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206 lines
5.0 KiB
206 lines
5.0 KiB
/* basic types which we need everywhere */
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#ifndef _BC_BASIC_H_
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#define _BC_BASIC_H_
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#define GAME_SPECIAL_ITEMBOMB 10
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#define GAME_SPECIAL_ITEMFIRE 10
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#define GAME_SPECIAL_ITEMSHOE 10
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#define GAME_SPECIAL_ITEMDEATH 25
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#define GAME_SPECIAL_ITEMMIXED 10
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#define GAME_SPECIAL_ITEMSTRIGGER 2
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#define GAME_SPECIAL_ITEMSROW 2
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#define GAME_SPECIAL_ITEMSPUSH 2
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#define GAME_SPECIAL_ITEMSKICK 0
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#define GAME_SPECIAL_ITEMSLIQUID 0
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#define GAME_SPECIAL_ITEMSDESTROY 0
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#define EXPLOSION_SAVE_DISTANCE 64
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#define SPECIAL_TRIGGER_TIMEOUT 15
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#define SPECIAL_TRIGGER_NUMUSE 5 // 0=unlimited
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#define SPECIAL_TRIGGER_TIME 25
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#define SPECIAL_ROW_TIME 30
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#define SPECIAL_PUSH_TIME 50
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#define SPECIAL_KICK_NUMUSE 8
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#define SPECIAL_LIQUID_NUMUSE 8
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#define SPECIAL_DESTROY_NUMUSE 5
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#define SPECIAL_8WAY_NUMUSE 10
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#define START_BOMBS 1
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#define START_RANGE 2
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#define START_SPEED 16
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#define SPEEDMUL 1.2
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#define MAX_PLAYERS 8
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#define MAX_BOMBS 12
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#define MAX_RANGE 10
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#define MAX_SPEED 40
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#define MAX_UPDATERECTS 2048
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#define MAX_SERVERENTRYS 8 /* number of entrys in the server tab */
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#define MAX_GAMESRVENTRYS 255 /* number of entry which can be get */
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#define MAX_FIELDSIZE_X 51
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#define MAX_FIELDSIZE_Y 31
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#define MIN_FIELDSIZE_X 15
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#define MIN_FIELDSIZE_Y 9
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#define MAX_FILEDANIMATION 2048 /* number of points on the field to be animated exploding
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stoned or powerups*/
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#define EXPLOSIONTIMEOUT 20
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#define ANI_FIRETIMEOUT 2
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#define ANI_BOMBTIMEOUT 1
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#define ANI_PLAYERTIMEOUT 1
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#define ANI_PLAYERILLTIMEOUT 1
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#define ANI_STONETIMEOUT 5
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#define TIME_FACTOR 50
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#define BOMB_TIMEOUT 5
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#define IL_TIMEOUT 20
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#define LEN_PLAYERNAME 10
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#define LEN_SERVERNAME 41
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#define LEN_PORT 6
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#define LEN_GAMENAME 32
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#define LEN_PATHFILENAME 512
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#define LEN_FILENAME 256
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#define LEN_TILESETNAME 32
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#define DEFAULT_UDPPORT 11000
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#define DEFAULT_GMUDPPORT "11100"
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#define DEFAULT_GAMEMASTER "x.yz.to:11100"
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#define GAMESRV_TIMEOUT 2000 /* Timeout of the GameSrv_GetEntry */
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#define UDP_TIMEOUT 15000
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#define BUF_SIZE 1024
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enum _networkflags {
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NETF_firewall = 1
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};
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enum _backgound { // to load some diffrent logos..
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BG_start = 0,
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BG_net,
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BG_conf
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};
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enum _gametype {
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GT_single = 0,
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GT_multi
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};
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enum _multitype {
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MT_ptpm, // udp ptp master
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MT_ptps // udp ptp client
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};
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enum _gamestate {
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GS_startup = 0,
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GS_quit,
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GS_wait, // waiting for players to join
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GS_update,
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GS_ready,
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GS_running
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};
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enum _fieldtype {
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FT_nothing = 0, // Nothing in here
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FT_stone, // Stones you can bomb away
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FT_block, // Stones which can't bomb away
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FT_death, // The bad Powerup
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FT_fire, // The fire Powerup
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FT_bomb, // The bomb Powerup
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FT_shoe, // The shoe Powerup
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FT_mixed, // The mixed Powerup
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FT_sp_trigger, // The Triggered bomb Special
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FT_sp_row, // The bomb-row special
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FT_sp_push, // The push-boms special
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FT_sp_kick, // The kick-boms special
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FT_max // just to know how many types there are
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};
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enum _poweruptypes {
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PWUP_good = 0,
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PWUP_bad,
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PWUP_special,
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PWUP_max
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};
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enum _special {
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SP_nothing=0, // player has no special
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SP_trigger, // triggered bomb
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SP_row, // bomb row
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SP_push, // push bombs
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SP_kick, // kick bombs
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SP_max // just to know how many types there are
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};
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enum _playerillnestype {
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PI_keys = 0, // switch keys
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PI_range, // set exploding range to 1
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PI_slow, // sets speed to 6
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PI_fast, // sets speed to 150
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PI_bomb, // player is dropping bombs permanently
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PI_nobomb, // player cannot drop a bomb or only 1 bomb
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PI_max // just to know what is the last number
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};
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enum _bombstate {
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BS_off = 0,
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BS_ticking,
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BS_exploding,
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BS_trigger
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};
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enum _playerstateflags {
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PSF_used = 1, // Player Unused | Player Used
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PSF_net = 2, // Local Player | AI / Network Player
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PSF_alife = 4, // Player is Dead | Player is Alife
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PSF_playing = 8, // Watching Player | Playing Player -- as long as one don't delete
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};
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#define PSFM_used (PSF_used + PSF_playing)
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#define PSFM_alife (PSF_used + PSF_alife + PSF_playing)
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#define PS_IS_dead(__ps) (((__ps) & (PSFM_alife)) == (PSFM_used))
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#define PS_IS_alife(__ps) (((__ps) & (PSFM_alife)) == (PSFM_alife))
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#define PS_IS_netplayer(__ps) (((__ps) & (PSF_net)) != 0)
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#define PS_IS_playing(__ps) (((__ps) & (PSFM_used)) == (PSFM_used))
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#define PS_IS_used(__ps) (((__ps) & (PSFM_used)) != 0)
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enum _direction { // to handle directions better
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left = 0,
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right,
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up,
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down
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};
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enum _dirbitmask { // bit mask for the directions
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DIRM_left = 1,
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DIRM_right = 2,
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DIRM_up = 4,
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DIRM_down = 8,
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DIRM_under = 16
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};
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struct __point {
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short int x;
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short int y;
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} typedef _point;
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#endif
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