source/code/mainVars.hpp
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/*
===========================================================================
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
#include "sago/SagoSprite.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):
SDL_Surface *backgroundImage; //Stores the background image
static SDL_Surface *backBoard; //Stores the background to the board
static std::shared_ptr<CppSdl::CppSdlImageHolder> 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_Renderer *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 sago::SagoSprite 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<CppSdl::CppSdlImageHolder> menuMarked;
std::shared_ptr<CppSdl::CppSdlImageHolder> menuUnmarked;
std::shared_ptr<CppSdl::CppSdlImageHolder> 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<bool> stageCleared(nrOfStageLevels); //vector that tells if a stage is cleared
std::vector<Uint32> stageTimes(nrOfStageLevels); //For statistical puposes
std::vector<Uint32> 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 = 1; //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
{
SDL_Keycode up;
SDL_Keycode down;
SDL_Keycode left;
SDL_Keycode right;
SDL_Keycode change;
SDL_Keycode 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