1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * game.h                                                   *
12 ***********************************************************/
13 
14 #ifndef GAME_H
15 #define GAME_H
16 
17 /* (not included here due to collisions with Emerald Mine engine definitions) */
18 /* #include "main.h" */
19 
20 #define MAX_INVENTORY_SIZE	1000
21 
22 #define STD_NUM_KEYS		4
23 #define MAX_NUM_KEYS		8
24 
25 #define NUM_BELTS		4
26 #define NUM_BELT_PARTS		3
27 
28 #define NUM_PANEL_INVENTORY	8
29 #define NUM_PANEL_GRAPHICS	8
30 #define NUM_PANEL_ELEMENTS	8
31 #define NUM_PANEL_CE_SCORE	8
32 
33 #if 1
34 struct GamePanelInfo
35 {
36   struct TextPosInfo level_number;
37   struct TextPosInfo gems;
38   struct TextPosInfo inventory_count;
39   struct TextPosInfo inventory_first[NUM_PANEL_INVENTORY];
40   struct TextPosInfo inventory_last[NUM_PANEL_INVENTORY];
41   struct TextPosInfo key[MAX_NUM_KEYS];
42   struct TextPosInfo key_white;
43   struct TextPosInfo key_white_count;
44   struct TextPosInfo score;
45   struct TextPosInfo highscore;
46   struct TextPosInfo time;
47   struct TextPosInfo time_hh;
48   struct TextPosInfo time_mm;
49   struct TextPosInfo time_ss;
50   struct TextPosInfo frame;
51   struct TextPosInfo shield_normal;
52   struct TextPosInfo shield_normal_time;
53   struct TextPosInfo shield_deadly;
54   struct TextPosInfo shield_deadly_time;
55   struct TextPosInfo exit;
56   struct TextPosInfo emc_magic_ball;
57   struct TextPosInfo emc_magic_ball_switch;
58   struct TextPosInfo light_switch;
59   struct TextPosInfo light_switch_time;
60   struct TextPosInfo timegate_switch;
61   struct TextPosInfo timegate_switch_time;
62   struct TextPosInfo switchgate_switch;
63   struct TextPosInfo emc_lenses;
64   struct TextPosInfo emc_lenses_time;
65   struct TextPosInfo emc_magnifier;
66   struct TextPosInfo emc_magnifier_time;
67   struct TextPosInfo balloon_switch;
68   struct TextPosInfo dynabomb_number;
69   struct TextPosInfo dynabomb_size;
70   struct TextPosInfo dynabomb_power;
71   struct TextPosInfo penguins;
72   struct TextPosInfo sokoban_objects;
73   struct TextPosInfo sokoban_fields;
74   struct TextPosInfo robot_wheel;
75   struct TextPosInfo conveyor_belt[NUM_BELTS];
76   struct TextPosInfo conveyor_belt_switch[NUM_BELTS];
77   struct TextPosInfo magic_wall;
78   struct TextPosInfo magic_wall_time;
79   struct TextPosInfo gravity_state;
80   struct TextPosInfo graphic[NUM_PANEL_GRAPHICS];
81   struct TextPosInfo element[NUM_PANEL_ELEMENTS];
82   struct TextPosInfo element_count[NUM_PANEL_ELEMENTS];
83   struct TextPosInfo ce_score[NUM_PANEL_CE_SCORE];
84   struct TextPosInfo ce_score_element[NUM_PANEL_CE_SCORE];
85   struct TextPosInfo player_name;
86   struct TextPosInfo level_name;
87   struct TextPosInfo level_author;
88 };
89 
90 struct GameButtonInfo
91 {
92   struct Rect stop;
93   struct Rect pause;
94   struct Rect play;
95   struct Rect sound_music;
96   struct Rect sound_loops;
97   struct Rect sound_simple;
98 };
99 
100 #else
101 
102 struct GamePanelInfo
103 {
104   struct XY level;
105   struct XY gems;
106   struct XY inventory;
107   struct XY keys;
108   struct XY score;
109   struct XY time;
110 };
111 #endif
112 
113 struct GameInfo
114 {
115   /* values for control panel */
116   struct GamePanelInfo panel;
117   struct GameButtonInfo button;
118 
119   /* values for graphics engine customization */
120   boolean use_native_emc_graphics_engine;
121   boolean use_native_sp_graphics_engine;
122   boolean use_masked_pushing;
123   int forced_scroll_delay_value;
124   int scroll_delay_value;
125   int tile_size;
126 
127   /* values for engine initialization */
128   int default_push_delay_fixed;
129   int default_push_delay_random;
130 
131   /* constant within running game */
132   int engine_version;
133   int emulation;
134   int initial_move_delay[MAX_PLAYERS];
135   int initial_move_delay_value[MAX_PLAYERS];
136   int initial_push_delay_value;
137 
138   /* flags to handle bugs in and changes between different engine versions */
139   /* (for the latest engine version, these flags should always be "FALSE") */
140   boolean use_change_when_pushing_bug;
141   boolean use_block_last_field_bug;
142   boolean max_num_changes_per_frame;
143   boolean use_reverse_scan_direction;
144 
145   /* variable within running game */
146   int yamyam_content_nr;
147   boolean robot_wheel_active;
148   boolean magic_wall_active;
149   int magic_wall_time_left;
150   int light_time_left;
151   int timegate_time_left;
152   int belt_dir[4];
153   int belt_dir_nr[4];
154   int switchgate_pos;
155   int wind_direction;
156   boolean gravity;
157   boolean explosions_delayed;
158   boolean envelope_active;
159   boolean no_time_limit;	/* (variable only in very special case) */
160 
161   /* values for the new EMC elements */
162   int lenses_time_left;
163   int magnify_time_left;
164   boolean ball_state;
165   int ball_content_nr;
166 
167   /* values for player idle animation (no effect on engine) */
168   int player_boring_delay_fixed;
169   int player_boring_delay_random;
170   int player_sleeping_delay_fixed;
171   int player_sleeping_delay_random;
172 
173   /* values for special game initialization control */
174   boolean restart_level;
175 
176   /* values for special game control */
177   int centered_player_nr;
178   int centered_player_nr_next;
179   boolean set_centered_player;
180 
181   /* values for random number generator initialization after snapshot */
182   unsigned int num_random_calls;
183 };
184 
185 struct PlayerInfo
186 {
187   boolean present;		/* player present in level playfield */
188   boolean connected;		/* player connected (locally or via network) */
189   boolean active;		/* player present and connected */
190   boolean mapped;		/* player already mapped to input device */
191 
192   boolean killed;		/* player maybe present/active, but killed */
193   boolean reanimated;		/* player maybe killed, but reanimated */
194 
195   int index_nr;			/* player number (0 to 3) */
196   int index_bit;		/* player number bit (1 << 0 to 1 << 3) */
197   int element_nr;		/* element (EL_PLAYER_1 to EL_PLAYER_4) */
198   int client_nr;		/* network client identifier */
199 
200   byte action;			/* action from local input device */
201   byte mapped_action;		/* action mapped from device to player */
202   byte effective_action;	/* action acknowledged from network server
203 				   or summarized over all configured input
204 				   devices when in single player mode */
205   byte programmed_action;	/* action forced by game itself (like moving
206 				   through doors); overrides other actions */
207 
208   int jx, jy, last_jx, last_jy;
209   int MovDir, MovPos, GfxDir, GfxPos;
210   int Frame, StepFrame;
211 
212   int GfxAction;
213 
214   int initial_element;		/* EL_PLAYER_1 to EL_PLAYER_4 or EL_SP_MURPHY */
215   int artwork_element;
216   boolean use_murphy;
217 
218   boolean block_last_field;
219   int block_delay_adjustment;	/* needed for different engine versions */
220 
221   boolean can_fall_into_acid;
222 
223   boolean gravity;
224 
225   boolean LevelSolved, GameOver;
226 
227   boolean LevelSolved_GameWon;
228   boolean LevelSolved_GameEnd;
229   boolean LevelSolved_PanelOff;
230   boolean LevelSolved_SaveTape;
231   boolean LevelSolved_SaveScore;
232   int LevelSolved_CountingTime;
233   int LevelSolved_CountingScore;
234 
235   int last_move_dir;
236 
237   boolean is_active;
238 
239   boolean is_waiting;
240   boolean is_moving;
241   boolean is_auto_moving;
242   boolean is_digging;
243   boolean is_snapping;
244   boolean is_collecting;
245   boolean is_pushing;
246   boolean is_switching;
247   boolean is_dropping;
248   boolean is_dropping_pressed;
249 
250   boolean is_bored;
251   boolean is_sleeping;
252 
253   boolean cannot_move;
254 
255   int frame_counter_bored;
256   int frame_counter_sleeping;
257 
258   int anim_delay_counter;
259   int post_delay_counter;
260 
261   int dir_waiting;
262   int action_waiting, last_action_waiting;
263   int special_action_bored;
264   int special_action_sleeping;
265 
266   int num_special_action_bored;
267   int num_special_action_sleeping;
268 
269   int switch_x, switch_y;
270   int drop_x, drop_y;
271 
272   int show_envelope;
273 
274   int move_delay;
275   int move_delay_value;
276   int move_delay_value_next;
277   int move_delay_reset_counter;
278 
279   int push_delay;
280   int push_delay_value;
281 
282   unsigned int actual_frame_counter;
283 
284   int drop_delay;
285   int drop_pressed_delay;
286 
287   int step_counter;
288 
289   int score;
290   int score_final;
291 
292   int gems_still_needed;
293   int sokobanfields_still_needed;
294   int lights_still_needed;
295   int friends_still_needed;
296   int key[MAX_NUM_KEYS];
297   int num_white_keys;
298   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
299   int shield_normal_time_left;
300   int shield_deadly_time_left;
301 
302   int inventory_element[MAX_INVENTORY_SIZE];
303   int inventory_infinite_element;
304   int inventory_size;
305 };
306 
307 extern struct GameInfo		game;
308 extern struct PlayerInfo	stored_player[MAX_PLAYERS], *local_player;
309 
310 
311 #ifdef DEBUG
312 void DEBUG_SetMaximumDynamite();
313 #endif
314 
315 void GetPlayerConfig(void);
316 int GetElementFromGroupElement(int);
317 
318 void DrawGameValue_Time(int);
319 void DrawGameDoorValues(void);
320 
321 void UpdateAndDisplayGameControlValues();
322 
323 void InitGameSound();
324 void InitGame();
325 
326 void UpdateEngineValues(int, int);
327 void GameWon(void);
328 void GameEnd(void);
329 
330 void InitPlayerGfxAnimation(struct PlayerInfo *, int, int);
331 void Moving2Blocked(int, int, int *, int *);
332 void Blocked2Moving(int, int, int *, int *);
333 void DrawDynamite(int, int);
334 
335 void StartGameActions(boolean, boolean, int);
336 
337 void GameActions(void);
338 void GameActions_EM_Main();
339 void GameActions_SP_Main();
340 void GameActions_RND();
341 
342 void ScrollLevel(int, int);
343 
344 void InitPlayLevelSound();
345 void PlayLevelSound_EM(int, int, int, int);
346 void PlayLevelSound_SP(int, int, int, int);
347 
348 void RaiseScore(int);
349 void RaiseScoreElement(int);
350 
351 void RequestQuitGameExt(boolean, boolean, char *);
352 void RequestQuitGame(boolean);
353 
354 unsigned int InitEngineRandom_RND(int);
355 unsigned int RND(int);
356 
357 void FreeEngineSnapshot();
358 void LoadEngineSnapshot();
359 void SaveEngineSnapshot();
360 boolean CheckEngineSnapshot();
361 
362 void CreateGameButtons();
363 void FreeGameButtons();
364 void UnmapGameButtons();
365 void RedrawGameButtons();
366 
367 void HandleSoundButtonKeys(Key);
368 
369 #endif
370