X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=e00a76ffb01938bc653ead273474e0a619d61f37;hb=e5a0a3097d6a6c3afea01b3deeee9b206982ec1d;hp=6032e7779325562e9f71b0d49d3bab2099648bf1;hpb=3cab4c74ceb97d865c501a24352a35e944fc44ce;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 6032e777..e00a76ff 100644 --- a/src/main.h +++ b/src/main.h @@ -115,7 +115,7 @@ #define EP_KEYGATE 49 #define EP_AMOEBOID 50 #define EP_AMOEBALIVE 51 -#define EP_HAS_CONTENT 52 +#define EP_HAS_EDITOR_CONTENT 52 #define EP_CAN_TURN_EACH_MOVE 53 #define EP_CAN_GROW 54 #define EP_ACTIVE_BOMB 55 @@ -214,8 +214,10 @@ #define CE_SNAPPED_BY_PLAYER 33 #define CE_PLAYER_SNAPS_X 34 #define CE_MOVE_OF_X 35 +#define CE_DIGGING_X 36 +#define CE_CREATION_OF_X 37 -#define NUM_CHANGE_EVENTS 36 +#define NUM_CHANGE_EVENTS 38 #define CE_BITMASK_DEFAULT 0 @@ -249,10 +251,26 @@ #define MV_BIT_PREVIOUS 4 #define MV_BIT_TRIGGER 5 #define MV_BIT_TRIGGER_BACK 6 +#define MV_BIT_NORMAL MV_BIT_TRIGGER +#define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS) #define MV_TRIGGER (1 << MV_BIT_TRIGGER) #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK) +#define MV_NORMAL (1 << MV_BIT_NORMAL) +#define MV_REVERSE (1 << MV_BIT_REVERSE) + +/* values for move stepsize */ +#define STEPSIZE_NOT_MOVING 0 +#define STEPSIZE_VERY_SLOW 1 +#define STEPSIZE_SLOW 2 +#define STEPSIZE_NORMAL 4 +#define STEPSIZE_FAST 8 +#define STEPSIZE_VERY_FAST 16 +#define STEPSIZE_EVEN_FASTER 32 +#define STEPSIZE_SLOWER 50 /* (symbolic value only) */ +#define STEPSIZE_FASTER 200 /* (symbolic value only) */ +#define STEPSIZE_RESET 100 /* (symbolic value only) */ /* values for change side for custom elements */ #define CH_SIDE_NONE MV_NONE @@ -302,10 +320,12 @@ #define CA_SET_PLAYER_ARTWORK 14 #define CA_SET_CE_SCORE 15 #define CA_SET_CE_VALUE 16 +#define CA_SET_ENGINE_SCAN_MODE 17 #define CA_HEADLINE_LEVEL_ACTIONS 250 #define CA_HEADLINE_PLAYER_ACTIONS 251 #define CA_HEADLINE_CE_ACTIONS 252 +#define CA_HEADLINE_ENGINE_ACTIONS 253 #define CA_UNDEFINED 255 /* values for change action mode for custom elements */ @@ -358,16 +378,16 @@ #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2) #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 999) #define CA_ARG_SPEED 13000 -#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + 0) -#define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + 1) -#define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + 2) -#define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + 4) -#define CA_ARG_SPEED_FAST (CA_ARG_SPEED + 8) -#define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + 16) -#define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + 32) -#define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + 50) -#define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + 200) -#define CA_ARG_SPEED_RESET (CA_ARG_SPEED + 100) +#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING) +#define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW) +#define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW) +#define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL) +#define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST) +#define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST) +#define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER) +#define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER) +#define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER) +#define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET) #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999) #define CA_ARG_GRAVITY 14000 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0) @@ -388,7 +408,11 @@ #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1) #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2) #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999) -#define CA_ARG_UNDEFINED 19999 +#define CA_ARG_SCAN_MODE 17000 +#define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL) +#define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE) +#define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999) +#define CA_ARG_UNDEFINED 65535 /* values for custom move patterns (bits 0 - 3: basic move directions) */ #define MV_BIT_TOWARDS_PLAYER 4 @@ -509,7 +533,7 @@ #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE) #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID) #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE) -#define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT) +#define HAS_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_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) @@ -702,6 +726,7 @@ #define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \ IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e)) +#define EL_NAME(e) (element_info[e].token_name) /* fundamental game speed values */ #define ONE_SECOND_DELAY 1000 /* delay value for one second */ @@ -733,6 +758,8 @@ #define MAX_CHANGE_PAGES 32 #define MIN_ELEMENTS_IN_GROUP 1 #define MAX_ELEMENTS_IN_GROUP 16 +#define MIN_ANDROID_ELEMENTS 1 +#define MAX_ANDROID_ELEMENTS 16 /* values for elements with content */ #define MIN_ELEMENT_CONTENTS 1 @@ -1269,9 +1296,10 @@ #define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56) #define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57) #define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58) +#define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 59) /* "unreal" (and therefore not drawable) runtime elements */ -#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 59) +#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 60) #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0) #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1) @@ -1292,9 +1320,11 @@ #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16) #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17) #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18) +#define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 19) +#define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 20) /* dummy elements (never used as game elements, only used as graphics) */ -#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 19) +#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 21) #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) @@ -1599,21 +1629,10 @@ /* program information and versioning definitions */ - -#define RELEASE_3_1_2 FALSE - -#if RELEASE_3_1_2 -#define PROGRAM_VERSION_MAJOR 3 -#define PROGRAM_VERSION_MINOR 1 -#define PROGRAM_VERSION_PATCH 2 -#define PROGRAM_VERSION_BUILD 0 -#else -/* !!! make sure that packaging script can find unique version number !!! */ #define PROGRAM_VERSION_MAJOR 3 #define PROGRAM_VERSION_MINOR 2 #define PROGRAM_VERSION_PATCH 0 -#define PROGRAM_VERSION_BUILD 6 -#endif +#define PROGRAM_VERSION_BUILD 7 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" #define PROGRAM_AUTHOR_STRING "Holger Schemel" @@ -1703,6 +1722,8 @@ struct MenuInfo struct DoorInfo { + int width; + int height; int step_offset; int step_delay; int anim_mode; @@ -1908,13 +1929,18 @@ struct LevelInfo struct Content ball_content[MAX_ELEMENT_CONTENTS]; int num_ball_contents; +#if 0 boolean android_array[16]; #endif + int num_android_clone_elements; + int android_clone_element[MAX_ANDROID_ELEMENTS]; +#endif 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; + int initial_player_stepsize; /* initial player speed */ + boolean initial_gravity; boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */ boolean use_spring_bug; /* for compatibility with old levels */ @@ -1993,6 +2019,7 @@ struct GameInfo boolean use_change_when_pushing_bug; boolean use_block_last_field_bug; boolean max_num_changes_per_frame; + boolean use_reverse_scan_direction; /* variable within running game */ int yamyam_content_nr; @@ -2012,6 +2039,8 @@ struct GameInfo /* values for the new EMC elements */ int lenses_time_left; int magnify_time_left; + boolean ball_state; + int ball_content_nr; #endif /* values for player idle animation (no effect on engine) */ @@ -2132,11 +2161,11 @@ struct ElementInfo /* ---------- graphic and sound definitions ---------- */ int graphic[NUM_ACTIONS]; /* default graphics for several actions */ - int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS]; + int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL]; /* special graphics for left/right/up/down */ int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */ - int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS]; + int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL]; /* crumbled graphics for left/right/up/down */ int special_graphic[NUM_SPECIAL_GFX_ARGS];