X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=f9836d97183ad9c9065f14dbdd1c845002e3e05a;hb=713dc9495c2a004f4998dce8d5ba96693547c603;hp=59dfc59ea57c3e1e3efb33e23893c999ab831541;hpb=8ae80626e71bd1c0205096c648f2562543ffce1a;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 59dfc59e..f9836d97 100644 --- a/src/main.h +++ b/src/main.h @@ -905,6 +905,29 @@ (e) == EL_BD_PLAYER_GLUED || \ (e) == EL_BD_PLAYER_STIRRING) +#define IS_BD_BITER(e) ((e) == EL_BD_BITER || \ + (e) == EL_BD_BITER_RIGHT || \ + (e) == EL_BD_BITER_UP || \ + (e) == EL_BD_BITER_LEFT || \ + (e) == EL_BD_BITER_DOWN) + +#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_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 || \ + (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_SOKOBAN_OBJECT_OR_FIELD(e) ((e) == EL_SOKOBAN_OBJECT || \ (e) == EL_SOKOBAN_FIELD_EMPTY || \ (e) == EL_SOKOBAN_FIELD_FULL) @@ -2003,7 +2026,7 @@ #define EL_MM_END_3 EL_DF_SLOPE_END #define EL_DF_END_2 EL_DF_SLOPE_END -// BD style elements +// BD style elements (normal) #define EL_BD_EMPTY_SPACE 1253 #define EL_BD_EMPTY EL_BD_EMPTY_SPACE #define EL_BD_SAND 1254 @@ -2073,8 +2096,8 @@ #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_LEFT 1321 -#define EL_BD_CONVEYOR_DIR_SWITCH_RIGHT 1322 +#define EL_BD_CONVEYOR_DIR_SWITCH_NORMAL 1321 +#define EL_BD_CONVEYOR_DIR_SWITCH_CHANGED 1322 #define EL_BD_GRAVITY_SWITCH 1323 #define EL_BD_GRAVITY_SWITCH_ACTIVE 1324 #define EL_BD_ACID 1325 @@ -2139,7 +2162,103 @@ #define EL_BD_FAKE_BONUS 1384 #define EL_BD_COVERED 1385 -#define NUM_FILE_ELEMENTS 1386 +// 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 // "real" (and therefore drawable) runtime elements @@ -3487,10 +3606,60 @@ struct LevelInfo int bd_scheduling_type; // BD engine scheduling type boolean bd_pal_timing; // BD engine uses special PAL timing boolean bd_line_shifting_borders; // BD engine uses line-shifting wrap-around - boolean bd_wraparound_objects; // BD cave object rendering uses 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 + int bd_snap_element; // BD element that is created when player is snapping + 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_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_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 + int bd_amoeba_threshold_too_big; // BD amoeba turns to stones if threshold reached + int bd_amoeba_slow_growth_time; // BD amoeba slow growth time (in seconds) + int bd_amoeba_slow_growth_rate; // BD amoeba slow growth rate (in percent) + int bd_amoeba_fast_growth_rate; // BD amoeba fast growth rate (in percent) + int bd_amoeba_content_too_big; // BD amoeba changes to this element if too big + int bd_amoeba_content_enclosed; // BD amoeba changes to this element if enclosed + int bd_amoeba_2_threshold_too_big; // BD amoeba 2 turns to stones if threshold reached + int bd_amoeba_2_slow_growth_time; // BD amoeba 2 slow growth time (in seconds) + int bd_amoeba_2_slow_growth_rate; // BD amoeba 2 slow growth rate (in percent) + int bd_amoeba_2_fast_growth_rate; // BD amoeba 2 fast growth rate (in percent) + int bd_amoeba_2_content_too_big; // BD amoeba 2 changes to this element if too big + int bd_amoeba_2_content_enclosed; // BD amoeba 2 changes to this element if enclosed + int bd_amoeba_2_content_exploding; // BD amoeba 2 changes to this element if exploding + int bd_amoeba_2_content_looks_like; // BD amoeba 2 looks like this other game element + int bd_clock_extra_time; // BD engine extra time when collecting clock + boolean bd_voodoo_collects_diamonds; // BD voodoo doll can collect diamonds for the player + boolean bd_voodoo_hurt_kills_player; // BD voodoo doll hurt in any way, player is killed + boolean bd_voodoo_dies_by_rock; // BD voodoo doll can be killed by a falling rock + boolean bd_voodoo_vanish_by_explosion;// BD voodoo doll can be destroyed by explosions + int bd_voodoo_penalty_time; // BD engine penalty time when voodoo doll destroyed + boolean bd_slime_is_predictable; // BD slime uses predictable random number generator + boolean bd_slime_correct_random; // BD slime needs corrected random number generator + 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_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) + int bd_acid_turns_to_element; // BD acid target element after spreading + int bd_biter_move_delay; // BD biter delay between movements (in BD frames) + int bd_biter_eats_element; // BD biter eats this game element when moving + int bd_bladder_converts_by_element; // BD bladder converts to clock by touching this element + boolean bd_change_expanding_wall; // BD expanding wall direction is changed if enabled + boolean bd_replicators_active; // BD replicators start in active state if enabled + int bd_replicator_create_delay; // BD replicator delay between replications (in BD frames) + 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 em_slippery_gems; // EM style "gems slip from wall" behaviour boolean em_explodes_by_fire; // EM style chain explosion behaviour boolean use_spring_bug; // for compatibility with old levels