#include "libgame/libgame.h"
#include "game_em/game_em.h"
+#include "game_sp/game_sp.h"
#include "conf_gfx.h" /* include auto-generated data structure definitions */
#include "conf_snd.h" /* include auto-generated data structure definitions */
#include "conf_mus.h" /* include auto-generated data structure definitions */
+
+#define NEW_TILESIZE 1
+#define NEW_SCROLL 1
+
#define IMG_UNDEFINED (-1)
#define IMG_EMPTY IMG_EMPTY_SPACE
-#define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
+#define IMG_SP_EMPTY IMG_EMPTY_SPACE
+#define IMG_SP_EMPTY_SPACE IMG_EMPTY_SPACE
#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
#define IMG_CHAR_START IMG_CHAR_SPACE
#define IMG_STEEL_CHAR_START IMG_STEEL_CHAR_SPACE
#define SND_UNDEFINED (-1)
#define MUS_UNDEFINED (-1)
+#if 0
#define WIN_XSIZE 672
#define WIN_YSIZE 560
+#endif
#define DEFAULT_FULLSCREEN_MODE "800x600"
+#if 0
#define SCR_FIELDX 17
#define SCR_FIELDY 17
+#endif
#define MAX_BUF_XSIZE (SCR_FIELDX + 2)
#define MAX_BUF_YSIZE (SCR_FIELDY + 2)
#define MIN_LEV_FIELDX 3
#define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH
#define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
+#define MIN_SCROLL_DELAY 0
+#define STD_SCROLL_DELAY 3
+#define MAX_SCROLL_DELAY 8
+
#define SCREENX(a) ((a) - scroll_x)
#define SCREENY(a) ((a) - scroll_y)
#define LEVELX(a) ((a) + scroll_x)
#define EP_THROWABLE 28
#define EP_CAN_EXPLODE 29
#define EP_GRAVITY_REACHABLE 30
+#define EP_DONT_GET_HIT_BY 31
/* values for pre-defined properties */
/* (from here on, values can be changed by inserting new values) */
PLAYER_BITS_3 | \
PLAYER_BITS_4)
#define PLAYER_BITS_TRIGGER (1 << 4)
+#define PLAYER_BITS_ACTION (1 << 5)
/* values for move directions (bits 0 - 3: basic move directions) */
#define MV_BIT_PREVIOUS 4
#define CP_WHEN_REMOVABLE 4
#define CP_WHEN_WALKABLE 5
-/* values for change actions for custom elements */
+/* values for change actions for custom elements (stored in level file) */
#define CA_NO_ACTION 0
#define CA_EXIT_PLAYER 1
#define CA_KILL_PLAYER 2
#define CA_SET_CE_SCORE 15
#define CA_SET_CE_VALUE 16
#define CA_SET_ENGINE_SCAN_MODE 17
+#define CA_SET_PLAYER_INVENTORY 18
+#define CA_SET_CE_ARTWORK 19
+#define CA_SET_LEVEL_RANDOM_SEED 20
#define CA_HEADLINE_LEVEL_ACTIONS 250
#define CA_HEADLINE_PLAYER_ACTIONS 251
#define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
#define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
#define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
+#define CA_ARG_PLAYER_ACTION (CA_ARG_PLAYER + PLAYER_BITS_ACTION)
#define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
#define CA_ARG_NUMBER 11000
#define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
#define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
#define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
#define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
+#define CA_ARG_ELEMENT_ACTION (CA_ARG_ELEMENT + 7)
#define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 997)
#define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET)
#define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER)
+#define CA_ARG_ELEMENT_CV_ACTION (CA_ARG_ELEMENT_ACTION)
#define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE)
#define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3)
#define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4)
+#define CA_ARG_ELEMENT_NR_ACTION (CA_ARG_ELEMENT + 8)
#define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 998)
#define CA_ARG_ELEMENT_CS_TARGET (CA_ARG_ELEMENT + 5)
#define CA_ARG_ELEMENT_CS_TRIGGER (CA_ARG_ELEMENT + 6)
+#define CA_ARG_ELEMENT_CS_ACTION (CA_ARG_ELEMENT + 9)
#define CA_ARG_ELEMENT_CS_HEADLINE (CA_ARG_ELEMENT + 999)
#define CA_ARG_SPEED 13000
#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
#define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
#define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
#define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
+#define CA_ARG_INVENTORY 18000
+#define CA_ARG_INVENTORY_RESET (CA_ARG_INVENTORY + 0)
+#define CA_ARG_INVENTORY_RM_TARGET (CA_ARG_INVENTORY + 1)
+#define CA_ARG_INVENTORY_RM_TRIGGER (CA_ARG_INVENTORY + 2)
+#define CA_ARG_INVENTORY_RM_ACTION (CA_ARG_INVENTORY + 3)
+#define CA_ARG_INVENTORY_RM_FIRST (CA_ARG_INVENTORY + 4)
+#define CA_ARG_INVENTORY_RM_LAST (CA_ARG_INVENTORY + 5)
+#define CA_ARG_INVENTORY_RM_ALL (CA_ARG_INVENTORY + 6)
+#define CA_ARG_INVENTORY_HEADLINE (CA_ARG_INVENTORY + 998)
+#define CA_ARG_INVENTORY_RM_HEADLINE (CA_ARG_INVENTORY + 999)
#define CA_ARG_UNDEFINED 65535
/* values for custom move patterns (bits 0 - 3: basic move directions) */
#define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
#define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
+#define DONT_GET_HIT_BY(e) HAS_PROPERTY(e, EP_DONT_GET_HIT_BY)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
#define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE)
/* special macros used in game engine */
+#define IS_FILE_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_FILE_ELEMENTS)
+
+#define IS_DRAWABLE_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_DRAWABLE_ELEMENTS)
+
+#define IS_RUNTIME_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_RUNTIME_ELEMENTS)
+
+#define IS_VALID_ELEMENT(e) ((e) >= 0 && \
+ (e) <= MAX_NUM_ELEMENTS)
+
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
#define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
#define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
#define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
- IS_EM_KEY(e) ? EM_KEY_NR(e) : \
+ IS_EM_KEY(e) ? EM_KEY_NR(e) : \
IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
#define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
(e) <= EL_EM_GATE_4)
#define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
(e) <= EL_EMC_GATE_8)
+#define IS_DC_GATE(e) ((e) == EL_DC_GATE_WHITE)
#define IS_GATE(e) (IS_RND_GATE(e) || \
IS_EM_GATE(e) || \
- IS_EMC_GATE(e))
+ IS_EMC_GATE(e) || \
+ IS_DC_GATE(e))
#define RND_GATE_NR(e) ((e) - EL_GATE_1)
#define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
#define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
(e) <= EL_EMC_GATE_8_GRAY)
#define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
(e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
+#define IS_DC_GATE_GRAY(e) ((e) == EL_DC_GATE_WHITE_GRAY)
+#define IS_DC_GATE_GRAY_ACTIVE(e) ((e) == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+
#define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
IS_EM_GATE_GRAY(e) || \
- IS_EMC_GATE_GRAY(e))
+ IS_EMC_GATE_GRAY(e) || \
+ IS_DC_GATE_GRAY(e))
#define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
IS_EM_GATE_GRAY_ACTIVE(e) || \
- IS_EMC_GATE_GRAY_ACTIVE(e))
+ IS_EMC_GATE_GRAY_ACTIVE(e) || \
+ IS_DC_GATE_GRAY_ACTIVE(e))
#define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
#define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
#define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
#define IS_DC_STEELWALL_2(e) ((e) >= EL_DC_STEELWALL_2_LEFT && \
(e) <= EL_DC_STEELWALL_2_SINGLE)
+#if 1
+
+#if 1
+#define GFX_ELEMENT(e) (element_info[e].gfx_element)
+#else
+#define GFX_ELEMENT(e) (element_info[e].gfx_element == \
+ (element_info[e].use_gfx_element ? \
+ element_info[e].gfx_element : e) ? \
+ element_info[e].gfx_element : \
+ element_info[e].gfx_element + \
+ 0 * printf("::: %d: %d <-> %d\n", \
+ e, \
+ element_info[e].gfx_element, \
+ element_info[e].use_gfx_element ? \
+ element_info[e].gfx_element : e))
+#endif
+
+#else
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
+#endif
/* !!! CHECK THIS !!! */
#if 1
(d) == MV_UP ? "MV_UP" : \
(d) == MV_DOWN ? "MV_DOWN" : "(various)")
+#define ELEMENT_ACTIVE(e) (ActiveElement[e])
+#define BUTTON_ACTIVE(b) (ActiveButton[b])
+#define FONT_ACTIVE(f) (ActiveFont[f])
+
+
/* fundamental game speed values */
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
#define MAX_NUM_AMOEBA 100
-#define NUM_BELTS 4
-#define NUM_BELT_PARTS 3
#define NUM_ENVELOPES 4
#define MIN_ENVELOPE_XSIZE 1
#define MIN_ENVELOPE_YSIZE 1
#define STD_ELEMENT_CONTENTS 4
#define MAX_ELEMENT_CONTENTS 8
+/* values for initial player inventory */
+#define MIN_INITIAL_INVENTORY_SIZE 1
+#define MAX_INITIAL_INVENTORY_SIZE 8
+
/* often used screen positions */
+#if 0
#define SX 8
#define SY 8
#define REAL_SX (SX - 2)
#define VY 400
#define EX DX
#define EY (VY - 44)
+#endif
#define TILESIZE 32
#define TILEX TILESIZE
#define TILEY TILESIZE
+#define TILEX_VAR TILESIZE_VAR
+#define TILEY_VAR TILESIZE_VAR
#define MINI_TILESIZE (TILESIZE / 2)
#define MINI_TILEX MINI_TILESIZE
#define MINI_TILEY MINI_TILESIZE
#define MICRO_TILEY MICRO_TILESIZE
#define MIDPOSX (SCR_FIELDX / 2)
#define MIDPOSY (SCR_FIELDY / 2)
+#if NEW_TILESIZE
+#if NEW_SCROLL
+#if 0
+#define SXSIZE (SCR_FIELDX * TILEX_VAR)
+#define SYSIZE (SCR_FIELDY * TILEY_VAR)
+#endif
+#define FXSIZE ((2 + SCR_FIELDX + 2) * TILEX_VAR)
+#define FYSIZE ((2 + SCR_FIELDY + 2) * TILEY_VAR)
+#else
+#if 0
+#define SXSIZE (SCR_FIELDX * TILEX_VAR)
+#define SYSIZE (SCR_FIELDY * TILEY_VAR)
+#endif
+#define FXSIZE ((SCR_FIELDX + 2) * TILEX_VAR)
+#define FYSIZE ((SCR_FIELDY + 2) * TILEY_VAR)
+#endif
+#else
+#if NEW_SCROLL
+#if 0
#define SXSIZE (SCR_FIELDX * TILEX)
#define SYSIZE (SCR_FIELDY * TILEY)
+#endif
+#define FXSIZE ((2 + SCR_FIELDX + 2) * TILEX)
+#define FYSIZE ((2 + SCR_FIELDY + 2) * TILEY)
+#else
+#if 0
+#define SXSIZE (SCR_FIELDX * TILEX)
+#define SYSIZE (SCR_FIELDY * TILEY)
+#endif
#define FXSIZE ((SCR_FIELDX + 2) * TILEX)
#define FYSIZE ((SCR_FIELDY + 2) * TILEY)
+#endif
+#endif
+
+#if 0
#define DXSIZE 100
#define DYSIZE 280
#define VXSIZE DXSIZE
#define VYSIZE 100
#define EXSIZE DXSIZE
#define EYSIZE (VYSIZE + 44)
+#endif
+
+#if 0
#define FULL_SXSIZE (2 + SXSIZE + 2)
#define FULL_SYSIZE (2 + SYSIZE + 2)
+#endif
#define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
#define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
#define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
#define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
#define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
+/* values for GfxRedraw */
+#define GFX_REDRAW_NONE (0)
+#define GFX_REDRAW_TILE (1 << 0)
+#define GFX_REDRAW_TILE_CRUMBLED (1 << 1)
+#define GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS (1 << 2)
+#define GFX_REDRAW_TILE_TWINKLED (1 << 3)
/* score for elements */
#define SC_EMERALD 0
#define EL_QUICKSAND_FAST_EMPTY 861
#define EL_QUICKSAND_FAST_FULL 862
-#define NUM_FILE_ELEMENTS 863
+#define EL_FROM_LEVEL_TEMPLATE 863
+
+#define NUM_FILE_ELEMENTS 864
/* "real" (and therefore drawable) runtime elements */
#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 70)
#define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 71)
+#define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 72)
+
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 72)
+#define EL_FIRST_RUNTIME_UNREAL (NUM_DRAWABLE_ELEMENTS)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
+#define EL_GRAPHIC_1 (EL_FIRST_DUMMY + 25)
+#define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 26)
+#define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 27)
+#define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 28)
+#define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 29)
+#define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 30)
+#define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 31)
+#define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 32)
/* internal elements (only used for internal purposes like copying) */
-#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 33)
#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_DEFAULT 0
-#define GFX_SPECIAL_ARG_TITLE_INITIAL 1
-#define GFX_SPECIAL_ARG_TITLE 2
-#define GFX_SPECIAL_ARG_MAIN 3
-#define GFX_SPECIAL_ARG_LEVELS 4
-#define GFX_SPECIAL_ARG_SCORES 5
-#define GFX_SPECIAL_ARG_EDITOR 6
-#define GFX_SPECIAL_ARG_INFO 7
-#define GFX_SPECIAL_ARG_SETUP 8
-#define GFX_SPECIAL_ARG_PLAYING 9
-#define GFX_SPECIAL_ARG_DOOR 10
-#define GFX_SPECIAL_ARG_PREVIEW 11
-#define GFX_SPECIAL_ARG_CRUMBLED 12
-
-#define NUM_SPECIAL_GFX_ARGS 13
+#define GFX_SPECIAL_ARG_LOADING 1
+#define GFX_SPECIAL_ARG_TITLE_INITIAL 2
+#define GFX_SPECIAL_ARG_TITLE 3
+#define GFX_SPECIAL_ARG_MAIN 4
+#define GFX_SPECIAL_ARG_LEVELS 5
+#define GFX_SPECIAL_ARG_LEVELNR 6
+#define GFX_SPECIAL_ARG_SCORES 7
+#define GFX_SPECIAL_ARG_EDITOR 8
+#define GFX_SPECIAL_ARG_INFO 9
+#define GFX_SPECIAL_ARG_SETUP 10
+#define GFX_SPECIAL_ARG_PLAYING 11
+#define GFX_SPECIAL_ARG_DOOR 12
+#define GFX_SPECIAL_ARG_TAPE 13
+#define GFX_SPECIAL_ARG_PANEL 14
+#define GFX_SPECIAL_ARG_PREVIEW 15
+#define GFX_SPECIAL_ARG_CRUMBLED 16
+
+#define NUM_SPECIAL_GFX_ARGS 17
/* these additional definitions are currently only used for draw offsets */
#define GFX_SPECIAL_ARG_INFO_MAIN 0
#define NUM_SPECIAL_GFX_INFO_ARGS 8
+/* these additional definitions are currently only used for draw offsets */
+/* (must match SETUP_MODE_* values as defined in src/screens.c) */
+/* (should also match corresponding entries in src/conf_gfx.c) */
+#define GFX_SPECIAL_ARG_SETUP_MAIN 0
+#define GFX_SPECIAL_ARG_SETUP_GAME 1
+#define GFX_SPECIAL_ARG_SETUP_EDITOR 2
+#define GFX_SPECIAL_ARG_SETUP_GRAPHICS 3
+#define GFX_SPECIAL_ARG_SETUP_SOUND 4
+#define GFX_SPECIAL_ARG_SETUP_ARTWORK 5
+#define GFX_SPECIAL_ARG_SETUP_INPUT 6
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS 7
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1 8
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2 9
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3 10
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4 11
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5 12
+#define GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK 13
+#define GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER 14
+
+#define NUM_SPECIAL_GFX_SETUP_ARGS 15
+
/* values for image configuration suffixes */
#define GFX_ARG_X 0
#define GFX_ARG_NAME 36
#define GFX_ARG_SCALE_UP_FACTOR 37
#define GFX_ARG_CLONE_FROM 38
-#define GFX_ARG_FADE_DELAY 39
-#define GFX_ARG_POST_DELAY 40
-#define GFX_ARG_AUTO_DELAY 41
-#define GFX_ARG_ALIGN 42
-#define GFX_ARG_VALIGN 43
-#define GFX_ARG_SORT_PRIORITY 44
-
-#define NUM_GFX_ARGS 45
+#define GFX_ARG_FADE_MODE 39
+#define GFX_ARG_FADE_DELAY 40
+#define GFX_ARG_POST_DELAY 41
+#define GFX_ARG_AUTO_DELAY 42
+#define GFX_ARG_ALIGN 43
+#define GFX_ARG_VALIGN 44
+#define GFX_ARG_SORT_PRIORITY 45
+#define GFX_ARG_CLASS 46
+#define GFX_ARG_STYLE 47
+#define GFX_ARG_ACTIVE_XOFFSET 48
+#define GFX_ARG_ACTIVE_YOFFSET 49
+#define GFX_ARG_PRESSED_XOFFSET 50
+#define GFX_ARG_PRESSED_YOFFSET 51
+
+#define NUM_GFX_ARGS 52
/* values for sound configuration suffixes */
#define FONT_ENVELOPE_2 19
#define FONT_ENVELOPE_3 20
#define FONT_ENVELOPE_4 21
-#define FONT_INPUT_1_ACTIVE 22
-#define FONT_INPUT_2_ACTIVE 23
-#define FONT_INPUT_1 24
-#define FONT_INPUT_2 25
-#define FONT_OPTION_OFF 26
-#define FONT_OPTION_ON 27
-#define FONT_VALUE_1 28
-#define FONT_VALUE_2 29
-#define FONT_VALUE_OLD 30
-#define FONT_LEVEL_NUMBER_ACTIVE 31
-#define FONT_LEVEL_NUMBER 32
-#define FONT_TAPE_RECORDER 33
-#define FONT_GAME_INFO 34
-#define FONT_INFO_ELEMENTS 35
-#define FONT_INFO_LEVELSET 36
-
-#define NUM_FONTS 37
+#define FONT_REQUEST 22
+#define FONT_INPUT_1_ACTIVE 23
+#define FONT_INPUT_2_ACTIVE 24
+#define FONT_INPUT_1 25
+#define FONT_INPUT_2 26
+#define FONT_OPTION_OFF 27
+#define FONT_OPTION_ON 28
+#define FONT_VALUE_1 29
+#define FONT_VALUE_2 30
+#define FONT_VALUE_OLD 31
+#define FONT_LEVEL_NUMBER_ACTIVE 32
+#define FONT_LEVEL_NUMBER 33
+#define FONT_TAPE_RECORDER 34
+#define FONT_GAME_INFO 35
+#define FONT_INFO_ELEMENTS 36
+#define FONT_INFO_LEVELSET 37
+
+#define NUM_FONTS 38
#define NUM_INITIAL_FONTS 4
+#if 0
#define FONT_ACTIVE(f) \
((f) == FONT_MENU_1 ? FONT_MENU_1_ACTIVE : \
(f) == FONT_MENU_2 ? FONT_MENU_2_ACTIVE : \
(f) == FONT_INPUT_2 ? FONT_INPUT_2_ACTIVE : \
(f) == FONT_LEVEL_NUMBER ? FONT_LEVEL_NUMBER_ACTIVE : \
(f))
-
+#endif
/* values for game_status (must match special image configuration suffixes) */
#define GAME_MODE_DEFAULT 0
-#define GAME_MODE_TITLE_INITIAL 1
-#define GAME_MODE_TITLE 2
-#define GAME_MODE_MAIN 3
-#define GAME_MODE_LEVELS 4
-#define GAME_MODE_SCORES 5
-#define GAME_MODE_EDITOR 6
-#define GAME_MODE_INFO 7
-#define GAME_MODE_SETUP 8
-#define GAME_MODE_PLAYING 9
-#define GAME_MODE_PSEUDO_DOOR 10
-#define GAME_MODE_PSEUDO_PREVIEW 11
-#define GAME_MODE_PSEUDO_CRUMBLED 12
+#define GAME_MODE_LOADING 1
+#define GAME_MODE_TITLE_INITIAL 2
+#define GAME_MODE_TITLE 3
+#define GAME_MODE_MAIN 4
+#define GAME_MODE_LEVELS 5
+#define GAME_MODE_LEVELNR 6
+#define GAME_MODE_SCORES 7
+#define GAME_MODE_EDITOR 8
+#define GAME_MODE_INFO 9
+#define GAME_MODE_SETUP 10
+#define GAME_MODE_PLAYING 11
+#define GAME_MODE_PSEUDO_DOOR 12
+#define GAME_MODE_PSEUDO_TAPE 13
+#define GAME_MODE_PSEUDO_PANEL 14
+#define GAME_MODE_PSEUDO_PREVIEW 15
+#define GAME_MODE_PSEUDO_CRUMBLED 16
/* there are no special config file suffixes for these modes */
-#define GAME_MODE_PSEUDO_TYPENAME 13
-#define GAME_MODE_QUIT 14
+#define GAME_MODE_PSEUDO_TYPENAME 17
+#define GAME_MODE_QUIT 18
/* special definitions currently only used for custom artwork configuration */
#define MUSIC_PREFIX_BACKGROUND 0
#define NUM_MUSIC_PREFIXES 1
-#define MAX_LEVELS 1000
/* definitions for demo animation lists */
#define HELPANIM_LIST_NEXT -1
/* program information and versioning definitions */
#define PROGRAM_VERSION_MAJOR 3
-#define PROGRAM_VERSION_MINOR 2
-#define PROGRAM_VERSION_PATCH 4
-#define PROGRAM_VERSION_BUILD 0
+#define PROGRAM_VERSION_MINOR 3
+#define PROGRAM_VERSION_PATCH 1
+#define PROGRAM_VERSION_BUILD 3
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2006 by Holger Schemel"
+#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2014 by Holger Schemel"
#define PROGRAM_EMAIL_STRING "info@artsoft.org"
#define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/"
#define PROGRAM_GAME_BY_STRING "A Game by Artsoft Entertainment"
+#define PROGRAM_UNIX_DATADIR_STRING ".rocksndiamonds"
+
+#if defined(CREATE_SPECIAL_EDITION_RND_JUE)
+#undef PROGRAM_TITLE_STRING
+#define PROGRAM_TITLE_STRING "R'n'D jue"
+#undef PROGRAM_UNIX_DATADIR_STRING
+#define PROGRAM_UNIX_DATADIR_STRING ".rnd_jue"
+#endif
#define ICON_TITLE_STRING PROGRAM_TITLE_STRING
#define COOKIE_PREFIX "ROCKSNDIAMONDS"
#define USERDATA_DIRECTORY_WIN32 PROGRAM_TITLE_STRING
#define USERDATA_DIRECTORY_MACOSX PROGRAM_TITLE_STRING
-#define USERDATA_DIRECTORY_UNIX ".rocksndiamonds"
+#define USERDATA_DIRECTORY_UNIX PROGRAM_UNIX_DATADIR_STRING
#define USERDATA_DIRECTORY_DOS "userdata"
#if defined(PLATFORM_WIN32)
#define X11_ICON_FILENAME "rocks_icon.xbm"
#define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
-#define SDL_ICON_FILENAME "rocks_icon_32x32.pcx"
+#define SDL_ICON_FILENAME "RocksIcon32x32.png"
#define MSDOS_POINTER_FILENAME "mouse.pcx"
/* file version numbers for resource files (levels, tapes, score, setup, etc.)
#define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
#define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
#define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
+#define GAME_ENGINE_TYPE_SP LEVEL_FILE_TYPE_SP
-#define NUM_ENGINE_TYPES 3
+#define NUM_ENGINE_TYPES 4
struct BorderInfo
{
boolean draw_masked[NUM_SPECIAL_GFX_ARGS];
+ boolean draw_masked_when_fading;
+};
+
+struct RequestButtonInfo
+{
+ struct TextPosInfo yes;
+ struct TextPosInfo no;
+ struct TextPosInfo confirm;
+ struct TextPosInfo player_1;
+ struct TextPosInfo player_2;
+ struct TextPosInfo player_3;
+ struct TextPosInfo player_4;
};
struct MenuMainButtonInfo
struct MenuMainInputInfo input;
};
-struct TitleInfo
+struct TitleFadingInfo
{
- int anim_mode;
+ int fade_mode;
int fade_delay;
int post_delay;
int auto_delay;
boolean parse_comments;
int sort_priority;
- int anim_mode;
+ int fade_mode;
int fade_delay;
int post_delay;
int auto_delay;
};
+struct InitInfo
+{
+ struct MenuPosInfo busy;
+};
+
struct MenuInfo
{
int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
int draw_xoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
int draw_yoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int draw_xoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int draw_yoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
int scrollbar_xoffset;
int list_size[NUM_SPECIAL_GFX_ARGS];
- int fade_delay;
- int post_delay;
- int auto_delay;
+ struct TitleFadingInfo enter_menu;
+ struct TitleFadingInfo leave_menu;
+ struct TitleFadingInfo enter_screen[NUM_SPECIAL_GFX_ARGS];
+ struct TitleFadingInfo leave_screen[NUM_SPECIAL_GFX_ARGS];
+ struct TitleFadingInfo next_screen;
int sound[NUM_SPECIAL_GFX_ARGS];
int music[NUM_SPECIAL_GFX_ARGS];
struct DoorInfo
{
+ struct TextPosInfo part_1;
+ struct TextPosInfo part_2;
+ struct TextPosInfo part_3;
+ struct TextPosInfo part_4;
+ struct TextPosInfo part_5;
+ struct TextPosInfo part_6;
+ struct TextPosInfo part_7;
+ struct TextPosInfo part_8;
+
int width;
int height;
int step_offset;
int anim_mode;
};
+struct RequestInfo
+{
+ struct RequestButtonInfo button;
+ int x, y;
+ int width, height;
+ int border_size;
+ int line_spacing;
+ int step_offset;
+ int step_delay;
+ int anim_mode;
+ boolean autowrap;
+ boolean centered;
+ boolean wrap_single_words;
+};
+
struct PreviewInfo
{
int x, y;
int anim_mode;
};
+struct ViewportInfo
+{
+ struct RectWithBorder window;
+ struct RectWithBorder playfield[NUM_SPECIAL_GFX_ARGS];
+ struct RectWithBorder door_1[NUM_SPECIAL_GFX_ARGS];
+ struct RectWithBorder door_2[NUM_SPECIAL_GFX_ARGS];
+};
+
struct HiScore
{
char Name[MAX_PLAYER_NAME_LEN + 1];
int year;
int month;
int day;
+
+ enum
+ {
+ DATE_SRC_CLOCK,
+ DATE_SRC_LEVELFILE
+ } src;
};
struct LevelInfo
/* level stored in native format for the alternative native game engines */
struct LevelInfo_EM *native_em_level;
+ struct LevelInfo_SP *native_sp_level;
int file_version; /* file format version the level is stored with */
int game_version; /* game release version the level was created with */
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+ int random_seed;
+
struct EnvelopeInfo envelope[NUM_ENVELOPES];
int score[LEVEL_SCORE_ELEMENTS];
int initial_player_stepsize[MAX_PLAYERS]; /* initial player speed */
boolean initial_player_gravity[MAX_PLAYERS];
+ boolean use_initial_inventory[MAX_PLAYERS];
+ int initial_inventory_size[MAX_PLAYERS];
+ int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
+
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
+ boolean em_explodes_by_fire; /* EM style chain explosion behaviour */
boolean use_spring_bug; /* for compatibility with old levels */
boolean use_time_orb_bug; /* for compatibility with old levels */
boolean instant_relocation; /* no visual delay when relocating player */
+ boolean shifted_relocation; /* no level centering when relocating player */
boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
boolean grow_into_diggable; /* amoeba can grow into anything diggable */
+ boolean auto_exit_sokoban; /* automatically finish solved Sokoban levels */
boolean continuous_snapping; /* repeated snapping without releasing key */
boolean block_snap_field; /* snapping blocks field to show animation */
boolean no_valid_file; /* set when level file missing or invalid */
boolean changed; /* set when level was changed in the editor */
+
+ /* runtime flags to handle bugs in old levels (not stored in level file) */
+ boolean use_action_after_change_bug;
};
struct GlobalInfo
char *convert_leveldir;
int convert_level_nr;
+ char *create_images_dir;
+
int num_toons;
float frames_per_second;
boolean fps_slowdown;
int fps_slowdown_factor;
+
+ /* global values for fading screens and masking borders */
+ int border_status;
+#if 0
+ int fading_status;
+ int fading_type;
+#endif
+
+ boolean use_envelope_request;
};
struct ElementChangeInfo
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- int trigger_element; /* element triggering change */
+ int initial_trigger_element; /* initial element triggering change */
struct Content target_content;/* elements for extended change target */
boolean use_target_content; /* use extended change target */
int action_type; /* type of action */
int action_mode; /* mode of action */
int action_arg; /* parameter of action */
+ int action_element; /* element related to action */
/* ---------- internal values used at runtime when playing ---------- */
+ int trigger_element; /* element triggering change */
+
/* functions that are called before, while and after the change of an
element -- currently only used for non-custom elements */
void (*pre_change_function)(int x, int y);
short actual_trigger_element; /* element that actually triggered change */
int actual_trigger_side; /* element side that triggered the change */
int actual_trigger_player; /* player which actually triggered change */
+ int actual_trigger_player_bits; /* player bits of triggering players */
int actual_trigger_ce_value; /* CE value of element that triggered change */
int actual_trigger_ce_score; /* CE score of element that triggered change */
/* ---------- special element property values ---------- */
- unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */
+ unsigned int properties[NUM_EP_BITFIELDS]; /* element base properties */
boolean use_gfx_element; /* use custom graphic element */
- int gfx_element; /* optional custom graphic element */
+ int gfx_element_initial; /* initial optional custom graphic element */
int access_direction; /* accessible from which direction */
boolean in_group[NUM_GROUP_ELEMENTS];
+ int gfx_element; /* runtime optional custom graphic element */
+
int collect_score; /* runtime score value for collecting */
+ /* count of this element on playfield, calculated after each frame */
+ int element_count;
+
/* ---------- internal values used in level editor ---------- */
int access_type; /* walkable or passable */
int draw_masked; /* optional setting for drawing envelope gfx */
+ int fade_mode; /* optional setting for drawing title screens */
int fade_delay; /* optional setting for drawing title screens */
int post_delay; /* optional setting for drawing title screens */
int auto_delay; /* optional setting for drawing title screens */
int align, valign; /* optional setting for drawing title screens */
int sort_priority; /* optional setting for drawing title screens */
+ int class;
+ int style;
+
+ int active_xoffset;
+ int active_yoffset;
+ int pressed_xoffset;
+ int pressed_yoffset;
+
boolean use_image_size; /* use image size as default width and height */
#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
};
+extern Bitmap *bitmap_db_store;
extern Bitmap *bitmap_db_cross;
extern Bitmap *bitmap_db_field;
extern Bitmap *bitmap_db_panel;
extern Bitmap *bitmap_db_door;
+extern Bitmap *bitmap_db_toons;
extern Pixmap tile_clipmask[];
extern DrawBuffer *fieldbuffer;
extern DrawBuffer *drawto_field;
extern int key_joystick_mapping;
+#if 1
+#if NEW_SCROLL
+extern boolean redraw[2 + MAX_LEV_FIELDX + 2][2 + MAX_LEV_FIELDY + 2];
+#else
+extern boolean redraw[MAX_LEV_FIELDX + 2][MAX_LEV_FIELDY + 2];
+#endif
+#else
extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+#endif
extern int redraw_x1, redraw_y1;
extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxRedraw[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern int ActiveElement[MAX_NUM_ELEMENTS];
+extern int ActiveButton[NUM_IMAGE_FILES];
+extern int ActiveFont[NUM_FONTS];
extern int lev_fieldx, lev_fieldy;
extern int scroll_x, scroll_y;
+extern int WIN_XSIZE, WIN_YSIZE;
+extern int SCR_FIELDX, SCR_FIELDY;
+extern int REAL_SX, REAL_SY;
+extern int SX, SY;
+extern int DX, DY;
+extern int VX, VY;
+extern int EX, EY;
+extern int dDX, dDY;
+extern int FULL_SXSIZE, FULL_SYSIZE;
+extern int SXSIZE, SYSIZE;
+extern int DXSIZE, DYSIZE;
+extern int VXSIZE, VYSIZE;
+extern int EXSIZE, EYSIZE;
+extern int TILESIZE_VAR;
+
extern int FX, FY;
extern int ScrollStepSize;
extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
extern struct TapeInfo tape;
extern struct GlobalInfo global;
extern struct BorderInfo border;
-extern struct TitleInfo title_initial_default;
-extern struct TitleInfo title_default;
-extern struct TitleInfo title;
+extern struct ViewportInfo viewport;
+extern struct TitleFadingInfo fading;
+extern struct TitleFadingInfo fading_none;
+extern struct TitleFadingInfo title_initial_default;
+extern struct TitleFadingInfo title_default;
extern struct TitleMessageInfo titlemessage_initial_default;
extern struct TitleMessageInfo titlemessage_initial[];
extern struct TitleMessageInfo titlemessage_default;
extern struct TitleMessageInfo titlemessage[];
extern struct TitleMessageInfo readme;
+extern struct InitInfo init, init_last;
extern struct MenuInfo menu;
extern struct DoorInfo door_1, door_2;
+extern struct RequestInfo request;
extern struct PreviewInfo preview;
extern struct ElementInfo element_info[];
extern struct ElementNameInfo element_name_info[];
extern struct MusicFileInfo *music_file_info;
extern struct HelpAnimInfo *helpanim_info;
extern SetupFileHash *helptext_info;
+extern SetupFileHash *image_config_hash;
+extern SetupFileHash *element_token_hash;
+extern SetupFileHash *graphic_token_hash;
+extern SetupFileHash *font_token_hash;
extern struct ConfigTypeInfo image_config_suffix[];
extern struct ConfigTypeInfo sound_config_suffix[];
extern struct ConfigTypeInfo music_config_suffix[];