1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
18 #define MAX_INVENTORY_SIZE 1000
19 #define STD_NUM_KEYS 4
20 #define MAX_NUM_KEYS 8
25 /* values for engine initialization */
26 int default_push_delay_fixed;
27 int default_push_delay_random;
29 /* constant within running game */
32 int initial_move_delay[MAX_PLAYERS];
33 int initial_move_delay_value[MAX_PLAYERS];
34 int initial_push_delay_value;
36 /* flags to handle bugs in and changes between different engine versions */
37 /* (for the latest engine version, these flags should always be "FALSE") */
38 boolean use_change_when_pushing_bug;
39 boolean use_block_last_field_bug;
40 boolean max_num_changes_per_frame;
41 boolean use_reverse_scan_direction;
43 /* variable within running game */
44 int yamyam_content_nr;
45 boolean magic_wall_active;
46 int magic_wall_time_left;
48 int timegate_time_left;
54 boolean explosions_delayed;
55 boolean envelope_active;
58 /* values for the new EMC elements */
60 int magnify_time_left;
65 /* values for player idle animation (no effect on engine) */
66 int player_boring_delay_fixed;
67 int player_boring_delay_random;
68 int player_sleeping_delay_fixed;
69 int player_sleeping_delay_random;
71 /* values for special game initialization control */
72 boolean restart_level;
74 /* values for special game control */
75 int centered_player_nr;
76 int centered_player_nr_next;
77 boolean set_centered_player;
82 boolean present; /* player present in level playfield */
83 boolean connected; /* player connected (locally or via network) */
84 boolean active; /* player present and connected */
86 int index_nr; /* player number (0 to 3) */
87 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
88 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
89 int client_nr; /* network client identifier */
91 byte action; /* action from local input device */
92 byte effective_action; /* action acknowledged from network server
93 or summarized over all configured input
94 devices when in single player mode */
95 byte programmed_action; /* action forced by game itself (like moving
96 through doors); overrides other actions */
98 int jx, jy, last_jx, last_jy;
99 int MovDir, MovPos, GfxDir, GfxPos;
100 int Frame, StepFrame;
107 boolean block_last_field;
108 int block_delay_adjustment; /* needed for different engine versions */
110 boolean can_fall_into_acid;
114 boolean LevelSolved, GameOver;
120 boolean is_auto_moving;
123 boolean is_collecting;
125 boolean is_switching;
127 boolean is_dropping_pressed;
134 int frame_counter_bored;
135 int frame_counter_sleeping;
137 int anim_delay_counter;
138 int post_delay_counter;
141 int action_waiting, last_action_waiting;
142 int special_action_bored;
143 int special_action_sleeping;
145 int num_special_action_bored;
146 int num_special_action_sleeping;
148 int switch_x, switch_y;
154 int move_delay_value;
155 int move_delay_value_next;
156 int move_delay_reset_counter;
159 int push_delay_value;
161 unsigned long actual_frame_counter;
164 int drop_pressed_delay;
169 int gems_still_needed;
170 int sokobanfields_still_needed;
171 int lights_still_needed;
172 int friends_still_needed;
173 int key[MAX_NUM_KEYS];
174 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
175 int shield_normal_time_left;
176 int shield_deadly_time_left;
178 int inventory_element[MAX_INVENTORY_SIZE];
179 int inventory_infinite_element;
184 extern struct GameInfo game;
185 extern struct PlayerInfo stored_player[], *local_player;
189 void DEBUG_SetMaximumDynamite();
192 void GetPlayerConfig(void);
194 void DrawGameValue_Time(int);
195 void DrawGameDoorValues(void);
197 void InitGameSound();
200 void UpdateEngineValues(int, int);
203 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
204 void Moving2Blocked(int, int, int *, int *);
205 void Blocked2Moving(int, int, int *, int *);
206 void DrawDynamite(int, int);
208 void StartGameActions(boolean, boolean, long);
210 void GameActions(void);
211 void GameActions_EM_Main();
212 void GameActions_RND();
214 void ScrollLevel(int, int);
216 void InitPlayLevelSound();
217 void PlayLevelSound_EM(int, int, int, int);
219 void RaiseScore(int);
220 void RaiseScoreElement(int);
221 void RequestQuitGame(boolean);
223 void CreateGameButtons();
224 void FreeGameButtons();
225 void UnmapGameButtons();