X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=009736ffc4224aa68666f655eb8b7a4c89cbc108;hb=005e27dc77775cbda39afc1daabc8d5f6011f575;hp=620167e6278abdf73d6f9f603f2a32c4863e194a;hpb=3a503b2292cd93a5c67cda25e8912391eb12273b;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 620167e6..009736ff 100644 --- a/src/main.h +++ b/src/main.h @@ -74,9 +74,9 @@ #define EP_CAN_SMASH_PLAYER 10 #define EP_CAN_SMASH_ENEMIES 11 #define EP_CAN_SMASH_EVERYTHING 12 -#define EP_CAN_EXPLODE_BY_FIRE 13 -#define EP_CAN_EXPLODE_SMASHED 14 -#define EP_CAN_EXPLODE_IMPACT 15 +#define EP_EXPLODES_BY_FIRE 13 +#define EP_EXPLODES_SMASHED 14 +#define EP_EXPLODES_IMPACT 15 #define EP_WALKABLE_OVER 16 #define EP_WALKABLE_INSIDE 17 #define EP_WALKABLE_UNDER 18 @@ -84,8 +84,14 @@ #define EP_PASSABLE_INSIDE 20 #define EP_PASSABLE_UNDER 21 #define EP_DROPPABLE 22 -#define EP_CAN_EXPLODE_1X1 23 +#define EP_EXPLODES_1X1_OLD 23 #define EP_PUSHABLE 24 +#define EP_EXPLODES_CROSS_OLD 25 +#define EP_PROTECTED 26 +#define EP_CAN_MOVE_INTO_ACID 27 +#define EP_THROWABLE 28 +#define EP_CAN_EXPLODE 29 +#define EP_GRAVITY_REACHABLE 30 /* values for pre-defined properties */ #define EP_PLAYER 32 @@ -109,38 +115,46 @@ #define EP_AMOEBOID 50 #define EP_AMOEBALIVE 51 #define EP_HAS_CONTENT 52 -#define EP_ACTIVE_BOMB 53 -#define EP_INACTIVE 54 +#define EP_CAN_TURN_EACH_MOVE 53 +#define EP_CAN_GROW 54 +#define EP_ACTIVE_BOMB 55 +#define EP_INACTIVE 56 /* values for special configurable properties (depending on level settings) */ -#define EP_EM_SLIPPERY_WALL 55 +#define EP_EM_SLIPPERY_WALL 57 /* values for special graphics properties (no effect on game engine) */ -#define EP_GFX_CRUMBLED 56 +#define EP_GFX_CRUMBLED 58 /* values for derived properties (determined from properties above) */ -#define EP_ACCESSIBLE_OVER 57 -#define EP_ACCESSIBLE_INSIDE 58 -#define EP_ACCESSIBLE_UNDER 59 -#define EP_WALKABLE 60 -#define EP_PASSABLE 61 -#define EP_ACCESSIBLE 62 -#define EP_COLLECTIBLE 63 -#define EP_SNAPPABLE 64 -#define EP_WALL 65 -#define EP_SOLID_FOR_PUSHING 66 -#define EP_DRAGONFIRE_PROOF 67 -#define EP_EXPLOSION_PROOF 68 -#define EP_CAN_SMASH 69 -#define EP_CAN_EXPLODE 70 -#define EP_CAN_EXPLODE_3X3 71 +#define EP_ACCESSIBLE_OVER 59 +#define EP_ACCESSIBLE_INSIDE 60 +#define EP_ACCESSIBLE_UNDER 61 +#define EP_WALKABLE 62 +#define EP_PASSABLE 63 +#define EP_ACCESSIBLE 64 +#define EP_COLLECTIBLE 65 +#define EP_SNAPPABLE 66 +#define EP_WALL 67 +#define EP_SOLID_FOR_PUSHING 68 +#define EP_DRAGONFIRE_PROOF 69 +#define EP_EXPLOSION_PROOF 70 +#define EP_CAN_SMASH 71 +#define EP_EXPLODES_3X3_OLD 72 +#define EP_CAN_EXPLODE_BY_FIRE 73 +#define EP_CAN_EXPLODE_SMASHED 74 +#define EP_CAN_EXPLODE_IMPACT 75 +#define EP_SP_PORT 76 +#define EP_CAN_EXPLODE_BY_DRAGONFIRE 77 +#define EP_CAN_EXPLODE_BY_EXPLOSION 78 +#define EP_COULD_MOVE_INTO_ACID 79 +#define EP_MAYBE_DONT_COLLIDE_WITH 80 /* values for internal purpose only (level editor) */ -#define EP_EXPLODE_RESULT 72 -#define EP_WALK_TO_OBJECT 73 -#define EP_DEADLY 74 +#define EP_WALK_TO_OBJECT 81 +#define EP_DEADLY 82 -#define NUM_ELEMENT_PROPERTIES 75 +#define NUM_ELEMENT_PROPERTIES 83 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32) #define EP_BITFIELD_BASE 0 @@ -161,7 +175,7 @@ #define CE_PRESSED_BY_PLAYER 2 #define CE_PUSHED_BY_PLAYER 3 #define CE_DROPPED_BY_PLAYER 4 -#define CE_COLLISION 5 +#define CE_HITTING_SOMETHING 5 #define CE_IMPACT 6 #define CE_SMASHED 7 #define CE_OTHER_IS_TOUCHING 8 @@ -172,8 +186,8 @@ #define CE_OTHER_GETS_PUSHED 13 #define CE_OTHER_GETS_COLLECTED 14 #define CE_OTHER_GETS_DROPPED 15 -#define CE_BY_PLAYER 16 /* obsolete; now CE_BY_DIRECT_ACTION */ -#define CE_BY_COLLISION 17 /* obsolete; now CE_BY_DIRECT_ACTION */ +#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_BY_OTHER_ACTION 18 /* activates other element events */ #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */ #define CE_OTHER_GETS_DIGGED 20 @@ -183,8 +197,12 @@ #define CE_OTHER_GETS_LEFT 24 #define CE_SWITCHED 25 #define CE_OTHER_IS_SWITCHING 26 +#define CE_HIT_BY_SOMETHING 27 +#define CE_OTHER_IS_HITTING 28 +#define CE_OTHER_GETS_HIT 29 +#define CE_BLOCKED 30 -#define NUM_CHANGE_EVENTS 27 +#define NUM_CHANGE_EVENTS 31 #define CE_BITMASK_DEFAULT 0 @@ -201,7 +219,7 @@ (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \ (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0) -/* values for change sides for custom elements */ +/* values for change side for custom elements */ #define CH_SIDE_NONE MV_NO_MOVING #define CH_SIDE_LEFT MV_LEFT #define CH_SIDE_RIGHT MV_RIGHT @@ -211,12 +229,28 @@ #define CH_SIDE_TOP_BOTTOM MV_VERTICAL #define CH_SIDE_ANY MV_ANY_DIRECTION -/* values for change power for custom elements */ -#define CP_NON_DESTRUCTIVE 0 -#define CP_HALF_DESTRUCTIVE 1 -#define CP_FULL_DESTRUCTIVE 2 +/* 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) + +/* values for change page for custom elements */ +#define CH_PAGE_ANY_FILE (0xff) +#define CH_PAGE_ANY (0xffffffff) -/* values for special move patterns (bits 0-3: basic move directions) */ +/* values for change power for custom elements */ +#define CP_WHEN_EMPTY 0 +#define CP_WHEN_DIGGABLE 1 +#define CP_WHEN_DESTRUCTIBLE 2 +#define CP_WHEN_COLLECTIBLE 3 +#define CP_WHEN_REMOVABLE 4 +#define CP_WHEN_WALKABLE 5 + +/* values for custom move patterns (bits 0 - 3: basic move directions) */ #define MV_BIT_TOWARDS_PLAYER 4 #define MV_BIT_AWAY_FROM_PLAYER 5 #define MV_BIT_ALONG_LEFT_SIDE 6 @@ -224,11 +258,17 @@ #define MV_BIT_TURNING_LEFT 8 #define MV_BIT_TURNING_RIGHT 9 #define MV_BIT_WHEN_PUSHED 10 - -/* values for special move patterns for custom elements */ +#define MV_BIT_MAZE_RUNNER 11 +#define MV_BIT_MAZE_HUNTER 12 +#define MV_BIT_WHEN_DROPPED 13 +#define MV_BIT_TURNING_LEFT_RIGHT 14 +#define MV_BIT_TURNING_RIGHT_LEFT 15 +#define MV_BIT_TURNING_RANDOM 16 + +/* values for custom move patterns */ #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT) -#define MV_VERTICAL (MV_UP | MV_DOWN) -#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL) +#define MV_VERTICAL (MV_UP | MV_DOWN) +#define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN) #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS) #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER) #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER) @@ -237,6 +277,29 @@ #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT) #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT) #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED) +#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER) +#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER) +#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER) +#define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED) +#define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT) +#define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT) +#define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM) + +/* values for initial move direction (bits 0 - 3: basic move directions) */ +#define MV_START_BIT_PREVIOUS 4 + +/* values for initial move direction */ +#define MV_START_AUTOMATIC (MV_NO_MOVING) +#define MV_START_LEFT (MV_LEFT) +#define MV_START_RIGHT (MV_RIGHT) +#define MV_START_UP (MV_UP) +#define MV_START_DOWN (MV_DOWN) +#define MV_START_RANDOM (MV_ALL_DIRECTIONS) +#define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS) + +/* values for elements left behind by custom elements */ +#define LEAVE_TYPE_UNLIMITED 0 +#define LEAVE_TYPE_LIMITED 1 /* values for slippery property for custom elements */ #define SLIPPERY_ANY_RANDOM 0 @@ -245,6 +308,11 @@ #define SLIPPERY_ONLY_LEFT 3 #define SLIPPERY_ONLY_RIGHT 4 +/* values for explosion type for custom elements */ +#define EXPLODES_3X3 0 +#define EXPLODES_1X1 1 +#define EXPLODES_CROSS 2 + /* macros for configurable properties */ #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE) #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY) @@ -259,9 +327,9 @@ #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER) #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES) #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING) -#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE) -#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED) -#define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT) +#define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE) +#define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED) +#define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT) #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER) #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE) #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER) @@ -269,8 +337,14 @@ #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE) #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER) #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE) -#define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1) +#define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD) #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE) +#define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD) +#define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED) +#define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID) +#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) /* macros for special configurable properties */ #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL) @@ -300,6 +374,8 @@ #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID) #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE) #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT) +#define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE) +#define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW) #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB) #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE) @@ -317,23 +393,61 @@ #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF) #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF) #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH) -#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE) -#define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3) +#define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD) +#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE) +#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED) +#define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT) +#define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT) +#define CAN_EXPLODE_BY_DRAGONFIRE(e) \ + HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE) +#define CAN_EXPLODE_BY_EXPLOSION(e) \ + 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) /* special macros used in game engine */ #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \ (e) <= EL_CUSTOM_END) +#define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \ + (e) <= EL_GROUP_END) + +#define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \ + (e) <= EL_INTERNAL_CLIPBOARD_END) + +#define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \ + (e) <= EL_INTERNAL_END) + #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \ (e) <= EL_ENVELOPE_4) +#define IS_GATE(e) ((e) >= EL_GATE_1 && \ + (e) <= EL_GATE_4) + +#define IS_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \ + (e) <= EL_GATE_4_GRAY) + +#define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \ + (e) <= EL_EM_GATE_4) + +#define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \ + (e) <= EL_EM_GATE_4_GRAY) + #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \ element_info[e].gfx_element : e) -#define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y])) +/* !!! "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 SND_ELEMENT(e) GFX_ELEMENT(e) +#else +#define SND_ELEMENT(e) (e) +#endif + +#define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y])) -#define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y)) -#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY) +#define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y)) +#define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY) #define IS_MOVING(x,y) (MovPos[x][y] != 0) #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN) @@ -356,10 +470,26 @@ #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_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \ + ENEMY_PROTECTED_FIELD(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_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(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)) @@ -379,9 +509,10 @@ /* fundamental game speed values */ +#define ONE_SECOND_DELAY 1000 /* delay value for one second */ #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */ #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */ -#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY) +#define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY) #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */ #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */ @@ -393,13 +524,18 @@ #define MAX_SCORE_ENTRIES 100 #define MAX_NUM_AMOEBA 100 #define MAX_INVENTORY_SIZE 1000 +#define MAX_KEYS 4 +#define NUM_BELTS 4 +#define NUM_BELT_PARTS 3 #define MIN_ENVELOPE_XSIZE 1 #define MIN_ENVELOPE_YSIZE 1 #define MAX_ENVELOPE_XSIZE 30 #define MAX_ENVELOPE_YSIZE 20 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE) #define MIN_CHANGE_PAGES 1 -#define MAX_CHANGE_PAGES 16 +#define MAX_CHANGE_PAGES 32 +#define MIN_ELEMENTS_IN_GROUP 1 +#define MAX_ELEMENTS_IN_GROUP 16 /* values for elements with content */ #define MIN_ELEMENT_CONTENTS 1 @@ -446,6 +582,23 @@ #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7) +/* score for elements */ +#define SC_EMERALD 0 +#define SC_DIAMOND 1 +#define SC_BUG 2 +#define SC_SPACESHIP 3 +#define SC_YAMYAM 4 +#define SC_ROBOT 5 +#define SC_PACMAN 6 +#define SC_NUT 7 +#define SC_DYNAMITE 8 +#define SC_KEY 9 +#define SC_TIME_BONUS 10 +#define SC_CRYSTAL 11 +#define SC_PEARL 12 +#define SC_SHIELD 13 + + /* "real" level file elements */ #define EL_UNDEFINED -1 @@ -513,9 +666,7 @@ #define EL_DARK_YAMYAM 60 #define EL_BD_MAGIC_WALL 61 #define EL_INVISIBLE_STEELWALL 62 - -#define EL_UNUSED_63 63 - +#define EL_SOKOBAN_FIELD_PLAYER 63 #define EL_DYNABOMB_INCREASE_NUMBER 64 #define EL_DYNABOMB_INCREASE_SIZE 65 #define EL_DYNABOMB_INCREASE_POWER 66 @@ -789,7 +940,29 @@ #define EL_ENVELOPE_3 622 #define EL_ENVELOPE_4 623 -#define NUM_FILE_ELEMENTS 624 +/* ---------- begin of group elements section ------------------------------ */ +#define EL_GROUP_START 624 + +#include "conf_grp.h" /* include auto-generated data structure definitions */ + +#define NUM_GROUP_ELEMENTS 32 +#define EL_GROUP_END 655 +/* ---------- end of custom elements section ------------------------------- */ + +#define EL_UNKNOWN 656 +#define EL_TRIGGER_ELEMENT 657 +#define EL_TRIGGER_PLAYER 658 + +#define EL_SP_GRAVITY_ON_PORT_RIGHT 659 +#define EL_SP_GRAVITY_ON_PORT_DOWN 660 +#define EL_SP_GRAVITY_ON_PORT_LEFT 661 +#define EL_SP_GRAVITY_ON_PORT_UP 662 +#define EL_SP_GRAVITY_OFF_PORT_RIGHT 663 +#define EL_SP_GRAVITY_OFF_PORT_DOWN 664 +#define EL_SP_GRAVITY_OFF_PORT_LEFT 665 +#define EL_SP_GRAVITY_OFF_PORT_UP 666 + +#define NUM_FILE_ELEMENTS 667 /* "real" (and therefore drawable) runtime elements */ @@ -855,12 +1028,16 @@ #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8) #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9) #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10) -#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11) -#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12) -#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11) +#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12) +#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14) +#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15) +#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16) +#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17) /* dummy elements (never used as game elements, only used as graphics) */ -#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14) +#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18) #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) @@ -887,9 +1064,21 @@ #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_DUMMY (EL_FIRST_DUMMY + 25) -#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 26) +/* internal elements (only used for internal purposes like copying) */ +#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25) + +#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0) +#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1) +#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2) +#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3) + +#define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0) +#define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2) +#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0) +#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3) + +#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4) /* values for graphics/sounds action types */ @@ -1071,21 +1260,21 @@ #define NUM_MUSIC_PREFIXES 1 #define MAX_LEVELS 1000 +/* definitions for demo animation lists */ +#define HELPANIM_LIST_NEXT -1 +#define HELPANIM_LIST_END -999 + + +/* program information and versioning definitions */ #define PROGRAM_VERSION_MAJOR 3 -#define PROGRAM_VERSION_MINOR 0 -#define PROGRAM_VERSION_PATCH 8 +#define PROGRAM_VERSION_MINOR 1 +#define PROGRAM_VERSION_PATCH 1 #define PROGRAM_VERSION_BUILD 0 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" #define PROGRAM_AUTHOR_STRING "Holger Schemel" -#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel" - -#if 0 -#define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz" -#define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING -#define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING -#endif +#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2004 by Holger Schemel" #define ICON_TITLE_STRING PROGRAM_TITLE_STRING #define COOKIE_PREFIX "ROCKSNDIAMONDS" @@ -1169,9 +1358,12 @@ struct PlayerInfo { boolean present; /* player present in level playfield */ boolean connected; /* player connected (locally or via network) */ - boolean active; /* player (present && connected) */ + boolean active; /* player present and connected */ - int index_nr, client_nr, element_nr; + int index_nr; /* player number (0 to 3) */ + int index_bit; /* player number bit (1 << 0 to 1 << 3) */ + int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */ + int client_nr; /* network client identifier */ byte action; /* action from local input device */ byte effective_action; /* action acknowledged from network server @@ -1188,17 +1380,25 @@ struct PlayerInfo boolean use_murphy_graphic; + boolean block_last_field; + int block_delay; + int block_delay_value; + + boolean can_fall_into_acid; + boolean LevelSolved, GameOver; int last_move_dir; boolean is_waiting; boolean is_moving; + boolean is_auto_moving; boolean is_digging; boolean is_snapping; boolean is_collecting; boolean is_pushing; boolean is_switching; + boolean is_dropping; boolean is_bored; boolean is_sleeping; @@ -1209,6 +1409,7 @@ struct PlayerInfo int anim_delay_counter; int post_delay_counter; + int action_waiting, last_action_waiting; int special_action_bored; int special_action_sleeping; @@ -1219,14 +1420,30 @@ struct PlayerInfo 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; + int drop_delay; + + int step_counter; + int score; int gems_still_needed; int sokobanfields_still_needed; @@ -1238,6 +1455,7 @@ struct PlayerInfo int shield_deadly_time_left; int inventory_element[MAX_INVENTORY_SIZE]; + int inventory_infinite_element; int inventory_size; }; @@ -1246,6 +1464,15 @@ struct LevelSetInfo int music[MAX_LEVELS]; }; +struct LevelFileInfo +{ + int nr; + int type; + boolean packed; + char *basename; + char *filename; +}; + struct LevelInfo { int file_version; /* file format version the level is stored with */ @@ -1256,30 +1483,50 @@ struct LevelInfo boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */ int fieldx, fieldy; + int time; int gems_needed; + char name[MAX_LEVEL_NAME_LEN + 1]; char author[MAX_LEVEL_AUTHOR_LEN + 1]; + char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1]; int envelope_xsize[4], envelope_ysize[4]; + int score[LEVEL_SCORE_ELEMENTS]; + int yamyam_content[MAX_ELEMENT_CONTENTS][3][3]; int num_yamyam_contents; + int amoeba_speed; int amoeba_content; + int time_magic_wall; int time_wheel; int time_light; int time_timegate; + + int can_move_into_acid_bits; /* bitfield to store property for elements */ + int dont_collide_with_bits; /* bitfield to store property for elements */ + boolean double_speed; boolean initial_gravity; boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */ + boolean block_last_field; /* player blocks previous field while moving */ + boolean sp_block_last_field; /* player blocks previous field while moving */ + boolean use_spring_bug; /* for compatibility with old levels */ + boolean instant_relocation; /* no visual delay 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 */ + + /* ('int' instead of 'boolean' because used as selectbox value in editor) */ + int use_step_counter; /* count steps instead of seconds for level */ short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; boolean use_custom_template; /* use custom properties from template file */ - boolean no_level_file; /* set for currently undefined levels */ + boolean no_valid_file; /* set when level file missing or invalid */ }; struct TapeInfo @@ -1299,7 +1546,8 @@ struct TapeInfo boolean pause_before_death; boolean recording, playing, pausing; boolean fast_forward; - boolean index_search; + boolean warp_forward; + boolean deactivate_display; boolean auto_play; boolean auto_play_level_solved; boolean quick_resume; @@ -1313,6 +1561,8 @@ struct TapeInfo byte action[MAX_PLAYERS]; byte delay; } pos[MAX_TAPELEN]; + + boolean no_valid_file; /* set when tape file missing or invalid */ }; struct GameInfo @@ -1354,6 +1604,9 @@ struct GlobalInfo char *autoplay_leveldir; int autoplay_level_nr; + char *convert_leveldir; + int convert_level_nr; + int num_toons; float frames_per_second; @@ -1366,7 +1619,10 @@ struct ElementChangeInfo boolean can_change; /* use or ignore this change info */ unsigned long events; /* change events */ - int sides; /* change sides */ + + int trigger_player; /* player triggering change */ + int trigger_side; /* side triggering change */ + int trigger_page; /* page triggering change */ short target_element; /* target element after change */ @@ -1374,29 +1630,60 @@ struct ElementChangeInfo int delay_random; /* added frame delay before changed (random) */ int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */ - short trigger_element; /* custom element triggering change */ + short trigger_element; /* element triggering change */ - int content[3][3]; /* new elements after extended change */ - boolean use_content; /* use extended change content */ - boolean only_complete; /* only use complete content */ - boolean use_random_change; /* use random value for setting content */ - int random; /* random value for setting content */ - int power; /* power of extended change */ + int target_content[3][3]; /* elements for extended change target */ + boolean use_target_content; /* use extended change target */ + boolean only_if_complete; /* only use complete target content */ + boolean use_random_replace; /* use random value for replacing elements */ + int random_percentage; /* random value for replacing elements */ + int replace_when; /* type of elements that can be replaced */ boolean explode; /* explode instead of change */ + /* ---------- internal values used at runtime when playing ---------- */ + /* 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); void (*change_function)(int x, int y); void (*post_change_function)(int x, int y); + short actual_trigger_element; /* element that actually triggered change */ + int actual_trigger_player; /* player which actually triggered change */ + /* ---------- internal values used in level editor ---------- */ int direct_action; /* change triggered by actions on element */ int other_action; /* change triggered by other element actions */ }; +struct ElementGroupInfo +{ + int num_elements; /* number of elements in this group */ + short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */ + + int choice_mode; /* how to choose element from group */ + + /* ---------- internal values used at runtime when playing ---------- */ + + /* the following is the same as above, but with recursively resolved group + elements (group elements may also contain further group elements!) */ + int num_elements_resolved; + short element_resolved[NUM_FILE_ELEMENTS]; + + int choice_pos; /* current element choice position */ +}; + +struct ElementNameInfo +{ + /* ---------- token and description strings ---------- */ + + char *token_name; /* element token used in config files */ + char *class_name; /* element class used in config files */ + char *editor_description; /* pre-defined description for level editor */ +}; + struct ElementInfo { /* ---------- token and description strings ---------- */ @@ -1405,7 +1692,7 @@ struct ElementInfo char *class_name; /* element class used in config files */ char *editor_description; /* pre-defined description for level editor */ char *custom_description; /* alternative description from config file */ - char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */ + char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */ /* ---------- graphic and sound definitions ---------- */ @@ -1427,28 +1714,42 @@ struct ElementInfo boolean use_gfx_element; /* use custom graphic element */ short gfx_element; /* optional custom graphic element */ + int access_direction; /* accessible from which direction */ + int collect_score; /* score value for collecting */ int collect_count; /* count value for collecting */ - int push_delay_fixed; /* constant frame delay for pushing */ - int push_delay_random; /* additional random frame delay for pushing */ - int move_delay_fixed; /* constant frame delay for moving */ - int move_delay_random; /* additional random frame delay for moving */ + int push_delay_fixed; /* constant delay before pushing */ + int push_delay_random; /* additional random delay before pushing */ + int drop_delay_fixed; /* constant delay after dropping */ + int drop_delay_random; /* additional random delay after dropping */ + int move_delay_fixed; /* constant delay after moving */ + int move_delay_random; /* additional random delay after moving */ int move_pattern; /* direction movable element moves to */ int move_direction_initial; /* initial direction element moves to */ int move_stepsize; /* step size element moves with */ + int move_enter_element; /* element that can be entered (and removed) */ + int move_leave_element; /* element that can be left behind */ + int move_leave_type; /* change (limited) or leave (unlimited) */ + int slippery_type; /* how/where other elements slip away */ int content[3][3]; /* new elements after explosion */ + int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */ + int explosion_delay; /* duration of explosion of this element */ + int ignition_delay; /* delay for explosion by other explosion */ + struct ElementChangeInfo *change_page; /* actual list of change pages */ struct ElementChangeInfo *change; /* pointer to current change page */ int num_change_pages; /* actual number of change pages */ int current_change_page; /* currently edited change page */ + struct ElementGroupInfo *group; /* pointer to element group info */ + /* ---------- internal values used at runtime when playing ---------- */ unsigned long change_events; /* bitfield for combined change events */ @@ -1456,14 +1757,21 @@ struct ElementInfo 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 + /* ---------- internal values used in level editor ---------- */ int access_type; /* walkable or passable */ int access_layer; /* accessible over/inside/under */ + int access_protected; /* protection against deadly elements */ int walk_to_action; /* diggable/collectible/pushable */ int smash_targets; /* can smash player/enemies/everything */ int deadliness; /* deadly when running/colliding/touching */ - int consistency; /* indestructible/can explode */ boolean can_explode_by_fire; /* element explodes by fire */ boolean can_explode_smashed; /* element explodes when smashed */ @@ -1535,13 +1843,22 @@ struct MusicPrefixInfo struct MusicFileInfo { - char *context; + char *basename; + + char *title_header; + char *artist_header; + char *album_header; + char *year_header; char *title; char *artist; char *album; char *year; + int music; + + boolean is_sound; + struct MusicFileInfo *next; }; @@ -1564,7 +1881,7 @@ struct SpecialSuffixInfo int value; }; -struct InfoAnimationInfo +struct HelpAnimInfo { int element; int action; @@ -1587,6 +1904,11 @@ extern int game_status; extern boolean level_editor_test_game; extern boolean network_playing; +#if defined(TARGET_SDL) +extern boolean network_server; +extern SDL_Thread *server_thread; +#endif + extern int key_joystick_mapping; extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; @@ -1608,11 +1930,15 @@ extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaCnt[MAX_NUM_AMOEBA]; extern short AmoebaCnt2[MAX_NUM_AMOEBA]; -extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS]; @@ -1639,7 +1965,7 @@ extern int ZX, ZY; extern int ExitX, ExitY; extern int AllPlayersGone; -extern int TimeFrames, TimePlayed, TimeLeft; +extern int TimeFrames, TimePlayed, TimeLeft, TapeTime; extern boolean SiebAktiv; extern int SiebCount; @@ -1657,6 +1983,7 @@ extern struct GlobalInfo global; extern struct MenuInfo menu; extern struct DoorInfo door_1, door_2; extern struct ElementInfo element_info[]; +extern struct ElementNameInfo element_name_info[]; extern struct ElementActionInfo element_action_info[]; extern struct ElementDirectionInfo element_direction_info[]; extern struct SpecialSuffixInfo special_suffix_info[]; @@ -1667,13 +1994,15 @@ extern struct GraphicInfo *graphic_info; extern struct SoundInfo *sound_info; extern struct MusicInfo *music_info; extern struct MusicFileInfo *music_file_info; -extern struct InfoAnimationInfo *info_animation_info; +extern struct HelpAnimInfo *helpanim_info; +extern SetupFileHash *helptext_info; +extern struct ConfigTypeInfo image_config_suffix[]; +extern struct ConfigTypeInfo sound_config_suffix[]; +extern struct ConfigTypeInfo music_config_suffix[]; extern struct ConfigInfo image_config[]; extern struct ConfigInfo sound_config[]; extern struct ConfigInfo music_config[]; -extern struct ConfigInfo image_config_suffix[]; -extern struct ConfigInfo sound_config_suffix[]; -extern struct ConfigInfo music_config_suffix[]; -extern struct ConfigInfo info_animation_config[]; +extern struct ConfigInfo helpanim_config[]; +extern struct ConfigInfo helptext_config[]; #endif /* MAIN_H */