X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=08ba56d5053b1a810ed6756491aaec89f93fbf89;hb=a330f8d0cddb562e9223daa34162574b1cf1855f;hp=9a54263f204e3aace9ce1e5ab7a81cb6af8966e1;hpb=9feb13e0d1d32ec2aa6e81666bab78353ae838c6;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 9a54263f..08ba56d5 100644 --- a/src/main.h +++ b/src/main.h @@ -1071,7 +1071,7 @@ #define SC_PEARL 12 #define SC_SHIELD 13 #define SC_ELEM_BONUS 14 -#define SC_UNKNOWN_15 15 +#define SC_DIAMOND_EXTRA 15 #define LEVEL_SCORE_ELEMENTS 16 // level elements with score @@ -3480,7 +3480,23 @@ struct LevelInfo int initial_inventory_size[MAX_PLAYERS]; int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE]; + int bd_cycle_delay_ms; // BD game cycle delay (in milliseconds) + int bd_cycle_delay_c64; // BD game cycle delay (in C64 game units) + int bd_hatching_delay_cycles; // BD hatching delay (in game cycles) + int bd_hatching_delay_seconds; // BD hatching delay (in seconds) + int bd_scheduling_type; // BD engine scheduling type + boolean bd_pal_timing; // BD engine uses special PAL timing + boolean bd_line_shifting_borders; // BD engine uses line-shifting wrap-around + boolean bd_wraparound_objects; // BD cave object rendering uses 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 + 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 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