-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-2006 Artsoft Entertainment *
-* Holger Schemel *
-* Detmolder Strasse 189 *
-* 33604 Bielefeld *
-* Germany *
-* e-mail: info@artsoft.org *
-*----------------------------------------------------------*
-* game.h *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// http://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.h
+// ============================================================================
#ifndef GAME_H
#define GAME_H
-/* (not included here due to collisions with Emerald Mine engine definitions) */
-/* #include "main.h" */
+// (not included here due to collisions with Emerald Mine engine definitions)
+// #include "main.h"
-#define MAX_INVENTORY_SIZE 1000
+#define MAX_INVENTORY_SIZE 1000
-#define STD_NUM_KEYS 4
-#define MAX_NUM_KEYS 8
+#define MAX_HEALTH 100
-#define NUM_BELTS 4
-#define NUM_BELT_PARTS 3
+#define STD_NUM_KEYS 4
+#define MAX_NUM_KEYS 8
+
+#define NUM_BELTS 4
+#define NUM_BELT_PARTS 3
+
+#define NUM_PANEL_INVENTORY 8
+#define NUM_PANEL_GRAPHICS 8
+#define NUM_PANEL_ELEMENTS 8
+#define NUM_PANEL_CE_SCORE 8
+
+#define STR_SNAPSHOT_MODE_OFF "off"
+#define STR_SNAPSHOT_MODE_EVERY_STEP "every_step"
+#define STR_SNAPSHOT_MODE_EVERY_MOVE "every_move"
+#define STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect"
+#define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF
+
+#define SNAPSHOT_MODE_OFF 0
+#define SNAPSHOT_MODE_EVERY_STEP 1
+#define SNAPSHOT_MODE_EVERY_MOVE 2
+#define SNAPSHOT_MODE_EVERY_COLLECT 3
+#define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
-#define NUM_PANEL_INVENTORY 8
-#define NUM_PANEL_GRAPHICS 8
-#define NUM_PANEL_ELEMENTS 8
-#define NUM_PANEL_CE_SCORE 8
-#if 1
struct GamePanelInfo
{
struct TextPosInfo level_number;
struct TextPosInfo key_white;
struct TextPosInfo key_white_count;
struct TextPosInfo score;
+ struct TextPosInfo highscore;
struct TextPosInfo time;
struct TextPosInfo time_hh;
struct TextPosInfo time_mm;
struct TextPosInfo time_ss;
+ struct TextPosInfo time_anim;
+ struct TextPosInfo health;
+ struct TextPosInfo health_anim;
+ struct TextPosInfo frame;
struct TextPosInfo shield_normal;
struct TextPosInfo shield_normal_time;
struct TextPosInfo shield_deadly;
struct TextPosInfo player_name;
struct TextPosInfo level_name;
struct TextPosInfo level_author;
+
+ // value to determine if panel will be updated or not
+ boolean active;
};
struct GameButtonInfo
{
- struct MenuPosInfo stop;
- struct MenuPosInfo pause;
- struct MenuPosInfo play;
- struct MenuPosInfo sound_music;
- struct MenuPosInfo sound_loops;
- struct MenuPosInfo sound_simple;
-};
+ struct XY stop;
+ struct XY pause;
+ struct XY play;
-#else
+ struct XY undo;
+ struct XY redo;
-struct GamePanelInfo
+ struct XY save;
+ struct XY pause2;
+ struct XY load;
+
+ struct XY sound_music;
+ struct XY sound_loops;
+ struct XY sound_simple;
+
+ struct XY panel_stop;
+ struct XY panel_pause;
+ struct XY panel_play;
+
+ struct XY panel_sound_music;
+ struct XY panel_sound_loops;
+ struct XY panel_sound_simple;
+};
+
+struct GameSnapshotInfo
{
- struct XY level;
- struct XY gems;
- struct XY inventory;
- struct XY keys;
- struct XY score;
- struct XY time;
+ int mode;
+
+ byte last_action[MAX_PLAYERS];
+ boolean changed_action;
+ boolean collected_item;
+
+ boolean save_snapshot;
};
-#endif
struct GameInfo
{
- /* values for control panel */
+ // values for control panel
struct GamePanelInfo panel;
struct GameButtonInfo button;
- /* values for graphics engine customization */
+ // values for graphics engine customization
+ int graphics_engine_version;
boolean use_native_emc_graphics_engine;
+ boolean use_native_sp_graphics_engine;
+ boolean use_masked_pushing;
int forced_scroll_delay_value;
int scroll_delay_value;
+ int tile_size;
- /* values for engine initialization */
- int default_push_delay_fixed;
- int default_push_delay_random;
-
- /* constant within running game */
+ // constant within running game
int engine_version;
int emulation;
int initial_move_delay[MAX_PLAYERS];
int initial_move_delay_value[MAX_PLAYERS];
int initial_push_delay_value;
- /* flags to handle bugs in and changes between different engine versions */
- /* (for the latest engine version, these flags should always be "FALSE") */
+ // flag for single or multi-player mode (needed for playing tapes)
+ // (when playing/recording games, this is identical to "setup.team_mode"
+ boolean team_mode;
+
+ // flags to handle bugs in and changes between different engine versions
+ // (for the latest engine version, these flags should always be "FALSE")
boolean use_change_when_pushing_bug;
boolean use_block_last_field_bug;
boolean max_num_changes_per_frame;
boolean use_reverse_scan_direction;
- /* variable within running game */
+ // variable within running game
int yamyam_content_nr;
boolean robot_wheel_active;
boolean magic_wall_active;
int belt_dir_nr[4];
int switchgate_pos;
int wind_direction;
- boolean gravity;
+
boolean explosions_delayed;
boolean envelope_active;
+ boolean no_time_limit; // (variable only in very special case)
+
+ int score;
+ int score_final;
+
+ int health;
+ int health_final;
+
+ int gems_still_needed;
+ int sokoban_fields_still_needed;
+ int sokoban_objects_still_needed;
+ int lights_still_needed;
+ int players_still_needed;
+ int friends_still_needed;
+
+ int robot_wheel_x, robot_wheel_y;
+ int exit_x, exit_y;
+
+ boolean all_players_gone;
- /* values for the new EMC elements */
+ // values for the new EMC elements
int lenses_time_left;
int magnify_time_left;
boolean ball_state;
int ball_content_nr;
- /* values for player idle animation (no effect on engine) */
+ // values for player idle animation (no effect on engine)
int player_boring_delay_fixed;
int player_boring_delay_random;
int player_sleeping_delay_fixed;
int player_sleeping_delay_random;
- /* values for special game initialization control */
+ // values for special game initialization control
boolean restart_level;
- /* values for special game control */
+ // trigger message to ask for restarting the game
+ char *restart_game_message;
+
+ // values for special request dialog control
+ boolean request_active;
+
+ // values for special game control
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
- /* values for random number generator initialization after snapshot */
- unsigned long num_random_calls;
+ // values for random number generator initialization after snapshot
+ unsigned int num_random_calls;
+
+ // values for game engine snapshot control
+ struct GameSnapshotInfo snapshot;
+
+ // values for handling states for solved level and game over
+ boolean LevelSolved;
+ boolean GamePlayed;
+ boolean GameOver;
+
+ boolean LevelSolved_GameWon;
+ boolean LevelSolved_GameEnd;
+ boolean LevelSolved_SaveTape;
+ boolean LevelSolved_SaveScore;
+
+ int LevelSolved_CountingTime;
+ int LevelSolved_CountingScore;
+ int LevelSolved_CountingHealth;
};
struct PlayerInfo
{
- boolean present; /* player present in level playfield */
- boolean connected; /* player connected (locally or via network) */
- boolean active; /* player present and connected */
- boolean killed; /* player maybe present/active, but killed */
-
- int index_nr; /* player number (0 to 3) */
- int index_bit; /* player number bit (1 << 0 to 1 << 3) */
- int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
- int client_nr; /* network client identifier */
-
- byte action; /* action from local input device */
+ boolean present; // player present in level playfield
+ boolean connected_locally; // player connected (locally)
+ boolean connected_network; // player connected (network)
+ boolean connected; // player connected (locally or via network)
+ boolean active; // player present and connected
+ boolean mapped; // player already mapped to input device
+
+ boolean killed; // player maybe present/active, but killed
+ boolean reanimated; // player maybe killed, but reanimated
+ boolean buried; // player finally killed and removed
+
+ int index_nr; // player number (0 to 3)
+ int index_bit; // player number bit (1 << 0 to 1 << 3)
+ int element_nr; // element (EL_PLAYER_1 to EL_PLAYER_4)
+ int client_nr; // network client identifier
+
+ byte action; // action from local input device
byte effective_action; /* action acknowledged from network server
or summarized over all configured input
devices when in single player mode */
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
+ byte snap_action; // action from TAS snap keys
+
+ struct MouseActionInfo mouse_action; // (used by MM engine only)
+ struct MouseActionInfo effective_mouse_action; // (used by MM engine only)
int jx, jy, last_jx, last_jy;
int MovDir, MovPos, GfxDir, GfxPos;
int GfxAction;
- boolean use_murphy;
+ int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY
int artwork_element;
+ boolean use_murphy;
boolean block_last_field;
- int block_delay_adjustment; /* needed for different engine versions */
+ int block_delay_adjustment; // needed for different engine versions
boolean can_fall_into_acid;
boolean gravity;
- boolean LevelSolved, GameOver;
-
- boolean LevelSolved_GameWon;
- boolean LevelSolved_GameEnd;
- boolean LevelSolved_PanelOff;
- boolean LevelSolved_SaveTape;
- boolean LevelSolved_SaveScore;
- int LevelSolved_CountingTime;
- int LevelSolved_CountingScore;
-
int last_move_dir;
boolean is_active;
boolean is_bored;
boolean is_sleeping;
+ boolean was_waiting;
+ boolean was_moving;
+ boolean was_snapping;
+ boolean was_dropping;
+
boolean cannot_move;
+ boolean force_dropping; // needed for single step mode
+
int frame_counter_bored;
int frame_counter_sleeping;
int push_delay;
int push_delay_value;
- unsigned long actual_frame_counter;
+ unsigned int actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
int step_counter;
- int score;
- int score_final;
-
- int gems_still_needed;
- int sokobanfields_still_needed;
- int lights_still_needed;
- int friends_still_needed;
int key[MAX_NUM_KEYS];
int num_white_keys;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
#ifdef DEBUG
-void DEBUG_SetMaximumDynamite();
+void DEBUG_SetMaximumDynamite(void);
#endif
void GetPlayerConfig(void);
int GetElementFromGroupElement(int);
+int getPlayerInventorySize(int);
+
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
-void UpdateAndDisplayGameControlValues();
+void UpdateAndDisplayGameControlValues(void);
-void InitGameSound();
-void InitGame();
+void InitGameSound(void);
+void InitGame(void);
-void UpdateEngineValues(int, int);
+void UpdateEngineValues(int, int, int, int);
void GameWon(void);
void GameEnd(void);
void Blocked2Moving(int, int, int *, int *);
void DrawDynamite(int, int);
-void StartGameActions(boolean, boolean, long);
+void StartGameActions(boolean, boolean, int);
void GameActions(void);
-void GameActions_EM_Main();
-void GameActions_RND();
+void GameActions_EM_Main(void);
+void GameActions_SP_Main(void);
+void GameActions_MM_Main(void);
+void GameActions_RND_Main(void);
+void GameActions_RND(void);
void ScrollLevel(int, int);
-void InitPlayLevelSound();
+void InitPlayLevelSound(void);
void PlayLevelSound_EM(int, int, int, int);
+void PlayLevelSound_SP(int, int, int, int);
+void PlayLevelSound_MM(int, int, int, int);
+void PlaySound_MM(int);
+void PlaySoundLoop_MM(int);
+void StopSound_MM(int);
void RaiseScore(int);
void RaiseScoreElement(int);
void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
+void RequestRestartGame(char *);
+void CheckGameOver(void);
-unsigned int InitEngineRandom_RND(long);
-unsigned int RND(int);
+boolean checkGameSolved(void);
+boolean checkGameFailed(void);
+boolean checkGameEnded(void);
-void FreeEngineSnapshot();
-void LoadEngineSnapshot();
-void SaveEngineSnapshot();
-boolean CheckEngineSnapshot();
+unsigned int InitEngineRandom_RND(int);
+unsigned int RND(int);
-void CreateGameButtons();
-void FreeGameButtons();
-void UnmapGameButtons();
-void RedrawGameButtons();
+void FreeEngineSnapshotSingle(void);
+void FreeEngineSnapshotList(void);
+void LoadEngineSnapshotSingle(void);
+void SaveEngineSnapshotSingle(void);
+boolean CheckSaveEngineSnapshotToList(void);
+void SaveEngineSnapshotToList(void);
+void SaveEngineSnapshotToListInitial(void);
+boolean CheckEngineSnapshotSingle(void);
+boolean CheckEngineSnapshotList(void);
+
+void CreateGameButtons(void);
+void FreeGameButtons(void);
+void MapUndoRedoButtons(void);
+void UnmapUndoRedoButtons(void);
+void MapGameButtons(void);
+void UnmapGameButtons(void);
+void RedrawGameButtons(void);
+void MapGameButtonsOnTape(void);
+void UnmapGameButtonsOnTape(void);
+void RedrawGameButtonsOnTape(void);
+
+void HandleSoundButtonKeys(Key);
#endif