+/* (not included here due to collisions with Emerald Mine engine definitions) */
+/* #include "main.h" */
+
+#define MAX_INVENTORY_SIZE 1000
+#define STD_NUM_KEYS 4
+#define MAX_NUM_KEYS 8
+
+
+#if 1
+struct GamePanelInfo
+{
+ struct TextPosInfo level;
+ struct TextPosInfo gems;
+ struct TextPosInfo inventory;
+ struct TextPosInfo keys;
+ struct TextPosInfo score;
+ struct TextPosInfo time;
+};
+#else
+struct GamePanelInfo
+{
+ struct XY level;
+ struct XY gems;
+ struct XY inventory;
+ struct XY keys;
+ struct XY score;
+ struct XY time;
+};
+#endif
+
+struct GameInfo
+{
+ /* values for control panel */
+ struct GamePanelInfo panel;
+
+ /* values for engine initialization */
+ int default_push_delay_fixed;
+ int default_push_delay_random;
+
+ /* 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") */
+ 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 */
+ int yamyam_content_nr;
+ boolean magic_wall_active;
+ int magic_wall_time_left;
+ int light_time_left;
+ int timegate_time_left;
+ int belt_dir[4];
+ int belt_dir_nr[4];
+ int switchgate_pos;
+ int wind_direction;
+ boolean gravity;
+ boolean explosions_delayed;
+ boolean envelope_active;
+
+ /* 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) */
+ 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 */
+ boolean restart_level;
+
+ /* 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;
+};
+
+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 */
+ 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 */
+
+ int jx, jy, last_jx, last_jy;
+ int MovDir, MovPos, GfxDir, GfxPos;
+ int Frame, StepFrame;
+
+ int GfxAction;
+
+ boolean use_murphy;
+ int artwork_element;
+
+ boolean block_last_field;
+ 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 last_move_dir;
+
+ boolean is_active;
+
+ boolean is_waiting;
+ boolean is_moving;
+ boolean is_auto_moving;
+ boolean is_digging;
+ boolean is_snapping;
+ boolean is_collecting;
+ boolean is_pushing;
+ boolean is_switching;
+ boolean is_dropping;
+ boolean is_dropping_pressed;
+
+ boolean is_bored;
+ boolean is_sleeping;
+
+ boolean cannot_move;
+
+ int frame_counter_bored;
+ int frame_counter_sleeping;
+
+ int anim_delay_counter;
+ int post_delay_counter;
+
+ int dir_waiting;
+ int action_waiting, last_action_waiting;
+ int special_action_bored;
+ int special_action_sleeping;
+
+ int num_special_action_bored;
+ int num_special_action_sleeping;
+
+ int switch_x, switch_y;
+ int drop_x, drop_y;
+
+ int show_envelope;
+
+ int move_delay;
+ int move_delay_value;
+ int move_delay_value_next;
+ int move_delay_reset_counter;
+
+ int push_delay;
+ int push_delay_value;
+
+ unsigned long 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;
+ int shield_normal_time_left;
+ int shield_deadly_time_left;
+
+ int inventory_element[MAX_INVENTORY_SIZE];
+ int inventory_infinite_element;
+ int inventory_size;
+};
+
+extern struct GameInfo game;
+extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
+
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite();
+#endif