#define MAX_ELEMENTS 512
#define MAX_NUM_AMOEBA 100
+/* values for elements with content */
+#define MIN_ELEMENT_CONTENTS 1
+#define STD_ELEMENT_CONTENTS 4
+#define MAX_ELEMENT_CONTENTS 8
+
#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
/* fundamental game speed values */
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
-
-#if 0
- byte programmed_speed; /* speed (for only one move) forced by game */
-#endif
-
-
int joystick_fd; /* file descriptor of player's joystick */
int jx,jy, last_jx,last_jy;
int Frame;
boolean Pushing;
- boolean gone, LevelSolved, GameOver;
+ boolean LevelSolved, GameOver;
boolean snapped;
- int move_speed;
unsigned long move_delay;
+ int move_delay_value;
+
int last_move_dir;
unsigned long push_delay;
int fieldx;
int fieldy;
int time;
- int edelsteine;
+ int gems_needed;
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
int score[LEVEL_SCORE_ELEMENTS];
- int mampfer_inhalt[8][3][3];
- int tempo_amoebe;
- int dauer_sieb;
- int dauer_ablenk;
- int amoebe_inhalt;
+ int yam_content[MAX_ELEMENT_CONTENTS][3][3];
+ int num_yam_contents;
+ int amoeba_speed;
+ int amoeba_content;
+ int time_magic_wall;
+ int time_wheel;
boolean double_speed;
boolean gravity;
};
} pos[MAX_TAPELEN];
};
+struct GameInfo
+{
+ int emulation;
+ int yam_content_nr;
+ boolean magic_wall_active;
+ int magic_wall_time_left;
+};
+
+struct GlobalInfo
+{
+};
+
extern Display *display;
extern Visual *visual;
extern int screen;
extern int ZX,ZY, ExitX,ExitY;
extern int AllPlayersGone;
extern int FrameCounter, TimeFrames, TimePlayed, TimeLeft;
-extern int MampferMax, MampferNr;
extern boolean SiebAktiv;
extern int SiebCount;
-extern int game_emulation;
-
extern boolean network_player_action_received;
extern struct LevelDirInfo leveldir[];
extern struct SetupInfo setup;
extern struct SetupFileList *setup_list;
extern struct SetupFileList *level_setup_list;
+extern struct GameInfo game;
+extern struct GlobalInfo global;
extern char *sound_name[];
extern int background_loop[];
#define FONT3_YSIZE 14
#define FONT4_XSIZE 16
#define FONT4_YSIZE 16
+#define FONT5_XSIZE 10
+#define FONT5_YSIZE 14
#define GFX_STARTX SX
#define GFX_STARTY SY
#define FC_YELLOW 3
#define FC_SPECIAL1 4
#define FC_SPECIAL2 5
+#define FC_SPECIAL3 6
/* values for game_status */
#define EXITGAME 0