added basic support for additional empty space elements in game engine
[rocksndiamonds.git] / src / game_em / export.h
1 #ifndef EXPORT_H
2 #define EXPORT_H
3
4 // ============================================================================
5 // functions and definitions exported from game_em to main program
6 // ============================================================================
7
8 #include "emerald.h"
9 #include "cave.h"
10
11
12 // ----------------------------------------------------------------------------
13 // constant definitions
14 // ----------------------------------------------------------------------------
15
16 #define EM_MAX_CAVE_WIDTH               CAVE_WIDTH
17 #define EM_MAX_CAVE_HEIGHT              CAVE_HEIGHT
18
19
20 // ----------------------------------------------------------------------------
21 // exported structures
22 // ----------------------------------------------------------------------------
23
24 struct GlobalInfo_EM
25 {
26   Bitmap *screenbuffer;
27 };
28
29 struct GameInfo_EM
30 {
31   unsigned int random;
32
33   boolean level_solved;
34   boolean game_over;
35
36   boolean any_player_moving;
37   boolean any_player_snapping;
38
39   int last_moving_player;
40   int last_player_direction[MAX_PLAYERS];
41
42   struct LOGIC *lev;
43   struct PLAYER *ply[MAX_PLAYERS];
44
45   // flags to handle bugs in and changes between different engine versions
46   boolean use_single_button;
47   boolean use_snap_key_bug;
48   boolean use_random_bug;
49   boolean use_old_explosions;
50   boolean use_old_android;
51   boolean use_old_push_elements;
52   boolean use_old_push_into_acid;
53   boolean use_wrap_around;
54 };
55
56 struct LevelInfo_EM
57 {
58   int file_version;
59
60   struct CAVE *cav;
61 };
62
63 struct GraphicInfo_EM
64 {
65   Bitmap *bitmap;
66   int src_x, src_y;
67   int src_offset_x, src_offset_y;
68   int dst_offset_x, dst_offset_y;
69   int width, height;
70
71   Bitmap *crumbled_bitmap;
72   int crumbled_src_x, crumbled_src_y;
73   int crumbled_border_size;
74   int crumbled_tile_size;
75
76   boolean has_crumbled_graphics;
77   boolean preserve_background;
78
79   int unique_identifier;        /* used to identify needed screen updates */
80 };
81
82 struct EngineSnapshotInfo_EM
83 {
84   struct GameInfo_EM game_em;
85   struct LOGIC lev;
86   struct PLAYER ply[MAX_PLAYERS];
87
88   int frame;
89   int screen_x;
90   int screen_y;
91 };
92
93
94 // ----------------------------------------------------------------------------
95 // exported functions
96 // ----------------------------------------------------------------------------
97
98 extern struct GlobalInfo_EM global_em_info;
99 extern struct GameInfo_EM game_em;
100 extern struct LevelInfo_EM native_em_level;
101 extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
102 extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
103 extern struct EngineSnapshotInfo_EM engine_snapshot_em;
104
105 void em_open_all(void);
106 void em_close_all(void);
107
108 void InitGfxBuffers_EM(void);
109
110 void InitGameEngine_EM(void);
111 void GameActions_EM(byte *, boolean);
112
113 unsigned int InitEngineRandom_EM(int);
114
115 void setLevelInfoToDefaults_EM(void);
116 boolean LoadNativeLevel_EM(char *, boolean);
117
118 int getFieldbufferOffsetX_EM(void);
119 int getFieldbufferOffsetY_EM(void);
120
121 void BlitScreenToBitmap_EM(Bitmap *);
122 void RedrawPlayfield_EM(boolean);
123
124 void LoadEngineSnapshotValues_EM(void);
125 void SaveEngineSnapshotValues_EM(void);
126
127 boolean checkIfAllPlayersFitToScreen(void);
128
129 int map_em_element_C_to_X(int);
130 int map_em_element_X_to_C(int);
131
132 #endif  // EXPORT_H