X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=dce9139ec9b84487841d15884bb85f30dd5b1fb9;hb=200ef56170d80105ec6a2c499361a33b9fd3c3c9;hp=6c1408267abbbded15a8949b5e3fed2393ad8979;hpb=f1d19de84caa51318a9c16630aee0195867f4bf4;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 6c140826..dce9139e 100644 --- a/src/main.h +++ b/src/main.h @@ -905,6 +905,42 @@ (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 || \ @@ -913,20 +949,21 @@ #define IS_BD_EXPANDABLE_WALL(e) ((e) == EL_BD_EXPANDABLE_WALL_HORIZONTAL || \ (e) == EL_BD_EXPANDABLE_WALL_VERTICAL || \ - (e) == EL_BD_EXPANDABLE_WALL_ANY || \ - (e) == EL_BD_EXPANDABLE_STEELWALL_HORIZONTAL ||\ + (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 || \ +#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_NORMAL || \ - (e) == EL_BD_CONVEYOR_DIR_SWITCH_CHANGED) +#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 || \ @@ -2062,8 +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 @@ -2096,8 +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_NORMAL 1321 -#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED 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 @@ -2157,108 +2194,115 @@ #define EL_BD_NITRO_PACK 1379 #define EL_BD_PLAYER 1380 #define EL_BD_PLAYER_WITH_BOMB 1381 -#define EL_BD_PLAYER_GLUED 1382 -#define EL_BD_PLAYER_STIRRING 1383 -#define EL_BD_FAKE_BONUS 1384 -#define EL_BD_COVERED 1385 +#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 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 +#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 @@ -3611,7 +3655,6 @@ struct LevelInfo 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_gravity_affects_all; // BD engine gravity affects all falling objects 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 @@ -3619,8 +3662,17 @@ struct LevelInfo 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 turns amoeba to diamonds + 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 @@ -3649,6 +3701,12 @@ 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) @@ -3662,6 +3720,43 @@ struct LevelInfo 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 @@ -3710,6 +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