-/***********************************************************
-* 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 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 XY level;
- struct XY gems;
- struct XY inventory;
- struct XY keys;
- struct XY score;
- struct XY time;
+ 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;
+};
+
+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 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 engine initialization */
- int default_push_delay_fixed;
- int default_push_delay_random;
+ /* 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 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;
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 the new EMC elements */
int lenses_time_left;
/* 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;
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_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 */
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 */
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;
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, 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 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 push_delay;
int push_delay_value;
- unsigned long actual_frame_counter;
+ unsigned int actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
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 InitGameSound();
-void InitGame();
+void UpdateAndDisplayGameControlValues(void);
-void UpdateEngineValues(int, int);
+void InitGameSound(void);
+void InitGame(void);
+
+void UpdateEngineValues(int, int, int, int);
void GameWon(void);
void GameEnd(void);
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_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(long);
+unsigned int InitEngineRandom_RND(int);
unsigned int RND(int);
-void FreeEngineSnapshot();
-void LoadEngineSnapshot();
-void SaveEngineSnapshot();
-boolean CheckEngineSnapshot();
-
-void CreateGameButtons();
-void FreeGameButtons();
-void UnmapGameButtons();
+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);
#endif