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/*
mainVars.hpp
Copyright (C) 2007 Poul Sander
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Poul Sander
R�veh�jvej 36, V. 1111
2800 Kgs. Lyngby
DENMARK
blockattack@poulsander.com
*/
//Make sure it is only included once
#ifndef _MAINVARS_HPP
#define _MAINVARS_HPP
//main variables and constants
//Some definitions
//The game is divided in frames. FALLTIME means the blocks will fall one block every FRAMELENGTH*FALLTIME millisecond
#define FRAMELENGTH 50
#define HANGTIME 40
#define FALLTIME 20
//Don't change the following, they are fundamental and later some functions are hardcoded
#define BLOCKFALL 10000
#define BLOCKWAIT 100000
#define BLOCKHANG 1000
#define GARBAGE 1000000
#define CHAINPLACE 10000000
#define NUMBEROFCHAINS 100
//Animation lengths:
#define READYTIME 500
#define BOMBTIME 200
#define CURSORTIME 200
using namespace std; //remove it if you dare...
char sharedir[] = SHAREDIR;
//All graphic in the game (as pointers):
SDL_Surface *background; //Stores background
SDL_Surface *backgroundImage; //Stores the background image
int backgroundImageW, backgroundImageH; //size of background image
SDL_Surface *backBoard; //Stores the background to the board
SDL_Surface *b1player;
SDL_Surface *b2players;
SDL_Surface *bVsMode;
SDL_Surface *bVsModeConfig; //Added in 1.4.0
SDL_Surface *bStageClear;
SDL_Surface *bPuzzle;
SDL_Surface *bNewGame; //The New Game botton
SDL_Surface *bEndless; //Endless button (sub to new)
SDL_Surface *bTimeTrial; //Time trial button (sub to new)
SDL_Surface *bOptions; //The Options botton
//new in 1.1.1
SDL_Surface *bConfigure; //The configure button
SDL_Surface *bSelectPuzzle; //The Select Puzzle Button
SDL_Surface *bBack; //The "Back" button
SDL_Surface *bForward; //The "forward" button
//new in 1.1.1 end
//new in 1.1.2
SDL_Surface *iChainBack;
//new in 1.1.2 end (nota that iSmallFont has also been added)
//new in 1.2.0
SDL_Surface *bReplay;
SDL_Surface *bSave;
SDL_Surface *bLoad;
#if NETWORK
SDL_Surface *bNetwork;
SDL_Surface *bConnect;
SDL_Surface *bHost;
#endif
//new in 1.2.0 end
SDL_Surface *bHighScore; //The High Score botton
SDL_Surface *bExit; //The Exit botton
SDL_Surface *blackLine; //The seperator in stage clear
SDL_Surface *stageBobble; //The bobble instage clear
SDL_Surface *screen; //The whole screen;
SDL_Surface *iGameOver; //The gameOver image
SDL_Surface *iWinner; //the "winner" image
SDL_Surface *iDraw; //the "draw" image
SDL_Surface *iLoser; //the "loser" image
//Animations:
SDL_Surface *cursor[2]; //The animated cursor
SDL_Surface *bomb[2]; //Bomb then the bricks should blow
SDL_Surface *ready[2]; //Before the blocks fall
SDL_Surface *explosion[4]; //Then a block explodes
//Animations end
SDL_Surface *counter[3]; //Counts down from 3
SDL_Surface *bricks[7]; //The bricks, saved in an array of pointers
SDL_Surface *crossover; //Cross the bricks that will be cleared soon
SDL_Surface *balls[7]; //The balls (the small ones that jump around)
SDL_Surface *iBlueFont; //Contains the blue font used
SDL_Surface *iSmallFont; //Small font used for the chain text
SDL_Surface *optionsBack;
SDL_Surface *changeButtonsBack;
SDL_Surface *dialogBox;
//SDL_Surface *fileDialogBox; //Manual entering of filename, new in 1.1.1, obsolute in 1.1.2
SDL_Surface *bOn;
SDL_Surface *bOff;
SDL_Surface *bChange;
SDL_Surface *b1024;
SDL_Surface *iLevelCheck; //To the level select screen
SDL_Surface *iLevelCheckBox;
SDL_Surface *iCheckBoxArea;
SDL_Surface *boardBackBack;
SDL_Surface *garbageTL; //the Garbage Blocks
SDL_Surface *garbageT;
SDL_Surface *garbageTR;
SDL_Surface *garbageR;
SDL_Surface *garbageBR;
SDL_Surface *garbageB;
SDL_Surface *garbageBL;
SDL_Surface *garbageL;
SDL_Surface *garbageFill;
SDL_Surface *garbageM;
SDL_Surface *garbageML;
SDL_Surface *garbageMR;
SDL_Surface *smiley[4];
SDL_Surface *garbageGM;
SDL_Surface *garbageGML;
SDL_Surface *garbageGMR;
SDL_Surface *transCover; //The transperant block, covers the upcomming
#if LEVELEDITOR
SDL_Surface *bCreateFile;
SDL_Surface *bDeletePuzzle;
SDL_Surface *bLoadFile;
SDL_Surface *bMoveBack;
SDL_Surface *bMoveDown;
SDL_Surface *bMoveForward;
SDL_Surface *bMoveLeft;
SDL_Surface *bMoveRight;
SDL_Surface *bMoveUp;
SDL_Surface *bNewPuzzle;
SDL_Surface *bSaveFileAs;
SDL_Surface *bSavePuzzle;
SDL_Surface *bSaveToFile;
SDL_Surface *bTestPuzzle;
#endif
SDL_Surface *bTheme;
SDL_Surface *bSkip;
SDL_Surface *bRetry;
SDL_Surface *bNext;
//SDL_Surface *menuMarked;
//SDL_Surface *menuUnmarked;
//end new in 1.4.0
SDL_Surface *mouse; //The mouse cursor
SDL_Surface *tmp; //a temporary surface to use DisplayFormat
SFont_Font *fBlueFont; //Stores the blue font (SFont)
SFont_Font *fSmallFont; //Stores the small font (SFont)
//TTFont ttfont; //Stores the TTF font (TTFSDL)
Mix_Music *bgMusic; //backgroundMusic
Mix_Music *highbeatMusic; //Background music with higher beat
Mix_Chunk *boing; //boing sound when clearing
Mix_Chunk *applause; //Applause, then the player is good
Mix_Chunk *photoClick; //clickSound
Mix_Chunk *typingChunk; //When writing
Mix_Chunk *counterChunk; //When counting down
Mix_Chunk *counterFinalChunk;
Highscore theTopScoresEndless; //Stores highscores for endless
Highscore theTopScoresTimeTrial; //Stores highscores for timetrial
bool bMouseUp; //true if the mouse(1) is unpressed
bool bMouseUp2; //true if the mouse(2) is unpressed
bool bNewGameOpen; //show sub menues
bool bOptionsOpen; //Show OptionsMenu (Configure and Select Puzzle)
bool b1playerOpen; //show submenu
bool b2playersOpen; //show submenu
bool bReplayOpen; //Show replay menu
#if NETWORK
bool bNetworkOpen; //Show the network menu
#endif
bool showGame; //the game is active don't show highscores/options
bool showOptions; //true if options is open
bool bScreenLocked; //Don't take input or allow any mouse interaction! Used for dialogbox and warningbox
bool showDialog;
bool NoSound; //if true, absolutely no sound will be played, can be set from the commandline
//prevents crash on systems without a soundcard
bool MusicEnabled; //true if background music is enabled
bool SoundEnabled; //true if sound effects is enabled
bool bNearDeath; //Play music faster or louder while tru
bool bNearDeathPrev; //Near death status last time checked.
bool bFullscreen; //true if game is running fullscreen
bool puzzleLoaded; //true if the puzzle levels have been loaded
bool drawBalls; //if true balls are drawed to the screen, this might lower framerate too much
bool standardBackground;
bool highPriority;
bool editorMode = false;
bool editorModeTest = false;
//Things for network play:
#if NETWORK
bool networkPlay;
bool networkActive;
Uint8 nrOfNetworkPlayers; //Up to 4 players (inkl. self)
bool playerAlive[4];
//sockets here
#define SERVERPORT 41780
#define CLIENTPORT 41781
char serverAddress[30];
#endif
//should be automatically disabled if framerate to low (isn't implemented and wont be soon/ever):
//const int ballsFpsEnable = 30; //If framerate higher -> enable balls
//const int ballsFpsDisable = 10; //If framerate lower -> disable balls
//other ball constants:
const double gravity = 200.8; //acceleration
const double startVelocityY = 50.0;
const double VelocityX = 50.0;
const int ballSize = 16;
const double minVelocity = 200.0;
//global settings (reset everytime the game starts)
Uint8 player1Speed=0;
Uint8 player2Speed=0;
bool player1AI=false; //Is AI enabled?
bool player2AI=false; //Is AI enabled for player 2 (opponent in single player)
Uint8 player1AIlevel=3; //What level is AI? 0 min, 6 max
Uint8 player2AIlevel=3;
const Uint8 AIlevels=7; //7 possible levels: 0..6
Uint8 player1handicap=0;
Uint8 player2handicap=0;
unsigned long int currentTime; //contains the current time, so we don't call SDL_GetTickets() too often...
int xsize = 1024;
int ysize = 768;
int bsize = 50;
//Stores the players names (way to long, but at least no buffer overflows (max length is 16 for display reasons))
char player1name[30];
char player2name[30];
//paths
string stageClearSavePath;
string puzzleSavePath;
string puzzleName; //The filename of
const int nrOfStageLevels = 50; //number of stages in stage Clear
const int maxNrOfPuzzleStages = 50; //Maximum number of puzzle stages
vector<bool> stageCleared(nrOfStageLevels); //vector that tells if a stage is cleared
vector<Uint32> stageTimes(nrOfStageLevels); //For statistical puposes
vector<Uint32> stageScores(nrOfStageLevels); //--||--
vector<bool> puzzleCleared(maxNrOfPuzzleStages); //vector that tells if puzzle cleared
vector<int> nrOfMovesAllowed(maxNrOfPuzzleStages); //Moves to clear
int puzzleLevels[maxNrOfPuzzleStages][6][12]; //Contains board layout;
int nrOfPuzzles; //How many are there actually?
//Old mouse position:
int oldMousex, oldMousey;
//Old Stage Clear Buble
int oldBubleX, oldBubleY;
//bool doublebuf = false; //if true, screen is double buffered
char forceredraw; //If 1: always redraw, if 2: rarely redraw
bool singlePuzzle = false; //if true we are just in a little 300x600 window
int singlePuzzleNr = 0;
string singlePuzzleFile;
#if DEBUG
//frame counter (fps)
unsigned long int Frames, Ticks;
char FPS[10];
#endif
int lastNrOfPlayers; //1 if 1 player and 2 if vs. mode
//keySetup
int player1keys, player2keys;
bool mouseplay1=false; //The mouse works on the play field
bool mouseplay2=false; //Same for player2
bool joyplay1=false; //Player one uses the joypad
bool joyplay2=false; //Player two uses the joypad
//Stores the controls
struct control
{
SDLKey up;
SDLKey down;
SDLKey left;
SDLKey right;
SDLKey change;
SDLKey push;
};
control keySettings[3]; //array to hold the controls (default and two custom)
#define KEYMENU_MAXWITH 4
#define KEYMENU_MAXDEPTH 7
//The following struct holds variables relevant to selecting menu items with
//keyboard/joypad.
struct KeyMenu_t
{
unsigned long canBeActivatedTime; //Time that the KeyMenu can be activated by pressing a button
bool activated; //The keymenu is activated
//Here comes the coordinates to the key we are howering.
int x;
int y;
bool menumap[KEYMENU_MAXWITH][KEYMENU_MAXDEPTH];
};
KeyMenu_t keymenu;
enum stageButton {SBdontShow, SBstageClear, SBpuzzleMode};
stageButton stageButtonStatus = SBdontShow;
const int buttonXsize = 120;
const int buttonYsize = 40;
struct ButtonCords
{
int x;
int y;
int xsize;
int ysize;
};
ButtonCords cordNextButton = {
cordNextButton.x = 3*bsize+(3*bsize-buttonXsize)/2,
cordNextButton.y = 10*bsize,
cordNextButton.xsize = buttonXsize,
cordNextButton.ysize = buttonYsize
};
ButtonCords cordRetryButton = {
cordRetryButton.x = (3*bsize-buttonXsize)/2,
cordRetryButton.y = 10*bsize,
cordRetryButton.xsize = buttonXsize,
cordRetryButton.ysize = buttonYsize
};
#endif
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