#include <glib.h>
#include "bd_elements.h"
+#include "bd_random.h"
// colors
for example diamond + arrow = falling diamond */
#define GD_NUM_OF_CELLS (GD_NUM_OF_CELLS_X*GD_NUM_OF_CELLS_Y+80)
+/* maximum replay size (maximum seconds x game cycles per second) */
+#define MAX_REPLAY_LEN (10000 * FRAMES_PER_SECOND / 8)
+
extern const GdColor gd_flash_color;
extern const GdColor gd_select_color;
E_P_BLOWS_UP_FLIES, /* flies blow up, if they touch this */
E_P_EXPLODES_BY_HIT, /* explodes if hit by a stone */
+ E_P_EXPLOSION, /* set for every stage of every explosion. */
E_P_EXPLOSION_FIRST_STAGE, /* set for first stage of every explosion.
helps slower/faster explosions changing */
E_P_PLAYER, /* easier to find out if it is a player element */
E_P_MOVED_BY_CONVEYOR_TOP, /* can be moved by conveyor belt */
E_P_MOVED_BY_CONVEYOR_BOTTOM, /* can be moved UNDER the conveyor belt */
+
+ E_P_COLLECTIBLE, /* can be collected */
};
/* properties */
#define P_BLOWS_UP_FLIES (1 << E_P_BLOWS_UP_FLIES)
#define P_EXPLODES_BY_HIT (1 << E_P_EXPLODES_BY_HIT)
+#define P_EXPLOSION (1 << E_P_EXPLOSION)
#define P_EXPLOSION_FIRST_STAGE (1 << E_P_EXPLOSION_FIRST_STAGE)
#define P_NON_EXPLODABLE (1 << E_P_NON_EXPLODABLE)
#define P_MOVED_BY_CONVEYOR_TOP (1 << E_P_MOVED_BY_CONVEYOR_TOP)
#define P_MOVED_BY_CONVEYOR_BOTTOM (1 << E_P_MOVED_BY_CONVEYOR_BOTTOM)
+#define P_COLLECTIBLE (1 << E_P_COLLECTIBLE)
+
/* These are states of the magic wall. */
typedef enum _magic_wall_state
{
int score;
} GdHighScore;
+typedef struct _replay_movements
+{
+ unsigned char data[MAX_REPLAY_LEN];
+ unsigned int len;
+} GdReplayMovements;
+
/* maximum seed value for the cave random generator. should be smaller than a signed int. */
#define GD_CAVE_SEED_MAX (1 << 30)
GdString player_name; /* who played this */
GdString date; /* when played */
- GString *comment; /* some comments from the player */
+ char *comment; /* some comments from the player */
int score; /* score collected */
int duration; /* number of seconds played */
guint32 checksum; /* checksum of the rendered cave. */
boolean wrong_checksum;
- GByteArray *movements;
+ GdReplayMovements *movements;
int current_playing_pos;
} GdReplay;
GdString difficulty; /* difficulty of the game, for info purposes */
GdString www; /* link to author's webpage */
GdString date; /* date of creation */
- GString *story; /* story for the cave - will be shown when the cave is played. */
- GString *remark; /* some note */
+ char *story; /* story for the cave - will be shown when the cave is played. */
+ char *remark; /* some note */
GdString charset; /* these are not used by gdash */
GdString fontset;
/* and this one the highscores */
GdHighScore highscore[GD_HIGHSCORE_NUM];
- GHashTable *tags; /* stores read-but-not-understood strings from bdcff, so we can save them later. */
+ HashTable *tags; /* stores read-but-not-understood strings from bdcff, so we can save them later. */
GdElement **map; /* pointer to data for map, non-null if has a map */
- GList *objects;
- GList *replays;
+ List *objects;
+ List *replays;
boolean intermission; /* is this cave an intermission? */
boolean intermission_instantlife; /* one life extra, if the intermission is reached */
boolean hatched; /* hatching has happened. (timers may run, ...) */
boolean gate_open; /* self-explaining */
guint32 render_seed; /* the seed value, which was used to render the cave, is saved here. will be used by record&playback */
- GRand *random; /* random number generator of rendered cave */
+ GdRand *random; /* random number generator of rendered cave */
int rendered; /* if not zero, rendered at level x */
int timing_factor; /* number of "milliseconds" in each second :) 1000 for ntsc, 1200 for pal. */
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. */
} GdCave;
-#define CAVE_OFFSET(property) (G_STRUCT_OFFSET(GdCave, property))
+#define CAVE_OFFSET(property) (STRUCT_OFFSET(GdCave, property))
/* arrays for movements */
/* also no1 and bd2 cave data import helpers; line direction coordinates */
void gd_cave_init(void);
/* for cave tags hash table */
-boolean gd_str_case_equal(gconstpointer s1, gconstpointer s2);
-guint gd_str_case_hash(gconstpointer v);
+int gd_str_case_equal(void *s1, void *s2);
+unsigned int gd_str_case_hash(void *v);
/* cave highscore functions */
int gd_highscore_compare(gconstpointer a, gconstpointer b);
boolean bonus_life_flash, int animcycle, boolean hate_invisible_outbox);
/* function to copy a GdString */
-static inline int
-gd_strcpy(GdString dest, const GdString src)
+static inline char *gd_strcpy(GdString dest, const GdString src)
{
- return g_strlcpy(dest, src, sizeof(GdString));
+ return strncpy(dest, src, sizeof(GdString));
}
int gd_cave_time_show(const GdCave *cave, int internal_time);
GdReplay *gd_replay_new_from_replay(GdReplay *orig);
void gd_replay_free(GdReplay *replay);
void gd_replay_store_movement(GdReplay *replay, GdDirection player_move, boolean player_fire, boolean suicide);
-boolean gd_replay_get_next_movement(GdReplay *replay, GdDirection *player_move, boolean *player_fire, boolean *suicide);
-void gd_replay_rewind(GdReplay *replay);
-
-char *gd_replay_movements_to_bdcff(GdReplay *replay);
guint32 gd_cave_adler_checksum(GdCave *cave);
void gd_cave_adler_checksum_more(GdCave *cave, guint32 *a, guint32 *b);