added checking availability of level specific colors in level editor
[rocksndiamonds.git] / src / game_bd / bd_cave.h
index c76923a9f75980681728083dc5c3f426b11ab095..1a85776a68a4e17333308881e7c8807d1fe144c3 100644 (file)
@@ -82,7 +82,7 @@ void gd_struct_set_defaults_from_array(void *str, const GdStructDescriptor *prop
 
 // these define the number of the cells in the png file
 #define GD_NUM_OF_CELLS_X      8
-#define GD_NUM_OF_CELLS_Y      47
+#define GD_NUM_OF_CELLS_Y      51
 
 // +80: placeholder for cells which are rendered by the game;
 // for example diamond + arrow = falling diamond
@@ -126,6 +126,8 @@ enum _element_property
   E_P_PUSHABLE,                 // can be pushed
   E_P_CAN_MOVE,                 // can move
   E_P_CAN_FALL,                 // can fall
+  E_P_FALLING,                  // falling
+  E_P_GROWING,                  // growing (element birth)
 };
 
 // properties
@@ -163,6 +165,8 @@ enum _element_property
 #define P_PUSHABLE                     (1 << E_P_PUSHABLE)
 #define P_CAN_MOVE                     (1 << E_P_CAN_MOVE)
 #define P_CAN_FALL                     (1 << E_P_CAN_FALL)
+#define P_FALLING                      (1 << E_P_FALLING)
+#define P_GROWING                      (1 << E_P_GROWING)
 
 // These are states of the magic wall.
 typedef enum _magic_wall_state
@@ -697,7 +701,8 @@ GdScheduling gd_scheduling_from_string(const char *str);
 // game playing helpers
 #define GD_REDRAW (1 << 10)
 
-void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer,
+void gd_drawcave_game(const GdCave *cave,
+                     int **element_buffer, int **last_element_buffer, int **gfx_buffer,
                      boolean bonus_life_flash, int animcycle, boolean hate_invisible_outbox);
 
 // function to copy a GdString
@@ -716,4 +721,7 @@ void gd_replay_store_movement(GdReplay *replay, GdDirection player_move, boolean
 unsigned int gd_cave_adler_checksum(GdCave *cave);
 void gd_cave_adler_checksum_more(GdCave *cave, unsigned int *a, unsigned int *b);
 
+boolean gd_cave_has_levels(GdCave *cave);
+boolean gd_caveset_has_levels(void);
+
 #endif // BD_CAVE_H