2 * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
13 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
14 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
25 /******************************************
30 /* possible types handled */
31 typedef enum _gd_type
{
32 /* not real types, only used by editor to build ui */
37 GD_TYPE_STRING
, /* static string, fixed array of characters */
38 GD_TYPE_LONGSTRING
, /* long string which has its own notebook page in the editor */
50 enum _gd_property_flags
{
53 GD_DONT_SHOW_IN_EDITOR
=1<<2,
54 GD_SHOW_LEVEL_LABEL
=1<<3,
55 GD_COMPATIBILITY_SETTING
=1<<4,
58 typedef struct _gd_struct_descriptor
{
59 char *identifier
; /* bdcff identifier */
60 GdType type
; /* data type */
61 int flags
; /* flags for bdcff saving/loading */
62 char *name
; /* name in editor */
63 int offset
; /* byte offset in a GdCave structure. use the CAVE_OFFSET macro */
64 int count
; /* size of array; usually 1, for non-arrays. */
65 char *tooltip
; /* tooltip text in editor */
66 int min
, max
; /* integers have minimum and maximum */
69 typedef struct _gd_property_default
{
70 int offset
; /* data offset (bytes) in a cave structure */
71 int defval
; /* default value, converted to int. if type is a float, *1000000 */
73 int property_index
; /* index in gd_cave_properties; created at runtime */
78 /* these define the number of the cells in the png file */
79 #define NUM_OF_CELLS_X 8
80 #define NUM_OF_CELLS_Y 46
82 /* +74: placeholder for cells which are rendered by the game; for example diamond+arrow = falling diamond */
83 #define NUM_OF_CELLS (NUM_OF_CELLS_X*NUM_OF_CELLS_Y+80)
88 extern const GdColor gd_flash_color
;
89 extern const GdColor gd_select_color
;
100 /* These are the objects in caves. */
101 typedef enum _element
{
104 O_DIRT_SLOPED_UP_RIGHT
,
105 O_DIRT_SLOPED_UP_LEFT
,
106 O_DIRT_SLOPED_DOWN_LEFT
,
107 O_DIRT_SLOPED_DOWN_RIGHT
,
114 O_BRICK_SLOPED_UP_RIGHT
,
115 O_BRICK_SLOPED_UP_LEFT
,
116 O_BRICK_SLOPED_DOWN_LEFT
,
117 O_BRICK_SLOPED_DOWN_RIGHT
,
125 O_STEEL_SLOPED_UP_RIGHT
,
126 O_STEEL_SLOPED_UP_LEFT
,
127 O_STEEL_SLOPED_DOWN_LEFT
,
128 O_STEEL_SLOPED_DOWN_RIGHT
,
149 O_H_EXPANDING_STEEL_WALL
,
150 O_V_EXPANDING_STEEL_WALL
,
151 O_EXPANDING_STEEL_WALL
,
152 O_EXPANDING_WALL_SWITCH
,
157 O_CONVEYOR_DIR_SWITCH
,
285 O_NITRO_PACK_EXPLODE
,
330 /* these are used internally for the pneumatic hammer, and should not be used in the editor! */
331 /* (not even as an effect destination or something like that) */
332 O_PLAYER_PNEUMATIC_LEFT
,
333 O_PLAYER_PNEUMATIC_RIGHT
,
334 O_PNEUMATIC_ACTIVE_LEFT
,
335 O_PNEUMATIC_ACTIVE_RIGHT
,
337 O_UNKNOWN
, /* unknown element imported or read from bdcff */
338 O_NONE
, /* do not draw this element when creating cave; can be used, for example, to skip drawing a maze's path */
340 O_MAX
, /* remembering last index: this should get an integer value which is 1 more than the one above. */
342 /* fake elements to help drawing */
352 O_CREATURE_SWITCH_ON
,
353 O_EXPANDING_WALL_SWITCH_HORIZ
,
354 O_EXPANDING_WALL_SWITCH_VERT
,
355 O_GRAVITY_SWITCH_ACTIVE
,
356 O_REPLICATOR_SWITCH_ON
,
357 O_REPLICATOR_SWITCH_OFF
,
358 O_CONVEYOR_DIR_NORMAL
,
359 O_CONVEYOR_DIR_CHANGED
,
360 O_CONVEYOR_SWITCH_OFF
,
361 O_CONVEYOR_SWITCH_ON
,
375 /* binary AND this to elements to get rid of properties above. */
376 O_MASK
= ~(SCANNED
| COVERED
)
381 enum _element_property
{
382 E_P_SLOPED_LEFT
, /* stones and diamonds roll down to left on this */
383 E_P_SLOPED_RIGHT
, /* stones and diamonds roll down to right on this */
386 E_P_BLADDER_SLOPED
, /* element act sloped also for the bladder */
388 E_P_AMOEBA_CONSUMES
, /* amoeba can eat this */
389 E_P_DIRT
, /* it is dirt, or something similar (dirt2 or sloped dirt) */
390 E_P_BLOWS_UP_FLIES
, /* flies blow up, if they touch this */
391 E_P_EXPLODES_BY_HIT
, /* explodes if hit by a stone */
393 E_P_EXPLOSION_FIRST_STAGE
, /* set for first stage of every explosion. helps slower/faster explosions changing */
395 E_P_NON_EXPLODABLE
, /* selfexplaining */
396 E_P_CCW
, /* this creature has a default counterclockwise rotation (for example, o_fire_1) */
397 E_P_CAN_BE_HAMMERED
, /* can be broken by pneumatic hammer */
398 E_P_VISUAL_EFFECT
, /* if the element can use a visual effect. used to check consistency of the code */
399 E_P_PLAYER
, /* easier to find out if it is a player element */
400 E_P_MOVED_BY_CONVEYOR_TOP
, /* can be moved by conveyor belt */
401 E_P_MOVED_BY_CONVEYOR_BOTTOM
, /* can be moved UNDER the conveyor belt */
405 #define P_SLOPED_LEFT (1<<E_P_SLOPED_LEFT)
406 #define P_SLOPED_RIGHT (1<<E_P_SLOPED_RIGHT)
407 #define P_SLOPED_UP (1<<E_P_SLOPED_UP)
408 #define P_SLOPED_DOWN (1<<E_P_SLOPED_DOWN)
409 /* flag to say "any direction" */
410 #define P_SLOPED (P_SLOPED_LEFT|P_SLOPED_RIGHT|P_SLOPED_UP|P_SLOPED_DOWN)
411 #define P_BLADDER_SLOPED (1<<E_P_BLADDER_SLOPED)
413 #define P_AMOEBA_CONSUMES (1<<E_P_AMOEBA_CONSUMES)
414 #define P_DIRT (1<<E_P_DIRT)
415 #define P_BLOWS_UP_FLIES (1<<E_P_BLOWS_UP_FLIES)
417 #define P_EXPLODES_BY_HIT (1<<E_P_EXPLODES_BY_HIT)
418 #define P_EXPLOSION_FIRST_STAGE (1<<E_P_EXPLOSION_FIRST_STAGE)
420 #define P_NON_EXPLODABLE (1<<E_P_NON_EXPLODABLE)
421 #define P_CCW (1<<E_P_CCW)
422 #define P_CAN_BE_HAMMERED (1<<E_P_CAN_BE_HAMMERED)
423 #define P_VISUAL_EFFECT (1<<E_P_VISUAL_EFFECT)
424 #define P_PLAYER (1<<E_P_PLAYER)
425 #define P_MOVED_BY_CONVEYOR_TOP (1<<E_P_MOVED_BY_CONVEYOR_TOP)
426 #define P_MOVED_BY_CONVEYOR_BOTTOM (1<<E_P_MOVED_BY_CONVEYOR_BOTTOM)
434 /* These are states of the magic wall. */
435 typedef enum _magic_wall_state
{
436 GD_MW_DORMANT
, /* Starting with this. */
437 GD_MW_ACTIVE
, /* Boulder or diamond dropped into. */
438 GD_MW_EXPIRED
/* Turned off after magic_wall_milling_time. */
441 /* These are states of Player. */
442 typedef enum _player_state
{
443 GD_PL_NOT_YET
, /* Not yet living. Beginning of cave time. */
444 GD_PL_LIVING
, /* Ok. */
445 GD_PL_TIMEOUT
, /* Time is up */
446 GD_PL_DIED
, /* Died. */
447 GD_PL_EXITED
/* Exited the cave, proceed to next one */
450 /* States of amoeba */
451 typedef enum _amoeba_state
{
452 GD_AM_SLEEPING
, /* sleeping - not yet let out. */
453 GD_AM_AWAKE
, /* living, growing */
454 GD_AM_TOO_BIG
, /* grown too big, will convert to stones */
455 GD_AM_ENCLOSED
, /* enclosed, will convert to diamonds */
458 typedef enum _direction
{
473 /* to be able to type MV_TWICE+MV_DOWN, for example */
489 typedef enum _sound
{
500 GD_S_DIAMOND_RANDOM
, /* randomly select a diamond sound */
509 GD_S_DIAMOND_COLLECT
,
510 GD_S_SKELETON_COLLECT
,
511 GD_S_PNEUMATIC_COLLECT
,
516 GD_S_DIAMOND_KEY_COLLECT
,
522 GD_S_BLADDER_CONVERT
,
523 GD_S_BLADDER_SPENDER
,
544 GD_S_GHOST_EXPLOSION
,
545 GD_S_VOODOO_EXPLOSION
,
546 GD_S_NITRO_EXPLOSION
,
550 GD_S_SWITCH_CREATURES
,
552 GD_S_SWITCH_EXPANDING
,
553 GD_S_SWITCH_CONVEYOR
,
554 GD_S_SWITCH_REPLICATOR
,
556 GD_S_AMOEBA
, /* loop */
557 GD_S_AMOEBA_MAGIC
, /* loop */
558 GD_S_MAGIC_WALL
, /* loop */
559 GD_S_COVER
, /* loop */
560 GD_S_PNEUMATIC_HAMMER
, /* loop */
561 GD_S_WATER
, /* loop */
570 /* ELEMENTS DESCRIPTION */
571 typedef struct _elements
{
572 GdElement element
; /* element number. for example O_DIRT */
573 char *name
; /* name in editor, for example "Dirt". some have different names than their real engine meaning! */
574 unsigned int properties
;/* engine properties, like P_SLOPED or P_EXPLODES */
575 char *filename
; /* name in bdcff file, like "DIRT" */
576 char character
; /* character representation in bdcff file, like '.' */
577 int image
; /* image in editor (index in cells.png) */
578 int image_simple
; /* image for simple view in editor, and for combo box (index in cells.png) */
579 int image_game
; /* image for game. negative if animated */
580 int ckdelay
; /* ckdelay ratio - how much time required for a c64 to process this element - in microseconds. */
582 char *lowercase_name
; /* lowercase of translated name. for editor; generated inside the game. */
583 char character_new
; /* character given automatically for elements which don't have one defined in original bdcff description */
586 typedef char GdString
[128];
588 typedef struct _highscore
{
593 /* maximum seed value for the cave random generator. should be smaller than a signed int. */
594 #define GD_CAVE_SEED_MAX (1<<30)
596 typedef struct _gd_cave_replay
{
597 int level
; /* replay for level n */
598 guint32 seed
; /* seed the cave is to be rendered with */
599 gboolean saved
; /* also store it in the saved bdcff */
600 GdString recorded_with
; /* recorded with - application name and version */
602 GdString player_name
; /* who played this */
603 GdString date
; /* when played */
604 GdString comment
; /* some comments from the player */
606 int score
; /* score collected */
607 int duration
; /* number of seconds played */
608 gboolean success
; /* successful playing of cave? */
609 guint32 checksum
; /* checksum of the rendered cave. */
611 gboolean wrong_checksum
;
612 GByteArray
*movements
;
613 int current_playing_pos
;
616 typedef enum _gd_scheduling
{
617 GD_SCHEDULING_MILLISECONDS
,
622 GD_SCHEDULING_BD1_ATARI
,
623 GD_SCHEDULING_BD2_PLCK_ATARI
,
628 typedef struct _gd_c64_random_generator
{
629 int rand_seed_1
, rand_seed_2
;
630 } GdC64RandomGenerator
;
633 Structure holding all data belonging to a cave.
635 #define GD_HIGHSCORE_NUM 20
636 typedef struct _gd_cave
{
637 /* Defined by the editor. public data :) */
638 GdString name
; /* Name of cave */
639 GdString description
; /* Some words about the cave */
640 GdString author
; /* Author */
641 GdString difficulty
; /* difficulty of the game, for info purposes */
642 GdString www
; /* link to author's webpage */
643 GdString date
; /* date of creation */
644 GString
*story
; /* story for the cave - will be shown when the cave is played. */
645 GString
*remark
; /* some note */
649 GdString charset
; /* these are not used by gdash */
652 /* and this one the highscores */
653 GdHighScore highscore
[GD_HIGHSCORE_NUM
];
655 GHashTable
*tags
; /* stores read-but-not-understood strings from bdcff, so we can save them later. */
657 GdElement
**map
; /* pointer to data for map, non-null if has a map */
661 gboolean intermission
; /* is this cave an intermission? */
662 gboolean intermission_instantlife
; /* one life extra, if the intermission is reached */
663 gboolean intermission_rewardlife
; /* one life extra, if the intermission is successfully finished */
664 gboolean selectable
; /* is this selectable as an initial cave for a game? */
665 gboolean diagonal_movements
; /* are diagonal movements allowed? */
666 GdElement snap_element
; /* snapping (press fire+move) usually leaves space behind, but can be other */
667 gboolean short_explosions
; /* in >=1stb, diamond and creature explosions were of 5 stages */
669 GdScheduling scheduling
; /* scheduling type; see above */
670 gboolean pal_timing
; /* use faster seconds */
672 gboolean active_is_first_found
; /* active player is the uppermost. */
673 gboolean lineshift
; /* true is line shifting emulation, false is perfect borders emulation */
674 gboolean border_scan_first_and_last
; /* if true, scans the first and last line of the border. false for plck */
675 gboolean wraparound_objects
; /* if this is true, object drawing (cave rendering) will wraparound as well. */
677 GdElement initial_fill
;
678 GdElement initial_border
;
679 GdElement random_fill
[4]; /* Random fill elements. */
680 int random_fill_probability
[4]; /* Random fill, probability of each element. */
682 int level_rand
[5]; /* Random seed. */
683 int level_diamonds
[5]; /* Must collect diamonds, on level x */
684 int level_speed
[5]; /* Time between game cycles in ms */
685 int level_ckdelay
[5]; /* Timing in original game units */
686 int level_time
[5]; /* Available time, per level */
687 int level_timevalue
[5]; /* points for each second remaining, when exiting level */
689 int max_time
; /* the maximum time in seconds. if above, it overflows */
691 int w
, h
; /* Sizes of cave, width and height. */
692 int x1
,y1
,x2
,y2
; /* Visible part of the cave */
693 GdColor colorb
; /* border color */
694 GdColor color0
, color1
, color2
, color3
, color4
, color5
; /* c64-style colors; 4 and 5 are amoeba and slime. */
696 int diamond_value
; /* Score for a diamond. */
697 int extra_diamond_value
; /* Score for a diamond, when gate is open. */
699 gboolean stone_sound
;
701 gboolean diamond_sound
;
702 gboolean nitro_sound
;
703 gboolean falling_wall_sound
;
704 gboolean expanding_wall_sound
;
705 gboolean bladder_spender_sound
;
706 gboolean bladder_convert_sound
;
708 int level_magic_wall_time
[5]; /* magic wall 'on' state for each level (seconds) */
709 gboolean magic_wall_stops_amoeba
; /* Turning on magic wall changes amoeba to diamonds. Original BD: yes, constkit: no */
710 gboolean magic_timer_wait_for_hatching
; /* magic wall timer does not start before player's birth */
711 gboolean magic_wall_sound
; /* magic wall has sound */
713 int level_amoeba_time
[5]; /* amoeba time for each level */
714 double amoeba_growth_prob
; /* Amoeba slow growth probability */
715 double amoeba_fast_growth_prob
; /* Amoeba fast growth probability */
716 int level_amoeba_threshold
[5]; /* amoeba turns to stones; if count is bigger than this (number of cells) */
717 GdElement amoeba_enclosed_effect
; /* an enclosed amoeba converts to this element */
718 GdElement amoeba_too_big_effect
; /* an amoeba grown too big converts to this element */
720 int level_amoeba_2_time
[5]; /* amoeba time for each level */
721 double amoeba_2_growth_prob
; /* Amoeba slow growth probability */
722 double amoeba_2_fast_growth_prob
; /* Amoeba fast growth probability */
723 int level_amoeba_2_threshold
[5]; /* amoeba turns to stones; if count is bigger than this (number of cells) */
724 GdElement amoeba_2_enclosed_effect
; /* an enclosed amoeba converts to this element */
725 GdElement amoeba_2_too_big_effect
; /* an amoeba grown too big converts to this element */
726 gboolean amoeba_2_explodes_by_amoeba
; /* amoeba 2 will explode if touched by amoeba1 */
727 GdElement amoeba_2_explosion_effect
; /* amoeba 2 explosion ends in ... */
728 GdElement amoeba_2_looks_like
; /* an amoeba 2 looks like this element */
730 gboolean amoeba_timer_started_immediately
; /* FALSE: amoeba will start life at the first possibility of growing. */
731 gboolean amoeba_timer_wait_for_hatching
; /* amoeba timer does not start before player's birth */
732 gboolean amoeba_sound
; /* if the living amoeba has sound. */
734 GdElement acid_eats_this
; /* acid eats this element */
735 double acid_spread_ratio
; /* Probability of acid blowing up, each frame */
736 gboolean acid_spread_sound
; /* acid has sound */
737 GdElement acid_turns_to
; /* whether acid converts to explosion on spreading or other */
739 double level_slime_permeability
[5]; /* true random slime */
740 int level_slime_permeability_c64
[5]; /* Appearing in bd 2 */
741 int level_slime_seed_c64
[5]; /* predictable slime random seed */
742 gboolean slime_predictable
; /* predictable random start for slime. yes for plck. */
743 GdElement slime_eats_1
, slime_converts_1
; /* slime eats element x and converts to element x; for example diamond -> falling diamond */
744 GdElement slime_eats_2
, slime_converts_2
;
745 gboolean slime_sound
; /* slime has sound */
747 gboolean lava_sound
; /* elements sinking in lava have sound */
749 int level_hatching_delay_frame
[5]; /* Scan frames before Player's birth. */
750 int level_hatching_delay_time
[5]; /* Scan frames before Player's birth. */
752 int level_bonus_time
[5]; /* bonus time for clock collected. */
753 int level_penalty_time
[5]; /* Time penalty when voodoo destroyed. */
754 gboolean voodoo_collects_diamonds
; /* Voodoo can collect diamonds */
755 gboolean voodoo_dies_by_stone
; /* Voodoo can be killed by a falling stone */
756 gboolean voodoo_disappear_in_explosion
; /* Voodoo can be destroyed by and explosion */
757 gboolean voodoo_any_hurt_kills_player
; /* If any of the voodoos are hurt in any way, the player is killed. */
759 gboolean water_does_not_flow_down
; /* if true, water will not grow downwards, only in other directions. */
760 gboolean water_sound
; /* water has sound */
762 gboolean bladder_sound
; /* bladder moving and pushing has sound */
763 GdElement bladder_converts_by
; /* bladder converts to clock by touching this element */
765 int biter_delay_frame
; /* frame count biters do move */
766 GdElement biter_eat
; /* biters eat this */
767 gboolean biter_sound
; /* biters have sound */
769 gboolean expanding_wall_changed
; /* expanding wall direction is changed */
771 int replicator_delay_frame
; /* replicator delay in frames (number of frames to wait between creating a new element) */
772 gboolean replicators_active
; /* replicators are active. */
773 gboolean replicator_sound
; /* when replicating an element, play sound or not. */
775 gboolean conveyor_belts_active
;
776 gboolean conveyor_belts_direction_changed
;
779 GdElement explosion_effect
; /* explosion converts to this element after its last stage. diego effect. */
780 GdElement diamond_birth_effect
; /* a diamond birth converts to this element after its last stage. diego effect. */
781 GdElement bomb_explosion_effect
; /* bombs explode to this element. diego effect (almost). */
782 GdElement nitro_explosion_effect
; /* nitros explode to this */
784 GdElement firefly_explode_to
; /* fireflies explode to this when hit by a stone */
785 GdElement alt_firefly_explode_to
; /* alternative fireflies explode to this when hit by a stone */
786 GdElement butterfly_explode_to
; /* butterflies explode to this when hit by a stone */
787 GdElement alt_butterfly_explode_to
; /* alternative butterflies explode to this when hit by a stone */
788 GdElement stonefly_explode_to
; /* stoneflies explode to this when hit by a stone */
789 GdElement dragonfly_explode_to
; /* dragonflies explode to this when hit by a stone */
791 GdElement stone_falling_effect
; /* a falling stone converts to this element. diego effect. */
792 GdElement diamond_falling_effect
; /* a falling diamond converts to this element. diego effect. */
793 GdElement stone_bouncing_effect
; /* a bouncing stone converts to this element. diego effect. */
794 GdElement diamond_bouncing_effect
; /* a bouncing diamond converts to this element. diego effect. */
796 GdElement expanding_wall_looks_like
; /* an expanding wall looks like this element. diego effect. */
797 GdElement dirt_looks_like
; /* dirt looks like this element. diego effect. */
799 GdElement magic_stone_to
; /* magic wall converts falling stone to */
800 GdElement magic_diamond_to
; /* magic wall converts falling diamond to */
801 GdElement magic_mega_stone_to
; /* magic wall converts a falling mega stone to */
802 GdElement magic_nitro_pack_to
; /* magic wall converts a falling nitro pack to */
803 GdElement magic_flying_stone_to
; /* flying stones are converted to */
804 GdElement magic_flying_diamond_to
; /* flying diamonds are converted to */
806 double pushing_stone_prob
; /* probability of pushing stone */
807 double pushing_stone_prob_sweet
; /* probability of pushing, after eating sweet */
808 gboolean mega_stones_pushable_with_sweet
; /* mega stones may be pushed with sweet */
810 gboolean creatures_backwards
; /* creatures changed direction */
811 gboolean creatures_direction_auto_change_on_start
; /* the change occurs also at the start signal */
812 int creatures_direction_auto_change_time
; /* creatures automatically change direction every x seconds */
813 gboolean creature_direction_auto_change_sound
; /* automatically changing creature direction may have the sound of the creature dir switch */
815 int skeletons_needed_for_pot
; /* how many skeletons to be collected, to use a pot */
816 int skeletons_worth_diamonds
; /* for crazy dream 7 compatibility: collecting skeletons might open the cave door. */
819 int gravity_change_time
;
820 gboolean gravity_change_sound
;
821 gboolean gravity_affects_all
; /* if true, gravity also affects falling wall, bladder and waiting stones */
822 gboolean gravity_switch_active
; /* true if gravity switch is activated, and can be used. */
824 gboolean hammered_walls_reappear
;
825 int pneumatic_hammer_frame
;
826 int hammered_wall_reappear_frame
;
827 gboolean pneumatic_hammer_sound
;
831 /* internal variables, used during the game. private data :) */
832 GdElement
* (*getp
) (const struct _gd_cave
*, int x
, int y
); /* returns a pointer to the element at x, y. this points to a perfect border or a line shifting get function. */
834 gboolean hatched
; /* hatching has happened. (timers may run, ...) */
835 gboolean gate_open
; /* self-explaining */
836 guint32 render_seed
; /* the seed value, which was used to render the cave, is saved here. will be used by record&playback */
837 GRand
*random
; /* random number generator of rendered cave */
838 int rendered
; /* if not zero, rendered at level x */
839 int timing_factor
; /* number of "milliseconds" in each second :) 1000 for ntsc, 1200 for pal. */
840 gpointer
**objects_order
; /* two-dimensional map of cave; each cell is a pointer to the drawing object, which created this element. NULL if map or random. */
841 int **hammered_reappear
; /* integer map of cave; if non-zero, a brick wall will appear there */
843 int speed
; /* Time between game cycles in ms */
844 int c64_timing
; /* a ckdelay value for the level this cave is rendered for */
845 int ckdelay
; /* ckdelay value for the current iteration */
846 int ckdelay_extra_for_animation
; /* bd1 and similar engines had animation bits in cave data, to set which elements to animate (firefly, butterfly, amoeba).
847 animating an element also caused some delay each frame; according to my measurements, around 2.6 ms/element. */
849 int hatching_delay_frame
;
850 int hatching_delay_time
;
851 int time_bonus
; /* bonus time for clock collected. */
852 int time_penalty
; /* Time penalty when voodoo destroyed. */
853 int time
; /* milliseconds remaining to finish cave */
854 int timevalue
; /* points for remaining seconds - for current level */
855 int diamonds_needed
; /* diamonds needed to open outbox */
856 int diamonds_collected
; /* diamonds collected */
857 int skeletons_collected
; /* number of skeletons collected */
858 int gate_open_flash
; /* flashing of screen when gate opens */
859 int score
; /* Score got this frame. */
860 int amoeba_time
; /* Amoeba growing slow (low probability, default 3%) for milliseconds. After that, fast growth default (25%) */
861 int amoeba_2_time
; /* Amoeba growing slow (low probability, default 3%) for milliseconds. After that, fast growth default (25%) */
862 int amoeba_max_count
; /* selected amoeba 1 threshold for this level */
863 int amoeba_2_max_count
; /* selected amoeba 2 threshold for this level */
864 GdAmoebaState amoeba_state
; /* state of amoeba 1 */
865 GdAmoebaState amoeba_2_state
; /* state of amoeba 2 */
866 int magic_wall_time
; /* magic wall 'on' state for seconds */
867 double slime_permeability
; /* true random slime */
868 int slime_permeability_c64
; /* Appearing in bd 2 */
869 GdMagicWallState magic_wall_state
; /* State of magic wall */
870 GdPlayerState player_state
; /* Player state. not yet living, living, exited... */
871 int player_seen_ago
; /* player was seen this number of scans ago */
872 gboolean voodoo_touched
; /* as its name says */
873 gboolean kill_player
; /* Voodoo died, or used pressed escape to restart level. */
874 gboolean sweet_eaten
; /* player ate sweet, he's strong. prob_sweet applies, and also able to push chasing stones */
875 int player_x
, player_y
; /* Coordinates of player (for scrolling) */
876 int px
[16], py
[16]; /* coordinates of player, for chasing stone */
877 int key1
, key2
, key3
; /* The player is holding this number of keys of each color */
878 gboolean diamond_key_collected
; /* Key collected, so trapped diamonds convert to diamonds */
879 gboolean inbox_flash_toggle
; /* negated every scan. helps drawing inboxes, and making players be born at different times. */
880 GdDirection last_direction
; /* last direction player moved. used by draw routines */
881 GdDirection last_horizontal_direction
;
882 int biters_wait_frame
; /* number of frames to wait until biters will move again */
883 int replicators_wait_frame
; /* number of frames to wait until replicators are activated again */
884 int creatures_direction_will_change
; /* creatures automatically change direction every x seconds */
885 GdC64RandomGenerator c64_rand
; /* used for predictable random generator during the game. */
887 int gravity_will_change
; /* gravity will change in this number of milliseconds */
888 gboolean gravity_disabled
; /* when the player is stirring the pot, there is no gravity. */
889 GdDirection gravity_next_direction
; /* next direction when the gravity changes. will be set by the player "getting" a gravity switch */
890 gboolean got_pneumatic_hammer
; /* true if the player has a pneumatic hammer */
891 int pneumatic_hammer_active_delay
; /* number of frames to wait, till pneumatic hammer will destroy the wall */
892 GdSound sound1
, sound2
, sound3
; /* sound set for 3 channels after each iteration */
896 #define CAVE_OFFSET(property) (G_STRUCT_OFFSET(GdCave, property))
907 /* arrays for movements */
908 /* also no1 and bd2 cave data import helpers; line direction coordinates */
909 extern const int gd_dx
[], gd_dy
[];
911 extern GdElement gd_char_to_element
[];
913 void gd_create_char_to_element_table();
914 GdElement
gd_get_element_from_character(guint8 character
);
915 GdElement
gd_get_element_from_string(const char *string
);
919 void gd_struct_set_defaults_from_array(gpointer str
, const GdStructDescriptor
*properties
, GdPropertyDefault
*defaults
);
920 char *gd_struct_explain_defaults_in_string(const GdStructDescriptor
*properties
, GdPropertyDefault
*defaults
);
924 /* init cave engine */
927 /* for cave tags hash table */
928 gboolean
gd_str_case_equal(gconstpointer s1
, gconstpointer s2
);
929 guint
gd_str_case_hash(gconstpointer v
);
931 /* cave highscore functions */
932 int gd_highscore_compare(gconstpointer a
, gconstpointer b
);
933 gboolean
gd_is_highscore(GdHighScore
*scores
, int score
);
934 int gd_add_highscore(GdHighScore
*highscores
, const char *name
, int score
);
935 void gd_clear_highscore(GdHighScore
*hs
);
936 gboolean
gd_has_highscore(GdHighScore
*hs
);
938 /* cave creator and destructor functions */
939 GdCave
*gd_cave_new();
940 GdCave
*gd_cave_new_from_cave(const GdCave
*orig
);
941 void gd_cave_copy(GdCave
*dest
, const GdCave
*src
);
942 void gd_cave_free(GdCave
*cave
);
944 /* cave manipulation */
945 void gd_cave_set_gdash_defaults(GdCave
*cave
);
946 void gd_cave_set_defaults_from_array(GdCave
* cave
, GdPropertyDefault
*defaults
);
947 void gd_cave_correct_visible_size(GdCave
*cave
);
948 void gd_cave_auto_shrink(GdCave
*cave
);
950 void gd_cave_set_random_c64_colors(GdCave
*cave
);
951 void gd_cave_set_random_c64dtv_colors(GdCave
*cave
);
952 void gd_cave_set_random_atari_colors(GdCave
*cave
);
953 void gd_cave_set_random_colors(GdCave
*cave
, GdColorType type
);
955 void gd_cave_setup_for_game(GdCave
*cave
);
956 void gd_cave_count_diamonds(GdCave
*cave
);
958 /* c64 random generator support for cave fill */
959 unsigned int gd_c64_random(GdC64RandomGenerator
*rand
);
960 unsigned int gd_cave_c64_random(GdCave
*);
961 void gd_c64_random_set_seed(GdC64RandomGenerator
*rand
, int seed1
, int seed2
);
962 void gd_cave_c64_random_set_seed(GdCave
*cave
, int seed1
, int seed2
);
965 gpointer
gd_cave_map_new_for_cave(const GdCave
*cave
, const int cell_size
);
966 gpointer
gd_cave_map_dup_size(const GdCave
* cave
, const gpointer map
, const int cell_size
);
967 #define gd_cave_map_new(CAVE, TYPE) ((TYPE **)gd_cave_map_new_for_cave((CAVE), sizeof(TYPE)))
968 #define gd_cave_map_dup(CAVE, MAP) ((gpointer)gd_cave_map_dup_size((CAVE), (gpointer *)(CAVE)->MAP, sizeof((CAVE)->MAP[0][0])))
969 void gd_cave_map_free(gpointer map
);
971 void gd_cave_store_rc(GdCave
* cave
, int x
, int y
, const GdElement element
, const void* order
);
972 GdElement
gd_cave_get_rc (const GdCave
*cave
, int x
, int y
);
975 const char *gd_direction_get_visible_name(GdDirection dir
);
976 const char *gd_direction_get_filename(GdDirection dir
);
977 GdDirection
gd_direction_from_string(const char *str
);
980 const char *gd_scheduling_get_visible_name(GdScheduling sched
);
981 const char *gd_scheduling_get_filename(GdScheduling sched
);
982 GdScheduling
gd_scheduling_from_string(const char *str
);
984 /* game playing helpers */
985 #define GD_REDRAW (1<<10)
986 void gd_drawcave_game(const GdCave
*cave
, int **gfx_buffer
, gboolean bonus_life_flash
, gboolean yellowish_color
, int animcycle
, gboolean hate_invisible_outbox
);
988 /* function to copy a GdString */
990 gd_strcpy(GdString dest
, const GdString src
)
992 return g_strlcpy(dest
, src
, sizeof(GdString
));
995 int gd_cave_time_show(const GdCave
*cave
, int internal_time
);
997 GdReplay
*gd_replay_new();
998 GdReplay
*gd_replay_new_from_replay(GdReplay
*orig
);
999 void gd_replay_free(GdReplay
*replay
);
1000 void gd_replay_store_movement(GdReplay
*replay
, GdDirection player_move
, gboolean player_fire
, gboolean suicide
);
1001 gboolean
gd_replay_get_next_movement(GdReplay
*replay
, GdDirection
*player_move
, gboolean
*player_fire
, gboolean
*suicide
);
1002 void gd_replay_rewind(GdReplay
*replay
);
1004 char *gd_replay_movements_to_bdcff(GdReplay
*replay
);
1006 guint32
gd_cave_adler_checksum(GdCave
*cave
);
1007 void gd_cave_adler_checksum_more(GdCave
*cave
, guint32
*a
, guint32
*b
);
1009 #endif /* _CAVE_H */