-/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
-*----------------------------------------------------------*
-* (c) 1995-98 Artsoft Entertainment *
-* Holger Schemel *
-* Oststrasse 11a *
-* 33604 Bielefeld *
-* phone: ++49 +521 290471 *
-* email: aeglos@valinor.owl.de *
-*----------------------------------------------------------*
-* game.h *
-***********************************************************/
+// ============================================================================
+// Rocks'n'Diamonds - McDuffin Strikes Back!
+// ----------------------------------------------------------------------------
+// (c) 1995-2014 by Artsoft Entertainment
+// Holger Schemel
+// info@artsoft.org
+// https://www.artsoft.org/
+// ----------------------------------------------------------------------------
+// game.h
+// ============================================================================
#ifndef GAME_H
#define GAME_H
-#include "main.h"
-
-/* score for elements (also used by editor.c) */
-#define SC_EDELSTEIN 0
-#define SC_DIAMANT 1
-#define SC_KAEFER 2
-#define SC_FLIEGER 3
-#define SC_MAMPFER 4
-#define SC_ROBOT 5
-#define SC_PACMAN 6
-#define SC_KOKOSNUSS 7
-#define SC_DYNAMIT 8
-#define SC_SCHLUESSEL 9
-#define SC_ZEITBONUS 10
+// (not included here due to collisions with Emerald Mine engine definitions)
+// #include "main.h"
+
+#define MAX_INVENTORY_SIZE 1000
+
+#define MAX_HEALTH 100
+
+#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
+
+
+struct GamePanelInfo
+{
+ struct TextPosInfo level_number;
+ struct TextPosInfo gems;
+ 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 time_anim;
+ struct TextPosInfo health;
+ struct TextPosInfo health_anim;
+ 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;
+
+ // value to determine if panel will be updated or not
+ boolean active;
+};
+
+struct GameButtonInfo
+{
+ 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 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 XY touch_stop;
+ struct XY touch_pause;
+};
+
+struct GameSnapshotInfo
+{
+ int mode;
+
+ byte last_action[MAX_PLAYERS];
+ boolean changed_action;
+ boolean collected_item;
+
+ boolean save_snapshot;
+};
+
+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;
+
+ // 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"
+ 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 use_block_last_field_bug;
+ boolean max_num_changes_per_frame;
+ boolean use_reverse_scan_direction;
+
+ // 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 magic_wall_time_left;
+ int light_time_left;
+ int timegate_time_left;
+ int belt_dir[4];
+ int belt_dir_nr[4];
+ int switchgate_pos;
+ int wind_direction;
+
+ boolean explosions_delayed;
+ boolean envelope_active;
+ boolean no_time_limit; // (variable only in very special case)
+
+ 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_active;
+ int ball_content_nr;
+
+ // 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
+ boolean restart_level;
+
+ // trigger message to ask for restarting the game
+ char *restart_game_message;
+
+ // values for special request dialog control
+ boolean request_active;
+ boolean request_active_or_moving;
+
+ // 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 random number generator initialization after snapshot
+ unsigned int num_random_calls;
+
+ // values for game engine snapshot control
+ struct GameSnapshotInfo snapshot;
+
+ // values for handling states for solved level and game over
+ boolean LevelSolved;
+ boolean GamePlayed;
+ boolean GameOver;
+
+ boolean LevelSolved_GameWon;
+ boolean LevelSolved_GameEnd;
+ boolean LevelSolved_SaveTape;
+ boolean LevelSolved_SaveScore;
+
+ int LevelSolved_CountingTime;
+ int LevelSolved_CountingScore;
+ int LevelSolved_CountingHealth;
+};
+
+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)
+
+ int jx, jy, last_jx, last_jy;
+ int MovDir, MovPos, GfxDir, GfxPos;
+ int Frame, StepFrame;
+
+ int GfxAction;
+
+ 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 can_fall_into_acid;
+
+ boolean gravity;
+
+ int last_move_dir;
+
+ boolean is_active;
+
+ boolean is_waiting;
+ boolean is_moving;
+ boolean is_auto_moving;
+ boolean is_digging;
+ boolean is_snapping;
+ boolean is_collecting;
+ boolean is_pushing;
+ boolean is_switching;
+ boolean is_dropping;
+ boolean is_dropping_pressed;
+
+ 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 anim_delay_counter;
+ int post_delay_counter;
+
+ int dir_waiting;
+ int action_waiting, last_action_waiting;
+ int special_action_bored;
+ int special_action_sleeping;
+
+ int num_special_action_bored;
+ int num_special_action_sleeping;
+
+ int switch_x, switch_y;
+ int drop_x, drop_y;
+
+ int show_envelope;
+
+ int move_delay;
+ int move_delay_value;
+ int move_delay_value_next;
+ int move_delay_reset_counter;
+
+ int push_delay;
+ int push_delay_value;
+
+ unsigned int actual_frame_counter;
+
+ int drop_delay;
+ int drop_pressed_delay;
+
+ int step_counter;
+
+ 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 inventory_element[MAX_INVENTORY_SIZE];
+ int inventory_infinite_element;
+ int inventory_size;
+};
+
+extern struct GameInfo game;
+extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
+
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite(void);
+#endif
void GetPlayerConfig(void);
+int GetElementFromGroupElement(int);
+
+int getPlayerInventorySize(int);
+
+void DrawGameValue_Time(int);
+void DrawGameDoorValues(void);
+
+void UpdateAndDisplayGameControlValues(void);
+
+void InitGameSound(void);
void InitGame(void);
-void InitMovDir(int, int);
-void InitAmoebaNr(int, int);
+
+void UpdateEngineValues(int, int, int, int);
void GameWon(void);
-int NewHiScore(void);
-void InitMovingField(int, int, int);
+void GameEnd(void);
+
+void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
void Moving2Blocked(int, int, int *, int *);
void Blocked2Moving(int, int, int *, int *);
-int MovingOrBlocked2Element(int, int);
-void RemoveMovingField(int, int);
void DrawDynamite(int, int);
-void CheckDynamite(int, int);
-void Explode(int, int, int, int);
-void DynaExplode(int, int);
-void Bang(int, int);
-void Blurb(int, int);
-void Impact(int, int);
-void TurnRound(int, int);
-void StartMoving(int, int);
-void ContinueMoving(int, int);
-int AmoebeNachbarNr(int, int);
-void AmoebeUmwandeln(int, int);
-void AmoebeUmwandelnBD(int, int, int);
-void AmoebeWaechst(int, int);
-void AmoebeAbleger(int, int);
-void Life(int, int);
-void Ablenk(int, int);
-void Blubber(int, int);
-void NussKnacken(int, int);
-void SiebAktivieren(int, int, int);
-void AusgangstuerPruefen(int, int);
-void AusgangstuerOeffnen(int, int);
-void AusgangstuerBlinken(int, int);
-void EdelsteinFunkeln(int, int);
-void MauerWaechst(int, int);
-void MauerAbleger(int, int);
+
+void StartGameActions(boolean, boolean, int);
+
void GameActions(void);
+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);
-boolean MoveFigureOneStep(struct PlayerInfo *, int, int, int, int);
-boolean MoveFigure(struct PlayerInfo *, int, int);
-void ScrollFigure(struct PlayerInfo *, int);
-void ScrollScreen(struct PlayerInfo *, int);
-
-void TestIfGoodThingHitsBadThing(int, int);
-void TestIfBadThingHitsGoodThing(int, int);
-void TestIfHeroHitsBadThing(int, int);
-void TestIfBadThingHitsHero(int, int);
-void TestIfFriendHitsBadThing(int, int);
-void TestIfBadThingHitsFriend(int, int);
-void TestIfBadThingHitsOtherBadThing(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 PlaceBomb(struct PlayerInfo *);
-void PlaySoundLevel(int, int, int);
+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 CreateGameButtons();
-void UnmapGameButtons();
+void RequestQuitGameExt(boolean, boolean, char *);
+void RequestQuitGame(boolean);
+void RequestRestartGame(char *);
+void CheckGameOver(void);
+
+boolean checkGameSolved(void);
+boolean checkGameFailed(void);
+boolean checkGameEnded(void);
+
+unsigned int InitEngineRandom_RND(int);
+unsigned int RND(int);
+
+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 ModifyPauseButtons(void);
+void MapGameButtons(void);
+void UnmapGameButtons(void);
+void RedrawGameButtons(void);
+void MapGameButtonsOnTape(void);
+void UnmapGameButtonsOnTape(void);
+void RedrawGameButtonsOnTape(void);
+
+void HandleSoundButtonKeys(Key);
#endif