/* =========================================================================== blockattack - Block Attack - Rise of the Blocks Copyright (C) 2005-2012 Poul Sander This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/ Source information and contacts persons can be found at http://blockattack.sf.net =========================================================================== */ //Make sure it is only included once #ifndef _MAINVARS_HPP #define _MAINVARS_HPP //main variables and constants //Animation lengths: #define READYTIME 500 #define BOMBTIME 200 #define CURSORTIME 200 const char sharedir[] = SHAREDIR; //All graphic in the game (as pointers): static SDL_Surface *background; //Stores background SDL_Surface *backgroundImage; //Stores the background image static SDL_Surface *backBoard; //Stores the background to the board static std::shared_ptr bNewGame; //The New Game botton static SDL_Surface *bOptions; //The Options botton static SDL_Surface *bConfigure; //The configure button static SDL_Surface *bSelectPuzzle; //The Select Puzzle Button static SDL_Surface *bBack; //The "Back" button static SDL_Surface *bForward; //The "forward" button static SDL_Surface *iChainBack; #if NETWORK //static SDL_Surface *bNetwork; //static SDL_Surface *bConnect; //static SDL_Surface *bHost; #endif static SDL_Surface *bHighScore; //The High Score botton static SDL_Surface *blackLine; //The seperator in stage clear static SDL_Surface *stageBobble; //The bobble instage clear SDL_Surface *screen; //The whole screen; static SDL_Surface *iGameOver; //The gameOver image static SDL_Surface *iWinner; //the "winner" image static SDL_Surface *iDraw; //the "draw" image static SDL_Surface *iLoser; //the "loser" image //Animations: static SDL_Surface *cursor[2]; //The animated cursor static SDL_Surface *bomb[2]; //Bomb then the bricks should blow static SDL_Surface *ready[2]; //Before the blocks fall static SDL_Surface *explosion[4]; //Then a block explodes //Animations end static SDL_Surface *counter[3]; //Counts down from 3 static SDL_Surface *bricks[7]; //The bricks, saved in an array of pointers static SDL_Surface *crossover; //Cross the bricks that will be cleared soon static SDL_Surface *balls[7]; //The balls (the small ones that jump around) static SDL_Surface *changeButtonsBack; static SDL_Surface *dialogBox; static SDL_Surface *bOn; static SDL_Surface *bOff; static SDL_Surface *b1024; static SDL_Surface *iLevelCheck; //To the level select screen static SDL_Surface *iLevelCheckBox; static SDL_Surface *iLevelCheckBoxMarked; static SDL_Surface *iCheckBoxArea; static SDL_Surface *boardBackBack; static SDL_Surface *garbageTL; //the Garbage Blocks static SDL_Surface *garbageT; static SDL_Surface *garbageTR; static SDL_Surface *garbageR; static SDL_Surface *garbageBR; static SDL_Surface *garbageB; static SDL_Surface *garbageBL; static SDL_Surface *garbageL; static SDL_Surface *garbageFill; static SDL_Surface *garbageM; static SDL_Surface *garbageML; static SDL_Surface *garbageMR; static SDL_Surface *smiley[4]; static SDL_Surface *garbageGM; static SDL_Surface *garbageGML; static SDL_Surface *garbageGMR; static SDL_Surface *transCover; //The transperant block, covers the upcomming #if LEVELEDITOR static SDL_Surface *bCreateFile; static SDL_Surface *bDeletePuzzle; static SDL_Surface *bLoadFile; static SDL_Surface *bMoveBack; static SDL_Surface *bMoveDown; static SDL_Surface *bMoveForward; static SDL_Surface *bMoveLeft; static SDL_Surface *bMoveRight; static SDL_Surface *bMoveUp; static SDL_Surface *bNewPuzzle; static SDL_Surface *bSaveFileAs; static SDL_Surface *bSavePuzzle; static SDL_Surface *bSaveToFile; static SDL_Surface *bTestPuzzle; #endif static SDL_Surface *bSkip; static SDL_Surface *bRetry; static SDL_Surface *bNext; std::shared_ptr menuMarked; std::shared_ptr menuUnmarked; std::shared_ptr mouse; static SDL_Surface *tmp; //a temporary surface to use DisplayFormat static NFont nf_button_font; //Font used for buttons! NFont nf_scoreboard_font; static NFont nf_standard_blue_font; //Font used instead of the old blue SFont static NFont nf_standard_small_font; static Mix_Music *bgMusic; //backgroundMusic static Mix_Music *highbeatMusic; //Background music with higher beat static Mix_Chunk *boing; //boing sound when clearing static Mix_Chunk *applause; //Applause, then the player is good static Mix_Chunk *photoClick; //clickSound static Mix_Chunk *typingChunk; //When writing static Mix_Chunk *counterChunk; //When counting down static Mix_Chunk *counterFinalChunk; Highscore theTopScoresEndless; //Stores highscores for endless Highscore theTopScoresTimeTrial; //Stores highscores for timetrial static bool bMouseUp; //true if the mouse(1) is unpressed static bool bMouseUp2; //true if the mouse(2) is unpressed #if NETWORK static bool bNetworkOpen; //Show the network menu #endif static bool bScreenLocked; //Don't take input or allow any mouse interaction! Used for dialogbox and warningbox static bool showDialog; static bool NoSound; //if true, absolutely no sound will be played, can be set from the commandline //prevents crash on systems without a soundcard bool MusicEnabled; //true if background music is enabled bool SoundEnabled; //true if sound effects is enabled static bool bNearDeathPrev; //Near death status last time checked. bool bFullscreen; //true if game is running fullscreen static bool puzzleLoaded; //true if the puzzle levels have been loaded static bool drawBalls; //if true balls are drawed to the screen, this might lower framerate too much static bool standardBackground; bool highPriority; static bool editorMode = false; static bool editorModeTest = false; //Things for network play: #if NETWORK static bool networkPlay; static bool networkActive; //sockets here #define SERVERPORT 41780 #define CLIENTPORT 41781 static char serverAddress[30]; #endif //other ball constants: const double gravity = 200.8; //acceleration const double startVelocityY = 50.0; const double VelocityX = 50.0; const int ballSize = 16; const double minVelocity = 200.0; //global settings (reset everytime the game starts) static Uint8 player1Speed=0; static Uint8 player2Speed=0; static bool player1AI=false; //Is AI enabled? static bool player2AI=false; //Is AI enabled for player 2 (opponent in single player) static Uint8 player1AIlevel=3; //What level is AI? 0 min, 6 max static Uint8 player2AIlevel=3; static const Uint8 AIlevels=7; //7 possible levels: 0..6 static Uint8 player1handicap=0; static Uint8 player2handicap=0; unsigned long int currentTime; //contains the current time, so we don't call SDL_GetTickets() too often... static int xsize = 1024; static int ysize = 768; static const int bsize = 50; //Stores the players names (way to long, but at least no buffer overflows (max length is 16 for display reasons)) std::string player1name; std::string player2name; //paths static std::string stageClearSavePath; static const int nrOfStageLevels = 50; //number of stages in stage Clear std::vector stageCleared(nrOfStageLevels); //vector that tells if a stage is cleared std::vector stageTimes(nrOfStageLevels); //For statistical puposes std::vector stageScores(nrOfStageLevels); //--||-- bool twoPlayers; //True if two players are playing //Old mouse position: static int oldMousex, oldMousey; //Old Stage Clear Buble static int oldBubleX, oldBubleY; //bool doublebuf = false; //if true, screen is double buffered static char forceredraw; //If 1: always redraw, if 2: rarely redraw static bool singlePuzzle = false; //if true we are just in a little 300x600 window static int singlePuzzleNr = 0; static std::string singlePuzzleFile; #if DEBUG //frame counter (fps) unsigned long int Frames, Ticks; char FPS[10]; #endif int verboseLevel = 0; //keySetup int player1keys, player2keys; bool mouseplay1=false; //The mouse works on the play field bool mouseplay2=false; //Same for player2 bool joyplay1=false; //Player one uses the joypad bool joyplay2=false; //Player two uses the joypad //Stores the controls struct control { SDLKey up; SDLKey down; SDLKey left; SDLKey right; SDLKey change; SDLKey push; }; control keySettings[3]; //array to hold the controls (default and two custom) #define KEYMENU_MAXWITH 4 #define KEYMENU_MAXDEPTH 7 enum stageButton {SBdontShow, SBstageClear, SBpuzzleMode}; static stageButton stageButtonStatus = SBdontShow; static const int buttonXsize = 120; static const int buttonYsize = 40; struct ButtonCords { int x; int y; int xsize; int ysize; }; ButtonCords cordNextButton = { cordNextButton.x = 3*bsize+(3*bsize-buttonXsize)/2, cordNextButton.y = 10*bsize, cordNextButton.xsize = buttonXsize, cordNextButton.ysize = buttonYsize }; ButtonCords cordRetryButton = { cordRetryButton.x = (3*bsize-buttonXsize)/2, cordRetryButton.y = 10*bsize, cordRetryButton.xsize = buttonXsize, cordRetryButton.ysize = buttonYsize }; #endif