X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=b1e9840675d4bcd3895639af2f2c5847326700c2;hb=c64be0354d88b9776537a907f524993e29e074aa;hp=f3f625dc5906dafa5225298b46ff748d8d748833;hpb=e4bc04ce0cb3fd188b2dcc362c7f3afe692124a7;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index f3f625dc..b1e98406 100644 --- a/src/main.h +++ b/src/main.h @@ -135,13 +135,14 @@ #define EP_CAN_SMASH 69 #define EP_CAN_EXPLODE 70 #define EP_CAN_EXPLODE_3X3 71 +#define EP_SP_PORT 72 /* values for internal purpose only (level editor) */ -#define EP_EXPLODE_RESULT 72 -#define EP_WALK_TO_OBJECT 73 -#define EP_DEADLY 74 +#define EP_EXPLODE_RESULT 73 +#define EP_WALK_TO_OBJECT 74 +#define EP_DEADLY 75 -#define NUM_ELEMENT_PROPERTIES 75 +#define NUM_ELEMENT_PROPERTIES 76 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32) #define EP_BITFIELD_BASE 0 @@ -234,12 +235,15 @@ #define MV_BIT_TURNING_LEFT_RIGHT 14 #define MV_BIT_TURNING_RIGHT_LEFT 15 #define MV_BIT_TURNING_RANDOM 16 +#define MV_BIT_PREVIOUS 17 /* values for special move patterns for custom elements */ #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT) #define MV_VERTICAL (MV_UP | MV_DOWN) #define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL) #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS) +#define MV_RANDOM (MV_ALL_DIRECTIONS) +#define MV_AUTOMATIC (MV_NO_MOVING) #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER) #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER) #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE) @@ -254,6 +258,11 @@ #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT) #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT) #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM) +#define MV_PREVIOUS (1 << MV_BIT_PREVIOUS) + +/* values for elements left behind by custom elements */ +#define LEAVE_TYPE_UNLIMITED 0 +#define LEAVE_TYPE_LIMITED 1 /* values for slippery property for custom elements */ #define SLIPPERY_ANY_RANDOM 0 @@ -337,6 +346,7 @@ #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 IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT) /* special macros used in game engine */ #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \ @@ -400,9 +410,10 @@ /* fundamental game speed values */ +#define ONE_SECOND_DELAY 1000 /* delay value for one second */ #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */ #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */ -#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY) +#define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY) #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */ #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */ @@ -553,9 +564,7 @@ #define EL_DARK_YAMYAM 60 #define EL_BD_MAGIC_WALL 61 #define EL_INVISIBLE_STEELWALL 62 - -#define EL_MAZE_RUNNER 63 - +#define EL_SOKOBAN_FIELD_PLAYER 63 #define EL_DYNABOMB_INCREASE_NUMBER 64 #define EL_DYNABOMB_INCREASE_SIZE 65 #define EL_DYNABOMB_INCREASE_POWER 66 @@ -904,12 +913,16 @@ #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8) #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9) #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10) -#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11) -#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12) -#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11) +#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12) +#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14) +#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15) +#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16) +#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17) /* dummy elements (never used as game elements, only used as graphics) */ -#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14) +#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) @@ -936,9 +949,14 @@ #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_DUMMY (EL_FIRST_DUMMY + 25) -#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 26) +/* internal elements (only used for internal purposes like copying) */ +#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25) + +#define EL_INTERNAL_EDITOR (EL_FIRST_INTERNAL + 0) +#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 1) + +#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 2) /* values for graphics/sounds action types */ @@ -1237,6 +1255,8 @@ struct PlayerInfo boolean use_murphy_graphic; + boolean block_last_field; + boolean LevelSolved, GameOver; int last_move_dir; @@ -1307,6 +1327,8 @@ struct LevelFileInfo { int nr; int type; + boolean packed; + char *basename; char *filename; }; @@ -1338,6 +1360,8 @@ struct LevelInfo 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 */ short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; @@ -1464,8 +1488,18 @@ struct ElementChangeInfo struct ElementGroupInfo { int num_elements; /* number of elements in this group */ - short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */ + + int choice_mode; /* how to choose element from group */ + + /* ---------- internal values used at runtime when playing ---------- */ + + /* the following is the same as above, but with recursively resolved group + elements (group elements may also contain further group elements!) */ + int num_elements_resolved; + short element_resolved[NUM_FILE_ELEMENTS]; + + int choice_pos; /* current element choice position */ }; struct ElementInfo @@ -1509,6 +1543,9 @@ 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) */ int slippery_type; /* how/where other elements slip away */ @@ -1529,6 +1566,11 @@ struct ElementInfo int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */ struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */ + boolean in_group[NUM_GROUP_ELEMENTS]; + + boolean can_leave_element; /* element can leave other element behind */ + boolean can_leave_element_last; + /* ---------- internal values used in level editor ---------- */ int access_type; /* walkable or passable */