/***********************************************************
-* Rocks'n'Diamonds -- McDuffin Strikes Back! *
+* Rocks'n'Diamonds -- McDuffin Strikes Back! *
*----------------------------------------------------------*
-* ©1995 Artsoft Development *
-* Holger Schemel *
-* 33659 Bielefeld-Senne *
-* Telefon: (0521) 493245 *
-* eMail: aeglos@valinor.owl.de *
-* aeglos@uni-paderborn.de *
-* q99492@pbhrzx.uni-paderborn.de *
+* (c) 1995-2002 Artsoft Entertainment *
+* Holger Schemel *
+* Detmolder Strasse 189 *
+* 33604 Bielefeld *
+* Germany *
+* e-mail: info@artsoft.org *
*----------------------------------------------------------*
-* game.h *
+* game.h *
***********************************************************/
#ifndef GAME_H
#define GAME_H
-#include "main.h"
-#define DF_NO_PUSH 0
-#define DF_DIG 1
-#define DF_SNAP 2
+#define MAX_INVENTORY_SIZE 1000
+#define STD_NUM_KEYS 4
+#define MAX_NUM_KEYS 8
-#define MF_NO_ACTION 0
-#define MF_MOVING 1
-#define MF_ACTION 2
-/* explosion position marks */
-#define EX_NORMAL 0
-#define EX_CENTER 1
-#define EX_BORDER 2
+struct GamePanelInfo
+{
+ struct XY level;
+ struct XY gems;
+ struct XY inventory;
+ struct XY keys;
+ struct XY score;
+ struct XY time;
+};
-/* fundamental game speed */
-#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
-#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+struct GameInfo
+{
+ /* values for control panel */
+ struct GamePanelInfo panel;
+
+ /* 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[MAX_PLAYERS];
+ int initial_move_delay_value[MAX_PLAYERS];
+ int initial_push_delay_value;
+
+ /* 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;
+ boolean use_block_last_field_bug;
+ boolean max_num_changes_per_frame;
+ boolean use_reverse_scan_direction;
+
+ /* variable within running game */
+ int yamyam_content_nr;
+ boolean magic_wall_active;
+ int magic_wall_time_left;
+ int light_time_left;
+ int timegate_time_left;
+ int belt_dir[4];
+ int belt_dir_nr[4];
+ int switchgate_pos;
+ int wind_direction;
+ boolean gravity;
+ boolean explosions_delayed;
+ boolean envelope_active;
+
+#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 player_boring_delay_random;
+ int player_sleeping_delay_fixed;
+ int player_sleeping_delay_random;
+
+ /* values for special game initialization control */
+ boolean restart_level;
+
+ /* values for special game control */
+ int centered_player_nr;
+ int centered_player_nr_next;
+ boolean set_centered_player;
+};
+
+struct PlayerInfo
+{
+ boolean present; /* player present in level playfield */
+ boolean connected; /* player connected (locally or via network) */
+ boolean active; /* player present and connected */
+
+ int index_nr; /* player number (0 to 3) */
+ int index_bit; /* player number bit (1 << 0 to 1 << 3) */
+ int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
+ int client_nr; /* network client identifier */
+
+ byte action; /* action from local input device */
+ 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 */
+
+ int jx, jy, last_jx, last_jy;
+ int MovDir, MovPos, GfxDir, GfxPos;
+ int Frame, StepFrame;
+
+ int GfxAction;
+
+ boolean use_murphy;
+ int artwork_element;
+
+ 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_GameEnd;
+ boolean LevelSolved_SaveTape;
+ boolean LevelSolved_SaveScore;
+
+ int last_move_dir;
+
+ boolean is_active;
+
+ boolean is_waiting;
+ boolean is_moving;
+ boolean is_auto_moving;
+ boolean is_digging;
+ boolean is_snapping;
+ boolean is_collecting;
+ boolean is_pushing;
+ boolean is_switching;
+ boolean is_dropping;
+ boolean is_dropping_pressed;
+
+ boolean is_bored;
+ boolean is_sleeping;
+
+ boolean cannot_move;
+
+ int frame_counter_bored;
+ int frame_counter_sleeping;
+
+ int anim_delay_counter;
+ int post_delay_counter;
+
+ int dir_waiting;
+ int action_waiting, last_action_waiting;
+ int special_action_bored;
+ int special_action_sleeping;
+
+ int num_special_action_bored;
+ int num_special_action_sleeping;
+
+ int switch_x, switch_y;
+ int drop_x, drop_y;
+
+ int show_envelope;
+
+ int move_delay;
+ int move_delay_value;
+ int move_delay_value_next;
+ int move_delay_reset_counter;
+
+ int push_delay;
+ int push_delay_value;
+
+ unsigned long actual_frame_counter;
+
+ int drop_delay;
+ int drop_pressed_delay;
+
+ int step_counter;
+
+ int score;
+ int gems_still_needed;
+ int sokobanfields_still_needed;
+ int lights_still_needed;
+ int friends_still_needed;
+ int key[MAX_NUM_KEYS];
+ int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
+ int shield_normal_time_left;
+ int shield_deadly_time_left;
+
+ int inventory_element[MAX_INVENTORY_SIZE];
+ int inventory_infinite_element;
+ int inventory_size;
+};
+
+
+extern struct GameInfo game;
+extern struct PlayerInfo stored_player[], *local_player;
+
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite();
+#endif
void GetPlayerConfig(void);
-void InitGame(void);
-void InitMovDir(int, int);
-void InitAmoebaNr(int, int);
+
+void DrawGameValue_Time(int);
+void DrawGameDoorValues(void);
+
+void InitGameSound();
+void InitGame();
+
+void UpdateEngineValues(int, int);
void GameWon(void);
-BOOL NewHiScore(void);
-void InitMovingField(int, int, int);
+void GameEnd(void);
+
+void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
void Moving2Blocked(int, int, int *, int *);
void Blocked2Moving(int, int, int *, int *);
-int MovingOrBlocked2Element(int, int);
-void RemoveMovingField(int, int);
void DrawDynamite(int, int);
-void CheckDynamite(int, int);
-void Explode(int, int, int, int);
-void DynaExplode(int, int, int);
-void Bang(int, int);
-void Blurb(int, int);
-void Impact(int, int);
-void TurnRound(int, int);
-void StartMoving(int, int);
-void ContinueMoving(int, int);
-int AmoebeNachbarNr(int, int);
-void AmoebeUmwandeln(int, int);
-void AmoebeUmwandeln2(int, int, int);
-void AmoebeWaechst(int, int);
-void AmoebeAbleger(int, int);
-void Life(int, int);
-void Ablenk(int, int);
-void Blubber(int, int);
-void NussKnacken(int, int);
-void SiebAktivieren(int, int, int);
-void AusgangstuerPruefen(int, int);
-void AusgangstuerOeffnen(int, int);
-void AusgangstuerBlinken(int, int);
-void EdelsteinFunkeln(int, int);
-void MauerWaechst(int, int);
-void MauerAbleger(int, int);
+
+void StartGameActions(boolean, boolean, long);
+
void GameActions(void);
+void GameActions_EM_Main();
+void GameActions_RND();
+
void ScrollLevel(int, int);
-BOOL MoveFigureOneStep(int, int, int, int);
-BOOL MoveFigure(int, int);
-
-void ScrollFigure(int);
-
-void TestIfGoodThingHitsBadThing(int, int);
-void TestIfBadThingHitsGoodThing(int, int);
-void TestIfHeroHitsBadThing(void);
-void TestIfBadThingHitsHero(void);
-void TestIfFriendHitsBadThing(int, int);
-void TestIfBadThingHitsFriend(int, int);
-void TestIfBadThingHitsOtherBadThing(int, int);
-void KillHero(void);
-void BuryHero(void);
-void RemoveHero(void);
-int DigField(int, int, int, int, int);
-BOOL SnapField(int, int);
-BOOL PlaceBomb(void);
-void PlaySoundLevel(int, int, int);
+
+void InitPlayLevelSound();
+void PlayLevelSound_EM(int, int, int, int);
+
void RaiseScore(int);
void RaiseScoreElement(int);
+void RequestQuitGame(boolean);
+
+void CreateGameButtons();
+void FreeGameButtons();
+void UnmapGameButtons();
#endif