1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 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
35 /* values for control panel */
36 struct GamePanelInfo panel;
38 /* values for engine initialization */
39 int default_push_delay_fixed;
40 int default_push_delay_random;
42 /* constant within running game */
45 int initial_move_delay[MAX_PLAYERS];
46 int initial_move_delay_value[MAX_PLAYERS];
47 int initial_push_delay_value;
49 /* flags to handle bugs in and changes between different engine versions */
50 /* (for the latest engine version, these flags should always be "FALSE") */
51 boolean use_change_when_pushing_bug;
52 boolean use_block_last_field_bug;
53 boolean max_num_changes_per_frame;
54 boolean use_reverse_scan_direction;
56 /* variable within running game */
57 int yamyam_content_nr;
58 boolean magic_wall_active;
59 int magic_wall_time_left;
61 int timegate_time_left;
67 boolean explosions_delayed;
68 boolean envelope_active;
70 /* values for the new EMC elements */
72 int magnify_time_left;
76 /* values for player idle animation (no effect on engine) */
77 int player_boring_delay_fixed;
78 int player_boring_delay_random;
79 int player_sleeping_delay_fixed;
80 int player_sleeping_delay_random;
82 /* values for special game initialization control */
83 boolean restart_level;
85 /* values for special game control */
86 int centered_player_nr;
87 int centered_player_nr_next;
88 boolean set_centered_player;
90 /* values for random number generator initialization after snapshot */
91 unsigned long num_random_calls;
96 boolean present; /* player present in level playfield */
97 boolean connected; /* player connected (locally or via network) */
98 boolean active; /* player present and connected */
100 int index_nr; /* player number (0 to 3) */
101 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
102 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
103 int client_nr; /* network client identifier */
105 byte action; /* action from local input device */
106 byte effective_action; /* action acknowledged from network server
107 or summarized over all configured input
108 devices when in single player mode */
109 byte programmed_action; /* action forced by game itself (like moving
110 through doors); overrides other actions */
112 int jx, jy, last_jx, last_jy;
113 int MovDir, MovPos, GfxDir, GfxPos;
114 int Frame, StepFrame;
121 boolean block_last_field;
122 int block_delay_adjustment; /* needed for different engine versions */
124 boolean can_fall_into_acid;
128 boolean LevelSolved, GameOver;
130 boolean LevelSolved_GameEnd;
131 boolean LevelSolved_SaveTape;
132 boolean LevelSolved_SaveScore;
140 boolean is_auto_moving;
143 boolean is_collecting;
145 boolean is_switching;
147 boolean is_dropping_pressed;
154 int frame_counter_bored;
155 int frame_counter_sleeping;
157 int anim_delay_counter;
158 int post_delay_counter;
161 int action_waiting, last_action_waiting;
162 int special_action_bored;
163 int special_action_sleeping;
165 int num_special_action_bored;
166 int num_special_action_sleeping;
168 int switch_x, switch_y;
174 int move_delay_value;
175 int move_delay_value_next;
176 int move_delay_reset_counter;
179 int push_delay_value;
181 unsigned long actual_frame_counter;
184 int drop_pressed_delay;
191 int gems_still_needed;
192 int sokobanfields_still_needed;
193 int lights_still_needed;
194 int friends_still_needed;
195 int key[MAX_NUM_KEYS];
196 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
197 int shield_normal_time_left;
198 int shield_deadly_time_left;
200 int inventory_element[MAX_INVENTORY_SIZE];
201 int inventory_infinite_element;
205 extern struct GameInfo game;
206 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
210 void DEBUG_SetMaximumDynamite();
213 void GetPlayerConfig(void);
215 void DrawGameValue_Time(int);
216 void DrawGameDoorValues(void);
218 void InitGameSound();
221 void UpdateEngineValues(int, int);
225 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
226 void Moving2Blocked(int, int, int *, int *);
227 void Blocked2Moving(int, int, int *, int *);
228 void DrawDynamite(int, int);
230 void StartGameActions(boolean, boolean, long);
232 void GameActions(void);
233 void GameActions_EM_Main();
234 void GameActions_RND();
236 void ScrollLevel(int, int);
238 void InitPlayLevelSound();
239 void PlayLevelSound_EM(int, int, int, int);
241 void RaiseScore(int);
242 void RaiseScoreElement(int);
243 void RequestQuitGame(boolean);
245 unsigned int InitEngineRandom_RND(long);
246 unsigned int RND(int);
248 void FreeEngineSnapshot();
249 void LoadEngineSnapshot();
250 void SaveEngineSnapshot();
251 boolean CheckEngineSnapshot();
253 void CreateGameButtons();
254 void FreeGameButtons();
255 void UnmapGameButtons();