X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=602922bdff6c207b8ddddea3e02e78f9c2648cd3;hp=dadb6735f86859b5aaa45d834090444c74254c80;hb=dec5093fc78bfe1356d764c2432fed6566b2af66;hpb=c74a890afba46c41f6ba6ef691bc89da0dd0135c diff --git a/src/game.h b/src/game.h index dadb6735..602922bd 100644 --- a/src/game.h +++ b/src/game.h @@ -1,47 +1,183 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2002 Artsoft Entertainment * -* Holger Schemel * -* Detmolder Strasse 189 * -* 33604 Bielefeld * -* Germany * -* e-mail: info@artsoft.org * -*----------------------------------------------------------* -* game.h * -***********************************************************/ +// ============================================================================ +// Rocks'n'Diamonds - McDuffin Strikes Back! +// ---------------------------------------------------------------------------- +// (c) 1995-2014 by Artsoft Entertainment +// Holger Schemel +// info@artsoft.org +// http://www.artsoft.org/ +// ---------------------------------------------------------------------------- +// game.h +// ============================================================================ #ifndef GAME_H #define GAME_H +// (not included here due to collisions with Emerald Mine engine definitions) +// #include "main.h" -#define MAX_INVENTORY_SIZE 1000 -#define STD_NUM_KEYS 4 -#define MAX_NUM_KEYS 8 +#define MAX_INVENTORY_SIZE 1000 +#define MAX_HEALTH 100 -struct GameInfo +#define STD_NUM_KEYS 4 +#define MAX_NUM_KEYS 8 + +#define NUM_BELTS 4 +#define NUM_BELT_PARTS 3 + +#define NUM_PANEL_INVENTORY 8 +#define NUM_PANEL_GRAPHICS 8 +#define NUM_PANEL_ELEMENTS 8 +#define NUM_PANEL_CE_SCORE 8 + +#define STR_SNAPSHOT_MODE_OFF "off" +#define STR_SNAPSHOT_MODE_EVERY_STEP "every_step" +#define STR_SNAPSHOT_MODE_EVERY_MOVE "every_move" +#define STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect" +#define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF + +#define SNAPSHOT_MODE_OFF 0 +#define SNAPSHOT_MODE_EVERY_STEP 1 +#define SNAPSHOT_MODE_EVERY_MOVE 2 +#define SNAPSHOT_MODE_EVERY_COLLECT 3 +#define SNAPSHOT_MODE_DEFAULT SNAPSHOT_MODE_OFF + + +struct GamePanelInfo +{ + struct TextPosInfo level_number; + struct TextPosInfo gems; + struct TextPosInfo inventory_count; + struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY]; + struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY]; + struct TextPosInfo key[MAX_NUM_KEYS]; + struct TextPosInfo key_white; + struct TextPosInfo key_white_count; + struct TextPosInfo score; + struct TextPosInfo highscore; + struct TextPosInfo time; + struct TextPosInfo time_hh; + struct TextPosInfo time_mm; + struct TextPosInfo time_ss; + struct TextPosInfo time_anim; + struct TextPosInfo health; + struct TextPosInfo health_anim; + struct TextPosInfo frame; + struct TextPosInfo shield_normal; + struct TextPosInfo shield_normal_time; + struct TextPosInfo shield_deadly; + struct TextPosInfo shield_deadly_time; + struct TextPosInfo exit; + struct TextPosInfo emc_magic_ball; + struct TextPosInfo emc_magic_ball_switch; + struct TextPosInfo light_switch; + struct TextPosInfo light_switch_time; + struct TextPosInfo timegate_switch; + struct TextPosInfo timegate_switch_time; + struct TextPosInfo switchgate_switch; + struct TextPosInfo emc_lenses; + struct TextPosInfo emc_lenses_time; + struct TextPosInfo emc_magnifier; + struct TextPosInfo emc_magnifier_time; + struct TextPosInfo balloon_switch; + struct TextPosInfo dynabomb_number; + struct TextPosInfo dynabomb_size; + struct TextPosInfo dynabomb_power; + struct TextPosInfo penguins; + struct TextPosInfo sokoban_objects; + struct TextPosInfo sokoban_fields; + struct TextPosInfo robot_wheel; + struct TextPosInfo conveyor_belt[NUM_BELTS]; + struct TextPosInfo conveyor_belt_switch[NUM_BELTS]; + struct TextPosInfo magic_wall; + struct TextPosInfo magic_wall_time; + struct TextPosInfo gravity_state; + struct TextPosInfo graphic[NUM_PANEL_GRAPHICS]; + struct TextPosInfo element[NUM_PANEL_ELEMENTS]; + struct TextPosInfo element_count[NUM_PANEL_ELEMENTS]; + struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE]; + struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE]; + struct TextPosInfo player_name; + struct TextPosInfo level_name; + struct TextPosInfo level_author; + + // value to determine if panel will be updated or not + boolean active; +}; + +struct GameButtonInfo +{ + struct XY stop; + struct XY pause; + struct XY play; + + struct XY undo; + struct XY redo; + + struct XY save; + struct XY pause2; + struct XY load; + + struct XY sound_music; + struct XY sound_loops; + struct XY sound_simple; + + struct XY panel_stop; + struct XY panel_pause; + struct XY panel_play; + + struct XY panel_sound_music; + struct XY panel_sound_loops; + struct XY panel_sound_simple; +}; + +struct GameSnapshotInfo { - /* values for engine initialization */ - int default_push_delay_fixed; - int default_push_delay_random; + int mode; + + byte last_action[MAX_PLAYERS]; + boolean changed_action; + boolean collected_item; - /* constant within running game */ + boolean save_snapshot; +}; + +struct GameInfo +{ + // values for control panel + struct GamePanelInfo panel; + struct GameButtonInfo button; + + // values for graphics engine customization + int graphics_engine_version; + boolean use_native_emc_graphics_engine; + boolean use_native_sp_graphics_engine; + boolean use_masked_pushing; + int forced_scroll_delay_value; + int scroll_delay_value; + int tile_size; + + // constant within running game int engine_version; int emulation; - int initial_move_delay; - int initial_move_delay_value; + int initial_move_delay[MAX_PLAYERS]; + int initial_move_delay_value[MAX_PLAYERS]; int initial_push_delay_value; - /* flags to handle bugs in and changes between different engine versions */ - /* (for the latest engine version, these flags should always be "FALSE") */ + // 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") 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; int magic_wall_time_left; int light_time_left; @@ -50,69 +186,120 @@ struct GameInfo int belt_dir_nr[4]; int switchgate_pos; int wind_direction; - boolean gravity; + boolean explosions_delayed; boolean envelope_active; + boolean no_time_limit; // (variable only in very special case) -#if 1 - /* values for the new EMC elements */ + int score; + int score_final; + + 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; -#endif - /* 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; - /* values for special game control */ + // trigger message to ask for restarting the game + char *restart_game_message; + + // values for special request dialog control + boolean request_active; + + // 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 + unsigned int num_random_calls; + + // 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; /* player connected (locally or via network) */ - boolean active; /* player present and connected */ - - 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 */ + 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) + int jx, jy, last_jx, last_jy; int MovDir, MovPos, GfxDir, GfxPos; int Frame, StepFrame; int GfxAction; - boolean use_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 LevelSolved, GameOver; + boolean gravity; int last_move_dir; + boolean is_active; + boolean is_waiting; boolean is_moving; boolean is_auto_moving; @@ -127,8 +314,15 @@ struct PlayerInfo boolean is_bored; boolean is_sleeping; + boolean was_waiting; + boolean was_moving; + boolean was_snapping; + boolean was_dropping; + boolean cannot_move; + boolean force_dropping; // needed for single step mode + int frame_counter_bored; int frame_counter_sleeping; @@ -156,19 +350,15 @@ struct PlayerInfo int push_delay; int push_delay_value; - unsigned long actual_frame_counter; + unsigned int actual_frame_counter; int drop_delay; int drop_pressed_delay; int step_counter; - int score; - int gems_still_needed; - int sokobanfields_still_needed; - int lights_still_needed; - int friends_still_needed; int key[MAX_NUM_KEYS]; + int num_white_keys; int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl; int shield_normal_time_left; int shield_deadly_time_left; @@ -178,48 +368,91 @@ struct PlayerInfo int inventory_size; }; - extern struct GameInfo game; -extern struct PlayerInfo stored_player[], *local_player; +extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player; #ifdef DEBUG -void DEBUG_SetMaximumDynamite(); +void DEBUG_SetMaximumDynamite(void); #endif void GetPlayerConfig(void); +int GetElementFromGroupElement(int); + +int getPlayerInventorySize(int); void DrawGameValue_Time(int); void DrawGameDoorValues(void); -void InitGameSound(); +void UpdateAndDisplayGameControlValues(void); + +void InitGameSound(void); void InitGame(void); -void UpdateEngineValues(int, int); +void UpdateEngineValues(int, int, int, int); void GameWon(void); +void GameEnd(void); void InitPlayerGfxAnimation(struct PlayerInfo *, int, int); void Moving2Blocked(int, int, int *, int *); void Blocked2Moving(int, int, int *, int *); void DrawDynamite(int, int); -void StartGameActions(boolean, boolean, long); +void StartGameActions(boolean, boolean, int); void GameActions(void); -void GameActions_EM_Main(); -void GameActions_RND(); +void GameActions_EM_Main(void); +void GameActions_SP_Main(void); +void GameActions_MM_Main(void); +void GameActions_RND_Main(void); +void GameActions_RND(void); void ScrollLevel(int, int); -void InitPlayLevelSound(); +void InitPlayLevelSound(void); void PlayLevelSound_EM(int, int, int, int); +void PlayLevelSound_SP(int, int, int, int); +void PlayLevelSound_MM(int, int, int, int); +void PlaySound_MM(int); +void PlaySoundLoop_MM(int); +void StopSound_MM(int); void RaiseScore(int); void RaiseScoreElement(int); -void RequestQuitGame(boolean); -void CreateGameButtons(); -void FreeGameButtons(); -void UnmapGameButtons(); +void RequestQuitGameExt(boolean, boolean, char *); +void RequestQuitGame(boolean); +void RequestRestartGame(char *); +void CheckGameOver(void); + +boolean checkGameSolved(void); +boolean checkGameFailed(void); +boolean checkGameEnded(void); + +unsigned int InitEngineRandom_RND(int); +unsigned int RND(int); + +void FreeEngineSnapshotSingle(void); +void FreeEngineSnapshotList(void); +void LoadEngineSnapshotSingle(void); +void SaveEngineSnapshotSingle(void); +boolean CheckSaveEngineSnapshotToList(void); +void SaveEngineSnapshotToList(void); +void SaveEngineSnapshotToListInitial(void); +boolean CheckEngineSnapshotSingle(void); +boolean CheckEngineSnapshotList(void); + +void CreateGameButtons(void); +void FreeGameButtons(void); +void MapUndoRedoButtons(void); +void UnmapUndoRedoButtons(void); +void MapGameButtons(void); +void UnmapGameButtons(void); +void RedrawGameButtons(void); +void MapGameButtonsOnTape(void); +void UnmapGameButtonsOnTape(void); +void RedrawGameButtonsOnTape(void); + +void HandleSoundButtonKeys(Key); #endif