#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 EP_CAN_EXPLODE 70
#define EP_CAN_EXPLODE_3X3 71
#define EP_SP_PORT 72
-#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
-#define EP_CAN_EXPLODE_BY_EXPLOSION 74
-#define EP_COULD_MOVE_INTO_ACID 75
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
+#define EP_CAN_EXPLODE_BY_EXPLOSION 74
+#define EP_COULD_MOVE_INTO_ACID 75
+#define EP_MAYBE_DONT_COLLIDE_WITH 76
/* values for internal purpose only (level editor) */
-#define EP_EXPLODE_RESULT 76
-#define EP_WALK_TO_OBJECT 77
-#define EP_DEADLY 78
+#define EP_EXPLODE_RESULT 77
+#define EP_WALK_TO_OBJECT 78
+#define EP_DEADLY 79
-#define NUM_ELEMENT_PROPERTIES 79
+#define NUM_ELEMENT_PROPERTIES 80
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
(CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
(CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
-/* values for change sides for custom elements */
+/* values for change side for custom elements */
#define CH_SIDE_NONE MV_NO_MOVING
#define CH_SIDE_LEFT MV_LEFT
#define CH_SIDE_RIGHT MV_RIGHT
#define CH_SIDE_TOP_BOTTOM MV_VERTICAL
#define CH_SIDE_ANY MV_ANY_DIRECTION
+/* values for change player for custom elements */
+#define CH_PLAYER_NONE 0
+#define CH_PLAYER_1 (1 << 0)
+#define CH_PLAYER_2 (1 << 1)
+#define CH_PLAYER_3 (1 << 2)
+#define CH_PLAYER_4 (1 << 3)
+#define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
+ CH_PLAYER_4)
+
+/* values for change page for custom elements */
+#define CH_PAGE_ANY_FILE (0xff)
+#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
/* values for custom move patterns */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
-#define MV_VERTICAL (MV_UP | MV_DOWN)
-#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
+#define MV_VERTICAL (MV_UP | MV_DOWN)
+#define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
#define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
#define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
#define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
#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 CAN_EXPLODE_BY_EXPLOSION(e) \
HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
+#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
#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)
/* ---------- end of custom elements section ------------------------------- */
#define EL_UNKNOWN 656
+#define EL_TRIGGER_ELEMENT 657
+#define EL_TRIGGER_PLAYER 658
-#define NUM_FILE_ELEMENTS 657
+#define NUM_FILE_ELEMENTS 659
/* "real" (and therefore drawable) runtime elements */
/* 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 MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
+
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
/* values for graphics/sounds action types */
/* program information and versioning definitions */
#define PROGRAM_VERSION_MAJOR 3
-#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 9
-#define PROGRAM_VERSION_BUILD 0
+#define PROGRAM_VERSION_MINOR 1
+#define PROGRAM_VERSION_PATCH 0
+#define PROGRAM_VERSION_BUILD 2
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
boolean connected; /* player connected (locally or via network) */
boolean active; /* player present and connected */
- int index_nr, client_nr, element_nr;
+ int index_nr; /* player number (0 to 3) */
+ int index_bit; /* player number bit (1 << 0 to 1 << 3) */
+ int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
+ int client_nr; /* network client identifier */
byte action; /* action from local input device */
byte effective_action; /* action acknowledged from network server
boolean use_murphy_graphic;
boolean block_last_field;
+ boolean can_fall_into_acid;
boolean LevelSolved, GameOver;
int shield_deadly_time_left;
int inventory_element[MAX_INVENTORY_SIZE];
+ int inventory_infinite_element;
int inventory_size;
};
int time_light;
int time_timegate;
- int can_move_into_acid; /* bits indicate property for element groups */
+ int can_move_into_acid_bits; /* bitfield to store property for elements */
+ int dont_collide_with_bits; /* bitfield to store property for elements */
boolean double_speed;
boolean initial_gravity;
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 use_custom_template; /* use custom properties from template file */
- boolean no_level_file; /* set for currently undefined levels */
+ boolean no_valid_file; /* set when level file missing or invalid */
};
struct TapeInfo
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;
byte action[MAX_PLAYERS];
byte delay;
} pos[MAX_TAPELEN];
+
+ boolean no_valid_file; /* set when tape file missing or invalid */
};
struct GameInfo
boolean can_change; /* use or ignore this change info */
unsigned long events; /* change events */
- int sides; /* change sides */
+
int trigger_player; /* player triggering change */
+ int trigger_side; /* side triggering change */
int trigger_page; /* page triggering change */
short target_element; /* target element after change */
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- short trigger_element; /* custom element triggering change */
+ 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);
+ short actual_trigger_element; /* element that actually triggered change */
+ int actual_trigger_player; /* player which actually triggered change */
+
/* ---------- internal values used in level editor ---------- */
int direct_action; /* change triggered by actions on element */
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 ---------- */
extern int ExitX, ExitY;
extern int AllPlayersGone;
-extern int TimeFrames, TimePlayed, TimeLeft;
+extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
extern boolean SiebAktiv;
extern int SiebCount;