(e) == EL_BD_PLAYER_GLUED || \
(e) == EL_BD_PLAYER_STIRRING)
+#define IS_BD_FIREFLY(e) ((e) == EL_BD_FIREFLY || \
+ (e) == EL_BD_FIREFLY_RIGHT || \
+ (e) == EL_BD_FIREFLY_UP || \
+ (e) == EL_BD_FIREFLY_LEFT || \
+ (e) == EL_BD_FIREFLY_DOWN)
+
+#define IS_BD_FIREFLY_2(e) ((e) == EL_BD_FIREFLY_2 || \
+ (e) == EL_BD_FIREFLY_2_RIGHT || \
+ (e) == EL_BD_FIREFLY_2_UP || \
+ (e) == EL_BD_FIREFLY_2_LEFT || \
+ (e) == EL_BD_FIREFLY_2_DOWN)
+
+#define IS_BD_BUTTERFLY(e) ((e) == EL_BD_BUTTERFLY || \
+ (e) == EL_BD_BUTTERFLY_RIGHT || \
+ (e) == EL_BD_BUTTERFLY_UP || \
+ (e) == EL_BD_BUTTERFLY_LEFT || \
+ (e) == EL_BD_BUTTERFLY_DOWN)
+
+#define IS_BD_BUTTERFLY_2(e) ((e) == EL_BD_BUTTERFLY_2 || \
+ (e) == EL_BD_BUTTERFLY_2_RIGHT || \
+ (e) == EL_BD_BUTTERFLY_2_UP || \
+ (e) == EL_BD_BUTTERFLY_2_LEFT || \
+ (e) == EL_BD_BUTTERFLY_2_DOWN)
+
+#define IS_BD_STONEFLY(e) ((e) == EL_BD_STONEFLY || \
+ (e) == EL_BD_STONEFLY_RIGHT || \
+ (e) == EL_BD_STONEFLY_UP || \
+ (e) == EL_BD_STONEFLY_LEFT || \
+ (e) == EL_BD_STONEFLY_DOWN)
+
+#define IS_BD_DRAGONFLY(e) ((e) == EL_BD_DRAGONFLY || \
+ (e) == EL_BD_DRAGONFLY_RIGHT || \
+ (e) == EL_BD_DRAGONFLY_UP || \
+ (e) == EL_BD_DRAGONFLY_LEFT || \
+ (e) == EL_BD_DRAGONFLY_DOWN)
+
#define IS_BD_BITER(e) ((e) == EL_BD_BITER || \
(e) == EL_BD_BITER_RIGHT || \
(e) == EL_BD_BITER_UP || \
#define IS_BD_EXPANDABLE_WALL(e) ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL || \
(e) == EL_BD_EXPANDABLE_WALL_VERTICAL || \
- (e) == EL_BD_EXPANDABLE_WALL_ANY || \
- (e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
+ (e) == EL_BD_EXPANDABLE_WALL_ANY)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e) ((e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
(e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL || \
(e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
-#define IS_BD_CONVEYOR_BELT(e) ((e) == EL_BD_CONVEYOR_LEFT || \
- (e) == EL_BD_CONVEYOR_LEFT_ACTIVE || \
- (e) == EL_BD_CONVEYOR_RIGHT || \
+#define IS_BD_CONVEYOR_BELT(e) ((e) == EL_BD_CONVEYOR_LEFT || \
+ (e) == EL_BD_CONVEYOR_LEFT_ACTIVE || \
+ (e) == EL_BD_CONVEYOR_RIGHT || \
(e) == EL_BD_CONVEYOR_RIGHT_ACTIVE)
-#define IS_BD_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BD_CONVEYOR_SWITCH || \
- (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
- (e) == EL_BD_CONVEYOR_DIR_SWITCH_NORMAL || \
- (e) == EL_BD_CONVEYOR_DIR_SWITCH_CHANGED)
+#define IS_BD_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BD_CONVEYOR_SWITCH || \
+ (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH || \
+ (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE)
+
+#define IS_BD_RUNTIME_ELEMENT(e) ((e) >= EL_BD_RUNTIME_START && \
+ (e) <= EL_BD_RUNTIME_END)
#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \
(e) == EL_SOKOBAN_FIELD_EMPTY || \
#define EL_DF_END_2 EL_DF_SLOPE_END
// BD style elements (normal)
-#define EL_BD_EMPTY_SPACE 1253
+#define EL_BD_START 1253
+#define EL_BD_EMPTY_SPACE EL_BD_START
#define EL_BD_EMPTY EL_BD_EMPTY_SPACE
#define EL_BD_SAND 1254
#define EL_BD_SAND_2 1255
#define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL 1284
#define EL_BD_EXPANDABLE_STEELWALL_VERTICAL 1285
#define EL_BD_EXPANDABLE_STEELWALL_ANY 1286
-#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL 1287
-#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL 1288
+#define EL_BD_EXPANDABLE_WALL_SWITCH 1287
+#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE 1288
#define EL_BD_INBOX 1289
#define EL_BD_EXIT_CLOSED 1290
#define EL_BD_EXIT_OPEN 1291
#define EL_BD_CONVEYOR_RIGHT_ACTIVE 1318
#define EL_BD_CONVEYOR_SWITCH 1319
#define EL_BD_CONVEYOR_SWITCH_ACTIVE 1320
-#define EL_BD_CONVEYOR_DIR_SWITCH_NORMAL 1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED 1322
+#define EL_BD_CONVEYOR_DIR_SWITCH 1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE 1322
#define EL_BD_GRAVITY_SWITCH 1323
#define EL_BD_GRAVITY_SWITCH_ACTIVE 1324
#define EL_BD_ACID 1325
#define EL_BD_NITRO_PACK 1379
#define EL_BD_PLAYER 1380
#define EL_BD_PLAYER_WITH_BOMB 1381
-#define EL_BD_PLAYER_GLUED 1382
-#define EL_BD_PLAYER_STIRRING 1383
-#define EL_BD_FAKE_BONUS 1384
-#define EL_BD_COVERED 1385
+#define EL_BD_PLAYER_WITH_ROCKET_LAUNCHER 1382
+#define EL_BD_PLAYER_GLUED 1383
+#define EL_BD_PLAYER_STIRRING 1384
+#define EL_BD_ROCKET_LAUNCHER 1385
+#define EL_BD_ROCKET 1386
+#define EL_BD_ROCKET_RIGHT 1387
+#define EL_BD_ROCKET_UP 1388
+#define EL_BD_ROCKET_LEFT 1389
+#define EL_BD_ROCKET_DOWN 1390
+#define EL_BD_FAKE_BONUS 1391
+#define EL_BD_COVERED 1392
// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file)
-#define EL_BD_SAND_BALL_FALLING 1386
-#define EL_BD_SAND_LOOSE_FALLING 1387
-#define EL_BD_ROCK_FALLING 1388
-#define EL_BD_FLYING_ROCK_FLYING 1389
-#define EL_BD_MEGA_ROCK_FALLING 1390
-#define EL_BD_DIAMOND_FALLING 1391
-#define EL_BD_FLYING_DIAMOND_FLYING 1392
-#define EL_BD_NUT_FALLING 1393
-#define EL_BD_FALLING_WALL_FALLING 1394
-#define EL_BD_NITRO_PACK_FALLING 1395
-#define EL_BD_WATER_1 1396
-#define EL_BD_WATER_2 1397
-#define EL_BD_WATER_3 1398
-#define EL_BD_WATER_4 1399
-#define EL_BD_WATER_5 1400
-#define EL_BD_WATER_6 1401
-#define EL_BD_WATER_7 1402
-#define EL_BD_WATER_8 1403
-#define EL_BD_WATER_9 1404
-#define EL_BD_WATER_10 1405
-#define EL_BD_WATER_11 1406
-#define EL_BD_WATER_12 1407
-#define EL_BD_WATER_13 1408
-#define EL_BD_WATER_14 1409
-#define EL_BD_WATER_15 1410
-#define EL_BD_WATER_16 1411
-#define EL_BD_COW_ENCLOSED_1 1412
-#define EL_BD_COW_ENCLOSED_2 1413
-#define EL_BD_COW_ENCLOSED_3 1414
-#define EL_BD_COW_ENCLOSED_4 1415
-#define EL_BD_COW_ENCLOSED_5 1416
-#define EL_BD_COW_ENCLOSED_6 1417
-#define EL_BD_COW_ENCLOSED_7 1418
-#define EL_BD_BLADDER_1 1419
-#define EL_BD_BLADDER_2 1420
-#define EL_BD_BLADDER_3 1421
-#define EL_BD_BLADDER_4 1422
-#define EL_BD_BLADDER_5 1423
-#define EL_BD_BLADDER_6 1424
-#define EL_BD_BLADDER_7 1425
-#define EL_BD_BLADDER_8 1426
-#define EL_BD_PLAYER_GROWING_1 1427
-#define EL_BD_PLAYER_GROWING_2 1428
-#define EL_BD_PLAYER_GROWING_3 1429
-#define EL_BD_BOMB_TICKING_1 1430
-#define EL_BD_BOMB_TICKING_2 1431
-#define EL_BD_BOMB_TICKING_3 1432
-#define EL_BD_BOMB_TICKING_4 1433
-#define EL_BD_BOMB_TICKING_5 1434
-#define EL_BD_BOMB_TICKING_6 1435
-#define EL_BD_BOMB_TICKING_7 1436
-#define EL_BD_CLOCK_GROWING_1 1437
-#define EL_BD_CLOCK_GROWING_2 1438
-#define EL_BD_CLOCK_GROWING_3 1439
-#define EL_BD_CLOCK_GROWING_4 1440
-#define EL_BD_DIAMOND_GROWING_1 1441
-#define EL_BD_DIAMOND_GROWING_2 1442
-#define EL_BD_DIAMOND_GROWING_3 1443
-#define EL_BD_DIAMOND_GROWING_4 1444
-#define EL_BD_DIAMOND_GROWING_5 1445
-#define EL_BD_EXPLODING_1 1446
-#define EL_BD_EXPLODING_2 1447
-#define EL_BD_EXPLODING_3 1448
-#define EL_BD_EXPLODING_4 1449
-#define EL_BD_EXPLODING_5 1450
-#define EL_BD_ROCK_GROWING_1 1451
-#define EL_BD_ROCK_GROWING_2 1452
-#define EL_BD_ROCK_GROWING_3 1453
-#define EL_BD_ROCK_GROWING_4 1454
-#define EL_BD_STEELWALL_GROWING_1 1455
-#define EL_BD_STEELWALL_GROWING_2 1456
-#define EL_BD_STEELWALL_GROWING_3 1457
-#define EL_BD_STEELWALL_GROWING_4 1458
-#define EL_BD_GHOST_EXPLODING_1 1459
-#define EL_BD_GHOST_EXPLODING_2 1460
-#define EL_BD_GHOST_EXPLODING_3 1461
-#define EL_BD_GHOST_EXPLODING_4 1462
-#define EL_BD_BOMB_EXPLODING_1 1463
-#define EL_BD_BOMB_EXPLODING_2 1464
-#define EL_BD_BOMB_EXPLODING_3 1465
-#define EL_BD_BOMB_EXPLODING_4 1466
-#define EL_BD_NITRO_PACK_EXPLODING 1467
-#define EL_BD_NITRO_PACK_EXPLODING_1 1468
-#define EL_BD_NITRO_PACK_EXPLODING_2 1469
-#define EL_BD_NITRO_PACK_EXPLODING_3 1470
-#define EL_BD_NITRO_PACK_EXPLODING_4 1471
-#define EL_BD_AMOEBA_2_EXPLODING_1 1472
-#define EL_BD_AMOEBA_2_EXPLODING_2 1473
-#define EL_BD_AMOEBA_2_EXPLODING_3 1474
-#define EL_BD_AMOEBA_2_EXPLODING_4 1475
-#define EL_BD_NUT_BREAKING_1 1476
-#define EL_BD_NUT_BREAKING_2 1477
-#define EL_BD_NUT_BREAKING_3 1478
-#define EL_BD_NUT_BREAKING_4 1479
-
-#define NUM_FILE_ELEMENTS 1480
+#define EL_BD_SAND_BALL_FALLING 1393
+#define EL_BD_SAND_LOOSE_FALLING 1394
+#define EL_BD_ROCK_FALLING 1395
+#define EL_BD_FLYING_ROCK_FLYING 1396
+#define EL_BD_MEGA_ROCK_FALLING 1397
+#define EL_BD_DIAMOND_FALLING 1398
+#define EL_BD_FLYING_DIAMOND_FLYING 1399
+#define EL_BD_NUT_FALLING 1400
+#define EL_BD_FALLING_WALL_FALLING 1401
+#define EL_BD_NITRO_PACK_FALLING 1402
+#define EL_BD_WATER_1 1403
+#define EL_BD_WATER_2 1404
+#define EL_BD_WATER_3 1405
+#define EL_BD_WATER_4 1406
+#define EL_BD_WATER_5 1407
+#define EL_BD_WATER_6 1408
+#define EL_BD_WATER_7 1409
+#define EL_BD_WATER_8 1410
+#define EL_BD_WATER_9 1411
+#define EL_BD_WATER_10 1412
+#define EL_BD_WATER_11 1413
+#define EL_BD_WATER_12 1414
+#define EL_BD_WATER_13 1415
+#define EL_BD_WATER_14 1416
+#define EL_BD_WATER_15 1417
+#define EL_BD_WATER_16 1418
+#define EL_BD_COW_ENCLOSED_1 1419
+#define EL_BD_COW_ENCLOSED_2 1420
+#define EL_BD_COW_ENCLOSED_3 1421
+#define EL_BD_COW_ENCLOSED_4 1422
+#define EL_BD_COW_ENCLOSED_5 1423
+#define EL_BD_COW_ENCLOSED_6 1424
+#define EL_BD_COW_ENCLOSED_7 1425
+#define EL_BD_BLADDER_1 1426
+#define EL_BD_BLADDER_2 1427
+#define EL_BD_BLADDER_3 1428
+#define EL_BD_BLADDER_4 1429
+#define EL_BD_BLADDER_5 1430
+#define EL_BD_BLADDER_6 1431
+#define EL_BD_BLADDER_7 1432
+#define EL_BD_BLADDER_8 1433
+#define EL_BD_PLAYER_GROWING_1 1434
+#define EL_BD_PLAYER_GROWING_2 1435
+#define EL_BD_PLAYER_GROWING_3 1436
+#define EL_BD_BOMB_TICKING_1 1437
+#define EL_BD_BOMB_TICKING_2 1438
+#define EL_BD_BOMB_TICKING_3 1439
+#define EL_BD_BOMB_TICKING_4 1440
+#define EL_BD_BOMB_TICKING_5 1441
+#define EL_BD_BOMB_TICKING_6 1442
+#define EL_BD_BOMB_TICKING_7 1443
+#define EL_BD_CLOCK_GROWING_1 1444
+#define EL_BD_CLOCK_GROWING_2 1445
+#define EL_BD_CLOCK_GROWING_3 1446
+#define EL_BD_CLOCK_GROWING_4 1447
+#define EL_BD_DIAMOND_GROWING_1 1448
+#define EL_BD_DIAMOND_GROWING_2 1449
+#define EL_BD_DIAMOND_GROWING_3 1450
+#define EL_BD_DIAMOND_GROWING_4 1451
+#define EL_BD_DIAMOND_GROWING_5 1452
+#define EL_BD_EXPLODING_1 1453
+#define EL_BD_EXPLODING_2 1454
+#define EL_BD_EXPLODING_3 1455
+#define EL_BD_EXPLODING_4 1456
+#define EL_BD_EXPLODING_5 1457
+#define EL_BD_ROCK_GROWING_1 1458
+#define EL_BD_ROCK_GROWING_2 1459
+#define EL_BD_ROCK_GROWING_3 1460
+#define EL_BD_ROCK_GROWING_4 1461
+#define EL_BD_STEELWALL_GROWING_1 1462
+#define EL_BD_STEELWALL_GROWING_2 1463
+#define EL_BD_STEELWALL_GROWING_3 1464
+#define EL_BD_STEELWALL_GROWING_4 1465
+#define EL_BD_GHOST_EXPLODING_1 1466
+#define EL_BD_GHOST_EXPLODING_2 1467
+#define EL_BD_GHOST_EXPLODING_3 1468
+#define EL_BD_GHOST_EXPLODING_4 1469
+#define EL_BD_BOMB_EXPLODING_1 1470
+#define EL_BD_BOMB_EXPLODING_2 1471
+#define EL_BD_BOMB_EXPLODING_3 1472
+#define EL_BD_BOMB_EXPLODING_4 1473
+#define EL_BD_NITRO_PACK_EXPLODING 1474
+#define EL_BD_NITRO_PACK_EXPLODING_1 1475
+#define EL_BD_NITRO_PACK_EXPLODING_2 1476
+#define EL_BD_NITRO_PACK_EXPLODING_3 1477
+#define EL_BD_NITRO_PACK_EXPLODING_4 1478
+#define EL_BD_AMOEBA_2_EXPLODING_1 1479
+#define EL_BD_AMOEBA_2_EXPLODING_2 1480
+#define EL_BD_AMOEBA_2_EXPLODING_3 1481
+#define EL_BD_AMOEBA_2_EXPLODING_4 1482
+#define EL_BD_NUT_BREAKING_1 1483
+#define EL_BD_NUT_BREAKING_2 1484
+#define EL_BD_NUT_BREAKING_3 1485
+#define EL_BD_NUT_BREAKING_4 1486
+#define EL_BD_END EL_BD_NUT_BREAKING_4
+
+#define EL_BD_RUNTIME_START EL_BD_SAND_BALL_FALLING
+#define EL_BD_RUNTIME_END EL_BD_NUT_BREAKING_4
+
+#define NUM_FILE_ELEMENTS 1487
// "real" (and therefore drawable) runtime elements
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4,
GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5,
+ GFX_SPECIAL_ARG_SETUP_SHORTCUTS_6,
GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK,
GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER,
boolean bd_line_shifting_borders; // BD engine uses line-shifting wrap-around
boolean bd_scan_first_and_last_row; // BD engine scans top and bottom border rows
boolean bd_short_explosions; // BD engine uses four game cycles for explosions
- boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects
boolean bd_intermission; // BD level is intermission
boolean bd_diagonal_movements; // BD style diagonal movements
boolean bd_topmost_player_active; // BD engine uses first player found on playfield
int bd_pushing_prob; // BD player probability to push rocks
int bd_pushing_prob_with_sweet; // BD player probability to push rocks after eating sweet
boolean bd_push_mega_rock_with_sweet; // BD player can push mega rocks after eating sweet
+ boolean bd_magic_wall_zero_infinite; // BD magic wall with timer of zero runs infinitely
boolean bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth
boolean bd_magic_wall_stops_amoeba; // BD magic wall can stop amoeba and turn to diamonds
+ boolean bd_magic_wall_break_scan; // BD magic wall setting to implement buggy BD1 behaviour
int bd_magic_wall_diamond_to; // BD magic wall turns diamonds to specified element
int bd_magic_wall_rock_to; // BD magic wall turns rocks to specified element
int bd_magic_wall_mega_rock_to; // BD magic wall turns mega rocks to specified element
int bd_hammer_walls_break_delay; // BD hammer time for breaking walls (in BD frames)
boolean bd_hammer_walls_reappear; // BD hammered walls are reappearing after some delay
int bd_hammer_walls_reappear_delay; // BD hammer time for reappearing walls (in BD frames)
+ boolean bd_infinite_rockets; // BD rocket launcher has infinite number of rockets
int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds
+ int bd_expanding_wall_looks_like; // BD expanding wall looks like this other game element
+ int bd_sand_looks_like; // BD sand looks like this other game element
+ boolean bd_creatures_start_backwards; // BD creatures start moving in opposite direction
+ boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching
+ int bd_creatures_auto_turn_delay; // BD creatures change direction after delay (in seconds)
+ int bd_gravity_direction; // BD engine initial gravity direction
+ boolean bd_gravity_switch_active; // BD engine gravity switch starts in active state
+ int bd_gravity_switch_delay; // BD engine gravity change delay for switch (in seconds)
+ boolean bd_gravity_affects_all; // BD engine gravity affects all falling objects
+ int bd_rock_turns_to_on_falling; // BD rock changes to specified element when falling
+ int bd_rock_turns_to_on_impact; // BD rock changes to specified element on impact
+ int bd_diamond_turns_to_on_falling; // BD diamond changes to specified element when falling
+ int bd_diamond_turns_to_on_impact; // BD diamond changes to specified element on impact
+ int bd_firefly_explodes_to; // BD firefly explodes to specified element
+ int bd_firefly_2_explodes_to; // BD firefly 2 explodes to specified element
+ int bd_butterfly_explodes_to; // BD butterfly explodes to specified element
+ int bd_butterfly_2_explodes_to; // BD butterfly 2 explodes to specified element
+ int bd_stonefly_explodes_to; // BD stonefly explodes to specified element
+ int bd_dragonfly_explodes_to; // BD dragonfly explodes to specified element
+ int bd_diamond_birth_turns_to; // BD diamond birth changes to specified element
+ int bd_bomb_explosion_turns_to; // BD bomb explosion changes to specified element
+ int bd_nitro_explosion_turns_to; // BD nitro pack explosion changes to specified element
+ int bd_explosion_turns_to; // BD other explosions change to specified element
+ int bd_color_b; // BD engine C64-style cave color (border)
+ int bd_color_0; // BD engine C64-style cave color (background)
+ int bd_color_1; // BD engine C64-style cave color (sand)
+ int bd_color_2; // BD engine C64-style cave color (steel wall)
+ int bd_color_3; // BD engine C64-style cave color (wall)
+ int bd_color_4; // BD engine C64-style cave color (amoeba)
+ int bd_color_5; // BD engine C64-style cave color (slime)
boolean em_slippery_gems; // EM style "gems slip from wall" behaviour
boolean em_explodes_by_fire; // EM style chain explosion behaviour
boolean file_has_custom_elements; // set when level file contains CEs
+ int bd_color_type; // set according to BD colors in level
+
boolean no_valid_file; // set when level file missing or invalid
boolean no_level_file; // set when falling back to level template