From: Holger Schemel Date: Fri, 17 Feb 2017 22:25:56 +0000 (+0100) Subject: added special element definitions for Mirror Magic game engine X-Git-Tag: 4.1.0.0~217 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=127f39b369d0e04e80835fc470d5da0c6ea0020b;p=rocksndiamonds.git added special element definitions for Mirror Magic game engine --- diff --git a/src/game_mm/mm_main.h b/src/game_mm/mm_main.h index dc952386..f58deca1 100644 --- a/src/game_mm/mm_main.h +++ b/src/game_mm/mm_main.h @@ -316,6 +316,7 @@ extern int num_element_info; ** 500 - 699: flag elements, only used at runtime */ /* "real" level elements */ +#define EL_MM_START 0 #define EL_EMPTY 0 #define EL_MIRROR_START 1 #define EL_MIRROR_00 (EL_MIRROR_START + 0) @@ -625,41 +626,52 @@ extern int num_element_info; #define EL_BEAMER_BLUE_START 404 #define EL_BEAMER_BLUE_END (EL_BEAMER_BLUE_START + 15) +/* (currently unused, but potentially useful element definitions) */ +#define EL_MCDUFFIN 420 +#define EL_PACMAN 421 +#define EL_FUSE_OFF 422 +#define EL_STEEL_WALL 423 +#define EL_WOODEN_WALL 424 +#define EL_ICE_WALL 425 +#define EL_AMOEBA_WALL 426 +#define EL_LASER 427 +#define EL_RECEIVER 428 +#define EL_DF_STEEL_WALL 429 +#define EL_DF_WOODEN_WALL 430 + +#define EL_MM_END 430 + /* "real" (and therefore drawable) runtime elements */ -#define EL_FIRST_RUNTIME_EL 500 -#define EL_FUSE_OFF 501 -#define EL_PACMAN 502 -#define EL_EXIT_OPENING 503 -#define EL_GRAY_BALL_OPENING 504 +#define EL_EXIT_OPENING 500 +#define EL_EXIT_CLOSING 501 +#define EL_GRAY_BALL_OPENING 502 +#define EL_ICE_WALL_SHRINKING 503 +#define EL_AMOEBA_WALL_GROWING 504 #define EL_WALL_CHANGING 512 #define EL_WALL_CHANGING_START (EL_WALL_CHANGING + 0) #define EL_WALL_CHANGING_END (EL_WALL_CHANGING + 15) -#if 0 -#define EL_MIRROR 5 -#define EL_GRID_STEEL 5 -#define EL_MCDUFFIN 5 -#define EL_BEAMER 5 -#define EL_POLAR 5 -#define EL_POLAR_CROSS 5 -#define EL_MIRROR_FIXED 5 -#define EL_GRID_WOOD 5 -#define EL_DF_MIRROR 5 -#define EL_GRID_WOOD_FIXED 5 -#define EL_GRID_STEEL_FIXED 5 -#define EL_LASER 5 -#define EL_RECEIVER 5 -#define EL_FIBRE_OPTIC 5 -#define EL_DF_MIRROR_AUTO 5 -#define EL_GRID_WOOD_AUTO 5 -#define EL_GRID_STEEL_AUTO 5 -#endif +#define EL_FIRST_RUNTIME_EL EL_EXIT_OPENING /* "unreal" (and therefore not drawable) runtime elements */ #define EL_BLOCKED 600 #define EL_EXPLODING_OPAQUE 601 #define EL_EXPLODING_TRANSP 602 +#define EL_DEFAULT_EXPLODING 603 +#define EL_KETTLE_EXPLODING 604 + +/* dummy elements (never used as game elements, only used as graphics) */ +#define EL_MM_MASK_MCDUFFIN_RIGHT 700 +#define EL_MM_MASK_MCDUFFIN_UP 701 +#define EL_MM_MASK_MCDUFFIN_LEFT 702 +#define EL_MM_MASK_MCDUFFIN_DOWN 703 +#define EL_MM_MASK_GRID_1 704 +#define EL_MM_MASK_GRID_2 705 +#define EL_MM_MASK_GRID_3 706 +#define EL_MM_MASK_GRID_4 707 +#define EL_MM_MASK_RECTANGE 708 +#define EL_MM_MASK_CIRCLE 709 /* game graphics: @@ -669,6 +681,8 @@ extern int num_element_info; ** 512 - 767: graphics from "MirrorDF" */ +#define IMG_EMPTY IMG_EMPTY_SPACE + #define GFX_START_MIRRORSCREEN 0 #define GFX_END_MIRRORSCREEN 191 #define GFX_START_PSEUDO 192