1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
15 /* (not included here due to collisions with Emerald Mine engine definitions) */
16 /* #include "main.h" */
18 #define MAX_INVENTORY_SIZE 1000
20 #define STD_NUM_KEYS 4
21 #define MAX_NUM_KEYS 8
24 #define NUM_BELT_PARTS 3
26 #define NUM_PANEL_INVENTORY 8
27 #define NUM_PANEL_GRAPHICS 8
28 #define NUM_PANEL_ELEMENTS 8
29 #define NUM_PANEL_CE_SCORE 8
34 struct TextPosInfo level_number;
35 struct TextPosInfo gems;
36 struct TextPosInfo inventory_count;
37 struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
38 struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
39 struct TextPosInfo key[MAX_NUM_KEYS];
40 struct TextPosInfo key_white;
41 struct TextPosInfo key_white_count;
42 struct TextPosInfo score;
43 struct TextPosInfo highscore;
44 struct TextPosInfo time;
45 struct TextPosInfo time_hh;
46 struct TextPosInfo time_mm;
47 struct TextPosInfo time_ss;
48 struct TextPosInfo frame;
49 struct TextPosInfo shield_normal;
50 struct TextPosInfo shield_normal_time;
51 struct TextPosInfo shield_deadly;
52 struct TextPosInfo shield_deadly_time;
53 struct TextPosInfo exit;
54 struct TextPosInfo emc_magic_ball;
55 struct TextPosInfo emc_magic_ball_switch;
56 struct TextPosInfo light_switch;
57 struct TextPosInfo light_switch_time;
58 struct TextPosInfo timegate_switch;
59 struct TextPosInfo timegate_switch_time;
60 struct TextPosInfo switchgate_switch;
61 struct TextPosInfo emc_lenses;
62 struct TextPosInfo emc_lenses_time;
63 struct TextPosInfo emc_magnifier;
64 struct TextPosInfo emc_magnifier_time;
65 struct TextPosInfo balloon_switch;
66 struct TextPosInfo dynabomb_number;
67 struct TextPosInfo dynabomb_size;
68 struct TextPosInfo dynabomb_power;
69 struct TextPosInfo penguins;
70 struct TextPosInfo sokoban_objects;
71 struct TextPosInfo sokoban_fields;
72 struct TextPosInfo robot_wheel;
73 struct TextPosInfo conveyor_belt[NUM_BELTS];
74 struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
75 struct TextPosInfo magic_wall;
76 struct TextPosInfo magic_wall_time;
77 struct TextPosInfo gravity_state;
78 struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
79 struct TextPosInfo element[NUM_PANEL_ELEMENTS];
80 struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
81 struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
82 struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
83 struct TextPosInfo player_name;
84 struct TextPosInfo level_name;
85 struct TextPosInfo level_author;
94 struct Rect sound_music;
95 struct Rect sound_loops;
96 struct Rect sound_simple;
117 /* values for control panel */
118 struct GamePanelInfo panel;
119 struct GameButtonInfo button;
121 /* values for graphics engine customization */
122 boolean use_native_emc_graphics_engine;
123 boolean use_native_sp_graphics_engine;
124 boolean use_masked_pushing;
125 int forced_scroll_delay_value;
126 int scroll_delay_value;
129 /* values for engine initialization */
130 int default_push_delay_fixed;
131 int default_push_delay_random;
133 /* constant within running game */
136 int initial_move_delay[MAX_PLAYERS];
137 int initial_move_delay_value[MAX_PLAYERS];
138 int initial_push_delay_value;
140 /* flag for single or multi-player mode (needed for playing tapes) */
141 /* (when playing/recording games, this is identical to "setup.team_mode" */
144 /* flags to handle bugs in and changes between different engine versions */
145 /* (for the latest engine version, these flags should always be "FALSE") */
146 boolean use_change_when_pushing_bug;
147 boolean use_block_last_field_bug;
148 boolean max_num_changes_per_frame;
149 boolean use_reverse_scan_direction;
151 /* variable within running game */
152 int yamyam_content_nr;
153 boolean robot_wheel_active;
154 boolean magic_wall_active;
155 int magic_wall_time_left;
157 int timegate_time_left;
163 boolean explosions_delayed;
164 boolean envelope_active;
165 boolean no_time_limit; /* (variable only in very special case) */
167 /* values for the new EMC elements */
168 int lenses_time_left;
169 int magnify_time_left;
173 /* values for player idle animation (no effect on engine) */
174 int player_boring_delay_fixed;
175 int player_boring_delay_random;
176 int player_sleeping_delay_fixed;
177 int player_sleeping_delay_random;
179 /* values for special game initialization control */
180 boolean restart_level;
182 /* values for special game control */
183 int centered_player_nr;
184 int centered_player_nr_next;
185 boolean set_centered_player;
187 /* values for random number generator initialization after snapshot */
188 unsigned int num_random_calls;
193 boolean present; /* player present in level playfield */
194 boolean connected; /* player connected (locally or via network) */
195 boolean active; /* player present and connected */
196 boolean mapped; /* player already mapped to input device */
198 boolean killed; /* player maybe present/active, but killed */
199 boolean reanimated; /* player maybe killed, but reanimated */
201 int index_nr; /* player number (0 to 3) */
202 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
203 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
204 int client_nr; /* network client identifier */
206 byte action; /* action from local input device */
207 byte mapped_action; /* action mapped from device to player */
208 byte effective_action; /* action acknowledged from network server
209 or summarized over all configured input
210 devices when in single player mode */
211 byte programmed_action; /* action forced by game itself (like moving
212 through doors); overrides other actions */
214 int jx, jy, last_jx, last_jy;
215 int MovDir, MovPos, GfxDir, GfxPos;
216 int Frame, StepFrame;
220 int initial_element; /* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
224 boolean block_last_field;
225 int block_delay_adjustment; /* needed for different engine versions */
227 boolean can_fall_into_acid;
231 boolean LevelSolved, GameOver;
233 boolean LevelSolved_GameWon;
234 boolean LevelSolved_GameEnd;
235 boolean LevelSolved_PanelOff;
236 boolean LevelSolved_SaveTape;
237 boolean LevelSolved_SaveScore;
238 int LevelSolved_CountingTime;
239 int LevelSolved_CountingScore;
247 boolean is_auto_moving;
250 boolean is_collecting;
252 boolean is_switching;
254 boolean is_dropping_pressed;
261 int frame_counter_bored;
262 int frame_counter_sleeping;
264 int anim_delay_counter;
265 int post_delay_counter;
268 int action_waiting, last_action_waiting;
269 int special_action_bored;
270 int special_action_sleeping;
272 int num_special_action_bored;
273 int num_special_action_sleeping;
275 int switch_x, switch_y;
281 int move_delay_value;
282 int move_delay_value_next;
283 int move_delay_reset_counter;
286 int push_delay_value;
288 unsigned int actual_frame_counter;
291 int drop_pressed_delay;
298 int gems_still_needed;
299 int sokobanfields_still_needed;
300 int lights_still_needed;
301 int friends_still_needed;
302 int key[MAX_NUM_KEYS];
304 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
305 int shield_normal_time_left;
306 int shield_deadly_time_left;
308 int inventory_element[MAX_INVENTORY_SIZE];
309 int inventory_infinite_element;
313 extern struct GameInfo game;
314 extern struct PlayerInfo stored_player[MAX_PLAYERS], *local_player;
318 void DEBUG_SetMaximumDynamite();
321 void GetPlayerConfig(void);
322 int GetElementFromGroupElement(int);
324 void DrawGameValue_Time(int);
325 void DrawGameDoorValues(void);
327 void UpdateAndDisplayGameControlValues();
329 void InitGameSound();
332 void UpdateEngineValues(int, int);
336 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
337 void Moving2Blocked(int, int, int *, int *);
338 void Blocked2Moving(int, int, int *, int *);
339 void DrawDynamite(int, int);
341 void StartGameActions(boolean, boolean, int);
343 void GameActions(void);
344 void GameActions_EM_Main();
345 void GameActions_SP_Main();
346 void GameActions_RND();
348 void ScrollLevel(int, int);
350 void InitPlayLevelSound();
351 void PlayLevelSound_EM(int, int, int, int);
352 void PlayLevelSound_SP(int, int, int, int);
354 void RaiseScore(int);
355 void RaiseScoreElement(int);
357 void RequestQuitGameExt(boolean, boolean, char *);
358 void RequestQuitGame(boolean);
360 unsigned int InitEngineRandom_RND(int);
361 unsigned int RND(int);
363 void FreeEngineSnapshot();
364 void LoadEngineSnapshot();
365 void SaveEngineSnapshot();
366 boolean CheckEngineSnapshot();
368 void CreateGameButtons();
369 void FreeGameButtons();
370 void MapGameButtons();
371 void UnmapGameButtons();
372 void RedrawGameButtons();
374 void HandleSoundButtonKeys(Key);