X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=57ce9d12dfcf7b2048be39dc2786d9346a963ddd;hb=f77a818405126aac5510ed0dc09b2cb6bc3deaca;hp=8f53e89daf091101eac19c2396f4c4df7f49b119;hpb=f86b45bef20957bce2bca71880becbbb145203b1;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 8f53e89d..57ce9d12 100644 --- a/src/main.h +++ b/src/main.h @@ -911,6 +911,24 @@ (e) == EL_BD_BITER_LEFT || \ (e) == EL_BD_BITER_DOWN) +#define IS_BD_EXPANDABLE_WALL(e) ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL || \ + (e) == EL_BD_EXPANDABLE_WALL_VERTICAL || \ + (e) == EL_BD_EXPANDABLE_WALL_ANY) + +#define IS_BD_EXPANDABLE_STEELWALL(e) ((e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\ + (e) == EL_BD_EXPANDABLE_STEELWALL_VERTICAL || \ + (e) == EL_BD_EXPANDABLE_STEELWALL_ANY) + +#define IS_BD_CONVEYOR_BELT(e) ((e) == EL_BD_CONVEYOR_LEFT || \ + (e) == EL_BD_CONVEYOR_LEFT_ACTIVE || \ + (e) == EL_BD_CONVEYOR_RIGHT || \ + (e) == EL_BD_CONVEYOR_RIGHT_ACTIVE) + +#define IS_BD_CONVEYOR_BELT_SWITCH(e) ((e) == EL_BD_CONVEYOR_SWITCH || \ + (e) == EL_BD_CONVEYOR_SWITCH_ACTIVE || \ + (e) == EL_BD_CONVEYOR_DIR_SWITCH || \ + (e) == EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE) + #define IS_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \ (e) == EL_SOKOBAN_FIELD_EMPTY || \ (e) == EL_SOKOBAN_FIELD_FULL) @@ -2009,7 +2027,7 @@ #define EL_MM_END_3 EL_DF_SLOPE_END #define EL_DF_END_2 EL_DF_SLOPE_END -// BD style elements +// BD style elements (normal) #define EL_BD_EMPTY_SPACE 1253 #define EL_BD_EMPTY EL_BD_EMPTY_SPACE #define EL_BD_SAND 1254 @@ -2045,8 +2063,8 @@ #define EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL 1284 #define EL_BD_EXPANDABLE_STEELWALL_VERTICAL 1285 #define EL_BD_EXPANDABLE_STEELWALL_ANY 1286 -#define EL_BD_EXPANDABLE_WALL_SWITCH_HORIZONTAL 1287 -#define EL_BD_EXPANDABLE_WALL_SWITCH_VERTICAL 1288 +#define EL_BD_EXPANDABLE_WALL_SWITCH 1287 +#define EL_BD_EXPANDABLE_WALL_SWITCH_ACTIVE 1288 #define EL_BD_INBOX 1289 #define EL_BD_EXIT_CLOSED 1290 #define EL_BD_EXIT_OPEN 1291 @@ -2079,8 +2097,8 @@ #define EL_BD_CONVEYOR_RIGHT_ACTIVE 1318 #define EL_BD_CONVEYOR_SWITCH 1319 #define EL_BD_CONVEYOR_SWITCH_ACTIVE 1320 -#define EL_BD_CONVEYOR_DIR_SWITCH_LEFT 1321 -#define EL_BD_CONVEYOR_DIR_SWITCH_RIGHT 1322 +#define EL_BD_CONVEYOR_DIR_SWITCH 1321 +#define EL_BD_CONVEYOR_DIR_SWITCH_ACTIVE 1322 #define EL_BD_GRAVITY_SWITCH 1323 #define EL_BD_GRAVITY_SWITCH_ACTIVE 1324 #define EL_BD_ACID 1325 @@ -2145,7 +2163,103 @@ #define EL_BD_FAKE_BONUS 1384 #define EL_BD_COVERED 1385 -#define NUM_FILE_ELEMENTS 1386 +// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file) +#define EL_BD_SAND_BALL_FALLING 1386 +#define EL_BD_SAND_LOOSE_FALLING 1387 +#define EL_BD_ROCK_FALLING 1388 +#define EL_BD_FLYING_ROCK_FLYING 1389 +#define EL_BD_MEGA_ROCK_FALLING 1390 +#define EL_BD_DIAMOND_FALLING 1391 +#define EL_BD_FLYING_DIAMOND_FLYING 1392 +#define EL_BD_NUT_FALLING 1393 +#define EL_BD_FALLING_WALL_FALLING 1394 +#define EL_BD_NITRO_PACK_FALLING 1395 +#define EL_BD_WATER_1 1396 +#define EL_BD_WATER_2 1397 +#define EL_BD_WATER_3 1398 +#define EL_BD_WATER_4 1399 +#define EL_BD_WATER_5 1400 +#define EL_BD_WATER_6 1401 +#define EL_BD_WATER_7 1402 +#define EL_BD_WATER_8 1403 +#define EL_BD_WATER_9 1404 +#define EL_BD_WATER_10 1405 +#define EL_BD_WATER_11 1406 +#define EL_BD_WATER_12 1407 +#define EL_BD_WATER_13 1408 +#define EL_BD_WATER_14 1409 +#define EL_BD_WATER_15 1410 +#define EL_BD_WATER_16 1411 +#define EL_BD_COW_ENCLOSED_1 1412 +#define EL_BD_COW_ENCLOSED_2 1413 +#define EL_BD_COW_ENCLOSED_3 1414 +#define EL_BD_COW_ENCLOSED_4 1415 +#define EL_BD_COW_ENCLOSED_5 1416 +#define EL_BD_COW_ENCLOSED_6 1417 +#define EL_BD_COW_ENCLOSED_7 1418 +#define EL_BD_BLADDER_1 1419 +#define EL_BD_BLADDER_2 1420 +#define EL_BD_BLADDER_3 1421 +#define EL_BD_BLADDER_4 1422 +#define EL_BD_BLADDER_5 1423 +#define EL_BD_BLADDER_6 1424 +#define EL_BD_BLADDER_7 1425 +#define EL_BD_BLADDER_8 1426 +#define EL_BD_PLAYER_GROWING_1 1427 +#define EL_BD_PLAYER_GROWING_2 1428 +#define EL_BD_PLAYER_GROWING_3 1429 +#define EL_BD_BOMB_TICKING_1 1430 +#define EL_BD_BOMB_TICKING_2 1431 +#define EL_BD_BOMB_TICKING_3 1432 +#define EL_BD_BOMB_TICKING_4 1433 +#define EL_BD_BOMB_TICKING_5 1434 +#define EL_BD_BOMB_TICKING_6 1435 +#define EL_BD_BOMB_TICKING_7 1436 +#define EL_BD_CLOCK_GROWING_1 1437 +#define EL_BD_CLOCK_GROWING_2 1438 +#define EL_BD_CLOCK_GROWING_3 1439 +#define EL_BD_CLOCK_GROWING_4 1440 +#define EL_BD_DIAMOND_GROWING_1 1441 +#define EL_BD_DIAMOND_GROWING_2 1442 +#define EL_BD_DIAMOND_GROWING_3 1443 +#define EL_BD_DIAMOND_GROWING_4 1444 +#define EL_BD_DIAMOND_GROWING_5 1445 +#define EL_BD_EXPLODING_1 1446 +#define EL_BD_EXPLODING_2 1447 +#define EL_BD_EXPLODING_3 1448 +#define EL_BD_EXPLODING_4 1449 +#define EL_BD_EXPLODING_5 1450 +#define EL_BD_ROCK_GROWING_1 1451 +#define EL_BD_ROCK_GROWING_2 1452 +#define EL_BD_ROCK_GROWING_3 1453 +#define EL_BD_ROCK_GROWING_4 1454 +#define EL_BD_STEELWALL_GROWING_1 1455 +#define EL_BD_STEELWALL_GROWING_2 1456 +#define EL_BD_STEELWALL_GROWING_3 1457 +#define EL_BD_STEELWALL_GROWING_4 1458 +#define EL_BD_GHOST_EXPLODING_1 1459 +#define EL_BD_GHOST_EXPLODING_2 1460 +#define EL_BD_GHOST_EXPLODING_3 1461 +#define EL_BD_GHOST_EXPLODING_4 1462 +#define EL_BD_BOMB_EXPLODING_1 1463 +#define EL_BD_BOMB_EXPLODING_2 1464 +#define EL_BD_BOMB_EXPLODING_3 1465 +#define EL_BD_BOMB_EXPLODING_4 1466 +#define EL_BD_NITRO_PACK_EXPLODING 1467 +#define EL_BD_NITRO_PACK_EXPLODING_1 1468 +#define EL_BD_NITRO_PACK_EXPLODING_2 1469 +#define EL_BD_NITRO_PACK_EXPLODING_3 1470 +#define EL_BD_NITRO_PACK_EXPLODING_4 1471 +#define EL_BD_AMOEBA_2_EXPLODING_1 1472 +#define EL_BD_AMOEBA_2_EXPLODING_2 1473 +#define EL_BD_AMOEBA_2_EXPLODING_3 1474 +#define EL_BD_AMOEBA_2_EXPLODING_4 1475 +#define EL_BD_NUT_BREAKING_1 1476 +#define EL_BD_NUT_BREAKING_2 1477 +#define EL_BD_NUT_BREAKING_3 1478 +#define EL_BD_NUT_BREAKING_4 1479 + +#define NUM_FILE_ELEMENTS 1480 // "real" (and therefore drawable) runtime elements @@ -2325,47 +2439,49 @@ #define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5) #define EL_INTERNAL_CASCADE_BD_NATIVE (EL_FIRST_INTERNAL + 6) #define EL_INTERNAL_CASCADE_BD_NATIVE_ACTIVE (EL_FIRST_INTERNAL + 7) -#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 8) -#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 9) -#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 10) -#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 11) -#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 12) -#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 13) -#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 14) -#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 15) -#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 16) -#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 17) -#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 18) -#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 19) -#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 20) -#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 21) -#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 22) -#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 23) -#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 24) -#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 25) -#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 26) -#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 27) -#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 28) -#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29) -#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 30) -#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 31) -#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 32) -#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 33) -#define EL_INTERNAL_CASCADE_ES (EL_FIRST_INTERNAL + 34) -#define EL_INTERNAL_CASCADE_ES_ACTIVE (EL_FIRST_INTERNAL + 35) -#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 36) -#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 37) -#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 38) -#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 39) -#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 40) -#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 41) +#define EL_INTERNAL_CASCADE_BD_EFFECTS (EL_FIRST_INTERNAL + 8) +#define EL_INTERNAL_CASCADE_BD_EFFECTS_ACTIVE (EL_FIRST_INTERNAL + 9) +#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 10) +#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 11) +#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 12) +#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 13) +#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 14) +#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 15) +#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 16) +#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 17) +#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 18) +#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 19) +#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 20) +#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 21) +#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 22) +#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 23) +#define EL_INTERNAL_CASCADE_MM (EL_FIRST_INTERNAL + 24) +#define EL_INTERNAL_CASCADE_MM_ACTIVE (EL_FIRST_INTERNAL + 25) +#define EL_INTERNAL_CASCADE_DF (EL_FIRST_INTERNAL + 26) +#define EL_INTERNAL_CASCADE_DF_ACTIVE (EL_FIRST_INTERNAL + 27) +#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 28) +#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 29) +#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 30) +#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 31) +#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 32) +#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 33) +#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 34) +#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 35) +#define EL_INTERNAL_CASCADE_ES (EL_FIRST_INTERNAL + 36) +#define EL_INTERNAL_CASCADE_ES_ACTIVE (EL_FIRST_INTERNAL + 37) +#define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 38) +#define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 39) +#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 40) +#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 41) +#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 42) +#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 43) #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 + 41) +#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 43) -#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 42) +#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 44) // values for graphics/sounds action types @@ -2424,6 +2540,7 @@ enum ACTION_TWINKLING, ACTION_SPLASHING, ACTION_HITTING, + ACTION_FLYING, ACTION_PAGE_1, ACTION_PAGE_2, ACTION_PAGE_3, @@ -3504,7 +3621,14 @@ struct LevelInfo 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_magic_wall_stops_amoeba; // BD magic wall can stop amoeba and turn to diamonds + int bd_magic_wall_diamond_to; // BD magic wall turns diamonds to specified element + int bd_magic_wall_rock_to; // BD magic wall turns rocks to specified element + int bd_magic_wall_mega_rock_to; // BD magic wall turns mega rocks to specified element + int bd_magic_wall_nut_to; // BD magic wall turns nuts to specified element + int bd_magic_wall_nitro_pack_to; // BD magic wall turns nitro packs to specified element + int bd_magic_wall_flying_diamond_to; // BD magic wall turns flying diamonds to specified element + int bd_magic_wall_flying_rock_to; // BD magic wall turns flying rocks to specified element 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 @@ -3533,6 +3657,12 @@ struct LevelInfo int bd_slime_permeability_rate; // BD slime permeability rate for unpredictable slime int bd_slime_permeability_bits_c64; // BD slime permeability bits for predictable slime int bd_slime_random_seed_c64; // BD slime random number seed for predictable slime + int bd_slime_eats_element_1; // BD slime can eat and convert this game element + int bd_slime_converts_to_element_1; // BD slime can convert eaten element to this game element + int bd_slime_eats_element_2; // BD slime can eat and convert this game element + int bd_slime_converts_to_element_2; // BD slime can convert eaten element to this game element + int bd_slime_eats_element_3; // BD slime can eat and convert this game element + int bd_slime_converts_to_element_3; // BD slime can convert eaten element to this game element int bd_cave_random_seed_c64; // BD cave random number seed for predictable slime int bd_acid_eats_element; // BD acid eats this game element when spreading int bd_acid_spread_rate; // BD acid probability of spreading (in percent) @@ -3540,6 +3670,26 @@ struct LevelInfo int bd_biter_move_delay; // BD biter delay between movements (in BD frames) int bd_biter_eats_element; // BD biter eats this game element when moving int bd_bladder_converts_by_element; // BD bladder converts to clock by touching this element + boolean bd_change_expanding_wall; // BD expanding wall direction is changed if enabled + boolean bd_replicators_active; // BD replicators start in active state if enabled + int bd_replicator_create_delay; // BD replicator delay between replications (in BD frames) + boolean bd_conveyor_belts_active; // BD conveyor belts start in active state if enabled + boolean bd_conveyor_belts_changed; // BD conveyor belts direction is changed if enabled + boolean bd_water_cannot_flow_down; // BD water does not flow downwards if enabled + int bd_nut_content; // BD nut contains the specified game element + int bd_hammer_walls_break_delay; // BD hammer time for breaking walls (in BD frames) + boolean bd_hammer_walls_reappear; // BD hammered walls are reappearing after some delay + int bd_hammer_walls_reappear_delay; // BD hammer time for reappearing walls (in BD frames) + int bd_num_skeletons_needed_for_pot; // BD skeletons amount must be collected to use a pot + int bd_skeleton_worth_num_diamonds; // BD skeleton collected is worth this number of diamonds + int bd_expanding_wall_looks_like; // BD expanding wall looks like this other game element + int bd_sand_looks_like; // BD sand looks like this other game element + boolean bd_creatures_start_backwards; // BD creatures start moving in opposite direction + boolean bd_creatures_turn_on_hatching;// BD creatures change direction after hatching + int bd_creatures_auto_turn_delay; // BD creatures change direction after delay (in seconds) + int bd_gravity_direction; // BD engine initial gravity direction + boolean bd_gravity_switch_active; // BD engine gravity switch starts in active state + int bd_gravity_switch_delay; // BD engine gravity change delay for switch (in seconds) boolean em_slippery_gems; // EM style "gems slip from wall" behaviour boolean em_explodes_by_fire; // EM style chain explosion behaviour