added support for BD game engine to Makefile for Android
[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   // needed for updating panel
47   int time_played;
48   int gems_still_needed;
49   int score;
50 };
51
52 struct LevelInfo_BD
53 {
54   GdCave *cave;
55   GdReplay *replay;
56
57   int cave_nr;
58   int level_nr;
59
60   boolean loaded_from_caveset;
61 };
62
63 struct GraphicInfo_BD
64 {
65   Bitmap *bitmap;
66   int src_x, src_y;
67   int width, height;
68
69   int graphic;
70   int frame;
71 };
72
73 struct EngineSnapshotInfo_BD
74 {
75 };
76
77
78 // ----------------------------------------------------------------------------
79 // exported functions
80 // ----------------------------------------------------------------------------
81
82 extern struct GameInfo_BD game_bd;
83 extern struct LevelInfo_BD native_bd_level;
84 extern struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
85 extern struct GraphicInfo_BD graphic_info_bd_color_template;
86 extern struct EngineSnapshotInfo_BD engine_snapshot_bd;
87
88 void bd_open_all(void);
89 void bd_close_all(void);
90
91 int map_action_RND_to_BD(int);
92 int map_action_BD_to_RND(int);
93
94 boolean checkGameRunning_BD(void);
95 boolean checkGamePlaying_BD(void);
96 boolean checkBonusTime_BD(void);
97 int getFramesPerSecond_BD(void);
98 int getTimeLeft_BD(void);
99
100 void InitGfxBuffers_BD(void);
101
102 void setLevelInfoToDefaults_BD_Ext(int, int);
103 void setLevelInfoToDefaults_BD(void);
104 boolean LoadNativeLevel_BD(char *, int, boolean);
105 boolean SaveNativeLevel_BD(char *);
106 void DumpLevelset_BD(void);
107
108 void PreparePreviewTileBitmap_BD(Bitmap *, int);
109 void SetPreviewTileBitmapReference_BD(Bitmap *);
110 Bitmap *GetPreviewTileBitmap_BD(Bitmap *);
111
112 unsigned int InitEngineRandom_BD(int);
113 void InitGameEngine_BD(void);
114 void GameActions_BD(byte[MAX_PLAYERS]);
115
116 boolean use_native_bd_graphics_engine(void);
117 boolean use_bd_smooth_movements(void);
118 boolean use_bd_pushing_graphics(void);
119 boolean use_bd_up_down_graphics(void);
120 boolean skip_bd_falling_sounds(void);
121
122 Bitmap **GetTitleScreenBitmaps_BD(void);
123 void CoverScreen_BD(void);
124
125 void BlitScreenToBitmap_BD(Bitmap *);
126 void RedrawPlayfield_BD(boolean);
127
128 #endif  // EXPORT_BD_H