(PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
-/* values for change events for custom elements */
+/* values for change events for custom elements (stored in level file) */
#define CE_DELAY 0
#define CE_TOUCHED_BY_PLAYER 1
#define CE_PRESSED_BY_PLAYER 2
#define CE_OTHER_GETS_PUSHED 13
#define CE_OTHER_GETS_COLLECTED 14
#define CE_OTHER_GETS_DROPPED 15
+#define CE_BY_PLAYER 16 /* obsolete; map'd to CE_BY_DIRECT_ACTION */
+#define CE_BY_COLLISION 17 /* obsolete; map'd to CE_BY_DIRECT_ACTION */
+#define CE_BY_OTHER_ACTION 18 /* activates other element events */
+#define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
+#define CE_OTHER_GETS_DIGGED 20
-/* values for internal purpose only (level editor) */
-#define CE_BY_PLAYER 16
-#define CE_BY_COLLISION 17
-#define CE_BY_OTHER 18
-
-#define NUM_CHANGE_EVENTS 19
+#define NUM_CHANGE_EVENTS 21
#define CE_BITMASK_DEFAULT 0
#define CH_EVENT_BIT(c) (1 << (c))
-#define CH_EVENT_VAR(e) (element_info[e].change.events)
+#define CH_EVENT_VAR(e) (element_info[e].change->events)
+#define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
(CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
+#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
+ (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
((v) ? \
(CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
#define IS_LOOP_SOUND(s) (sound_info[s].loop)
+/* fundamental game speed values */
+#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
+#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
+#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
+#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
+
/* boundaries of arrays etc. */
#define MAX_LEVEL_NAME_LEN 32
#define MAX_LEVEL_AUTHOR_LEN 32
#define MAX_ELEMENT_NAME_LEN 32
-#define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
+#define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
#define MAX_SCORE_ENTRIES 100
#define MAX_NUM_AMOEBA 100
#define MAX_INVENTORY_SIZE 1000
+#define MIN_ENVELOPE_XSIZE 1
+#define MIN_ENVELOPE_YSIZE 1
+#define MAX_ENVELOPE_XSIZE 30
+#define MAX_ENVELOPE_YSIZE 20
+#define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
+#define MIN_CHANGE_PAGES 1
+#define MAX_CHANGE_PAGES 16
/* values for elements with content */
#define MIN_ELEMENT_CONTENTS 1
#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
-/* fundamental game speed values */
-#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
-#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
-#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
-#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
-
/* often used screen positions */
#define SX 8
#define SY 8
#define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
#define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
#define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
-#define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
-#define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
-#define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
-#define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
-#define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
-#define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
-#define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
-#define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
-#define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
-#define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
-#define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
-#define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
-#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
-#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
-#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 31)
+#define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 32)
+#define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
+#define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 34)
+#define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 35)
+#define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 36)
+#define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 37)
+#define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 38)
+#define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
+#define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 40)
+#define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
+#define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 42)
+#define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 46)
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
+#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 47)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
#define GFX_SPECIAL_ARG_EDITOR 3
#define GFX_SPECIAL_ARG_INFO 4
#define GFX_SPECIAL_ARG_SETUP 5
-#define GFX_SPECIAL_ARG_DOOR 6
-#define GFX_SPECIAL_ARG_PREVIEW 7
-#define GFX_SPECIAL_ARG_CRUMBLED 8
+#define GFX_SPECIAL_ARG_PLAYING 6
+#define GFX_SPECIAL_ARG_DOOR 7
+#define GFX_SPECIAL_ARG_PREVIEW 8
+#define GFX_SPECIAL_ARG_CRUMBLED 9
-#define NUM_SPECIAL_GFX_ARGS 9
+#define NUM_SPECIAL_GFX_ARGS 10
/* values for image configuration suffixes */
#define GFX_ARG_GLOBAL_SYNC 15
#define GFX_ARG_CRUMBLED_LIKE 16
#define GFX_ARG_DIGGABLE_LIKE 17
-#define GFX_ARG_STEP_OFFSET 18
-#define GFX_ARG_STEP_DELAY 19
-#define GFX_ARG_DIRECTION 20
-#define GFX_ARG_POSITION 21
-#define GFX_ARG_DRAW_XOFFSET 22
-#define GFX_ARG_DRAW_YOFFSET 23
-#define GFX_ARG_NAME 24
+#define GFX_ARG_BORDER_SIZE 18
+#define GFX_ARG_STEP_OFFSET 19
+#define GFX_ARG_STEP_DELAY 20
+#define GFX_ARG_DIRECTION 21
+#define GFX_ARG_POSITION 22
+#define GFX_ARG_DRAW_XOFFSET 23
+#define GFX_ARG_DRAW_YOFFSET 24
+#define GFX_ARG_DRAW_MASKED 25
+#define GFX_ARG_NAME 26
-#define NUM_GFX_ARGS 25
+#define NUM_GFX_ARGS 27
/* values for sound configuration suffixes */
#define GAME_MODE_EDITOR 3
#define GAME_MODE_INFO 4
#define GAME_MODE_SETUP 5
-#define GAME_MODE_PSEUDO_DOOR 6
-#define GAME_MODE_PSEUDO_PREVIEW 7
-#define GAME_MODE_PSEUDO_CRUMBLED 8
+#define GAME_MODE_PLAYING 6
+#define GAME_MODE_PSEUDO_DOOR 7
+#define GAME_MODE_PSEUDO_PREVIEW 8
+#define GAME_MODE_PSEUDO_CRUMBLED 9
/* there are no special config file suffixes for these modes */
-#define GAME_MODE_PLAYING 9
#define GAME_MODE_PSEUDO_TYPENAME 10
#define GAME_MODE_QUIT 11
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 0
+#define PROGRAM_VERSION_PATCH 5
#define PROGRAM_VERSION_RELEASE 0
-#define PROGRAM_VERSION_STRING "3.0.0"
+#define PROGRAM_VERSION_STRING "3.0.5"
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
- int fieldx;
- int fieldy;
+ int fieldx, fieldy;
int time;
int gems_needed;
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+ char envelope[MAX_ENVELOPE_TEXT_LEN + 1];
+ int envelope_xsize, envelope_ysize;
int score[LEVEL_SCORE_ELEMENTS];
int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
int num_yamyam_contents;
boolean use_custom_template; /* use custom properties from template file */
- boolean no_level_file;
+ boolean no_level_file; /* set for currently undefined levels */
};
struct TapeInfo
struct ElementChangeInfo
{
+ boolean can_change; /* use or ignore this change info */
+
unsigned long events; /* bitfield for change events */
short target_element; /* target element after change */
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 in level editor ---------- */
+
+ int direct_action; /* change triggered by actions on element */
+ int other_action; /* change triggered by other element actions */
};
struct ElementInfo
int content[3][3]; /* new elements after explosion */
- struct ElementChangeInfo change;
+ struct ElementChangeInfo *change_page; /* actual list of change pages */
+ struct ElementChangeInfo *change; /* pointer to current change page */
+
+ int num_change_pages; /* actual number of change pages */
+ int current_change_page; /* currently edited change page */
+
+ /* ---------- internal values used at runtime when playing ---------- */
+
+ unsigned long change_events; /* bitfield for combined change events */
+
+ int event_page_num[NUM_CHANGE_EVENTS]; /* page number for each event */
+ struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
/* ---------- internal values used in level editor ---------- */
int smash_targets; /* can smash player/enemies/everything */
int deadliness; /* deadly when running/colliding/touching */
int consistency; /* indestructible/can explode */
- int change_player_action; /* touched/pressed/pushed by player */
- int change_collide_action; /* collision/impact/smashed */
- int change_other_action; /* various change actions */
boolean can_explode_by_fire; /* element explodes by fire */
boolean can_explode_smashed; /* element explodes when smashed */
boolean anim_global_sync;
int crumbled_like; /* element for cloning crumble graphics */
int diggable_like; /* element for cloning digging graphics */
+ int border_size; /* border size for "crumbled" graphics */
int step_offset; /* optional step offset of toon animations */
int step_delay; /* optional step delay of toon animations */
int draw_x, draw_y; /* optional offset for drawing fonts chars */
+ int draw_masked; /* optional setting for drawing envelope gfx */
+
#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
GC clip_gc; /* single-graphic-only clip gc for X11 */
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 boolean Changing[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean Changed[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];