// (c) 1995-2014 by Artsoft Entertainment
// Holger Schemel
// info@artsoft.org
-// http://www.artsoft.org/
+// https://www.artsoft.org/
// ----------------------------------------------------------------------------
// game.h
// ============================================================================
#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
#define SNAPSHOT_MODE_EVERY_COLLECT 3
#define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF
-// values for game action events handled by game engine
-#define GAME_EVENTS_NONE 0
-#define GAME_EVENTS_KEYS (1 << 0)
-#define GAME_EVENTS_MOUSE (1 << 1)
-
-#define GAME_EVENTS_DEFAULT GAME_EVENTS_KEYS
-
struct GamePanelInfo
{
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;
boolean max_num_changes_per_frame;
boolean use_reverse_scan_direction;
- // bit mask to indicate game action events handled by game engine
- int event_mask;
+ // 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 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
int score;
int score_final;
// 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 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
unsigned int num_random_calls;
int LevelSolved_CountingTime;
int LevelSolved_CountingScore;
int LevelSolved_CountingHealth;
+
+ boolean RestartGameRequested;
};
struct PlayerInfo
int push_delay;
int push_delay_value;
- unsigned int actual_frame_counter;
+ DelayCounter actual_frame_counter;
int drop_delay;
int drop_pressed_delay;
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;
int getPlayerInventorySize(int);
-void DrawGameValue_Time(int);
+void UpdateGameDoorValues(void);
void DrawGameDoorValues(void);
void UpdateAndDisplayGameControlValues(void);
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 RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
-void RequestRestartGame(char *);
-void CheckGameOver(void);
+boolean CheckRestartGame(void);
boolean checkGameSolved(void);
boolean checkGameFailed(void);
boolean checkGameEnded(void);
void CreateGameButtons(void);
void FreeGameButtons(void);
+void MapLoadSaveButtons(void);
void MapUndoRedoButtons(void);
-void UnmapUndoRedoButtons(void);
void ModifyPauseButtons(void);
void MapGameButtons(void);
void UnmapGameButtons(void);