added support for explosion settings in BD engine to level editor
[rocksndiamonds.git] / src / main.h
index e6cdb47bc1030ccdf6cc6279a02dde28dd2319f0..e0dcb0ec5f333d00f356d0957a7226cf9e0a0139 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 ||               \
@@ -3612,7 +3648,6 @@ 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
@@ -3687,6 +3722,20 @@ struct LevelInfo
   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
 
   boolean em_slippery_gems;            // EM style "gems slip from wall" behaviour
   boolean em_explodes_by_fire;         // EM style chain explosion behaviour