/*********************************************************** * 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 * ***********************************************************/ #ifndef GAME_H #define GAME_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 #if 1 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 time; struct TextPosInfo time_hh; struct TextPosInfo time_mm; struct TextPosInfo time_ss; 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 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 */ boolean use_native_emc_graphics_engine; 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 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; /* 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 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 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); int GetElementFromGroupElement(int); void DrawGameValue_Time(int); void DrawGameDoorValues(void); void UpdateAndDisplayGameControlValues(); void InitGameSound(); void InitGame(); void UpdateEngineValues(int, int); void GameWon(void); void GameEnd(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, long); void GameActions(void); void GameActions_EM_Main(); void GameActions_RND(); void ScrollLevel(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(); void RedrawGameButtons(); #endif