fixed handling of pushed objects in EM engine for old tapes
[rocksndiamonds.git] / src / game_em / export.h
1 #ifndef EXPORT_H
2 #define EXPORT_H
3
4 // ============================================================================
5 // functions and definitions exported from game_em to main program
6 // ============================================================================
7
8 #include "emerald.h"
9 #include "cave.h"
10
11
12 // ----------------------------------------------------------------------------
13 // constant definitions
14 // ----------------------------------------------------------------------------
15
16 #define EM_MAX_CAVE_WIDTH               CAVE_WIDTH
17 #define EM_MAX_CAVE_HEIGHT              CAVE_HEIGHT
18
19
20 // ----------------------------------------------------------------------------
21 // exported structures
22 // ----------------------------------------------------------------------------
23
24 struct GlobalInfo_EM
25 {
26   Bitmap *screenbuffer;
27 };
28
29 struct GameInfo_EM
30 {
31   unsigned int random;
32
33   boolean level_solved;
34   boolean game_over;
35
36   boolean any_player_moving;
37   boolean any_player_snapping;
38
39   int last_moving_player;
40   int last_player_direction[MAX_PLAYERS];
41
42   struct LOGIC *lev;
43   struct PLAYER *ply[MAX_PLAYERS];
44
45   // flags to handle bugs in and changes between different engine versions
46   boolean use_single_button;
47   boolean use_snap_key_bug;
48   boolean use_old_explosions;
49   boolean use_old_android;
50   boolean use_old_push_elements;
51   boolean use_wrap_around;
52 };
53
54 struct LevelInfo_EM
55 {
56   int file_version;
57
58   struct CAVE *cav;
59 };
60
61 struct GraphicInfo_EM
62 {
63   Bitmap *bitmap;
64   int src_x, src_y;
65   int src_offset_x, src_offset_y;
66   int dst_offset_x, dst_offset_y;
67   int width, height;
68
69   Bitmap *crumbled_bitmap;
70   int crumbled_src_x, crumbled_src_y;
71   int crumbled_border_size;
72   int crumbled_tile_size;
73
74   boolean has_crumbled_graphics;
75   boolean preserve_background;
76
77   int unique_identifier;        /* used to identify needed screen updates */
78 };
79
80 struct EngineSnapshotInfo_EM
81 {
82   struct GameInfo_EM game_em;
83   struct LOGIC lev;
84   struct PLAYER ply[MAX_PLAYERS];
85
86   int frame;
87   int screen_x;
88   int screen_y;
89 };
90
91
92 // ----------------------------------------------------------------------------
93 // exported functions
94 // ----------------------------------------------------------------------------
95
96 extern struct GlobalInfo_EM global_em_info;
97 extern struct GameInfo_EM game_em;
98 extern struct LevelInfo_EM native_em_level;
99 extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
100 extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
101 extern struct EngineSnapshotInfo_EM engine_snapshot_em;
102
103 void em_open_all(void);
104 void em_close_all(void);
105
106 void InitGfxBuffers_EM(void);
107
108 void InitGameEngine_EM(void);
109 void GameActions_EM(byte *, boolean);
110
111 unsigned int InitEngineRandom_EM(int);
112
113 void setLevelInfoToDefaults_EM(void);
114 boolean LoadNativeLevel_EM(char *, boolean);
115
116 int getFieldbufferOffsetX_EM(void);
117 int getFieldbufferOffsetY_EM(void);
118
119 void BlitScreenToBitmap_EM(Bitmap *);
120 void RedrawPlayfield_EM(boolean);
121
122 void LoadEngineSnapshotValues_EM(void);
123 void SaveEngineSnapshotValues_EM(void);
124
125 boolean checkIfAllPlayersFitToScreen(void);
126
127 int map_em_element_C_to_X(int);
128 int map_em_element_X_to_C(int);
129
130 #endif  // EXPORT_H