#define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH
#define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
+#define MIN_SCROLL_DELAY 0
+#define STD_SCROLL_DELAY 3
+#define MAX_SCROLL_DELAY 8
+
#define SCREENX(a) ((a) - scroll_x)
#define SCREENY(a) ((a) - scroll_y)
#define LEVELX(a) ((a) + scroll_x)
#define EP_THROWABLE 28
#define EP_CAN_EXPLODE 29
#define EP_GRAVITY_REACHABLE 30
+#define EP_DONT_GET_HIT_BY 31
/* values for pre-defined properties */
/* (from here on, values can be changed by inserting new values) */
#define EP_BELT_ACTIVE 47
#define EP_BELT_SWITCH 48
#define EP_TUBE 49
-#define EP_KEYGATE 50
-#define EP_AMOEBOID 51
-#define EP_AMOEBALIVE 52
-#define EP_HAS_EDITOR_CONTENT 53
-#define EP_CAN_TURN_EACH_MOVE 54
-#define EP_CAN_GROW 55
-#define EP_ACTIVE_BOMB 56
-#define EP_INACTIVE 57
+#define EP_ACID_POOL 50
+#define EP_KEYGATE 51
+#define EP_AMOEBOID 52
+#define EP_AMOEBALIVE 53
+#define EP_HAS_EDITOR_CONTENT 54
+#define EP_CAN_TURN_EACH_MOVE 55
+#define EP_CAN_GROW 56
+#define EP_ACTIVE_BOMB 57
+#define EP_INACTIVE 58
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 58
+#define EP_EM_SLIPPERY_WALL 59
/* values for special graphics properties (no effect on game engine) */
-#define EP_GFX_CRUMBLED 59
+#define EP_GFX_CRUMBLED 60
/* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER 60
-#define EP_ACCESSIBLE_INSIDE 61
-#define EP_ACCESSIBLE_UNDER 62
-#define EP_WALKABLE 63
-#define EP_PASSABLE 64
-#define EP_ACCESSIBLE 65
-#define EP_COLLECTIBLE 66
-#define EP_SNAPPABLE 67
-#define EP_WALL 68
-#define EP_SOLID_FOR_PUSHING 69
-#define EP_DRAGONFIRE_PROOF 70
-#define EP_EXPLOSION_PROOF 71
-#define EP_CAN_SMASH 72
-#define EP_EXPLODES_3X3_OLD 73
-#define EP_CAN_EXPLODE_BY_FIRE 74
-#define EP_CAN_EXPLODE_SMASHED 75
-#define EP_CAN_EXPLODE_IMPACT 76
-#define EP_SP_PORT 77
-#define EP_CAN_EXPLODE_BY_DRAGONFIRE 78
-#define EP_CAN_EXPLODE_BY_EXPLOSION 79
-#define EP_COULD_MOVE_INTO_ACID 80
-#define EP_MAYBE_DONT_COLLIDE_WITH 81
-#define EP_CAN_BE_CLONED_BY_ANDROID 82
+#define EP_ACCESSIBLE_OVER 61
+#define EP_ACCESSIBLE_INSIDE 62
+#define EP_ACCESSIBLE_UNDER 63
+#define EP_WALKABLE 64
+#define EP_PASSABLE 65
+#define EP_ACCESSIBLE 66
+#define EP_COLLECTIBLE 67
+#define EP_SNAPPABLE 68
+#define EP_WALL 69
+#define EP_SOLID_FOR_PUSHING 70
+#define EP_DRAGONFIRE_PROOF 71
+#define EP_EXPLOSION_PROOF 72
+#define EP_CAN_SMASH 73
+#define EP_EXPLODES_3X3_OLD 74
+#define EP_CAN_EXPLODE_BY_FIRE 75
+#define EP_CAN_EXPLODE_SMASHED 76
+#define EP_CAN_EXPLODE_IMPACT 77
+#define EP_SP_PORT 78
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 79
+#define EP_CAN_EXPLODE_BY_EXPLOSION 80
+#define EP_COULD_MOVE_INTO_ACID 81
+#define EP_MAYBE_DONT_COLLIDE_WITH 82
+#define EP_CAN_BE_CLONED_BY_ANDROID 83
/* values for internal purpose only (level editor) */
-#define EP_WALK_TO_OBJECT 83
-#define EP_DEADLY 84
-#define EP_EDITOR_CASCADE 85
-#define EP_EDITOR_CASCADE_ACTIVE 86
-#define EP_EDITOR_CASCADE_INACTIVE 87
+#define EP_WALK_TO_OBJECT 84
+#define EP_DEADLY 85
+#define EP_EDITOR_CASCADE 86
+#define EP_EDITOR_CASCADE_ACTIVE 87
+#define EP_EDITOR_CASCADE_INACTIVE 88
/* values for internal purpose only (game engine) */
-#define EP_HAS_ACTION 88
-#define EP_CAN_CHANGE_OR_HAS_ACTION 89
+#define EP_HAS_ACTION 89
+#define EP_CAN_CHANGE_OR_HAS_ACTION 90
/* values for internal purpose only (other) */
-#define EP_OBSOLETE 90
+#define EP_OBSOLETE 91
-#define NUM_ELEMENT_PROPERTIES 91
+#define NUM_ELEMENT_PROPERTIES 92
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE_NR 0
PLAYER_BITS_3 | \
PLAYER_BITS_4)
#define PLAYER_BITS_TRIGGER (1 << 4)
+#define PLAYER_BITS_ACTION (1 << 5)
/* values for move directions (bits 0 - 3: basic move directions) */
#define MV_BIT_PREVIOUS 4
#define CP_WHEN_REMOVABLE 4
#define CP_WHEN_WALKABLE 5
-/* values for change actions for custom elements */
+/* values for change actions for custom elements (stored in level file) */
#define CA_NO_ACTION 0
#define CA_EXIT_PLAYER 1
#define CA_KILL_PLAYER 2
#define CA_SET_CE_SCORE 15
#define CA_SET_CE_VALUE 16
#define CA_SET_ENGINE_SCAN_MODE 17
+#define CA_SET_PLAYER_INVENTORY 18
+#define CA_SET_CE_ARTWORK 19
+#define CA_SET_LEVEL_RANDOM_SEED 20
#define CA_HEADLINE_LEVEL_ACTIONS 250
#define CA_HEADLINE_PLAYER_ACTIONS 251
#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_PLAYER_ACTION (CA_ARG_PLAYER + PLAYER_BITS_ACTION)
#define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
#define CA_ARG_NUMBER 11000
#define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
#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_ACTION (CA_ARG_ELEMENT + 7)
#define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 997)
#define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET)
#define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER)
+#define CA_ARG_ELEMENT_CV_ACTION (CA_ARG_ELEMENT_ACTION)
#define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE)
#define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3)
#define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4)
+#define CA_ARG_ELEMENT_NR_ACTION (CA_ARG_ELEMENT + 8)
#define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 998)
#define CA_ARG_ELEMENT_CS_TARGET (CA_ARG_ELEMENT + 5)
#define CA_ARG_ELEMENT_CS_TRIGGER (CA_ARG_ELEMENT + 6)
+#define CA_ARG_ELEMENT_CS_ACTION (CA_ARG_ELEMENT + 9)
#define CA_ARG_ELEMENT_CS_HEADLINE (CA_ARG_ELEMENT + 999)
#define CA_ARG_SPEED 13000
#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
#define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
#define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
#define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
+#define CA_ARG_INVENTORY 18000
+#define CA_ARG_INVENTORY_RESET (CA_ARG_INVENTORY + 0)
+#define CA_ARG_INVENTORY_RM_TARGET (CA_ARG_INVENTORY + 1)
+#define CA_ARG_INVENTORY_RM_TRIGGER (CA_ARG_INVENTORY + 2)
+#define CA_ARG_INVENTORY_RM_ACTION (CA_ARG_INVENTORY + 3)
+#define CA_ARG_INVENTORY_RM_FIRST (CA_ARG_INVENTORY + 4)
+#define CA_ARG_INVENTORY_RM_LAST (CA_ARG_INVENTORY + 5)
+#define CA_ARG_INVENTORY_RM_ALL (CA_ARG_INVENTORY + 6)
+#define CA_ARG_INVENTORY_HEADLINE (CA_ARG_INVENTORY + 998)
+#define CA_ARG_INVENTORY_RM_HEADLINE (CA_ARG_INVENTORY + 999)
#define CA_ARG_UNDEFINED 65535
/* values for custom move patterns (bits 0 - 3: basic move directions) */
#define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
#define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
+#define DONT_GET_HIT_BY(e) HAS_PROPERTY(e, EP_DONT_GET_HIT_BY)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
#define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
#define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
#define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
+#define IS_ACID_POOL(e) HAS_PROPERTY(e, EP_ACID_POOL)
#define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
#define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
#define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
#define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE)
/* special macros used in game engine */
+#define IS_FILE_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_FILE_ELEMENTS)
+
+#define IS_DRAWABLE_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_DRAWABLE_ELEMENTS)
+
+#define IS_RUNTIME_ELEMENT(e) ((e) >= 0 && \
+ (e) <= NUM_RUNTIME_ELEMENTS)
+
+#define IS_VALID_ELEMENT(e) ((e) >= 0 && \
+ (e) <= MAX_NUM_ELEMENTS)
+
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
#define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
#define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
#define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
- IS_EM_KEY(e) ? EM_KEY_NR(e) : \
+ IS_EM_KEY(e) ? EM_KEY_NR(e) : \
IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
#define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
(e) <= EL_EM_GATE_4)
#define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
(e) <= EL_EMC_GATE_8)
+#define IS_DC_GATE(e) ((e) == EL_DC_GATE_WHITE)
#define IS_GATE(e) (IS_RND_GATE(e) || \
IS_EM_GATE(e) || \
- IS_EMC_GATE(e))
+ IS_EMC_GATE(e) || \
+ IS_DC_GATE(e))
#define RND_GATE_NR(e) ((e) - EL_GATE_1)
#define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
#define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
(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_DC_GATE_GRAY(e) ((e) == EL_DC_GATE_WHITE_GRAY)
+#define IS_DC_GATE_GRAY_ACTIVE(e) ((e) == EL_DC_GATE_WHITE_GRAY_ACTIVE)
+
#define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
IS_EM_GATE_GRAY(e) || \
- IS_EMC_GATE_GRAY(e))
+ IS_EMC_GATE_GRAY(e) || \
+ IS_DC_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))
+ IS_EMC_GATE_GRAY_ACTIVE(e) || \
+ IS_DC_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)
IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
+#define IS_ACID_POOL_OR_ACID(e) (IS_ACID_POOL(e) || (e) == EL_ACID)
+
+#define IS_EMC_PILLAR(e) ((e) >= EL_EMC_WALL_1 && \
+ (e) <= EL_EMC_WALL_3)
+#define IS_SP_CHIP(e) ((e) == EL_SP_CHIP_SINGLE || \
+ (e) == EL_SP_CHIP_LEFT || \
+ (e) == EL_SP_CHIP_RIGHT || \
+ (e) == EL_SP_CHIP_TOP || \
+ (e) == EL_SP_CHIP_BOTTOM)
+#define IS_SP_HARDWARE_BASE(e) ((e) == EL_SP_HARDWARE_BASE_1 || \
+ (e) == EL_SP_HARDWARE_BASE_2 || \
+ (e) == EL_SP_HARDWARE_BASE_3 || \
+ (e) == EL_SP_HARDWARE_BASE_4 || \
+ (e) == EL_SP_HARDWARE_BASE_5 || \
+ (e) == EL_SP_HARDWARE_BASE_6)
+
+#define IS_DC_STEELWALL_2(e) ((e) >= EL_DC_STEELWALL_2_LEFT && \
+ (e) <= EL_DC_STEELWALL_2_SINGLE)
+
+#if 1
+#define GFX_ELEMENT(e) (element_info[e].gfx_element)
+#else
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
+#endif
/* !!! CHECK THIS !!! */
#if 1
#define IS_LOOP_SOUND(s) (sound_info[s].loop)
+#define IS_SPECIAL_GFX_ARG(a) ((a) >= 0 && (a) < NUM_SPECIAL_GFX_ARGS)
+
#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 : \
(d) == MV_UP ? "MV_UP" : \
(d) == MV_DOWN ? "MV_DOWN" : "(various)")
+#define ELEMENT_ACTIVE(e) (ActiveElement[e])
+#define BUTTON_ACTIVE(b) (ActiveButton[b])
+#define FONT_ACTIVE(f) (ActiveFont[f])
+
+
/* fundamental game speed values */
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
#define MAX_NUM_AMOEBA 100
-#define NUM_BELTS 4
-#define NUM_BELT_PARTS 3
#define NUM_ENVELOPES 4
#define MIN_ENVELOPE_XSIZE 1
#define MIN_ENVELOPE_YSIZE 1
#define STD_ELEMENT_CONTENTS 4
#define MAX_ELEMENT_CONTENTS 8
+/* values for initial player inventory */
+#define MIN_INITIAL_INVENTORY_SIZE 1
+#define MAX_INITIAL_INVENTORY_SIZE 8
+
/* often used screen positions */
#define SX 8
#define SY 8
#define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
#define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
+/* values for GfxRedraw */
+#define GFX_REDRAW_NONE (0)
+#define GFX_REDRAW_TILE (1 << 0)
+#define GFX_REDRAW_TILE_CRUMBLED (1 << 1)
+#define GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS (1 << 2)
+#define GFX_REDRAW_TILE_TWINKLED (1 << 3)
/* score for elements */
#define SC_EMERALD 0
#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 70)
#define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 71)
+#define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 72)
+
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 72)
+#define EL_FIRST_RUNTIME_UNREAL (NUM_DRAWABLE_ELEMENTS)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 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_GRAPHIC_1 (EL_FIRST_DUMMY + 25)
+#define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 26)
+#define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 27)
+#define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 28)
+#define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 29)
+#define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 30)
+#define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 31)
+#define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 32)
/* internal elements (only used for internal purposes like copying) */
-#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 33)
#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
/* values for special image configuration suffixes (must match game mode) */
#define GFX_SPECIAL_ARG_DEFAULT 0
-#define GFX_SPECIAL_ARG_TITLE 1
-#define GFX_SPECIAL_ARG_MESSAGE 2
-#define GFX_SPECIAL_ARG_MAIN 3
-#define GFX_SPECIAL_ARG_LEVELS 4
-#define GFX_SPECIAL_ARG_SCORES 5
-#define GFX_SPECIAL_ARG_EDITOR 6
-#define GFX_SPECIAL_ARG_INFO 7
-#define GFX_SPECIAL_ARG_SETUP 8
-#define GFX_SPECIAL_ARG_PLAYING 9
-#define GFX_SPECIAL_ARG_DOOR 10
-#define GFX_SPECIAL_ARG_PREVIEW 11
-#define GFX_SPECIAL_ARG_CRUMBLED 12
-
-#define NUM_SPECIAL_GFX_ARGS 13
+#define GFX_SPECIAL_ARG_LOADING 1
+#define GFX_SPECIAL_ARG_TITLE_INITIAL 2
+#define GFX_SPECIAL_ARG_TITLE 3
+#define GFX_SPECIAL_ARG_MAIN 4
+#define GFX_SPECIAL_ARG_LEVELS 5
+#define GFX_SPECIAL_ARG_SCORES 6
+#define GFX_SPECIAL_ARG_EDITOR 7
+#define GFX_SPECIAL_ARG_INFO 8
+#define GFX_SPECIAL_ARG_SETUP 9
+#define GFX_SPECIAL_ARG_PLAYING 10
+#define GFX_SPECIAL_ARG_DOOR 11
+#define GFX_SPECIAL_ARG_PANEL 12
+#define GFX_SPECIAL_ARG_PREVIEW 13
+#define GFX_SPECIAL_ARG_CRUMBLED 14
+
+#define NUM_SPECIAL_GFX_ARGS 15
/* these additional definitions are currently only used for draw offsets */
#define GFX_SPECIAL_ARG_INFO_MAIN 0
#define NUM_SPECIAL_GFX_INFO_ARGS 8
+/* these additional definitions are currently only used for draw offsets */
+#define GFX_SPECIAL_ARG_SETUP_MAIN 0
+#define GFX_SPECIAL_ARG_SETUP_GAME 1
+#define GFX_SPECIAL_ARG_SETUP_EDITOR 2
+#define GFX_SPECIAL_ARG_SETUP_GRAPHICS 3
+#define GFX_SPECIAL_ARG_SETUP_SOUND 4
+#define GFX_SPECIAL_ARG_SETUP_ARTWORK 5
+#define GFX_SPECIAL_ARG_SETUP_INPUT 6
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1 7
+#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2 8
+#define GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK 9
+#define GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER 10
+
+#define NUM_SPECIAL_GFX_SETUP_ARGS 11
+
/* values for image configuration suffixes */
#define GFX_ARG_X 0
#define GFX_ARG_NAME 36
#define GFX_ARG_SCALE_UP_FACTOR 37
#define GFX_ARG_CLONE_FROM 38
-#define GFX_ARG_FADE_DELAY 39
-#define GFX_ARG_POST_DELAY 40
-#define GFX_ARG_AUTO_DELAY 41
+#define GFX_ARG_FADE_MODE 39
+#define GFX_ARG_FADE_DELAY 40
+#define GFX_ARG_POST_DELAY 41
+#define GFX_ARG_AUTO_DELAY 42
+#define GFX_ARG_ALIGN 43
+#define GFX_ARG_VALIGN 44
+#define GFX_ARG_SORT_PRIORITY 45
-#define NUM_GFX_ARGS 42
+#define NUM_GFX_ARGS 46
/* values for sound configuration suffixes */
#define NUM_FONTS 37
#define NUM_INITIAL_FONTS 4
+#if 0
#define FONT_ACTIVE(f) \
((f) == FONT_MENU_1 ? FONT_MENU_1_ACTIVE : \
(f) == FONT_MENU_2 ? FONT_MENU_2_ACTIVE : \
(f) == FONT_INPUT_2 ? FONT_INPUT_2_ACTIVE : \
(f) == FONT_LEVEL_NUMBER ? FONT_LEVEL_NUMBER_ACTIVE : \
(f))
-
+#endif
/* values for game_status (must match special image configuration suffixes) */
#define GAME_MODE_DEFAULT 0
-#define GAME_MODE_TITLE 1
-#define GAME_MODE_MESSAGE 2
-#define GAME_MODE_MAIN 3
-#define GAME_MODE_LEVELS 4
-#define GAME_MODE_SCORES 5
-#define GAME_MODE_EDITOR 6
-#define GAME_MODE_INFO 7
-#define GAME_MODE_SETUP 8
-#define GAME_MODE_PLAYING 9
-#define GAME_MODE_PSEUDO_DOOR 10
-#define GAME_MODE_PSEUDO_PREVIEW 11
-#define GAME_MODE_PSEUDO_CRUMBLED 12
+#define GAME_MODE_LOADING 1
+#define GAME_MODE_TITLE_INITIAL 2
+#define GAME_MODE_TITLE 3
+#define GAME_MODE_MAIN 4
+#define GAME_MODE_LEVELS 5
+#define GAME_MODE_SCORES 6
+#define GAME_MODE_EDITOR 7
+#define GAME_MODE_INFO 8
+#define GAME_MODE_SETUP 9
+#define GAME_MODE_PLAYING 10
+#define GAME_MODE_PSEUDO_DOOR 11
+#define GAME_MODE_PSEUDO_PANEL 12
+#define GAME_MODE_PSEUDO_PREVIEW 13
+#define GAME_MODE_PSEUDO_CRUMBLED 14
/* there are no special config file suffixes for these modes */
-#define GAME_MODE_PSEUDO_TYPENAME 13
-#define GAME_MODE_QUIT 14
+#define GAME_MODE_PSEUDO_TYPENAME 15
+#define GAME_MODE_QUIT 16
/* special definitions currently only used for custom artwork configuration */
#define MUSIC_PREFIX_BACKGROUND 0
/* program information and versioning definitions */
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 2
-#define PROGRAM_VERSION_PATCH 4
+#define PROGRAM_VERSION_PATCH 6
#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2006 by Holger Schemel"
+#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2008 by Holger Schemel"
#define PROGRAM_EMAIL_STRING "info@artsoft.org"
#define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/"
#define PROGRAM_GAME_BY_STRING "A Game by Artsoft Entertainment"
+#define PROGRAM_UNIX_DATADIR_STRING ".rocksndiamonds"
+
+#if defined(CREATE_SPECIAL_EDITION_RND_JUE)
+#undef PROGRAM_TITLE_STRING
+#define PROGRAM_TITLE_STRING "R'n'D jue"
+#undef PROGRAM_UNIX_DATADIR_STRING
+#define PROGRAM_UNIX_DATADIR_STRING ".rnd_jue"
+#endif
#define ICON_TITLE_STRING PROGRAM_TITLE_STRING
#define COOKIE_PREFIX "ROCKSNDIAMONDS"
#define USERDATA_DIRECTORY_WIN32 PROGRAM_TITLE_STRING
#define USERDATA_DIRECTORY_MACOSX PROGRAM_TITLE_STRING
-#define USERDATA_DIRECTORY_UNIX ".rocksndiamonds"
+#define USERDATA_DIRECTORY_UNIX PROGRAM_UNIX_DATADIR_STRING
#define USERDATA_DIRECTORY_DOS "userdata"
#if defined(PLATFORM_WIN32)
struct BorderInfo
{
- int draw_masked[NUM_SPECIAL_GFX_ARGS];
+ boolean draw_masked[NUM_SPECIAL_GFX_ARGS];
+ boolean draw_masked_when_fading;
};
-#if 0
-struct MenuPosInfo
-{
- int x, y;
- int width, height;
- int align;
-};
-#endif
-
struct MenuMainButtonInfo
{
struct MenuPosInfo name;
struct TextPosInfo setup;
struct TextPosInfo quit;
- struct TextPosInfo current_level;
struct TextPosInfo first_level;
struct TextPosInfo last_level;
+ struct TextPosInfo level_number;
struct TextPosInfo level_info_1;
struct TextPosInfo level_info_2;
+ struct TextPosInfo level_name;
+ struct TextPosInfo level_author;
+ struct TextPosInfo level_year;
+ struct TextPosInfo level_imported_from;
+ struct TextPosInfo level_imported_by;
+ struct TextPosInfo level_tested_by;
struct TextPosInfo title_1;
struct TextPosInfo title_2;
struct TextPosInfo title_3;
struct MenuMainInputInfo
{
- struct MenuPosInfo name;
+ struct TextPosInfo name;
};
struct MenuMainInfo
struct MenuMainInputInfo input;
};
-struct TitleInfo
+struct TitleFadingInfo
{
+ int fade_mode;
int fade_delay;
int post_delay;
int auto_delay;
+};
+
+struct TitleMessageInfo
+{
+ int x, y;
+ int width, height;
+ int chars, lines;
+ int align, valign;
+ int font;
+ boolean autowrap;
+ boolean centered;
+ boolean parse_comments;
+ int sort_priority;
- int fade_delay_final;
- int post_delay_final;
- int auto_delay_final;
+ int fade_mode;
+ int fade_delay;
+ int post_delay;
+ int auto_delay;
+};
+
+struct InitInfo
+{
+ struct MenuPosInfo busy;
};
struct MenuInfo
int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
int draw_xoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
int draw_yoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
+ int draw_xoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
+ int draw_yoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
int scrollbar_xoffset;
int list_size[NUM_SPECIAL_GFX_ARGS];
- int fade_delay;
- int post_delay;
- int auto_delay;
+ struct TitleFadingInfo enter_menu;
+ struct TitleFadingInfo leave_menu;
+ struct TitleFadingInfo enter_screen[NUM_SPECIAL_GFX_ARGS];
+ struct TitleFadingInfo leave_screen[NUM_SPECIAL_GFX_ARGS];
+ struct TitleFadingInfo next_screen;
int sound[NUM_SPECIAL_GFX_ARGS];
int music[NUM_SPECIAL_GFX_ARGS];
struct PreviewInfo
{
int x, y;
- int align;
+ int align, valign;
int xsize, ysize;
int xoffset, yoffset;
int tile_size;
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+ int random_seed;
+
struct EnvelopeInfo envelope[NUM_ENVELOPES];
int score[LEVEL_SCORE_ELEMENTS];
int initial_player_stepsize[MAX_PLAYERS]; /* initial player speed */
boolean initial_player_gravity[MAX_PLAYERS];
+ boolean use_initial_inventory[MAX_PLAYERS];
+ int initial_inventory_size[MAX_PLAYERS];
+ int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
+
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
+ boolean em_explodes_by_fire; /* EM style chain explosion behaviour */
boolean use_spring_bug; /* for compatibility with old levels */
boolean use_time_orb_bug; /* for compatibility with old levels */
boolean instant_relocation; /* no visual delay when relocating player */
+ boolean shifted_relocation; /* no level centering when relocating player */
boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
boolean grow_into_diggable; /* amoeba can grow into anything diggable */
boolean no_valid_file; /* set when level file missing or invalid */
boolean changed; /* set when level was changed in the editor */
+
+ /* runtime flags to handle bugs in old levels (not stored in level file) */
+ boolean use_action_after_change_bug;
};
struct GlobalInfo
char *convert_leveldir;
int convert_level_nr;
+ char *create_images_dir;
+
int num_toons;
float frames_per_second;
boolean fps_slowdown;
int fps_slowdown_factor;
+
+ /* global values for fading screens and masking borders */
+ int border_status;
+#if 0
+ int fading_status;
+ int fading_type;
+#endif
};
struct ElementChangeInfo
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- int trigger_element; /* element triggering change */
+ int initial_trigger_element; /* initial element triggering change */
struct Content target_content;/* elements for extended change target */
boolean use_target_content; /* use extended change target */
int action_type; /* type of action */
int action_mode; /* mode of action */
int action_arg; /* parameter of action */
+ int action_element; /* element related to action */
/* ---------- internal values used at runtime when playing ---------- */
+ int trigger_element; /* element triggering change */
+
/* functions that are called before, while and after the change of an
element -- currently only used for non-custom elements */
void (*pre_change_function)(int x, int y);
short actual_trigger_element; /* element that actually triggered change */
int actual_trigger_side; /* element side that triggered the change */
int actual_trigger_player; /* player which actually triggered change */
+ int actual_trigger_player_bits; /* player bits of triggering players */
int actual_trigger_ce_value; /* CE value of element that triggered change */
int actual_trigger_ce_score; /* CE score of element that triggered change */
unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */
boolean use_gfx_element; /* use custom graphic element */
- int gfx_element; /* optional custom graphic element */
+ int gfx_element_initial; /* initial optional custom graphic element */
int access_direction; /* accessible from which direction */
boolean in_group[NUM_GROUP_ELEMENTS];
+ int gfx_element; /* runtime optional custom graphic element */
+
int collect_score; /* runtime score value for collecting */
+ /* count of this element on playfield, calculated after each frame */
+ int element_count;
+
/* ---------- internal values used in level editor ---------- */
int access_type; /* walkable or passable */
int draw_masked; /* optional setting for drawing envelope gfx */
+ int fade_mode; /* optional setting for drawing title screens */
int fade_delay; /* optional setting for drawing title screens */
int post_delay; /* optional setting for drawing title screens */
int auto_delay; /* optional setting for drawing title screens */
+ int align, valign; /* optional setting for drawing title screens */
+ int sort_priority; /* optional setting for drawing title screens */
boolean use_image_size; /* use image size as default width and height */
extern Bitmap *bitmap_db_field;
extern Bitmap *bitmap_db_panel;
extern Bitmap *bitmap_db_door;
+extern Bitmap *bitmap_db_toons;
extern Pixmap tile_clipmask[];
extern DrawBuffer *fieldbuffer;
extern DrawBuffer *drawto_field;
extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxRedraw[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+extern int ActiveElement[MAX_NUM_ELEMENTS];
+extern int ActiveButton[NUM_IMAGE_FILES];
+extern int ActiveFont[NUM_FONTS];
extern int lev_fieldx, lev_fieldy;
extern int scroll_x, scroll_y;
extern struct TapeInfo tape;
extern struct GlobalInfo global;
extern struct BorderInfo border;
-extern struct TitleInfo title;
+extern struct TitleFadingInfo fading;
+extern struct TitleFadingInfo fading_none;
+extern struct TitleFadingInfo title_initial_default;
+extern struct TitleFadingInfo title_default;
+extern struct TitleMessageInfo titlemessage_initial_default;
+extern struct TitleMessageInfo titlemessage_initial[];
+extern struct TitleMessageInfo titlemessage_default;
+extern struct TitleMessageInfo titlemessage[];
+extern struct TitleMessageInfo readme;
+extern struct InitInfo init;
extern struct MenuInfo menu;
extern struct DoorInfo door_1, door_2;
extern struct PreviewInfo preview;
extern struct MusicFileInfo *music_file_info;
extern struct HelpAnimInfo *helpanim_info;
extern SetupFileHash *helptext_info;
+extern SetupFileHash *image_config_hash;
+extern SetupFileHash *element_token_hash;
+extern SetupFileHash *graphic_token_hash;
+extern SetupFileHash *font_token_hash;
extern struct ConfigTypeInfo image_config_suffix[];
extern struct ConfigTypeInfo sound_config_suffix[];
extern struct ConfigTypeInfo music_config_suffix[];