fixed handling of androids 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_wrap_around;
51 };
52
53 struct LevelInfo_EM
54 {
55   int file_version;
56
57   struct CAVE *cav;
58 };
59
60 struct GraphicInfo_EM
61 {
62   Bitmap *bitmap;
63   int src_x, src_y;
64   int src_offset_x, src_offset_y;
65   int dst_offset_x, dst_offset_y;
66   int width, height;
67
68   Bitmap *crumbled_bitmap;
69   int crumbled_src_x, crumbled_src_y;
70   int crumbled_border_size;
71   int crumbled_tile_size;
72
73   boolean has_crumbled_graphics;
74   boolean preserve_background;
75
76   int unique_identifier;        /* used to identify needed screen updates */
77 };
78
79 struct EngineSnapshotInfo_EM
80 {
81   struct GameInfo_EM game_em;
82   struct LOGIC lev;
83   struct PLAYER ply[MAX_PLAYERS];
84
85   int frame;
86   int screen_x;
87   int screen_y;
88 };
89
90
91 // ----------------------------------------------------------------------------
92 // exported functions
93 // ----------------------------------------------------------------------------
94
95 extern struct GlobalInfo_EM global_em_info;
96 extern struct GameInfo_EM game_em;
97 extern struct LevelInfo_EM native_em_level;
98 extern struct GraphicInfo_EM graphic_info_em_object[GAME_TILE_MAX][8];
99 extern struct GraphicInfo_EM graphic_info_em_player[MAX_PLAYERS][PLY_MAX][8];
100 extern struct EngineSnapshotInfo_EM engine_snapshot_em;
101
102 void em_open_all(void);
103 void em_close_all(void);
104
105 void InitGfxBuffers_EM(void);
106
107 void InitGameEngine_EM(void);
108 void GameActions_EM(byte *, boolean);
109
110 unsigned int InitEngineRandom_EM(int);
111
112 void setLevelInfoToDefaults_EM(void);
113 boolean LoadNativeLevel_EM(char *, boolean);
114
115 int getFieldbufferOffsetX_EM(void);
116 int getFieldbufferOffsetY_EM(void);
117
118 void BlitScreenToBitmap_EM(Bitmap *);
119 void RedrawPlayfield_EM(boolean);
120
121 void LoadEngineSnapshotValues_EM(void);
122 void SaveEngineSnapshotValues_EM(void);
123
124 boolean checkIfAllPlayersFitToScreen(void);
125
126 int map_em_element_C_to_X(int);
127 int map_em_element_X_to_C(int);
128
129 #endif  // EXPORT_H