X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_bd%2Fbd_cave.h;h=ca0721ef6a160a602e450ca7a62234775e1c1a5d;hb=01bf4018243f57cefbc0308e49f4dd2d40a0c054;hp=d97f280fbcf6c255b7fc836009e429671a8db829;hpb=c94cdac2a1cda58ac0e3640e14d3635b797c597a;p=rocksndiamonds.git diff --git a/src/game_bd/bd_cave.h b/src/game_bd/bd_cave.h index d97f280f..ca0721ef 100644 --- a/src/game_bd/bd_cave.h +++ b/src/game_bd/bd_cave.h @@ -167,6 +167,7 @@ enum _element_property 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 */ @@ -179,6 +180,8 @@ enum _element_property 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 */ @@ -200,6 +203,7 @@ enum _element_property #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) @@ -210,6 +214,8 @@ enum _element_property #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 { @@ -318,7 +324,7 @@ typedef struct _gd_cave_replay 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 */ @@ -362,8 +368,8 @@ typedef struct _gd_cave 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; @@ -371,11 +377,11 @@ typedef struct _gd_cave /* 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 */ @@ -622,7 +628,7 @@ typedef struct _gd_cave } 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 */ @@ -638,8 +644,8 @@ GdElement gd_get_element_from_string(const char *string); 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); @@ -708,10 +714,6 @@ GdReplay *gd_replay_new(void); 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);