X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=c6f74f865d36a0179decb5160e100c08ff99a3d2;hp=9cea39c32e7388386af9bfb79b752fdff92a6a45;hb=457e98ec0803cd9005a522018e7c255454d1e915;hpb=a14c03ea017046106c3e37e3c59910edcd0a1d73 diff --git a/src/game.h b/src/game.h index 9cea39c3..c6f74f86 100644 --- a/src/game.h +++ b/src/game.h @@ -1,15 +1,13 @@ -/*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * -*----------------------------------------------------------* -* (c) 1995-2006 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 @@ -17,54 +15,59 @@ /* (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 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 -#if 1 struct GamePanelInfo { - struct TextPosInfo level; + struct TextPosInfo level_number; struct TextPosInfo gems; - struct TextPosInfo inventory; - struct TextPosInfo keys; + 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 drop_next_1; - struct TextPosInfo drop_next_2; - struct TextPosInfo drop_next_3; - struct TextPosInfo drop_next_4; - struct TextPosInfo drop_next_5; - struct TextPosInfo drop_next_6; - struct TextPosInfo drop_next_7; - struct TextPosInfo drop_next_8; - struct TextPosInfo emc_keys; - struct TextPosInfo key_1; - struct TextPosInfo key_2; - struct TextPosInfo key_3; - struct TextPosInfo key_4; - struct TextPosInfo key_5; - struct TextPosInfo key_6; - struct TextPosInfo key_7; - struct TextPosInfo key_8; - struct TextPosInfo key_white; - struct TextPosInfo white_keys; + 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 em_exit; - struct TextPosInfo sp_exit; - struct TextPosInfo steel_exit; - struct TextPosInfo em_steel_exit; struct TextPosInfo emc_magic_ball; - struct TextPosInfo emc_magic_ball_time; + struct TextPosInfo emc_magic_ball_switch; struct TextPosInfo light_switch; struct TextPosInfo light_switch_time; struct TextPosInfo timegate_switch; @@ -82,44 +85,64 @@ struct GamePanelInfo struct TextPosInfo sokoban_objects; struct TextPosInfo sokoban_fields; struct TextPosInfo robot_wheel; - struct TextPosInfo conveyor_belt_1; - struct TextPosInfo conveyor_belt_2; - struct TextPosInfo conveyor_belt_3; - struct TextPosInfo conveyor_belt_4; - struct TextPosInfo conveyor_belt_1_switch; - struct TextPosInfo conveyor_belt_2_switch; - struct TextPosInfo conveyor_belt_3_switch; - struct TextPosInfo conveyor_belt_4_switch; + struct TextPosInfo conveyor_belt[NUM_BELTS]; + struct TextPosInfo conveyor_belt_switch[NUM_BELTS]; struct TextPosInfo magic_wall; struct TextPosInfo magic_wall_time; - struct TextPosInfo bd_magic_wall; - struct TextPosInfo dc_magic_wall; + 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; - struct TextPosInfo stop; - struct TextPosInfo pause; - struct TextPosInfo play; - struct TextPosInfo sound_music; - struct TextPosInfo sound_loops; - struct TextPosInfo sound_simple; }; -#else -struct GamePanelInfo + +struct GameButtonInfo { - struct XY level; - struct XY gems; - struct XY inventory; - struct XY keys; - struct XY score; - struct XY time; + 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 GameSnapshotInfo +{ + int mode; + + byte last_action[MAX_PLAYERS]; + boolean changed_action; + boolean collected_item; + + boolean save_snapshot; }; -#endif 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; /* values for engine initialization */ int default_push_delay_fixed; @@ -132,6 +155,10 @@ struct GameInfo 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" */ + 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; @@ -141,6 +168,7 @@ struct GameInfo /* 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; @@ -152,6 +180,7 @@ struct GameInfo boolean gravity; boolean explosions_delayed; boolean envelope_active; + boolean no_time_limit; /* (variable only in very special case) */ /* values for the new EMC elements */ int lenses_time_left; @@ -174,7 +203,10 @@ struct GameInfo boolean set_centered_player; /* values for random number generator initialization after snapshot */ - unsigned long num_random_calls; + unsigned int num_random_calls; + + /* values for game engine snapshot control */ + struct GameSnapshotInfo snapshot; }; struct PlayerInfo @@ -182,7 +214,10 @@ struct PlayerInfo boolean present; /* player present in level playfield */ 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) */ @@ -190,20 +225,24 @@ 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 */ + struct MouseActionInfo 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 */ @@ -219,6 +258,8 @@ struct PlayerInfo boolean LevelSolved_PanelOff; boolean LevelSolved_SaveTape; boolean LevelSolved_SaveScore; + int LevelSolved_CountingTime; + int LevelSolved_CountingScore; int last_move_dir; @@ -238,8 +279,15 @@ 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; @@ -267,7 +315,7 @@ 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; @@ -303,13 +351,17 @@ void DEBUG_SetMaximumDynamite(); void GetPlayerConfig(void); int GetElementFromGroupElement(int); +int getPlayerInventorySize(int); + void DrawGameValue_Time(int); void DrawGameDoorValues(void); +void UpdateAndDisplayGameControlValues(); + void InitGameSound(); void InitGame(); -void UpdateEngineValues(int, int); +void UpdateEngineValues(int, int, int, int); void GameWon(void); void GameEnd(void); @@ -318,16 +370,24 @@ 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_SP_Main(); +void GameActions_MM_Main(); +void GameActions_RND_Main(); void GameActions_RND(); void ScrollLevel(int, int); void InitPlayLevelSound(); 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); @@ -335,16 +395,27 @@ void RaiseScoreElement(int); void RequestQuitGameExt(boolean, boolean, char *); void RequestQuitGame(boolean); -unsigned int InitEngineRandom_RND(long); +unsigned int InitEngineRandom_RND(int); unsigned int RND(int); -void FreeEngineSnapshot(); -void LoadEngineSnapshot(); -void SaveEngineSnapshot(); -boolean CheckEngineSnapshot(); +void FreeEngineSnapshotSingle(); +void FreeEngineSnapshotList(); +void LoadEngineSnapshotSingle(); +void SaveEngineSnapshotSingle(); +boolean CheckSaveEngineSnapshotToList(); +void SaveEngineSnapshotToList(); +void SaveEngineSnapshotToListInitial(); +boolean CheckEngineSnapshotSingle(); +boolean CheckEngineSnapshotList(); void CreateGameButtons(); void FreeGameButtons(); +void MapUndoRedoButtons(); +void UnmapUndoRedoButtons(); +void MapGameButtons(); void UnmapGameButtons(); +void RedrawGameButtons(); + +void HandleSoundButtonKeys(Key); #endif