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 ***********************************************************/
17 /* (not included here due to collisions with Emerald Mine engine definitions) */
18 /* #include "main.h" */
20 #define MAX_INVENTORY_SIZE 1000
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_ELEMENTS 8
30 #define NUM_PANEL_CE_SCORE 8
35 struct TextPosInfo level_number;
36 struct TextPosInfo gems;
37 struct TextPosInfo inventory_count;
38 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
39 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
40 struct TextPosInfo key[MAX_NUM_KEYS];
41 struct TextPosInfo key_white;
42 struct TextPosInfo key_white_count;
43 struct TextPosInfo score;
44 struct TextPosInfo time;
45 struct TextPosInfo time_hh;
46 struct TextPosInfo time_mm;
47 struct TextPosInfo time_ss;
48 struct TextPosInfo shield_normal;
49 struct TextPosInfo shield_normal_time;
50 struct TextPosInfo shield_deadly;
51 struct TextPosInfo shield_deadly_time;
52 struct TextPosInfo exit;
53 struct TextPosInfo emc_magic_ball;
54 struct TextPosInfo emc_magic_ball_switch;
55 struct TextPosInfo light_switch;
56 struct TextPosInfo light_switch_time;
57 struct TextPosInfo timegate_switch;
58 struct TextPosInfo timegate_switch_time;
59 struct TextPosInfo switchgate_switch;
60 struct TextPosInfo emc_lenses;
61 struct TextPosInfo emc_lenses_time;
62 struct TextPosInfo emc_magnifier;
63 struct TextPosInfo emc_magnifier_time;
64 struct TextPosInfo balloon_switch;
65 struct TextPosInfo dynabomb_number;
66 struct TextPosInfo dynabomb_size;
67 struct TextPosInfo dynabomb_power;
68 struct TextPosInfo penguins;
69 struct TextPosInfo sokoban_objects;
70 struct TextPosInfo sokoban_fields;
71 struct TextPosInfo robot_wheel;
72 struct TextPosInfo conveyor_belt[NUM_BELTS];
73 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
74 struct TextPosInfo magic_wall;
75 struct TextPosInfo magic_wall_time;
76 struct TextPosInfo gravity_state;
77 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
78 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
79 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
80 struct TextPosInfo player_name;
81 struct TextPosInfo level_name;
82 struct TextPosInfo level_author;
87 struct MenuPosInfo stop;
88 struct MenuPosInfo pause;
89 struct MenuPosInfo play;
90 struct MenuPosInfo sound_music;
91 struct MenuPosInfo sound_loops;
92 struct MenuPosInfo sound_simple;
110 /* values for control panel */
111 struct GamePanelInfo panel;
112 struct GameButtonInfo button;
114 /* values for graphics engine customization */
115 int forced_scroll_delay_value;
116 int scroll_delay_value;
118 /* values for engine initialization */
119 int default_push_delay_fixed;
120 int default_push_delay_random;
122 /* constant within running game */
125 int initial_move_delay[MAX_PLAYERS];
126 int initial_move_delay_value[MAX_PLAYERS];
127 int initial_push_delay_value;
129 /* flags to handle bugs in and changes between different engine versions */
130 /* (for the latest engine version, these flags should always be "FALSE") */
131 boolean use_change_when_pushing_bug;
132 boolean use_block_last_field_bug;
133 boolean max_num_changes_per_frame;
134 boolean use_reverse_scan_direction;
136 /* variable within running game */
137 int yamyam_content_nr;
138 boolean robot_wheel_active;
139 boolean magic_wall_active;
140 int magic_wall_time_left;
142 int timegate_time_left;
148 boolean explosions_delayed;
149 boolean envelope_active;
151 /* values for the new EMC elements */
152 int lenses_time_left;
153 int magnify_time_left;
157 /* values for player idle animation (no effect on engine) */
158 int player_boring_delay_fixed;
159 int player_boring_delay_random;
160 int player_sleeping_delay_fixed;
161 int player_sleeping_delay_random;
163 /* values for special game initialization control */
164 boolean restart_level;
166 /* values for special game control */
167 int centered_player_nr;
168 int centered_player_nr_next;
169 boolean set_centered_player;
171 /* values for random number generator initialization after snapshot */
172 unsigned long num_random_calls;
177 boolean present; /* player present in level playfield */
178 boolean connected; /* player connected (locally or via network) */
179 boolean active; /* player present and connected */
180 boolean killed; /* player maybe present/active, but killed */
182 int index_nr; /* player number (0 to 3) */
183 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
184 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
185 int client_nr; /* network client identifier */
187 byte action; /* action from local input device */
188 byte effective_action; /* action acknowledged from network server
189 or summarized over all configured input
190 devices when in single player mode */
191 byte programmed_action; /* action forced by game itself (like moving
192 through doors); overrides other actions */
194 int jx, jy, last_jx, last_jy;
195 int MovDir, MovPos, GfxDir, GfxPos;
196 int Frame, StepFrame;
203 boolean block_last_field;
204 int block_delay_adjustment; /* needed for different engine versions */
206 boolean can_fall_into_acid;
210 boolean LevelSolved, GameOver;
212 boolean LevelSolved_GameWon;
213 boolean LevelSolved_GameEnd;
214 boolean LevelSolved_PanelOff;
215 boolean LevelSolved_SaveTape;
216 boolean LevelSolved_SaveScore;
224 boolean is_auto_moving;
227 boolean is_collecting;
229 boolean is_switching;
231 boolean is_dropping_pressed;
238 int frame_counter_bored;
239 int frame_counter_sleeping;
241 int anim_delay_counter;
242 int post_delay_counter;
245 int action_waiting, last_action_waiting;
246 int special_action_bored;
247 int special_action_sleeping;
249 int num_special_action_bored;
250 int num_special_action_sleeping;
252 int switch_x, switch_y;
258 int move_delay_value;
259 int move_delay_value_next;
260 int move_delay_reset_counter;
263 int push_delay_value;
265 unsigned long actual_frame_counter;
268 int drop_pressed_delay;
275 int gems_still_needed;
276 int sokobanfields_still_needed;
277 int lights_still_needed;
278 int friends_still_needed;
279 int key[MAX_NUM_KEYS];
281 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
282 int shield_normal_time_left;
283 int shield_deadly_time_left;
285 int inventory_element[MAX_INVENTORY_SIZE];
286 int inventory_infinite_element;
290 extern struct GameInfo game;
291 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
295 void DEBUG_SetMaximumDynamite();
298 void GetPlayerConfig(void);
299 int GetElementFromGroupElement(int);
301 void DrawGameValue_Time(int);
302 void DrawGameDoorValues(void);
304 void InitGameSound();
307 void UpdateEngineValues(int, int);
311 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
312 void Moving2Blocked(int, int, int *, int *);
313 void Blocked2Moving(int, int, int *, int *);
314 void DrawDynamite(int, int);
316 void StartGameActions(boolean, boolean, long);
318 void GameActions(void);
319 void GameActions_EM_Main();
320 void GameActions_RND();
322 void ScrollLevel(int, int);
324 void InitPlayLevelSound();
325 void PlayLevelSound_EM(int, int, int, int);
327 void RaiseScore(int);
328 void RaiseScoreElement(int);
330 void RequestQuitGameExt(boolean, boolean, char *);
331 void RequestQuitGame(boolean);
333 unsigned int InitEngineRandom_RND(long);
334 unsigned int RND(int);
336 void FreeEngineSnapshot();
337 void LoadEngineSnapshot();
338 void SaveEngineSnapshot();
339 boolean CheckEngineSnapshot();
341 void CreateGameButtons();
342 void FreeGameButtons();
343 void UnmapGameButtons();
344 void RedrawGameButtons();