rnd-20030628-3-src
[rocksndiamonds.git] / src / main.h
index 239e6afbe7a5f632c7036473975ab8f8ba36e9d1..bb39c7b3725f453b1e5c4b982a18657d997087d6 100644 (file)
@@ -33,6 +33,7 @@
 #define IMG_UNDEFINED          (-1)
 #define IMG_EMPTY              IMG_EMPTY_SPACE
 #define IMG_SP_EMPTY           IMG_SP_EMPTY_SPACE
+#define IMG_EXPLOSION          IMG_DEFAULT_EXPLODING
 #define IMG_CHAR_START         IMG_CHAR_SPACE
 #define IMG_CUSTOM_START       IMG_CUSTOM_1
 
@@ -71,9 +72,9 @@
 #define EP_CAN_CHANGE          7
 #define EP_CAN_MOVE            8
 #define EP_CAN_FALL            9
-#define EP_CAN_SMASH_FRIENDS   10
+#define EP_CAN_SMASH_PLAYER    10
 #define EP_CAN_SMASH_ENEMIES   11
-#define EP_CAN_SMASH_EXPLOSIVES        12
+#define EP_CAN_SMASH_EVERYTHING        12
 #define EP_CAN_EXPLODE_BY_FIRE 13
 #define EP_CAN_EXPLODE_SMASHED 14
 #define EP_CAN_EXPLODE_IMPACT  15
 
 /* values for change events for custom elements */
 #define CE_DELAY               0
-#define CE_PRESSED_BY_PLAYER   1
-#define CE_TOUCHED_BY_PLAYER   2
+#define CE_TOUCHED_BY_PLAYER   1
+#define CE_PRESSED_BY_PLAYER   2
+#define CE_PUSHED_BY_PLAYER    3
+#define CE_IMPACT              4
+#define CE_SMASHED             5
+#define CE_OTHER_COLLECTING    6
+#define CE_OTHER_PUSHING       7
+#define CE_OTHER_CHANGING      8
+#define CE_OTHER_EXPLODING     9
 
 /* values for internal purpose only (level editor) */
-#define CE_BY_PLAYER           3
+#define CE_BY_PLAYER           10
+#define CE_IMPACT_SMASHED      11
+#define CE_BY_OTHER            12
 
-#define NUM_CHANGE_EVENTS      4
+#define NUM_CHANGE_EVENTS      13
 
 #define CE_BITMASK_DEFAULT     0
 
 #define CAN_CHANGE(e)          HAS_PROPERTY(e, EP_CAN_CHANGE)
 #define CAN_MOVE(e)            HAS_PROPERTY(e, EP_CAN_MOVE)
 #define CAN_FALL(e)            HAS_PROPERTY(e, EP_CAN_FALL)
-#define CAN_SMASH_FRIENDS(e)   HAS_PROPERTY(e, EP_CAN_SMASH_FRIENDS)
+#define CAN_SMASH_PLAYER(e)    HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
 #define CAN_SMASH_ENEMIES(e)   HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
-#define CAN_SMASH_EXPLOSIVES(e)        HAS_PROPERTY(e, EP_CAN_SMASH_EXPLOSIVES)
+#define CAN_SMASH_EVERYTHING(e)        HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
 #define CAN_EXPLODE_IMPACT(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
 #define EL_BLOCKED                     (EL_FIRST_RUNTIME_UNREAL + 0)
 #define EL_EXPLOSION                   (EL_FIRST_RUNTIME_UNREAL + 1)
 #define EL_NUT_BREAKING                        (EL_FIRST_RUNTIME_UNREAL + 2)
-#define EL_ACID_SPLASH_LEFT            (EL_FIRST_RUNTIME_UNREAL + 3)
-#define EL_ACID_SPLASH_RIGHT           (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBA_GROWING              (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_AMOEBA_SHRINKING            (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 7)
-#define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 8)
-#define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 9)
-#define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_DIAMOND_BREAKING            (EL_FIRST_RUNTIME_UNREAL + 3)
+#define EL_ACID_SPLASH_LEFT            (EL_FIRST_RUNTIME_UNREAL + 4)
+#define EL_ACID_SPLASH_RIGHT           (EL_FIRST_RUNTIME_UNREAL + 5)
+#define EL_AMOEBA_GROWING              (EL_FIRST_RUNTIME_UNREAL + 6)
+#define EL_AMOEBA_SHRINKING            (EL_FIRST_RUNTIME_UNREAL + 7)
+#define EL_EXPANDABLE_WALL_GROWING     (EL_FIRST_RUNTIME_UNREAL + 8)
+#define EL_FLAMES                      (EL_FIRST_RUNTIME_UNREAL + 9)
+#define EL_PLAYER_IS_LEAVING           (EL_FIRST_RUNTIME_UNREAL + 10)
+#define EL_QUICKSAND_FILLING           (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_MAGIC_WALL_FILLING          (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_BD_MAGIC_WALL_FILLING       (EL_FIRST_RUNTIME_UNREAL + 13)
 
 /* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_FIRST_DUMMY                 (EL_FIRST_RUNTIME_UNREAL + 14)
 
 #define EL_STEELWALL_TOPLEFT                   (EL_FIRST_DUMMY + 0)
 #define EL_STEELWALL_TOPRIGHT                  (EL_FIRST_DUMMY + 1)
 #define EL_DYNABOMB_ACTIVE                     (EL_FIRST_DUMMY + 13)
 #define EL_SHIELD_NORMAL_ACTIVE                        (EL_FIRST_DUMMY + 14)
 #define EL_SHIELD_DEADLY_ACTIVE                        (EL_FIRST_DUMMY + 15)
+#define EL_DEFAULT                             (EL_FIRST_DUMMY + 16)
+#define EL_BD_DEFAULT                          (EL_FIRST_DUMMY + 17)
+#define EL_SP_DEFAULT                          (EL_FIRST_DUMMY + 18)
+#define EL_SB_DEFAULT                          (EL_FIRST_DUMMY + 19)
 
-#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 16)
+#define MAX_NUM_ELEMENTS                       (EL_FIRST_DUMMY + 20)
 
 
 /* values for graphics/sounds action types */
 #define ACTION_COLLECTING                      6
 #define ACTION_DROPPING                                7
 #define ACTION_PUSHING                         8
-#define ACTION_PASSING                         9
-#define ACTION_IMPACT                          10
-#define ACTION_BREAKING                                11
-#define ACTION_ACTIVATING                      12
-#define ACTION_DEACTIVATING                    13
-#define ACTION_OPENING                         14
-#define ACTION_CLOSING                         15
-#define ACTION_ATTACKING                       16
-#define ACTION_GROWING                         17
-#define ACTION_SHRINKING                       18
-#define ACTION_ACTIVE                          19
-#define ACTION_FILLING                         20
-#define ACTION_EMPTYING                                21
-#define ACTION_CHANGING                                22
-#define ACTION_EXPLODING                       23
-#define ACTION_DYING                           24
-#define ACTION_OTHER                           25
-
-#define NUM_ACTIONS                            26
+#define ACTION_WALKING                         9
+#define ACTION_PASSING                         10
+#define ACTION_IMPACT                          11
+#define ACTION_BREAKING                                12
+#define ACTION_ACTIVATING                      13
+#define ACTION_DEACTIVATING                    14
+#define ACTION_OPENING                         15
+#define ACTION_CLOSING                         16
+#define ACTION_ATTACKING                       17
+#define ACTION_GROWING                         18
+#define ACTION_SHRINKING                       19
+#define ACTION_ACTIVE                          20
+#define ACTION_FILLING                         21
+#define ACTION_EMPTYING                                22
+#define ACTION_CHANGING                                23
+#define ACTION_EXPLODING                       24
+#define ACTION_DYING                           25
+#define ACTION_OTHER                           26
+
+#define NUM_ACTIONS                            27
 
 /* values for special image configuration suffixes (must match game mode) */
 #define GFX_SPECIAL_ARG_MAIN                   0
@@ -1135,6 +1151,9 @@ struct MenuInfo
   int draw_yoffset_default;
   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
+
+  int list_size_default;
+  int list_size[NUM_SPECIAL_GFX_ARGS];
 };
 
 struct DoorInfo
@@ -1151,6 +1170,8 @@ struct ElementChangeInfo
   int delay_random;            /* added frame delay before changed (random) */
   int delay_frames;            /* either 1 (frames) or 50 (seconds; 50 fps) */
 
+  short trigger;               /* custom element triggering change */
+
   short successor;             /* new custom element after change */
 };
 
@@ -1279,11 +1300,13 @@ extern short                    Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short                   ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 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 short                   JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
 extern short                   AmoebaCnt[MAX_NUM_AMOEBA];