X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=45b045f19f7c5a4d02df8388a5734f307053e513;hb=4ed68b54ed9bed72d87eac4dd7b117fc4b8022d6;hp=18479583a49caf67063c72bed6eb8f87b1cef332;hpb=28f12e15d6cc932d5c2b6ae5a621fa024f3a1a2b;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 18479583..45b045f1 100644 --- a/src/main.h +++ b/src/main.h @@ -3480,10 +3480,42 @@ struct LevelInfo int initial_inventory_size[MAX_PLAYERS]; int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE]; - boolean bd_scheduling_type; // BD engine scheduling type - boolean bd_pal_timing; // BD engine special timing + 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_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 bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth + boolean bd_magic_wall_stops_amoeba; // BD magic wall turns amoeba to diamonds + boolean bd_amoeba_wait_for_hatching; // BD amoeba waits for player's birth + boolean bd_amoeba_start_immediately; // BD amoeba growth starts immediately + boolean bd_amoeba_2_explode_by_amoeba;// BD amoeba 2 explodes if touched by BD amoeba + int bd_amoeba_threshold_too_big; // BD amoeba turns to stones if threshold reached + int bd_amoeba_slow_growth_time; // BD amoeba slow growth time (in seconds) + int bd_amoeba_slow_growth_rate; // BD amoeba slow growth rate (in percent) + int bd_amoeba_fast_growth_rate; // BD amoeba fast growth rate (in percent) + int bd_amoeba_content_too_big; // BD amoeba changes to this element if too big + int bd_amoeba_content_enclosed; // BD amoeba changes to this element if enclosed + int bd_amoeba_2_threshold_too_big; // BD amoeba 2 turns to stones if threshold reached + int bd_amoeba_2_slow_growth_time; // BD amoeba 2 slow growth time (in seconds) + int bd_amoeba_2_slow_growth_rate; // BD amoeba 2 slow growth rate (in percent) + int bd_amoeba_2_fast_growth_rate; // BD amoeba 2 fast growth rate (in percent) + int bd_amoeba_2_content_too_big; // BD amoeba 2 changes to this element if too big + int bd_amoeba_2_content_enclosed; // BD amoeba 2 changes to this element if enclosed + int bd_amoeba_2_content_exploding; // BD amoeba 2 changes to this element if exploding + int bd_amoeba_2_content_looks_like; // BD amoeba 2 looks like this other game element + int bd_clock_extra_time; // BD engine extra time when collecting clock 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