/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
+* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-2002 Artsoft Entertainment *
+* Holger Schemel *
+* Detmolder Strasse 189 *
+* 33604 Bielefeld *
+* Germany *
+* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* game.h *
+* game.h *
***********************************************************/
#ifndef GAME_H
#include "main.h"
-#define DF_NO_PUSH 0
-#define DF_DIG 1
-#define DF_SNAP 2
-
-#define MF_NO_ACTION 0
-#define MF_MOVING 1
-#define MF_ACTION 2
-
-/* explosion position marks */
-#define EX_NORMAL 0
-#define EX_CENTER 1
-#define EX_BORDER 2
-
-/* fundamental game speed */
-#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
-#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+/* score for elements (also used by editor.c) */
+#define SC_EMERALD 0
+#define SC_DIAMOND 1
+#define SC_BUG 2
+#define SC_SPACESHIP 3
+#define SC_YAMYAM 4
+#define SC_ROBOT 5
+#define SC_PACMAN 6
+#define SC_NUT 7
+#define SC_DYNAMITE 8
+#define SC_KEY 9
+#define SC_TIME_BONUS 10
+#define SC_CRYSTAL 11
+#define SC_PEARL 12
+#define SC_SHIELD 13
void GetPlayerConfig(void);
+void DrawGameDoorValues(void);
+void InitGameSound();
void InitGame(void);
void InitMovDir(int, int);
void InitAmoebaNr(int, int);
void GameWon(void);
-BOOL NewHiScore(void);
+int NewHiScore(void);
+
+void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
void InitMovingField(int, int, int);
void Moving2Blocked(int, int, int *, int *);
void Blocked2Moving(int, int, int *, int *);
void DrawDynamite(int, int);
void CheckDynamite(int, int);
void Explode(int, int, int, int);
-void DynaExplode(int, int, int);
+void DynaExplode(int, int);
void Bang(int, int);
void Blurb(int, int);
void Impact(int, int);
void ContinueMoving(int, int);
int AmoebeNachbarNr(int, int);
void AmoebeUmwandeln(int, int);
-void AmoebeUmwandeln2(int, int, int);
+void AmoebeUmwandelnBD(int, int, int);
void AmoebeWaechst(int, int);
void AmoebeAbleger(int, int);
void Life(int, int);
void EdelsteinFunkeln(int, int);
void MauerWaechst(int, int);
void MauerAbleger(int, int);
-void GameActions(int);
+void GameActions(void);
void ScrollLevel(int, int);
-BOOL MoveFigureOneStep(int, int, int, int);
-BOOL MoveFigure(int, int);
-void ScrollFigure(int);
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfHeroTouchesBadThing(int, int);
+void TestIfHeroRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesHero(int, int);
+void TestIfBadThingRunsIntoHero(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+void KillHero(struct PlayerInfo *);
+void BuryHero(struct PlayerInfo *);
+void RemoveHero(struct PlayerInfo *);
+int DigField(struct PlayerInfo *, int, int, int, int, int);
+boolean SnapField(struct PlayerInfo *, int, int);
+boolean DropElement(struct PlayerInfo *);
+
+void InitPlaySoundLevel();
-void TestIfGoodThingHitsBadThing(int, int);
-void TestIfBadThingHitsGoodThing(int, int);
-void TestIfHeroHitsBadThing(void);
-void TestIfBadThingHitsHero(void);
-void TestIfFriendHitsBadThing(int, int);
-void TestIfBadThingHitsFriend(int, int);
-void TestIfBadThingHitsOtherBadThing(int, int);
-void KillHero(void);
-void BuryHero(void);
-void RemoveHero(void);
-int DigField(int, int, int, int, int);
-BOOL SnapField(int, int);
-BOOL PlaceBomb(void);
-void PlaySoundLevel(int, int, int);
void RaiseScore(int);
void RaiseScoreElement(int);
+void RequestQuitGame(boolean);
+
+void CreateGameButtons();
+void FreeGameButtons();
+void UnmapGameButtons();
#endif