added support for PAL timing in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index 03d144c1b8e76a7fb285cd9c8b517ce50c3fc06d..06be311c4782b4558b1870865b4a59652abe5e5d 100644 (file)
                                         (e) == EL_PEARL          ? EL_BOMB    :    \
                                         (e) == EL_CRYSTAL        ? EL_CRYSTAL :    \
                                         EL_ROCK)
+
+#define IS_BD_PLAYER_ELEMENT(e)                ((e) == EL_BD_INBOX ||                  \
+                                        (e) == EL_BD_PLAYER ||                 \
+                                        (e) == EL_BD_PLAYER_WITH_BOMB ||       \
+                                        (e) == EL_BD_PLAYER_GLUED ||           \
+                                        (e) == EL_BD_PLAYER_STIRRING)
+
+#define IS_SOKOBAN_OBJECT_OR_FIELD(e)  ((e) == EL_SOKOBAN_OBJECT ||            \
+                                        (e) == EL_SOKOBAN_FIELD_EMPTY ||       \
+                                        (e) == EL_SOKOBAN_FIELD_FULL)
+
 #define IS_DRAWABLE(e)                 ((e) < EL_BLOCKED)
 #define IS_NOT_DRAWABLE(e)             ((e) >= EL_BLOCKED)
 #define TAPE_IS_EMPTY(x)               ((x).length == 0)
 #define SC_PEARL                               12
 #define SC_SHIELD                              13
 #define SC_ELEM_BONUS                          14
-#define SC_UNKNOWN_15                          15
+#define SC_DIAMOND_EXTRA                       15
 
 #define LEVEL_SCORE_ELEMENTS                   16      // level elements with score
 
 #define EL_GRAPHIC_6                           (EL_FIRST_DUMMY + 34)
 #define EL_GRAPHIC_7                           (EL_FIRST_DUMMY + 35)
 #define EL_GRAPHIC_8                           (EL_FIRST_DUMMY + 36)
+#define EL_BD_GAME_GRAPHICS_COLOR_TEMPLATE     (EL_FIRST_DUMMY + 37)
 
 // internal elements (only used for internal purposes like copying)
-#define EL_FIRST_INTERNAL                      (EL_FIRST_DUMMY + 37)
+#define EL_FIRST_INTERNAL                      (EL_FIRST_DUMMY + 38)
 
 #define EL_INTERNAL_CLIPBOARD_CUSTOM           (EL_FIRST_INTERNAL + 0)
 #define EL_INTERNAL_CLIPBOARD_CHANGE           (EL_FIRST_INTERNAL + 1)
@@ -3468,6 +3480,8 @@ struct LevelInfo
   int initial_inventory_size[MAX_PLAYERS];
   int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
 
+  boolean bd_pal_timing;               // BD engine special timing
+  boolean bd_intermission;             // BD level is intermission
   boolean bd_diagonal_movements;       // BD style diagonal movements
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour