added wrapper function for graphic animation frame at level position
[rocksndiamonds.git] / src / game_sp / export.h
1 #ifndef GAME_SP_EXPORT_H
2 #define GAME_SP_EXPORT_H
3
4 // ============================================================================
5 // functions and definitions exported from game_sp to main program
6 // ============================================================================
7
8 // ----------------------------------------------------------------------------
9 // constant definitions
10 // ----------------------------------------------------------------------------
11
12 #define SP_MAX_PLAYFIELD_WIDTH          MAX_PLAYFIELD_WIDTH
13 #define SP_MAX_PLAYFIELD_HEIGHT         MAX_PLAYFIELD_HEIGHT
14
15 #define SP_NUM_LEVELS_PER_PACKAGE       111
16
17 #define SP_STD_PLAYFIELD_WIDTH          60
18 #define SP_STD_PLAYFIELD_HEIGHT         24
19 #define SP_LEVEL_NAME_LEN               23
20 #define SP_MAX_SPECIAL_PORTS            10
21
22 #define SP_HEADER_SIZE                  96
23 #define SP_STD_PLAYFIELD_SIZE           (SP_STD_PLAYFIELD_WIDTH *       \
24                                          SP_STD_PLAYFIELD_HEIGHT)
25 #define SP_MAX_PLAYFIELD_SIZE           (SP_MAX_PLAYFIELD_WIDTH *       \
26                                          SP_MAX_PLAYFIELD_HEIGHT)
27 #define SP_STD_LEVEL_SIZE               (SP_HEADER_SIZE + SP_STD_PLAYFIELD_SIZE)
28
29 #define SP_FRAMES_PER_SECOND            35
30
31 // use a much higher value to be able to load ultra-long MPX demo files
32 // (like for level collection 78, level 88 ("WAITING FOR GODOT AGAIN"))
33 // #define SP_MAX_TAPE_LEN                      500000
34 #define SP_MAX_TAPE_LEN                 64010   // (see "spfix63.doc")
35
36
37 // sound actions
38
39 #define actActive                       0
40 #define actImpact                       1
41 #define actExploding                    2
42 #define actDigging                      3
43 #define actSnapping                     4
44 #define actCollecting                   5
45 #define actPassing                      6
46 #define actPushing                      7
47 #define actDropping                     8
48
49
50 // ----------------------------------------------------------------------------
51 // data structure definitions
52 // ----------------------------------------------------------------------------
53
54 #ifndef HAS_SpecialPortType
55 typedef struct
56 {
57   short PortLocation; // = 2*(x+(y*60))         // big endian format
58   byte Gravity; // 1 = turn on, anything else (0) = turn off
59   byte FreezeZonks; // 2 = turn on, anything else (0) = turn off  (1=off!)
60   byte FreezeEnemies; // 1 = turn on, anything else (0) = turn off
61   byte UnUsed;
62 } SpecialPortType;
63 #define HAS_SpecialPortType
64 #endif
65
66 #ifndef HAS_LevelInfoType
67 typedef struct
68 {
69   byte UnUsed[4];
70   byte InitialGravity; // 1=on, anything else (0) = off
71   byte Version; // SpeedFixVersion XOR &H20
72   char LevelTitle[23];
73   byte InitialFreezeZonks; // 2=on, anything else (0) = off.  (1=off too!)
74   byte InfotronsNeeded;
75
76   // Number of Infotrons needed. 0 means that Supaplex will count the total
77   // amount of Infotrons in the level, and use the low byte of that number.
78   // (A multiple of 256 Infotrons will then result in 0-to-eat, etc.!)
79   byte SpecialPortCount; // Maximum 10 allowed!
80   SpecialPortType SpecialPort[10];
81   byte SpeedByte; // = Speed XOR Highbyte(RandomSeed)
82   byte CheckSumByte; // = CheckSum XOR SpeedByte
83   short DemoRandomSeed;                         // little endian format
84 } LevelInfoType;
85 #define HAS_LevelInfoType
86 #endif
87
88 struct GameInfo_SP
89 {
90   boolean level_solved;
91   boolean game_over;
92
93   // needed for updating panel
94   int time_played;
95   int infotrons_still_needed;
96   int red_disk_count;
97   int score;
98
99   // needed for engine snapshots
100   char **preceding_buffer;
101   int preceding_buffer_size;
102
103   int scroll_xoffset, scroll_yoffset;
104 };
105
106 struct DemoInfo_SP
107 {
108   boolean is_available;         // structure contains valid demo
109
110   int level_nr;                 // number of corresponding level
111
112   int length;                   // number of demo entries
113   byte data[SP_MAX_TAPE_LEN];   // array of demo entries
114 };
115
116 struct LevelInfo_SP
117 {
118   LevelInfoType header;
119   byte header_raw_bytes[SP_HEADER_SIZE];
120
121   int width, height;
122
123   byte playfield[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
124
125   struct DemoInfo_SP demo;
126 };
127
128 struct GraphicInfo_SP
129 {
130   Bitmap *bitmap;
131   int src_x, src_y;
132   int src_offset_x, src_offset_y;
133   int dst_offset_x, dst_offset_y;
134   int width, height;
135
136   Bitmap *crumbled_bitmap;
137   int crumbled_src_x, crumbled_src_y;
138   int crumbled_border_size;
139
140   boolean has_crumbled_graphics;
141   boolean preserve_background;
142
143   int unique_identifier;        // used to identify needed screen updates
144 };
145
146 struct EngineSnapshotInfo_SP
147 {
148   struct GameInfo_SP game_sp;
149
150   int PlayField16[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
151   byte PlayField8[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
152   byte DisPlayField[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
153
154   int AnimationPosTable[SP_MAX_PLAYFIELD_SIZE];
155   byte AnimationSubTable[SP_MAX_PLAYFIELD_SIZE];
156   byte TerminalState[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
157 };
158
159
160 // ----------------------------------------------------------------------------
161 // exported functions
162 // ----------------------------------------------------------------------------
163
164 extern struct GameInfo_SP game_sp;
165 extern struct LevelInfo_SP native_sp_level;
166 extern struct EngineSnapshotInfo_SP engine_snapshot_sp;
167
168 void sp_open_all(void);
169 void sp_close_all(void);
170
171 void InitPrecedingPlayfieldMemory(void);
172 void InitGfxBuffers_SP(void);
173
174 void InitGameEngine_SP(void);
175 void GameActions_SP(byte *, boolean);
176
177 unsigned int InitEngineRandom_SP(int);
178
179 void setLevelInfoToDefaults_SP(void);
180 void copyInternalEngineVars_SP(void);
181 boolean LoadNativeLevel_SP(char *, int, boolean);
182 void SaveNativeLevel_SP(char *);
183
184 int getFieldbufferOffsetX_SP(void);
185 int getFieldbufferOffsetY_SP(void);
186
187 void BlitScreenToBitmap_SP(Bitmap *);
188 void RedrawPlayfield_SP(boolean);
189
190 void LoadEngineSnapshotValues_SP(void);
191 void SaveEngineSnapshotValues_SP(ListNode **);
192
193 int map_key_RND_to_SP(int);
194 int map_key_SP_to_RND(int);
195
196 int getRedDiskReleaseFlag_SP(void);
197
198 #endif  // GAME_SP_EXPORT_H