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
126 struct XY sound_music;
127 struct XY sound_loops;
128 struct XY sound_simple;
130 struct XY panel_stop;
131 struct XY panel_pause;
132 struct XY panel_play;
134 struct XY panel_sound_music;
135 struct XY panel_sound_loops;
136 struct XY panel_sound_simple;
138 struct XY touch_stop;
139 struct XY touch_pause;
142 struct GameSnapshotInfo
146 byte last_action[MAX_PLAYERS];
147 boolean changed_action;
148 boolean collected_item;
150 boolean save_snapshot;
155 // values for control panel
156 struct GamePanelInfo panel;
157 struct GameButtonInfo button;
159 // values for graphics engine customization
160 int graphics_engine_version;
161 boolean use_native_emc_graphics_engine;
162 boolean use_native_sp_graphics_engine;
163 boolean use_masked_pushing;
164 boolean use_masked_elements;
165 boolean use_masked_elements_initial;
166 int forced_scroll_delay_value;
167 int scroll_delay_value;
170 // constant within running game
173 int initial_move_delay[MAX_PLAYERS];
174 int initial_move_delay_value[MAX_PLAYERS];
175 int initial_push_delay_value;
177 // flag for single or multi-player mode (needed for playing tapes)
178 // (when playing/recording games, this is identical to "setup.team_mode"
181 // flags to handle bugs in and changes between different engine versions
182 // (for the latest engine version, these flags should always be "FALSE")
183 boolean use_change_when_pushing_bug;
184 boolean use_block_last_field_bug;
185 boolean max_num_changes_per_frame;
186 boolean use_reverse_scan_direction;
188 // flags to indicate which game actions are used in this game
189 boolean use_key_actions;
190 boolean use_mouse_actions;
192 // variable within running game
193 int yamyam_content_nr;
194 boolean robot_wheel_active;
195 boolean magic_wall_active;
196 int magic_wall_time_left;
198 int timegate_time_left;
204 boolean explosions_delayed;
205 boolean envelope_active;
206 boolean no_time_limit; // (variable only in very special case)
208 int time_final; // time (in seconds) or steps left or played
209 int score_time_final; // time (in frames) or steps played
217 int gems_still_needed;
218 int sokoban_fields_still_needed;
219 int sokoban_objects_still_needed;
220 int lights_still_needed;
221 int players_still_needed;
222 int friends_still_needed;
224 int robot_wheel_x, robot_wheel_y;
227 boolean all_players_gone;
229 // values for the new EMC elements
230 int lenses_time_left;
231 int magnify_time_left;
235 // values for player idle animation (no effect on engine)
236 int player_boring_delay_fixed;
237 int player_boring_delay_random;
238 int player_sleeping_delay_fixed;
239 int player_sleeping_delay_random;
241 // values for special game initialization control
242 boolean restart_level;
244 // trigger message to ask for restarting the game
245 char *restart_game_message;
247 // values for special request dialog control
248 boolean request_active;
249 boolean request_active_or_moving;
251 // values for special game control
252 int centered_player_nr;
253 int centered_player_nr_next;
254 boolean set_centered_player;
255 boolean set_centered_player_wrap;
257 // values for single step mode control
258 boolean enter_single_step_mode;
260 // values for random number generator initialization after snapshot
261 unsigned int num_random_calls;
263 // values for game engine snapshot control
264 struct GameSnapshotInfo snapshot;
266 // values for handling states for solved level and game over
271 boolean LevelSolved_GameWon;
272 boolean LevelSolved_GameEnd;
273 boolean LevelSolved_SaveTape;
274 boolean LevelSolved_SaveScore;
276 int LevelSolved_CountingTime;
277 int LevelSolved_CountingScore;
278 int LevelSolved_CountingHealth;
283 boolean present; // player present in level playfield
284 boolean connected_locally; // player connected (locally)
285 boolean connected_network; // player connected (network)
286 boolean connected; // player connected (locally or via network)
287 boolean active; // player present and connected
288 boolean mapped; // player already mapped to input device
290 boolean killed; // player maybe present/active, but killed
291 boolean reanimated; // player maybe killed, but reanimated
292 boolean buried; // player finally killed and removed
294 int index_nr; // player number (0 to 3)
295 int index_bit; // player number bit (1 << 0 to 1 << 3)
296 int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
297 int client_nr; // network client identifier
299 byte action; // action from local input device
300 byte effective_action; /* action acknowledged from network server
301 or summarized over all configured input
302 devices when in single player mode */
303 byte programmed_action; /* action forced by game itself (like moving
304 through doors); overrides other actions */
305 byte snap_action; // action from TAS snap keys
307 struct MouseActionInfo mouse_action; // (used by MM engine only)
308 struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
310 int jx, jy, last_jx, last_jy;
311 int MovDir, MovPos, GfxDir, GfxPos;
312 int Frame, StepFrame;
316 int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY
320 boolean block_last_field;
321 int block_delay_adjustment; // needed for different engine versions
323 boolean can_fall_into_acid;
333 boolean is_auto_moving;
336 boolean is_collecting;
338 boolean is_switching;
340 boolean is_dropping_pressed;
347 boolean was_snapping;
348 boolean was_dropping;
352 boolean force_dropping; // needed for single step mode
354 int frame_counter_bored;
355 int frame_counter_sleeping;
357 int anim_delay_counter;
358 int post_delay_counter;
361 int action_waiting, last_action_waiting;
362 int special_action_bored;
363 int special_action_sleeping;
365 int num_special_action_bored;
366 int num_special_action_sleeping;
368 int switch_x, switch_y;
374 int move_delay_value;
375 int move_delay_value_next;
376 int move_delay_reset_counter;
379 int push_delay_value;
381 unsigned int actual_frame_counter;
384 int drop_pressed_delay;
388 int key[MAX_NUM_KEYS];
390 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
391 int shield_normal_time_left;
392 int shield_deadly_time_left;
394 int last_removed_element;
396 int inventory_element[MAX_INVENTORY_SIZE];
397 int inventory_infinite_element;
401 extern struct GameInfo game;
402 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
406 void DEBUG_SetMaximumDynamite(void);
409 void GetPlayerConfig(void);
410 int GetElementFromGroupElement(int);
412 int getPlayerInventorySize(int);
414 void UpdateGameDoorValues(void);
415 void DrawGameDoorValues(void);
417 void UpdateAndDisplayGameControlValues(void);
419 void InitGameSound(void);
422 void UpdateEngineValues(int, int, int, int);
426 void MergeServerScore(void);
428 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
429 void Moving2Blocked(int, int, int *, int *);
430 void Blocked2Moving(int, int, int *, int *);
431 void DrawDynamite(int, int);
433 void StartGameActions(boolean, boolean, int);
435 void GameActions(void);
436 void GameActions_EM_Main(void);
437 void GameActions_SP_Main(void);
438 void GameActions_MM_Main(void);
439 void GameActions_RND_Main(void);
440 void GameActions_RND(void);
442 void ScrollLevel(int, int);
444 void InitPlayLevelSound(void);
445 void PlayLevelSound_EM(int, int, int, int);
446 void PlayLevelSound_SP(int, int, int, int);
447 void PlayLevelSound_MM(int, int, int, int);
448 void PlaySound_MM(int);
449 void PlaySoundLoop_MM(int);
450 void StopSound_MM(int);
452 void RaiseScore(int);
453 void RaiseScoreElement(int);
455 void RequestQuitGameExt(boolean, boolean, char *);
456 void RequestQuitGame(boolean);
457 void RequestRestartGame(char *);
458 void CheckGameOver(void);
460 boolean checkGameSolved(void);
461 boolean checkGameFailed(void);
462 boolean checkGameEnded(void);
464 unsigned int InitEngineRandom_RND(int);
465 unsigned int RND(int);
467 void FreeEngineSnapshotSingle(void);
468 void FreeEngineSnapshotList(void);
469 void LoadEngineSnapshotSingle(void);
470 void SaveEngineSnapshotSingle(void);
471 boolean CheckSaveEngineSnapshotToList(void);
472 void SaveEngineSnapshotToList(void);
473 void SaveEngineSnapshotToListInitial(void);
474 boolean CheckEngineSnapshotSingle(void);
475 boolean CheckEngineSnapshotList(void);
477 void CreateGameButtons(void);
478 void FreeGameButtons(void);
479 void MapLoadSaveButtons(void);
480 void MapUndoRedoButtons(void);
481 void ModifyPauseButtons(void);
482 void MapGameButtons(void);
483 void UnmapGameButtons(void);
484 void RedrawGameButtons(void);
485 void MapGameButtonsOnTape(void);
486 void UnmapGameButtonsOnTape(void);
487 void RedrawGameButtonsOnTape(void);
489 void HandleSoundButtonKeys(Key);