extended support for magic wall settings in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index f9836d97183ad9c9065f14dbdd1c845002e3e05a..7191591934a3f0ea634eb5edc7dce246ef804570 100644 (file)
 #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 +2539,7 @@ enum
   ACTION_TWINKLING,
   ACTION_SPLASHING,
   ACTION_HITTING,
+  ACTION_FLYING,
   ACTION_PAGE_1,
   ACTION_PAGE_2,
   ACTION_PAGE_3,
@@ -3617,7 +3620,14 @@ 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