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bomberclone/include/bomberclone.h

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/* $Id: bomberclone.h,v 1.19 2004/01/27 21:13:40 stpohle Exp $ */
/* bomberclone.h */
#ifndef _BOMBERCLONE_H_
#define _BOMBERCLONE_H_
#include <stdarg.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <fcntl.h>
#include <time.h>
#include <ctype.h>
#include <sys/stat.h>
#include <math.h>
#ifdef _WIN32
#include <windows.h>
#include <winsock.h>
#include <sys/stat.h>
#ifndef S_ISDIR
#define S_ISDIR(a) ((a & _S_IFDIR) == _S_IFDIR)
#endif
#ifndef S_ISREG
#define S_ISREG(a) ((a & _S_IFREG) == _S_IFREG)
#endif
#else
#include <sys/time.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <unistd.h>
#include <sys/types.h>
#include <dirent.h>
#endif
#include <SDL.h>
#include <SDL_image.h>
#if HAVE_CONFIG_H
#include "config.h"
#endif
#include "basic.h"
#include "map.h"
#include "gfx.h"
#include "font.h"
#include "sound.h"
#include "network.h"
#include "sysfunc.h"
#include "keybinput.h"
struct {
float to; // if (to > 0) the ilness is still working
int datai; // hold a integer data (like number of something..)
float dataf; // hold a float data (speed and so on)
} typedef _playerilness;
struct {
_pointf pos; // lower byte = _X Higher Byte = FX
int firer[4]; // range of the fire for the fire for each direction
int firerst[4]; /* just save here where the direction was going to stop (-1)
if the exp is still growing */
float to; // timeout in ms after dropping the bomb. (loops * 0.0005sec)
float frame; // frame of the animation
unsigned char r; // range of the bomb
unsigned char state; // state of the bomb BS_*
unsigned char mode; // mode of the bomb BM_*
int ex_nr; // explosion number
_point dest; // destination to move the bomb to
float speed; // bomb moving speed
} typedef _bomb;
struct {
int type; // type of the special
float to; // timeout
int numuse; // num of uses left
int use; /* currently used set by special_use
and deleted in special_loop */
} typedef _special;
struct {
_gfxplayer *gfx; // pointer to the gfx information
int gfx_nr; // number of the player GFX
float frame; // step of the animation (only integer part will shown)
float illframe;
_pointf pos; // position on the field
_pointf old; // the old position
float tunnelto; /* timeout for dont show and move player
needed on the tunnel effect */
signed char d; // direction
signed char m; // player is moving ?
signed char old_m; // to save the old state..
int bombs_n; // maximal number of bombs for the player
int bomb_lastex; // number of the bomb which explode the last time
_bomb bombs[MAX_BOMBS]; // number of bombs who are ticking.
int range; // range of the bombs
float speed; // how fast we can go (0 = slow, 1 = normal... 3 = fastest)
int collect_shoes;
_playerilness ill[PI_max]; // all possible types
_special special; // special the player has
char name[LEN_PLAYERNAME]; // name oder name[0] == 0
unsigned char state; // status of the player
signed char in_nr; // number of the connected player entry
int points; // points
int wins; // wins
signed char dead_by; // player who killed this player
_net_player net; // holds all important network data
} typedef _player;
struct {
char name[255];
} typedef _serverlist;
struct {
char datapath[512];
int p_nr; // Playernumber 0 if you host a game or the number of the one you are.
int p_servnr; // Playernumber of the Server
int last_ex_nr; // number of the last explosion
int updatestatusbar; // 1 if statusbar has to be updated
unsigned char state;
int init_timeout; // gametimeout init value
float timeout; // game timeout
char playername[LEN_PLAYERNAME];
int players_nr_s; // number of players at the beginning
int players_nr; // number of player who are alife
signed char lastwinner; // number of the last winnet
int maxplayer; // number of max players for the server
int sock; // the server socket
int net_ai_family;
char port[LEN_PORT]; // what port we're using
char servername[LEN_SERVERNAME + LEN_PORT + 2]; // holds the name of the current server
char gamename[LEN_GAMENAME]; // this will hold the game name
char ogcserver[LEN_SERVERNAME+LEN_PORT+2];
char ogc_port[LEN_PORT];
int firewall;
int notifygamemaster;
int askplayername; // ask player for name at startup
int start_bombs; // start values
int start_range;
float start_speed;
float bomb_tickingtime; // time before the bomb explodes
unsigned char gametype; // GT_* values type of the Game if Deathmatch or other
int dropitemsondeath; // if a player should drop items when he die
unsigned char ai_players; // number of ai players
} typedef _bomberclone;
struct {
signed char dir;
signed char bestdir;
} typedef _airunaway;
extern _bomberclone bman;
extern _player *players;
extern Uint32 timestamp;
extern float timefactor;
extern float timediff;
extern int debug;
// Game routines..
extern void game_draw_info ();
extern void game_loop ();
extern void game_end ();
extern void game_start();
extern void game_showresult ();
// everything is declared in field.c
extern void draw_field ();
extern void field_clear(int x, int y);
extern void field_animation_add (int x, int y);
extern void field_animation ();
extern void field_loop ();
extern void field_hurrysize ();
extern void field_hurrydropitems ();
extern int field_check_alldirs (int x, int y, int type);
extern void draw_stone (int x, int y);
extern void stonelist_add (int x, int y);
extern void stonelist_del ();
extern void stonelist_draw ();
// everything what is declared in players.c
extern int dead_playerani ();
extern void draw_player (_player * player);
extern void restore_players_screen ();
extern void move_player (int pl_nr);
extern float stepmove_player (int pl_nr);
extern void player_drop_bomb (int pl_nr);
extern void get_player_on (float x, float y, int pl_nr[]);
extern void player_died (_player * player, signed char dead_by);
extern void draw_players ();
extern void player_animation (_player * player);
extern int check_field (short int x, short int y);
extern int check_exfield (short int x, short int y);
extern void player_calcpos ();
extern void player_set_ilness (_player * p, int t, float new_to);
extern void player_clear_ilness (_player *p, int type);
extern void player_ilness_loop (int plnr);
extern void player_check_powerup (int p_nr);
extern void player_set_gfx (_player *p, signed char gfx_nr);
extern int player_findfreebomb (_player *player);
extern int player_checkpos (int x, int y);
extern void player_checkdeath (int pnr);
// for the bomb..
extern int bomb_loop ();
extern void bomb_explode (int p, int b, int net);
extern inline void bomb_action (_bomb *bomb);
extern void bomb_move (_bomb *bomb);
extern void get_bomb_on (float x, float y, _point bombs[]);
extern void draw_fire (int x, int y, int d, int frame);
extern void do_explosion (int p, int b);
extern void restore_explosion (_bomb * bomb);
extern int explosion_check_field (int x, int y, int p, int b);
// configuration
extern void config_init (int argc, char **argv);
extern void config_menu ();
extern int config_read();
extern int config_write();
extern void ReadPrgArgs (int argc, char **argv);
// debug.c
extern void d_in_pl_detail (char *head);
extern void d_playerdetail (char *head);
extern void d_gamedetail (char *head);
extern void d_printf (char *fmt,...);
extern void d_bitprint (int bits, int nr);
extern void d_fatal (char *fmt,...);
extern void debug_ingameinfo();
extern void d_printsdlrect (char *text, SDL_Rect *rect);
// single.c
extern void single_game_new ();
extern void single_create_ai (int num_players);
extern void single_delete_ai (int num_players);
extern void single_loop();
extern void single_playergame ();
extern void single_menu ();
extern int single_select_player ();
extern int ai_choosedir (int dir, int nearbomb, int oldpos);
extern inline int ai_invertdir (int dir);
extern inline int ai_checkpos (_player * pl, _point * pos);
extern int ai_findnearbombs (_point pos);
extern int ai_findbestbombdir (_point pos, int dir, int range);
extern int ai_bombpoints (_point pos, int range);
extern _airunaway ai_runawayfrom (_point p, int nearbomb, signed char norecursive);
extern int ai_checkfield (int x, int y);
extern int ai_easyrunaway (_point p);
// special.c
extern void special_use (int p_nr);
extern void special_pickup (int p_nr, int s_type);
extern void special_loop ();
extern void special_clear (int p_nr);
extern void special_push (int p_nr);
extern void special_row (int p_nr);
extern void special_trigger (int p_nr);
extern void special_liquidmoved (int p_nr);
extern void tileset_load (char *tileset);
extern void tileset_random ();
extern void tileset_free ();
#endif