#ifndef GAME_H #define GAME_H #include "Directories.h" #include "Main.h" #define FACE_STILL 1 #define FACE_COUNT 3 #define CLIMB_FACE_COUNT 3 #define CLIMB_FACE_MIN 10 #define TOM_W 4 #define TOM_H 4 #define FACE_STEP 2 // really: development mode #define GOD_MODE 0 #define BALLOON_RIDE_INTERVAL 500 #define SPRING_JUMP 30 #define MAX_HEALTH 100 // don't hold more than these... mainly b/c the gui can't handle it #define MAX_BALLOONS 7 #define MAX_KEYS 7 // increment this to avoid saved-game conflict // abe0.1, 0.2, 0.3 = 1 (actually no version number is saved) // abe0.4 = 2 // abe1.0 = 3 #define GAME_VERSION 3 typedef struct _game { int face; int dir; int player_start_x, player_start_y; int lives; int score; int draw_player; int keys; int balloons; int balloonTimer; int god_mode; int lastSavePosX; int lastSavePosY; int health; int difficoulty; int dir_changed; int in_water; int tick; int end_game; } Game; extern Game game; void initGame(); void runMap(); void gameMainLoop(SDL_Event * event); #endif