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state.h
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state.h
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/* state.h: Definitions for embodying the state of a game in progress.
*
* Copyright (C) 2001-2006 by Brian Raiter, under the GNU General Public
* License. No warranty. See COPYING for details.
*/
#ifndef _state_h_
#define _state_h_
#include "defs.h"
/* The tiles that make up Chip's universe.
*/
enum
{
Nothing = 0,
Empty = 0x01,
Slide_North = 0x02,
Slide_West = 0x03,
Slide_South = 0x04,
Slide_East = 0x05,
Slide_Random = 0x06,
Ice = 0x07,
IceWall_Northwest = 0x08,
IceWall_Northeast = 0x09,
IceWall_Southwest = 0x0A,
IceWall_Southeast = 0x0B,
Gravel = 0x0C,
Dirt = 0x0D,
Water = 0x0E,
Fire = 0x0F,
Bomb = 0x10,
Beartrap = 0x11,
Burglar = 0x12,
HintButton = 0x13,
Button_Blue = 0x14,
Button_Green = 0x15,
Button_Red = 0x16,
Button_Brown = 0x17,
Teleport = 0x18,
Wall = 0x19,
Wall_North = 0x1A,
Wall_West = 0x1B,
Wall_South = 0x1C,
Wall_East = 0x1D,
Wall_Southeast = 0x1E,
HiddenWall_Perm = 0x1F,
HiddenWall_Temp = 0x20,
BlueWall_Real = 0x21,
BlueWall_Fake = 0x22,
SwitchWall_Open = 0x23,
SwitchWall_Closed = 0x24,
PopupWall = 0x25,
CloneMachine = 0x26,
Door_Red = 0x27,
Door_Blue = 0x28,
Door_Yellow = 0x29,
Door_Green = 0x2A,
Socket = 0x2B,
Exit = 0x2C,
ICChip = 0x2D,
Key_Red = 0x2E,
Key_Blue = 0x2F,
Key_Yellow = 0x30,
Key_Green = 0x31,
Boots_Ice = 0x32,
Boots_Slide = 0x33,
Boots_Fire = 0x34,
Boots_Water = 0x35,
Block_Static = 0x36,
Drowned_Chip = 0x37,
Burned_Chip = 0x38,
Bombed_Chip = 0x39,
Exited_Chip = 0x3A,
Exit_Extra_1 = 0x3B,
Exit_Extra_2 = 0x3C,
Overlay_Buffer = 0x3D,
Floor_Reserved2 = 0x3E,
Floor_Reserved1 = 0x3F,
Chip = 0x40,
Block = 0x44,
Tank = 0x48,
Ball = 0x4C,
Glider = 0x50,
Fireball = 0x54,
Walker = 0x58,
Blob = 0x5C,
Teeth = 0x60,
Bug = 0x64,
Paramecium = 0x68,
Swimming_Chip = 0x6C,
Pushing_Chip = 0x70,
Entity_Reserved2 = 0x74,
Entity_Reserved1 = 0x78,
Water_Splash = 0x7C,
Bomb_Explosion = 0x7D,
Entity_Explosion = 0x7E,
Animation_Reserved1 = 0x7F
};
/* Macros to assist in identifying tile taxons.
*/
#define isslide(f) ((f) >= Slide_North && (f) <= Slide_Random)
#define isice(f) ((f) >= Ice && (f) <= IceWall_Southeast)
#define isdoor(f) ((f) >= Door_Red && (f) <= Door_Green)
#define iskey(f) ((f) >= Key_Red && (f) <= Key_Green)
#define isboots(f) ((f) >= Boots_Ice && (f) <= Boots_Water)
#define ismsspecial(f) ((f) >= Drowned_Chip && (f) <= Overlay_Buffer)
#define isfloor(f) ((f) <= Floor_Reserved1)
#define iscreature(f) ((f) >= Chip && (f) < Water_Splash)
#define isanimation(f) ((f) >= Water_Splash && (f) <= Animation_Reserved1)
/* Macro for getting the tile ID of a creature with a specific direction.
*/
#define crtile(id, dir) ((id) | diridx(dir))
/* Macros for decomposing a creature tile into ID and direction.
*/
#define creatureid(id) ((id) & ~3)
#define creaturedirid(id) (idxdir((id) & 3))
/*
* Substructures of the game state
*/
/* Two x,y-coordinates give the locations of a button and what it is
* connected to.
*/
typedef struct xyconn {
short from; /* location of the button */
short to; /* location of the trap/cloner */
} xyconn;
/* A tile on the map.
*/
typedef struct maptile {
unsigned char id; /* identity of the tile */
unsigned char state; /* internal state flags */
} maptile;
/* A location on the map.
*/
typedef struct mapcell {
maptile top; /* the upper tile */
maptile bot; /* the lower tile */
} mapcell;
/* A creature.
*/
#if 0
typedef struct creature {
signed int pos : 11; /* creature's location */
signed int dir : 5; /* current direction of creature */
signed int id : 8; /* type of creature */
signed int state : 8; /* internal state value */
signed int hidden: 1; /* TRUE if creature is invisible */
signed int moving: 5; /* positional offset of creature */
signed int frame : 5; /* explicit animation index */
signed int tdir : 5; /* internal state value */
} creature;
#else
typedef struct creature {
short pos; /* creature's location */
unsigned char id; /* type of creature */
unsigned char dir; /* current direction of creature */
signed char moving; /* positional offset of creature */
signed char frame; /* explicit animation index */
unsigned char hidden; /* TRUE if creature is invisible */
unsigned char state; /* internal state value */
unsigned char tdir; /* internal state value */
} creature;
#endif
/*
* The game state structure proper.
*/
/* Ideally, everything that the gameplay module, the display module,
* and both logic modules need to know about a game in progress is
* in here.
*/
typedef struct gamestate {
gamesetup *game; /* the level specification */
int ruleset; /* the ruleset for the game */
int replay; /* playback move index */
int timelimit; /* maximum time permitted */
int currenttime; /* the current tick count */
int timeoffset; /* offset for displayed time */
short currentinput; /* the current keystroke */
short chipsneeded; /* no. of chips still needed */
short xviewpos; /* the visible part of the */
short yviewpos; /* map (ie, where Chip is) */
short keys[4]; /* keys collected */
short boots[4]; /* boots collected */
short statusflags; /* flags (see below) */
short lastmove; /* most recent move */
unsigned char initrndslidedir; /* initial random-slide dir */
signed char stepping; /* initial timer offset 0-7 */
unsigned long soundeffects; /* the latest sound effects */
actlist moves; /* the list of moves */
prng mainprng; /* the main PRNG */
creature *creatures; /* the creature list */
short trapcount; /* number of trap buttons */
short clonercount; /* number of cloner buttons */
short crlistcount; /* number of creatures */
xyconn traps[256]; /* list of trap wirings */
xyconn cloners[256]; /* list of cloner wirings */
short crlist[256]; /* list of creatures */
char hinttext[256]; /* text of the hint */
mapcell map[CXGRID * CYGRID]; /* the game's map */
void *localstateinfo; /* rule-specific state data */
} gamestate;
/* General status flags.
*/
#define SF_NOSAVING 0x0001 /* solution won't be saved */
#define SF_INVALID 0x0002 /* level is not playable */
#define SF_BADTILES 0x0004 /* map has undefined tiles */
#define SF_SHOWHINT 0x0008 /* display the hint text */
#define SF_NOANIMATION 0x0010 /* suppress tile animation */
#define SF_SHUTTERED 0x0020 /* hide map view */
#define SF_PEDANTIC 0x0040 /* use pedantic ruleset */
/* Macros for the keys and boots.
*/
#define redkeys(st) ((st)->keys[0])
#define bluekeys(st) ((st)->keys[1])
#define yellowkeys(st) ((st)->keys[2])
#define greenkeys(st) ((st)->keys[3])
#define iceboots(st) ((st)->boots[0])
#define slideboots(st) ((st)->boots[1])
#define fireboots(st) ((st)->boots[2])
#define waterboots(st) ((st)->boots[3])
#endif