X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=94144e3ee098210028344015c60bab38432b8e5e;hp=5b3c02d6c7174b82b79cdf877ec62fcff614cfe9;hb=HEAD;hpb=10a305960c9cc79afceb6c15c410796776bfe58b diff --git a/src/game.h b/src/game.h index 5b3c02d6..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 // ============================================================================ @@ -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 @@ -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 @@ -153,6 +166,10 @@ struct GameInfo 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; @@ -175,6 +192,10 @@ struct GameInfo boolean max_num_changes_per_frame; boolean use_reverse_scan_direction; + // 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; @@ -186,14 +207,37 @@ 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 + + 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) @@ -205,9 +249,6 @@ struct GameInfo // 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 boolean request_active; @@ -215,6 +256,10 @@ struct GameInfo 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 unsigned int num_random_calls; @@ -222,8 +267,10 @@ struct GameInfo // values for game engine snapshot control struct GameSnapshotInfo snapshot; - // values for handling states for solved level + // values for handling states for solved level and game over boolean LevelSolved; + boolean GamePlayed; + boolean GameOver; boolean LevelSolved_GameWon; boolean LevelSolved_GameEnd; @@ -233,6 +280,8 @@ struct GameInfo int LevelSolved_CountingTime; int LevelSolved_CountingScore; int LevelSolved_CountingHealth; + + boolean RestartGameRequested; }; struct PlayerInfo @@ -246,6 +295,7 @@ struct PlayerInfo 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) @@ -253,12 +303,12 @@ struct PlayerInfo 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 */ + 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) @@ -280,8 +330,6 @@ struct PlayerInfo boolean gravity; - boolean GameOver; - int last_move_dir; boolean is_active; @@ -336,31 +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 sokoban_fields_still_needed; - int sokoban_objects_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; @@ -379,7 +417,7 @@ int GetElementFromGroupElement(int); int getPlayerInventorySize(int); -void DrawGameValue_Time(int); +void UpdateGameDoorValues(void); void DrawGameDoorValues(void); void UpdateAndDisplayGameControlValues(void); @@ -391,9 +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); @@ -420,9 +462,8 @@ void RaiseScoreElement(int); void RequestQuitGameExt(boolean, boolean, char *); void RequestQuitGame(boolean); -void RequestRestartGame(char *); -void CheckGameOver(void); +boolean CheckRestartGame(void); boolean checkGameSolved(void); boolean checkGameFailed(void); boolean checkGameEnded(void); @@ -442,8 +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);