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 STD_NUM_KEYS 4
21 #define MAX_NUM_KEYS 8
24 #define NUM_BELT_PARTS 3
26 #define NUM_PANEL_INVENTORY 8
27 #define NUM_PANEL_GRAPHICS 8
28 #define NUM_PANEL_ELEMENTS 8
29 #define NUM_PANEL_CE_SCORE 8
31 #define STR_SNAPSHOT_MODE_OFF "off"
32 #define STR_SNAPSHOT_MODE_EVERY_STEP "every_step"
33 #define STR_SNAPSHOT_MODE_EVERY_MOVE "every_move"
34 #define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_EVERY_MOVE
36 #define SNAPSHOT_MODE_OFF 0
37 #define SNAPSHOT_MODE_EVERY_STEP 1
38 #define SNAPSHOT_MODE_EVERY_MOVE 2
39 #define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_EVERY_MOVE
44 struct TextPosInfo level_number;
45 struct TextPosInfo gems;
46 struct TextPosInfo inventory_count;
47 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
48 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
49 struct TextPosInfo key[MAX_NUM_KEYS];
50 struct TextPosInfo key_white;
51 struct TextPosInfo key_white_count;
52 struct TextPosInfo score;
53 struct TextPosInfo highscore;
54 struct TextPosInfo time;
55 struct TextPosInfo time_hh;
56 struct TextPosInfo time_mm;
57 struct TextPosInfo time_ss;
58 struct TextPosInfo frame;
59 struct TextPosInfo shield_normal;
60 struct TextPosInfo shield_normal_time;
61 struct TextPosInfo shield_deadly;
62 struct TextPosInfo shield_deadly_time;
63 struct TextPosInfo exit;
64 struct TextPosInfo emc_magic_ball;
65 struct TextPosInfo emc_magic_ball_switch;
66 struct TextPosInfo light_switch;
67 struct TextPosInfo light_switch_time;
68 struct TextPosInfo timegate_switch;
69 struct TextPosInfo timegate_switch_time;
70 struct TextPosInfo switchgate_switch;
71 struct TextPosInfo emc_lenses;
72 struct TextPosInfo emc_lenses_time;
73 struct TextPosInfo emc_magnifier;
74 struct TextPosInfo emc_magnifier_time;
75 struct TextPosInfo balloon_switch;
76 struct TextPosInfo dynabomb_number;
77 struct TextPosInfo dynabomb_size;
78 struct TextPosInfo dynabomb_power;
79 struct TextPosInfo penguins;
80 struct TextPosInfo sokoban_objects;
81 struct TextPosInfo sokoban_fields;
82 struct TextPosInfo robot_wheel;
83 struct TextPosInfo conveyor_belt[NUM_BELTS];
84 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
85 struct TextPosInfo magic_wall;
86 struct TextPosInfo magic_wall_time;
87 struct TextPosInfo gravity_state;
88 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
89 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
90 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
91 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
92 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
93 struct TextPosInfo player_name;
94 struct TextPosInfo level_name;
95 struct TextPosInfo level_author;
110 struct XY sound_music;
111 struct XY sound_loops;
112 struct XY sound_simple;
115 struct GameSnapshotInfo
119 byte last_action[MAX_PLAYERS];
120 boolean changed_action;
125 /* values for control panel */
126 struct GamePanelInfo panel;
127 struct GameButtonInfo button;
129 /* values for graphics engine customization */
130 boolean use_native_emc_graphics_engine;
131 boolean use_native_sp_graphics_engine;
132 boolean use_masked_pushing;
133 int forced_scroll_delay_value;
134 int scroll_delay_value;
137 /* values for engine initialization */
138 int default_push_delay_fixed;
139 int default_push_delay_random;
141 /* constant within running game */
144 int initial_move_delay[MAX_PLAYERS];
145 int initial_move_delay_value[MAX_PLAYERS];
146 int initial_push_delay_value;
148 /* flag for single or multi-player mode (needed for playing tapes) */
149 /* (when playing/recording games, this is identical to "setup.team_mode" */
152 /* flags to handle bugs in and changes between different engine versions */
153 /* (for the latest engine version, these flags should always be "FALSE") */
154 boolean use_change_when_pushing_bug;
155 boolean use_block_last_field_bug;
156 boolean max_num_changes_per_frame;
157 boolean use_reverse_scan_direction;
159 /* variable within running game */
160 int yamyam_content_nr;
161 boolean robot_wheel_active;
162 boolean magic_wall_active;
163 int magic_wall_time_left;
165 int timegate_time_left;
171 boolean explosions_delayed;
172 boolean envelope_active;
173 boolean no_time_limit; /* (variable only in very special case) */
175 /* values for the new EMC elements */
176 int lenses_time_left;
177 int magnify_time_left;
181 /* values for player idle animation (no effect on engine) */
182 int player_boring_delay_fixed;
183 int player_boring_delay_random;
184 int player_sleeping_delay_fixed;
185 int player_sleeping_delay_random;
187 /* values for special game initialization control */
188 boolean restart_level;
190 /* values for special game control */
191 int centered_player_nr;
192 int centered_player_nr_next;
193 boolean set_centered_player;
195 /* values for random number generator initialization after snapshot */
196 unsigned int num_random_calls;
198 /* values for game engine snapshot control */
199 struct GameSnapshotInfo snapshot;
204 boolean present; /* player present in level playfield */
205 boolean connected; /* player connected (locally or via network) */
206 boolean active; /* player present and connected */
207 boolean mapped; /* player already mapped to input device */
209 boolean killed; /* player maybe present/active, but killed */
210 boolean reanimated; /* player maybe killed, but reanimated */
212 int index_nr; /* player number (0 to 3) */
213 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
214 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
215 int client_nr; /* network client identifier */
217 byte action; /* action from local input device */
218 byte mapped_action; /* action mapped from device to player */
219 byte effective_action; /* action acknowledged from network server
220 or summarized over all configured input
221 devices when in single player mode */
222 byte programmed_action; /* action forced by game itself (like moving
223 through doors); overrides other actions */
225 int jx, jy, last_jx, last_jy;
226 int MovDir, MovPos, GfxDir, GfxPos;
227 int Frame, StepFrame;
231 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
235 boolean block_last_field;
236 int block_delay_adjustment; /* needed for different engine versions */
238 boolean can_fall_into_acid;
242 boolean LevelSolved, GameOver;
244 boolean LevelSolved_GameWon;
245 boolean LevelSolved_GameEnd;
246 boolean LevelSolved_PanelOff;
247 boolean LevelSolved_SaveTape;
248 boolean LevelSolved_SaveScore;
249 int LevelSolved_CountingTime;
250 int LevelSolved_CountingScore;
258 boolean is_auto_moving;
261 boolean is_collecting;
263 boolean is_switching;
265 boolean is_dropping_pressed;
272 int frame_counter_bored;
273 int frame_counter_sleeping;
275 int anim_delay_counter;
276 int post_delay_counter;
279 int action_waiting, last_action_waiting;
280 int special_action_bored;
281 int special_action_sleeping;
283 int num_special_action_bored;
284 int num_special_action_sleeping;
286 int switch_x, switch_y;
292 int move_delay_value;
293 int move_delay_value_next;
294 int move_delay_reset_counter;
297 int push_delay_value;
299 unsigned int actual_frame_counter;
302 int drop_pressed_delay;
309 int gems_still_needed;
310 int sokobanfields_still_needed;
311 int lights_still_needed;
312 int friends_still_needed;
313 int key[MAX_NUM_KEYS];
315 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
316 int shield_normal_time_left;
317 int shield_deadly_time_left;
319 int inventory_element[MAX_INVENTORY_SIZE];
320 int inventory_infinite_element;
324 extern struct GameInfo game;
325 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
329 void DEBUG_SetMaximumDynamite();
332 void GetPlayerConfig(void);
333 int GetElementFromGroupElement(int);
335 void DrawGameValue_Time(int);
336 void DrawGameDoorValues(void);
338 void UpdateAndDisplayGameControlValues();
340 void InitGameSound();
343 void UpdateEngineValues(int, int);
347 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
348 void Moving2Blocked(int, int, int *, int *);
349 void Blocked2Moving(int, int, int *, int *);
350 void DrawDynamite(int, int);
352 void StartGameActions(boolean, boolean, int);
354 void GameActions(void);
355 void GameActions_EM_Main();
356 void GameActions_SP_Main();
357 void GameActions_RND_Main();
358 void GameActions_RND();
360 void ScrollLevel(int, int);
362 void InitPlayLevelSound();
363 void PlayLevelSound_EM(int, int, int, int);
364 void PlayLevelSound_SP(int, int, int, int);
366 void RaiseScore(int);
367 void RaiseScoreElement(int);
369 void RequestQuitGameExt(boolean, boolean, char *);
370 void RequestQuitGame(boolean);
372 unsigned int InitEngineRandom_RND(int);
373 unsigned int RND(int);
375 void FreeEngineSnapshotSingle();
376 void FreeEngineSnapshotList();
377 void LoadEngineSnapshotSingle();
378 void SaveEngineSnapshotSingle();
379 boolean SaveEngineSnapshotToList();
380 void SaveEngineSnapshotToListInitial();
381 boolean CheckEngineSnapshotSingle();
382 boolean CheckEngineSnapshotList();
384 void CreateGameButtons();
385 void FreeGameButtons();
386 void MapUndoRedoButtons();
387 void UnmapUndoRedoButtons();
388 void MapGameButtons();
389 void UnmapGameButtons();
390 void RedrawGameButtons();
392 void HandleSoundButtonKeys(Key);