X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=e0dcb0ec5f333d00f356d0957a7226cf9e0a0139;hb=69d36457168d7bc11e25523bb08b94c2a35d83d0;hp=3b735c4cfff99697897e3eb9351dd61a5e353c5e;hpb=dc9fe7359bd0b8dea49f46b9fb2e59f006200a63;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 3b735c4c..e0dcb0ec 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 @@ -2539,6 +2576,7 @@ enum ACTION_TWINKLING, ACTION_SPLASHING, ACTION_HITTING, + ACTION_FLYING, ACTION_PAGE_1, ACTION_PAGE_2, ACTION_PAGE_3, @@ -3610,7 +3648,6 @@ 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 @@ -3619,7 +3656,14 @@ struct LevelInfo 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_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 + 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 @@ -3648,6 +3692,12 @@ 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) @@ -3661,6 +3711,31 @@ 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) + 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 boolean em_slippery_gems; // EM style "gems slip from wall" behaviour boolean em_explodes_by_fire; // EM style chain explosion behaviour