X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=602922bdff6c207b8ddddea3e02e78f9c2648cd3;hp=bd26e264633cf7d6cea0c9f413bffaa9bd7cf5d0;hb=dec5093fc78bfe1356d764c2432fed6566b2af66;hpb=856dbde29399ce97b14ad604569e1a95ce9545fd diff --git a/src/game.h b/src/game.h index bd26e264..602922bd 100644 --- a/src/game.h +++ b/src/game.h @@ -12,8 +12,8 @@ #ifndef GAME_H #define GAME_H -/* (not included here due to collisions with Emerald Mine engine definitions) */ -/* #include "main.h" */ +// (not included here due to collisions with Emerald Mine engine definitions) +// #include "main.h" #define MAX_INVENTORY_SIZE 1000 @@ -101,7 +101,7 @@ struct GamePanelInfo struct TextPosInfo level_name; struct TextPosInfo level_author; - /* value to determine if panel will be updated or not */ + // value to determine if panel will be updated or not boolean active; }; @@ -144,11 +144,11 @@ struct GameSnapshotInfo struct GameInfo { - /* values for control panel */ + // values for control panel struct GamePanelInfo panel; struct GameButtonInfo button; - /* values for graphics engine customization */ + // values for graphics engine customization int graphics_engine_version; boolean use_native_emc_graphics_engine; boolean use_native_sp_graphics_engine; @@ -157,25 +157,25 @@ struct GameInfo int scroll_delay_value; int tile_size; - /* constant within running game */ + // 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; - /* flag for single or multi-player mode (needed for playing tapes) */ - /* (when playing/recording games, this is identical to "setup.team_mode" */ + // flag for single or multi-player mode (needed for playing tapes) + // (when playing/recording games, this is identical to "setup.team_mode" boolean team_mode; - /* flags to handle bugs in and changes between different engine versions */ - /* (for the latest engine version, these flags should always be "FALSE") */ + // 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 */ + // variable within running game int yamyam_content_nr; boolean robot_wheel_active; boolean magic_wall_active; @@ -186,70 +186,98 @@ struct GameInfo int belt_dir_nr[4]; int switchgate_pos; int wind_direction; + boolean explosions_delayed; boolean envelope_active; - boolean no_time_limit; /* (variable only in very special case) */ + boolean no_time_limit; // (variable only in very special case) + + int score; + int score_final; - /* values for the new EMC elements */ + int health; + int health_final; + + int gems_still_needed; + int sokoban_fields_still_needed; + int sokoban_objects_still_needed; + int lights_still_needed; + int players_still_needed; + int friends_still_needed; + + // values for the new EMC elements int lenses_time_left; int magnify_time_left; boolean ball_state; int ball_content_nr; - /* values for player idle animation (no effect on engine) */ + // 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 */ + // values for special game initialization control boolean restart_level; - /* trigger message to ask for restarting the game */ + // trigger message to ask for restarting the game char *restart_game_message; - /* values for special request dialog control */ + // values for special request dialog control boolean request_active; - /* values for special game control */ + // values for special game control int centered_player_nr; int centered_player_nr_next; boolean set_centered_player; - /* values for random number generator initialization after snapshot */ + // values for random number generator initialization after snapshot unsigned int num_random_calls; - /* values for game engine snapshot control */ + // values for game engine snapshot control struct GameSnapshotInfo snapshot; + + // values for handling states for solved level and game over + boolean LevelSolved; + boolean GameOver; + + boolean LevelSolved_GameWon; + boolean LevelSolved_GameEnd; + boolean LevelSolved_SaveTape; + boolean LevelSolved_SaveScore; + + int LevelSolved_CountingTime; + int LevelSolved_CountingScore; + int LevelSolved_CountingHealth; }; struct PlayerInfo { - boolean present; /* player present in level playfield */ - boolean connected_locally; /* player connected (locally) */ - boolean connected_network; /* player connected (network) */ - boolean connected; /* player connected (locally or via network) */ - boolean active; /* player present and connected */ - boolean mapped; /* player already mapped to input device */ - - boolean killed; /* player maybe present/active, but killed */ - boolean reanimated; /* player maybe killed, but reanimated */ - - 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 mapped_action; /* action mapped from device to player */ + boolean present; // player present in level playfield + boolean connected_locally; // player connected (locally) + boolean connected_network; // player connected (network) + boolean connected; // player connected (locally or via network) + boolean active; // player present and connected + boolean mapped; // player already mapped to input device + + boolean killed; // player maybe present/active, but killed + boolean reanimated; // player maybe killed, but reanimated + boolean buried; // player finally killed and removed + + 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 mapped_action; // action mapped from device to player 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 */ - struct MouseActionInfo mouse_action; /* (used by MM engine only) */ - struct MouseActionInfo effective_mouse_action; /* (used by MM engine only) */ + struct MouseActionInfo mouse_action; // (used by MM engine only) + struct MouseActionInfo effective_mouse_action; // (used by MM engine only) int jx, jy, last_jx, last_jy; int MovDir, MovPos, GfxDir, GfxPos; @@ -257,28 +285,17 @@ struct PlayerInfo int GfxAction; - int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */ + int initial_element; // EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY int artwork_element; boolean use_murphy; boolean block_last_field; - int block_delay_adjustment; /* needed for different engine versions */ + int block_delay_adjustment; // needed for different engine versions boolean can_fall_into_acid; boolean gravity; - boolean LevelSolved, GameOver; - - boolean LevelSolved_GameWon; - boolean LevelSolved_GameEnd; - boolean LevelSolved_SaveTape; - boolean LevelSolved_SaveScore; - - int LevelSolved_CountingTime; - int LevelSolved_CountingScore; - int LevelSolved_CountingHealth; - int last_move_dir; boolean is_active; @@ -304,7 +321,7 @@ struct PlayerInfo boolean cannot_move; - boolean force_dropping; /* needed for single step mode */ + boolean force_dropping; // needed for single step mode int frame_counter_bored; int frame_counter_sleeping; @@ -340,17 +357,6 @@ struct PlayerInfo int step_counter; - int score; - int score_final; - - int health; - int health_final; - - int gems_still_needed; - int sokobanfields_still_needed; - int lights_still_needed; - int players_still_needed; - int friends_still_needed; int key[MAX_NUM_KEYS]; int num_white_keys; int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;