added support for scanning first/last row in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index 1ed645e206ae8b9883d7eaede991823e89af04c3..59dfc59ea57c3e1e3efb33e23893c999ab831541 100644 (file)
                                         (e) == EL_PEARL          ? EL_BOMB    :    \
                                         (e) == EL_CRYSTAL        ? EL_CRYSTAL :    \
                                         EL_ROCK)
+
+#define IS_BD_PLAYER_ELEMENT(e)                ((e) == EL_BD_INBOX ||                  \
+                                        (e) == EL_BD_PLAYER ||                 \
+                                        (e) == EL_BD_PLAYER_WITH_BOMB ||       \
+                                        (e) == EL_BD_PLAYER_GLUED ||           \
+                                        (e) == EL_BD_PLAYER_STIRRING)
+
+#define IS_SOKOBAN_OBJECT_OR_FIELD(e)  ((e) == EL_SOKOBAN_OBJECT ||            \
+                                        (e) == EL_SOKOBAN_FIELD_EMPTY ||       \
+                                        (e) == EL_SOKOBAN_FIELD_FULL)
+
 #define IS_DRAWABLE(e)                 ((e) < EL_BLOCKED)
 #define IS_NOT_DRAWABLE(e)             ((e) >= EL_BLOCKED)
 #define TAPE_IS_EMPTY(x)               ((x).length == 0)
 #define SC_PEARL                               12
 #define SC_SHIELD                              13
 #define SC_ELEM_BONUS                          14
-#define SC_UNKNOWN_15                          15
+#define SC_DIAMOND_EXTRA                       15
 
 #define LEVEL_SCORE_ELEMENTS                   16      // level elements with score
 
 #define EL_DF_END_2                            EL_DF_SLOPE_END
 
 // BD style elements
-#define EL_BD_PLAYER                           1253
+#define EL_BD_EMPTY_SPACE                      1253
+#define EL_BD_EMPTY                            EL_BD_EMPTY_SPACE
 #define EL_BD_SAND                             1254
 #define EL_BD_SAND_2                           1255
 #define EL_BD_SAND_BALL                                1256
 #define EL_BD_DRAGONFLY_DOWN                   1377
 #define EL_BD_BOMB                             1378
 #define EL_BD_NITRO_PACK                       1379
-#define EL_BD_PLAYER_WITH_BOMB                 1380
-#define EL_BD_PLAYER_GLUED                     1381
-#define EL_BD_PLAYER_STIRRING                  1382
-#define EL_BD_FAKE_BONUS                       1383
-#define EL_BD_COVERED                          1384
+#define EL_BD_PLAYER                           1380
+#define EL_BD_PLAYER_WITH_BOMB                 1381
+#define EL_BD_PLAYER_GLUED                     1382
+#define EL_BD_PLAYER_STIRRING                  1383
+#define EL_BD_FAKE_BONUS                       1384
+#define EL_BD_COVERED                          1385
 
-#define NUM_FILE_ELEMENTS                      1385
+#define NUM_FILE_ELEMENTS                      1386
 
 
 // "real" (and therefore drawable) runtime elements
 #define EL_GRAPHIC_6                           (EL_FIRST_DUMMY + 34)
 #define EL_GRAPHIC_7                           (EL_FIRST_DUMMY + 35)
 #define EL_GRAPHIC_8                           (EL_FIRST_DUMMY + 36)
+#define EL_BD_GAME_GRAPHICS_COLOR_TEMPLATE     (EL_FIRST_DUMMY + 37)
 
 // internal elements (only used for internal purposes like copying)
-#define EL_FIRST_INTERNAL                      (EL_FIRST_DUMMY + 37)
+#define EL_FIRST_INTERNAL                      (EL_FIRST_DUMMY + 38)
 
 #define EL_INTERNAL_CLIPBOARD_CUSTOM           (EL_FIRST_INTERNAL + 0)
 #define EL_INTERNAL_CLIPBOARD_CHANGE           (EL_FIRST_INTERNAL + 1)
@@ -3466,6 +3480,17 @@ struct LevelInfo
   int initial_inventory_size[MAX_PLAYERS];
   int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
 
+  int bd_cycle_delay_ms;               // BD game cycle delay (in milliseconds)
+  int bd_cycle_delay_c64;              // BD game cycle delay (in C64 game units)
+  int bd_hatching_delay_cycles;                // BD hatching delay (in game cycles)
+  int bd_hatching_delay_seconds;       // BD hatching delay (in seconds)
+  int bd_scheduling_type;              // BD engine scheduling type
+  boolean bd_pal_timing;               // BD engine uses special PAL timing
+  boolean bd_line_shifting_borders;    // BD engine uses line-shifting wrap-around
+  boolean bd_wraparound_objects;       // BD cave object rendering uses wrap-around
+  boolean bd_scan_first_and_last_row;  // BD engine scans top and bottom border rows
+  boolean bd_intermission;             // BD level is intermission
+  boolean bd_diagonal_movements;       // BD style diagonal movements
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour
   boolean use_spring_bug;              // for compatibility with old levels