X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.h;h=d02c5cedc1a52d51fef6a8f6498be71eabb11f05;hp=8b76cb7aea155dd7c2acda4102b177f522176d0d;hb=44c787009717e23436775bb7f4e3a5115eaba214;hpb=b7d31643c9c84104fb3ebef778e545928610ff65 diff --git a/src/game.h b/src/game.h index 8b76cb7a..d02c5ced 100644 --- a/src/game.h +++ b/src/game.h @@ -1,96 +1,351 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-2006 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* game.h * +* 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 DF_NO_PUSH 0 -#define DF_DIG 1 -#define DF_SNAP 2 +#define MAX_INVENTORY_SIZE 1000 +#define STD_NUM_KEYS 4 +#define MAX_NUM_KEYS 8 -#define MF_NO_ACTION 0 -#define MF_MOVING 1 -#define MF_ACTION 2 -/* explosion position marks */ -#define EX_NORMAL 0 -#define EX_CENTER 1 -#define EX_BORDER 2 +#if 1 +struct GamePanelInfo +{ + struct TextPosInfo level_number; + struct TextPosInfo gems; + struct TextPosInfo inventory; + struct TextPosInfo key[MAX_NUM_KEYS]; + struct TextPosInfo key_white; + struct TextPosInfo key_white_count; + struct TextPosInfo score; + 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 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_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_1; + struct TextPosInfo conveyor_belt_1_switch; + struct TextPosInfo conveyor_belt_2; + struct TextPosInfo conveyor_belt_2_switch; + struct TextPosInfo conveyor_belt_3; + struct TextPosInfo conveyor_belt_3_switch; + struct TextPosInfo conveyor_belt_4; + struct TextPosInfo conveyor_belt_4_switch; + struct TextPosInfo magic_wall; + struct TextPosInfo magic_wall_time; + struct TextPosInfo bd_magic_wall; + struct TextPosInfo dc_magic_wall; + struct TextPosInfo player_name; + struct TextPosInfo level_name; + struct TextPosInfo level_author; +}; -/* fundamental game speed */ -#define GAME_FRAME_DELAY 4 -#define FFWD_FRAME_DELAY 1 -#define FRAMES_PER_SECOND (100 / GAME_FRAME_DELAY) +struct GameButtonInfo +{ + struct MenuPosInfo stop; + struct MenuPosInfo pause; + struct MenuPosInfo play; + struct MenuPosInfo sound_music; + struct MenuPosInfo sound_loops; + struct MenuPosInfo sound_simple; +}; + +#else + +struct GamePanelInfo +{ + struct XY level; + struct XY gems; + struct XY inventory; + struct XY keys; + struct XY score; + struct XY time; +}; +#endif + +struct GameInfo +{ + /* values for control panel */ + struct GamePanelInfo panel; + struct GameButtonInfo button; + + /* values for graphics engine customization */ + int forced_scroll_delay_value; + int scroll_delay_value; + + /* 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; + + /* 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 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; + + /* 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 long num_random_calls; +}; + +struct PlayerInfo +{ + boolean present; /* player present in level playfield */ + boolean connected; /* player connected (locally or via network) */ + boolean active; /* player present and connected */ + boolean killed; /* player maybe present/active, but killed */ + + 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 */ + + int jx, jy, last_jx, last_jy; + int MovDir, MovPos, GfxDir, GfxPos; + int Frame, StepFrame; + + int GfxAction; + + boolean use_murphy; + int artwork_element; + + 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 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 cannot_move; + + 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 long 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); -void InitGame(void); -void InitMovDir(int, int); -void InitAmoebaNr(int, int); +int GetElementFromGroupElement(int); + +void DrawGameValue_Time(int); +void DrawGameDoorValues(void); + +void InitGameSound(); +void InitGame(); + +void UpdateEngineValues(int, int); void GameWon(void); -BOOL NewHiScore(void); -void InitMovingField(int, int, int); +void GameEnd(void); + +void InitPlayerGfxAnimation(struct PlayerInfo *, 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, int); -void Bang(int, int); -void Blurb(int, int); -void Impact(int, int); -void TurnRound(int, int); -void StartMoving(int, int); -void ContinueMoving(int, int); -int AmoebeNachbarNr(int, int); -void AmoebeUmwandeln(int, int); -void AmoebeUmwandeln2(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, long); + void GameActions(void); +void GameActions_EM_Main(); +void GameActions_RND(); + void ScrollLevel(int, int); -BOOL MoveFigureOneStep(int, int, int, int); -BOOL MoveFigure(int, int); -void TestIfGoodThingHitsBadThing(int, int); -void TestIfBadThingHitsGoodThing(int, int); -void TestIfHeroHitsBadThing(void); -void TestIfBadThingHitsHero(void); -void TestIfFriendHitsBadThing(int, int); -void TestIfBadThingHitsFriend(int, int); -void TestIfBadThingHitsOtherBadThing(int, int); -void KillHero(void); -void BuryHero(void); -void RemoveHero(void); -int DigField(int, int, int, int, int); -BOOL SnapField(int, int); -BOOL PlaceBomb(void); -void PlaySoundLevel(int, int, int); + +void InitPlayLevelSound(); +void PlayLevelSound_EM(int, int, int, int); + void RaiseScore(int); void RaiseScoreElement(int); +void RequestQuitGameExt(boolean, boolean, char *); +void RequestQuitGame(boolean); + +unsigned int InitEngineRandom_RND(long); +unsigned int RND(int); + +void FreeEngineSnapshot(); +void LoadEngineSnapshot(); +void SaveEngineSnapshot(); +boolean CheckEngineSnapshot(); + +void CreateGameButtons(); +void FreeGameButtons(); +void UnmapGameButtons(); + #endif