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)
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 int forced_scroll_delay_value;
160 int scroll_delay_value;
163 // constant within running game
166 int initial_move_delay[MAX_PLAYERS];
167 int initial_move_delay_value[MAX_PLAYERS];
168 int initial_push_delay_value;
170 // flag for single or multi-player mode (needed for playing tapes)
171 // (when playing/recording games, this is identical to "setup.team_mode"
174 // flags to handle bugs in and changes between different engine versions
175 // (for the latest engine version, these flags should always be "FALSE")
176 boolean use_change_when_pushing_bug;
177 boolean use_block_last_field_bug;
178 boolean max_num_changes_per_frame;
179 boolean use_reverse_scan_direction;
181 // variable within running game
182 int yamyam_content_nr;
183 boolean robot_wheel_active;
184 boolean magic_wall_active;
185 int magic_wall_time_left;
187 int timegate_time_left;
193 boolean explosions_delayed;
194 boolean envelope_active;
195 boolean no_time_limit; // (variable only in very special case)
203 int gems_still_needed;
204 int sokoban_fields_still_needed;
205 int sokoban_objects_still_needed;
206 int lights_still_needed;
207 int players_still_needed;
208 int friends_still_needed;
210 int robot_wheel_x, robot_wheel_y;
213 boolean all_players_gone;
215 // values for the new EMC elements
216 int lenses_time_left;
217 int magnify_time_left;
221 // values for player idle animation (no effect on engine)
222 int player_boring_delay_fixed;
223 int player_boring_delay_random;
224 int player_sleeping_delay_fixed;
225 int player_sleeping_delay_random;
227 // values for special game initialization control
228 boolean restart_level;
230 // trigger message to ask for restarting the game
231 char *restart_game_message;
233 // values for special request dialog control
234 boolean request_active;
236 // values for special game control
237 int centered_player_nr;
238 int centered_player_nr_next;
239 boolean set_centered_player;
241 // values for random number generator initialization after snapshot
242 unsigned int num_random_calls;
244 // values for game engine snapshot control
245 struct GameSnapshotInfo snapshot;
247 // values for handling states for solved level and game over
252 boolean LevelSolved_GameWon;
253 boolean LevelSolved_GameEnd;
254 boolean LevelSolved_SaveTape;
255 boolean LevelSolved_SaveScore;
257 int LevelSolved_CountingTime;
258 int LevelSolved_CountingScore;
259 int LevelSolved_CountingHealth;
264 boolean present; // player present in level playfield
265 boolean connected_locally; // player connected (locally)
266 boolean connected_network; // player connected (network)
267 boolean connected; // player connected (locally or via network)
268 boolean active; // player present and connected
269 boolean mapped; // player already mapped to input device
271 boolean killed; // player maybe present/active, but killed
272 boolean reanimated; // player maybe killed, but reanimated
273 boolean buried; // player finally killed and removed
275 int index_nr; // player number (0 to 3)
276 int index_bit; // player number bit (1 << 0 to 1 << 3)
277 int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
278 int client_nr; // network client identifier
280 byte action; // action from local input device
281 byte effective_action; /* action acknowledged from network server
282 or summarized over all configured input
283 devices when in single player mode */
284 byte programmed_action; /* action forced by game itself (like moving
285 through doors); overrides other actions */
286 byte snap_action; // action from TAS snap keys
288 struct MouseActionInfo mouse_action; // (used by MM engine only)
289 struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
291 int jx, jy, last_jx, last_jy;
292 int MovDir, MovPos, GfxDir, GfxPos;
293 int Frame, StepFrame;
297 int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY
301 boolean block_last_field;
302 int block_delay_adjustment; // needed for different engine versions
304 boolean can_fall_into_acid;
314 boolean is_auto_moving;
317 boolean is_collecting;
319 boolean is_switching;
321 boolean is_dropping_pressed;
328 boolean was_snapping;
329 boolean was_dropping;
333 boolean force_dropping; // needed for single step mode
335 int frame_counter_bored;
336 int frame_counter_sleeping;
338 int anim_delay_counter;
339 int post_delay_counter;
342 int action_waiting, last_action_waiting;
343 int special_action_bored;
344 int special_action_sleeping;
346 int num_special_action_bored;
347 int num_special_action_sleeping;
349 int switch_x, switch_y;
355 int move_delay_value;
356 int move_delay_value_next;
357 int move_delay_reset_counter;
360 int push_delay_value;
362 unsigned int actual_frame_counter;
365 int drop_pressed_delay;
369 int key[MAX_NUM_KEYS];
371 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
372 int shield_normal_time_left;
373 int shield_deadly_time_left;
375 int inventory_element[MAX_INVENTORY_SIZE];
376 int inventory_infinite_element;
380 extern struct GameInfo game;
381 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
385 void DEBUG_SetMaximumDynamite(void);
388 void GetPlayerConfig(void);
389 int GetElementFromGroupElement(int);
391 int getPlayerInventorySize(int);
393 void DrawGameValue_Time(int);
394 void DrawGameDoorValues(void);
396 void UpdateAndDisplayGameControlValues(void);
398 void InitGameSound(void);
401 void UpdateEngineValues(int, int, int, int);
405 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
406 void Moving2Blocked(int, int, int *, int *);
407 void Blocked2Moving(int, int, int *, int *);
408 void DrawDynamite(int, int);
410 void StartGameActions(boolean, boolean, int);
412 void GameActions(void);
413 void GameActions_EM_Main(void);
414 void GameActions_SP_Main(void);
415 void GameActions_MM_Main(void);
416 void GameActions_RND_Main(void);
417 void GameActions_RND(void);
419 void ScrollLevel(int, int);
421 void InitPlayLevelSound(void);
422 void PlayLevelSound_EM(int, int, int, int);
423 void PlayLevelSound_SP(int, int, int, int);
424 void PlayLevelSound_MM(int, int, int, int);
425 void PlaySound_MM(int);
426 void PlaySoundLoop_MM(int);
427 void StopSound_MM(int);
429 void RaiseScore(int);
430 void RaiseScoreElement(int);
432 void RequestQuitGameExt(boolean, boolean, char *);
433 void RequestQuitGame(boolean);
434 void RequestRestartGame(char *);
435 void CheckGameOver(void);
437 boolean checkGameSolved(void);
438 boolean checkGameFailed(void);
439 boolean checkGameEnded(void);
441 unsigned int InitEngineRandom_RND(int);
442 unsigned int RND(int);
444 void FreeEngineSnapshotSingle(void);
445 void FreeEngineSnapshotList(void);
446 void LoadEngineSnapshotSingle(void);
447 void SaveEngineSnapshotSingle(void);
448 boolean CheckSaveEngineSnapshotToList(void);
449 void SaveEngineSnapshotToList(void);
450 void SaveEngineSnapshotToListInitial(void);
451 boolean CheckEngineSnapshotSingle(void);
452 boolean CheckEngineSnapshotList(void);
454 void CreateGameButtons(void);
455 void FreeGameButtons(void);
456 void MapUndoRedoButtons(void);
457 void UnmapUndoRedoButtons(void);
458 void ModifyPauseButtons(void);
459 void MapGameButtons(void);
460 void UnmapGameButtons(void);
461 void RedrawGameButtons(void);
462 void MapGameButtonsOnTape(void);
463 void UnmapGameButtonsOnTape(void);
464 void RedrawGameButtonsOnTape(void);
466 void HandleSoundButtonKeys(Key);