#define EP_WALK_TO_OBJECT 81
#define EP_DEADLY 82
-#define NUM_ELEMENT_PROPERTIES 83
+/* values for internal purpose only (game engine) */
+#define EP_HAS_ACTION 83
+#define EP_CAN_CHANGE_OR_HAS_ACTION 84
+
+#define NUM_ELEMENT_PROPERTIES 85
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define CE_PLAYER_PUSHES_X 13
#define CE_PLAYER_COLLECTS_X 14
#define CE_PLAYER_DROPS_X 15
-#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_COUNT_AT_ZERO 16
+#define CE_COUNT_AT_ZERO_OF_X 17
#define CE_BY_OTHER_ACTION 18 /* activates other element events */
#define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
#define CE_PLAYER_DIGS_X 20
#define CE_BITMASK_DEFAULT 0
-#if 1
-
#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 SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
CH_ANY_EVENT_VAR(e,c) = (v) : 0)
-#else
-
-#define CH_EVENT_BIT(c) (1 << (c))
-#define CH_EVENT_VAR(e) (element_info[e].change->events)
-#define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
-
-#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
- (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
-#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
- (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
-#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
- ((v) ? \
- (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
- (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
-#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
- ((v) ? \
- (CH_ANY_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
- (CH_ANY_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
-#endif
+/* values for player bitmasks */
+#define PLAYER_BITS_NONE 0
+#define PLAYER_BITS_1 (1 << 0)
+#define PLAYER_BITS_2 (1 << 1)
+#define PLAYER_BITS_3 (1 << 2)
+#define PLAYER_BITS_4 (1 << 3)
+#define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
+ PLAYER_BITS_2 | \
+ PLAYER_BITS_3 | \
+ PLAYER_BITS_4)
+#define PLAYER_BITS_TRIGGER (1 << 4)
/* values for change side for custom elements */
#define CH_SIDE_NONE MV_NO_MOVING
#define CH_SIDE_ANY MV_ANY_DIRECTION
/* values for change player for custom elements */
-#define CH_PLAYER_NONE 0
-#define CH_PLAYER_1 (1 << 0)
-#define CH_PLAYER_2 (1 << 1)
-#define CH_PLAYER_3 (1 << 2)
-#define CH_PLAYER_4 (1 << 3)
-#define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
- CH_PLAYER_4)
+#define CH_PLAYER_NONE PLAYER_BITS_NONE
+#define CH_PLAYER_1 PLAYER_BITS_1
+#define CH_PLAYER_2 PLAYER_BITS_2
+#define CH_PLAYER_3 PLAYER_BITS_3
+#define CH_PLAYER_4 PLAYER_BITS_4
+#define CH_PLAYER_ANY PLAYER_BITS_ANY
/* values for change page for custom elements */
#define CH_PAGE_ANY_FILE (0xff)
#define CP_WHEN_REMOVABLE 4
#define CP_WHEN_WALKABLE 5
+/* values for change actions for custom elements */
+#define CA_NO_ACTION 0
+#define CA_EXIT_PLAYER 1
+#define CA_KILL_PLAYER 2
+#define CA_RESTART_LEVEL 3
+#define CA_SHOW_ENVELOPE 4
+#define CA_ADD_KEY 5
+#define CA_DEL_KEY 6
+#define CA_SET_PLAYER_SPEED 7
+#define CA_SET_GEMS 8
+#define CA_SET_TIME 9
+#define CA_SET_SCORE 10
+#define CA_SET_CE_SCORE 11
+#define CA_SET_CE_COUNT 12
+#define CA_SET_DYNABOMB_NUMBER 13
+#define CA_SET_DYNABOMB_SIZE 14
+#define CA_SET_DYNABOMB_POWER 15
+#define CA_TOGGLE_PLAYER_GRAVITY 16
+#define CA_ENABLE_PLAYER_GRAVITY 17
+#define CA_DISABLE_PLAYER_GRAVITY 18
+
+/* values for change action mode for custom elements */
+#define CA_MODE_UNDEFINED 0
+#define CA_MODE_ADD 1
+#define CA_MODE_SUBTRACT 2
+#define CA_MODE_MULTIPLY 3
+#define CA_MODE_DIVIDE 4
+#define CA_MODE_SET 5
+
+/* values for change action parameters for custom elements */
+#define CA_ARG_MIN 0
+#define CA_ARG_0 0
+#define CA_ARG_1 1
+#define CA_ARG_2 2
+#define CA_ARG_3 3
+#define CA_ARG_4 4
+#define CA_ARG_5 5
+#define CA_ARG_10 10
+#define CA_ARG_100 100
+#define CA_ARG_1000 1000
+#define CA_ARG_MAX 9999
+#define CA_ARG_PLAYER 10000
+#define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 0)
+#define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
+#define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
+#define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
+#define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
+#define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
+#define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
+#define CA_ARG_NUMBER 20000
+#define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 0)
+#define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 1)
+#define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 2)
+#define CA_ARG_NUMBER_NORMAL (CA_ARG_NUMBER + 3)
+#define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 4)
+#define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 5)
+#define CA_ARG_NUMBER_CE_COUNT (CA_ARG_NUMBER + 6)
+#define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 7)
+#define CA_ARG_ELEMENT 30000
+#define CA_ARG_ELEMENT_HEADLINE (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_UNDEFINED 30999
+
/* values for custom move patterns (bits 0 - 3: basic move directions) */
#define MV_BIT_TOWARDS_PLAYER 4
#define MV_BIT_AWAY_FROM_PLAYER 5
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 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)
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
#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_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_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))
int show_envelope;
-#if 1 /* USE_NEW_MOVE_DELAY */
int move_delay;
int move_delay_value;
-#else
- unsigned long move_delay;
- int move_delay_value;
-#endif
-
int move_delay_reset_counter;
-#if 1 /* USE_NEW_PUSH_DELAY */
int push_delay;
int push_delay_value;
-#else
- unsigned long push_delay;
- unsigned long push_delay_value;
-#endif
unsigned long actual_frame_counter;
boolean block_last_field; /* player blocks previous field while moving */
boolean sp_block_last_field; /* player blocks previous field while moving */
-#if 0 /* !!! THIS IS NOT A LEVEL SETTING => LOGIC MOVED TO "game.c" !!! */
- int block_delay; /* delay for blocking previous field */
- int sp_block_delay; /* delay for blocking previous field */
-#endif
-
/* ('int' instead of 'boolean' because used as selectbox value in editor) */
int use_step_counter; /* count steps instead of seconds for level */
int player_boring_delay_random;
int player_sleeping_delay_fixed;
int player_sleeping_delay_random;
+
+ /* values for special game initialization control */
+ boolean restart_level;
};
struct GlobalInfo
{
boolean can_change; /* use or ignore this change info */
-#if 1
boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
-#else
- unsigned long events; /* change events */
-#endif
int trigger_player; /* player triggering change */
int trigger_side; /* side triggering change */
boolean explode; /* explode instead of change */
+ boolean has_action; /* execute action on specified condition */
+ int action_type; /* type of action */
+ int action_mode; /* mode of action */
+ int action_arg; /* parameter of action */
+
/* ---------- internal values used at runtime when playing ---------- */
/* functions that are called before, while and after the change of an
short actual_trigger_element; /* element that actually triggered change */
int actual_trigger_player; /* player which actually triggered change */
+ boolean can_change_or_has_action; /* can_change | has_action */
+
/* ---------- internal values used in level editor ---------- */
int direct_action; /* change triggered by actions on element */
int explosion_delay; /* duration of explosion of this element */
int ignition_delay; /* delay for explosion by other explosion */
+ int counter_initial; /* initial value of generic CE counter */
+
struct ElementChangeInfo *change_page; /* actual list of change pages */
struct ElementChangeInfo *change; /* pointer to current change page */
/* ---------- internal values used at runtime when playing ---------- */
-#if 1
boolean has_change_event[NUM_CHANGE_EVENTS];
-#else
- unsigned long change_events; /* bitfield for combined change events */
-#endif
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];
-#if 0
- boolean can_leave_element; /* element can leave other element behind */
- boolean can_leave_element_last;
-#endif
+ int counter; /* current value of generic CE counter */
/* ---------- internal values used in level editor ---------- */
};
-#if 0
-extern GC tile_clip_gc;
-extern Bitmap *pix[];
-#endif
extern Bitmap *bitmap_db_field, *bitmap_db_door;
extern Pixmap tile_clipmask[];
extern DrawBuffer *fieldbuffer;