/* values for internal purpose only (level editor) */
#define EP_WALK_TO_OBJECT 81
#define EP_DEADLY 82
+#define EP_EDITOR_CASCADE 83
+#define EP_EDITOR_CASCADE_ACTIVE 84
+#define EP_EDITOR_CASCADE_INACTIVE 85
/* values for internal purpose only (game engine) */
-#define EP_HAS_ACTION 83
-#define EP_CAN_CHANGE_OR_HAS_ACTION 84
+#define EP_HAS_ACTION 86
+#define EP_CAN_CHANGE_OR_HAS_ACTION 87
-#define NUM_ELEMENT_PROPERTIES 85
+#define NUM_ELEMENT_PROPERTIES 88
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define CE_HITTING_X 28
#define CE_HIT_BY_X 29
#define CE_BLOCKED 30
+#define CE_SWITCHED_BY_PLAYER 31
+#define CE_PLAYER_SWITCHES_X 32
+#define CE_SNAPPED_BY_PLAYER 33
+#define CE_PLAYER_SNAPS_X 34
+#define CE_MOVE_OF_X 35
-#define NUM_CHANGE_EVENTS 31
+#define NUM_CHANGE_EVENTS 36
#define CE_BITMASK_DEFAULT 0
#define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
#define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
#define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
+#define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6)
+#define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7)
+#define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8)
#define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
#define CA_ARG_ELEMENT 12000
-#define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 0)
-#define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 1)
+#define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
+#define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
+#define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
#define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 999)
#define CA_ARG_SPEED 13000
#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + 0)
HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
+
+#define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE)
+#define IS_EDITOR_CASCADE_ACTIVE(e) \
+ HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
+#define IS_EDITOR_CASCADE_INACTIVE(e) \
+ HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
+
#define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
#define CAN_CHANGE_OR_HAS_ACTION(e) \
HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
#define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
(e) <= EL_GATE_4_GRAY)
+#define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \
+ (e) <= EL_GATE_4_GRAY_ACTIVE)
#define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
(e) <= EL_EM_GATE_4_GRAY)
+#define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \
+ (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
#define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
(e) <= EL_EMC_GATE_8_GRAY)
+#define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
+ (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
#define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
IS_EM_GATE_GRAY(e) || \
IS_EMC_GATE_GRAY(e))
+#define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
+ IS_EM_GATE_GRAY_ACTIVE(e) || \
+ IS_EMC_GATE_GRAY_ACTIVE(e))
#define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
+#define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
#define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
+#define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
#define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
+#define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
#define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
#define IS_LOOP_SOUND(s) (sound_info[s].loop)
+#define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
+#define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
+#define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
+ IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
+
/* fundamental game speed values */
#define ONE_SECOND_DELAY 1000 /* delay value for one second */
#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
+#define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 47)
+#define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 48)
+#define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 49)
+#define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 50)
+#define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 51)
+#define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 52)
+#define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 53)
+#define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 54)
+#define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 55)
+#define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
+#define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
+#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 59)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
+#define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
+#define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
+#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
+#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
+#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
+#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
+#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
+#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
+#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
+#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
+#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
+#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
+#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
+#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
+#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
+#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
+#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
+#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
+#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 24)
+#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 25)
+#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 26)
+#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 27)
+#define EL_INTERNAL_CASCADE_GENERIC (EL_FIRST_INTERNAL + 28)
+#define EL_INTERNAL_CASCADE_GENERIC_ACTIVE (EL_FIRST_INTERNAL + 29)
+#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 30)
+#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 31)
+
#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 + 3)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 31)
-#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 32)
/* values for graphics/sounds action types */
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 2
#define PROGRAM_VERSION_PATCH 0
-#define PROGRAM_VERSION_BUILD 5
+#define PROGRAM_VERSION_BUILD 6
#endif
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
int GfxAction;
- boolean use_murphy_graphic;
+ boolean use_murphy;
+ int artwork_element;
boolean block_last_field;
int block_delay_adjustment; /* needed for different engine versions */
int extra_time;
int time_orb_time;
+ int extra_time_score;
+
int start_element[MAX_PLAYERS];
boolean use_start_element[MAX_PLAYERS];
+ int artwork_element[MAX_PLAYERS];
+ boolean use_artwork_element[MAX_PLAYERS];
+
+ int explosion_element[MAX_PLAYERS];
+ boolean use_explosion_element[MAX_PLAYERS];
+
+#if 1
/* values for the new EMC elements */
int android_move_time;
int android_clone_time;
int lenses_time;
int magnify_time;
int wind_direction_initial;
+
struct Content ball_content[MAX_ELEMENT_CONTENTS];
+ int num_ball_contents;
+
boolean android_array[16];
+#endif
int can_move_into_acid_bits; /* bitfield to store property for elements */
int dont_collide_with_bits; /* bitfield to store property for elements */
/* (for the latest engine version, these flags should always be "FALSE") */
boolean use_change_when_pushing_bug;
boolean use_block_last_field_bug;
+ boolean max_num_changes_per_frame;
/* variable within running game */
int yamyam_content_nr;
boolean explosions_delayed;
boolean envelope_active;
+#if 1
+ /* values for the new EMC elements */
+ int lenses_time_left;
+ int magnify_time_left;
+#endif
+
/* values for player idle animation (no effect on engine) */
int player_boring_delay_fixed;
int player_boring_delay_random;
extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];