// 2 -> virus
// 3 -> tracks
// 4 -> robot
// 5 -> bombe
// 6 -> d<>tonnateur de mine (invisible)
// 7 -> <20>lectro
// 8 -> disciple (robot2)
// (**) V<>hicule :
// 0 -> <20> pied
// 1 -> en bateau
// 2 -> en jeep
// 3 -> armure
// Descripteur d'un d<>cor anim<69>.
#define MAXMOVE 100
#define MOVEICONNB 1000
typedef struct
{
BOOL bExist; // TRUE -> utilis<69>
POINT cel; // cellule du d<>cor
short rankBlupi; // blupi travaillant ici
BOOL bFloor; // TRUE -> floor, FALSE -> object
short channel;
short icon;
short maskChannel;
short maskIcon;
short phase; // phase pour pMoves ou pIcon
short rankMoves; // *nb,dx,dy,...
short rankIcons; // *nb,i,i,...
short total; // nb total d'<27>tapes
short delai; // d<>lai entre deux pas
short stepY; // pas vertical *100
short cTotal;
short cDelai;
}
Move;
#define MAXLASTDRAPEAU 50
class CDecor
{
public:
CDecor();
~CDecor();
// Arrange.cpp
void ArrangeFloor(POINT cel);
void ArrangeMur(POINT cel, int &icon, int index);
void ArrangeBuild(POINT cel, int &channel, int &icon);
void ArrangeObject(POINT cel);
BOOL ArrangeFillTestFloor(POINT cel1, POINT cel2);
BOOL ArrangeFillTest(POINT pos);
void ArrangeFillPut(POINT pos, int channel, int icon);
void ArrangeFillSearch(POINT pos);
void ArrangeFill(POINT pos, int channel, int icon, BOOL bFloor);
void ArrangeBlupi();
// Obstacle.cpp
void SearchFloor(int rank, int icon, POINT cel, int *pBits);
void SearchObject(int rank, int icon, POINT cel, int *pBits);
void AjustFloor(int rank, int icon, POINT cel, int *pBits);
void AjustObject(int rank, int icon, POINT cel, int *pBits);
BOOL IsFreeDirect(POINT cel, int direct, int rank);
BOOL IsFreeCelObstacle(POINT cel);
BOOL IsFreeCelFloor(POINT cel, int rank);
BOOL IsFreeCelGo(POINT cel, int rank);
BOOL IsFreeCelHili(POINT cel, int rank);
BOOL IsFreeCel(POINT cel, int rank);
BOOL IsFreeCelDepose(POINT cel, int rank);
BOOL IsFreeCelEmbarque(POINT cel, int rank, int &action, POINT &limit);
BOOL IsFreeCelDebarque(POINT cel, int rank, int &action, POINT &limit);
BOOL IsFreeJump(POINT cel, int direct, int rank, int &action);
BOOL IsFreeGlisse(POINT cel, int direct, int rank, int &action);
int DirectSearch(POINT cel, POINT goal);
void FlushUsed(int rank);
void AddUsedPos(int rank, POINT pos);
BOOL IsUsedPos(int rank, POINT pos);
BOOL SearchBestBase(int rank, int &action, POINT &newCel, int &direct);
BOOL SearchBestPass(int rank, int &action);
BOOL IsWorkableObject(POINT cel, int rank);
BOOL SearchOtherObject(int rank, POINT initCel, int action,
int distMax, int channel,
int firstIcon1, int lastIcon1,
int firstIcon2, int lastIcon2,
POINT &foundCel, int &foundIcon);
BOOL SearchOtherDrapeau(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon);
BOOL SearchOtherBateau(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon);
BOOL IsSpiderObject(int icon);
BOOL SearchSpiderObject(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon);
BOOL IsTracksObject(int icon);
BOOL SearchTracksObject(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon);
BOOL IsRobotObject(int icon);
BOOL SearchRobotObject(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon,
int &foundAction);
BOOL IsBombeObject(int icon);
BOOL SearchBombeObject(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon);
BOOL SearchElectroObject(int rank, POINT initCel, int distMax,
POINT &foundCel, int &foundIcon);
BOOL IsUsineBuild(int rank, POINT cel);
BOOL IsUsineFree(int rank, POINT cel);
BOOL IsFireCel(POINT cel);
BOOL IsVirusCel(POINT cel);
int IsBuildPont(POINT &cel, int &iconBuild);
BOOL IsBuildBateau(POINT cel, int &direct);
void InitDrapeau();
void AddDrapeau(POINT cel);
void SubDrapeau(POINT cel);
BOOL TestDrapeau(POINT cel);
// DecBlupi.cpp
void BlupiFlush();
int BlupiCreate(POINT cel, int action, int direct,
int perso, int energy);
BOOL BlupiDelete(POINT cel, int perso=-1);
void BlupiDelete(int rank);
void BlupiKill(int exRank, POINT cel, int type);
BOOL BlupiIfExist(int rank);
void BlupiCheat(int cheat);
void BlupiActualise(int rank);
void BlupiAdaptIcon(int rank);
void BlupiPushFog(int rank);
void BlupiSound(int rank, int sound, POINT pos, BOOL bStop=FALSE);
void BlupiInitAction(int rank, int action, int direct=-1);
void BlupiChangeAction(int rank, int action, int direct=-1);
void ListFlush(int rank);
int ListGetParam(int rank, int button, POINT cel);
BOOL ListPut(int rank, int button, POINT cel, POINT cMem);
void ListRemove(int rank);
int ListSearch(int rank, int button, POINT cel, int &textForButton);
BOOL RepeatAdjust(int rank, int button, POINT &cel, POINT &cMem,
int param, int list);
void GoalStart(int rank, int action, POINT cel);
BOOL GoalNextPhase(int rank);
void SetTotalTime(int total);
int GetTotalTime();
void GoalInitJauge(int rank);
void GoalInitPassCel(int rank);
void GoalAdjustCel(int rank, int &x, int &y);
BOOL GoalNextOp(int rank, short *pTable);
void GoalUnwork(int rank);
void GoalStop(int rank, BOOL bError=FALSE, BOOL bSound=TRUE);
BOOL BlupiIsGoalUsed(POINT cel);
void BlupiStartStopRayon(int rank, POINT startCel, POINT endCel);
BOOL BlupiRotate(int rank);
BOOL BlupiNextAction(int rank);
void BlupiNextGoal(int rank);
void BlupiStep(BOOL bFirst);
void BlupiGetRect(int rank, RECT &rect);
int GetTargetBlupi(POINT pos);
void BlupiDeselect();
void BlupiDeselect(int rank);
void BlupiSetArrow(int rank, BOOL bArrow);
void InitOutlineRect();
void BlupiHiliDown(POINT pos, BOOL bAdd=FALSE);
void BlupiHiliMove(POINT pos, BOOL bAdd=FALSE);
void BlupiHiliUp(POINT pos, BOOL bAdd=FALSE);
void BlupiDrawHili();
int GetDefButton(POINT cel);
BOOL BlupiGoal(int rank, int button, POINT cel, POINT cMem);
void BlupiGoal(POINT cel, int button);
void BlupiDestCel(int rank);
BOOL IsTracksHere(POINT cel, BOOL bSkipInMove);
BOOL IsBlupiHereEx(POINT cel1, POINT cel2, int exRank, BOOL bSkipInMove);
BOOL IsBlupiHereEx(POINT cel, int exRank, BOOL bSkipInMove);
BOOL IsBlupiHere(POINT cel, BOOL bSkipInMove);
BOOL IsBlupiHere(POINT cel, int direct, BOOL bSkipInMove);
void GetLevelJauge(int *pLevels, int *pTypes);
BOOL IsWorkBlupi(int rank);
void BlupiGetButtons(POINT pos, int &nb, int *pButtons, int *pErrors, int &perso);
void TerminatedInit();
int IsTerminated();
Term* GetTerminated();
// DecMove.cpp
void MoveFlush();
int MoveMaxFire();
void MoveFixInit();
BOOL MoveCreate(POINT cel, int rankBlupi, BOOL bFloor,
int channel, int icon,
int maskChannel, int maskIcon,
int total, int delai, int stepY,
BOOL bMisc=FALSE, BOOL bNotIfExist=FALSE);
BOOL MoveAddMoves(POINT cel, int rankMoves);
BOOL MoveAddIcons(POINT cel, int rankIcons, BOOL bContinue=FALSE);
BOOL MoveStartFire(POINT cel);
void MoveProxiFire(POINT cel);
void MoveFire(int rank);
void MoveStep(BOOL bFirst);
void MoveFinish(POINT cel);
void MoveFinish(int rankBlupi);
BOOL MoveIsUsed(POINT cel);
BOOL MoveGetObject(POINT cel, int &channel, int &icon);
BOOL MovePutObject(POINT cel, int channel, int icon);
// DecIO.cpp
BOOL Write(int rank, BOOL bUser, int world, int time, int total);
BOOL Read(int rank, BOOL bUser, int &world, int &time, int &total);
BOOL FileExist(int rank, BOOL bUser, int &world, int &time, int &total);
void Flush();
// DecMap.cpp
void MapInitColors();
POINT ConvCelToMap(POINT cel);
POINT ConvMapToCel(POINT pos);
BOOL MapMove(POINT pos);
void MapPutCel(POINT pos);
BOOL GenerateMap();
// DecStat.cpp
void StatisticInit();
void StatisticUpdate();
int StatisticGetBlupi();
int StatisticGetFire();
void StatisticDraw();
void GenerateStatictic();
BOOL StatisticDown(POINT pos, int fwKeys);
BOOL StatisticMove(POINT pos, int fwKeys);
BOOL StatisticUp(POINT pos, int fwKeys);
int StatisticDetect(POINT pos);
// Chemin.cpp
void CheminMemPos(int exRank);
BOOL CheminTestPos(POINT pos, int &rank);
int CheminARebours(int rank);
void CheminFillTerrain(int rank);
BOOL CheminTestDirection(int rank, int pos, int dir,
int &next, int &ampli,
int &cout, int &action);
BOOL CheminCherche(int rank, int &action);
BOOL IsCheminFree(int rank, POINT dest, int button);
// Decor.cpp
void SetShiftOffset(POINT offset);
POINT ConvCelToPos(POINT cel);
POINT ConvPosToCel(POINT pos, BOOL bMap=FALSE);
POINT ConvPosToCel2(POINT pos);
void Create(HWND hWnd, CSound *pSound, CPixmap *pPixmap, CNetwork *pNetwork);
void Init(int channel, int icon);
void InitAfterBuild();
void ResetHili();
BOOL LoadImages();
void ClearFog();
void ClearFire();
void SetBuild(BOOL bBuild);
void EnableFog(BOOL bEnable);
BOOL GetInvincible();
void SetInvincible(BOOL bInvincible);
BOOL GetSuper();
void SetSuper(BOOL bSuper);
void FlipOutline();
BOOL PutFloor(POINT cel, int channel, int icon);
BOOL PutObject(POINT cel, int channel, int icon);
BOOL GetFloor(POINT cel, int &channel, int &icon);
BOOL GetObject(POINT cel, int &channel, int &icon);
BOOL SetFire(POINT cel, BOOL bFire);
void SetCoin(POINT coin, BOOL bCenter=FALSE);
POINT GetCoin();
POINT GetHome();
void MemoPos(int rank, BOOL bRecord);
void SetTime(int time);
int GetTime();
void SetMusic(int music);
int GetMusic();
void SetSkill(int skill);
int GetSkill();
void SetRegion(int region);
int GetRegion();
void SetInfoMode(BOOL bInfo);
BOOL GetInfoMode();
void SetInfoHeight(int height);
int GetInfoHeight();
int GetTargetLevel();
void SetBlupiState(BOOL helicopter, UINT drive, BOOL skateboard, UINT water);
char* GetButtonExist();
void BuildPutBlupi();
void BuildMoveFloor(int x, int y, POINT pos, int rank);
void BuildMoveObject(int x, int y, POINT pos, int rank);
void BuildGround(RECT clip);
void Build(RECT clip, POINT posMouse);
void NextPhase(int mode);
int CountFloor(int channel, int icon);
int CelOkForAction(POINT cel, int action, int rank,
int icons[4][4],
POINT &celOutline1,
POINT &celOutline2);
int CelOkForAction(POINT cel, int action, int rank);
int GetHiliRankBlupi(int nb);
void CelHili(POINT pos, int action);
void CelHiliButton(POINT cel, int button);
void CelHiliRepeat(int list);
int GetResHili(POINT posMouse);
void HideTooltips(BOOL bHide);
void UndoOpen();
void UndoClose();
void UndoCopy();
void UndoBack();
BOOL IsUndo();
BOOL GetShowSecret();
BOOL GetNetPacked();
BOOL GetNetMovePredict();
UINT GetPhase();
int GetMissionTitle();
void SetRegion(int region);
int GetMusic();
void SetMusic(int music);
void GetDims(POINT* ptr);
void SetDims(POINT dims);
int GetLives();
void SetLives(int lives);
void SetAccessBuild(BOOL build);
void SetNetPacked(BOOL net);
void SetNetMovePredict(BOOL netmove);
BOOL GetNetDebug();
void SetMulti(int multi);
void SetTeam(int team);
protected:
BOOL GetSeeBits(POINT cel, char *pBits, int index);
int GetSeeIcon(char *pBits, int index);
protected:
HWND m_hWnd;
CSound* m_pSound;
CPixmap* m_pPixmap;
CNetwork* m_pNetwork;
Object m_objects[100][100];
Explo m_explos[100][100];
Perso m_persos[200];
int m_input;
int m_previousInput;
POINT m_cameraPos;
POINT m_worldDims;
POINT m_selectedCelPos;
WMessage m_phrase;
int m_targetMission;
int m_missionTitle;
int m_nbCases;
int m_caseIndexes[200];
int m_nbSomethings;
int m_somethingIndexes;
POINT m_pos;
POINT m_safePos;
Action m_action;
int m_direction;
int m_actionFrameCount;
POINT m_velocity;
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[];