1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 /* (not included here due to collisions with Emerald Mine engine definitions) */
16 /* #include "main.h" */
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;
105 struct GameButtonInfo
118 struct XY sound_music;
119 struct XY sound_loops;
120 struct XY sound_simple;
123 struct GameSnapshotInfo
127 byte last_action[MAX_PLAYERS];
128 boolean changed_action;
129 boolean collected_item;
131 boolean save_snapshot;
136 /* values for control panel */
137 struct GamePanelInfo panel;
138 struct GameButtonInfo button;
140 /* values for graphics engine customization */
141 int graphics_engine_version;
142 boolean use_native_emc_graphics_engine;
143 boolean use_native_sp_graphics_engine;
144 boolean use_masked_pushing;
145 int forced_scroll_delay_value;
146 int scroll_delay_value;
149 /* values for engine initialization */
150 int default_push_delay_fixed;
151 int default_push_delay_random;
153 /* constant within running game */
156 int initial_move_delay[MAX_PLAYERS];
157 int initial_move_delay_value[MAX_PLAYERS];
158 int initial_push_delay_value;
160 /* flag for single or multi-player mode (needed for playing tapes) */
161 /* (when playing/recording games, this is identical to "setup.team_mode" */
164 /* flags to handle bugs in and changes between different engine versions */
165 /* (for the latest engine version, these flags should always be "FALSE") */
166 boolean use_change_when_pushing_bug;
167 boolean use_block_last_field_bug;
168 boolean max_num_changes_per_frame;
169 boolean use_reverse_scan_direction;
171 /* variable within running game */
172 int yamyam_content_nr;
173 boolean robot_wheel_active;
174 boolean magic_wall_active;
175 int magic_wall_time_left;
177 int timegate_time_left;
183 boolean explosions_delayed;
184 boolean envelope_active;
185 boolean no_time_limit; /* (variable only in very special case) */
187 /* values for the new EMC elements */
188 int lenses_time_left;
189 int magnify_time_left;
193 /* values for player idle animation (no effect on engine) */
194 int player_boring_delay_fixed;
195 int player_boring_delay_random;
196 int player_sleeping_delay_fixed;
197 int player_sleeping_delay_random;
199 /* values for special game initialization control */
200 boolean restart_level;
202 /* values for special game control */
203 int centered_player_nr;
204 int centered_player_nr_next;
205 boolean set_centered_player;
207 /* values for random number generator initialization after snapshot */
208 unsigned int num_random_calls;
210 /* values for game engine snapshot control */
211 struct GameSnapshotInfo snapshot;
216 boolean present; /* player present in level playfield */
217 boolean connected; /* player connected (locally or via network) */
218 boolean active; /* player present and connected */
219 boolean mapped; /* player already mapped to input device */
221 boolean killed; /* player maybe present/active, but killed */
222 boolean reanimated; /* player maybe killed, but reanimated */
224 int index_nr; /* player number (0 to 3) */
225 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
226 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
227 int client_nr; /* network client identifier */
229 byte action; /* action from local input device */
230 byte mapped_action; /* action mapped from device to player */
231 byte effective_action; /* action acknowledged from network server
232 or summarized over all configured input
233 devices when in single player mode */
234 byte programmed_action; /* action forced by game itself (like moving
235 through doors); overrides other actions */
237 struct MouseActionInfo mouse_action; /* (used by MM engine only) */
238 struct MouseActionInfo effective_mouse_action; /* (used by MM engine only) */
240 int jx, jy, last_jx, last_jy;
241 int MovDir, MovPos, GfxDir, GfxPos;
242 int Frame, StepFrame;
246 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
250 boolean block_last_field;
251 int block_delay_adjustment; /* needed for different engine versions */
253 boolean can_fall_into_acid;
257 boolean LevelSolved, GameOver;
259 boolean LevelSolved_GameWon;
260 boolean LevelSolved_GameEnd;
261 boolean LevelSolved_PanelOff;
262 boolean LevelSolved_SaveTape;
263 boolean LevelSolved_SaveScore;
265 int LevelSolved_CountingTime;
266 int LevelSolved_CountingScore;
267 int LevelSolved_CountingHealth;
275 boolean is_auto_moving;
278 boolean is_collecting;
280 boolean is_switching;
282 boolean is_dropping_pressed;
289 boolean was_snapping;
290 boolean was_dropping;
294 boolean force_dropping; /* needed for single step mode */
296 int frame_counter_bored;
297 int frame_counter_sleeping;
299 int anim_delay_counter;
300 int post_delay_counter;
303 int action_waiting, last_action_waiting;
304 int special_action_bored;
305 int special_action_sleeping;
307 int num_special_action_bored;
308 int num_special_action_sleeping;
310 int switch_x, switch_y;
316 int move_delay_value;
317 int move_delay_value_next;
318 int move_delay_reset_counter;
321 int push_delay_value;
323 unsigned int actual_frame_counter;
326 int drop_pressed_delay;
336 int gems_still_needed;
337 int sokobanfields_still_needed;
338 int lights_still_needed;
339 int friends_still_needed;
340 int key[MAX_NUM_KEYS];
342 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
343 int shield_normal_time_left;
344 int shield_deadly_time_left;
346 int inventory_element[MAX_INVENTORY_SIZE];
347 int inventory_infinite_element;
351 extern struct GameInfo game;
352 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
356 void DEBUG_SetMaximumDynamite();
359 void GetPlayerConfig(void);
360 int GetElementFromGroupElement(int);
362 int getPlayerInventorySize(int);
364 void DrawGameValue_Time(int);
365 void DrawGameDoorValues(void);
367 void UpdateAndDisplayGameControlValues();
369 void InitGameSound();
372 void UpdateEngineValues(int, int, int, int);
376 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
377 void Moving2Blocked(int, int, int *, int *);
378 void Blocked2Moving(int, int, int *, int *);
379 void DrawDynamite(int, int);
381 void StartGameActions(boolean, boolean, int);
383 void GameActions(void);
384 void GameActions_EM_Main();
385 void GameActions_SP_Main();
386 void GameActions_MM_Main();
387 void GameActions_RND_Main();
388 void GameActions_RND();
390 void ScrollLevel(int, int);
392 void InitPlayLevelSound();
393 void PlayLevelSound_EM(int, int, int, int);
394 void PlayLevelSound_SP(int, int, int, int);
395 void PlayLevelSound_MM(int, int, int, int);
396 void PlaySound_MM(int);
397 void PlaySoundLoop_MM(int);
398 void StopSound_MM(int);
400 void RaiseScore(int);
401 void RaiseScoreElement(int);
403 void RequestQuitGameExt(boolean, boolean, char *);
404 void RequestQuitGame(boolean);
406 unsigned int InitEngineRandom_RND(int);
407 unsigned int RND(int);
409 void FreeEngineSnapshotSingle();
410 void FreeEngineSnapshotList();
411 void LoadEngineSnapshotSingle();
412 void SaveEngineSnapshotSingle();
413 boolean CheckSaveEngineSnapshotToList();
414 void SaveEngineSnapshotToList();
415 void SaveEngineSnapshotToListInitial();
416 boolean CheckEngineSnapshotSingle();
417 boolean CheckEngineSnapshotList();
419 void CreateGameButtons();
420 void FreeGameButtons();
421 void MapUndoRedoButtons();
422 void UnmapUndoRedoButtons();
423 void MapGameButtons();
424 void UnmapGameButtons();
425 void RedrawGameButtons();
427 void HandleSoundButtonKeys(Key);