#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 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 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 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;
/* values for engine initialization */
int default_push_delay_fixed;
/* 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 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 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;
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 UpdateAndDisplayGameControlValues();
+
void InitGameSound();
void InitGame();
void GameActions(void);
void GameActions_EM_Main();
+void GameActions_SP_Main();
void GameActions_RND();
void ScrollLevel(int, int);
void RaiseScore(int);
void RaiseScoreElement(int);
+
+void RequestQuitGameExt(boolean, boolean, char *);
void RequestQuitGame(boolean);
unsigned int InitEngineRandom_RND(long);
void CreateGameButtons();
void FreeGameButtons();
void UnmapGameButtons();
+void RedrawGameButtons();
#endif