#define EP_CAN_EXPLODE 70
#define EP_CAN_EXPLODE_3X3 71
#define EP_SP_PORT 72
-#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
-#define EP_CAN_EXPLODE_BY_EXPLOSION 74
-#define EP_COULD_MOVE_INTO_ACID 75
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
+#define EP_CAN_EXPLODE_BY_EXPLOSION 74
+#define EP_COULD_MOVE_INTO_ACID 75
+#define EP_MAYBE_DONT_COLLIDE_WITH 76
/* values for internal purpose only (level editor) */
-#define EP_EXPLODE_RESULT 76
-#define EP_WALK_TO_OBJECT 77
-#define EP_DEADLY 78
+#define EP_EXPLODE_RESULT 77
+#define EP_WALK_TO_OBJECT 78
+#define EP_DEADLY 79
-#define NUM_ELEMENT_PROPERTIES 79
+#define NUM_ELEMENT_PROPERTIES 80
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define CAN_EXPLODE_BY_EXPLOSION(e) \
HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
+#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
/* ---------- end of custom elements section ------------------------------- */
#define EL_UNKNOWN 656
+#define EL_TRIGGER_ELEMENT 657
+#define EL_TRIGGER_PLAYER 658
-#define NUM_FILE_ELEMENTS 657
+#define NUM_FILE_ELEMENTS 659
/* "real" (and therefore drawable) runtime elements */
/* program information and versioning definitions */
#define PROGRAM_VERSION_MAJOR 3
-#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 9
+#define PROGRAM_VERSION_MINOR 1
+#define PROGRAM_VERSION_PATCH 0
#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
boolean use_murphy_graphic;
boolean block_last_field;
+ boolean can_fall_into_acid;
boolean LevelSolved, GameOver;
int time_light;
int time_timegate;
- int can_move_into_acid_bits; /* bits indicate property for element groups */
+ int can_move_into_acid_bits; /* bitfield to store property for elements */
+ int dont_collide_with_bits; /* bitfield to store property for elements */
boolean double_speed;
boolean initial_gravity;
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- short trigger_element; /* custom element triggering change */
+ short trigger_element; /* element triggering change */
int content[3][3]; /* new elements after extended change */
boolean use_content; /* use extended change content */
void (*change_function)(int x, int y);
void (*post_change_function)(int x, int y);
+ /* ---------- internal values used at runtime when playing ---------- */
+
+ short actual_trigger_element; /* element that actually triggered change */
+ int actual_trigger_player; /* player which actually triggered change */
+
/* ---------- internal values used in level editor ---------- */
int direct_action; /* change triggered by actions on element */