#define EP_DROPPABLE 22
#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
+#define EP_CAN_EXPLODE_DYNA 25
+#define EP_PROTECTED 26
+#define EP_CAN_MOVE_INTO_ACID 27
/* values for pre-defined properties */
#define EP_PLAYER 32
#define EP_CAN_SMASH 69
#define EP_CAN_EXPLODE 70
#define EP_CAN_EXPLODE_3X3 71
+#define EP_SP_PORT 72
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
+#define EP_CAN_EXPLODE_BY_EXPLOSION 74
+#define EP_COULD_MOVE_INTO_ACID 75
/* values for internal purpose only (level editor) */
-#define EP_EXPLODE_RESULT 72
-#define EP_WALK_TO_OBJECT 73
-#define EP_DEADLY 74
+#define EP_EXPLODE_RESULT 76
+#define EP_WALK_TO_OBJECT 77
+#define EP_DEADLY 78
-#define NUM_ELEMENT_PROPERTIES 75
+#define NUM_ELEMENT_PROPERTIES 79
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define CE_PRESSED_BY_PLAYER 2
#define CE_PUSHED_BY_PLAYER 3
#define CE_DROPPED_BY_PLAYER 4
-#define CE_COLLISION 5
+#define CE_HITTING_SOMETHING 5
#define CE_IMPACT 6
#define CE_SMASHED 7
#define CE_OTHER_IS_TOUCHING 8
#define CE_OTHER_GETS_PUSHED 13
#define CE_OTHER_GETS_COLLECTED 14
#define CE_OTHER_GETS_DROPPED 15
-#define CE_BY_PLAYER 16 /* obsolete; now CE_BY_DIRECT_ACTION */
-#define CE_BY_COLLISION 17 /* obsolete; now CE_BY_DIRECT_ACTION */
+#define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
+#define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
#define CE_BY_OTHER_ACTION 18 /* activates other element events */
#define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
#define CE_OTHER_GETS_DIGGED 20
#define CE_OTHER_GETS_LEFT 24
#define CE_SWITCHED 25
#define CE_OTHER_IS_SWITCHING 26
+#define CE_HIT_BY_SOMETHING 27
+#define CE_OTHER_IS_HITTING 28
+#define CE_OTHER_GETS_HIT 29
-#define NUM_CHANGE_EVENTS 27
+#define NUM_CHANGE_EVENTS 30
#define CE_BITMASK_DEFAULT 0
#define CP_HALF_DESTRUCTIVE 1
#define CP_FULL_DESTRUCTIVE 2
-/* values for special move patterns (bits 0-3: basic move directions) */
+/* values for custom move patterns (bits 0 - 3: basic move directions) */
#define MV_BIT_TOWARDS_PLAYER 4
#define MV_BIT_AWAY_FROM_PLAYER 5
#define MV_BIT_ALONG_LEFT_SIDE 6
#define MV_BIT_TURNING_LEFT 8
#define MV_BIT_TURNING_RIGHT 9
#define MV_BIT_WHEN_PUSHED 10
-
-/* values for special move patterns for custom elements */
+#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 custom move patterns */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
#define MV_VERTICAL (MV_UP | MV_DOWN)
#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
#define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
+#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 initial move direction (bits 0 - 3: basic move directions) */
+#define MV_START_BIT_PREVIOUS 4
+
+/* values for initial move direction */
+#define MV_START_AUTOMATIC (MV_NO_MOVING)
+#define MV_START_LEFT (MV_LEFT)
+#define MV_START_RIGHT (MV_RIGHT)
+#define MV_START_UP (MV_UP)
+#define MV_START_DOWN (MV_DOWN)
+#define MV_START_RANDOM (MV_ALL_DIRECTIONS)
+#define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
+
+/* values for elements left behind by custom elements */
+#define LEAVE_TYPE_UNLIMITED 0
+#define LEAVE_TYPE_LIMITED 1
/* 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)
+#define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
+#define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
#define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
+#define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
+#define CAN_EXPLODE_BY_DRAGONFIRE(e) \
+ HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
+#define CAN_EXPLODE_BY_EXPLOSION(e) \
+ HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
+#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
+#define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
+ (e) <= EL_GROUP_END)
+
#define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
(e) <= EL_ENVELOPE_4)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
+
+#if 1
+
+#define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
+ IS_PROTECTED(Back[x][y]))
+#define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
+#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ ENEMY_PROTECTED_FIELD(x, y))
+#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ EXPLOSION_PROTECTED_FIELD(x, y))
+
+#else
+
#define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
IS_INDESTRUCTIBLE(Feld[x][y]))
-#define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
PROTECTED_FIELD(x, y))
+#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ PROTECTED_FIELD(x, y))
+#endif
#define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
(p)->switch_x == (x) && (p)->switch_y == (y))
/* fundamental game speed values */
+#define ONE_SECOND_DELAY 1000 /* delay value for one second */
#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+#define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
#define MAX_SCORE_ENTRIES 100
#define MAX_NUM_AMOEBA 100
#define MAX_INVENTORY_SIZE 1000
+#define MAX_KEYS 4
+#define NUM_BELTS 4
+#define NUM_BELT_PARTS 3
#define MIN_ENVELOPE_XSIZE 1
#define MIN_ENVELOPE_YSIZE 1
#define MAX_ENVELOPE_XSIZE 30
#define MAX_ENVELOPE_YSIZE 20
#define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
#define MIN_CHANGE_PAGES 1
-#define MAX_CHANGE_PAGES 16
+#define MAX_CHANGE_PAGES 32
+#define MIN_ELEMENTS_IN_GROUP 1
+#define MAX_ELEMENTS_IN_GROUP 16
/* values for elements with content */
#define MIN_ELEMENT_CONTENTS 1
#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 EL_DARK_YAMYAM 60
#define EL_BD_MAGIC_WALL 61
#define EL_INVISIBLE_STEELWALL 62
-
-#define EL_UNUSED_63 63
-
+#define EL_SOKOBAN_FIELD_PLAYER 63
#define EL_DYNABOMB_INCREASE_NUMBER 64
#define EL_DYNABOMB_INCREASE_SIZE 65
#define EL_DYNABOMB_INCREASE_POWER 66
#define EL_ENVELOPE_3 622
#define EL_ENVELOPE_4 623
-#define NUM_FILE_ELEMENTS 624
+/* ---------- begin of group elements section ------------------------------ */
+#define EL_GROUP_START 624
+
+#include "conf_grp.h" /* include auto-generated data structure definitions */
+
+#define NUM_GROUP_ELEMENTS 32
+#define EL_GROUP_END 655
+/* ---------- end of custom elements section ------------------------------- */
+
+#define EL_UNKNOWN 656
+
+#define NUM_FILE_ELEMENTS 657
/* "real" (and therefore drawable) runtime elements */
#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)
+#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
/* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
-#define EL_DUMMY (EL_FIRST_DUMMY + 25)
-#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 26)
+/* internal elements (only used for internal purposes like copying) */
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
+
+#define EL_INTERNAL_EDITOR (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 1)
+
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 2)
/* values for graphics/sounds action types */
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 8
+#define PROGRAM_VERSION_PATCH 9
#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
{
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 use_murphy_graphic;
+ boolean block_last_field;
+
boolean LevelSolved, GameOver;
int last_move_dir;
boolean is_collecting;
boolean is_pushing;
boolean is_switching;
+ boolean is_dropping;
boolean is_bored;
boolean is_sleeping;
int anim_delay_counter;
int post_delay_counter;
+ int action_waiting, last_action_waiting;
int special_action_bored;
int special_action_sleeping;
unsigned long move_delay;
int move_delay_value;
+ int move_delay_reset_counter;
+
unsigned long push_delay;
unsigned long push_delay_value;
unsigned long actual_frame_counter;
+ int drop_delay;
+
+ int step_counter;
+
int score;
int gems_still_needed;
int sokobanfields_still_needed;
int music[MAX_LEVELS];
};
+struct LevelFileInfo
+{
+ int nr;
+ int type;
+ boolean packed;
+ char *basename;
+ char *filename;
+};
+
struct LevelInfo
{
int file_version; /* file format version the level is stored with */
boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
int fieldx, fieldy;
+
int time;
int gems_needed;
+
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+
char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
int envelope_xsize[4], envelope_ysize[4];
+
int score[LEVEL_SCORE_ELEMENTS];
+
int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
int num_yamyam_contents;
+
int amoeba_speed;
int amoeba_content;
+
int time_magic_wall;
int time_wheel;
int time_light;
int time_timegate;
+
+ int can_move_into_acid; /* bits indicate property for element groups */
+
boolean double_speed;
boolean initial_gravity;
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
+ boolean block_last_field; /* player blocks previous field while moving */
+ boolean sp_block_last_field; /* player blocks previous field while moving */
+ boolean use_spring_bug; /* for compatibility with old levels */
short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
int other_action; /* change triggered by other element actions */
};
+struct ElementGroupInfo
+{
+ int num_elements; /* number of elements in this group */
+ short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
+
+ int choice_mode; /* how to choose element from group */
+
+ /* ---------- internal values used at runtime when playing ---------- */
+
+ /* the following is the same as above, but with recursively resolved group
+ elements (group elements may also contain further group elements!) */
+ int num_elements_resolved;
+ short element_resolved[NUM_FILE_ELEMENTS];
+
+ int choice_pos; /* current element choice position */
+};
+
struct ElementInfo
{
/* ---------- token and description strings ---------- */
char *class_name; /* element class used in config files */
char *editor_description; /* pre-defined description for level editor */
char *custom_description; /* alternative description from config file */
- char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */
+ char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
/* ---------- graphic and sound definitions ---------- */
boolean use_gfx_element; /* use custom graphic element */
short gfx_element; /* optional custom graphic element */
+ int access_direction; /* accessible from which direction */
+
int collect_score; /* score value for collecting */
int collect_count; /* count value for collecting */
int move_pattern; /* direction movable element moves to */
int move_direction_initial; /* initial direction element moves to */
int move_stepsize; /* step size element moves with */
+ int move_enter_element; /* element that can be entered (and removed) */
+ int move_leave_element; /* element that can be left behind */
+ int move_leave_type; /* change (limited) or leave (unlimited) */
int slippery_type; /* how/where other elements slip away */
int content[3][3]; /* new elements after explosion */
+ int explosion_delay; /* duration of explosion of this element */
+ int ignition_delay; /* delay for explosion by other explosion */
+
struct ElementChangeInfo *change_page; /* actual list of change pages */
struct ElementChangeInfo *change; /* pointer to current change page */
int num_change_pages; /* actual number of change pages */
int current_change_page; /* currently edited change page */
+ struct ElementGroupInfo *group; /* pointer to element group info */
+
/* ---------- internal values used at runtime when playing ---------- */
unsigned long change_events; /* bitfield for combined change events */
int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
+ boolean in_group[NUM_GROUP_ELEMENTS];
+
+ boolean can_leave_element; /* element can leave other element behind */
+ boolean can_leave_element_last;
+
/* ---------- internal values used in level editor ---------- */
int access_type; /* walkable or passable */
int access_layer; /* accessible over/inside/under */
+ int access_protected; /* protection against deadly elements */
int walk_to_action; /* diggable/collectible/pushable */
int smash_targets; /* can smash player/enemies/everything */
int deadliness; /* deadly when running/colliding/touching */
struct MusicFileInfo
{
- char *context;
+ char *basename;
+
+ char *title_header;
+ char *artist_header;
+ char *album_header;
+ char *year_header;
char *title;
char *artist;
char *album;
char *year;
+ int music;
+
+ boolean is_sound;
+
struct MusicFileInfo *next;
};
extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaCnt[MAX_NUM_AMOEBA];
extern short AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];