added support for gravity settings in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index f9836d97183ad9c9065f14dbdd1c845002e3e05a..57ce9d12dfcf7b2048be39dc2786d9346a963ddd 100644 (file)
 
 #define IS_BD_EXPANDABLE_WALL(e)       ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL ||     \
                                         (e) == EL_BD_EXPANDABLE_WALL_VERTICAL ||       \
-                                        (e) == EL_BD_EXPANDABLE_WALL_ANY ||            \
-                                        (e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
+                                        (e) == EL_BD_EXPANDABLE_WALL_ANY)
+
+#define IS_BD_EXPANDABLE_STEELWALL(e)  ((e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\
                                         (e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL ||  \
                                         (e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
 
-#define IS_BD_CONVEYOR_BELT(e)         ((e) == EL_BD_CONVEYOR_LEFT ||                  \
-                                        (e) == EL_BD_CONVEYOR_LEFT_ACTIVE ||           \
-                                        (e) == EL_BD_CONVEYOR_RIGHT ||                 \
+#define IS_BD_CONVEYOR_BELT(e)         ((e) == EL_BD_CONVEYOR_LEFT ||          \
+                                        (e) == EL_BD_CONVEYOR_LEFT_ACTIVE ||   \
+                                        (e) == EL_BD_CONVEYOR_RIGHT ||         \
                                         (e) == EL_BD_CONVEYOR_RIGHT_ACTIVE)
 
-#define IS_BD_CONVEYOR_BELT_SWITCH(e)  ((e) == EL_BD_CONVEYOR_SWITCH ||                \
-                                        (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE ||         \
-                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_NORMAL ||     \
-                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_CHANGED)
+#define IS_BD_CONVEYOR_BELT_SWITCH(e)  ((e) == EL_BD_CONVEYOR_SWITCH ||        \
+                                        (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
+                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH ||    \
+                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE)
 
 #define IS_SOKOBAN_OBJECT_OR_FIELD(e)  ((e) == EL_SOKOBAN_OBJECT ||            \
                                         (e) == EL_SOKOBAN_FIELD_EMPTY ||       \
 #define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL  1284
 #define EL_BD_EXPANDABLE_STEELWALL_VERTICAL    1285
 #define EL_BD_EXPANDABLE_STEELWALL_ANY         1286
-#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL        1287
-#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL  1288
+#define EL_BD_EXPANDABLE_WALL_SWITCH           1287
+#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE    1288
 #define EL_BD_INBOX                            1289
 #define EL_BD_EXIT_CLOSED                      1290
 #define EL_BD_EXIT_OPEN                                1291
 #define EL_BD_CONVEYOR_RIGHT_ACTIVE            1318
 #define EL_BD_CONVEYOR_SWITCH                  1319
 #define EL_BD_CONVEYOR_SWITCH_ACTIVE           1320
-#define EL_BD_CONVEYOR_DIR_SWITCH_NORMAL       1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED      1322
+#define EL_BD_CONVEYOR_DIR_SWITCH              1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE       1322
 #define EL_BD_GRAVITY_SWITCH                   1323
 #define EL_BD_GRAVITY_SWITCH_ACTIVE            1324
 #define EL_BD_ACID                             1325
 #define EL_INTERNAL_CASCADE_BD_ACTIVE          (EL_FIRST_INTERNAL + 5)
 #define EL_INTERNAL_CASCADE_BD_NATIVE          (EL_FIRST_INTERNAL + 6)
 #define EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE   (EL_FIRST_INTERNAL + 7)
-#define EL_INTERNAL_CASCADE_EM                 (EL_FIRST_INTERNAL + 8)
-#define EL_INTERNAL_CASCADE_EM_ACTIVE          (EL_FIRST_INTERNAL + 9)
-#define EL_INTERNAL_CASCADE_EMC                        (EL_FIRST_INTERNAL + 10)
-#define EL_INTERNAL_CASCADE_EMC_ACTIVE         (EL_FIRST_INTERNAL + 11)
-#define EL_INTERNAL_CASCADE_RND                        (EL_FIRST_INTERNAL + 12)
-#define EL_INTERNAL_CASCADE_RND_ACTIVE         (EL_FIRST_INTERNAL + 13)
-#define EL_INTERNAL_CASCADE_SB                 (EL_FIRST_INTERNAL + 14)
-#define EL_INTERNAL_CASCADE_SB_ACTIVE          (EL_FIRST_INTERNAL + 15)
-#define EL_INTERNAL_CASCADE_SP                 (EL_FIRST_INTERNAL + 16)
-#define EL_INTERNAL_CASCADE_SP_ACTIVE          (EL_FIRST_INTERNAL + 17)
-#define EL_INTERNAL_CASCADE_DC                 (EL_FIRST_INTERNAL + 18)
-#define EL_INTERNAL_CASCADE_DC_ACTIVE          (EL_FIRST_INTERNAL + 19)
-#define EL_INTERNAL_CASCADE_DX                 (EL_FIRST_INTERNAL + 20)
-#define EL_INTERNAL_CASCADE_DX_ACTIVE          (EL_FIRST_INTERNAL + 21)
-#define EL_INTERNAL_CASCADE_MM                 (EL_FIRST_INTERNAL + 22)
-#define EL_INTERNAL_CASCADE_MM_ACTIVE          (EL_FIRST_INTERNAL + 23)
-#define EL_INTERNAL_CASCADE_DF                 (EL_FIRST_INTERNAL + 24)
-#define EL_INTERNAL_CASCADE_DF_ACTIVE          (EL_FIRST_INTERNAL + 25)
-#define EL_INTERNAL_CASCADE_CHARS              (EL_FIRST_INTERNAL + 26)
-#define EL_INTERNAL_CASCADE_CHARS_ACTIVE       (EL_FIRST_INTERNAL + 27)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS                (EL_FIRST_INTERNAL + 28)
-#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29)
-#define EL_INTERNAL_CASCADE_CE                 (EL_FIRST_INTERNAL + 30)
-#define EL_INTERNAL_CASCADE_CE_ACTIVE          (EL_FIRST_INTERNAL + 31)
-#define EL_INTERNAL_CASCADE_GE                 (EL_FIRST_INTERNAL + 32)
-#define EL_INTERNAL_CASCADE_GE_ACTIVE          (EL_FIRST_INTERNAL + 33)
-#define EL_INTERNAL_CASCADE_ES                 (EL_FIRST_INTERNAL + 34)
-#define EL_INTERNAL_CASCADE_ES_ACTIVE          (EL_FIRST_INTERNAL + 35)
-#define EL_INTERNAL_CASCADE_REF                        (EL_FIRST_INTERNAL + 36)
-#define EL_INTERNAL_CASCADE_REF_ACTIVE         (EL_FIRST_INTERNAL + 37)
-#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 38)
-#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 39)
-#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 40)
-#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_BD_EFFECTS         (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_BD_EFFECTS_ACTIVE  (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_EM                 (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE          (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_EMC                        (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE         (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_RND                        (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE         (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_SB                 (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE          (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_SP                 (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE          (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_DC                 (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE          (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_DX                 (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE          (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_MM                 (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_MM_ACTIVE          (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_DF                 (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_DF_ACTIVE          (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_CHARS              (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE       (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS                (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 31)
+#define EL_INTERNAL_CASCADE_CE                 (EL_FIRST_INTERNAL + 32)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE          (EL_FIRST_INTERNAL + 33)
+#define EL_INTERNAL_CASCADE_GE                 (EL_FIRST_INTERNAL + 34)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE          (EL_FIRST_INTERNAL + 35)
+#define EL_INTERNAL_CASCADE_ES                 (EL_FIRST_INTERNAL + 36)
+#define EL_INTERNAL_CASCADE_ES_ACTIVE          (EL_FIRST_INTERNAL + 37)
+#define EL_INTERNAL_CASCADE_REF                        (EL_FIRST_INTERNAL + 38)
+#define EL_INTERNAL_CASCADE_REF_ACTIVE         (EL_FIRST_INTERNAL + 39)
+#define EL_INTERNAL_CASCADE_USER               (EL_FIRST_INTERNAL + 40)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE                (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_CASCADE_DYNAMIC            (EL_FIRST_INTERNAL + 42)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE     (EL_FIRST_INTERNAL + 43)
 
 #define EL_INTERNAL_CLIPBOARD_START            (EL_FIRST_INTERNAL + 0)
 #define EL_INTERNAL_CLIPBOARD_END              (EL_FIRST_INTERNAL + 2)
 #define EL_INTERNAL_START                      (EL_FIRST_INTERNAL + 0)
-#define EL_INTERNAL_END                                (EL_FIRST_INTERNAL + 41)
+#define EL_INTERNAL_END                                (EL_FIRST_INTERNAL + 43)
 
-#define MAX_NUM_ELEMENTS                       (EL_FIRST_INTERNAL + 42)
+#define MAX_NUM_ELEMENTS                       (EL_FIRST_INTERNAL + 44)
 
 
 // values for graphics/sounds action types
@@ -2537,6 +2540,7 @@ enum
   ACTION_TWINKLING,
   ACTION_SPLASHING,
   ACTION_HITTING,
+  ACTION_FLYING,
   ACTION_PAGE_1,
   ACTION_PAGE_2,
   ACTION_PAGE_3,
@@ -3617,7 +3621,14 @@ struct LevelInfo
   int bd_pushing_prob_with_sweet;      // BD player probability to push rocks after eating sweet
   boolean bd_push_mega_rock_with_sweet;        // BD player can push mega rocks after eating sweet
   boolean bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth
-  boolean bd_magic_wall_stops_amoeba;  // BD magic wall turns amoeba to diamonds
+  boolean bd_magic_wall_stops_amoeba;  // BD magic wall can stop amoeba and turn to diamonds
+  int bd_magic_wall_diamond_to;                // BD magic wall turns diamonds to specified element
+  int bd_magic_wall_rock_to;           // BD magic wall turns rocks to specified element
+  int bd_magic_wall_mega_rock_to;      // BD magic wall turns mega rocks to specified element
+  int bd_magic_wall_nut_to;            // BD magic wall turns nuts to specified element
+  int bd_magic_wall_nitro_pack_to;     // BD magic wall turns nitro packs to specified element
+  int bd_magic_wall_flying_diamond_to; // BD magic wall turns flying diamonds to specified element
+  int bd_magic_wall_flying_rock_to;    // BD magic wall turns flying rocks to specified element
   boolean bd_amoeba_wait_for_hatching; // BD amoeba waits for player's birth
   boolean bd_amoeba_start_immediately; // BD amoeba growth starts immediately
   boolean bd_amoeba_2_explode_by_amoeba;// BD amoeba 2 explodes if touched by BD amoeba
@@ -3646,6 +3657,12 @@ struct LevelInfo
   int bd_slime_permeability_rate;      // BD slime permeability rate for unpredictable slime
   int bd_slime_permeability_bits_c64;  // BD slime permeability bits for predictable slime
   int bd_slime_random_seed_c64;                // BD slime random number seed for predictable slime
+  int bd_slime_eats_element_1;         // BD slime can eat and convert this game element
+  int bd_slime_converts_to_element_1;  // BD slime can convert eaten element to this game element
+  int bd_slime_eats_element_2;         // BD slime can eat and convert this game element
+  int bd_slime_converts_to_element_2;  // BD slime can convert eaten element to this game element
+  int bd_slime_eats_element_3;         // BD slime can eat and convert this game element
+  int bd_slime_converts_to_element_3;  // BD slime can convert eaten element to this game element
   int bd_cave_random_seed_c64;         // BD cave random number seed for predictable slime
   int bd_acid_eats_element;            // BD acid eats this game element when spreading
   int bd_acid_spread_rate;             // BD acid probability of spreading (in percent)
@@ -3659,6 +3676,20 @@ struct LevelInfo
   boolean bd_conveyor_belts_active;    // BD conveyor belts start in active state if enabled
   boolean bd_conveyor_belts_changed;   // BD conveyor belts direction is changed if enabled
   boolean bd_water_cannot_flow_down;   // BD water does not flow downwards if enabled
+  int bd_nut_content;                  // BD nut contains the specified game element
+  int bd_hammer_walls_break_delay;     // BD hammer time for breaking walls (in BD frames)
+  boolean bd_hammer_walls_reappear;    // BD hammered walls are reappearing after some delay
+  int bd_hammer_walls_reappear_delay;  // BD hammer time for reappearing walls (in BD frames)
+  int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
+  int bd_skeleton_worth_num_diamonds;  // BD skeleton collected is worth this number of diamonds
+  int bd_expanding_wall_looks_like;    // BD expanding wall looks like this other game element
+  int bd_sand_looks_like;              // BD sand looks like this other game element
+  boolean bd_creatures_start_backwards;        // BD creatures start moving in opposite direction
+  boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching
+  int bd_creatures_auto_turn_delay;    // BD creatures change direction after delay (in seconds)
+  int bd_gravity_direction;            // BD engine initial gravity direction
+  boolean bd_gravity_switch_active;    // BD engine gravity switch starts in active state
+  int bd_gravity_switch_delay;         // BD engine gravity change delay for switch (in seconds)
 
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour