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)
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 SNAPSHOT_MODE_OFF 0
40 #define SNAPSHOT_MODE_EVERY_STEP 1
41 #define SNAPSHOT_MODE_EVERY_MOVE 2
42 #define SNAPSHOT_MODE_EVERY_COLLECT 3
43 #define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
45 // values for game action events handled by game engine
46 #define GAME_EVENTS_NONE 0
47 #define GAME_EVENTS_KEYS (1 << 0)
48 #define GAME_EVENTS_MOUSE (1 << 1)
50 #define GAME_EVENTS_DEFAULT GAME_EVENTS_KEYS
55 struct TextPosInfo level_number;
56 struct TextPosInfo gems;
57 struct TextPosInfo inventory_count;
58 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
59 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
60 struct TextPosInfo key[MAX_NUM_KEYS];
61 struct TextPosInfo key_white;
62 struct TextPosInfo key_white_count;
63 struct TextPosInfo score;
64 struct TextPosInfo highscore;
65 struct TextPosInfo time;
66 struct TextPosInfo time_hh;
67 struct TextPosInfo time_mm;
68 struct TextPosInfo time_ss;
69 struct TextPosInfo time_anim;
70 struct TextPosInfo health;
71 struct TextPosInfo health_anim;
72 struct TextPosInfo frame;
73 struct TextPosInfo shield_normal;
74 struct TextPosInfo shield_normal_time;
75 struct TextPosInfo shield_deadly;
76 struct TextPosInfo shield_deadly_time;
77 struct TextPosInfo exit;
78 struct TextPosInfo emc_magic_ball;
79 struct TextPosInfo emc_magic_ball_switch;
80 struct TextPosInfo light_switch;
81 struct TextPosInfo light_switch_time;
82 struct TextPosInfo timegate_switch;
83 struct TextPosInfo timegate_switch_time;
84 struct TextPosInfo switchgate_switch;
85 struct TextPosInfo emc_lenses;
86 struct TextPosInfo emc_lenses_time;
87 struct TextPosInfo emc_magnifier;
88 struct TextPosInfo emc_magnifier_time;
89 struct TextPosInfo balloon_switch;
90 struct TextPosInfo dynabomb_number;
91 struct TextPosInfo dynabomb_size;
92 struct TextPosInfo dynabomb_power;
93 struct TextPosInfo penguins;
94 struct TextPosInfo sokoban_objects;
95 struct TextPosInfo sokoban_fields;
96 struct TextPosInfo robot_wheel;
97 struct TextPosInfo conveyor_belt[NUM_BELTS];
98 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
99 struct TextPosInfo magic_wall;
100 struct TextPosInfo magic_wall_time;
101 struct TextPosInfo gravity_state;
102 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
103 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
104 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
105 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
106 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
107 struct TextPosInfo player_name;
108 struct TextPosInfo level_name;
109 struct TextPosInfo level_author;
111 // value to determine if panel will be updated or not
115 struct GameButtonInfo
128 struct XY sound_music;
129 struct XY sound_loops;
130 struct XY sound_simple;
132 struct XY panel_stop;
133 struct XY panel_pause;
134 struct XY panel_play;
136 struct XY panel_sound_music;
137 struct XY panel_sound_loops;
138 struct XY panel_sound_simple;
140 struct XY touch_stop;
141 struct XY touch_pause;
144 struct GameSnapshotInfo
148 byte last_action[MAX_PLAYERS];
149 boolean changed_action;
150 boolean collected_item;
152 boolean save_snapshot;
157 // values for control panel
158 struct GamePanelInfo panel;
159 struct GameButtonInfo button;
161 // values for graphics engine customization
162 int graphics_engine_version;
163 boolean use_native_emc_graphics_engine;
164 boolean use_native_sp_graphics_engine;
165 boolean use_masked_pushing;
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 // bit mask to indicate game action events handled by game engine
191 // variable within running game
192 int yamyam_content_nr;
193 boolean robot_wheel_active;
194 boolean magic_wall_active;
195 int magic_wall_time_left;
197 int timegate_time_left;
203 boolean explosions_delayed;
204 boolean envelope_active;
205 boolean no_time_limit; // (variable only in very special case)
213 int gems_still_needed;
214 int sokoban_fields_still_needed;
215 int sokoban_objects_still_needed;
216 int lights_still_needed;
217 int players_still_needed;
218 int friends_still_needed;
220 int robot_wheel_x, robot_wheel_y;
223 boolean all_players_gone;
225 // values for the new EMC elements
226 int lenses_time_left;
227 int magnify_time_left;
231 // values for player idle animation (no effect on engine)
232 int player_boring_delay_fixed;
233 int player_boring_delay_random;
234 int player_sleeping_delay_fixed;
235 int player_sleeping_delay_random;
237 // values for special game initialization control
238 boolean restart_level;
240 // trigger message to ask for restarting the game
241 char *restart_game_message;
243 // values for special request dialog control
244 boolean request_active;
246 // values for special game control
247 int centered_player_nr;
248 int centered_player_nr_next;
249 boolean set_centered_player;
250 boolean set_centered_player_wrap;
252 // values for random number generator initialization after snapshot
253 unsigned int num_random_calls;
255 // values for game engine snapshot control
256 struct GameSnapshotInfo snapshot;
258 // values for handling states for solved level and game over
263 boolean LevelSolved_GameWon;
264 boolean LevelSolved_GameEnd;
265 boolean LevelSolved_SaveTape;
266 boolean LevelSolved_SaveScore;
268 int LevelSolved_CountingTime;
269 int LevelSolved_CountingScore;
270 int LevelSolved_CountingHealth;
275 boolean present; // player present in level playfield
276 boolean connected_locally; // player connected (locally)
277 boolean connected_network; // player connected (network)
278 boolean connected; // player connected (locally or via network)
279 boolean active; // player present and connected
280 boolean mapped; // player already mapped to input device
282 boolean killed; // player maybe present/active, but killed
283 boolean reanimated; // player maybe killed, but reanimated
284 boolean buried; // player finally killed and removed
286 int index_nr; // player number (0 to 3)
287 int index_bit; // player number bit (1 << 0 to 1 << 3)
288 int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
289 int client_nr; // network client identifier
291 byte action; // action from local input device
292 byte effective_action; /* action acknowledged from network server
293 or summarized over all configured input
294 devices when in single player mode */
295 byte programmed_action; /* action forced by game itself (like moving
296 through doors); overrides other actions */
297 byte snap_action; // action from TAS snap keys
299 struct MouseActionInfo mouse_action; // (used by MM engine only)
300 struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
302 int jx, jy, last_jx, last_jy;
303 int MovDir, MovPos, GfxDir, GfxPos;
304 int Frame, StepFrame;
308 int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY
312 boolean block_last_field;
313 int block_delay_adjustment; // needed for different engine versions
315 boolean can_fall_into_acid;
325 boolean is_auto_moving;
328 boolean is_collecting;
330 boolean is_switching;
332 boolean is_dropping_pressed;
339 boolean was_snapping;
340 boolean was_dropping;
344 boolean force_dropping; // needed for single step mode
346 int frame_counter_bored;
347 int frame_counter_sleeping;
349 int anim_delay_counter;
350 int post_delay_counter;
353 int action_waiting, last_action_waiting;
354 int special_action_bored;
355 int special_action_sleeping;
357 int num_special_action_bored;
358 int num_special_action_sleeping;
360 int switch_x, switch_y;
366 int move_delay_value;
367 int move_delay_value_next;
368 int move_delay_reset_counter;
371 int push_delay_value;
373 unsigned int actual_frame_counter;
376 int drop_pressed_delay;
380 int key[MAX_NUM_KEYS];
382 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
383 int shield_normal_time_left;
384 int shield_deadly_time_left;
386 int inventory_element[MAX_INVENTORY_SIZE];
387 int inventory_infinite_element;
391 extern struct GameInfo game;
392 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
396 void DEBUG_SetMaximumDynamite(void);
399 void GetPlayerConfig(void);
400 int GetElementFromGroupElement(int);
402 int getPlayerInventorySize(int);
404 void DrawGameValue_Time(int);
405 void DrawGameDoorValues(void);
407 void UpdateAndDisplayGameControlValues(void);
409 void InitGameSound(void);
412 void UpdateEngineValues(int, int, int, int);
416 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
417 void Moving2Blocked(int, int, int *, int *);
418 void Blocked2Moving(int, int, int *, int *);
419 void DrawDynamite(int, int);
421 void StartGameActions(boolean, boolean, int);
423 void GameActions(void);
424 void GameActions_EM_Main(void);
425 void GameActions_SP_Main(void);
426 void GameActions_MM_Main(void);
427 void GameActions_RND_Main(void);
428 void GameActions_RND(void);
430 void ScrollLevel(int, int);
432 void InitPlayLevelSound(void);
433 void PlayLevelSound_EM(int, int, int, int);
434 void PlayLevelSound_SP(int, int, int, int);
435 void PlayLevelSound_MM(int, int, int, int);
436 void PlaySound_MM(int);
437 void PlaySoundLoop_MM(int);
438 void StopSound_MM(int);
440 void RaiseScore(int);
441 void RaiseScoreElement(int);
443 void RequestQuitGameExt(boolean, boolean, char *);
444 void RequestQuitGame(boolean);
445 void RequestRestartGame(char *);
446 void CheckGameOver(void);
448 boolean checkGameSolved(void);
449 boolean checkGameFailed(void);
450 boolean checkGameEnded(void);
452 unsigned int InitEngineRandom_RND(int);
453 unsigned int RND(int);
455 void FreeEngineSnapshotSingle(void);
456 void FreeEngineSnapshotList(void);
457 void LoadEngineSnapshotSingle(void);
458 void SaveEngineSnapshotSingle(void);
459 boolean CheckSaveEngineSnapshotToList(void);
460 void SaveEngineSnapshotToList(void);
461 void SaveEngineSnapshotToListInitial(void);
462 boolean CheckEngineSnapshotSingle(void);
463 boolean CheckEngineSnapshotList(void);
465 void CreateGameButtons(void);
466 void FreeGameButtons(void);
467 void MapUndoRedoButtons(void);
468 void UnmapUndoRedoButtons(void);
469 void ModifyPauseButtons(void);
470 void MapGameButtons(void);
471 void UnmapGameButtons(void);
472 void RedrawGameButtons(void);
473 void MapGameButtonsOnTape(void);
474 void UnmapGameButtonsOnTape(void);
475 void RedrawGameButtonsOnTape(void);
477 void HandleSoundButtonKeys(Key);