-/***********************************************************
-* 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" */
-#define MAX_INVENTORY_SIZE 1000
-#define STD_NUM_KEYS 4
-#define MAX_NUM_KEYS 8
+#define MAX_INVENTORY_SIZE 1000
+
+#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
-#if 1
struct GamePanelInfo
{
- struct TextPosInfo level;
+ struct TextPosInfo level_number;
struct TextPosInfo gems;
- struct TextPosInfo inventory;
- struct TextPosInfo keys;
+ struct TextPosInfo inventory_count;
+ struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
+ struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
+ struct TextPosInfo key[MAX_NUM_KEYS];
+ 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 frame;
+ struct TextPosInfo shield_normal;
+ struct TextPosInfo shield_normal_time;
+ struct TextPosInfo shield_deadly;
+ struct TextPosInfo shield_deadly_time;
+ struct TextPosInfo exit;
+ struct TextPosInfo emc_magic_ball;
+ struct TextPosInfo emc_magic_ball_switch;
+ struct TextPosInfo light_switch;
+ struct TextPosInfo light_switch_time;
+ struct TextPosInfo timegate_switch;
+ struct TextPosInfo timegate_switch_time;
+ struct TextPosInfo switchgate_switch;
+ struct TextPosInfo emc_lenses;
+ struct TextPosInfo emc_lenses_time;
+ struct TextPosInfo emc_magnifier;
+ struct TextPosInfo emc_magnifier_time;
+ struct TextPosInfo balloon_switch;
+ struct TextPosInfo dynabomb_number;
+ struct TextPosInfo dynabomb_size;
+ struct TextPosInfo dynabomb_power;
+ struct TextPosInfo penguins;
+ struct TextPosInfo sokoban_objects;
+ struct TextPosInfo sokoban_fields;
+ struct TextPosInfo robot_wheel;
+ struct TextPosInfo conveyor_belt[NUM_BELTS];
+ struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
+ struct TextPosInfo magic_wall;
+ struct TextPosInfo magic_wall_time;
+ struct TextPosInfo gravity_state;
+ struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
+ struct TextPosInfo element[NUM_PANEL_ELEMENTS];
+ struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
+ struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
+ struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
+ struct TextPosInfo player_name;
+ struct TextPosInfo level_name;
+ struct TextPosInfo level_author;
};
-#else
-struct GamePanelInfo
+
+struct GameButtonInfo
{
- struct XY level;
- struct XY gems;
- struct XY inventory;
- struct XY keys;
- struct XY score;
- struct XY time;
+ struct XY stop;
+ struct XY pause;
+ struct XY play;
+
+ struct XY undo;
+ struct XY redo;
+
+ struct XY save;
+ struct XY pause2;
+ struct XY load;
+
+ struct XY sound_music;
+ struct XY sound_loops;
+ struct XY sound_simple;
+};
+
+struct GameSnapshotInfo
+{
+ int mode;
+
+ byte last_action[MAX_PLAYERS];
+ boolean changed_action;
+ boolean collected_item;
};
-#endif
struct GameInfo
{
/* values for control panel */
struct GamePanelInfo panel;
+ struct GameButtonInfo button;
+
+ /* 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 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;
/* variable within running game */
int yamyam_content_nr;
+ boolean robot_wheel_active;
boolean magic_wall_active;
int magic_wall_time_left;
int light_time_left;
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;
+
+ /* values for game engine snapshot control */
+ struct GameSnapshotInfo snapshot;
};
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 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 */
boolean LevelSolved_PanelOff;
boolean LevelSolved_SaveTape;
boolean LevelSolved_SaveScore;
+ int LevelSolved_CountingTime;
+ int LevelSolved_CountingScore;
int last_move_dir;
int push_delay;
int push_delay_value;
- unsigned long actual_frame_counter;
+ unsigned int actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
#endif
void GetPlayerConfig(void);
+int GetElementFromGroupElement(int);
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
+void UpdateAndDisplayGameControlValues();
+
void InitGameSound();
void InitGame();
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_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 LoadEngineSnapshot();
-void SaveEngineSnapshot();
-boolean CheckEngineSnapshot();
+void FreeEngineSnapshotSingle();
+void FreeEngineSnapshotList();
+void LoadEngineSnapshotSingle();
+void SaveEngineSnapshotSingle();
+boolean SaveEngineSnapshotToList();
+void SaveEngineSnapshotToListInitial();
+boolean CheckEngineSnapshotSingle();
+boolean CheckEngineSnapshotList();
void CreateGameButtons();
void FreeGameButtons();
+void MapUndoRedoButtons();
+void UnmapUndoRedoButtons();
+void MapGameButtons();
void UnmapGameButtons();
+void RedrawGameButtons();
+
+void HandleSoundButtonKeys(Key);
#endif