#define IMG_UNDEFINED (-1)
#define IMG_EMPTY IMG_EMPTY_SPACE
#define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
+#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
#define IMG_CHAR_START IMG_CHAR_SPACE
#define IMG_CUSTOM_START IMG_CUSTOM_1
#define EP_CAN_CHANGE 7
#define EP_CAN_MOVE 8
#define EP_CAN_FALL 9
-#define EP_CAN_SMASH_FRIENDS 10
+#define EP_CAN_SMASH_PLAYER 10
#define EP_CAN_SMASH_ENEMIES 11
-#define EP_CAN_SMASH_EXPLOSIVES 12
+#define EP_CAN_SMASH_EVERYTHING 12
#define EP_CAN_EXPLODE_BY_FIRE 13
#define EP_CAN_EXPLODE_SMASHED 14
#define EP_CAN_EXPLODE_IMPACT 15
#define EP_PUSHABLE 24
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 25
+#define EP_EM_SLIPPERY_WALL 32
/* values for special graphics properties (no effect on game engine) */
-#define EP_CAN_BE_CRUMBLED 26
+#define EP_CAN_BE_CRUMBLED 33
/* values for pre-defined properties */
-#define EP_PLAYER 27
-#define EP_CAN_PASS_MAGIC_WALL 28
-#define EP_SWITCHABLE 29
-#define EP_BD_ELEMENT 30
-#define EP_SP_ELEMENT 31
-#define EP_SB_ELEMENT 32
-#define EP_GEM 33
-#define EP_FOOD_DARK_YAMYAM 34
-#define EP_FOOD_PENGUIN 35
-#define EP_FOOD_PIG 36
-#define EP_HISTORIC_WALL 37
-#define EP_HISTORIC_SOLID 38
-#define EP_CLASSIC_ENEMY 39
-#define EP_BELT 40
-#define EP_BELT_ACTIVE 41
-#define EP_BELT_SWITCH 42
-#define EP_TUBE 43
-#define EP_KEYGATE 44
-#define EP_AMOEBOID 45
-#define EP_AMOEBALIVE 46
-#define EP_HAS_CONTENT 47
-#define EP_ACTIVE_BOMB 48
-#define EP_INACTIVE 49
+#define EP_PLAYER 34
+#define EP_CAN_PASS_MAGIC_WALL 35
+#define EP_SWITCHABLE 36
+#define EP_BD_ELEMENT 37
+#define EP_SP_ELEMENT 38
+#define EP_SB_ELEMENT 39
+#define EP_GEM 40
+#define EP_FOOD_DARK_YAMYAM 41
+#define EP_FOOD_PENGUIN 42
+#define EP_FOOD_PIG 43
+#define EP_HISTORIC_WALL 44
+#define EP_HISTORIC_SOLID 45
+#define EP_CLASSIC_ENEMY 46
+#define EP_BELT 47
+#define EP_BELT_ACTIVE 48
+#define EP_BELT_SWITCH 49
+#define EP_TUBE 50
+#define EP_KEYGATE 51
+#define EP_AMOEBOID 52
+#define EP_AMOEBALIVE 53
+#define EP_HAS_CONTENT 54
+#define EP_ACTIVE_BOMB 55
+#define EP_INACTIVE 56
/* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER 50
-#define EP_ACCESSIBLE_INSIDE 51
-#define EP_ACCESSIBLE_UNDER 52
-#define EP_WALKABLE 53
-#define EP_PASSABLE 54
-#define EP_ACCESSIBLE 55
-#define EP_SNAPPABLE 56
-#define EP_WALL 57
-#define EP_SOLID_FOR_PUSHING 58
-#define EP_DRAGONFIRE_PROOF 59
-#define EP_EXPLOSION_PROOF 60
-#define EP_CAN_SMASH 61
-#define EP_CAN_EXPLODE 62
+#define EP_ACCESSIBLE_OVER 57
+#define EP_ACCESSIBLE_INSIDE 58
+#define EP_ACCESSIBLE_UNDER 59
+#define EP_WALKABLE 60
+#define EP_PASSABLE 61
+#define EP_ACCESSIBLE 62
+#define EP_SNAPPABLE 63
+#define EP_WALL 64
+#define EP_SOLID_FOR_PUSHING 65
+#define EP_DRAGONFIRE_PROOF 66
+#define EP_EXPLOSION_PROOF 67
+#define EP_CAN_SMASH 68
+#define EP_CAN_EXPLODE 69
/* values for internal purpose only (level editor) */
-#define EP_EXPLODE_RESULT 63
-#define EP_WALK_TO_OBJECT 64
-#define EP_DEADLY 65
+#define EP_EXPLODE_RESULT 70
+#define EP_WALK_TO_OBJECT 71
+#define EP_DEADLY 72
-#define NUM_ELEMENT_PROPERTIES 66
+#define NUM_ELEMENT_PROPERTIES 73
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
/* values for change events for custom elements */
#define CE_DELAY 0
-#define CE_PRESSED_BY_PLAYER 1
-#define CE_TOUCHED_BY_PLAYER 2
+#define CE_TOUCHED_BY_PLAYER 1
+#define CE_PRESSED_BY_PLAYER 2
+#define CE_PUSHED_BY_PLAYER 3
+#define CE_IMPACT 4
+#define CE_SMASHED 5
+#define CE_OTHER_COLLECTING 6
+#define CE_OTHER_PUSHING 7
+#define CE_OTHER_CHANGING 8
+#define CE_OTHER_EXPLODING 9
/* values for internal purpose only (level editor) */
-#define CE_BY_PLAYER 3
+#define CE_BY_PLAYER 10
+#define CE_IMPACT_SMASHED 11
+#define CE_BY_OTHER 12
-#define NUM_CHANGE_EVENTS 4
+#define NUM_CHANGE_EVENTS 13
#define CE_BITMASK_DEFAULT 0
(CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
(CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
+/* values for change power for custom elements */
+#define CP_NON_DESTRUCTIVE 0
+#define CP_HALF_DESTRUCTIVE 1
+#define CP_FULL_DESTRUCTIVE 2
+
/* macros for configurable properties */
#define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
#define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
#define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
-#define CAN_SMASH_FRIENDS(e) HAS_PROPERTY(e, EP_CAN_SMASH_FRIENDS)
+#define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
#define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
-#define CAN_SMASH_EXPLOSIVES(e) HAS_PROPERTY(e, EP_CAN_SMASH_EXPLOSIVES)
+#define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
#define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
#define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
-#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 3)
-#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 7)
-#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 8)
-#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 9)
-#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
+#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
+#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
+#define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
+#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
+#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
+#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
+#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
/* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
#define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
#define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14)
#define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15)
+#define EL_DEFAULT (EL_FIRST_DUMMY + 16)
+#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 17)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 18)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 19)
-#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 16)
+#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 20)
/* values for graphics/sounds action types */
#define ACTION_COLLECTING 6
#define ACTION_DROPPING 7
#define ACTION_PUSHING 8
-#define ACTION_PASSING 9
-#define ACTION_IMPACT 10
-#define ACTION_BREAKING 11
-#define ACTION_ACTIVATING 12
-#define ACTION_DEACTIVATING 13
-#define ACTION_OPENING 14
-#define ACTION_CLOSING 15
-#define ACTION_ATTACKING 16
-#define ACTION_GROWING 17
-#define ACTION_SHRINKING 18
-#define ACTION_ACTIVE 19
-#define ACTION_FILLING 20
-#define ACTION_EMPTYING 21
-#define ACTION_CHANGING 22
-#define ACTION_EXPLODING 23
-#define ACTION_DYING 24
-#define ACTION_OTHER 25
-
-#define NUM_ACTIONS 26
+#define ACTION_WALKING 9
+#define ACTION_PASSING 10
+#define ACTION_IMPACT 11
+#define ACTION_BREAKING 12
+#define ACTION_ACTIVATING 13
+#define ACTION_DEACTIVATING 14
+#define ACTION_OPENING 15
+#define ACTION_CLOSING 16
+#define ACTION_ATTACKING 17
+#define ACTION_GROWING 18
+#define ACTION_SHRINKING 19
+#define ACTION_ACTIVE 20
+#define ACTION_FILLING 21
+#define ACTION_EMPTYING 22
+#define ACTION_CHANGING 23
+#define ACTION_EXPLODING 24
+#define ACTION_DYING 25
+#define ACTION_OTHER 26
+
+#define NUM_ACTIONS 27
/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_MAIN 0
int draw_yoffset_default;
int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
+
+ int list_size_default;
+ int list_size[NUM_SPECIAL_GFX_ARGS];
};
struct DoorInfo
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- short successor; /* new custom element after change */
+ short trigger; /* custom element triggering change */
+
+ short target_element; /* target element after change */
+
+ int content[3][3]; /* new elements after extended change */
+ boolean use_content; /* use extended change content */
+ boolean only_complete; /* only use complete content */
+ int power; /* power of extended change */
+
+ boolean explode; /* explode instead of 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);
+ void (*change_function)(int x, int y);
+ void (*post_change_function)(int x, int y);
};
struct ElementInfo
boolean use_gfx_element;
short gfx_element; /* optional custom graphic element */
- int score; /* score for collection, smashing, ... */
+ int score; /* score value for collecting */
+ int gem_count; /* gem count value for collecting */
int push_delay_fixed; /* constant frame delay for pushing */
int push_delay_random; /* additional random frame delay for pushing */
extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaCnt[MAX_NUM_AMOEBA];