/* $Id: basic.h,v 1.5 2003/11/05 12:15:25 stpohle Exp $ */ /* basic types which we need everywhere */ #ifndef _BC_BASIC_H_ #define _BC_BASIC_H_ #define GAME_SPECIAL_ITEMBOMB 20 #define GAME_SPECIAL_ITEMFIRE 20 #define GAME_SPECIAL_ITEMSHOE 20 #define GAME_SPECIAL_ITEMDEATH 40 #define GAME_SPECIAL_ITEMMIXED 20 #define GAME_SPECIAL_ITEMSTRIGGER 3 #define GAME_SPECIAL_ITEMSROW 3 #define GAME_SPECIAL_ITEMSPUSH 2 #define GAME_MAX_TUNNELS 4 // number of tunnel entrys #define GAME_TIMEOUT 30000 // game timeout 10min) #define GAME_TIMEOUTHURRY 3000 // game timeout for hurry and dropping mode (1min) #define GAME_TUNNEL_TO 50 /* wait 5 game cycls before move and show player again */ #define EXPLOSION_SAVE_DISTANCE 0.25 #define SPECIAL_TRIGGER_TIMEOUT 15 #define SPECIAL_TRIGGER_NUMUSE 5 // 0=unlimited #define SPECIAL_TRIGGER_TIME 25 #define SPECIAL_ROW_TIME 30 #define SPECIAL_PUSH_TIME 50 #define START_BOMBS 1 #define START_RANGE 2 #define START_SPEED 0.05 #define SPEEDMUL 1.2 #define MAX_PLAYERS 8 #define MAX_BOMBS 12 #define MAX_RANGE 10 #define MAX_SPEED 40 #define MAX_BLITRECTS 4096 #define MAX_STONESTODRAW 2048 #define MAX_SERVERENTRYS 8 /* number of entrys in the server tab */ #define MAX_GAMESRVENTRYS 255 /* number of entry which can be get */ #define MAX_FIELDSIZE_X 51 #define MAX_FIELDSIZE_Y 31 #define MIN_FIELDSIZE_X 15 #define MIN_FIELDSIZE_Y 9 #define MAX_FIELDANIMATION 2048 /* number of points on the field to be animated exploding stoned or powerups*/ #define EXPLOSIONTIMEOUT 20 #define ANI_FIRETIMEOUT 2 #define ANI_BOMBTIMEOUT 1 #define ANI_PLAYERTIMEOUT 1 #define ANI_PLAYERILLTIMEOUT 1 #define ANI_STONETIMEOUT 5 #define TIME_FACTOR 50 #define BOMB_TIMEOUT 5 #define IL_TIMEOUT 20 #define LEN_PLAYERNAME 10 #define LEN_SERVERNAME 41 #define LEN_PORT 6 #define LEN_GAMENAME 32 #define LEN_PATHFILENAME 512 #define LEN_FILENAME 64 #define LEN_TILESETNAME 32 #define DEFAULT_UDPPORT 11000 #define DEFAULT_GMUDPPORT "11100" #define DEFAULT_GAMEMASTER "x.yz.to:11100" #define GAMESRV_TIMEOUT 2000 /* Timeout of the GameSrv_GetEntry */ #define UDP_TIMEOUT 15000 #define BUF_SIZE 1024 #define MENU_BG_SHADE_DARK -64 #define MENU_BG_SHADE_BRIGHT 64 #define MW_IS_GFX_SELECT(__gfx_nr,__result) for (__result = (MAX_PLAYERS-1); (bman.players[__result].gfx_nr != __gfx_nr) && (__result >= 0); __result--); #define CUTINT(__x) (__x-floorf(__x)) // cut the integer part off #define postofield(__x) ((int)(rintf(__x))) // position to int with rounding #include enum _networkflags { NETF_firewall = 1 }; enum _backgound { // to load some diffrent logos.. BG_start = 0, BG_net, BG_conf }; enum _gametype { GT_single = 0, GT_multi }; enum _multitype { MT_ptpm, // udp ptp master MT_ptps // udp ptp client }; enum _gamestate { GS_startup = 0, GS_quit, GS_wait, // waiting for players to join GS_update, GS_ready, GS_running }; enum _maptype { MAPT_random = -1, // random map MAPT_normal = 0, // a normal map MAPT_tunnel, // a map with tunnels MAPT_max }; enum _fieldtype { FT_nothing = 0, // Nothing in here FT_stone, // Stones you can bomb away FT_block, // Stones which can't bomb away FT_tunnel, // the tunnel item FT_death, // The bad Powerup FT_fire, // The fire Powerup FT_bomb, // The bomb Powerup FT_shoe, // The shoe Powerup FT_mixed, // The mixed Powerup FT_sp_trigger, // The Triggered bomb Special FT_sp_row, // The bomb-row special FT_sp_push, // The push-boms special FT_sp_moved, // The moved-boms special FT_sp_liquid, // The liquid-bomb special FT_max // just to know how many types there are }; enum _poweruptypes { PWUP_good = 0, PWUP_bad, PWUP_special, PWUP_max }; enum _specials { SP_nothing=0, // player has no special SP_trigger, // triggered bomb SP_row, // bomb row SP_push, // push bombs SP_moved, // moved bombs SP_liquid, // liquid bombs SP_max // just to know how many types there are }; enum _playerillnestype { PI_keys = 0, // switch keys PI_range, // set exploding range to 1 PI_slow, // sets speed to 6 PI_fast, // sets speed to 150 PI_bomb, // player is dropping bombs permanently PI_nobomb, // player cannot drop a bomb or only 1 bomb PI_max // just to know what is the last number }; enum _bombstate { BS_off = 0, BS_ticking, BS_exploding, BS_trigger }; enum _bombmode { BM_normal = 0, BM_pushed, BM_moving, BM_liquid, BM_kicked }; enum _playerstateflags { PSF_used = 1, // Player Unused | Player Used PSF_net = 2, // Local Player | AI / Network Player PSF_alife = 4, // Player is Dead | Player is Alife PSF_playing = 8, // Watching Player | Playing Player -- as long as one don't delete }; #define PSFM_used (PSF_used + PSF_playing) #define PSFM_alife (PSF_used + PSF_alife + PSF_playing) #define PS_IS_dead(__ps) (((__ps) & (PSFM_alife)) == (PSFM_used)) #define PS_IS_alife(__ps) (((__ps) & (PSFM_alife)) == (PSFM_alife)) #define PS_IS_netplayer(__ps) (((__ps) & (PSF_net)) != 0) #define PS_IS_playing(__ps) (((__ps) & (PSFM_used)) == (PSFM_used)) #define PS_IS_used(__ps) (((__ps) & (PSFM_used)) != 0) enum _direction { // to handle directions better left = 0, right, up, down }; enum _dirbitmask { // bit mask for the directions DIRM_left = 1, DIRM_right = 2, DIRM_up = 4, DIRM_down = 8, DIRM_under = 16 }; enum _mapselection { MAPS_select = 0, MAPS_randmap, MAPS_randgen }; enum _mstatus { MS_normal = 0, MS_hurrywarn, MS_hurry, // mapsize will go down MS_dropitems, // alot of items will be droppen randomly into the game MS_max }; struct { Sint16 x; Sint16 y; } typedef _point; struct { float x; float y; } typedef _pointf; #endif