// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://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 STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect"
#define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF
+#define STR_SCORES_TYPE_LOCAL_ONLY "local_scores_only"
+#define STR_SCORES_TYPE_SERVER_ONLY "server_scores_only"
+#define STR_SCORES_TYPE_LOCAL_AND_SERVER "local_and_server_scores"
+#define STR_SCORES_TYPE_DEFAULT STR_SCORES_TYPE_LOCAL_AND_SERVER
+
#define SNAPSHOT_MODE_OFF 0
#define SNAPSHOT_MODE_EVERY_STEP 1
#define SNAPSHOT_MODE_EVERY_MOVE 2
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 XY panel_sound_music;
struct XY panel_sound_loops;
struct XY panel_sound_simple;
+
+ struct XY touch_stop;
+ struct XY touch_pause;
};
struct GameSnapshotInfo
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;
+ boolean use_masked_elements;
+ boolean use_masked_elements_initial;
+ int forced_scroll_x;
+ int forced_scroll_y;
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;
- /* flag for single or multi-player mode (needed for playing tapes) */
- /* (when playing/recording games, this is identical to "setup.team_mode" */
+ // 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") */
+ // 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 */
+ // flags to indicate which game actions are used in this game
+ boolean use_key_actions;
+ boolean use_mouse_actions;
+
+ // 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) */
+ boolean no_level_time_limit; // (variable only in very special case)
+ boolean time_limit; // forced by levelset config or setup option
+
+ int time_final; // time (in seconds) or steps left or played
+ int score_time_final; // time (in frames) or steps played
- /* values for the new EMC elements */
+ 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
int lenses_time_left;
int magnify_time_left;
- boolean ball_state;
+ boolean ball_active;
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;
- /* 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 */
+ // values for special game control
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
+ boolean set_centered_player_wrap;
+
+ // values for single step mode control
+ boolean enter_single_step_mode;
- /* values for random number generator initialization after snapshot */
+ // values for random number generator initialization after snapshot
unsigned int num_random_calls;
- /* values for game engine snapshot control */
+ // 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 */
+ // values for handling states for solved level and game over
+ boolean LevelSolved;
+ boolean GamePlayed;
+ boolean GameOver;
- boolean killed; /* player maybe present/active, but killed */
- boolean reanimated; /* player maybe killed, but reanimated */
+ boolean LevelSolved_GameWon;
+ boolean LevelSolved_GameEnd;
+ boolean LevelSolved_SaveTape;
+ boolean LevelSolved_SaveScore;
- 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 */
+ int LevelSolved_CountingTime;
+ int LevelSolved_CountingScore;
+ int LevelSolved_CountingHealth;
+};
- byte action; /* action from local input device */
- byte mapped_action; /* action mapped from device to player */
+struct PlayerInfo
+{
+ 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) */
+ 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;
- int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_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 LevelSolved_CountingHealth;
-
int last_move_dir;
boolean is_active;
boolean cannot_move;
- boolean force_dropping; /* needed for single step mode */
+ boolean force_dropping; // needed for single step mode
int frame_counter_bored;
int frame_counter_sleeping;
int push_delay;
int push_delay_value;
- unsigned int actual_frame_counter;
+ DelayCounter actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
int step_counter;
- int score;
- int score_final;
-
- int health;
- int health_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 last_removed_element;
+
int inventory_element[MAX_INVENTORY_SIZE];
int inventory_infinite_element;
int inventory_size;
#ifdef DEBUG
-void DEBUG_SetMaximumDynamite();
+void DEBUG_SetMaximumDynamite(void);
#endif
void GetPlayerConfig(void);
int getPlayerInventorySize(int);
-void DrawGameValue_Time(int);
+void UpdateGameDoorValues(void);
void DrawGameDoorValues(void);
-void UpdateAndDisplayGameControlValues();
+void UpdateAndDisplayGameControlValues(void);
-void InitGameSound();
-void InitGame();
+void InitGameSound(void);
+void InitGame(void);
void UpdateEngineValues(int, int, int, int);
void GameWon(void);
void GameEnd(void);
+void MergeServerScore(void);
+
void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
+
void Moving2Blocked(int, int, int *, int *);
void Blocked2Moving(int, int, int *, int *);
+
void DrawDynamite(int, int);
void StartGameActions(boolean, boolean, int);
void GameActions(void);
-void GameActions_EM_Main();
-void GameActions_SP_Main();
-void GameActions_MM_Main();
-void GameActions_RND_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 RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
-void RequestRestartGame(char *);
+
+boolean CheckRestartGame(void);
+boolean checkGameSolved(void);
+boolean checkGameFailed(void);
+boolean checkGameEnded(void);
unsigned int InitEngineRandom_RND(int);
unsigned int RND(int);
-void FreeEngineSnapshotSingle();
-void FreeEngineSnapshotList();
-void LoadEngineSnapshotSingle();
-void SaveEngineSnapshotSingle();
-boolean CheckSaveEngineSnapshotToList();
-void SaveEngineSnapshotToList();
-void SaveEngineSnapshotToListInitial();
-boolean CheckEngineSnapshotSingle();
-boolean CheckEngineSnapshotList();
-
-void CreateGameButtons();
-void FreeGameButtons();
-void MapUndoRedoButtons();
-void UnmapUndoRedoButtons();
-void MapGameButtons();
-void UnmapGameButtons();
-void RedrawGameButtons();
-void MapGameButtonsOnTape();
-void UnmapGameButtonsOnTape();
-void RedrawGameButtonsOnTape();
+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 MapLoadSaveButtons(void);
+void MapUndoRedoButtons(void);
+void ModifyPauseButtons(void);
+void MapGameButtons(void);
+void UnmapGameButtons(void);
+void RedrawGameButtons(void);
+void MapGameButtonsOnTape(void);
+void UnmapGameButtonsOnTape(void);
+void RedrawGameButtonsOnTape(void);
void HandleSoundButtonKeys(Key);