#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
+#if 1
+struct GamePanelInfo
+{
+ struct TextPosInfo level_number;
+ struct TextPosInfo gems;
+ struct TextPosInfo inventory;
+ struct TextPosInfo key[MAX_NUM_KEYS];
+ struct TextPosInfo key_white;
+ struct TextPosInfo key_white_count;
+ struct TextPosInfo score;
+ struct TextPosInfo time;
+ struct TextPosInfo time_hh;
+ struct TextPosInfo time_mm;
+ struct TextPosInfo time_ss;
+ struct TextPosInfo drop_next_1;
+ struct TextPosInfo drop_next_2;
+ struct TextPosInfo drop_next_3;
+ struct TextPosInfo drop_next_4;
+ struct TextPosInfo drop_next_5;
+ struct TextPosInfo drop_next_6;
+ struct TextPosInfo drop_next_7;
+ struct TextPosInfo drop_next_8;
+ struct TextPosInfo shield_normal;
+ struct TextPosInfo shield_normal_time;
+ struct TextPosInfo shield_deadly;
+ struct TextPosInfo shield_deadly_time;
+ struct TextPosInfo exit;
+ struct TextPosInfo em_exit;
+ struct TextPosInfo sp_exit;
+ struct TextPosInfo steel_exit;
+ struct TextPosInfo em_steel_exit;
+ struct TextPosInfo emc_magic_ball;
+ struct TextPosInfo emc_magic_ball_switch;
+ struct TextPosInfo emc_magic_ball_time;
+ 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_1;
+ struct TextPosInfo conveyor_belt_1_switch;
+ struct TextPosInfo conveyor_belt_2;
+ struct TextPosInfo conveyor_belt_2_switch;
+ struct TextPosInfo conveyor_belt_3;
+ struct TextPosInfo conveyor_belt_3_switch;
+ struct TextPosInfo conveyor_belt_4;
+ struct TextPosInfo conveyor_belt_4_switch;
+ struct TextPosInfo magic_wall;
+ struct TextPosInfo magic_wall_time;
+ struct TextPosInfo bd_magic_wall;
+ struct TextPosInfo dc_magic_wall;
+ struct TextPosInfo player_name;
+ struct TextPosInfo level_name;
+ struct TextPosInfo level_author;
+};
+
+struct GameButtonInfo
+{
+ struct MenuPosInfo stop;
+ struct MenuPosInfo pause;
+ struct MenuPosInfo play;
+ struct MenuPosInfo sound_music;
+ struct MenuPosInfo sound_loops;
+ struct MenuPosInfo sound_simple;
+};
+
+#else
+
struct GamePanelInfo
{
struct XY level;
struct XY score;
struct XY time;
};
+#endif
struct GameInfo
{
/* values for control panel */
struct GamePanelInfo panel;
+ struct GameButtonInfo button;
/* values for engine initialization */
int default_push_delay_fixed;
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;
};
struct PlayerInfo
boolean present; /* player present in level playfield */
boolean connected; /* player connected (locally or via network) */
boolean active; /* player present and connected */
+ boolean killed; /* player maybe present/active, but killed */
int index_nr; /* player number (0 to 3) */
int index_bit; /* player number bit (1 << 0 to 1 << 3) */
boolean LevelSolved, GameOver;
+ boolean LevelSolved_GameWon;
boolean LevelSolved_GameEnd;
+ boolean LevelSolved_PanelOff;
boolean LevelSolved_SaveTape;
boolean LevelSolved_SaveScore;
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;
#endif
void GetPlayerConfig(void);
+int GetElementFromGroupElement(int);
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
void RaiseScore(int);
void RaiseScoreElement(int);
+
+void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
+unsigned int InitEngineRandom_RND(long);
+unsigned int RND(int);
+
void FreeEngineSnapshot();
void LoadEngineSnapshot();
void SaveEngineSnapshot();