#ifndef GAME_SP_EXPORT_H
#define GAME_SP_EXPORT_H
-/* ========================================================================= */
-/* functions and definitions exported from game_sp to main program */
-/* ========================================================================= */
+// ============================================================================
+// functions and definitions exported from game_sp to main program
+// ============================================================================
-/* ------------------------------------------------------------------------- */
-/* constant definitions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// constant definitions
+// ----------------------------------------------------------------------------
+#define SP_MAX_PLAYFIELD_WIDTH MAX_PLAYFIELD_WIDTH
+#define SP_MAX_PLAYFIELD_HEIGHT MAX_PLAYFIELD_HEIGHT
-/* ------------------------------------------------------------------------- */
-/* data structure definitions */
-/* ------------------------------------------------------------------------- */
+#define SP_NUM_LEVELS_PER_PACKAGE 111
+
+#define SP_STD_PLAYFIELD_WIDTH 60
+#define SP_STD_PLAYFIELD_HEIGHT 24
+#define SP_LEVEL_NAME_LEN 23
+#define SP_MAX_SPECIAL_PORTS 10
+
+#define SP_HEADER_SIZE 96
+#define SP_STD_PLAYFIELD_SIZE (SP_STD_PLAYFIELD_WIDTH * \
+ SP_STD_PLAYFIELD_HEIGHT)
+#define SP_MAX_PLAYFIELD_SIZE (SP_MAX_PLAYFIELD_WIDTH * \
+ SP_MAX_PLAYFIELD_HEIGHT)
+#define SP_STD_LEVEL_SIZE (SP_HEADER_SIZE + SP_STD_PLAYFIELD_SIZE)
+
+#define SP_FRAMES_PER_SECOND 35
+
+// use a much higher value to be able to load ultra-long MPX demo files
+// (like for level collection 78, level 88 ("WAITING FOR GODOT AGAIN"))
+// #define SP_MAX_TAPE_LEN 500000
+#define SP_MAX_TAPE_LEN 64010 // (see "spfix63.doc")
+
+
+// sound actions
+
+#define actActive 0
+#define actImpact 1
+#define actExploding 2
+#define actDigging 3
+#define actSnapping 4
+#define actCollecting 5
+#define actPassing 6
+#define actPushing 7
+#define actDropping 8
+
+
+// ----------------------------------------------------------------------------
+// data structure definitions
+// ----------------------------------------------------------------------------
+
+#ifndef HAS_SpecialPortType
+typedef struct
+{
+ short PortLocation; // = 2*(x+(y*60)) // big endian format
+ byte Gravity; // 1 = turn on, anything else (0) = turn off
+ byte FreezeZonks; // 2 = turn on, anything else (0) = turn off (1=off!)
+ byte FreezeEnemies; // 1 = turn on, anything else (0) = turn off
+ byte UnUsed;
+} SpecialPortType;
+#define HAS_SpecialPortType
+#endif
+
+#ifndef HAS_LevelInfoType
+typedef struct
+{
+ byte UnUsed[4];
+ byte InitialGravity; // 1=on, anything else (0) = off
+ byte Version; // SpeedFixVersion XOR &H20
+ char LevelTitle[23];
+ byte InitialFreezeZonks; // 2=on, anything else (0) = off. (1=off too!)
+ byte InfotronsNeeded;
+
+ // Number of Infotrons needed. 0 means that Supaplex will count the total
+ // amount of Infotrons in the level, and use the low byte of that number.
+ // (A multiple of 256 Infotrons will then result in 0-to-eat, etc.!)
+ byte SpecialPortCount; // Maximum 10 allowed!
+ SpecialPortType SpecialPort[10];
+ byte SpeedByte; // = Speed XOR Highbyte(RandomSeed)
+ byte CheckSumByte; // = CheckSum XOR SpeedByte
+ short DemoRandomSeed; // little endian format
+} LevelInfoType;
+#define HAS_LevelInfoType
+#endif
struct GlobalInfo_SP
{
struct GameInfo_SP
{
+ boolean level_solved;
+ boolean game_over;
+
+ // needed for updating panel
+ int time_played;
+ int infotrons_still_needed;
+ int red_disk_count;
+ int score;
+
+ // needed for engine snapshots
+ char **preceding_buffer;
+ int preceding_buffer_size;
+
+ int scroll_xoffset, scroll_yoffset;
+};
+
+struct DemoInfo_SP
+{
+ boolean is_available; // structure contains valid demo
+
+ int level_nr; // number of corresponding level
+
+ int length; // number of demo entries
+ byte data[SP_MAX_TAPE_LEN]; // array of demo entries
};
struct LevelInfo_SP
{
- int file_version;
+ LevelInfoType header;
+ byte header_raw_bytes[SP_HEADER_SIZE];
+
+ int width, height;
+
+ byte playfield[SP_MAX_PLAYFIELD_WIDTH][SP_MAX_PLAYFIELD_HEIGHT];
+
+ struct DemoInfo_SP demo;
+
+ // used for runtime values
+ struct GameInfo_SP *game_sp;
};
struct GraphicInfo_SP
boolean has_crumbled_graphics;
boolean preserve_background;
- int unique_identifier; /* used to identify needed screen updates */
+ int unique_identifier; // used to identify needed screen updates
};
struct EngineSnapshotInfo_SP
{
struct GameInfo_SP game_sp;
+
+ int PlayField16[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
+ byte PlayField8[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
+ byte DisPlayField[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
+
+ int AnimationPosTable[SP_MAX_PLAYFIELD_SIZE];
+ byte AnimationSubTable[SP_MAX_PLAYFIELD_SIZE];
+ byte TerminalState[SP_MAX_PLAYFIELD_SIZE + SP_HEADER_SIZE];
};
-/* ------------------------------------------------------------------------- */
-/* exported functions */
-/* ------------------------------------------------------------------------- */
+// ----------------------------------------------------------------------------
+// exported functions
+// ----------------------------------------------------------------------------
extern struct GlobalInfo_SP global_sp_info;
+extern struct GameInfo_SP game_sp;
extern struct LevelInfo_SP native_sp_level;
extern struct GraphicInfo_SP graphic_info_sp_object[TILE_MAX][8];
extern struct GraphicInfo_SP graphic_info_sp_player[MAX_PLAYERS][SPR_MAX][8];
extern struct EngineSnapshotInfo_SP engine_snapshot_sp;
-extern void sp_open_all();
-extern void sp_close_all();
+void sp_open_all(void);
+void sp_close_all(void);
+
+void InitPrecedingPlayfieldMemory(void);
+void InitGfxBuffers_SP(void);
+
+void InitGameEngine_SP(void);
+void GameActions_SP(byte *, boolean);
+
+unsigned int InitEngineRandom_SP(int);
+
+void setLevelInfoToDefaults_SP(void);
+void copyInternalEngineVars_SP(void);
+boolean LoadNativeLevel_SP(char *, int, boolean);
+void SaveNativeLevel_SP(char *);
-extern void InitGameEngine_SP();
-extern void GameActions_SP(byte *, boolean);
+int getFieldbufferOffsetX_SP(void);
+int getFieldbufferOffsetY_SP(void);
-extern unsigned int InitEngineRandom_SP(long);
+void BlitScreenToBitmap_SP(Bitmap *);
+void RedrawPlayfield_SP(boolean);
-extern void setLevelInfoToDefaults_SP();
-extern boolean LoadNativeLevel_SP(char *);
+void LoadEngineSnapshotValues_SP(void);
+void SaveEngineSnapshotValues_SP(ListNode **);
-extern void BackToFront_SP(void);
-extern void BlitScreenToBitmap_SP(Bitmap *);
-extern void RedrawPlayfield_SP(boolean);
-extern void DrawGameDoorValues_SP();
+int map_key_RND_to_SP(int);
+int map_key_SP_to_RND(int);
-extern void LoadEngineSnapshotValues_SP();
-extern void SaveEngineSnapshotValues_SP();
+int getRedDiskReleaseFlag_SP(void);
-#endif /* GAME_SP_EXPORT_H */
+#endif // GAME_SP_EXPORT_H