1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 // (not included here due to collisions with Emerald Mine engine definitions)
18 #define MAX_INVENTORY_SIZE 1000
20 #define MAX_HEALTH 100
22 #define STD_NUM_KEYS 4
23 #define MAX_NUM_KEYS 8
26 #define NUM_BELT_PARTS 3
28 #define NUM_PANEL_INVENTORY 8
29 #define NUM_PANEL_GRAPHICS 8
30 #define NUM_PANEL_ELEMENTS 8
31 #define NUM_PANEL_CE_SCORE 8
33 #define STR_SNAPSHOT_MODE_OFF "off"
34 #define STR_SNAPSHOT_MODE_EVERY_STEP "every_step"
35 #define STR_SNAPSHOT_MODE_EVERY_MOVE "every_move"
36 #define STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect"
37 #define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF
39 #define SNAPSHOT_MODE_OFF 0
40 #define SNAPSHOT_MODE_EVERY_STEP 1
41 #define SNAPSHOT_MODE_EVERY_MOVE 2
42 #define SNAPSHOT_MODE_EVERY_COLLECT 3
43 #define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
48 struct TextPosInfo level_number;
49 struct TextPosInfo gems;
50 struct TextPosInfo inventory_count;
51 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
52 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
53 struct TextPosInfo key[MAX_NUM_KEYS];
54 struct TextPosInfo key_white;
55 struct TextPosInfo key_white_count;
56 struct TextPosInfo score;
57 struct TextPosInfo highscore;
58 struct TextPosInfo time;
59 struct TextPosInfo time_hh;
60 struct TextPosInfo time_mm;
61 struct TextPosInfo time_ss;
62 struct TextPosInfo time_anim;
63 struct TextPosInfo health;
64 struct TextPosInfo health_anim;
65 struct TextPosInfo frame;
66 struct TextPosInfo shield_normal;
67 struct TextPosInfo shield_normal_time;
68 struct TextPosInfo shield_deadly;
69 struct TextPosInfo shield_deadly_time;
70 struct TextPosInfo exit;
71 struct TextPosInfo emc_magic_ball;
72 struct TextPosInfo emc_magic_ball_switch;
73 struct TextPosInfo light_switch;
74 struct TextPosInfo light_switch_time;
75 struct TextPosInfo timegate_switch;
76 struct TextPosInfo timegate_switch_time;
77 struct TextPosInfo switchgate_switch;
78 struct TextPosInfo emc_lenses;
79 struct TextPosInfo emc_lenses_time;
80 struct TextPosInfo emc_magnifier;
81 struct TextPosInfo emc_magnifier_time;
82 struct TextPosInfo balloon_switch;
83 struct TextPosInfo dynabomb_number;
84 struct TextPosInfo dynabomb_size;
85 struct TextPosInfo dynabomb_power;
86 struct TextPosInfo penguins;
87 struct TextPosInfo sokoban_objects;
88 struct TextPosInfo sokoban_fields;
89 struct TextPosInfo robot_wheel;
90 struct TextPosInfo conveyor_belt[NUM_BELTS];
91 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
92 struct TextPosInfo magic_wall;
93 struct TextPosInfo magic_wall_time;
94 struct TextPosInfo gravity_state;
95 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
96 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
97 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
98 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
99 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
100 struct TextPosInfo player_name;
101 struct TextPosInfo level_name;
102 struct TextPosInfo level_author;
104 // value to determine if panel will be updated or not
108 struct GameButtonInfo
121 struct XY sound_music;
122 struct XY sound_loops;
123 struct XY sound_simple;
125 struct XY panel_stop;
126 struct XY panel_pause;
127 struct XY panel_play;
129 struct XY panel_sound_music;
130 struct XY panel_sound_loops;
131 struct XY panel_sound_simple;
133 struct XY touch_stop;
134 struct XY touch_pause;
137 struct GameSnapshotInfo
141 byte last_action[MAX_PLAYERS];
142 boolean changed_action;
143 boolean collected_item;
145 boolean save_snapshot;
150 // values for control panel
151 struct GamePanelInfo panel;
152 struct GameButtonInfo button;
154 // values for graphics engine customization
155 int graphics_engine_version;
156 boolean use_native_emc_graphics_engine;
157 boolean use_native_sp_graphics_engine;
158 boolean use_masked_pushing;
159 boolean use_masked_elements;
160 int forced_scroll_delay_value;
161 int scroll_delay_value;
164 // constant within running game
167 int initial_move_delay[MAX_PLAYERS];
168 int initial_move_delay_value[MAX_PLAYERS];
169 int initial_push_delay_value;
171 // flag for single or multi-player mode (needed for playing tapes)
172 // (when playing/recording games, this is identical to "setup.team_mode"
175 // flags to handle bugs in and changes between different engine versions
176 // (for the latest engine version, these flags should always be "FALSE")
177 boolean use_change_when_pushing_bug;
178 boolean use_block_last_field_bug;
179 boolean max_num_changes_per_frame;
180 boolean use_reverse_scan_direction;
182 // flags to indicate which game actions are used in this game
183 boolean use_key_actions;
184 boolean use_mouse_actions;
186 // variable within running game
187 int yamyam_content_nr;
188 boolean robot_wheel_active;
189 boolean magic_wall_active;
190 int magic_wall_time_left;
192 int timegate_time_left;
198 boolean explosions_delayed;
199 boolean envelope_active;
200 boolean no_time_limit; // (variable only in very special case)
202 int time_final; // time (in seconds) or steps left or played
203 int score_time_final; // time (in frames) or steps played
211 int gems_still_needed;
212 int sokoban_fields_still_needed;
213 int sokoban_objects_still_needed;
214 int lights_still_needed;
215 int players_still_needed;
216 int friends_still_needed;
218 int robot_wheel_x, robot_wheel_y;
221 boolean all_players_gone;
223 // values for the new EMC elements
224 int lenses_time_left;
225 int magnify_time_left;
229 // values for player idle animation (no effect on engine)
230 int player_boring_delay_fixed;
231 int player_boring_delay_random;
232 int player_sleeping_delay_fixed;
233 int player_sleeping_delay_random;
235 // values for special game initialization control
236 boolean restart_level;
238 // trigger message to ask for restarting the game
239 char *restart_game_message;
241 // values for special request dialog control
242 boolean request_active;
243 boolean request_active_or_moving;
245 // values for special game control
246 int centered_player_nr;
247 int centered_player_nr_next;
248 boolean set_centered_player;
249 boolean set_centered_player_wrap;
251 // values for single step mode control
252 boolean enter_single_step_mode;
254 // values for random number generator initialization after snapshot
255 unsigned int num_random_calls;
257 // values for game engine snapshot control
258 struct GameSnapshotInfo snapshot;
260 // values for handling states for solved level and game over
265 boolean LevelSolved_GameWon;
266 boolean LevelSolved_GameEnd;
267 boolean LevelSolved_SaveTape;
268 boolean LevelSolved_SaveScore;
270 int LevelSolved_CountingTime;
271 int LevelSolved_CountingScore;
272 int LevelSolved_CountingHealth;
277 boolean present; // player present in level playfield
278 boolean connected_locally; // player connected (locally)
279 boolean connected_network; // player connected (network)
280 boolean connected; // player connected (locally or via network)
281 boolean active; // player present and connected
282 boolean mapped; // player already mapped to input device
284 boolean killed; // player maybe present/active, but killed
285 boolean reanimated; // player maybe killed, but reanimated
286 boolean buried; // player finally killed and removed
288 int index_nr; // player number (0 to 3)
289 int index_bit; // player number bit (1 << 0 to 1 << 3)
290 int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
291 int client_nr; // network client identifier
293 byte action; // action from local input device
294 byte effective_action; /* action acknowledged from network server
295 or summarized over all configured input
296 devices when in single player mode */
297 byte programmed_action; /* action forced by game itself (like moving
298 through doors); overrides other actions */
299 byte snap_action; // action from TAS snap keys
301 struct MouseActionInfo mouse_action; // (used by MM engine only)
302 struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
304 int jx, jy, last_jx, last_jy;
305 int MovDir, MovPos, GfxDir, GfxPos;
306 int Frame, StepFrame;
310 int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY
314 boolean block_last_field;
315 int block_delay_adjustment; // needed for different engine versions
317 boolean can_fall_into_acid;
327 boolean is_auto_moving;
330 boolean is_collecting;
332 boolean is_switching;
334 boolean is_dropping_pressed;
341 boolean was_snapping;
342 boolean was_dropping;
346 boolean force_dropping; // needed for single step mode
348 int frame_counter_bored;
349 int frame_counter_sleeping;
351 int anim_delay_counter;
352 int post_delay_counter;
355 int action_waiting, last_action_waiting;
356 int special_action_bored;
357 int special_action_sleeping;
359 int num_special_action_bored;
360 int num_special_action_sleeping;
362 int switch_x, switch_y;
368 int move_delay_value;
369 int move_delay_value_next;
370 int move_delay_reset_counter;
373 int push_delay_value;
375 unsigned int actual_frame_counter;
378 int drop_pressed_delay;
382 int key[MAX_NUM_KEYS];
384 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
385 int shield_normal_time_left;
386 int shield_deadly_time_left;
388 int last_removed_element;
390 int inventory_element[MAX_INVENTORY_SIZE];
391 int inventory_infinite_element;
395 extern struct GameInfo game;
396 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
400 void DEBUG_SetMaximumDynamite(void);
403 void GetPlayerConfig(void);
404 int GetElementFromGroupElement(int);
406 int getPlayerInventorySize(int);
408 void UpdateGameDoorValues(void);
409 void DrawGameDoorValues(void);
411 void UpdateAndDisplayGameControlValues(void);
413 void InitGameSound(void);
416 void UpdateEngineValues(int, int, int, int);
420 void MergeServerScore(void);
422 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
423 void Moving2Blocked(int, int, int *, int *);
424 void Blocked2Moving(int, int, int *, int *);
425 void DrawDynamite(int, int);
427 void StartGameActions(boolean, boolean, int);
429 void GameActions(void);
430 void GameActions_EM_Main(void);
431 void GameActions_SP_Main(void);
432 void GameActions_MM_Main(void);
433 void GameActions_RND_Main(void);
434 void GameActions_RND(void);
436 void ScrollLevel(int, int);
438 void InitPlayLevelSound(void);
439 void PlayLevelSound_EM(int, int, int, int);
440 void PlayLevelSound_SP(int, int, int, int);
441 void PlayLevelSound_MM(int, int, int, int);
442 void PlaySound_MM(int);
443 void PlaySoundLoop_MM(int);
444 void StopSound_MM(int);
446 void RaiseScore(int);
447 void RaiseScoreElement(int);
449 void RequestQuitGameExt(boolean, boolean, char *);
450 void RequestQuitGame(boolean);
451 void RequestRestartGame(char *);
452 void CheckGameOver(void);
454 boolean checkGameSolved(void);
455 boolean checkGameFailed(void);
456 boolean checkGameEnded(void);
458 unsigned int InitEngineRandom_RND(int);
459 unsigned int RND(int);
461 void FreeEngineSnapshotSingle(void);
462 void FreeEngineSnapshotList(void);
463 void LoadEngineSnapshotSingle(void);
464 void SaveEngineSnapshotSingle(void);
465 boolean CheckSaveEngineSnapshotToList(void);
466 void SaveEngineSnapshotToList(void);
467 void SaveEngineSnapshotToListInitial(void);
468 boolean CheckEngineSnapshotSingle(void);
469 boolean CheckEngineSnapshotList(void);
471 void CreateGameButtons(void);
472 void FreeGameButtons(void);
473 void MapLoadSaveButtons(void);
474 void MapUndoRedoButtons(void);
475 void ModifyPauseButtons(void);
476 void MapGameButtons(void);
477 void UnmapGameButtons(void);
478 void RedrawGameButtons(void);
479 void MapGameButtonsOnTape(void);
480 void UnmapGameButtonsOnTape(void);
481 void RedrawGameButtonsOnTape(void);
483 void HandleSoundButtonKeys(Key);