X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=94144e3ee098210028344015c60bab38432b8e5e;hp=3b79cb5d27e4ef817e13d9af119f34842e521d17;hb=HEAD;hpb=ef4236ac56bedd0e83777505c4ed63fbf4a74698 diff --git a/src/game.h b/src/game.h index 3b79cb5d..3752ba00 100644 --- a/src/game.h +++ b/src/game.h @@ -4,7 +4,7 @@ // (c) 1995-2014 by Artsoft Entertainment // Holger Schemel // info@artsoft.org -// http://www.artsoft.org/ +// https://www.artsoft.org/ // ---------------------------------------------------------------------------- // 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 @@ -36,6 +36,11 @@ #define STR_SNAPSHOT_MODE_EVERY_COLLECT "every_collect" #define STR_SNAPSHOT_MODE_DEFAULT STR_SNAPSHOT_MODE_OFF +#define STR_SCORES_TYPE_LOCAL_ONLY "local_scores_only" +#define STR_SCORES_TYPE_SERVER_ONLY "server_scores_only" +#define STR_SCORES_TYPE_LOCAL_AND_SERVER "local_and_server_scores" +#define STR_SCORES_TYPE_DEFAULT STR_SCORES_TYPE_LOCAL_AND_SERVER + #define SNAPSHOT_MODE_OFF 0 #define SNAPSHOT_MODE_EVERY_STEP 1 #define SNAPSHOT_MODE_EVERY_MOVE 2 @@ -101,7 +106,7 @@ 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; }; @@ -118,6 +123,8 @@ struct GameButtonInfo struct XY pause2; struct XY load; + struct XY restart; + struct XY sound_music; struct XY sound_loops; struct XY sound_simple; @@ -126,9 +133,15 @@ struct GameButtonInfo struct XY panel_pause; struct XY panel_play; + struct XY panel_restart; + struct XY panel_sound_music; struct XY panel_sound_loops; struct XY panel_sound_simple; + + struct XY touch_stop; + struct XY touch_pause; + struct XY touch_restart; }; struct GameSnapshotInfo @@ -144,38 +157,46 @@ 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; boolean use_masked_pushing; + boolean use_masked_elements; + boolean use_masked_elements_initial; + int forced_scroll_x; + int forced_scroll_y; int forced_scroll_delay_value; 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 */ + // flags to indicate which game actions are used in this game + boolean use_key_actions; + boolean use_mouse_actions; + + // variable within running game int yamyam_content_nr; boolean robot_wheel_active; boolean magic_wall_active; @@ -186,70 +207,111 @@ 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_level_time_limit; // (variable only in very special case) + boolean time_limit; // forced by levelset config or setup option - /* values for the new EMC elements */ + int time_final; // time (in seconds) or steps left or played + int score_time_final; // time (in frames) or steps played + + 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; + + int robot_wheel_x, robot_wheel_y; + int exit_x, exit_y; + + boolean all_players_gone; + + // values for the new EMC elements int lenses_time_left; int magnify_time_left; - boolean ball_state; + boolean ball_active; 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 */ - 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; + boolean set_centered_player_wrap; + + // values for single step mode control + boolean enter_single_step_mode; - /* 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 GamePlayed; + boolean GameOver; + + boolean LevelSolved_GameWon; + boolean LevelSolved_GameEnd; + boolean LevelSolved_SaveTape; + boolean LevelSolved_SaveScore; + + int LevelSolved_CountingTime; + int LevelSolved_CountingScore; + int LevelSolved_CountingHealth; + + boolean RestartGameRequested; }; 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 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 */ + byte snap_action; // action from TAS snap keys - 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 +319,17 @@ 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 +355,7 @@ 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; @@ -333,30 +384,21 @@ struct PlayerInfo int push_delay; int push_delay_value; - unsigned int actual_frame_counter; + DelayCounter actual_frame_counter; int drop_delay; int drop_pressed_delay; 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; int shield_normal_time_left; int shield_deadly_time_left; + int last_removed_element; + int inventory_element[MAX_INVENTORY_SIZE]; int inventory_infinite_element; int inventory_size; @@ -375,7 +417,7 @@ int GetElementFromGroupElement(int); int getPlayerInventorySize(int); -void DrawGameValue_Time(int); +void UpdateGameDoorValues(void); void DrawGameDoorValues(void); void UpdateAndDisplayGameControlValues(void); @@ -387,9 +429,13 @@ void UpdateEngineValues(int, int, int, int); void GameWon(void); void GameEnd(void); +void MergeServerScore(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, int); @@ -416,7 +462,11 @@ void RaiseScoreElement(int); void RequestQuitGameExt(boolean, boolean, char *); void RequestQuitGame(boolean); -void RequestRestartGame(char *); + +boolean CheckRestartGame(void); +boolean checkGameSolved(void); +boolean checkGameFailed(void); +boolean checkGameEnded(void); unsigned int InitEngineRandom_RND(int); unsigned int RND(int); @@ -433,8 +483,9 @@ boolean CheckEngineSnapshotList(void); void CreateGameButtons(void); void FreeGameButtons(void); +void MapLoadSaveButtons(void); void MapUndoRedoButtons(void); -void UnmapUndoRedoButtons(void); +void ModifyPauseButtons(void); void MapGameButtons(void); void UnmapGameButtons(void); void RedrawGameButtons(void);