#define EP_DROPPABLE 22
#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
-#define EP_CAN_EXPLODE_DYNA 25
+#define EP_CAN_EXPLODE_CROSS 25
#define EP_PROTECTED 26
#define EP_CAN_MOVE_INTO_ACID 27
#define CH_PAGE_ANY (0xffffffff)
/* values for change power for custom elements */
-#define CP_NON_DESTRUCTIVE 0
-#define CP_HALF_DESTRUCTIVE 1
-#define CP_FULL_DESTRUCTIVE 2
+#define CP_WHEN_EMPTY 0
+#define CP_WHEN_DIGGABLE 1
+#define CP_WHEN_DESTRUCTIBLE 2
/* values for custom move patterns (bits 0 - 3: basic move directions) */
#define MV_BIT_TOWARDS_PLAYER 4
#define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
#define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
-#define CAN_EXPLODE_DYNA(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
+#define CAN_EXPLODE_CROSS(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS)
#define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
#define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
#define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
(e) <= EL_GROUP_END)
+#define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
+ (e) <= EL_INTERNAL_END)
+
#define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
(e) <= EL_ENVELOPE_4)
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
-#define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
+#define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
-#define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
-#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
+#define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
+#define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
#define IS_MOVING(x,y) (MovPos[x][y] != 0)
#define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
/* internal elements (only used for internal purposes like copying) */
#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
-#define EL_INTERNAL_EDITOR (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 1)
+#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
+#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
+
+#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
-#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 2)
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
/* values for graphics/sounds action types */
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 1
#define PROGRAM_VERSION_PATCH 0
-#define PROGRAM_VERSION_BUILD 0
+#define PROGRAM_VERSION_BUILD 2
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
boolean block_last_field; /* player blocks previous field while moving */
boolean sp_block_last_field; /* player blocks previous field while moving */
boolean use_spring_bug; /* for compatibility with old levels */
+ boolean instant_relocation; /* no visual delay when relocating player */
+ /* ('int' instead of 'boolean' because used as selectbox value in editor) */
int use_step_counter; /* count steps instead of seconds for level */
short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
boolean pause_before_death;
boolean recording, playing, pausing;
boolean fast_forward;
- boolean index_search;
+ boolean warp_forward;
+ boolean deactivate_display;
boolean auto_play;
boolean auto_play_level_solved;
boolean quick_resume;
short trigger_element; /* element triggering change */
- int content[3][3]; /* new elements after extended change */
- boolean use_content; /* use extended change content */
- boolean only_complete; /* only use complete content */
- boolean use_random_change; /* use random value for setting content */
- int random; /* random value for setting content */
- int power; /* power of extended change */
+ int target_content[3][3]; /* elements for extended change target */
+ boolean use_target_content; /* use extended change target */
+ boolean only_if_complete; /* only use complete target content */
+ boolean use_random_replace; /* use random value for replacing elements */
+ int random_percentage; /* random value for replacing elements */
+ int replace_when; /* type of elements that can be replaced */
boolean explode; /* explode instead of change */
+ /* ---------- internal values used at runtime when playing ---------- */
+
/* 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);
- /* ---------- internal values used at runtime when playing ---------- */
-
short actual_trigger_element; /* element that actually triggered change */
int actual_trigger_player; /* player which actually triggered change */
boolean in_group[NUM_GROUP_ELEMENTS];
+#if 0
boolean can_leave_element; /* element can leave other element behind */
boolean can_leave_element_last;
+#endif
/* ---------- internal values used in level editor ---------- */