X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=59dfc59ea57c3e1e3efb33e23893c999ab831541;hb=8ae80626e71bd1c0205096c648f2562543ffce1a;hp=03d144c1b8e76a7fb285cd9c8b517ce50c3fc06d;hpb=1dcd78e7deb48c22a675eca219cd32e1ebd6d8ad;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 03d144c1..59dfc59e 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 @@ -2294,9 +2305,10 @@ #define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 34) #define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 35) #define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 36) +#define EL_BD_GAME_GRAPHICS_COLOR_TEMPLATE (EL_FIRST_DUMMY + 37) // internal elements (only used for internal purposes like copying) -#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 37) +#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 38) #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0) #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1) @@ -3468,6 +3480,16 @@ 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_intermission; // BD level is intermission boolean bd_diagonal_movements; // BD style diagonal movements boolean em_slippery_gems; // EM style "gems slip from wall" behaviour boolean em_explodes_by_fire; // EM style chain explosion behaviour