X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=dce9139ec9b84487841d15884bb85f30dd5b1fb9;hb=200ef56170d80105ec6a2c499361a33b9fd3c3c9;hp=1ed645e206ae8b9883d7eaede991823e89af04c3;hpb=c56a469fbdd802f49ec27521a9a180f8db98fd5e;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 1ed645e2..dce9139e 100644 --- a/src/main.h +++ b/src/main.h @@ -898,6 +898,77 @@ (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_BD_FIREFLY(e) ((e) == EL_BD_FIREFLY || \ + (e) == EL_BD_FIREFLY_RIGHT || \ + (e) == EL_BD_FIREFLY_UP || \ + (e) == EL_BD_FIREFLY_LEFT || \ + (e) == EL_BD_FIREFLY_DOWN) + +#define IS_BD_FIREFLY_2(e) ((e) == EL_BD_FIREFLY_2 || \ + (e) == EL_BD_FIREFLY_2_RIGHT || \ + (e) == EL_BD_FIREFLY_2_UP || \ + (e) == EL_BD_FIREFLY_2_LEFT || \ + (e) == EL_BD_FIREFLY_2_DOWN) + +#define IS_BD_BUTTERFLY(e) ((e) == EL_BD_BUTTERFLY || \ + (e) == EL_BD_BUTTERFLY_RIGHT || \ + (e) == EL_BD_BUTTERFLY_UP || \ + (e) == EL_BD_BUTTERFLY_LEFT || \ + (e) == EL_BD_BUTTERFLY_DOWN) + +#define IS_BD_BUTTERFLY_2(e) ((e) == EL_BD_BUTTERFLY_2 || \ + (e) == EL_BD_BUTTERFLY_2_RIGHT || \ + (e) == EL_BD_BUTTERFLY_2_UP || \ + (e) == EL_BD_BUTTERFLY_2_LEFT || \ + (e) == EL_BD_BUTTERFLY_2_DOWN) + +#define IS_BD_STONEFLY(e) ((e) == EL_BD_STONEFLY || \ + (e) == EL_BD_STONEFLY_RIGHT || \ + (e) == EL_BD_STONEFLY_UP || \ + (e) == EL_BD_STONEFLY_LEFT || \ + (e) == EL_BD_STONEFLY_DOWN) + +#define IS_BD_DRAGONFLY(e) ((e) == EL_BD_DRAGONFLY || \ + (e) == EL_BD_DRAGONFLY_RIGHT || \ + (e) == EL_BD_DRAGONFLY_UP || \ + (e) == EL_BD_DRAGONFLY_LEFT || \ + (e) == EL_BD_DRAGONFLY_DOWN) + +#define IS_BD_BITER(e) ((e) == EL_BD_BITER || \ + (e) == EL_BD_BITER_RIGHT || \ + (e) == EL_BD_BITER_UP || \ + (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) + #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 +1131,7 @@ #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 @@ -1992,8 +2063,9 @@ #define EL_MM_END_3 EL_DF_SLOPE_END #define EL_DF_END_2 EL_DF_SLOPE_END -// BD style elements -#define EL_BD_PLAYER 1253 +// BD style elements (normal) +#define EL_BD_EMPTY_SPACE 1253 +#define EL_BD_EMPTY EL_BD_EMPTY_SPACE #define EL_BD_SAND 1254 #define EL_BD_SAND_2 1255 #define EL_BD_SAND_BALL 1256 @@ -2027,8 +2099,8 @@ #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 @@ -2061,8 +2133,8 @@ #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 @@ -2120,13 +2192,117 @@ #define EL_BD_DRAGONFLY_DOWN 1377 #define EL_BD_BOMB 1378 #define EL_BD_NITRO_PACK 1379 -#define EL_BD_PLAYER_WITH_BOMB 1380 -#define EL_BD_PLAYER_GLUED 1381 -#define EL_BD_PLAYER_STIRRING 1382 -#define EL_BD_FAKE_BONUS 1383 -#define EL_BD_COVERED 1384 - -#define NUM_FILE_ELEMENTS 1385 +#define EL_BD_PLAYER 1380 +#define EL_BD_PLAYER_WITH_BOMB 1381 +#define EL_BD_PLAYER_WITH_ROCKET_LAUNCHER 1382 +#define EL_BD_PLAYER_GLUED 1383 +#define EL_BD_PLAYER_STIRRING 1384 +#define EL_BD_ROCKET_LAUNCHER 1385 +#define EL_BD_ROCKET 1386 +#define EL_BD_ROCKET_RIGHT 1387 +#define EL_BD_ROCKET_UP 1388 +#define EL_BD_ROCKET_LEFT 1389 +#define EL_BD_ROCKET_DOWN 1390 +#define EL_BD_FAKE_BONUS 1391 +#define EL_BD_COVERED 1392 + +// BD style elements ("effects"; mostly runtime elements, but can also be stored in level file) +#define EL_BD_SAND_BALL_FALLING 1393 +#define EL_BD_SAND_LOOSE_FALLING 1394 +#define EL_BD_ROCK_FALLING 1395 +#define EL_BD_FLYING_ROCK_FLYING 1396 +#define EL_BD_MEGA_ROCK_FALLING 1397 +#define EL_BD_DIAMOND_FALLING 1398 +#define EL_BD_FLYING_DIAMOND_FLYING 1399 +#define EL_BD_NUT_FALLING 1400 +#define EL_BD_FALLING_WALL_FALLING 1401 +#define EL_BD_NITRO_PACK_FALLING 1402 +#define EL_BD_WATER_1 1403 +#define EL_BD_WATER_2 1404 +#define EL_BD_WATER_3 1405 +#define EL_BD_WATER_4 1406 +#define EL_BD_WATER_5 1407 +#define EL_BD_WATER_6 1408 +#define EL_BD_WATER_7 1409 +#define EL_BD_WATER_8 1410 +#define EL_BD_WATER_9 1411 +#define EL_BD_WATER_10 1412 +#define EL_BD_WATER_11 1413 +#define EL_BD_WATER_12 1414 +#define EL_BD_WATER_13 1415 +#define EL_BD_WATER_14 1416 +#define EL_BD_WATER_15 1417 +#define EL_BD_WATER_16 1418 +#define EL_BD_COW_ENCLOSED_1 1419 +#define EL_BD_COW_ENCLOSED_2 1420 +#define EL_BD_COW_ENCLOSED_3 1421 +#define EL_BD_COW_ENCLOSED_4 1422 +#define EL_BD_COW_ENCLOSED_5 1423 +#define EL_BD_COW_ENCLOSED_6 1424 +#define EL_BD_COW_ENCLOSED_7 1425 +#define EL_BD_BLADDER_1 1426 +#define EL_BD_BLADDER_2 1427 +#define EL_BD_BLADDER_3 1428 +#define EL_BD_BLADDER_4 1429 +#define EL_BD_BLADDER_5 1430 +#define EL_BD_BLADDER_6 1431 +#define EL_BD_BLADDER_7 1432 +#define EL_BD_BLADDER_8 1433 +#define EL_BD_PLAYER_GROWING_1 1434 +#define EL_BD_PLAYER_GROWING_2 1435 +#define EL_BD_PLAYER_GROWING_3 1436 +#define EL_BD_BOMB_TICKING_1 1437 +#define EL_BD_BOMB_TICKING_2 1438 +#define EL_BD_BOMB_TICKING_3 1439 +#define EL_BD_BOMB_TICKING_4 1440 +#define EL_BD_BOMB_TICKING_5 1441 +#define EL_BD_BOMB_TICKING_6 1442 +#define EL_BD_BOMB_TICKING_7 1443 +#define EL_BD_CLOCK_GROWING_1 1444 +#define EL_BD_CLOCK_GROWING_2 1445 +#define EL_BD_CLOCK_GROWING_3 1446 +#define EL_BD_CLOCK_GROWING_4 1447 +#define EL_BD_DIAMOND_GROWING_1 1448 +#define EL_BD_DIAMOND_GROWING_2 1449 +#define EL_BD_DIAMOND_GROWING_3 1450 +#define EL_BD_DIAMOND_GROWING_4 1451 +#define EL_BD_DIAMOND_GROWING_5 1452 +#define EL_BD_EXPLODING_1 1453 +#define EL_BD_EXPLODING_2 1454 +#define EL_BD_EXPLODING_3 1455 +#define EL_BD_EXPLODING_4 1456 +#define EL_BD_EXPLODING_5 1457 +#define EL_BD_ROCK_GROWING_1 1458 +#define EL_BD_ROCK_GROWING_2 1459 +#define EL_BD_ROCK_GROWING_3 1460 +#define EL_BD_ROCK_GROWING_4 1461 +#define EL_BD_STEELWALL_GROWING_1 1462 +#define EL_BD_STEELWALL_GROWING_2 1463 +#define EL_BD_STEELWALL_GROWING_3 1464 +#define EL_BD_STEELWALL_GROWING_4 1465 +#define EL_BD_GHOST_EXPLODING_1 1466 +#define EL_BD_GHOST_EXPLODING_2 1467 +#define EL_BD_GHOST_EXPLODING_3 1468 +#define EL_BD_GHOST_EXPLODING_4 1469 +#define EL_BD_BOMB_EXPLODING_1 1470 +#define EL_BD_BOMB_EXPLODING_2 1471 +#define EL_BD_BOMB_EXPLODING_3 1472 +#define EL_BD_BOMB_EXPLODING_4 1473 +#define EL_BD_NITRO_PACK_EXPLODING 1474 +#define EL_BD_NITRO_PACK_EXPLODING_1 1475 +#define EL_BD_NITRO_PACK_EXPLODING_2 1476 +#define EL_BD_NITRO_PACK_EXPLODING_3 1477 +#define EL_BD_NITRO_PACK_EXPLODING_4 1478 +#define EL_BD_AMOEBA_2_EXPLODING_1 1479 +#define EL_BD_AMOEBA_2_EXPLODING_2 1480 +#define EL_BD_AMOEBA_2_EXPLODING_3 1481 +#define EL_BD_AMOEBA_2_EXPLODING_4 1482 +#define EL_BD_NUT_BREAKING_1 1483 +#define EL_BD_NUT_BREAKING_2 1484 +#define EL_BD_NUT_BREAKING_3 1485 +#define EL_BD_NUT_BREAKING_4 1486 + +#define NUM_FILE_ELEMENTS 1487 // "real" (and therefore drawable) runtime elements @@ -2292,9 +2468,10 @@ #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) @@ -2305,47 +2482,49 @@ #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 @@ -2404,6 +2583,7 @@ enum ACTION_TWINKLING, ACTION_SPLASHING, ACTION_HITTING, + ACTION_FLYING, ACTION_PAGE_1, ACTION_PAGE_2, ACTION_PAGE_3, @@ -3466,6 +3646,118 @@ 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_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_snap_element; // BD element that is created when player is snapping + 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_zero_infinite; // BD magic wall with timer of zero runs infinitely + boolean bd_magic_wall_wait_hatching; // BD magic wall waits for player's birth + boolean bd_magic_wall_stops_amoeba; // BD magic wall can stop amoeba and turn to diamonds + boolean bd_magic_wall_break_scan; // BD magic wall setting to implement buggy BD1 behaviour + 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 + 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 bd_voodoo_collects_diamonds; // BD voodoo doll can collect diamonds for the player + boolean bd_voodoo_hurt_kills_player; // BD voodoo doll hurt in any way, player is killed + boolean bd_voodoo_dies_by_rock; // BD voodoo doll can be killed by a falling rock + boolean bd_voodoo_vanish_by_explosion;// BD voodoo doll can be destroyed by explosions + int bd_voodoo_penalty_time; // BD engine penalty time when voodoo doll destroyed + boolean bd_slime_is_predictable; // BD slime uses predictable random number generator + boolean bd_slime_correct_random; // BD slime needs corrected random number generator + 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) + int bd_acid_turns_to_element; // BD acid target element after spreading + 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) + boolean bd_infinite_rockets; // BD rocket launcher has infinite number of rockets + 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 bd_gravity_affects_all; // BD engine gravity affects all falling objects + int bd_rock_turns_to_on_falling; // BD rock changes to specified element when falling + int bd_rock_turns_to_on_impact; // BD rock changes to specified element on impact + int bd_diamond_turns_to_on_falling; // BD diamond changes to specified element when falling + int bd_diamond_turns_to_on_impact; // BD diamond changes to specified element on impact + int bd_firefly_explodes_to; // BD firefly explodes to specified element + int bd_firefly_2_explodes_to; // BD firefly 2 explodes to specified element + int bd_butterfly_explodes_to; // BD butterfly explodes to specified element + int bd_butterfly_2_explodes_to; // BD butterfly 2 explodes to specified element + int bd_stonefly_explodes_to; // BD stonefly explodes to specified element + int bd_dragonfly_explodes_to; // BD dragonfly explodes to specified element + int bd_diamond_birth_turns_to; // BD diamond birth changes to specified element + int bd_bomb_explosion_turns_to; // BD bomb explosion changes to specified element + int bd_nitro_explosion_turns_to; // BD nitro pack explosion changes to specified element + int bd_explosion_turns_to; // BD other explosions change to specified element + int bd_color_b; // BD engine C64-style cave color (border) + int bd_color_0; // BD engine C64-style cave color (background) + int bd_color_1; // BD engine C64-style cave color (sand) + int bd_color_2; // BD engine C64-style cave color (steel wall) + int bd_color_3; // BD engine C64-style cave color (wall) + int bd_color_4; // BD engine C64-style cave color (amoeba) + int bd_color_5; // BD engine C64-style cave color (slime) + 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 @@ -3513,6 +3805,8 @@ struct LevelInfo boolean file_has_custom_elements; // set when level file contains CEs + int bd_color_type; // set according to BD colors in level + boolean no_valid_file; // set when level file missing or invalid boolean no_level_file; // set when falling back to level template