added support for water settings in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index fc07b5eaffa9b57ab845bf9109d119ad1c183853..5a85ae2882c03fc983db4ffda1939db69fc7fcef 100644 (file)
                                         (e) == EL_BD_PLAYER_GLUED ||           \
                                         (e) == EL_BD_PLAYER_STIRRING)
 
+#define IS_BD_BITER(e)                 ((e) == EL_BD_BITER ||                  \
+                                        (e) == EL_BD_BITER_RIGHT ||            \
+                                        (e) == EL_BD_BITER_UP ||               \
+                                        (e) == EL_BD_BITER_LEFT ||             \
+                                        (e) == EL_BD_BITER_DOWN)
+
+#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_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 ||                 \
+                                        (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_SOKOBAN_OBJECT_OR_FIELD(e)  ((e) == EL_SOKOBAN_OBJECT ||            \
                                         (e) == EL_SOKOBAN_FIELD_EMPTY ||       \
                                         (e) == EL_SOKOBAN_FIELD_FULL)
 #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_BD_CONVEYOR_RIGHT_ACTIVE            1318
 #define EL_BD_CONVEYOR_SWITCH                  1319
 #define EL_BD_CONVEYOR_SWITCH_ACTIVE           1320
-#define EL_BD_CONVEYOR_DIR_SWITCH_LEFT         1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_RIGHT                1322
+#define EL_BD_CONVEYOR_DIR_SWITCH_NORMAL       1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED      1322
 #define EL_BD_GRAVITY_SWITCH                   1323
 #define EL_BD_GRAVITY_SWITCH_ACTIVE            1324
 #define EL_BD_ACID                             1325
@@ -3480,8 +3503,67 @@ 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_scan_first_and_last_row;  // BD engine scans top and bottom border rows
+  boolean bd_short_explosions;         // BD engine uses four game cycles for explosions
+  boolean bd_gravity_affects_all;      // BD engine gravity affects all falling objects
   boolean bd_intermission;             // BD level is intermission
   boolean bd_diagonal_movements;       // BD style diagonal movements
+  boolean bd_topmost_player_active;    // BD engine uses first player found on playfield
+  int bd_snap_element;                 // BD element that is created when player is snapping
+  int bd_pushing_prob;                 // BD player probability to push rocks
+  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_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
+  int bd_amoeba_threshold_too_big;     // BD amoeba turns to stones if threshold reached
+  int bd_amoeba_slow_growth_time;      // BD amoeba slow growth time (in seconds)
+  int bd_amoeba_slow_growth_rate;      // BD amoeba slow growth rate (in percent)
+  int bd_amoeba_fast_growth_rate;      // BD amoeba fast growth rate (in percent)
+  int bd_amoeba_content_too_big;       // BD amoeba changes to this element if too big
+  int bd_amoeba_content_enclosed;      // BD amoeba changes to this element if enclosed
+  int bd_amoeba_2_threshold_too_big;   // BD amoeba 2 turns to stones if threshold reached
+  int bd_amoeba_2_slow_growth_time;    // BD amoeba 2 slow growth time (in seconds)
+  int bd_amoeba_2_slow_growth_rate;    // BD amoeba 2 slow growth rate (in percent)
+  int bd_amoeba_2_fast_growth_rate;    // BD amoeba 2 fast growth rate (in percent)
+  int bd_amoeba_2_content_too_big;     // BD amoeba 2 changes to this element if too big
+  int bd_amoeba_2_content_enclosed;    // BD amoeba 2 changes to this element if enclosed
+  int bd_amoeba_2_content_exploding;   // BD amoeba 2 changes to this element if exploding
+  int bd_amoeba_2_content_looks_like;  // BD amoeba 2 looks like this other game element
+  int bd_clock_extra_time;             // BD engine extra time when collecting clock
+  boolean bd_voodoo_collects_diamonds; // BD voodoo doll can collect diamonds for the player
+  boolean bd_voodoo_hurt_kills_player; // BD voodoo doll hurt in any way, player is killed
+  boolean bd_voodoo_dies_by_rock;      // BD voodoo doll can be killed by a falling rock
+  boolean bd_voodoo_vanish_by_explosion;// BD voodoo doll can be destroyed by explosions
+  int bd_voodoo_penalty_time;          // BD engine penalty time when voodoo doll destroyed
+  boolean bd_slime_is_predictable;     // BD slime uses predictable random number generator
+  boolean bd_slime_correct_random;     // BD slime needs corrected random number generator
+  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_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)
+  int bd_acid_turns_to_element;                // BD acid target element after spreading
+  int bd_biter_move_delay;             // BD biter delay between movements (in BD frames)
+  int bd_biter_eats_element;           // BD biter eats this game element when moving
+  int bd_bladder_converts_by_element;  // BD bladder converts to clock by touching this element
+  boolean bd_change_expanding_wall;    // BD expanding wall direction is changed if enabled
+  boolean bd_replicators_active;       // BD replicators start in active state if enabled
+  int bd_replicator_create_delay;      // BD replicator delay between replications (in BD frames)
+  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
+
   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