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;
122 struct XY panel_stop;
123 struct XY panel_pause;
124 struct XY panel_play;
126 struct XY panel_sound_music;
127 struct XY panel_sound_loops;
128 struct XY panel_sound_simple;
131 struct GameSnapshotInfo
135 byte last_action[MAX_PLAYERS];
136 boolean changed_action;
137 boolean collected_item;
139 boolean save_snapshot;
144 /* values for control panel */
145 struct GamePanelInfo panel;
146 struct GameButtonInfo button;
148 /* values for graphics engine customization */
149 int graphics_engine_version;
150 boolean use_native_emc_graphics_engine;
151 boolean use_native_sp_graphics_engine;
152 boolean use_masked_pushing;
153 int forced_scroll_delay_value;
154 int scroll_delay_value;
157 /* values for engine initialization */
158 int default_push_delay_fixed;
159 int default_push_delay_random;
161 /* constant within running game */
164 int initial_move_delay[MAX_PLAYERS];
165 int initial_move_delay_value[MAX_PLAYERS];
166 int initial_push_delay_value;
168 /* flag for single or multi-player mode (needed for playing tapes) */
169 /* (when playing/recording games, this is identical to "setup.team_mode" */
172 /* flags to handle bugs in and changes between different engine versions */
173 /* (for the latest engine version, these flags should always be "FALSE") */
174 boolean use_change_when_pushing_bug;
175 boolean use_block_last_field_bug;
176 boolean max_num_changes_per_frame;
177 boolean use_reverse_scan_direction;
179 /* variable within running game */
180 int yamyam_content_nr;
181 boolean robot_wheel_active;
182 boolean magic_wall_active;
183 int magic_wall_time_left;
185 int timegate_time_left;
191 boolean explosions_delayed;
192 boolean envelope_active;
193 boolean no_time_limit; /* (variable only in very special case) */
195 /* values for the new EMC elements */
196 int lenses_time_left;
197 int magnify_time_left;
201 /* values for player idle animation (no effect on engine) */
202 int player_boring_delay_fixed;
203 int player_boring_delay_random;
204 int player_sleeping_delay_fixed;
205 int player_sleeping_delay_random;
207 /* values for special game initialization control */
208 boolean restart_level;
210 /* values for special game control */
211 int centered_player_nr;
212 int centered_player_nr_next;
213 boolean set_centered_player;
215 /* values for random number generator initialization after snapshot */
216 unsigned int num_random_calls;
218 /* values for game engine snapshot control */
219 struct GameSnapshotInfo snapshot;
224 boolean present; /* player present in level playfield */
225 boolean connected; /* player connected (locally or via network) */
226 boolean active; /* player present and connected */
227 boolean mapped; /* player already mapped to input device */
229 boolean killed; /* player maybe present/active, but killed */
230 boolean reanimated; /* player maybe killed, but reanimated */
232 int index_nr; /* player number (0 to 3) */
233 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
234 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
235 int client_nr; /* network client identifier */
237 byte action; /* action from local input device */
238 byte mapped_action; /* action mapped from device to player */
239 byte effective_action; /* action acknowledged from network server
240 or summarized over all configured input
241 devices when in single player mode */
242 byte programmed_action; /* action forced by game itself (like moving
243 through doors); overrides other actions */
245 struct MouseActionInfo mouse_action; /* (used by MM engine only) */
246 struct MouseActionInfo effective_mouse_action; /* (used by MM engine only) */
248 int jx, jy, last_jx, last_jy;
249 int MovDir, MovPos, GfxDir, GfxPos;
250 int Frame, StepFrame;
254 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
258 boolean block_last_field;
259 int block_delay_adjustment; /* needed for different engine versions */
261 boolean can_fall_into_acid;
265 boolean LevelSolved, GameOver;
267 boolean LevelSolved_GameWon;
268 boolean LevelSolved_GameEnd;
269 boolean LevelSolved_PanelOff;
270 boolean LevelSolved_SaveTape;
271 boolean LevelSolved_SaveScore;
273 int LevelSolved_CountingTime;
274 int LevelSolved_CountingScore;
275 int LevelSolved_CountingHealth;
283 boolean is_auto_moving;
286 boolean is_collecting;
288 boolean is_switching;
290 boolean is_dropping_pressed;
297 boolean was_snapping;
298 boolean was_dropping;
302 boolean force_dropping; /* needed for single step mode */
304 int frame_counter_bored;
305 int frame_counter_sleeping;
307 int anim_delay_counter;
308 int post_delay_counter;
311 int action_waiting, last_action_waiting;
312 int special_action_bored;
313 int special_action_sleeping;
315 int num_special_action_bored;
316 int num_special_action_sleeping;
318 int switch_x, switch_y;
324 int move_delay_value;
325 int move_delay_value_next;
326 int move_delay_reset_counter;
329 int push_delay_value;
331 unsigned int actual_frame_counter;
334 int drop_pressed_delay;
344 int gems_still_needed;
345 int sokobanfields_still_needed;
346 int lights_still_needed;
347 int friends_still_needed;
348 int key[MAX_NUM_KEYS];
350 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
351 int shield_normal_time_left;
352 int shield_deadly_time_left;
354 int inventory_element[MAX_INVENTORY_SIZE];
355 int inventory_infinite_element;
359 extern struct GameInfo game;
360 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
364 void DEBUG_SetMaximumDynamite();
367 void GetPlayerConfig(void);
368 int GetElementFromGroupElement(int);
370 int getPlayerInventorySize(int);
372 void DrawGameValue_Time(int);
373 void DrawGameDoorValues(void);
375 void UpdateAndDisplayGameControlValues();
377 void InitGameSound();
380 void UpdateEngineValues(int, int, int, int);
384 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
385 void Moving2Blocked(int, int, int *, int *);
386 void Blocked2Moving(int, int, int *, int *);
387 void DrawDynamite(int, int);
389 void StartGameActions(boolean, boolean, int);
391 void GameActions(void);
392 void GameActions_EM_Main();
393 void GameActions_SP_Main();
394 void GameActions_MM_Main();
395 void GameActions_RND_Main();
396 void GameActions_RND();
398 void ScrollLevel(int, int);
400 void InitPlayLevelSound();
401 void PlayLevelSound_EM(int, int, int, int);
402 void PlayLevelSound_SP(int, int, int, int);
403 void PlayLevelSound_MM(int, int, int, int);
404 void PlaySound_MM(int);
405 void PlaySoundLoop_MM(int);
406 void StopSound_MM(int);
408 void RaiseScore(int);
409 void RaiseScoreElement(int);
411 void RequestQuitGameExt(boolean, boolean, char *);
412 void RequestQuitGame(boolean);
414 unsigned int InitEngineRandom_RND(int);
415 unsigned int RND(int);
417 void FreeEngineSnapshotSingle();
418 void FreeEngineSnapshotList();
419 void LoadEngineSnapshotSingle();
420 void SaveEngineSnapshotSingle();
421 boolean CheckSaveEngineSnapshotToList();
422 void SaveEngineSnapshotToList();
423 void SaveEngineSnapshotToListInitial();
424 boolean CheckEngineSnapshotSingle();
425 boolean CheckEngineSnapshotList();
427 void CreateGameButtons();
428 void FreeGameButtons();
429 void MapUndoRedoButtons();
430 void UnmapUndoRedoButtons();
431 void MapGameButtons();
432 void UnmapGameButtons();
433 void RedrawGameButtons();
434 void MapGameButtonsOnTape();
435 void UnmapGameButtonsOnTape();
436 void RedrawGameButtonsOnTape();
438 void HandleSoundButtonKeys(Key);