/***********************************************************
* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* (c) 1995-2002 Artsoft Entertainment *
+* (c) 1995-2006 Artsoft Entertainment *
* Holger Schemel *
* Detmolder Strasse 189 *
* 33604 Bielefeld *
#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 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
+
+#if 1
+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 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 Rect stop;
+ struct Rect pause;
+ struct Rect play;
+
+ struct Rect sound_music;
+ struct Rect sound_loops;
+ struct Rect sound_simple;
+
+ struct Rect save;
+ struct Rect load;
+};
+
+#else
+
+struct GamePanelInfo
+{
+ struct XY level;
+ struct XY gems;
+ struct XY inventory;
+ struct XY keys;
+ struct XY score;
+ struct XY time;
+};
+#endif
struct GameInfo
{
+ /* values for control panel */
+ struct GamePanelInfo panel;
+ struct GameButtonInfo button;
+
+ /* values for graphics engine customization */
+ 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;
+
/* values for engine initialization */
int default_push_delay_fixed;
int default_push_delay_random;
/* constant within running game */
int engine_version;
int emulation;
- int initial_move_delay;
- int initial_move_delay_value;
+ 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;
/* 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;
boolean gravity;
boolean explosions_delayed;
boolean envelope_active;
+ boolean no_time_limit; /* (variable only in very special case) */
-#if 1
/* values for the new EMC elements */
int lenses_time_left;
int magnify_time_left;
boolean ball_state;
int ball_content_nr;
-#endif
/* values for player idle animation (no effect on engine) */
int player_boring_delay_fixed;
int centered_player_nr;
int centered_player_nr_next;
boolean set_centered_player;
+
+ /* values for random number generator initialization after snapshot */
+ unsigned int 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 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 */
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 can_fall_into_acid;
+ boolean gravity;
+
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 last_move_dir;
+ boolean is_active;
+
boolean is_waiting;
boolean is_moving;
boolean is_auto_moving;
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 step_counter;
int score;
+ int score_final;
+
int gems_still_needed;
int sokobanfields_still_needed;
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;
int inventory_size;
};
-
extern struct GameInfo game;
-extern struct PlayerInfo stored_player[], *local_player;
+extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
#ifdef DEBUG
#endif
void GetPlayerConfig(void);
+int GetElementFromGroupElement(int);
void DrawGameValue_Time(int);
void DrawGameDoorValues(void);
+void UpdateAndDisplayGameControlValues();
+
void InitGameSound();
-void InitGame(void);
+void InitGame();
void UpdateEngineValues(int, int);
void GameWon(void);
+void GameEnd(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, long);
+void StartGameActions(boolean, boolean, int);
void GameActions(void);
void GameActions_EM_Main();
+void GameActions_SP_Main();
void GameActions_RND();
void ScrollLevel(int, int);
void InitPlayLevelSound();
void PlayLevelSound_EM(int, int, int, int);
+void PlayLevelSound_SP(int, int, int, int);
void RaiseScore(int);
void RaiseScoreElement(int);
+
+void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
+unsigned int InitEngineRandom_RND(int);
+unsigned int RND(int);
+
+void FreeEngineSnapshot();
+void LoadEngineSnapshot();
+void SaveEngineSnapshot();
+boolean CheckEngineSnapshot();
+
void CreateGameButtons();
void FreeGameButtons();
+void MapGameButtons();
void UnmapGameButtons();
+void RedrawGameButtons();
+
+void HandleSoundButtonKeys(Key);
#endif