X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=255a6475adc66f2f3aa4786be75c8835394c871c;hb=9de8eede744c45187c7011543ef8097d1ebc879c;hp=daec39628177c7ff68fd91a62a063bbb64094595;hpb=6c54b168b94ebbd1fb1b44ce7bbfc671d3326cb4;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index daec3962..255a6475 100644 --- a/src/main.h +++ b/src/main.h @@ -33,6 +33,7 @@ #define IMG_UNDEFINED (-1) #define IMG_EMPTY IMG_EMPTY_SPACE #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE +#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING #define IMG_CHAR_START IMG_CHAR_SPACE #define IMG_CUSTOM_START IMG_CUSTOM_1 @@ -68,75 +69,77 @@ #define EP_DONT_TOUCH 4 #define EP_INDESTRUCTIBLE 5 #define EP_SLIPPERY 6 -#define EP_CAN_EXPLODE_BY_FIRE 7 +#define EP_CAN_CHANGE 7 #define EP_CAN_MOVE 8 #define EP_CAN_FALL 9 -#define EP_CAN_SMASH 10 -#define EP_WALKABLE_OVER 11 -#define EP_WALKABLE_INSIDE 12 -#define EP_WALKABLE_UNDER 13 -#define EP_PASSABLE_OVER 14 -#define EP_PASSABLE_INSIDE 15 -#define EP_PASSABLE_UNDER 16 -#define EP_CHANGEABLE 17 -#define EP_CAN_EXPLODE_SMASHED 18 -#define EP_CAN_EXPLODE_IMPACT 19 -#define EP_UNUSED_20 20 -#define EP_UNUSED_21 21 +#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_WALKABLE_OVER 16 +#define EP_WALKABLE_INSIDE 17 +#define EP_WALKABLE_UNDER 18 +#define EP_PASSABLE_OVER 19 +#define EP_PASSABLE_INSIDE 20 +#define EP_PASSABLE_UNDER 21 #define EP_UNUSED_22 22 #define EP_UNUSED_23 23 #define EP_PUSHABLE 24 /* values for special configurable properties (depending on level settings) */ -#define EP_EM_SLIPPERY_WALL 25 +#define EP_EM_SLIPPERY_WALL 32 /* values for special graphics properties (no effect on game engine) */ -#define EP_CAN_BE_CRUMBLED 26 +#define EP_CAN_BE_CRUMBLED 33 /* values for pre-defined properties */ -#define EP_PLAYER 27 -#define EP_CAN_PASS_MAGIC_WALL 28 -#define EP_SWITCHABLE 29 -#define EP_BD_ELEMENT 30 -#define EP_SP_ELEMENT 31 -#define EP_SB_ELEMENT 32 -#define EP_GEM 33 -#define EP_FOOD_DARK_YAMYAM 34 -#define EP_FOOD_PENGUIN 35 -#define EP_FOOD_PIG 36 -#define EP_HISTORIC_WALL 37 -#define EP_HISTORIC_SOLID 38 -#define EP_CLASSIC_ENEMY 39 -#define EP_BELT 40 -#define EP_BELT_ACTIVE 41 -#define EP_BELT_SWITCH 42 -#define EP_TUBE 43 -#define EP_KEYGATE 44 -#define EP_AMOEBOID 45 -#define EP_AMOEBALIVE 46 -#define EP_HAS_CONTENT 47 -#define EP_ACTIVE_BOMB 48 -#define EP_INACTIVE 49 +#define EP_PLAYER 34 +#define EP_CAN_PASS_MAGIC_WALL 35 +#define EP_SWITCHABLE 36 +#define EP_BD_ELEMENT 37 +#define EP_SP_ELEMENT 38 +#define EP_SB_ELEMENT 39 +#define EP_GEM 40 +#define EP_FOOD_DARK_YAMYAM 41 +#define EP_FOOD_PENGUIN 42 +#define EP_FOOD_PIG 43 +#define EP_HISTORIC_WALL 44 +#define EP_HISTORIC_SOLID 45 +#define EP_CLASSIC_ENEMY 46 +#define EP_BELT 47 +#define EP_BELT_ACTIVE 48 +#define EP_BELT_SWITCH 49 +#define EP_TUBE 50 +#define EP_KEYGATE 51 +#define EP_AMOEBOID 52 +#define EP_AMOEBALIVE 53 +#define EP_HAS_CONTENT 54 +#define EP_ACTIVE_BOMB 55 +#define EP_INACTIVE 56 /* values for derived properties (determined from properties above) */ -#define EP_ACCESSIBLE_OVER 50 -#define EP_ACCESSIBLE_INSIDE 51 -#define EP_ACCESSIBLE_UNDER 52 -#define EP_WALKABLE 53 -#define EP_PASSABLE 54 -#define EP_ACCESSIBLE 55 -#define EP_SNAPPABLE 56 -#define EP_WALL 57 -#define EP_SOLID_FOR_PUSHING 58 -#define EP_DRAGONFIRE_PROOF 59 -#define EP_EXPLOSION_PROOF 60 +#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_SNAPPABLE 63 +#define EP_WALL 64 +#define EP_SOLID_FOR_PUSHING 65 +#define EP_DRAGONFIRE_PROOF 66 +#define EP_EXPLOSION_PROOF 67 +#define EP_CAN_SMASH 68 +#define EP_CAN_EXPLODE 69 /* values for internal purpose only (level editor) */ -#define EP_EXPLODE_RESULT 61 -#define EP_WALK_TO_OBJECT 62 -#define EP_DEADLY 63 +#define EP_EXPLODE_RESULT 70 +#define EP_WALK_TO_OBJECT 71 +#define EP_DEADLY 72 -#define NUM_ELEMENT_PROPERTIES 64 +#define NUM_ELEMENT_PROPERTIES 73 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32) #define EP_BITFIELD_BASE 0 @@ -153,13 +156,26 @@ /* values for change events for custom elements */ #define CE_DELAY 0 -#define CE_PRESSED_BY_PLAYER 1 -#define CE_TOUCHED_BY_PLAYER 2 +#define CE_TOUCHED_BY_PLAYER 1 +#define CE_PRESSED_BY_PLAYER 2 +#define CE_PUSHED_BY_PLAYER 3 +#define CE_COLLISION 4 +#define CE_IMPACT 5 +#define CE_SMASHED 6 +#define CE_OTHER_IS_TOUCHING 7 +#define CE_OTHER_IS_CHANGING 8 +#define CE_OTHER_IS_EXPLODING 9 +#define CE_OTHER_GETS_TOUCHED 10 +#define CE_OTHER_GETS_PRESSED 11 +#define CE_OTHER_GETS_PUSHED 12 +#define CE_OTHER_GETS_COLLECTED 13 /* values for internal purpose only (level editor) */ -#define CE_BY_PLAYER 3 +#define CE_BY_PLAYER 14 +#define CE_BY_COLLISION 15 +#define CE_BY_OTHER 16 -#define NUM_CHANGE_EVENTS 4 +#define NUM_CHANGE_EVENTS 17 #define CE_BITMASK_DEFAULT 0 @@ -173,6 +189,11 @@ (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \ (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0) +/* values for change power for custom elements */ +#define CP_NON_DESTRUCTIVE 0 +#define CP_HALF_DESTRUCTIVE 1 +#define CP_FULL_DESTRUCTIVE 2 + /* macros for configurable properties */ #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE) @@ -182,17 +203,21 @@ #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH) #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE) #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY) -#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE) +#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE) #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE) #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL) -#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH) +#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 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) #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER) #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE) #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER) -#define IS_CHANGEABLE(e) HAS_PROPERTY(e, EP_CHANGEABLE) #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE) /* macros for special configurable properties */ @@ -238,7 +263,10 @@ #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING) #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) +/* special macros used in game engine */ #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \ (e) <= EL_CUSTOM_END) @@ -740,19 +768,20 @@ #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0) #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1) #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2) -#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 3) -#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 4) -#define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 5) -#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 6) -#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 7) -#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 8) -#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 9) -#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 10) -#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 11) -#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12) +#define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3) +#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4) +#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5) +#define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6) +#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7) +#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) /* dummy elements (never used as game elements, only used as graphics) */ -#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14) #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) @@ -770,8 +799,12 @@ #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13) #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14) #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15) +#define EL_DEFAULT (EL_FIRST_DUMMY + 16) +#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 17) +#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 18) +#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 19) -#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 16) +#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 20) /* values for graphics/sounds action types */ @@ -784,25 +817,26 @@ #define ACTION_COLLECTING 6 #define ACTION_DROPPING 7 #define ACTION_PUSHING 8 -#define ACTION_PASSING 9 -#define ACTION_IMPACT 10 -#define ACTION_BREAKING 11 -#define ACTION_ACTIVATING 12 -#define ACTION_DEACTIVATING 13 -#define ACTION_OPENING 14 -#define ACTION_CLOSING 15 -#define ACTION_ATTACKING 16 -#define ACTION_GROWING 17 -#define ACTION_SHRINKING 18 -#define ACTION_ACTIVE 19 -#define ACTION_FILLING 20 -#define ACTION_EMPTYING 21 -#define ACTION_CHANGING 22 -#define ACTION_EXPLODING 23 -#define ACTION_DYING 24 -#define ACTION_OTHER 25 - -#define NUM_ACTIONS 26 +#define ACTION_WALKING 9 +#define ACTION_PASSING 10 +#define ACTION_IMPACT 11 +#define ACTION_BREAKING 12 +#define ACTION_ACTIVATING 13 +#define ACTION_DEACTIVATING 14 +#define ACTION_OPENING 15 +#define ACTION_CLOSING 16 +#define ACTION_ATTACKING 17 +#define ACTION_GROWING 18 +#define ACTION_SHRINKING 19 +#define ACTION_ACTIVE 20 +#define ACTION_FILLING 21 +#define ACTION_EMPTYING 22 +#define ACTION_CHANGING 23 +#define ACTION_EXPLODING 24 +#define ACTION_DYING 25 +#define ACTION_OTHER 26 + +#define NUM_ACTIONS 27 /* values for special image configuration suffixes (must match game mode) */ #define GFX_SPECIAL_ARG_MAIN 0 @@ -1051,6 +1085,8 @@ struct LevelInfo boolean gravity; boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */ + boolean use_custom_template; /* use custom properties from template file */ + boolean no_level_file; }; @@ -1126,6 +1162,9 @@ struct MenuInfo int draw_yoffset_default; int draw_xoffset[NUM_SPECIAL_GFX_ARGS]; int draw_yoffset[NUM_SPECIAL_GFX_ARGS]; + + int list_size_default; + int list_size[NUM_SPECIAL_GFX_ARGS]; }; struct DoorInfo @@ -1138,11 +1177,28 @@ struct ElementChangeInfo { unsigned long events; /* bitfield for change events */ + short target_element; /* target element after change */ + int delay_fixed; /* added frame delay before changed (fixed) */ int delay_random; /* added frame delay before changed (random) */ int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */ - short successor; /* new custom element after change */ + short trigger_element; /* custom 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 */ + + boolean explode; /* explode instead of change */ + + /* 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); }; struct ElementInfo @@ -1166,12 +1222,11 @@ struct ElementInfo /* ---------- special element property values ---------- */ - boolean use_template; /* use all properties from template file */ - boolean use_gfx_element; short gfx_element; /* optional custom graphic element */ - int score; /* score for collection, smashing, ... */ + int score; /* score value for collecting */ + int gem_count; /* gem count value for collecting */ int push_delay_fixed; /* constant frame delay for pushing */ int push_delay_random; /* additional random frame delay for pushing */ @@ -1180,15 +1235,27 @@ struct ElementInfo int move_pattern; /* direction movable element moves to */ int move_direction_initial; /* initial direction element moves to */ - - int consistency; /* only for level editor; not stored */ - int walk_to_action; /* only for level editor; not stored */ - int deadliness; /* only for level editor; not stored */ - int walkable_layer; /* only for level editor; not stored */ + int move_stepsize; /* step size element moves with */ int content[3][3]; /* new elements after explosion */ struct ElementChangeInfo change; + + /* ---------- internal values used in level editor ---------- */ + + int access_type; /* walkable or passable */ + int access_layer; /* accessible over/inside/under */ + 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 */ + int change_player_action; /* touched/pressed/pushed by player */ + int change_collide_action; /* collision/impact/smashed */ + int change_other_action; /* various change actions */ + + boolean can_explode_by_fire; /* element explodes by fire */ + boolean can_explode_smashed; /* element explodes when smashed */ + boolean can_explode_impact; /* element explodes on impact */ }; struct FontInfo @@ -1274,11 +1341,13 @@ extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaCnt[MAX_NUM_AMOEBA];