/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* 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, write to the Free Software */ /* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* nom : cursor.h */ /* contenu : placement et initialisation des curseurs */ /* date de modif : 3 mai 98 */ /********************************************************************/ #ifndef LIQUID_WAR_INCLUDE_CURSOR #define LIQUID_WAR_INCLUDE_CURSOR /*==================================================================*/ /* includes */ /*==================================================================*/ #include "base.h" /*==================================================================*/ /* types */ /*==================================================================*/ typedef struct { /* * value which will be used when the * will be put into the map. this * value decreases at each round. */ int val; /* x position of the cursor */ int x; /* y position of the cursor */ int y; /* * true if the player who owns this * cursor is playing with it */ int active; /* team the cursor belongs to */ int team; /* * time at which this cursor has * lost. it seems that the diff * between cursor and team is not * well defined 8-( */ int loose_time; /* wether you are 1st or 2nd... */ int score_order; /* * first color used by this cursor * in the 256 color palette. again * a cursor is associated to a team */ int color_entry; /* * this value holds the state of all * the keys associated to the cursor * it is a logical or between * - CURSOR_KEY_UP * - CURSOR_KEY_RIGHT * - CURSOR_KEY_DOWN * - CURSOR_KEY_LEFT * which are defined in move.h */ int key_state; /* true if the player is a computer */ int control_type; /* * true if the player is located on * a remote machine */ int from_network; /* * the name of the player */ char name[NAME_SIZE + 1]; } CURSOR; /*==================================================================*/ /* variables globales */ /*==================================================================*/ extern CURSOR CURRENT_CURSOR[NB_TEAMS]; /*==================================================================*/ /* fonctions globales */ /*==================================================================*/ void reset_all_cursor (void); void apply_all_cursor (void); void auto_cursor (int index, int team, char *name); #endif