X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=c6f74f865d36a0179decb5160e100c08ff99a3d2;hp=ba51836515b64bcb36dda560b81aa80201a53fb8;hb=457e98ec0803cd9005a522018e7c255454d1e915;hpb=4d331e6a8db3d4b6f1006a70a0fad6f02323c9b9 diff --git a/src/game.h b/src/game.h index ba518365..c6f74f86 100644 --- a/src/game.h +++ b/src/game.h @@ -1,88 +1,421 @@ -/*********************************************************** -* 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 -#include "main.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 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; +}; + +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 GameSnapshotInfo +{ + int mode; + + byte last_action[MAX_PLAYERS]; + boolean changed_action; + boolean collected_item; + + 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; + + /* values for engine initialization */ + int default_push_delay_fixed; + int default_push_delay_random; + + /* 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" */ + 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 */ + int yamyam_content_nr; + boolean robot_wheel_active; + boolean magic_wall_active; + int magic_wall_time_left; + int light_time_left; + int timegate_time_left; + int belt_dir[4]; + 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) */ + + /* 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) */ + 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 */ + boolean restart_level; + + /* 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; +}; + +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) */ + 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) */ + + int jx, jy, last_jx, last_jy; + int MovDir, MovPos, GfxDir, GfxPos; + int Frame, StepFrame; + + int GfxAction; + + 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 */ + + boolean can_fall_into_acid; + + boolean gravity; + + boolean LevelSolved, GameOver; + + boolean LevelSolved_GameWon; + boolean LevelSolved_GameEnd; + boolean LevelSolved_PanelOff; + boolean LevelSolved_SaveTape; + boolean LevelSolved_SaveScore; + int LevelSolved_CountingTime; + int LevelSolved_CountingScore; + + int last_move_dir; + + boolean is_active; + + boolean is_waiting; + boolean is_moving; + boolean is_auto_moving; + boolean is_digging; + boolean is_snapping; + boolean is_collecting; + boolean is_pushing; + boolean is_switching; + boolean is_dropping; + boolean is_dropping_pressed; + + 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; + + int anim_delay_counter; + int post_delay_counter; + + int dir_waiting; + int action_waiting, last_action_waiting; + int special_action_bored; + int special_action_sleeping; + + int num_special_action_bored; + int num_special_action_sleeping; + + int switch_x, switch_y; + int drop_x, drop_y; + + int show_envelope; + + int move_delay; + int move_delay_value; + int move_delay_value_next; + int move_delay_reset_counter; + + int push_delay; + int push_delay_value; + + unsigned int actual_frame_counter; + + int drop_delay; + int drop_pressed_delay; + + int step_counter; + + int score; + int score_final; + + 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; + + int inventory_element[MAX_INVENTORY_SIZE]; + int inventory_infinite_element; + int inventory_size; +}; + +extern struct GameInfo game; +extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player; + + +#ifdef DEBUG +void DEBUG_SetMaximumDynamite(); +#endif void GetPlayerConfig(void); +int GetElementFromGroupElement(int); + +int getPlayerInventorySize(int); + +void DrawGameValue_Time(int); void DrawGameDoorValues(void); + +void UpdateAndDisplayGameControlValues(); + void InitGameSound(); -void InitGame(void); -void InitMovDir(int, int); -void InitAmoebaNr(int, int); +void InitGame(); + +void UpdateEngineValues(int, int, int, int); void GameWon(void); -int NewHiScore(void); +void GameEnd(void); void InitPlayerGfxAnimation(struct PlayerInfo *, int, int); -void InitMovingField(int, int, int); void Moving2Blocked(int, int, int *, int *); void Blocked2Moving(int, int, int *, int *); -int MovingOrBlocked2Element(int, int); -void RemoveMovingField(int, int); void DrawDynamite(int, int); -void CheckDynamite(int, int); -void Explode(int, int, int, int); -void DynaExplode(int, int); -void Bang(int, int); -void Blurb(int, int); -void Impact(int, int); -void StartMoving(int, int); -void ContinueMoving(int, int); -int AmoebeNachbarNr(int, int); -void AmoebeUmwandeln(int, int); -void AmoebeUmwandelnBD(int, int, int); -void AmoebeWaechst(int, int); -void AmoebeAbleger(int, int); -void Life(int, int); -void Ablenk(int, int); -void Blubber(int, int); -void NussKnacken(int, int); -void SiebAktivieren(int, int, int); -void AusgangstuerPruefen(int, int); -void AusgangstuerOeffnen(int, int); -void AusgangstuerBlinken(int, int); -void EdelsteinFunkeln(int, int); -void MauerWaechst(int, int); -void MauerAbleger(int, int); + +void StartGameActions(boolean, boolean, int); void GameActions(void); -void ScrollLevel(int, int); +void GameActions_EM_Main(); +void GameActions_SP_Main(); +void GameActions_MM_Main(); +void GameActions_RND_Main(); +void GameActions_RND(); -void TestIfGoodThingHitsBadThing(int, int, int); -void TestIfBadThingHitsGoodThing(int, int, int); -void TestIfHeroTouchesBadThing(int, int); -void TestIfHeroRunsIntoBadThing(int, int, int); -void TestIfBadThingTouchesHero(int, int); -void TestIfBadThingRunsIntoHero(int, int, int); -void TestIfFriendTouchesBadThing(int, int); -void TestIfBadThingTouchesFriend(int, int); -void TestIfBadThingTouchesOtherBadThing(int, int); -void KillHero(struct PlayerInfo *); -void BuryHero(struct PlayerInfo *); -void RemoveHero(struct PlayerInfo *); -boolean SnapField(struct PlayerInfo *, int, int); -boolean DropElement(struct PlayerInfo *); +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); + +void RequestQuitGameExt(boolean, boolean, char *); void RequestQuitGame(boolean); +unsigned int InitEngineRandom_RND(int); +unsigned int RND(int); + +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