added snapshot 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   // needed for updating panel
47   int time_left;
48   int gems_still_needed;
49   int score;
50
51   // needed for saving score time
52   int frames_played;
53 };
54
55 struct LevelInfo_BD
56 {
57   GdCave *cave;
58   GdReplay *replay;
59
60   int cave_nr;
61   int level_nr;
62
63   boolean loaded_from_caveset;
64 };
65
66 struct GraphicInfo_BD
67 {
68   Bitmap *bitmap;
69   int src_x, src_y;
70   int width, height;
71
72   int graphic;
73   int frame;
74 };
75
76 struct EngineSnapshotInfo_BD
77 {
78   GdGame game;
79
80   // data from pointers in game structure
81   int element_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
82   int last_element_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
83   int dir_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
84   int gfx_buffer[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
85
86   GdCave cave;
87
88   // data from pointers in cave structure
89   short map[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
90   short hammered_reappear[MAX_PLAYFIELD_WIDTH][MAX_PLAYFIELD_HEIGHT];
91 };
92
93
94 // ----------------------------------------------------------------------------
95 // exported functions
96 // ----------------------------------------------------------------------------
97
98 extern struct GameInfo_BD game_bd;
99 extern struct LevelInfo_BD native_bd_level;
100 extern struct GraphicInfo_BD graphic_info_bd_object[O_MAX_ALL][8];
101 extern struct GraphicInfo_BD graphic_info_bd_color_template;
102 extern struct EngineSnapshotInfo_BD engine_snapshot_bd;
103
104 void bd_open_all(void);
105 void bd_close_all(void);
106
107 int map_action_RND_to_BD(int);
108 int map_action_BD_to_RND(int);
109
110 boolean checkGameRunning_BD(void);
111 boolean checkGamePlaying_BD(void);
112 boolean checkBonusTime_BD(void);
113 int getFramesPerSecond_BD(void);
114 int getTimeLeft_BD(void);
115 void SetTimeFrames_BD(int);
116
117 void InitGfxBuffers_BD(void);
118
119 void setLevelInfoToDefaults_BD_Ext(int, int);
120 void setLevelInfoToDefaults_BD(void);
121 boolean LoadNativeLevel_BD(char *, int, boolean);
122 boolean SaveNativeLevel_BD(char *);
123 void DumpLevelset_BD(void);
124
125 void PreparePreviewTileBitmap_BD(Bitmap *, int);
126 void SetPreviewTileBitmapReference_BD(Bitmap *);
127 Bitmap *GetPreviewTileBitmap_BD(Bitmap *);
128
129 unsigned int InitEngineRandom_BD(int);
130 void InitGameEngine_BD(void);
131 void GameActions_BD(byte[MAX_PLAYERS]);
132
133 boolean use_native_bd_graphics_engine(void);
134 boolean use_bd_smooth_movements(void);
135 boolean use_bd_pushing_graphics(void);
136 boolean use_bd_up_down_graphics(void);
137 boolean use_bd_falling_sounds(void);
138
139 boolean hasColorTemplate_BD(void);
140
141 Bitmap **GetTitleScreenBitmaps_BD(void);
142 void CoverScreen_BD(void);
143
144 void BlitScreenToBitmap_BD(Bitmap *);
145 void RedrawPlayfield_BD(boolean);
146
147 void SaveEngineSnapshotValues_BD(void);
148 void LoadEngineSnapshotValues_BD(void);
149
150 #endif  // EXPORT_BD_H