X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=45b045f19f7c5a4d02df8388a5734f307053e513;hb=4ed68b54ed9bed72d87eac4dd7b117fc4b8022d6;hp=d1ee5b603ea6812435e23bc8173f45d870e8ddb3;hpb=459e3ba4589c247d389e315d1f501ee099a8a125;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index d1ee5b60..45b045f1 100644 --- a/src/main.h +++ b/src/main.h @@ -898,6 +898,17 @@ (e) == EL_PEARL ? EL_BOMB : \ (e) == EL_CRYSTAL ? EL_CRYSTAL : \ EL_ROCK) + +#define IS_BD_PLAYER_ELEMENT(e) ((e) == EL_BD_INBOX || \ + (e) == EL_BD_PLAYER || \ + (e) == EL_BD_PLAYER_WITH_BOMB || \ + (e) == EL_BD_PLAYER_GLUED || \ + (e) == EL_BD_PLAYER_STIRRING) + +#define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \ + (e) == EL_SOKOBAN_FIELD_EMPTY || \ + (e) == EL_SOKOBAN_FIELD_FULL) + #define IS_DRAWABLE(e) ((e) < EL_BLOCKED) #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED) #define TAPE_IS_EMPTY(x) ((x).length == 0) @@ -1060,7 +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 @@ -3469,7 +3480,42 @@ 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_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