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;
111 struct XY sound_music;
112 struct XY sound_loops;
113 struct XY sound_simple;
116 struct GameSnapshotInfo
120 byte last_action[MAX_PLAYERS];
121 boolean changed_action;
126 /* values for control panel */
127 struct GamePanelInfo panel;
128 struct GameButtonInfo button;
130 /* values for graphics engine customization */
131 boolean use_native_emc_graphics_engine;
132 boolean use_native_sp_graphics_engine;
133 boolean use_masked_pushing;
134 int forced_scroll_delay_value;
135 int scroll_delay_value;
138 /* values for engine initialization */
139 int default_push_delay_fixed;
140 int default_push_delay_random;
142 /* constant within running game */
145 int initial_move_delay[MAX_PLAYERS];
146 int initial_move_delay_value[MAX_PLAYERS];
147 int initial_push_delay_value;
149 /* flag for single or multi-player mode (needed for playing tapes) */
150 /* (when playing/recording games, this is identical to "setup.team_mode" */
153 /* flags to handle bugs in and changes between different engine versions */
154 /* (for the latest engine version, these flags should always be "FALSE") */
155 boolean use_change_when_pushing_bug;
156 boolean use_block_last_field_bug;
157 boolean max_num_changes_per_frame;
158 boolean use_reverse_scan_direction;
160 /* variable within running game */
161 int yamyam_content_nr;
162 boolean robot_wheel_active;
163 boolean magic_wall_active;
164 int magic_wall_time_left;
166 int timegate_time_left;
172 boolean explosions_delayed;
173 boolean envelope_active;
174 boolean no_time_limit; /* (variable only in very special case) */
176 /* values for the new EMC elements */
177 int lenses_time_left;
178 int magnify_time_left;
182 /* values for player idle animation (no effect on engine) */
183 int player_boring_delay_fixed;
184 int player_boring_delay_random;
185 int player_sleeping_delay_fixed;
186 int player_sleeping_delay_random;
188 /* values for special game initialization control */
189 boolean restart_level;
191 /* values for special game control */
192 int centered_player_nr;
193 int centered_player_nr_next;
194 boolean set_centered_player;
196 /* values for random number generator initialization after snapshot */
197 unsigned int num_random_calls;
199 /* values for game engine snapshot control */
200 struct GameSnapshotInfo snapshot;
205 boolean present; /* player present in level playfield */
206 boolean connected; /* player connected (locally or via network) */
207 boolean active; /* player present and connected */
208 boolean mapped; /* player already mapped to input device */
210 boolean killed; /* player maybe present/active, but killed */
211 boolean reanimated; /* player maybe killed, but reanimated */
213 int index_nr; /* player number (0 to 3) */
214 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
215 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
216 int client_nr; /* network client identifier */
218 byte action; /* action from local input device */
219 byte mapped_action; /* action mapped from device to player */
220 byte effective_action; /* action acknowledged from network server
221 or summarized over all configured input
222 devices when in single player mode */
223 byte programmed_action; /* action forced by game itself (like moving
224 through doors); overrides other actions */
226 int jx, jy, last_jx, last_jy;
227 int MovDir, MovPos, GfxDir, GfxPos;
228 int Frame, StepFrame;
232 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
236 boolean block_last_field;
237 int block_delay_adjustment; /* needed for different engine versions */
239 boolean can_fall_into_acid;
243 boolean LevelSolved, GameOver;
245 boolean LevelSolved_GameWon;
246 boolean LevelSolved_GameEnd;
247 boolean LevelSolved_PanelOff;
248 boolean LevelSolved_SaveTape;
249 boolean LevelSolved_SaveScore;
250 int LevelSolved_CountingTime;
251 int LevelSolved_CountingScore;
259 boolean is_auto_moving;
262 boolean is_collecting;
264 boolean is_switching;
266 boolean is_dropping_pressed;
273 int frame_counter_bored;
274 int frame_counter_sleeping;
276 int anim_delay_counter;
277 int post_delay_counter;
280 int action_waiting, last_action_waiting;
281 int special_action_bored;
282 int special_action_sleeping;
284 int num_special_action_bored;
285 int num_special_action_sleeping;
287 int switch_x, switch_y;
293 int move_delay_value;
294 int move_delay_value_next;
295 int move_delay_reset_counter;
298 int push_delay_value;
300 unsigned int actual_frame_counter;
303 int drop_pressed_delay;
310 int gems_still_needed;
311 int sokobanfields_still_needed;
312 int lights_still_needed;
313 int friends_still_needed;
314 int key[MAX_NUM_KEYS];
316 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
317 int shield_normal_time_left;
318 int shield_deadly_time_left;
320 int inventory_element[MAX_INVENTORY_SIZE];
321 int inventory_infinite_element;
325 extern struct GameInfo game;
326 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
330 void DEBUG_SetMaximumDynamite();
333 void GetPlayerConfig(void);
334 int GetElementFromGroupElement(int);
336 void DrawGameValue_Time(int);
337 void DrawGameDoorValues(void);
339 void UpdateAndDisplayGameControlValues();
341 void InitGameSound();
344 void UpdateEngineValues(int, int);
348 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
349 void Moving2Blocked(int, int, int *, int *);
350 void Blocked2Moving(int, int, int *, int *);
351 void DrawDynamite(int, int);
353 void StartGameActions(boolean, boolean, int);
355 void GameActions(void);
356 void GameActions_EM_Main();
357 void GameActions_SP_Main();
358 void GameActions_RND_Main();
359 void GameActions_RND();
361 void ScrollLevel(int, int);
363 void InitPlayLevelSound();
364 void PlayLevelSound_EM(int, int, int, int);
365 void PlayLevelSound_SP(int, int, int, int);
367 void RaiseScore(int);
368 void RaiseScoreElement(int);
370 void RequestQuitGameExt(boolean, boolean, char *);
371 void RequestQuitGame(boolean);
373 unsigned int InitEngineRandom_RND(int);
374 unsigned int RND(int);
376 void FreeEngineSnapshotSingle();
377 void FreeEngineSnapshotList();
378 void LoadEngineSnapshotSingle();
379 void SaveEngineSnapshotSingle();
380 boolean SaveEngineSnapshotToList();
381 void SaveEngineSnapshotToListInitial();
382 boolean CheckEngineSnapshotSingle();
383 boolean CheckEngineSnapshotList();
385 void CreateGameButtons();
386 void FreeGameButtons();
387 void MapUndoRedoButtons();
388 void UnmapUndoRedoButtons();
389 void MapGameButtons();
390 void UnmapGameButtons();
391 void RedrawGameButtons();
393 void HandleSoundButtonKeys(Key);