📄 def.h
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#ifndef __DEF_H__
#define __DEF_H__
#include "..\System\File.h"
#include "res.h"
/** lane width */
#define LANE_WIDTH 117
/** lane length */
#define LANE_LENGTH 2000 //changed to public by Milo
//default positions that player stands
#define PLAYER_POSITION_X 20 //LANE_WIDTH =117
#define PLAYER_POSITION_Y -420
#define PLAYER_POSITION_Z 0 //
#define PLAYER_ROTATION_X 0
#define PLAYER_ROTATION_Y 0
#define PLAYER_ROTATION_Z 1024
// const variable in CBall
#define DEFAULT_BALL_RADIUS 12
#define DEFAULT_BALL_WEIGHT 14
#define DEFAULT_DIFFICULT_VELOCITY 1500
#define DEFAULT_DIFFICULT_ROLLING 1000
// Fastest ball moving time
#define BALL_MOVMENT_FASTEST_TIME 82// 73 //84
// Mapping from strength to time.
#define BALL_MOVMENT_TIME_MODIFICATION 6
#define MAX_VALUE 0x7fffffff
////in tenpin class
/** valid pin */
#define TENPIN_STATE_READY 11
/** standing pin */
#define TENPIN_STATE_STAND 21
/** Moving pin */
#define TENPIN_STATE_MOVING 31
/** pin falls and stops moving but not go outside */
#define TENPIN_STATE_DEAD 41
/** pin falls IN GUTTER */
#define TENPIN_STATE_GUTTER 51
/** outside pin */
#define TENPIN_STATE_OUTSIDE 61
/** overlane pin */
#define TENPIN_STATE_OVERLANE 71
/** out of the back */
#define TENPIN_STATE_BACK 81
/** OUT OF THE LEFT OR RIGHT SIDE */
#define TENPIN_STATE_SIDE_OUT 91
//the sub states in Game playing
#define DS_DELIVERY_INIT 0
#define DS_PLAYER_POSITION_CONFIRM 1
#define DS_GRABBING_TENPIN_ANIM 2
#define DS_CLOSE_SEE_COIN 3
#define DS_PLAYER_POWER_CONFIRM 4
#define DS_AIM_SPOT_CONFIRM 5
//#define DS_PLAYER_ACCURACY_CONFIRM 5
//#define DS_CAMERA_MOVEOUT_ANIM 6
#define DS_ROTATION_POWER_CONFIRM 7
#define DS_PLAYER_FOULS 8
#define DS_BALL_RUNNING 9
#define DS_COLLISION_FINISH 10
#define DS_COLLISION_FINISH_WITH_PLAYER_ANI 11
#define DS_PLAYER_FINISH_ANI 12
#define DS_SHOW_GRABBING_ANIMATION 13
#define DS_SHOW_GRABBING_ANIMATION_WITH_PLAYER_ANI 14
#define DS_WAITING_TEN_SECOND 15
#define DS_WAITING_FOR_NEXT 16
#define DS_DELIVERY_REPLAY 17
//#define DS_ON_VS_FINISH 18
#define DS_CAMERA_VIEW 19
#define DS_STORY_MATCHEND 20
#define DS_DELIVERY_END 21
#define DS_DELIVERY_SCOREBOARD 22
#define DS_RESULT_ANI 23
#define DS_MATCH_RESULT_SCOREBOARD 24
#define DS_STORY_PRE_TALK 25
//#define DS_TUTORIAL 26
#define DS_PLAYER_FOULS2 27
#define DS_REPUTATION_RESULT 28
/////MATCH TYPE
#define MATCH_TYPE_FREE 0 // 1 person
#define MATCH_TYPE_VS 1 // 1v1, human vs human or human vs computer
//#define MATCH_TYPE_STORY 2 // multi vs and multi bonus
#define MATCH_TYPE_BONUS 3 // for spare special
const int HINT_SHOWING_LENGTH = 24;
#define BOARD_COLOR 0XF2AB22
#define LINE_COLOR 0XF2AB22
//RENDER ELEMENTS IN SCENE
//O-9 IS FOR PINS
#define RENDER_BALL 10
//#define RENDER_AIM_SPOT 11
#define RENDER_FLOOR 11
#define RENDER_SCENE 12
#define RENDER_GRABBING_TENPIN 13
#define RENDER_SETTING_TENPIN 14
#define RENDER_SKYBOX 15
#define RENDER_PLAYER 16
//#define RENDER_LIGHT 17
//#define RENDER_HANDS 17
#define RENDER_FIRST_AUDIENCE 17
#define RENDER_SECOND_AUDIENCE 18
#define RENDER_THIRD_AUDIENCE 19
//#define RENDER_FORTH_AUDIENCE 21
//#define RENDER_FIFTH_AUDIENCE 22
#define RENDER_FREEZE_AUDIENCE 20
#define RENDER_COIN 21 // coin has 4 objects with 1 model
#define RENDER_FURNITURE 22
#define RENDER_PLAYER2 23
#define RENDER_TV 24
#define RENDER_COUNTS 25
//MODEL INDEX
#define COINS_COUNT 4
//#define MODEL_BACKGROUND 0
#define MODEL_TENPIN 0
//#define MODEL_BALL 2
//#define MODEL_PLAYER 3
//#define MODEL_ARROW 1
//#define MODEL_FLOOR 5
#define MODEL_GRBBING 14
#define MODEL_SETTING_PINS 15
#define MODEL_2D_TENPIN 17
#define MODEL_AUD1 19
#define MODEL_AUD2 20
#define MODEL_AUD3 21
#define MODEL_COIN 22
#define MODEL_FREEZE_AUD 26
#define MODEL_FURNITURE 29 // Milo 01-17
#define MODEL_TV 30 // Milo 02-24
//in CScene Class
/**
* <p>The constant's one bit stands for one bowling pin's status,
* setting 1 measns the pin is stand,
* setting 0 means the pin is falled.
* From left to right stands for #9 pin to #0 pin. </p>
*
* <p>So constant (ALL_PINS_STAND) 0x3ff stands for ten pins are all stand
* and constant (ALL_PINS_FALL) 0x0 stands none pin is stand.</p>
*/
#define ALL_TENPINS_STAND 0x3ff// 0...0 1111111111
/**
* Constant stands for all pins are falled.
*
* ALL_PINS_STAND
*/
#define ALL_TENPINS_FALL 0x0 // 0...0 0000000000
/** lane width */
#define TOTAL_TENPIN_NUMBER 10
/** distance between two pins nearby */
#define PIN_DISTANCE 32
/** lane data on heavy oil area */
#define HEAVY_OIL_AREA 500
/** lane data on light oil area */
#define LIGHT_OIL_AREA 1000
//friction modulus
/** friction modulus on light oil area */
#define LFRICTION_MODULUS 2
/** friction modulus on unoil area */
#define UFRICTION_MODULUS 2
//the reducing velocity of ball in gutter
#define GUTTER_REDUCTION 70
#define MAX_PLAYER_ROTATION 9
//in Player CLASS
#define PLAYER_ANI_THROWING 0
#define PLAYER_ANI_CHEER1 1
#define PLAYER_ANI_CHEER2 2
#define PLAYER_ANI_DEPRESSION1 3
#define PLAYER_ANI_DEPRESSION2 4
#define PLAYER_ANI_FOULS 5
#define PLAYER_ANI_FOR_SELECT 6
#define PLAYER_ANI_LEFT_MOVING 7
#define PLAYER_ANI_BREATH 8
#define PLAYER_ANI_RIGHT_MOVING 9
#define PLAYER_ANI_TALKING 10
#define PLAYER_ANI_FOUL_THROW 11
#define PLAYER_ANI_FOULS2 12
#define PLAYER_ANI_COUNT 13
//state of ball
#define BALL_INVALID 0x00
#define BALL_ONLANE 0x01
#define BALL_OUTSIDE 0x02 //OUTSIDE
//Types of Ball
/** linear ball */
#define LINEAR_BALL 0x00
/** curve ball */
#define CURVE_BALL 0x03
#define ConvertSoundID(a) (a - ID_SOUND_ROLL)
typedef struct _ScoreInfo
{
/** Record the scores */
Byte scores[21];
/** The total scores.*/
int totalScores[11];
/** To record which one delivery score in the game. */
int iScores;
/** Need to add spare score flag. */
bool addSpareScore;
/** Need to add strike score flag. */
bool addStrikeScore;
/** Strike count. */
int strikeCount; /** Construct the class */
/** To record has trun how many pages . Less than 0 is trun back, large than 0 is trun forward.*/
int trunPageNum;
//this variable decides whether the second ball will be used. true: don't need or has been used
bool m_isSecondBall;
//Judging whether the round is strike
bool m_isStrike;
//Judging whether the round is strike
bool m_isTurkey;
//judging whether the first shot in the 10th round is strike
int m_isBonusShot;
//off set for Score Board
int m_offSet;
bool m_isScoreBoardChanged ;
int preciseScore;
int extraCount;
int extraScore;
}ScoreInfo;
#endif /* __DEF_H__ */
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