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
{
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 */
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 pneumatic_hammer_sound;
/* internal variables, used during the game. private data :) */
- 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. */
+
+ /* returns range corrected x/y position (points to perfect or line shifting get function) */
+ int (*getx) (const struct _gd_cave*, int x, int y);
+ int (*gety) (const struct _gd_cave*, int x, int y);
+
+ /* returns pointer to element at x, y (points to perfect border or a line shifting get function) */
+ GdElement* (*getp) (const struct _gd_cave*, int x, int y);
boolean hatched; /* hatching has happened. (timers may run, ...) */
boolean gate_open; /* self-explaining */
} 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);