removed unused image file for native Boulder Dash graphics
[rocksndiamonds.git] / src / main.h
index 2481f3da9eaf5eb1b0cfd579437d63eecdc00fd0..dce9139ec9b84487841d15884bb85f30dd5b1fb9 100644 (file)
                                         (e) == EL_BD_PLAYER_GLUED ||           \
                                         (e) == EL_BD_PLAYER_STIRRING)
 
+#define IS_BD_FIREFLY(e)               ((e) == EL_BD_FIREFLY ||                \
+                                        (e) == EL_BD_FIREFLY_RIGHT ||          \
+                                        (e) == EL_BD_FIREFLY_UP ||             \
+                                        (e) == EL_BD_FIREFLY_LEFT ||           \
+                                        (e) == EL_BD_FIREFLY_DOWN)
+
+#define IS_BD_FIREFLY_2(e)             ((e) == EL_BD_FIREFLY_2 ||              \
+                                        (e) == EL_BD_FIREFLY_2_RIGHT ||        \
+                                        (e) == EL_BD_FIREFLY_2_UP ||           \
+                                        (e) == EL_BD_FIREFLY_2_LEFT ||         \
+                                        (e) == EL_BD_FIREFLY_2_DOWN)
+
+#define IS_BD_BUTTERFLY(e)             ((e) == EL_BD_BUTTERFLY ||              \
+                                        (e) == EL_BD_BUTTERFLY_RIGHT ||        \
+                                        (e) == EL_BD_BUTTERFLY_UP ||           \
+                                        (e) == EL_BD_BUTTERFLY_LEFT ||         \
+                                        (e) == EL_BD_BUTTERFLY_DOWN)
+
+#define IS_BD_BUTTERFLY_2(e)           ((e) == EL_BD_BUTTERFLY_2 ||            \
+                                        (e) == EL_BD_BUTTERFLY_2_RIGHT ||      \
+                                        (e) == EL_BD_BUTTERFLY_2_UP ||         \
+                                        (e) == EL_BD_BUTTERFLY_2_LEFT ||       \
+                                        (e) == EL_BD_BUTTERFLY_2_DOWN)
+
+#define IS_BD_STONEFLY(e)              ((e) == EL_BD_STONEFLY ||               \
+                                        (e) == EL_BD_STONEFLY_RIGHT ||         \
+                                        (e) == EL_BD_STONEFLY_UP ||            \
+                                        (e) == EL_BD_STONEFLY_LEFT ||          \
+                                        (e) == EL_BD_STONEFLY_DOWN)
+
+#define IS_BD_DRAGONFLY(e)             ((e) == EL_BD_DRAGONFLY ||              \
+                                        (e) == EL_BD_DRAGONFLY_RIGHT ||                \
+                                        (e) == EL_BD_DRAGONFLY_UP ||           \
+                                        (e) == EL_BD_DRAGONFLY_LEFT ||         \
+                                        (e) == EL_BD_DRAGONFLY_DOWN)
+
 #define IS_BD_BITER(e)                 ((e) == EL_BD_BITER ||                  \
                                         (e) == EL_BD_BITER_RIGHT ||            \
                                         (e) == EL_BD_BITER_UP ||               \
                                         (e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL ||  \
                                         (e) == EL_BD_EXPANDABLE_STEELWALL_ANY)
 
-#define IS_BD_CONVEYOR_BELT(e)         ((e) == EL_BD_CONVEYOR_LEFT ||                  \
-                                        (e) == EL_BD_CONVEYOR_LEFT_ACTIVE ||           \
-                                        (e) == EL_BD_CONVEYOR_RIGHT ||                 \
+#define IS_BD_CONVEYOR_BELT(e)         ((e) == EL_BD_CONVEYOR_LEFT ||          \
+                                        (e) == EL_BD_CONVEYOR_LEFT_ACTIVE ||   \
+                                        (e) == EL_BD_CONVEYOR_RIGHT ||         \
                                         (e) == EL_BD_CONVEYOR_RIGHT_ACTIVE)
 
-#define IS_BD_CONVEYOR_BELT_SWITCH(e)  ((e) == EL_BD_CONVEYOR_SWITCH ||                \
-                                        (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE ||         \
-                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_NORMAL ||     \
-                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_CHANGED)
+#define IS_BD_CONVEYOR_BELT_SWITCH(e)  ((e) == EL_BD_CONVEYOR_SWITCH ||        \
+                                        (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \
+                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH ||    \
+                                        (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE)
 
 #define IS_SOKOBAN_OBJECT_OR_FIELD(e)  ((e) == EL_SOKOBAN_OBJECT ||            \
                                         (e) == EL_SOKOBAN_FIELD_EMPTY ||       \
 #define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL  1284
 #define EL_BD_EXPANDABLE_STEELWALL_VERTICAL    1285
 #define EL_BD_EXPANDABLE_STEELWALL_ANY         1286
-#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL        1287
-#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL  1288
+#define EL_BD_EXPANDABLE_WALL_SWITCH           1287
+#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE    1288
 #define EL_BD_INBOX                            1289
 #define EL_BD_EXIT_CLOSED                      1290
 #define EL_BD_EXIT_OPEN                                1291
 #define EL_BD_CONVEYOR_RIGHT_ACTIVE            1318
 #define EL_BD_CONVEYOR_SWITCH                  1319
 #define EL_BD_CONVEYOR_SWITCH_ACTIVE           1320
-#define EL_BD_CONVEYOR_DIR_SWITCH_NORMAL       1321
-#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED      1322
+#define EL_BD_CONVEYOR_DIR_SWITCH              1321
+#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE       1322
 #define EL_BD_GRAVITY_SWITCH                   1323
 #define EL_BD_GRAVITY_SWITCH_ACTIVE            1324
 #define EL_BD_ACID                             1325
 #define EL_BD_NITRO_PACK                       1379
 #define EL_BD_PLAYER                           1380
 #define EL_BD_PLAYER_WITH_BOMB                 1381
-#define EL_BD_PLAYER_GLUED                     1382
-#define EL_BD_PLAYER_STIRRING                  1383
-#define EL_BD_FAKE_BONUS                       1384
-#define EL_BD_COVERED                          1385
+#define EL_BD_PLAYER_WITH_ROCKET_LAUNCHER      1382
+#define EL_BD_PLAYER_GLUED                     1383
+#define EL_BD_PLAYER_STIRRING                  1384
+#define EL_BD_ROCKET_LAUNCHER                  1385
+#define EL_BD_ROCKET                           1386
+#define EL_BD_ROCKET_RIGHT                     1387
+#define EL_BD_ROCKET_UP                                1388
+#define EL_BD_ROCKET_LEFT                      1389
+#define EL_BD_ROCKET_DOWN                      1390
+#define EL_BD_FAKE_BONUS                       1391
+#define EL_BD_COVERED                          1392
 
 // BD style elements ("effects"; mostly runtime elements, but can also be stored in level file)
-#define EL_BD_SAND_BALL_FALLING                        1386
-#define EL_BD_SAND_LOOSE_FALLING               1387
-#define EL_BD_ROCK_FALLING                     1388
-#define EL_BD_FLYING_ROCK_FLYING               1389
-#define EL_BD_MEGA_ROCK_FALLING                        1390
-#define EL_BD_DIAMOND_FALLING                  1391
-#define EL_BD_FLYING_DIAMOND_FLYING            1392
-#define EL_BD_NUT_FALLING                      1393
-#define EL_BD_FALLING_WALL_FALLING             1394
-#define EL_BD_NITRO_PACK_FALLING               1395
-#define EL_BD_WATER_1                          1396
-#define EL_BD_WATER_2                          1397
-#define EL_BD_WATER_3                          1398
-#define EL_BD_WATER_4                          1399
-#define EL_BD_WATER_5                          1400
-#define EL_BD_WATER_6                          1401
-#define EL_BD_WATER_7                          1402
-#define EL_BD_WATER_8                          1403
-#define EL_BD_WATER_9                          1404
-#define EL_BD_WATER_10                         1405
-#define EL_BD_WATER_11                         1406
-#define EL_BD_WATER_12                         1407
-#define EL_BD_WATER_13                         1408
-#define EL_BD_WATER_14                         1409
-#define EL_BD_WATER_15                         1410
-#define EL_BD_WATER_16                         1411
-#define EL_BD_COW_ENCLOSED_1                   1412
-#define EL_BD_COW_ENCLOSED_2                   1413
-#define EL_BD_COW_ENCLOSED_3                   1414
-#define EL_BD_COW_ENCLOSED_4                   1415
-#define EL_BD_COW_ENCLOSED_5                   1416
-#define EL_BD_COW_ENCLOSED_6                   1417
-#define EL_BD_COW_ENCLOSED_7                   1418
-#define EL_BD_BLADDER_1                                1419
-#define EL_BD_BLADDER_2                                1420
-#define EL_BD_BLADDER_3                                1421
-#define EL_BD_BLADDER_4                                1422
-#define EL_BD_BLADDER_5                                1423
-#define EL_BD_BLADDER_6                                1424
-#define EL_BD_BLADDER_7                                1425
-#define EL_BD_BLADDER_8                                1426
-#define EL_BD_PLAYER_GROWING_1                 1427
-#define EL_BD_PLAYER_GROWING_2                 1428
-#define EL_BD_PLAYER_GROWING_3                 1429
-#define EL_BD_BOMB_TICKING_1                   1430
-#define EL_BD_BOMB_TICKING_2                   1431
-#define EL_BD_BOMB_TICKING_3                   1432
-#define EL_BD_BOMB_TICKING_4                   1433
-#define EL_BD_BOMB_TICKING_5                   1434
-#define EL_BD_BOMB_TICKING_6                   1435
-#define EL_BD_BOMB_TICKING_7                   1436
-#define EL_BD_CLOCK_GROWING_1                  1437
-#define EL_BD_CLOCK_GROWING_2                  1438
-#define EL_BD_CLOCK_GROWING_3                  1439
-#define EL_BD_CLOCK_GROWING_4                  1440
-#define EL_BD_DIAMOND_GROWING_1                        1441
-#define EL_BD_DIAMOND_GROWING_2                        1442
-#define EL_BD_DIAMOND_GROWING_3                        1443
-#define EL_BD_DIAMOND_GROWING_4                        1444
-#define EL_BD_DIAMOND_GROWING_5                        1445
-#define EL_BD_EXPLODING_1                      1446
-#define EL_BD_EXPLODING_2                      1447
-#define EL_BD_EXPLODING_3                      1448
-#define EL_BD_EXPLODING_4                      1449
-#define EL_BD_EXPLODING_5                      1450
-#define EL_BD_ROCK_GROWING_1                   1451
-#define EL_BD_ROCK_GROWING_2                   1452
-#define EL_BD_ROCK_GROWING_3                   1453
-#define EL_BD_ROCK_GROWING_4                   1454
-#define EL_BD_STEELWALL_GROWING_1              1455
-#define EL_BD_STEELWALL_GROWING_2              1456
-#define EL_BD_STEELWALL_GROWING_3              1457
-#define EL_BD_STEELWALL_GROWING_4              1458
-#define EL_BD_GHOST_EXPLODING_1                        1459
-#define EL_BD_GHOST_EXPLODING_2                        1460
-#define EL_BD_GHOST_EXPLODING_3                        1461
-#define EL_BD_GHOST_EXPLODING_4                        1462
-#define EL_BD_BOMB_EXPLODING_1                 1463
-#define EL_BD_BOMB_EXPLODING_2                 1464
-#define EL_BD_BOMB_EXPLODING_3                 1465
-#define EL_BD_BOMB_EXPLODING_4                 1466
-#define EL_BD_NITRO_PACK_EXPLODING             1467
-#define EL_BD_NITRO_PACK_EXPLODING_1           1468
-#define EL_BD_NITRO_PACK_EXPLODING_2           1469
-#define EL_BD_NITRO_PACK_EXPLODING_3           1470
-#define EL_BD_NITRO_PACK_EXPLODING_4           1471
-#define EL_BD_AMOEBA_2_EXPLODING_1             1472
-#define EL_BD_AMOEBA_2_EXPLODING_2             1473
-#define EL_BD_AMOEBA_2_EXPLODING_3             1474
-#define EL_BD_AMOEBA_2_EXPLODING_4             1475
-#define EL_BD_NUT_BREAKING_1                   1476
-#define EL_BD_NUT_BREAKING_2                   1477
-#define EL_BD_NUT_BREAKING_3                   1478
-#define EL_BD_NUT_BREAKING_4                   1479
-
-#define NUM_FILE_ELEMENTS                      1480
+#define EL_BD_SAND_BALL_FALLING                        1393
+#define EL_BD_SAND_LOOSE_FALLING               1394
+#define EL_BD_ROCK_FALLING                     1395
+#define EL_BD_FLYING_ROCK_FLYING               1396
+#define EL_BD_MEGA_ROCK_FALLING                        1397
+#define EL_BD_DIAMOND_FALLING                  1398
+#define EL_BD_FLYING_DIAMOND_FLYING            1399
+#define EL_BD_NUT_FALLING                      1400
+#define EL_BD_FALLING_WALL_FALLING             1401
+#define EL_BD_NITRO_PACK_FALLING               1402
+#define EL_BD_WATER_1                          1403
+#define EL_BD_WATER_2                          1404
+#define EL_BD_WATER_3                          1405
+#define EL_BD_WATER_4                          1406
+#define EL_BD_WATER_5                          1407
+#define EL_BD_WATER_6                          1408
+#define EL_BD_WATER_7                          1409
+#define EL_BD_WATER_8                          1410
+#define EL_BD_WATER_9                          1411
+#define EL_BD_WATER_10                         1412
+#define EL_BD_WATER_11                         1413
+#define EL_BD_WATER_12                         1414
+#define EL_BD_WATER_13                         1415
+#define EL_BD_WATER_14                         1416
+#define EL_BD_WATER_15                         1417
+#define EL_BD_WATER_16                         1418
+#define EL_BD_COW_ENCLOSED_1                   1419
+#define EL_BD_COW_ENCLOSED_2                   1420
+#define EL_BD_COW_ENCLOSED_3                   1421
+#define EL_BD_COW_ENCLOSED_4                   1422
+#define EL_BD_COW_ENCLOSED_5                   1423
+#define EL_BD_COW_ENCLOSED_6                   1424
+#define EL_BD_COW_ENCLOSED_7                   1425
+#define EL_BD_BLADDER_1                                1426
+#define EL_BD_BLADDER_2                                1427
+#define EL_BD_BLADDER_3                                1428
+#define EL_BD_BLADDER_4                                1429
+#define EL_BD_BLADDER_5                                1430
+#define EL_BD_BLADDER_6                                1431
+#define EL_BD_BLADDER_7                                1432
+#define EL_BD_BLADDER_8                                1433
+#define EL_BD_PLAYER_GROWING_1                 1434
+#define EL_BD_PLAYER_GROWING_2                 1435
+#define EL_BD_PLAYER_GROWING_3                 1436
+#define EL_BD_BOMB_TICKING_1                   1437
+#define EL_BD_BOMB_TICKING_2                   1438
+#define EL_BD_BOMB_TICKING_3                   1439
+#define EL_BD_BOMB_TICKING_4                   1440
+#define EL_BD_BOMB_TICKING_5                   1441
+#define EL_BD_BOMB_TICKING_6                   1442
+#define EL_BD_BOMB_TICKING_7                   1443
+#define EL_BD_CLOCK_GROWING_1                  1444
+#define EL_BD_CLOCK_GROWING_2                  1445
+#define EL_BD_CLOCK_GROWING_3                  1446
+#define EL_BD_CLOCK_GROWING_4                  1447
+#define EL_BD_DIAMOND_GROWING_1                        1448
+#define EL_BD_DIAMOND_GROWING_2                        1449
+#define EL_BD_DIAMOND_GROWING_3                        1450
+#define EL_BD_DIAMOND_GROWING_4                        1451
+#define EL_BD_DIAMOND_GROWING_5                        1452
+#define EL_BD_EXPLODING_1                      1453
+#define EL_BD_EXPLODING_2                      1454
+#define EL_BD_EXPLODING_3                      1455
+#define EL_BD_EXPLODING_4                      1456
+#define EL_BD_EXPLODING_5                      1457
+#define EL_BD_ROCK_GROWING_1                   1458
+#define EL_BD_ROCK_GROWING_2                   1459
+#define EL_BD_ROCK_GROWING_3                   1460
+#define EL_BD_ROCK_GROWING_4                   1461
+#define EL_BD_STEELWALL_GROWING_1              1462
+#define EL_BD_STEELWALL_GROWING_2              1463
+#define EL_BD_STEELWALL_GROWING_3              1464
+#define EL_BD_STEELWALL_GROWING_4              1465
+#define EL_BD_GHOST_EXPLODING_1                        1466
+#define EL_BD_GHOST_EXPLODING_2                        1467
+#define EL_BD_GHOST_EXPLODING_3                        1468
+#define EL_BD_GHOST_EXPLODING_4                        1469
+#define EL_BD_BOMB_EXPLODING_1                 1470
+#define EL_BD_BOMB_EXPLODING_2                 1471
+#define EL_BD_BOMB_EXPLODING_3                 1472
+#define EL_BD_BOMB_EXPLODING_4                 1473
+#define EL_BD_NITRO_PACK_EXPLODING             1474
+#define EL_BD_NITRO_PACK_EXPLODING_1           1475
+#define EL_BD_NITRO_PACK_EXPLODING_2           1476
+#define EL_BD_NITRO_PACK_EXPLODING_3           1477
+#define EL_BD_NITRO_PACK_EXPLODING_4           1478
+#define EL_BD_AMOEBA_2_EXPLODING_1             1479
+#define EL_BD_AMOEBA_2_EXPLODING_2             1480
+#define EL_BD_AMOEBA_2_EXPLODING_3             1481
+#define EL_BD_AMOEBA_2_EXPLODING_4             1482
+#define EL_BD_NUT_BREAKING_1                   1483
+#define EL_BD_NUT_BREAKING_2                   1484
+#define EL_BD_NUT_BREAKING_3                   1485
+#define EL_BD_NUT_BREAKING_4                   1486
+
+#define NUM_FILE_ELEMENTS                      1487
 
 
 // "real" (and therefore drawable) runtime elements
@@ -3612,7 +3655,6 @@ struct LevelInfo
   boolean bd_line_shifting_borders;    // BD engine uses line-shifting wrap-around
   boolean bd_scan_first_and_last_row;  // BD engine scans top and bottom border rows
   boolean bd_short_explosions;         // BD engine uses four game cycles for explosions
-  boolean bd_gravity_affects_all;      // BD engine gravity affects all falling objects
   boolean bd_intermission;             // BD level is intermission
   boolean bd_diagonal_movements;       // BD style diagonal movements
   boolean bd_topmost_player_active;    // BD engine uses first player found on playfield
@@ -3620,8 +3662,10 @@ struct LevelInfo
   int bd_pushing_prob;                 // BD player probability to push rocks
   int bd_pushing_prob_with_sweet;      // BD player probability to push rocks after eating sweet
   boolean bd_push_mega_rock_with_sweet;        // BD player can push mega rocks after eating sweet
+  boolean bd_magic_wall_zero_infinite; // BD magic wall with timer of zero runs infinitely
   boolean bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth
   boolean bd_magic_wall_stops_amoeba;  // BD magic wall can stop amoeba and turn to diamonds
+  boolean bd_magic_wall_break_scan;    // BD magic wall setting to implement buggy BD1 behaviour
   int bd_magic_wall_diamond_to;                // BD magic wall turns diamonds to specified element
   int bd_magic_wall_rock_to;           // BD magic wall turns rocks to specified element
   int bd_magic_wall_mega_rock_to;      // BD magic wall turns mega rocks to specified element
@@ -3680,10 +3724,39 @@ struct LevelInfo
   int bd_hammer_walls_break_delay;     // BD hammer time for breaking walls (in BD frames)
   boolean bd_hammer_walls_reappear;    // BD hammered walls are reappearing after some delay
   int bd_hammer_walls_reappear_delay;  // BD hammer time for reappearing walls (in BD frames)
+  boolean bd_infinite_rockets;         // BD rocket launcher has infinite number of rockets
   int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot
   int bd_skeleton_worth_num_diamonds;  // BD skeleton collected is worth this number of diamonds
   int bd_expanding_wall_looks_like;    // BD expanding wall looks like this other game element
   int bd_sand_looks_like;              // BD sand looks like this other game element
+  boolean bd_creatures_start_backwards;        // BD creatures start moving in opposite direction
+  boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching
+  int bd_creatures_auto_turn_delay;    // BD creatures change direction after delay (in seconds)
+  int bd_gravity_direction;            // BD engine initial gravity direction
+  boolean bd_gravity_switch_active;    // BD engine gravity switch starts in active state
+  int bd_gravity_switch_delay;         // BD engine gravity change delay for switch (in seconds)
+  boolean bd_gravity_affects_all;      // BD engine gravity affects all falling objects
+  int bd_rock_turns_to_on_falling;     // BD rock changes to specified element when falling
+  int bd_rock_turns_to_on_impact;      // BD rock changes to specified element on impact
+  int bd_diamond_turns_to_on_falling;  // BD diamond changes to specified element when falling
+  int bd_diamond_turns_to_on_impact;   // BD diamond changes to specified element on impact
+  int bd_firefly_explodes_to;          // BD firefly explodes to specified element
+  int bd_firefly_2_explodes_to;                // BD firefly 2 explodes to specified element
+  int bd_butterfly_explodes_to;                // BD butterfly explodes to specified element
+  int bd_butterfly_2_explodes_to;      // BD butterfly 2 explodes to specified element
+  int bd_stonefly_explodes_to;         // BD stonefly explodes to specified element
+  int bd_dragonfly_explodes_to;                // BD dragonfly explodes to specified element
+  int bd_diamond_birth_turns_to;       // BD diamond birth changes to specified element
+  int bd_bomb_explosion_turns_to;      // BD bomb explosion changes to specified element
+  int bd_nitro_explosion_turns_to;     // BD nitro pack explosion changes to specified element
+  int bd_explosion_turns_to;           // BD other explosions change to specified element
+  int bd_color_b;                      // BD engine C64-style cave color (border)
+  int bd_color_0;                      // BD engine C64-style cave color (background)
+  int bd_color_1;                      // BD engine C64-style cave color (sand)
+  int bd_color_2;                      // BD engine C64-style cave color (steel wall)
+  int bd_color_3;                      // BD engine C64-style cave color (wall)
+  int bd_color_4;                      // BD engine C64-style cave color (amoeba)
+  int bd_color_5;                      // BD engine C64-style cave color (slime)
 
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour
@@ -3732,6 +3805,8 @@ struct LevelInfo
 
   boolean file_has_custom_elements;    // set when level file contains CEs
 
+  int bd_color_type;                   // set according to BD colors in level
+
   boolean no_valid_file;               // set when level file missing or invalid
   boolean no_level_file;               // set when falling back to level template