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_GRAPHICS 8
30 #define NUM_PANEL_ELEMENTS 8
31 #define NUM_PANEL_CE_SCORE 8
36 struct TextPosInfo level_number;
37 struct TextPosInfo gems;
38 struct TextPosInfo inventory_count;
39 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
40 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
41 struct TextPosInfo key[MAX_NUM_KEYS];
42 struct TextPosInfo key_white;
43 struct TextPosInfo key_white_count;
44 struct TextPosInfo score;
45 struct TextPosInfo highscore;
46 struct TextPosInfo time;
47 struct TextPosInfo time_hh;
48 struct TextPosInfo time_mm;
49 struct TextPosInfo time_ss;
50 struct TextPosInfo frame;
51 struct TextPosInfo shield_normal;
52 struct TextPosInfo shield_normal_time;
53 struct TextPosInfo shield_deadly;
54 struct TextPosInfo shield_deadly_time;
55 struct TextPosInfo exit;
56 struct TextPosInfo emc_magic_ball;
57 struct TextPosInfo emc_magic_ball_switch;
58 struct TextPosInfo light_switch;
59 struct TextPosInfo light_switch_time;
60 struct TextPosInfo timegate_switch;
61 struct TextPosInfo timegate_switch_time;
62 struct TextPosInfo switchgate_switch;
63 struct TextPosInfo emc_lenses;
64 struct TextPosInfo emc_lenses_time;
65 struct TextPosInfo emc_magnifier;
66 struct TextPosInfo emc_magnifier_time;
67 struct TextPosInfo balloon_switch;
68 struct TextPosInfo dynabomb_number;
69 struct TextPosInfo dynabomb_size;
70 struct TextPosInfo dynabomb_power;
71 struct TextPosInfo penguins;
72 struct TextPosInfo sokoban_objects;
73 struct TextPosInfo sokoban_fields;
74 struct TextPosInfo robot_wheel;
75 struct TextPosInfo conveyor_belt[NUM_BELTS];
76 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
77 struct TextPosInfo magic_wall;
78 struct TextPosInfo magic_wall_time;
79 struct TextPosInfo gravity_state;
80 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
81 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
82 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
83 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
84 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
85 struct TextPosInfo player_name;
86 struct TextPosInfo level_name;
87 struct TextPosInfo level_author;
96 struct Rect sound_music;
97 struct Rect sound_loops;
98 struct Rect sound_simple;
119 /* values for control panel */
120 struct GamePanelInfo panel;
121 struct GameButtonInfo button;
123 /* values for graphics engine customization */
124 boolean use_native_emc_graphics_engine;
125 boolean use_native_sp_graphics_engine;
126 boolean use_masked_pushing;
127 int forced_scroll_delay_value;
128 int scroll_delay_value;
131 /* values for engine initialization */
132 int default_push_delay_fixed;
133 int default_push_delay_random;
135 /* constant within running game */
138 int initial_move_delay[MAX_PLAYERS];
139 int initial_move_delay_value[MAX_PLAYERS];
140 int initial_push_delay_value;
142 /* flag for single or multi-player mode (needed for playing tapes) */
143 /* (when playing/recording games, this is identical to "setup.team_mode" */
146 /* flags to handle bugs in and changes between different engine versions */
147 /* (for the latest engine version, these flags should always be "FALSE") */
148 boolean use_change_when_pushing_bug;
149 boolean use_block_last_field_bug;
150 boolean max_num_changes_per_frame;
151 boolean use_reverse_scan_direction;
153 /* variable within running game */
154 int yamyam_content_nr;
155 boolean robot_wheel_active;
156 boolean magic_wall_active;
157 int magic_wall_time_left;
159 int timegate_time_left;
165 boolean explosions_delayed;
166 boolean envelope_active;
167 boolean no_time_limit; /* (variable only in very special case) */
169 /* values for the new EMC elements */
170 int lenses_time_left;
171 int magnify_time_left;
175 /* values for player idle animation (no effect on engine) */
176 int player_boring_delay_fixed;
177 int player_boring_delay_random;
178 int player_sleeping_delay_fixed;
179 int player_sleeping_delay_random;
181 /* values for special game initialization control */
182 boolean restart_level;
184 /* values for special game control */
185 int centered_player_nr;
186 int centered_player_nr_next;
187 boolean set_centered_player;
189 /* values for random number generator initialization after snapshot */
190 unsigned int num_random_calls;
195 boolean present; /* player present in level playfield */
196 boolean connected; /* player connected (locally or via network) */
197 boolean active; /* player present and connected */
198 boolean mapped; /* player already mapped to input device */
200 boolean killed; /* player maybe present/active, but killed */
201 boolean reanimated; /* player maybe killed, but reanimated */
203 int index_nr; /* player number (0 to 3) */
204 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
205 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
206 int client_nr; /* network client identifier */
208 byte action; /* action from local input device */
209 byte mapped_action; /* action mapped from device to player */
210 byte effective_action; /* action acknowledged from network server
211 or summarized over all configured input
212 devices when in single player mode */
213 byte programmed_action; /* action forced by game itself (like moving
214 through doors); overrides other actions */
216 int jx, jy, last_jx, last_jy;
217 int MovDir, MovPos, GfxDir, GfxPos;
218 int Frame, StepFrame;
222 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
226 boolean block_last_field;
227 int block_delay_adjustment; /* needed for different engine versions */
229 boolean can_fall_into_acid;
233 boolean LevelSolved, GameOver;
235 boolean LevelSolved_GameWon;
236 boolean LevelSolved_GameEnd;
237 boolean LevelSolved_PanelOff;
238 boolean LevelSolved_SaveTape;
239 boolean LevelSolved_SaveScore;
240 int LevelSolved_CountingTime;
241 int LevelSolved_CountingScore;
249 boolean is_auto_moving;
252 boolean is_collecting;
254 boolean is_switching;
256 boolean is_dropping_pressed;
263 int frame_counter_bored;
264 int frame_counter_sleeping;
266 int anim_delay_counter;
267 int post_delay_counter;
270 int action_waiting, last_action_waiting;
271 int special_action_bored;
272 int special_action_sleeping;
274 int num_special_action_bored;
275 int num_special_action_sleeping;
277 int switch_x, switch_y;
283 int move_delay_value;
284 int move_delay_value_next;
285 int move_delay_reset_counter;
288 int push_delay_value;
290 unsigned int actual_frame_counter;
293 int drop_pressed_delay;
300 int gems_still_needed;
301 int sokobanfields_still_needed;
302 int lights_still_needed;
303 int friends_still_needed;
304 int key[MAX_NUM_KEYS];
306 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
307 int shield_normal_time_left;
308 int shield_deadly_time_left;
310 int inventory_element[MAX_INVENTORY_SIZE];
311 int inventory_infinite_element;
315 extern struct GameInfo game;
316 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
320 void DEBUG_SetMaximumDynamite();
323 void GetPlayerConfig(void);
324 int GetElementFromGroupElement(int);
326 void DrawGameValue_Time(int);
327 void DrawGameDoorValues(void);
329 void UpdateAndDisplayGameControlValues();
331 void InitGameSound();
334 void UpdateEngineValues(int, int);
338 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
339 void Moving2Blocked(int, int, int *, int *);
340 void Blocked2Moving(int, int, int *, int *);
341 void DrawDynamite(int, int);
343 void StartGameActions(boolean, boolean, int);
345 void GameActions(void);
346 void GameActions_EM_Main();
347 void GameActions_SP_Main();
348 void GameActions_RND();
350 void ScrollLevel(int, int);
352 void InitPlayLevelSound();
353 void PlayLevelSound_EM(int, int, int, int);
354 void PlayLevelSound_SP(int, int, int, int);
356 void RaiseScore(int);
357 void RaiseScoreElement(int);
359 void RequestQuitGameExt(boolean, boolean, char *);
360 void RequestQuitGame(boolean);
362 unsigned int InitEngineRandom_RND(int);
363 unsigned int RND(int);
365 void FreeEngineSnapshot();
366 void LoadEngineSnapshot();
367 void SaveEngineSnapshot();
368 boolean CheckEngineSnapshot();
370 void CreateGameButtons();
371 void FreeGameButtons();
372 void MapGameButtons();
373 void UnmapGameButtons();
374 void RedrawGameButtons();
376 void HandleSoundButtonKeys(Key);