added support for short explosions in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index d1ee5b603ea6812435e23bc8173f45d870e8ddb3..07eabfb9321728cefff04f136be3729b02b70cfb 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
 
@@ -3469,6 +3480,17 @@ struct LevelInfo
   int initial_inventory_size[MAX_PLAYERS];
   int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
 
+  int bd_cycle_delay_ms;               // BD game cycle delay (in milliseconds)
+  int bd_cycle_delay_c64;              // BD game cycle delay (in C64 game units)
+  int bd_hatching_delay_cycles;                // BD hatching delay (in game cycles)
+  int bd_hatching_delay_seconds;       // BD hatching delay (in seconds)
+  int bd_scheduling_type;              // BD engine scheduling type
+  boolean bd_pal_timing;               // BD engine uses special PAL timing
+  boolean bd_line_shifting_borders;    // BD engine uses line-shifting wrap-around
+  boolean bd_wraparound_objects;       // BD cave object rendering uses 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_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