X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=820d3c5bf6d8aa379fdd5b07a20ecaf2911e381c;hb=2d235297197dd0c325184f7fc401d9c5c41c2616;hp=c58dbfbe8ecc81897578a1f1ff66035bd4c78818;hpb=adb5af2f532f105ee670e4805b47252eb5bcfdf1;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index c58dbfbe..820d3c5b 100644 --- a/src/main.h +++ b/src/main.h @@ -23,6 +23,7 @@ #include #include "libgame/libgame.h" +#include "game_em/game_em.h" #include "conf_gfx.h" /* include auto-generated data structure definitions */ #include "conf_snd.h" /* include auto-generated data structure definitions */ @@ -74,9 +75,9 @@ #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_EXPLODES_BY_FIRE 13 +#define EP_EXPLODES_SMASHED 14 +#define EP_EXPLODES_IMPACT 15 #define EP_WALKABLE_OVER 16 #define EP_WALKABLE_INSIDE 17 #define EP_WALKABLE_UNDER 18 @@ -84,11 +85,14 @@ #define EP_PASSABLE_INSIDE 20 #define EP_PASSABLE_UNDER 21 #define EP_DROPPABLE 22 -#define EP_CAN_EXPLODE_1X1 23 +#define EP_EXPLODES_1X1_OLD 23 #define EP_PUSHABLE 24 -#define EP_CAN_EXPLODE_CROSS 25 +#define EP_EXPLODES_CROSS_OLD 25 #define EP_PROTECTED 26 #define EP_CAN_MOVE_INTO_ACID 27 +#define EP_THROWABLE 28 +#define EP_CAN_EXPLODE 29 +#define EP_GRAVITY_REACHABLE 30 /* values for pre-defined properties */ #define EP_PLAYER 32 @@ -113,43 +117,45 @@ #define EP_AMOEBALIVE 51 #define EP_HAS_CONTENT 52 #define EP_CAN_TURN_EACH_MOVE 53 -#define EP_ACTIVE_BOMB 54 -#define EP_INACTIVE 55 +#define EP_CAN_GROW 54 +#define EP_ACTIVE_BOMB 55 +#define EP_INACTIVE 56 /* values for special configurable properties (depending on level settings) */ -#define EP_EM_SLIPPERY_WALL 56 +#define EP_EM_SLIPPERY_WALL 57 /* values for special graphics properties (no effect on game engine) */ -#define EP_GFX_CRUMBLED 57 +#define EP_GFX_CRUMBLED 58 /* values for derived properties (determined from properties above) */ -#define EP_ACCESSIBLE_OVER 58 -#define EP_ACCESSIBLE_INSIDE 59 -#define EP_ACCESSIBLE_UNDER 60 -#define EP_WALKABLE 61 -#define EP_PASSABLE 62 -#define EP_ACCESSIBLE 63 -#define EP_COLLECTIBLE 64 -#define EP_SNAPPABLE 65 -#define EP_WALL 66 -#define EP_SOLID_FOR_PUSHING 67 -#define EP_DRAGONFIRE_PROOF 68 -#define EP_EXPLOSION_PROOF 69 -#define EP_CAN_SMASH 70 -#define EP_CAN_EXPLODE 71 -#define EP_CAN_EXPLODE_3X3 72 -#define EP_SP_PORT 73 -#define EP_CAN_EXPLODE_BY_DRAGONFIRE 74 -#define EP_CAN_EXPLODE_BY_EXPLOSION 75 -#define EP_COULD_MOVE_INTO_ACID 76 -#define EP_MAYBE_DONT_COLLIDE_WITH 77 +#define EP_ACCESSIBLE_OVER 59 +#define EP_ACCESSIBLE_INSIDE 60 +#define EP_ACCESSIBLE_UNDER 61 +#define EP_WALKABLE 62 +#define EP_PASSABLE 63 +#define EP_ACCESSIBLE 64 +#define EP_COLLECTIBLE 65 +#define EP_SNAPPABLE 66 +#define EP_WALL 67 +#define EP_SOLID_FOR_PUSHING 68 +#define EP_DRAGONFIRE_PROOF 69 +#define EP_EXPLOSION_PROOF 70 +#define EP_CAN_SMASH 71 +#define EP_EXPLODES_3X3_OLD 72 +#define EP_CAN_EXPLODE_BY_FIRE 73 +#define EP_CAN_EXPLODE_SMASHED 74 +#define EP_CAN_EXPLODE_IMPACT 75 +#define EP_SP_PORT 76 +#define EP_CAN_EXPLODE_BY_DRAGONFIRE 77 +#define EP_CAN_EXPLODE_BY_EXPLOSION 78 +#define EP_COULD_MOVE_INTO_ACID 79 +#define EP_MAYBE_DONT_COLLIDE_WITH 80 /* values for internal purpose only (level editor) */ -#define EP_EXPLODE_RESULT 78 -#define EP_WALK_TO_OBJECT 79 -#define EP_DEADLY 80 +#define EP_WALK_TO_OBJECT 81 +#define EP_DEADLY 82 -#define NUM_ELEMENT_PROPERTIES 81 +#define NUM_ELEMENT_PROPERTIES 83 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32) #define EP_BITFIELD_BASE 0 @@ -195,8 +201,9 @@ #define CE_HIT_BY_SOMETHING 27 #define CE_OTHER_IS_HITTING 28 #define CE_OTHER_GETS_HIT 29 +#define CE_BLOCKED 30 -#define NUM_CHANGE_EVENTS 30 +#define NUM_CHANGE_EVENTS 31 #define CE_BITMASK_DEFAULT 0 @@ -240,6 +247,9 @@ #define CP_WHEN_EMPTY 0 #define CP_WHEN_DIGGABLE 1 #define CP_WHEN_DESTRUCTIBLE 2 +#define CP_WHEN_COLLECTIBLE 3 +#define CP_WHEN_REMOVABLE 4 +#define CP_WHEN_WALKABLE 5 /* values for custom move patterns (bits 0 - 3: basic move directions) */ #define MV_BIT_TOWARDS_PLAYER 4 @@ -299,6 +309,11 @@ #define SLIPPERY_ONLY_LEFT 3 #define SLIPPERY_ONLY_RIGHT 4 +/* values for explosion type for custom elements */ +#define EXPLODES_3X3 0 +#define EXPLODES_1X1 1 +#define EXPLODES_CROSS 2 + /* macros for configurable properties */ #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE) #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY) @@ -313,9 +328,9 @@ #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 EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE) +#define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED) +#define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_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) @@ -323,11 +338,14 @@ #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE) #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER) #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE) -#define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1) +#define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD) #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE) -#define CAN_EXPLODE_CROSS(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS) +#define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD) #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED) #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID) +#define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE) +#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE) +#define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE) /* macros for special configurable properties */ #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL) @@ -358,6 +376,7 @@ #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE) #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT) #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE) +#define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW) #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB) #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE) @@ -375,15 +394,17 @@ #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) -#define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3) +#define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD) +#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_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT) #define CAN_EXPLODE_BY_DRAGONFIRE(e) \ HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE) #define CAN_EXPLODE_BY_EXPLOSION(e) \ HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION) #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID) -#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH) +#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH) /* special macros used in game engine */ #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \ @@ -401,6 +422,12 @@ #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \ (e) <= EL_ENVELOPE_4) +#define IS_GATE(e) ((e) >= EL_GATE_1 && \ + (e) <= EL_GATE_4) + +#define IS_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \ + (e) <= EL_GATE_4_GRAY) + #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \ (e) <= EL_EM_GATE_4) @@ -410,6 +437,14 @@ #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \ element_info[e].gfx_element : e) +/* !!! "use sound" deactivated due to problems with level "bug machine" !!! */ +/* (solution: add separate "use sound of element" to level file and editor) */ +#if 0 +#define SND_ELEMENT(e) GFX_ELEMENT(e) +#else +#define SND_ELEMENT(e) (e) +#endif + #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y])) #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y)) @@ -507,6 +542,7 @@ #define MIN_ELEMENT_CONTENTS 1 #define STD_ELEMENT_CONTENTS 4 #define MAX_ELEMENT_CONTENTS 8 +#define NUM_MAGIC_BALL_CONTENTS 8 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */ @@ -521,12 +557,15 @@ #define VY 400 #define EX DX #define EY (VY - 44) -#define TILEX 32 -#define TILEY 32 -#define MINI_TILEX (TILEX / 2) -#define MINI_TILEY (TILEY / 2) -#define MICRO_TILEX (TILEX / 8) -#define MICRO_TILEY (TILEY / 8) +#define TILESIZE 32 +#define TILEX TILESIZE +#define TILEY TILESIZE +#define MINI_TILESIZE (TILESIZE / 2) +#define MINI_TILEX MINI_TILESIZE +#define MINI_TILEY MINI_TILESIZE +#define MICRO_TILESIZE (TILESIZE / 8) +#define MICRO_TILEX MICRO_TILESIZE +#define MICRO_TILEY MICRO_TILESIZE #define MIDPOSX (SCR_FIELDX / 2) #define MIDPOSY (SCR_FIELDY / 2) #define SXSIZE (SCR_FIELDX * TILEX) @@ -919,7 +958,56 @@ #define EL_TRIGGER_ELEMENT 657 #define EL_TRIGGER_PLAYER 658 -#define NUM_FILE_ELEMENTS 659 +#define EL_SP_GRAVITY_ON_PORT_RIGHT 659 +#define EL_SP_GRAVITY_ON_PORT_DOWN 660 +#define EL_SP_GRAVITY_ON_PORT_LEFT 661 +#define EL_SP_GRAVITY_ON_PORT_UP 662 +#define EL_SP_GRAVITY_OFF_PORT_RIGHT 663 +#define EL_SP_GRAVITY_OFF_PORT_DOWN 664 +#define EL_SP_GRAVITY_OFF_PORT_LEFT 665 +#define EL_SP_GRAVITY_OFF_PORT_UP 666 + + +/* the following EMC style elements are currently not implemented in R'n'D */ +#define EL_BALLOON_SWITCH_NONE 667 +#define EL_EM_GATE_5 668 +#define EL_EM_GATE_6 669 +#define EL_EM_GATE_7 670 +#define EL_EM_GATE_8 671 +#define EL_EM_GATE_5_GRAY 672 +#define EL_EM_GATE_6_GRAY 673 +#define EL_EM_GATE_7_GRAY 674 +#define EL_EM_GATE_8_GRAY 675 +#define EL_EM_KEY_5 676 +#define EL_EM_KEY_6 677 +#define EL_EM_KEY_7 678 +#define EL_EM_KEY_8 679 +#define EL_EMC_ANDROID 680 +#define EL_EMC_GRASS 681 +#define EL_EMC_MAGIC_BALL 682 +#define EL_EMC_MAGIC_BALL_ACTIVE 683 +#define EL_EMC_MAGIC_BALL_SWITCH 684 +#define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685 +#define EL_EMC_SPRING_BUMPER 686 +#define EL_EMC_PLANT 687 +#define EL_EMC_LENSES 688 +#define EL_EMC_MAGNIFIER 689 +#define EL_EMC_WALL_9 690 +#define EL_EMC_WALL_10 691 +#define EL_EMC_WALL_11 692 +#define EL_EMC_WALL_12 693 +#define EL_EMC_WALL_13 694 +#define EL_EMC_WALL_14 695 +#define EL_EMC_WALL_15 696 +#define EL_EMC_WALL_16 697 +#define EL_EMC_WALL_SLIPPERY_1 698 +#define EL_EMC_WALL_SLIPPERY_2 699 +#define EL_EMC_WALL_SLIPPERY_3 700 +#define EL_EMC_WALL_SLIPPERY_4 701 +#define EL_EMC_FAKE_GRASS 702 +#define EL_EMC_DRIPPER 703 + +#define NUM_FILE_ELEMENTS 704 /* "real" (and therefore drawable) runtime elements */ @@ -996,258 +1084,271 @@ /* dummy elements (never used as game elements, only used as graphics) */ #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18) -#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) -#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) -#define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2) -#define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3) -#define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4) -#define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5) -#define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6) -#define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7) -#define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8) -#define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9) -#define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10) -#define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11) -#define EL_DYNABOMB (EL_FIRST_DUMMY + 12) -#define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13) -#define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14) -#define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15) -#define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16) -#define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17) -#define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18) -#define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19) -#define EL_AMOEBA (EL_FIRST_DUMMY + 20) -#define EL_DEFAULT (EL_FIRST_DUMMY + 21) -#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22) -#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23) -#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24) +#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) +#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) +#define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2) +#define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3) +#define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4) +#define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5) +#define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6) +#define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7) +#define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8) +#define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9) +#define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10) +#define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11) +#define EL_DYNABOMB (EL_FIRST_DUMMY + 12) +#define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13) +#define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14) +#define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15) +#define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16) +#define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17) +#define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18) +#define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19) +#define EL_AMOEBA (EL_FIRST_DUMMY + 20) +#define EL_DEFAULT (EL_FIRST_DUMMY + 21) +#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22) +#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23) +#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24) /* internal elements (only used for internal purposes like copying) */ -#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25) +#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25) -#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0) -#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1) -#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2) -#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3) +#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0) +#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1) +#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2) +#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3) -#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 + 3) +#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 + 3) -#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4) +#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4) /* values for graphics/sounds action types */ -#define ACTION_DEFAULT 0 -#define ACTION_WAITING 1 -#define ACTION_FALLING 2 -#define ACTION_MOVING 3 -#define ACTION_DIGGING 4 -#define ACTION_SNAPPING 5 -#define ACTION_COLLECTING 6 -#define ACTION_DROPPING 7 -#define ACTION_PUSHING 8 -#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_BORING 25 -#define ACTION_BORING_1 26 -#define ACTION_BORING_2 27 -#define ACTION_BORING_3 28 -#define ACTION_BORING_4 29 -#define ACTION_BORING_5 30 -#define ACTION_BORING_6 31 -#define ACTION_BORING_7 32 -#define ACTION_BORING_8 33 -#define ACTION_BORING_9 34 -#define ACTION_BORING_10 35 -#define ACTION_SLEEPING 36 -#define ACTION_SLEEPING_1 37 -#define ACTION_SLEEPING_2 38 -#define ACTION_SLEEPING_3 39 -#define ACTION_AWAKENING 40 -#define ACTION_DYING 41 -#define ACTION_TURNING 42 -#define ACTION_TURNING_FROM_LEFT 43 -#define ACTION_TURNING_FROM_RIGHT 44 -#define ACTION_TURNING_FROM_UP 45 -#define ACTION_TURNING_FROM_DOWN 46 -#define ACTION_OTHER 47 - -#define NUM_ACTIONS 48 - -#define ACTION_BORING_LAST ACTION_BORING_10 -#define ACTION_SLEEPING_LAST ACTION_SLEEPING_3 +#define ACTION_DEFAULT 0 +#define ACTION_WAITING 1 +#define ACTION_FALLING 2 +#define ACTION_MOVING 3 +#define ACTION_DIGGING 4 +#define ACTION_SNAPPING 5 +#define ACTION_COLLECTING 6 +#define ACTION_DROPPING 7 +#define ACTION_PUSHING 8 +#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_BORING 25 +#define ACTION_BORING_1 26 +#define ACTION_BORING_2 27 +#define ACTION_BORING_3 28 +#define ACTION_BORING_4 29 +#define ACTION_BORING_5 30 +#define ACTION_BORING_6 31 +#define ACTION_BORING_7 32 +#define ACTION_BORING_8 33 +#define ACTION_BORING_9 34 +#define ACTION_BORING_10 35 +#define ACTION_SLEEPING 36 +#define ACTION_SLEEPING_1 37 +#define ACTION_SLEEPING_2 38 +#define ACTION_SLEEPING_3 39 +#define ACTION_AWAKENING 40 +#define ACTION_DYING 41 +#define ACTION_TURNING 42 +#define ACTION_TURNING_FROM_LEFT 43 +#define ACTION_TURNING_FROM_RIGHT 44 +#define ACTION_TURNING_FROM_UP 45 +#define ACTION_TURNING_FROM_DOWN 46 +#define ACTION_SMASHED_BY_ROCK 47 +#define ACTION_SMASHED_BY_SPRING 48 +#define ACTION_SLURPED_BY_SPRING 49 +#define ACTION_TWINKLING 50 +#define ACTION_OTHER 51 + +#define NUM_ACTIONS 52 + +#define ACTION_BORING_LAST ACTION_BORING_10 +#define ACTION_SLEEPING_LAST ACTION_SLEEPING_3 /* values for special image configuration suffixes (must match game mode) */ -#define GFX_SPECIAL_ARG_DEFAULT 0 -#define GFX_SPECIAL_ARG_MAIN 1 -#define GFX_SPECIAL_ARG_LEVELS 2 -#define GFX_SPECIAL_ARG_SCORES 3 -#define GFX_SPECIAL_ARG_EDITOR 4 -#define GFX_SPECIAL_ARG_INFO 5 -#define GFX_SPECIAL_ARG_SETUP 6 -#define GFX_SPECIAL_ARG_PLAYING 7 -#define GFX_SPECIAL_ARG_DOOR 8 -#define GFX_SPECIAL_ARG_PREVIEW 9 -#define GFX_SPECIAL_ARG_CRUMBLED 10 +#define GFX_SPECIAL_ARG_DEFAULT 0 +#define GFX_SPECIAL_ARG_MAIN 1 +#define GFX_SPECIAL_ARG_LEVELS 2 +#define GFX_SPECIAL_ARG_SCORES 3 +#define GFX_SPECIAL_ARG_EDITOR 4 +#define GFX_SPECIAL_ARG_INFO 5 +#define GFX_SPECIAL_ARG_SETUP 6 +#define GFX_SPECIAL_ARG_PLAYING 7 +#define GFX_SPECIAL_ARG_DOOR 8 +#define GFX_SPECIAL_ARG_PREVIEW 9 +#define GFX_SPECIAL_ARG_CRUMBLED 10 -#define NUM_SPECIAL_GFX_ARGS 11 +#define NUM_SPECIAL_GFX_ARGS 11 /* values for image configuration suffixes */ -#define GFX_ARG_X 0 -#define GFX_ARG_Y 1 -#define GFX_ARG_XPOS 2 -#define GFX_ARG_YPOS 3 -#define GFX_ARG_WIDTH 4 -#define GFX_ARG_HEIGHT 5 -#define GFX_ARG_OFFSET 6 -#define GFX_ARG_VERTICAL 7 -#define GFX_ARG_XOFFSET 8 -#define GFX_ARG_YOFFSET 9 -#define GFX_ARG_FRAMES 10 -#define GFX_ARG_FRAMES_PER_LINE 11 -#define GFX_ARG_START_FRAME 12 -#define GFX_ARG_DELAY 13 -#define GFX_ARG_ANIM_MODE 14 -#define GFX_ARG_GLOBAL_SYNC 15 -#define GFX_ARG_CRUMBLED_LIKE 16 -#define GFX_ARG_DIGGABLE_LIKE 17 -#define GFX_ARG_BORDER_SIZE 18 -#define GFX_ARG_STEP_OFFSET 19 -#define GFX_ARG_STEP_DELAY 20 -#define GFX_ARG_DIRECTION 21 -#define GFX_ARG_POSITION 22 -#define GFX_ARG_DRAW_XOFFSET 23 -#define GFX_ARG_DRAW_YOFFSET 24 -#define GFX_ARG_DRAW_MASKED 25 -#define GFX_ARG_ANIM_DELAY_FIXED 26 -#define GFX_ARG_ANIM_DELAY_RANDOM 27 -#define GFX_ARG_POST_DELAY_FIXED 28 -#define GFX_ARG_POST_DELAY_RANDOM 29 -#define GFX_ARG_NAME 30 - -#define NUM_GFX_ARGS 31 +#define GFX_ARG_X 0 +#define GFX_ARG_Y 1 +#define GFX_ARG_XPOS 2 +#define GFX_ARG_YPOS 3 +#define GFX_ARG_WIDTH 4 +#define GFX_ARG_HEIGHT 5 +#define GFX_ARG_VERTICAL 6 +#define GFX_ARG_OFFSET 7 +#define GFX_ARG_XOFFSET 8 +#define GFX_ARG_YOFFSET 9 +#define GFX_ARG_2ND_MOVEMENT_TILE 10 +#define GFX_ARG_2ND_VERTICAL 11 +#define GFX_ARG_2ND_OFFSET 12 +#define GFX_ARG_2ND_XOFFSET 13 +#define GFX_ARG_2ND_YOFFSET 14 +#define GFX_ARG_2ND_SWAP_TILES 15 +#define GFX_ARG_FRAMES 16 +#define GFX_ARG_FRAMES_PER_LINE 17 +#define GFX_ARG_START_FRAME 18 +#define GFX_ARG_DELAY 19 +#define GFX_ARG_ANIM_MODE 20 +#define GFX_ARG_GLOBAL_SYNC 21 +#define GFX_ARG_CRUMBLED_LIKE 22 +#define GFX_ARG_DIGGABLE_LIKE 23 +#define GFX_ARG_BORDER_SIZE 24 +#define GFX_ARG_STEP_OFFSET 25 +#define GFX_ARG_STEP_DELAY 26 +#define GFX_ARG_DIRECTION 27 +#define GFX_ARG_POSITION 28 +#define GFX_ARG_DRAW_XOFFSET 29 +#define GFX_ARG_DRAW_YOFFSET 30 +#define GFX_ARG_DRAW_MASKED 31 +#define GFX_ARG_ANIM_DELAY_FIXED 32 +#define GFX_ARG_ANIM_DELAY_RANDOM 33 +#define GFX_ARG_POST_DELAY_FIXED 34 +#define GFX_ARG_POST_DELAY_RANDOM 35 +#define GFX_ARG_NAME 36 +#define GFX_ARG_SCALE_UP_FACTOR 37 + +#define NUM_GFX_ARGS 38 /* values for sound configuration suffixes */ -#define SND_ARG_MODE_LOOP 0 +#define SND_ARG_MODE_LOOP 0 +#define SND_ARG_VOLUME 1 +#define SND_ARG_PRIORITY 2 -#define NUM_SND_ARGS 1 +#define NUM_SND_ARGS 3 /* values for music configuration suffixes */ -#define MUS_ARG_MODE_LOOP 0 +#define MUS_ARG_MODE_LOOP 0 -#define NUM_MUS_ARGS 1 +#define NUM_MUS_ARGS 1 /* values for font configuration */ -#define FONT_INITIAL_1 0 -#define FONT_INITIAL_2 1 -#define FONT_INITIAL_3 2 -#define FONT_INITIAL_4 3 -#define FONT_TITLE_1 4 -#define FONT_TITLE_2 5 -#define FONT_MENU_1 6 -#define FONT_MENU_2 7 -#define FONT_TEXT_1_ACTIVE 8 -#define FONT_TEXT_2_ACTIVE 9 -#define FONT_TEXT_3_ACTIVE 10 -#define FONT_TEXT_4_ACTIVE 11 -#define FONT_TEXT_1 12 -#define FONT_TEXT_2 13 -#define FONT_TEXT_3 14 -#define FONT_TEXT_4 15 -#define FONT_ENVELOPE_1 16 -#define FONT_ENVELOPE_2 17 -#define FONT_ENVELOPE_3 18 -#define FONT_ENVELOPE_4 19 -#define FONT_INPUT_1_ACTIVE 20 -#define FONT_INPUT_2_ACTIVE 21 -#define FONT_INPUT_1 22 -#define FONT_INPUT_2 23 -#define FONT_OPTION_OFF 24 -#define FONT_OPTION_ON 25 -#define FONT_VALUE_1 26 -#define FONT_VALUE_2 27 -#define FONT_VALUE_OLD 28 -#define FONT_LEVEL_NUMBER 29 -#define FONT_TAPE_RECORDER 30 -#define FONT_GAME_INFO 31 - -#define NUM_FONTS 32 -#define NUM_INITIAL_FONTS 4 +#define FONT_INITIAL_1 0 +#define FONT_INITIAL_2 1 +#define FONT_INITIAL_3 2 +#define FONT_INITIAL_4 3 +#define FONT_TITLE_1 4 +#define FONT_TITLE_2 5 +#define FONT_MENU_1 6 +#define FONT_MENU_2 7 +#define FONT_TEXT_1_ACTIVE 8 +#define FONT_TEXT_2_ACTIVE 9 +#define FONT_TEXT_3_ACTIVE 10 +#define FONT_TEXT_4_ACTIVE 11 +#define FONT_TEXT_1 12 +#define FONT_TEXT_2 13 +#define FONT_TEXT_3 14 +#define FONT_TEXT_4 15 +#define FONT_ENVELOPE_1 16 +#define FONT_ENVELOPE_2 17 +#define FONT_ENVELOPE_3 18 +#define FONT_ENVELOPE_4 19 +#define FONT_INPUT_1_ACTIVE 20 +#define FONT_INPUT_2_ACTIVE 21 +#define FONT_INPUT_1 22 +#define FONT_INPUT_2 23 +#define FONT_OPTION_OFF 24 +#define FONT_OPTION_ON 25 +#define FONT_VALUE_1 26 +#define FONT_VALUE_2 27 +#define FONT_VALUE_OLD 28 +#define FONT_LEVEL_NUMBER 29 +#define FONT_TAPE_RECORDER 30 +#define FONT_GAME_INFO 31 + +#define NUM_FONTS 32 +#define NUM_INITIAL_FONTS 4 /* values for game_status (must match special image configuration suffixes) */ -#define GAME_MODE_DEFAULT 0 -#define GAME_MODE_MAIN 1 -#define GAME_MODE_LEVELS 2 -#define GAME_MODE_SCORES 3 -#define GAME_MODE_EDITOR 4 -#define GAME_MODE_INFO 5 -#define GAME_MODE_SETUP 6 -#define GAME_MODE_PLAYING 7 -#define GAME_MODE_PSEUDO_DOOR 8 -#define GAME_MODE_PSEUDO_PREVIEW 9 -#define GAME_MODE_PSEUDO_CRUMBLED 10 +#define GAME_MODE_DEFAULT 0 +#define GAME_MODE_MAIN 1 +#define GAME_MODE_LEVELS 2 +#define GAME_MODE_SCORES 3 +#define GAME_MODE_EDITOR 4 +#define GAME_MODE_INFO 5 +#define GAME_MODE_SETUP 6 +#define GAME_MODE_PLAYING 7 +#define GAME_MODE_PSEUDO_DOOR 8 +#define GAME_MODE_PSEUDO_PREVIEW 9 +#define GAME_MODE_PSEUDO_CRUMBLED 10 /* there are no special config file suffixes for these modes */ -#define GAME_MODE_PSEUDO_TYPENAME 11 -#define GAME_MODE_QUIT 12 +#define GAME_MODE_PSEUDO_TYPENAME 11 +#define GAME_MODE_QUIT 12 /* special definitions currently only used for custom artwork configuration */ -#define MUSIC_PREFIX_BACKGROUND 0 -#define NUM_MUSIC_PREFIXES 1 -#define MAX_LEVELS 1000 +#define MUSIC_PREFIX_BACKGROUND 0 +#define NUM_MUSIC_PREFIXES 1 +#define MAX_LEVELS 1000 /* definitions for demo animation lists */ -#define HELPANIM_LIST_NEXT -1 -#define HELPANIM_LIST_END -999 +#define HELPANIM_LIST_NEXT -1 +#define HELPANIM_LIST_END -999 /* program information and versioning definitions */ -#define PROGRAM_VERSION_MAJOR 3 -#define PROGRAM_VERSION_MINOR 1 -#define PROGRAM_VERSION_PATCH 0 -#define PROGRAM_VERSION_BUILD 2 +#define PROGRAM_VERSION_MAJOR 3 +#define PROGRAM_VERSION_MINOR 2 +#define PROGRAM_VERSION_PATCH 0 +#define PROGRAM_VERSION_BUILD 1 -#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" -#define PROGRAM_AUTHOR_STRING "Holger Schemel" -#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel" +#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" +#define PROGRAM_AUTHOR_STRING "Holger Schemel" +#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2004 by Holger Schemel" -#define ICON_TITLE_STRING PROGRAM_TITLE_STRING -#define COOKIE_PREFIX "ROCKSNDIAMONDS" -#define FILENAME_PREFIX "Rocks" +#define ICON_TITLE_STRING PROGRAM_TITLE_STRING +#define COOKIE_PREFIX "ROCKSNDIAMONDS" +#define FILENAME_PREFIX "Rocks" #if defined(PLATFORM_UNIX) -#define USERDATA_DIRECTORY ".rocksndiamonds" +#define USERDATA_DIRECTORY ".rocksndiamonds" #elif defined(PLATFORM_WIN32) -#define USERDATA_DIRECTORY PROGRAM_TITLE_STRING +#define USERDATA_DIRECTORY PROGRAM_TITLE_STRING #else -#define USERDATA_DIRECTORY "userdata" +#define USERDATA_DIRECTORY "userdata" #endif -#define X11_ICON_FILENAME "rocks_icon.xbm" -#define X11_ICONMASK_FILENAME "rocks_iconmask.xbm" -#define MSDOS_POINTER_FILENAME "mouse.pcx" +#define X11_ICON_FILENAME "rocks_icon.xbm" +#define X11_ICONMASK_FILENAME "rocks_iconmask.xbm" +#define MSDOS_POINTER_FILENAME "mouse.pcx" /* file version numbers for resource files (levels, tapes, score, setup, etc.) ** currently supported/known file version numbers: @@ -1256,31 +1357,51 @@ ** 1.4 (still in use) ** 2.0 (actual) */ -#define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0) -#define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0) -#define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0) -#define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0) +#define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0) +#define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0) +#define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0) +#define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0) /* file version does not change for every program version, but is changed when new features are introduced that are incompatible with older file versions, so that they can be treated accordingly */ -#define FILE_VERSION_ACTUAL FILE_VERSION_2_0 +#define FILE_VERSION_ACTUAL FILE_VERSION_2_0 -#define GAME_VERSION_1_0 FILE_VERSION_1_0 -#define GAME_VERSION_1_2 FILE_VERSION_1_2 -#define GAME_VERSION_1_4 FILE_VERSION_1_4 -#define GAME_VERSION_2_0 FILE_VERSION_2_0 +#define GAME_VERSION_1_0 FILE_VERSION_1_0 +#define GAME_VERSION_1_2 FILE_VERSION_1_2 +#define GAME_VERSION_1_4 FILE_VERSION_1_4 +#define GAME_VERSION_2_0 FILE_VERSION_2_0 -#define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \ - PROGRAM_VERSION_MINOR, \ - PROGRAM_VERSION_PATCH, \ - PROGRAM_VERSION_BUILD) +#define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \ + PROGRAM_VERSION_MINOR, \ + PROGRAM_VERSION_PATCH, \ + PROGRAM_VERSION_BUILD) /* values for game_emulation */ -#define EMU_NONE 0 -#define EMU_BOULDERDASH 1 -#define EMU_SOKOBAN 2 -#define EMU_SUPAPLEX 3 +#define EMU_NONE 0 +#define EMU_BOULDERDASH 1 +#define EMU_SOKOBAN 2 +#define EMU_SUPAPLEX 3 + +/* values for level file type identifier */ +#define LEVEL_FILE_TYPE_UNKNOWN 0 +#define LEVEL_FILE_TYPE_RND 1 +#define LEVEL_FILE_TYPE_BD 2 +#define LEVEL_FILE_TYPE_EM 3 +#define LEVEL_FILE_TYPE_SP 4 +#define LEVEL_FILE_TYPE_DX 5 +#define LEVEL_FILE_TYPE_SB 6 +#define LEVEL_FILE_TYPE_DC 7 + +#define NUM_LEVEL_FILE_TYPES 8 + +/* values for game engine type identifier */ +#define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN +#define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND +#define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM + +#define NUM_ENGINE_TYPES 3 + struct MenuInfo { @@ -1338,6 +1459,8 @@ struct PlayerInfo boolean use_murphy_graphic; boolean block_last_field; + int block_delay; + boolean can_fall_into_acid; boolean LevelSolved, GameOver; @@ -1374,13 +1497,23 @@ struct PlayerInfo int show_envelope; +#if 1 /* USE_NEW_MOVE_DELAY */ + int move_delay; + int move_delay_value; +#else unsigned long move_delay; int move_delay_value; +#endif int move_delay_reset_counter; +#if 1 /* USE_NEW_PUSH_DELAY */ + int push_delay; + int push_delay_value; +#else unsigned long push_delay; unsigned long push_delay_value; +#endif unsigned long actual_frame_counter; @@ -1419,6 +1552,13 @@ struct LevelFileInfo struct LevelInfo { + struct LevelFileInfo file_info; + + int game_engine_type; + + /* level stored in native format for the alternative native game engines */ + struct LevelInfo_EM *native_em_level; + int file_version; /* file format version the level is stored with */ int game_version; /* game release version the level was created with */ @@ -1428,7 +1568,7 @@ struct LevelInfo int fieldx, fieldy; - int time; + int time; /* available time (seconds) */ int gems_needed; char name[MAX_LEVEL_NAME_LEN + 1]; @@ -1450,17 +1590,36 @@ struct LevelInfo int time_light; int time_timegate; + /* values for the new EMC elements */ + int android_move_time; + int android_clone_time; + boolean ball_random; + boolean ball_state_initial; + int ball_time; + int lenses_score; + int magnify_score; + int slurp_score; + int lenses_time; + int magnify_time; + int wind_direction_initial; + int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3]; + boolean android_array[16]; + int can_move_into_acid_bits; /* bitfield to store property for elements */ int dont_collide_with_bits; /* bitfield to store property for elements */ boolean double_speed; boolean initial_gravity; boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */ - boolean block_last_field; /* player blocks previous field while moving */ - boolean sp_block_last_field; /* player blocks previous field while moving */ boolean use_spring_bug; /* for compatibility with old levels */ boolean instant_relocation; /* no visual delay when relocating player */ boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */ + boolean grow_into_diggable; /* amoeba can grow into anything diggable */ + + boolean block_last_field; /* player blocks previous field while moving */ + boolean sp_block_last_field; /* player blocks previous field while moving */ + int block_delay; /* delay for blocking previous field */ + int sp_block_delay; /* delay for blocking previous field */ /* ('int' instead of 'boolean' because used as selectbox value in editor) */ int use_step_counter; /* count steps instead of seconds for level */ @@ -1470,6 +1629,8 @@ struct LevelInfo boolean use_custom_template; /* use custom properties from template file */ boolean no_valid_file; /* set when level file missing or invalid */ + + boolean changed; /* set when level was changed in the editor */ }; struct TapeInfo @@ -1521,6 +1682,10 @@ struct GameInfo int initial_move_delay_value; int initial_push_delay_value; + /* flags to handle bugs in and changes between different engine versions */ + /* (for the latest engine version, these flags should always be "FALSE") */ + boolean use_bug_change_when_pushing; + /* variable within running game */ int yamyam_content_nr; boolean magic_wall_active; @@ -1547,6 +1712,9 @@ struct GlobalInfo char *autoplay_leveldir; int autoplay_level_nr; + char *convert_leveldir; + int convert_level_nr; + int num_toons; float frames_per_second; @@ -1615,6 +1783,15 @@ struct ElementGroupInfo int choice_pos; /* current element choice position */ }; +struct ElementNameInfo +{ + /* ---------- token and description strings ---------- */ + + char *token_name; /* element token used in config files */ + char *class_name; /* element class used in config files */ + char *editor_description; /* pre-defined description for level editor */ +}; + struct ElementInfo { /* ---------- token and description strings ---------- */ @@ -1660,6 +1837,7 @@ struct ElementInfo int move_pattern; /* direction movable element moves to */ int move_direction_initial; /* initial direction element moves to */ int move_stepsize; /* step size element moves with */ + int move_enter_element; /* element that can be entered (and removed) */ int move_leave_element; /* element that can be left behind */ int move_leave_type; /* change (limited) or leave (unlimited) */ @@ -1668,6 +1846,7 @@ struct ElementInfo int content[3][3]; /* new elements after explosion */ + int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */ int explosion_delay; /* duration of explosion of this element */ int ignition_delay; /* delay for explosion by other explosion */ @@ -1701,7 +1880,6 @@ struct ElementInfo 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 */ boolean can_explode_by_fire; /* element explodes by fire */ boolean can_explode_smashed; /* element explodes when smashed */ @@ -1727,6 +1905,9 @@ struct GraphicInfo int src_x, src_y; /* start position of animation frames */ int width, height; /* width/height of each animation frame */ int offset_x, offset_y; /* x/y offset to next animation frame */ + int offset2_x, offset2_y; /* x/y offset to second movement tile */ + boolean double_movement; /* animation has second movement tile */ + int swap_double_tiles; /* explicitely force or forbid tile swapping */ int anim_frames; int anim_frames_per_line; int anim_start_frame; @@ -1736,6 +1917,7 @@ struct GraphicInfo int crumbled_like; /* element for cloning crumble graphics */ int diggable_like; /* element for cloning digging graphics */ int border_size; /* border size for "crumbled" graphics */ + int scale_up_factor; /* optional factor for scaling image up */ int anim_delay_fixed; /* optional delay values for bored and */ int anim_delay_random; /* sleeping player animations (animation */ @@ -1758,6 +1940,8 @@ struct GraphicInfo struct SoundInfo { boolean loop; + int volume; + int priority; }; struct MusicInfo @@ -1834,6 +2018,11 @@ extern int game_status; extern boolean level_editor_test_game; extern boolean network_playing; +#if defined(TARGET_SDL) +extern boolean network_server; +extern SDL_Thread *server_thread; +#endif + extern int key_joystick_mapping; extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; @@ -1855,6 +2044,7 @@ extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaCnt[MAX_NUM_AMOEBA]; extern short AmoebaCnt2[MAX_NUM_AMOEBA]; @@ -1907,6 +2097,7 @@ extern struct GlobalInfo global; extern struct MenuInfo menu; extern struct DoorInfo door_1, door_2; extern struct ElementInfo element_info[]; +extern struct ElementNameInfo element_name_info[]; extern struct ElementActionInfo element_action_info[]; extern struct ElementDirectionInfo element_direction_info[]; extern struct SpecialSuffixInfo special_suffix_info[]; @@ -1919,12 +2110,12 @@ extern struct MusicInfo *music_info; extern struct MusicFileInfo *music_file_info; extern struct HelpAnimInfo *helpanim_info; extern SetupFileHash *helptext_info; +extern struct ConfigTypeInfo image_config_suffix[]; +extern struct ConfigTypeInfo sound_config_suffix[]; +extern struct ConfigTypeInfo music_config_suffix[]; extern struct ConfigInfo image_config[]; extern struct ConfigInfo sound_config[]; extern struct ConfigInfo music_config[]; -extern struct ConfigInfo image_config_suffix[]; -extern struct ConfigInfo sound_config_suffix[]; -extern struct ConfigInfo music_config_suffix[]; extern struct ConfigInfo helpanim_config[]; extern struct ConfigInfo helptext_config[];