X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=e89e2d1f15aa1611f8e70e5b1109e86c83c95dfc;hb=b42a6c7424acfeb34020e22df4fd984fc5f2eb2e;hp=f9836d97183ad9c9065f14dbdd1c845002e3e05a;hpb=713dc9495c2a004f4998dce8d5ba96693547c603;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index f9836d97..e89e2d1f 100644 --- a/src/main.h +++ b/src/main.h @@ -2438,47 +2438,49 @@ #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 @@ -2537,6 +2539,7 @@ enum ACTION_TWINKLING, ACTION_SPLASHING, ACTION_HITTING, + ACTION_FLYING, ACTION_PAGE_1, ACTION_PAGE_2, ACTION_PAGE_3, @@ -3617,7 +3620,14 @@ 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 @@ -3646,6 +3656,12 @@ 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) @@ -3659,6 +3675,10 @@ 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 + boolean 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 em_slippery_gems; // EM style "gems slip from wall" behaviour boolean em_explodes_by_fire; // EM style chain explosion behaviour