X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=e00a76ffb01938bc653ead273474e0a619d61f37;hb=e5a0a3097d6a6c3afea01b3deeee9b206982ec1d;hp=86a7ea1d84a6f10c55ec5ef9a5d5d740dc44f3da;hpb=37a06df577bbfd00f4b361f92cacb0d97036ba93;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 86a7ea1d..e00a76ff 100644 --- a/src/main.h +++ b/src/main.h @@ -1296,9 +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) @@ -1319,9 +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) @@ -1719,6 +1722,8 @@ struct MenuInfo struct DoorInfo { + int width; + int height; int step_offset; int step_delay; int anim_mode; @@ -2156,11 +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];