added single step support for BD engine
[rocksndiamonds.git] / src / game_bd / export_bd.h
1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2024 by Artsoft Entertainment
5 //                  Holger Schemel
6 //                  info@artsoft.org
7 //                  https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
9 // export_bd.h
10 // ============================================================================
11
12 #ifndef EXPORT_BD_H
13 #define EXPORT_BD_H
14
15 // ============================================================================
16 // functions and definitions exported from game_bd to main program
17 // ============================================================================
18
19 #include "bd_cave.h"
20 #include "bd_elements.h"
21 #include "bd_gameplay.h"
22
23
24 // ----------------------------------------------------------------------------
25 // constant definitions
26 // ----------------------------------------------------------------------------
27
28 #define BD_MAX_CAVE_WIDTH               MAX_PLAYFIELD_WIDTH
29 #define BD_MAX_CAVE_HEIGHT              MAX_PLAYFIELD_HEIGHT
30
31
32 // ----------------------------------------------------------------------------
33 // data structure definitions
34 // ----------------------------------------------------------------------------
35
36 struct GameInfo_BD
37 {
38   GdGame *game;
39
40   unsigned int random_seed;
41
42   boolean level_solved;
43   boolean game_over;
44   boolean cover_screen;
45
46   boolean player_moving;
47   boolean player_snapping;
48
49   // needed for updating panel
50   int time_left;
51   int gems_still_needed;
52   int score;
53
54   // needed for saving score time
55   int frames_played;
56 };
57
58 struct LevelInfo_BD
59 {
60   GdCave *cave;
61   GdReplay *replay;
62
63   int cave_nr;
64   int level_nr;
65
66   boolean loaded_from_caveset;
67 };
68
69 struct GraphicInfo_BD
70 {
71   Bitmap *bitmap;
72   int src_x, src_y;
73   int width, height;
74
75   int graphic;
76   int frame;
77 };
78
79 struct EngineSnapshotInfo_BD
80 {
81   GdGame game;
82
83   // data from pointers in game structure
84   int element_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
85   int last_element_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
86   int dir_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
87   int gfx_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
88
89   GdCave cave;
90
91   // data from pointers in cave structure
92   short map[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
93   short hammered_reappear[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
94 };
95
96
97 // ----------------------------------------------------------------------------
98 // exported functions
99 // ----------------------------------------------------------------------------
100
101 extern struct GameInfo_BD game_bd;
102 extern struct LevelInfo_BD native_bd_level;
103 extern struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
104 extern struct GraphicInfo_BD graphic_info_bd_color_template;
105 extern struct EngineSnapshotInfo_BD engine_snapshot_bd;
106
107 void bd_open_all(void);
108 void bd_close_all(void);
109
110 int map_action_RND_to_BD(int);
111 int map_action_BD_to_RND(int);
112
113 boolean checkGameRunning_BD(void);
114 boolean checkGamePlaying_BD(void);
115 boolean checkBonusTime_BD(void);
116 int getFramesPerSecond_BD(void);
117 int getTimeLeft_BD(void);
118 void SetTimeFrames_BD(int);
119
120 void InitGfxBuffers_BD(void);
121
122 void setLevelInfoToDefaults_BD_Ext(int, int);
123 void setLevelInfoToDefaults_BD(void);
124 boolean LoadNativeLevel_BD(char *, int, boolean);
125 boolean SaveNativeLevel_BD(char *);
126 void DumpLevelset_BD(void);
127
128 void PreparePreviewTileBitmap_BD(Bitmap *, int);
129 void SetPreviewTileBitmapReference_BD(Bitmap *);
130 Bitmap *GetPreviewTileBitmap_BD(Bitmap *);
131
132 unsigned int InitEngineRandom_BD(int);
133 void InitGameEngine_BD(void);
134 void GameActions_BD(byte[MAX_PLAYERS]);
135
136 boolean use_native_bd_graphics_engine(void);
137 boolean use_bd_smooth_movements(void);
138 boolean use_bd_pushing_graphics(void);
139 boolean use_bd_up_down_graphics(void);
140 boolean use_bd_falling_sounds(void);
141
142 boolean hasColorTemplate_BD(void);
143
144 Bitmap **GetTitleScreenBitmaps_BD(void);
145 void CoverScreen_BD(void);
146
147 void BlitScreenToBitmap_BD(Bitmap *);
148 void RedrawPlayfield_BD(boolean);
149
150 void SaveEngineSnapshotValues_BD(void);
151 void LoadEngineSnapshotValues_BD(void);
152
153 #endif  // EXPORT_BD_H