#define EP_DROPPABLE 22
#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
+#define EP_CAN_EXPLODE_DYNA 25
/* values for pre-defined properties */
#define EP_PLAYER 32
#define CE_PRESSED_BY_PLAYER 2
#define CE_PUSHED_BY_PLAYER 3
#define CE_DROPPED_BY_PLAYER 4
-#define CE_COLLISION_ACTIVE 5
+#define CE_HITTING_SOMETHING 5
#define CE_IMPACT 6
#define CE_SMASHED 7
#define CE_OTHER_IS_TOUCHING 8
#define CE_OTHER_GETS_LEFT 24
#define CE_SWITCHED 25
#define CE_OTHER_IS_SWITCHING 26
-#define CE_COLLISION_PASSIVE 27
-#define CE_OTHER_IS_COLL_ACTIVE 28
-#define CE_OTHER_IS_COLL_PASSIVE 29
+#define CE_HIT_BY_SOMETHING 27
+#define CE_OTHER_IS_HITTING 28
+#define CE_OTHER_GETS_HIT 29
#define NUM_CHANGE_EVENTS 30
#define MV_BIT_WHEN_PUSHED 10
#define MV_BIT_MAZE_RUNNER 11
#define MV_BIT_MAZE_HUNTER 12
+#define MV_BIT_WHEN_DROPPED 13
+#define MV_BIT_TURNING_LEFT_RIGHT 14
+#define MV_BIT_TURNING_RIGHT_LEFT 15
+#define MV_BIT_TURNING_RANDOM 16
/* values for special move patterns for custom elements */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
+#define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
+#define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
+#define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
+#define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
/* values for slippery property for custom elements */
#define SLIPPERY_ANY_RANDOM 0
#define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
#define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
+#define CAN_EXPLODE_DYNA(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
#define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
+/* score for elements */
+#define SC_EMERALD 0
+#define SC_DIAMOND 1
+#define SC_BUG 2
+#define SC_SPACESHIP 3
+#define SC_YAMYAM 4
+#define SC_ROBOT 5
+#define SC_PACMAN 6
+#define SC_NUT 7
+#define SC_DYNAMITE 8
+#define SC_KEY 9
+#define SC_TIME_BONUS 10
+#define SC_CRYSTAL 11
+#define SC_PEARL 12
+#define SC_SHIELD 13
+
+
/* "real" level file elements */
#define EL_UNDEFINED -1
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 8
-#define PROGRAM_VERSION_BUILD 2
+#define PROGRAM_VERSION_PATCH 9
+#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
{
boolean present; /* player present in level playfield */
boolean connected; /* player connected (locally or via network) */
- boolean active; /* player (present && connected) */
+ boolean active; /* player present and connected */
int index_nr, client_nr, element_nr;
boolean is_collecting;
boolean is_pushing;
boolean is_switching;
+ boolean is_dropping;
boolean is_bored;
boolean is_sleeping;
unsigned long actual_frame_counter;
+ int drop_delay;
+
int step_counter;
int score;
int music[MAX_LEVELS];
};
+struct LevelFileInfo
+{
+ int nr;
+ int type;
+ char *filename;
+};
+
struct LevelInfo
{
int file_version; /* file format version the level is stored with */