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 STR_SCORES_TYPE_LOCAL_ONLY "local_scores_only"
40 #define STR_SCORES_TYPE_SERVER_ONLY "server_scores_only"
41 #define STR_SCORES_TYPE_LOCAL_AND_SERVER "local_and_server_scores"
42 #define STR_SCORES_TYPE_DEFAULT STR_SCORES_TYPE_LOCAL_AND_SERVER
44 #define SNAPSHOT_MODE_OFF 0
45 #define SNAPSHOT_MODE_EVERY_STEP 1
46 #define SNAPSHOT_MODE_EVERY_MOVE 2
47 #define SNAPSHOT_MODE_EVERY_COLLECT 3
48 #define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
53 struct TextPosInfo level_number;
54 struct TextPosInfo gems;
55 struct TextPosInfo inventory_count;
56 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
57 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
58 struct TextPosInfo key[MAX_NUM_KEYS];
59 struct TextPosInfo key_white;
60 struct TextPosInfo key_white_count;
61 struct TextPosInfo score;
62 struct TextPosInfo highscore;
63 struct TextPosInfo time;
64 struct TextPosInfo time_hh;
65 struct TextPosInfo time_mm;
66 struct TextPosInfo time_ss;
67 struct TextPosInfo time_anim;
68 struct TextPosInfo health;
69 struct TextPosInfo health_anim;
70 struct TextPosInfo frame;
71 struct TextPosInfo shield_normal;
72 struct TextPosInfo shield_normal_time;
73 struct TextPosInfo shield_deadly;
74 struct TextPosInfo shield_deadly_time;
75 struct TextPosInfo exit;
76 struct TextPosInfo emc_magic_ball;
77 struct TextPosInfo emc_magic_ball_switch;
78 struct TextPosInfo light_switch;
79 struct TextPosInfo light_switch_time;
80 struct TextPosInfo timegate_switch;
81 struct TextPosInfo timegate_switch_time;
82 struct TextPosInfo switchgate_switch;
83 struct TextPosInfo emc_lenses;
84 struct TextPosInfo emc_lenses_time;
85 struct TextPosInfo emc_magnifier;
86 struct TextPosInfo emc_magnifier_time;
87 struct TextPosInfo balloon_switch;
88 struct TextPosInfo dynabomb_number;
89 struct TextPosInfo dynabomb_size;
90 struct TextPosInfo dynabomb_power;
91 struct TextPosInfo penguins;
92 struct TextPosInfo sokoban_objects;
93 struct TextPosInfo sokoban_fields;
94 struct TextPosInfo robot_wheel;
95 struct TextPosInfo conveyor_belt[NUM_BELTS];
96 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
97 struct TextPosInfo magic_wall;
98 struct TextPosInfo magic_wall_time;
99 struct TextPosInfo gravity_state;
100 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
101 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
102 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
103 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
104 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
105 struct TextPosInfo player_name;
106 struct TextPosInfo level_name;
107 struct TextPosInfo level_author;
109 // value to determine if panel will be updated or not
113 struct GameButtonInfo
128 struct XY sound_music;
129 struct XY sound_loops;
130 struct XY sound_simple;
132 struct XY panel_stop;
133 struct XY panel_pause;
134 struct XY panel_play;
136 struct XY panel_restart;
138 struct XY panel_sound_music;
139 struct XY panel_sound_loops;
140 struct XY panel_sound_simple;
142 struct XY touch_stop;
143 struct XY touch_pause;
144 struct XY touch_restart;
147 struct GameSnapshotInfo
151 byte last_action[MAX_PLAYERS];
152 boolean changed_action;
153 boolean collected_item;
155 boolean save_snapshot;
160 // values for control panel
161 struct GamePanelInfo panel;
162 struct GameButtonInfo button;
164 // values for graphics engine customization
165 int graphics_engine_version;
166 boolean use_native_emc_graphics_engine;
167 boolean use_native_sp_graphics_engine;
168 boolean use_masked_pushing;
169 boolean use_masked_elements;
170 boolean use_masked_elements_initial;
173 int forced_scroll_delay_value;
174 int scroll_delay_value;
177 // constant within running game
180 int initial_move_delay[MAX_PLAYERS];
181 int initial_move_delay_value[MAX_PLAYERS];
182 int initial_push_delay_value;
184 // flag for single or multi-player mode (needed for playing tapes)
185 // (when playing/recording games, this is identical to "setup.team_mode"
188 // flags to handle bugs in and changes between different engine versions
189 // (for the latest engine version, these flags should always be "FALSE")
190 boolean use_change_when_pushing_bug;
191 boolean use_block_last_field_bug;
192 boolean max_num_changes_per_frame;
193 boolean use_reverse_scan_direction;
195 // flags to indicate which game actions are used in this game
196 boolean use_key_actions;
197 boolean use_mouse_actions;
199 // variable within running game
200 int yamyam_content_nr;
201 boolean robot_wheel_active;
202 boolean magic_wall_active;
203 int magic_wall_time_left;
205 int timegate_time_left;
211 boolean explosions_delayed;
212 boolean envelope_active;
213 boolean no_level_time_limit; // (variable only in very special case)
214 boolean time_limit; // forced by levelset config or setup option
216 int time_final; // time (in seconds) or steps left or played
217 int score_time_final; // time (in frames) or steps played
225 int gems_still_needed;
226 int sokoban_fields_still_needed;
227 int sokoban_objects_still_needed;
228 int lights_still_needed;
229 int players_still_needed;
230 int friends_still_needed;
232 int robot_wheel_x, robot_wheel_y;
235 boolean all_players_gone;
237 // values for the new EMC elements
238 int lenses_time_left;
239 int magnify_time_left;
243 // values for player idle animation (no effect on engine)
244 int player_boring_delay_fixed;
245 int player_boring_delay_random;
246 int player_sleeping_delay_fixed;
247 int player_sleeping_delay_random;
249 // values for special game initialization control
250 boolean restart_level;
252 // values for special request dialog control
253 boolean request_active;
255 // values for special game control
256 int centered_player_nr;
257 int centered_player_nr_next;
258 boolean set_centered_player;
259 boolean set_centered_player_wrap;
261 // values for single step mode control
262 boolean enter_single_step_mode;
264 // values for random number generator initialization after snapshot
265 unsigned int num_random_calls;
267 // values for game engine snapshot control
268 struct GameSnapshotInfo snapshot;
270 // values for handling states for solved level and game over
275 boolean LevelSolved_GameWon;
276 boolean LevelSolved_GameEnd;
277 boolean LevelSolved_SaveTape;
278 boolean LevelSolved_SaveScore;
280 int LevelSolved_CountingTime;
281 int LevelSolved_CountingScore;
282 int LevelSolved_CountingHealth;
284 boolean RestartGameRequested;
289 boolean present; // player present in level playfield
290 boolean connected_locally; // player connected (locally)
291 boolean connected_network; // player connected (network)
292 boolean connected; // player connected (locally or via network)
293 boolean active; // player present and connected
294 boolean mapped; // player already mapped to input device
296 boolean killed; // player maybe present/active, but killed
297 boolean reanimated; // player maybe killed, but reanimated
298 boolean buried; // player finally killed and removed
300 int index_nr; // player number (0 to 3)
301 int index_bit; // player number bit (1 << 0 to 1 << 3)
302 int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
303 int client_nr; // network client identifier
305 byte action; // action from local input device
306 byte effective_action; /* action acknowledged from network server
307 or summarized over all configured input
308 devices when in single player mode */
309 byte programmed_action; /* action forced by game itself (like moving
310 through doors); overrides other actions */
311 byte snap_action; // action from TAS snap keys
313 struct MouseActionInfo mouse_action; // (used by MM engine only)
314 struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
316 int jx, jy, last_jx, last_jy;
317 int MovDir, MovPos, GfxDir, GfxPos;
318 int Frame, StepFrame;
322 int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY
326 boolean block_last_field;
327 int block_delay_adjustment; // needed for different engine versions
329 boolean can_fall_into_acid;
339 boolean is_auto_moving;
342 boolean is_collecting;
344 boolean is_switching;
346 boolean is_dropping_pressed;
353 boolean was_snapping;
354 boolean was_dropping;
358 boolean force_dropping; // needed for single step mode
360 int frame_counter_bored;
361 int frame_counter_sleeping;
363 int anim_delay_counter;
364 int post_delay_counter;
367 int action_waiting, last_action_waiting;
368 int special_action_bored;
369 int special_action_sleeping;
371 int num_special_action_bored;
372 int num_special_action_sleeping;
374 int switch_x, switch_y;
380 int move_delay_value;
381 int move_delay_value_next;
382 int move_delay_reset_counter;
385 int push_delay_value;
387 DelayCounter actual_frame_counter;
390 int drop_pressed_delay;
394 int key[MAX_NUM_KEYS];
396 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
397 int shield_normal_time_left;
398 int shield_deadly_time_left;
400 int last_removed_element;
402 int inventory_element[MAX_INVENTORY_SIZE];
403 int inventory_infinite_element;
407 extern struct GameInfo game;
408 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
412 void DEBUG_SetMaximumDynamite(void);
415 void GetPlayerConfig(void);
416 int GetElementFromGroupElement(int);
418 int getPlayerInventorySize(int);
420 void UpdateGameDoorValues(void);
421 void DrawGameDoorValues(void);
423 void UpdateAndDisplayGameControlValues(void);
425 void InitGameSound(void);
428 void UpdateEngineValues(int, int, int, int);
432 void MergeServerScore(void);
434 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
436 void Moving2Blocked(int, int, int *, int *);
437 void Blocked2Moving(int, int, int *, int *);
439 void DrawDynamite(int, int);
441 void StartGameActions(boolean, boolean, int);
443 void GameActions(void);
444 void GameActions_EM_Main(void);
445 void GameActions_SP_Main(void);
446 void GameActions_MM_Main(void);
447 void GameActions_RND_Main(void);
448 void GameActions_RND(void);
450 void ScrollLevel(int, int);
452 void InitPlayLevelSound(void);
453 void PlayLevelSound_EM(int, int, int, int);
454 void PlayLevelSound_SP(int, int, int, int);
455 void PlayLevelSound_MM(int, int, int, int);
456 void PlaySound_MM(int);
457 void PlaySoundLoop_MM(int);
458 void StopSound_MM(int);
460 void RaiseScore(int);
461 void RaiseScoreElement(int);
463 void RequestQuitGameExt(boolean, boolean, char *);
464 void RequestQuitGame(boolean);
466 boolean CheckRestartGame(void);
467 boolean checkGameSolved(void);
468 boolean checkGameFailed(void);
469 boolean checkGameEnded(void);
471 unsigned int InitEngineRandom_RND(int);
472 unsigned int RND(int);
474 void FreeEngineSnapshotSingle(void);
475 void FreeEngineSnapshotList(void);
476 void LoadEngineSnapshotSingle(void);
477 void SaveEngineSnapshotSingle(void);
478 boolean CheckSaveEngineSnapshotToList(void);
479 void SaveEngineSnapshotToList(void);
480 void SaveEngineSnapshotToListInitial(void);
481 boolean CheckEngineSnapshotSingle(void);
482 boolean CheckEngineSnapshotList(void);
484 void CreateGameButtons(void);
485 void FreeGameButtons(void);
486 void MapLoadSaveButtons(void);
487 void MapUndoRedoButtons(void);
488 void ModifyPauseButtons(void);
489 void MapGameButtons(void);
490 void UnmapGameButtons(void);
491 void RedrawGameButtons(void);
492 void MapGameButtonsOnTape(void);
493 void UnmapGameButtonsOnTape(void);
494 void RedrawGameButtonsOnTape(void);
496 void HandleSoundButtonKeys(Key);