#define MIN_LEV_FIELDY 3
#define STD_LEV_FIELDX 64
#define STD_LEV_FIELDY 32
-#define MAX_LEV_FIELDX 128
-#define MAX_LEV_FIELDY 128
+#define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH
+#define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
#define SCREENX(a) ((a) - scroll_x)
#define SCREENY(a) ((a) - scroll_y)
#define EP_BITMASK_DEFAULT 0
#define PROPERTY_BIT(p) (1 << ((p) % 32))
+#if 1
+#define PROPERTY_VAR(e,p) (element_info[e].properties[(p) / 32])
+#else
#define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
+#endif
#define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
#define SET_PROPERTY(e,p,v) ((v) ? \
(PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
+#if 1
+#define TILE_GFX_ELEMENT(x, y) \
+ (GfxElement[x][y] != EL_UNDEFINED && \
+ Feld[x][y] != EL_EXPLOSION ? \
+ GfxElement[x][y] : Feld[x][y])
+#else
+#define TILE_GFX_ELEMENT(x, y) \
+ GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
+ Feld[x][y] != EL_EXPLOSION ? \
+ GfxElement[x][y] : Feld[x][y])
+#endif
+
/* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
/* (solution: add separate "use sound of element" to level file and editor) */
#if 0
#define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
-#define EL_NAME(e) (element_info[e].token_name)
+#define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)")
/* fundamental game speed values */
#define ONE_SECOND_DELAY 1000 /* delay value for one second */
#define EL_EM_GATE_3_GRAY 252
#define EL_EM_GATE_4_GRAY 253
-#define EL_UNUSED_254 254
-#define EL_UNUSED_255 255
+#define EL_EM_DYNAMITE 254
+#define EL_EM_DYNAMITE_ACTIVE 255
#define EL_PEARL 256
#define EL_CRYSTAL 257
#define ACTION_TURNING_FROM_DOWN 46
#define ACTION_SMASHED_BY_ROCK 47
#define ACTION_SMASHED_BY_SPRING 48
-#define ACTION_SLURPED_BY_SPRING 49
+#define ACTION_EATING 49
#define ACTION_TWINKLING 50
#define ACTION_SPLASHING 51
#define ACTION_PAGE_1 52
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
+#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2006 by Holger Schemel"
#define ICON_TITLE_STRING PROGRAM_TITLE_STRING
#define COOKIE_PREFIX "ROCKSNDIAMONDS"
boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
boolean grow_into_diggable; /* amoeba can grow into anything diggable */
+ boolean continuous_snapping; /* repeated snapping without releasing key */
boolean block_snap_field; /* snapping blocks field to show animation */
boolean block_last_field; /* player blocks previous field while moving */
boolean sp_block_last_field; /* player blocks previous field while moving */
/* values for special game initialization control */
boolean restart_level;
+
+ /* values for special game control */
+ int centered_player_nr;
+ int centered_player_nr_next;
};
struct GlobalInfo
/* ---------- special element property values ---------- */
+ unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */
+
boolean use_gfx_element; /* use custom graphic element */
int gfx_element; /* optional custom graphic element */
extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+#if 0
extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
+#endif
extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];