#define MAX_INVENTORY_SIZE 1000
+#define MAX_HEALTH 100
+
#define STD_NUM_KEYS 4
#define MAX_NUM_KEYS 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_DEFAULT STR_SNAPSHOT_MODE_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_DEFAULT SNAPSHOT_MODE_EVERY_MOVE
+#define SNAPSHOT_MODE_EVERY_COLLECT 3
+#define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
struct GamePanelInfo
struct TextPosInfo time_hh;
struct TextPosInfo time_mm;
struct TextPosInfo time_ss;
+ struct TextPosInfo time_anim;
+ struct TextPosInfo health;
+ struct TextPosInfo health_anim;
struct TextPosInfo frame;
struct TextPosInfo shield_normal;
struct TextPosInfo shield_normal_time;
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 redo;
struct XY save;
+ struct XY pause2;
struct XY load;
struct XY sound_music;
struct XY sound_loops;
struct XY sound_simple;
+
+ struct XY panel_stop;
+ struct XY panel_pause;
+ struct XY panel_play;
+
+ struct XY panel_sound_music;
+ struct XY panel_sound_loops;
+ struct XY panel_sound_simple;
};
struct GameSnapshotInfo
byte last_action[MAX_PLAYERS];
boolean changed_action;
+ boolean collected_item;
+
+ boolean save_snapshot;
};
struct GameInfo
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 scroll_delay_value;
int tile_size;
- /* values for engine initialization */
- int default_push_delay_fixed;
- int default_push_delay_random;
-
/* constant within running game */
int engine_version;
int emulation;
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) */
/* values for special game initialization control */
boolean restart_level;
+ /* trigger message to ask for restarting the game */
+ char *restart_game_message;
+
/* values for special game control */
int centered_player_nr;
int centered_player_nr_next;
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 */
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
+ 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 Frame, StepFrame;
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_bored;
boolean is_sleeping;
+ boolean was_waiting;
+ boolean was_moving;
+ boolean was_snapping;
+ boolean was_dropping;
+
boolean cannot_move;
+ boolean force_dropping; /* needed for single step mode */
+
int frame_counter_bored;
int frame_counter_sleeping;
int score;
int score_final;
+ int health;
+ int health_final;
+
int gems_still_needed;
int sokobanfields_still_needed;
int lights_still_needed;
+ int players_still_needed;
int friends_still_needed;
int key[MAX_NUM_KEYS];
int num_white_keys;
#ifdef DEBUG
-void DEBUG_SetMaximumDynamite();
+void DEBUG_SetMaximumDynamite(void);
#endif
void GetPlayerConfig(void);
int GetElementFromGroupElement(int);
+int getPlayerInventorySize(int);
+
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
-void UpdateAndDisplayGameControlValues();
+void UpdateAndDisplayGameControlValues(void);
-void InitGameSound();
-void InitGame();
+void InitGameSound(void);
+void InitGame(void);
-void UpdateEngineValues(int, int);
+void UpdateEngineValues(int, int, int, int);
void GameWon(void);
void GameEnd(void);
void StartGameActions(boolean, boolean, int);
void GameActions(void);
-void GameActions_EM_Main();
-void GameActions_SP_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 PlaySound_MM(int);
+void PlaySoundLoop_MM(int);
+void StopSound_MM(int);
void RaiseScore(int);
void RaiseScoreElement(int);
void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
+void RequestRestartGame(char *);
unsigned int InitEngineRandom_RND(int);
unsigned int RND(int);
-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 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 MapUndoRedoButtons(void);
+void UnmapUndoRedoButtons(void);
+void MapGameButtons(void);
+void UnmapGameButtons(void);
+void RedrawGameButtons(void);
+void MapGameButtonsOnTape(void);
+void UnmapGameButtonsOnTape(void);
+void RedrawGameButtonsOnTape(void);
void HandleSoundButtonKeys(Key);