-/***********************************************************
-* 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
#define NUM_PANEL_ELEMENTS 8
#define NUM_PANEL_CE_SCORE 8
-#if 1
struct GamePanelInfo
{
struct TextPosInfo level_number;
struct TextPosInfo time_hh;
struct TextPosInfo time_mm;
struct TextPosInfo time_ss;
+ struct TextPosInfo frame;
struct TextPosInfo shield_normal;
struct TextPosInfo shield_normal_time;
struct TextPosInfo shield_deadly;
struct GameButtonInfo
{
- struct MenuPosInfo stop;
- struct MenuPosInfo pause;
- struct MenuPosInfo play;
- struct MenuPosInfo sound_music;
- struct MenuPosInfo sound_loops;
- struct MenuPosInfo sound_simple;
-};
+ struct Rect stop;
+ struct Rect pause;
+ struct Rect play;
-#else
+ struct Rect sound_music;
+ struct Rect sound_loops;
+ struct Rect sound_simple;
-struct GamePanelInfo
-{
- struct XY level;
- struct XY gems;
- struct XY inventory;
- struct XY keys;
- struct XY score;
- struct XY time;
+ struct Rect save;
+ struct Rect load;
};
-#endif
struct GameInfo
{
/* values for graphics engine customization */
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 initial_move_delay_value[MAX_PLAYERS];
int initial_push_delay_value;
+ /* 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 gravity;
boolean explosions_delayed;
boolean envelope_active;
+ boolean no_time_limit; /* (variable only in very special case) */
/* values for the new EMC elements */
int lenses_time_left;
boolean set_centered_player;
/* values for random number generator initialization after snapshot */
- unsigned long num_random_calls;
+ unsigned int 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 mapped; /* player already mapped to input device */
+
boolean killed; /* player maybe present/active, but killed */
+ boolean reanimated; /* player maybe killed, but reanimated */
int index_nr; /* player number (0 to 3) */
int index_bit; /* player number bit (1 << 0 to 1 << 3) */
int client_nr; /* network client identifier */
byte action; /* action from local input device */
+ byte mapped_action; /* action mapped from device to player */
byte effective_action; /* action acknowledged from network server
or summarized over all configured input
devices when in single player mode */
int push_delay;
int push_delay_value;
- unsigned long actual_frame_counter;
+ unsigned int actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
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_SP_Main();
void GameActions_RND();
void ScrollLevel(int, int);
void InitPlayLevelSound();
void PlayLevelSound_EM(int, int, int, int);
+void PlayLevelSound_SP(int, int, int, int);
void RaiseScore(int);
void RaiseScoreElement(int);
void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
-unsigned int InitEngineRandom_RND(long);
+unsigned int InitEngineRandom_RND(int);
unsigned int RND(int);
void FreeEngineSnapshot();
void CreateGameButtons();
void FreeGameButtons();
+void MapGameButtons();
void UnmapGameButtons();
void RedrawGameButtons();
+void HandleSoundButtonKeys(Key);
+
#endif