1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
17 /* (not included here due to collisions with Emerald Mine engine definitions) */
18 /* #include "main.h" */
20 #define MAX_INVENTORY_SIZE 1000
22 #define STD_NUM_KEYS 4
23 #define MAX_NUM_KEYS 8
26 #define NUM_BELT_PARTS 3
28 #define NUM_PANEL_INVENTORY 8
29 #define NUM_PANEL_GRAPHICS 8
30 #define NUM_PANEL_ELEMENTS 8
31 #define NUM_PANEL_CE_SCORE 8
36 struct TextPosInfo level_number;
37 struct TextPosInfo gems;
38 struct TextPosInfo inventory_count;
39 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
40 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
41 struct TextPosInfo key[MAX_NUM_KEYS];
42 struct TextPosInfo key_white;
43 struct TextPosInfo key_white_count;
44 struct TextPosInfo score;
45 struct TextPosInfo time;
46 struct TextPosInfo time_hh;
47 struct TextPosInfo time_mm;
48 struct TextPosInfo time_ss;
49 struct TextPosInfo shield_normal;
50 struct TextPosInfo shield_normal_time;
51 struct TextPosInfo shield_deadly;
52 struct TextPosInfo shield_deadly_time;
53 struct TextPosInfo exit;
54 struct TextPosInfo emc_magic_ball;
55 struct TextPosInfo emc_magic_ball_switch;
56 struct TextPosInfo light_switch;
57 struct TextPosInfo light_switch_time;
58 struct TextPosInfo timegate_switch;
59 struct TextPosInfo timegate_switch_time;
60 struct TextPosInfo switchgate_switch;
61 struct TextPosInfo emc_lenses;
62 struct TextPosInfo emc_lenses_time;
63 struct TextPosInfo emc_magnifier;
64 struct TextPosInfo emc_magnifier_time;
65 struct TextPosInfo balloon_switch;
66 struct TextPosInfo dynabomb_number;
67 struct TextPosInfo dynabomb_size;
68 struct TextPosInfo dynabomb_power;
69 struct TextPosInfo penguins;
70 struct TextPosInfo sokoban_objects;
71 struct TextPosInfo sokoban_fields;
72 struct TextPosInfo robot_wheel;
73 struct TextPosInfo conveyor_belt[NUM_BELTS];
74 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
75 struct TextPosInfo magic_wall;
76 struct TextPosInfo magic_wall_time;
77 struct TextPosInfo gravity_state;
78 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
79 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
80 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
81 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
82 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
83 struct TextPosInfo player_name;
84 struct TextPosInfo level_name;
85 struct TextPosInfo level_author;
90 struct MenuPosInfo stop;
91 struct MenuPosInfo pause;
92 struct MenuPosInfo play;
93 struct MenuPosInfo sound_music;
94 struct MenuPosInfo sound_loops;
95 struct MenuPosInfo sound_simple;
113 /* values for control panel */
114 struct GamePanelInfo panel;
115 struct GameButtonInfo button;
117 /* values for graphics engine customization */
118 int forced_scroll_delay_value;
119 int scroll_delay_value;
121 /* values for engine initialization */
122 int default_push_delay_fixed;
123 int default_push_delay_random;
125 /* constant within running game */
128 int initial_move_delay[MAX_PLAYERS];
129 int initial_move_delay_value[MAX_PLAYERS];
130 int initial_push_delay_value;
132 /* flags to handle bugs in and changes between different engine versions */
133 /* (for the latest engine version, these flags should always be "FALSE") */
134 boolean use_change_when_pushing_bug;
135 boolean use_block_last_field_bug;
136 boolean max_num_changes_per_frame;
137 boolean use_reverse_scan_direction;
139 /* variable within running game */
140 int yamyam_content_nr;
141 boolean robot_wheel_active;
142 boolean magic_wall_active;
143 int magic_wall_time_left;
145 int timegate_time_left;
151 boolean explosions_delayed;
152 boolean envelope_active;
154 /* values for the new EMC elements */
155 int lenses_time_left;
156 int magnify_time_left;
160 /* values for player idle animation (no effect on engine) */
161 int player_boring_delay_fixed;
162 int player_boring_delay_random;
163 int player_sleeping_delay_fixed;
164 int player_sleeping_delay_random;
166 /* values for special game initialization control */
167 boolean restart_level;
169 /* values for special game control */
170 int centered_player_nr;
171 int centered_player_nr_next;
172 boolean set_centered_player;
174 /* values for random number generator initialization after snapshot */
175 unsigned long num_random_calls;
180 boolean present; /* player present in level playfield */
181 boolean connected; /* player connected (locally or via network) */
182 boolean active; /* player present and connected */
183 boolean killed; /* player maybe present/active, but killed */
185 int index_nr; /* player number (0 to 3) */
186 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
187 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
188 int client_nr; /* network client identifier */
190 byte action; /* action from local input device */
191 byte effective_action; /* action acknowledged from network server
192 or summarized over all configured input
193 devices when in single player mode */
194 byte programmed_action; /* action forced by game itself (like moving
195 through doors); overrides other actions */
197 int jx, jy, last_jx, last_jy;
198 int MovDir, MovPos, GfxDir, GfxPos;
199 int Frame, StepFrame;
206 boolean block_last_field;
207 int block_delay_adjustment; /* needed for different engine versions */
209 boolean can_fall_into_acid;
213 boolean LevelSolved, GameOver;
215 boolean LevelSolved_GameWon;
216 boolean LevelSolved_GameEnd;
217 boolean LevelSolved_PanelOff;
218 boolean LevelSolved_SaveTape;
219 boolean LevelSolved_SaveScore;
220 int LevelSolved_CountingTime;
221 int LevelSolved_CountingScore;
229 boolean is_auto_moving;
232 boolean is_collecting;
234 boolean is_switching;
236 boolean is_dropping_pressed;
243 int frame_counter_bored;
244 int frame_counter_sleeping;
246 int anim_delay_counter;
247 int post_delay_counter;
250 int action_waiting, last_action_waiting;
251 int special_action_bored;
252 int special_action_sleeping;
254 int num_special_action_bored;
255 int num_special_action_sleeping;
257 int switch_x, switch_y;
263 int move_delay_value;
264 int move_delay_value_next;
265 int move_delay_reset_counter;
268 int push_delay_value;
270 unsigned long actual_frame_counter;
273 int drop_pressed_delay;
280 int gems_still_needed;
281 int sokobanfields_still_needed;
282 int lights_still_needed;
283 int friends_still_needed;
284 int key[MAX_NUM_KEYS];
286 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
287 int shield_normal_time_left;
288 int shield_deadly_time_left;
290 int inventory_element[MAX_INVENTORY_SIZE];
291 int inventory_infinite_element;
295 extern struct GameInfo game;
296 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
300 void DEBUG_SetMaximumDynamite();
303 void GetPlayerConfig(void);
304 int GetElementFromGroupElement(int);
306 void DrawGameValue_Time(int);
307 void DrawGameDoorValues(void);
309 void InitGameSound();
312 void UpdateEngineValues(int, int);
316 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
317 void Moving2Blocked(int, int, int *, int *);
318 void Blocked2Moving(int, int, int *, int *);
319 void DrawDynamite(int, int);
321 void StartGameActions(boolean, boolean, long);
323 void GameActions(void);
324 void GameActions_EM_Main();
325 void GameActions_RND();
327 void ScrollLevel(int, int);
329 void InitPlayLevelSound();
330 void PlayLevelSound_EM(int, int, int, int);
332 void RaiseScore(int);
333 void RaiseScoreElement(int);
335 void RequestQuitGameExt(boolean, boolean, char *);
336 void RequestQuitGame(boolean);
338 unsigned int InitEngineRandom_RND(long);
339 unsigned int RND(int);
341 void FreeEngineSnapshot();
342 void LoadEngineSnapshot();
343 void SaveEngineSnapshot();
344 boolean CheckEngineSnapshot();
346 void CreateGameButtons();
347 void FreeGameButtons();
348 void UnmapGameButtons();
349 void RedrawGameButtons();