#define EP_HAS_ACTION 87
#define EP_CAN_CHANGE_OR_HAS_ACTION 88
-#define NUM_ELEMENT_PROPERTIES 89
+/* values for internal purpose only (other) */
+#define EP_OBSOLETE 89
+
+#define NUM_ELEMENT_PROPERTIES 90
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
-#define EP_BITFIELD_BASE 0
+#define EP_BITFIELD_BASE_NR 0
+#define EP_BITMASK_BASE_DEFAULT (1 << EP_CAN_MOVE_INTO_ACID)
#define EP_BITMASK_DEFAULT 0
#define PROPERTY_BIT(p) (1 << ((p) % 32))
#define CE_MOVE_OF_X 35
#define CE_DIGGING_X 36
#define CE_CREATION_OF_X 37
+#define CE_SCORE_GETS_ZERO 38
+#define CE_SCORE_GETS_ZERO_OF_X 39
+
+#define NUM_CHANGE_EVENTS 40
-#define NUM_CHANGE_EVENTS 38
+#define NUM_CE_BITFIELDS ((NUM_CHANGE_EVENTS + 31) / 32)
#define CE_BITMASK_DEFAULT 0
+#define CH_EVENT_BITFIELD_NR(e) (e / 32)
+#define CH_EVENT_BIT(e) (1 << ((e) % 32))
+
#define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
#define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
#define CAN_CHANGE_OR_HAS_ACTION(e) \
HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
+#define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE)
+
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
+/* !!! CHECK THIS !!! */
#if 1
#define TILE_GFX_ELEMENT(x, y) \
(GfxElement[x][y] != EL_UNDEFINED && \
#define MAX_ELEMENT_NAME_LEN 32
#define MAX_TAPES_PER_SET 1024
#define MAX_SCORE_ENTRIES 100
+#define MAX_NUM_TITLE_SCREENS 5
+
#define MAX_NUM_AMOEBA 100
+
#if 0 /* game.h */
#define MAX_INVENTORY_SIZE 1000
#define STD_NUM_KEYS 4
#define MAX_NUM_KEYS 8
#endif
+
#define NUM_BELTS 4
#define NUM_BELT_PARTS 3
#define MIN_ENVELOPE_XSIZE 1
/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_DEFAULT 0
-#define GFX_SPECIAL_ARG_MAIN 1
-#define GFX_SPECIAL_ARG_LEVELS 2
-#define GFX_SPECIAL_ARG_SCORES 3
-#define GFX_SPECIAL_ARG_EDITOR 4
-#define GFX_SPECIAL_ARG_INFO 5
-#define GFX_SPECIAL_ARG_SETUP 6
-#define GFX_SPECIAL_ARG_PLAYING 7
-#define GFX_SPECIAL_ARG_DOOR 8
-#define GFX_SPECIAL_ARG_PREVIEW 9
-#define GFX_SPECIAL_ARG_CRUMBLED 10
+#define GFX_SPECIAL_ARG_TITLE 1
+#define GFX_SPECIAL_ARG_MAIN 2
+#define GFX_SPECIAL_ARG_LEVELS 3
+#define GFX_SPECIAL_ARG_SCORES 4
+#define GFX_SPECIAL_ARG_EDITOR 5
+#define GFX_SPECIAL_ARG_INFO 6
+#define GFX_SPECIAL_ARG_SETUP 7
+#define GFX_SPECIAL_ARG_PLAYING 8
+#define GFX_SPECIAL_ARG_DOOR 9
+#define GFX_SPECIAL_ARG_PREVIEW 10
+#define GFX_SPECIAL_ARG_CRUMBLED 11
-#define NUM_SPECIAL_GFX_ARGS 11
+#define NUM_SPECIAL_GFX_ARGS 12
/* values for image configuration suffixes */
#define FONT_VALUE_1 26
#define FONT_VALUE_2 27
#define FONT_VALUE_OLD 28
-#define FONT_LEVEL_NUMBER 29
-#define FONT_TAPE_RECORDER 30
-#define FONT_GAME_INFO 31
+#define FONT_LEVEL_NUMBER_ACTIVE 29
+#define FONT_LEVEL_NUMBER 30
+#define FONT_TAPE_RECORDER 31
+#define FONT_GAME_INFO 32
-#define NUM_FONTS 32
+#define NUM_FONTS 33
#define NUM_INITIAL_FONTS 4
/* values for game_status (must match special image configuration suffixes) */
#define GAME_MODE_DEFAULT 0
-#define GAME_MODE_MAIN 1
-#define GAME_MODE_LEVELS 2
-#define GAME_MODE_SCORES 3
-#define GAME_MODE_EDITOR 4
-#define GAME_MODE_INFO 5
-#define GAME_MODE_SETUP 6
-#define GAME_MODE_PLAYING 7
-#define GAME_MODE_PSEUDO_DOOR 8
-#define GAME_MODE_PSEUDO_PREVIEW 9
-#define GAME_MODE_PSEUDO_CRUMBLED 10
+#define GAME_MODE_TITLE 1
+#define GAME_MODE_MAIN 2
+#define GAME_MODE_LEVELS 3
+#define GAME_MODE_SCORES 4
+#define GAME_MODE_EDITOR 5
+#define GAME_MODE_INFO 6
+#define GAME_MODE_SETUP 7
+#define GAME_MODE_PLAYING 8
+#define GAME_MODE_PSEUDO_DOOR 9
+#define GAME_MODE_PSEUDO_PREVIEW 10
+#define GAME_MODE_PSEUDO_CRUMBLED 11
/* there are no special config file suffixes for these modes */
-#define GAME_MODE_PSEUDO_TYPENAME 11
-#define GAME_MODE_QUIT 12
+#define GAME_MODE_PSEUDO_TYPENAME 12
+#define GAME_MODE_QUIT 13
/* special definitions currently only used for custom artwork configuration */
#define MUSIC_PREFIX_BACKGROUND 0
int step_offset; /* optional step offset of toon animations */
int step_delay; /* optional step delay of toon animations */
- int draw_x, draw_y; /* optional offset for drawing fonts chars */
+ int draw_xoffset; /* optional offset for drawing font chars */
+ int draw_yoffset; /* optional offset for drawing font chars */
int draw_masked; /* optional setting for drawing envelope gfx */
};
-extern Bitmap *bitmap_db_field, *bitmap_db_door;
+extern Bitmap *bitmap_db_title;
+extern Bitmap *bitmap_db_field;
+extern Bitmap *bitmap_db_door;
extern Pixmap tile_clipmask[];
-extern DrawBuffer *fieldbuffer;
-extern DrawBuffer *drawto_field;
+extern DrawBuffer *fieldbuffer;
+extern DrawBuffer *drawto_field;
extern int game_status;
extern boolean level_editor_test_game;