--- /dev/null
+/*
+ * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
+ *
+ * Permission to use, copy, modify, and distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
+ * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
+ * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
+ * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
+ * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
+ * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#ifndef BD_CAVE_H
+#define BD_CAVE_H
+
+#include <glib.h>
+
+#include "bd_elements.h"
+
+
+// colors
+
+typedef guint32 GdColor;
+
+/* color internal:
+ XXRRGGBB;
+ XX is 0 for RGB,
+ 1 for c64 colors (bb=index)
+ 3 for c64dtv (bb=index)
+ 2 for atari colors (bb=index)
+*/
+
+typedef enum _color_type
+{
+ GD_COLOR_TYPE_RGB = 0,
+ GD_COLOR_TYPE_C64 = 1,
+ GD_COLOR_TYPE_C64DTV = 2,
+ GD_COLOR_TYPE_ATARI = 3,
+
+ GD_COLOR_TYPE_UNKNOWN /* should be the last one */
+} GdColorType;
+
+/* traditional c64 color indexes. */
+#define GD_COLOR_INDEX_BLACK (0)
+#define GD_COLOR_INDEX_WHITE (1)
+#define GD_COLOR_INDEX_RED (2)
+#define GD_COLOR_INDEX_CYAN (3)
+#define GD_COLOR_INDEX_PURPLE (4)
+#define GD_COLOR_INDEX_GREEN (5)
+#define GD_COLOR_INDEX_BLUE (6)
+#define GD_COLOR_INDEX_YELLOW (7)
+#define GD_COLOR_INDEX_ORANGE (8)
+#define GD_COLOR_INDEX_BROWN (9)
+#define GD_COLOR_INDEX_LIGHTRED (10)
+#define GD_COLOR_INDEX_GRAY1 (11)
+#define GD_COLOR_INDEX_GRAY2 (12)
+#define GD_COLOR_INDEX_LIGHTGREEN (13)
+#define GD_COLOR_INDEX_LIGHTBLUE (14)
+#define GD_COLOR_INDEX_GRAY3 (15)
+
+#define GD_GDASH_BLACK (0x000000)
+#define GD_GDASH_WHITE (0xFFFFFF)
+#define GD_GDASH_RED (0x880000)
+#define GD_GDASH_CYAN (0xAAFFEE)
+#define GD_GDASH_PURPLE (0xCC44CC)
+#define GD_GDASH_GREEN (0x00CC55)
+#define GD_GDASH_BLUE (0x0000AA)
+#define GD_GDASH_YELLOW (0xEEEE77)
+#define GD_GDASH_ORANGE (0xDD8855)
+#define GD_GDASH_BROWN (0x664400)
+#define GD_GDASH_LIGHTRED (0xFF7777)
+#define GD_GDASH_GRAY1 (0x333333)
+#define GD_GDASH_GRAY2 (0x777777)
+#define GD_GDASH_LIGHTGREEN (0xAAFF66)
+#define GD_GDASH_LIGHTBLUE (0x0088FF)
+#define GD_GDASH_GRAY3 (0xBBBBBB)
+
+#define GD_COLOR_INVALID (0xFFFFFFFF)
+
+
+/******************************************
+ *
+ * BIG STRUCT HANDLING
+ *
+ */
+
+/* possible types handled */
+typedef enum _gd_type
+{
+ /* not real types, only used by editor to build ui */
+ GD_TAB,
+ GD_LABEL,
+
+ /* gd types */
+ GD_TYPE_STRING, /* static string, fixed array of characters */
+ GD_TYPE_LONGSTRING, /* long string which has its own notebook page in
+ the editor */
+ GD_TYPE_INT,
+ GD_TYPE_RATIO,
+ GD_TYPE_ELEMENT,
+ GD_TYPE_BOOLEAN,
+ GD_TYPE_PROBABILITY, /* probabilities are stored in parts per million,
+ ie. *1E6, converted to int. */
+ GD_TYPE_COLOR,
+ GD_TYPE_EFFECT,
+ GD_TYPE_DIRECTION,
+ GD_TYPE_SCHEDULING,
+} GdType;
+
+enum _gd_property_flags
+{
+ GD_ALWAYS_SAVE = 1 << 0,
+ GD_DONT_SAVE = 1 << 1,
+ GD_DONT_SHOW_IN_EDITOR = 1 << 2,
+ GD_SHOW_LEVEL_LABEL = 1 << 3,
+ GD_COMPATIBILITY_SETTING = 1 << 4,
+};
+
+typedef struct _gd_struct_descriptor
+{
+ char *identifier; /* bdcff identifier */
+ GdType type; /* data type */
+ int flags; /* flags for bdcff saving/loading */
+ char *name; /* name in editor */
+ int offset; /* byte offset in a GdCave structure. use the CAVE_OFFSET macro */
+ int count; /* size of array; usually 1, for non-arrays. */
+ char *tooltip; /* tooltip text in editor */
+ int min, max; /* integers have minimum and maximum */
+} GdStructDescriptor;
+
+typedef struct _gd_property_default
+{
+ int offset; /* data offset (bytes) in a cave structure */
+ int defval; /* default value, converted to int. if type is a float, *1000000 */
+
+ int property_index; /* index in gd_cave_properties; created at runtime */
+} GdPropertyDefault;
+
+
+void gd_struct_set_defaults_from_array(gpointer str, const GdStructDescriptor *properties, GdPropertyDefault *defaults);
+
+/* these define the number of the cells in the png file */
+#define GD_NUM_OF_CELLS_X 8
+#define GD_NUM_OF_CELLS_Y 46
+
+/* +80: placeholder for cells which are rendered by the game;
+ for example diamond + arrow = falling diamond */
+#define GD_NUM_OF_CELLS (GD_NUM_OF_CELLS_X*GD_NUM_OF_CELLS_Y+80)
+
+extern const GdColor gd_flash_color;
+extern const GdColor gd_select_color;
+
+enum _element_property
+{
+ E_P_SLOPED_LEFT, /* stones and diamonds roll down to left on this */
+ E_P_SLOPED_RIGHT, /* stones and diamonds roll down to right on this */
+ E_P_SLOPED_UP,
+ E_P_SLOPED_DOWN,
+ E_P_BLADDER_SLOPED, /* element act sloped also for the bladder */
+
+ E_P_AMOEBA_CONSUMES, /* amoeba can eat this */
+ E_P_DIRT, /* it is dirt, or something similar (dirt2 or sloped dirt) */
+ E_P_BLOWS_UP_FLIES, /* flies blow up, if they touch this */
+ E_P_EXPLODES_BY_HIT, /* explodes if hit by a stone */
+
+ E_P_EXPLOSION_FIRST_STAGE, /* set for first stage of every explosion.
+ helps slower/faster explosions changing */
+
+ E_P_NON_EXPLODABLE, /* selfexplaining */
+ E_P_CCW, /* this creature has a default counterclockwise
+ rotation (for example, o_fire_1) */
+ E_P_CAN_BE_HAMMERED, /* can be broken by pneumatic hammer */
+ E_P_VISUAL_EFFECT, /* if the element can use a visual effect.
+ used to check consistency of the code */
+ E_P_PLAYER, /* easier to find out if it is a player element */
+ E_P_MOVED_BY_CONVEYOR_TOP, /* can be moved by conveyor belt */
+ E_P_MOVED_BY_CONVEYOR_BOTTOM, /* can be moved UNDER the conveyor belt */
+};
+
+/* properties */
+#define P_SLOPED_LEFT (1 << E_P_SLOPED_LEFT)
+#define P_SLOPED_RIGHT (1 << E_P_SLOPED_RIGHT)
+#define P_SLOPED_UP (1 << E_P_SLOPED_UP)
+#define P_SLOPED_DOWN (1 << E_P_SLOPED_DOWN)
+
+/* flag to say "any direction" */
+#define P_SLOPED (P_SLOPED_LEFT | \
+ P_SLOPED_RIGHT | \
+ P_SLOPED_UP | \
+ P_SLOPED_DOWN)
+
+#define P_BLADDER_SLOPED (1 << E_P_BLADDER_SLOPED)
+
+#define P_AMOEBA_CONSUMES (1 << E_P_AMOEBA_CONSUMES)
+#define P_DIRT (1 << E_P_DIRT)
+#define P_BLOWS_UP_FLIES (1 << E_P_BLOWS_UP_FLIES)
+
+#define P_EXPLODES_BY_HIT (1 << E_P_EXPLODES_BY_HIT)
+#define P_EXPLOSION_FIRST_STAGE (1 << E_P_EXPLOSION_FIRST_STAGE)
+
+#define P_NON_EXPLODABLE (1 << E_P_NON_EXPLODABLE)
+#define P_CCW (1 << E_P_CCW)
+#define P_CAN_BE_HAMMERED (1 << E_P_CAN_BE_HAMMERED)
+#define P_VISUAL_EFFECT (1 << E_P_VISUAL_EFFECT)
+#define P_PLAYER (1 << E_P_PLAYER)
+#define P_MOVED_BY_CONVEYOR_TOP (1 << E_P_MOVED_BY_CONVEYOR_TOP)
+#define P_MOVED_BY_CONVEYOR_BOTTOM (1 << E_P_MOVED_BY_CONVEYOR_BOTTOM)
+
+/* These are states of the magic wall. */
+typedef enum _magic_wall_state
+{
+ GD_MW_DORMANT, /* Starting with this. */
+ GD_MW_ACTIVE, /* Boulder or diamond dropped into. */
+ GD_MW_EXPIRED /* Turned off after magic_wall_milling_time. */
+} GdMagicWallState;
+
+/* These are states of Player. */
+typedef enum _player_state
+{
+ GD_PL_NOT_YET, /* Not yet living. Beginning of cave time. */
+ GD_PL_LIVING, /* Ok. */
+ GD_PL_TIMEOUT, /* Time is up */
+ GD_PL_DIED, /* Died. */
+ GD_PL_EXITED /* Exited the cave, proceed to next one */
+} GdPlayerState;
+
+/* States of amoeba */
+typedef enum _amoeba_state
+{
+ GD_AM_SLEEPING, /* sleeping - not yet let out. */
+ GD_AM_AWAKE, /* living, growing */
+ GD_AM_TOO_BIG, /* grown too big, will convert to stones */
+ GD_AM_ENCLOSED, /* enclosed, will convert to diamonds */
+} GdAmoebaState;
+
+typedef enum _direction
+{
+ /* not moving */
+ GD_MV_STILL = 0,
+ GD_MV_THIS = 0,
+
+ /* directions */
+ GD_MV_UP = 1,
+ GD_MV_UP_RIGHT = 2,
+ GD_MV_RIGHT = 3,
+ GD_MV_DOWN_RIGHT = 4,
+ GD_MV_DOWN = 5,
+ GD_MV_DOWN_LEFT = 6,
+ GD_MV_LEFT = 7,
+ GD_MV_UP_LEFT = 8,
+
+ /* to be able to type GD_MV_TWICE+GD_MV_DOWN, for example */
+ GD_MV_TWICE = 8,
+
+ /* directions * 2 */
+ GD_MV_UP_2 = 9,
+ GD_MV_UP_RIGHT_2 = 10,
+ GD_MV_RIGHT_2 = 11,
+ GD_MV_DOWN_RIGHT_2 = 12,
+ GD_MV_DOWN_2 = 13,
+ GD_MV_DOWN_LEFT_2 = 14,
+ GD_MV_LEFT_2 = 15,
+ GD_MV_UP_LEFT_2 = 16,
+
+ GD_MV_MAX,
+} GdDirection;
+
+enum
+{
+ GD_REPLAY_MOVE_MASK = 0x0f,
+ GD_REPLAY_FIRE_MASK = 0x10,
+ GD_REPLAY_SUICIDE_MASK = 0x20,
+};
+
+
+/* ELEMENTS DESCRIPTION */
+typedef struct _elements
+{
+ GdElement element; /* element number. for example O_DIRT */
+ char *name; /* name in editor, for example "Dirt". some have
+ different names than their real engine meaning! */
+ unsigned int properties; /* engine properties, like P_SLOPED or P_EXPLODES */
+ char *filename; /* name in bdcff file, like "DIRT" */
+ char character; /* character representation in bdcff file, like '.' */
+ int image; /* image in editor (index in cells.png) */
+ int image_simple; /* image for simple view in editor, and for combo box (index in cells.png) */
+ int image_game; /* image for game. negative if animated */
+ int ckdelay; /* ckdelay ratio - how much time required for a c64 to
+ process this element - in microseconds. */
+
+ char *lowercase_name; /* lowercase of translated name. for editor; generated inside the game. */
+ char character_new; /* character given automatically for elements which
+ don't have one defined in original bdcff description */
+} GdElements;
+
+
+typedef char GdString[128];
+
+typedef struct _highscore
+{
+ GdString name;
+ int score;
+} GdHighScore;
+
+/* maximum seed value for the cave random generator. should be smaller than a signed int. */
+#define GD_CAVE_SEED_MAX (1 << 30)
+
+typedef struct _gd_cave_replay
+{
+ int level; /* replay for level n */
+ guint32 seed; /* seed the cave is to be rendered with */
+ boolean saved; /* also store it in the saved bdcff */
+ GdString recorded_with; /* recorded with - application name and version */
+
+ GdString player_name; /* who played this */
+ GdString date; /* when played */
+ GString *comment; /* some comments from the player */
+
+ int score; /* score collected */
+ int duration; /* number of seconds played */
+ boolean success; /* successful playing of cave? */
+ guint32 checksum; /* checksum of the rendered cave. */
+
+ boolean wrong_checksum;
+ GByteArray *movements;
+ int current_playing_pos;
+} GdReplay;
+
+typedef enum _gd_scheduling
+{
+ GD_SCHEDULING_MILLISECONDS,
+ GD_SCHEDULING_BD1,
+ GD_SCHEDULING_BD2,
+ GD_SCHEDULING_PLCK,
+ GD_SCHEDULING_CRDR,
+ GD_SCHEDULING_BD1_ATARI,
+ GD_SCHEDULING_BD2_PLCK_ATARI,
+ GD_SCHEDULING_MAX
+} GdScheduling;
+
+typedef struct _gd_c64_random_generator
+{
+ int rand_seed_1, rand_seed_2;
+} GdC64RandomGenerator;
+
+/*
+ Structure holding all data belonging to a cave.
+*/
+
+#define GD_HIGHSCORE_NUM 20
+
+typedef struct _gd_cave
+{
+ /* Defined by the editor. public data :) */
+ GdString name; /* Name of cave */
+ GdString description; /* Some words about the cave */
+ GdString author; /* Author */
+ GdString difficulty; /* difficulty of the game, for info purposes */
+ GdString www; /* link to author's webpage */
+ GdString date; /* date of creation */
+ GString *story; /* story for the cave - will be shown when the cave is played. */
+ GString *remark; /* some note */
+
+ GdString charset; /* these are not used by gdash */
+ GdString fontset;
+
+ /* and this one the highscores */
+ GdHighScore highscore[GD_HIGHSCORE_NUM];
+
+ GHashTable *tags; /* stores read-but-not-understood strings from bdcff, so we can save them later. */
+
+ GdElement **map; /* pointer to data for map, non-null if has a map */
+ GList *objects;
+ GList *replays;
+
+ boolean intermission; /* is this cave an intermission? */
+ boolean intermission_instantlife; /* one life extra, if the intermission is reached */
+ boolean intermission_rewardlife; /* one life extra, if the intermission is successfully finished */
+ boolean selectable; /* is this selectable as an initial cave for a game? */
+ boolean diagonal_movements; /* are diagonal movements allowed? */
+ GdElement snap_element; /* snapping (press fire+move) usually leaves space behind, but can be other */
+ boolean short_explosions; /* in >=1stb, diamond and creature explosions were of 5 stages */
+
+ GdScheduling scheduling; /* scheduling type; see above */
+ boolean pal_timing; /* use faster seconds */
+
+ boolean active_is_first_found; /* active player is the uppermost. */
+ boolean lineshift; /* true is line shifting emulation, false is perfect borders emulation */
+ boolean border_scan_first_and_last; /* if true, scans the first and last line of the border. false for plck */
+ boolean wraparound_objects; /* if this is true, object drawing (cave rendering) will wraparound as well. */
+
+ GdElement initial_fill;
+ GdElement initial_border;
+ GdElement random_fill[4]; /* Random fill elements. */
+ int random_fill_probability[4]; /* Random fill, probability of each element. */
+
+ int level_rand[5]; /* Random seed. */
+ int level_diamonds[5]; /* Must collect diamonds, on level x */
+ int level_speed[5]; /* Time between game cycles in ms */
+ int level_ckdelay[5]; /* Timing in original game units */
+ int level_time[5]; /* Available time, per level */
+ int level_timevalue[5]; /* points for each second remaining, when exiting level */
+
+ int max_time; /* the maximum time in seconds. if above, it overflows */
+
+ int w, h; /* Sizes of cave, width and height. */
+ int x1,y1,x2,y2; /* Visible part of the cave */
+ GdColor colorb; /* border color */
+ GdColor color0, color1, color2, color3, color4, color5; /* c64-style colors; 4 and 5 are amoeba and slime. */
+
+ int diamond_value; /* Score for a diamond. */
+ int extra_diamond_value; /* Score for a diamond, when gate is open. */
+
+ boolean stone_sound;
+ boolean nut_sound;
+ boolean diamond_sound;
+ boolean nitro_sound;
+ boolean falling_wall_sound;
+ boolean expanding_wall_sound;
+ boolean bladder_spender_sound;
+ boolean bladder_convert_sound;
+
+ int level_magic_wall_time[5]; /* magic wall 'on' state for each level (seconds) */
+ boolean magic_wall_stops_amoeba; /* Turning on magic wall changes amoeba to diamonds. Original BD: yes, constkit: no */
+ boolean magic_timer_wait_for_hatching; /* magic wall timer does not start before player's birth */
+ boolean magic_wall_sound; /* magic wall has sound */
+
+ int level_amoeba_time[5]; /* amoeba time for each level */
+ int amoeba_growth_prob; /* Amoeba slow growth probability */
+ int amoeba_fast_growth_prob; /* Amoeba fast growth probability */
+ int level_amoeba_threshold[5]; /* amoeba turns to stones; if count is bigger than this (number of cells) */
+ GdElement amoeba_enclosed_effect; /* an enclosed amoeba converts to this element */
+ GdElement amoeba_too_big_effect; /* an amoeba grown too big converts to this element */
+
+ int level_amoeba_2_time[5]; /* amoeba time for each level */
+ int amoeba_2_growth_prob; /* Amoeba slow growth probability */
+ int amoeba_2_fast_growth_prob; /* Amoeba fast growth probability */
+ int level_amoeba_2_threshold[5]; /* amoeba turns to stones; if count is bigger than this (number of cells) */
+ GdElement amoeba_2_enclosed_effect; /* an enclosed amoeba converts to this element */
+ GdElement amoeba_2_too_big_effect; /* an amoeba grown too big converts to this element */
+ boolean amoeba_2_explodes_by_amoeba; /* amoeba 2 will explode if touched by amoeba1 */
+ GdElement amoeba_2_explosion_effect; /* amoeba 2 explosion ends in ... */
+ GdElement amoeba_2_looks_like; /* an amoeba 2 looks like this element */
+
+ boolean amoeba_timer_started_immediately; /* FALSE: amoeba will start life at the first possibility of growing. */
+ boolean amoeba_timer_wait_for_hatching; /* amoeba timer does not start before player's birth */
+ boolean amoeba_sound; /* if the living amoeba has sound. */
+
+ GdElement acid_eats_this; /* acid eats this element */
+ int acid_spread_ratio; /* Probability of acid blowing up, each frame */
+ boolean acid_spread_sound; /* acid has sound */
+ GdElement acid_turns_to; /* whether acid converts to explosion on spreading or other */
+
+ GdElement nut_turns_to_when_crushed; /* when a nut is hit by a stone, it converts to this element */
+
+ int level_slime_permeability[5]; /* true random slime */
+ int level_slime_permeability_c64[5]; /* Appearing in bd 2 */
+ int level_slime_seed_c64[5]; /* predictable slime random seed */
+ boolean slime_predictable; /* predictable random start for slime. yes for plck. */
+ GdElement slime_eats_1, slime_converts_1; /* slime eats element x and converts to element x; for example diamond -> falling diamond */
+ GdElement slime_eats_2, slime_converts_2; /* this is usually stone -> stone_f */
+ GdElement slime_eats_3, slime_converts_3; /* this is usually nut -> nut_f */
+ boolean slime_sound; /* slime has sound */
+
+ boolean lava_sound; /* elements sinking in lava have sound */
+
+ int level_hatching_delay_frame[5]; /* Scan frames before Player's birth. */
+ int level_hatching_delay_time[5]; /* Scan frames before Player's birth. */
+
+ int level_bonus_time[5]; /* bonus time for clock collected. */
+ int level_penalty_time[5]; /* Time penalty when voodoo destroyed. */
+ boolean voodoo_collects_diamonds; /* Voodoo can collect diamonds */
+ boolean voodoo_dies_by_stone; /* Voodoo can be killed by a falling stone */
+ boolean voodoo_disappear_in_explosion; /* Voodoo can be destroyed by and explosion */
+ boolean voodoo_any_hurt_kills_player; /* If any of the voodoos are hurt in any way, the player is killed. */
+
+ boolean water_does_not_flow_down; /* if true, water will not grow downwards, only in other directions. */
+ boolean water_sound; /* water has sound */
+
+ boolean bladder_sound; /* bladder moving and pushing has sound */
+ GdElement bladder_converts_by; /* bladder converts to clock by touching this element */
+
+ int biter_delay_frame; /* frame count biters do move */
+ GdElement biter_eat; /* biters eat this */
+ boolean biter_sound; /* biters have sound */
+
+ boolean expanding_wall_changed; /* expanding wall direction is changed */
+
+ int replicator_delay_frame; /* replicator delay in frames (number of frames to wait between creating a new element) */
+ boolean replicators_active; /* replicators are active. */
+ boolean replicator_sound; /* when replicating an element, play sound or not. */
+
+ boolean conveyor_belts_active;
+ boolean conveyor_belts_direction_changed;
+
+ /* effects */
+ GdElement explosion_effect; /* explosion converts to this element after its last stage. diego effect. */
+ GdElement diamond_birth_effect; /* a diamond birth converts to this element after its last stage. diego effect. */
+ GdElement bomb_explosion_effect; /* bombs explode to this element. diego effect (almost). */
+ GdElement nitro_explosion_effect; /* nitros explode to this */
+
+ GdElement firefly_explode_to; /* fireflies explode to this when hit by a stone */
+ GdElement alt_firefly_explode_to; /* alternative fireflies explode to this when hit by a stone */
+ GdElement butterfly_explode_to; /* butterflies explode to this when hit by a stone */
+ GdElement alt_butterfly_explode_to; /* alternative butterflies explode to this when hit by a stone */
+ GdElement stonefly_explode_to; /* stoneflies explode to this when hit by a stone */
+ GdElement dragonfly_explode_to; /* dragonflies explode to this when hit by a stone */
+
+ GdElement stone_falling_effect; /* a falling stone converts to this element. diego effect. */
+ GdElement diamond_falling_effect; /* a falling diamond converts to this element. diego effect. */
+ GdElement stone_bouncing_effect; /* a bouncing stone converts to this element. diego effect. */
+ GdElement diamond_bouncing_effect; /* a bouncing diamond converts to this element. diego effect. */
+
+ GdElement expanding_wall_looks_like; /* an expanding wall looks like this element. diego effect. */
+ GdElement dirt_looks_like; /* dirt looks like this element. diego effect. */
+
+ GdElement magic_stone_to; /* magic wall converts falling stone to */
+ GdElement magic_diamond_to; /* magic wall converts falling diamond to */
+ GdElement magic_mega_stone_to; /* magic wall converts a falling mega stone to */
+ GdElement magic_nitro_pack_to; /* magic wall converts a falling nitro pack to */
+ GdElement magic_nut_to; /* magic wall converts a falling nut to */
+ GdElement magic_flying_stone_to; /* flying stones are converted to */
+ GdElement magic_flying_diamond_to; /* flying diamonds are converted to */
+
+ int pushing_stone_prob; /* probability of pushing stone */
+ int pushing_stone_prob_sweet; /* probability of pushing, after eating sweet */
+ boolean mega_stones_pushable_with_sweet; /* mega stones may be pushed with sweet */
+
+ boolean creatures_backwards; /* creatures changed direction */
+ boolean creatures_direction_auto_change_on_start; /* the change occurs also at the start signal */
+ int creatures_direction_auto_change_time; /* creatures automatically change direction every x seconds */
+ boolean creature_direction_auto_change_sound; /* automatically changing creature direction may have the sound of the creature dir switch */
+
+ int skeletons_needed_for_pot; /* how many skeletons to be collected, to use a pot */
+ int skeletons_worth_diamonds; /* for crazy dream 7 compatibility: collecting skeletons might open the cave door. */
+
+ GdDirection gravity;
+ int gravity_change_time;
+ boolean gravity_change_sound;
+ boolean gravity_affects_all; /* if true, gravity also affects falling wall, bladder and waiting stones */
+ boolean gravity_switch_active; /* true if gravity switch is activated, and can be used. */
+
+ boolean hammered_walls_reappear;
+ int pneumatic_hammer_frame;
+ int hammered_wall_reappear_frame;
+ boolean pneumatic_hammer_sound;
+
+ /* internal variables, used during the game. private data :) */
+ GdElement* (*getp) (const struct _gd_cave*, int x, int y); /* returns a pointer to the element at x, y. this points to a perfect border or a line shifting get function. */
+
+ boolean hatched; /* hatching has happened. (timers may run, ...) */
+ boolean gate_open; /* self-explaining */
+ guint32 render_seed; /* the seed value, which was used to render the cave, is saved here. will be used by record&playback */
+ GRand *random; /* random number generator of rendered cave */
+ int rendered; /* if not zero, rendered at level x */
+ int timing_factor; /* number of "milliseconds" in each second :) 1000 for ntsc, 1200 for pal. */
+ gpointer **objects_order; /* two-dimensional map of cave; each cell is a pointer to the drawing object, which created this element. NULL if map or random. */
+ int **hammered_reappear; /* integer map of cave; if non-zero, a brick wall will appear there */
+
+ int speed; /* Time between game cycles in ms */
+ int c64_timing; /* a ckdelay value for the level this cave is rendered for */
+ int ckdelay; /* ckdelay value for the current iteration */
+ int ckdelay_extra_for_animation; /* bd1 and similar engines had animation bits in cave data, to set which elements to animate (firefly, butterfly, amoeba).
+ animating an element also caused some delay each frame; according to my measurements, around 2.6 ms/element. */
+
+ int frame; /* XXX */
+
+ int hatching_delay_frame;
+ int hatching_delay_time;
+ int time_bonus; /* bonus time for clock collected. */
+ int time_penalty; /* Time penalty when voodoo destroyed. */
+ int time; /* milliseconds remaining to finish cave */
+ int timevalue; /* points for remaining seconds - for current level */
+ int diamonds_needed; /* diamonds needed to open outbox */
+ int diamonds_collected; /* diamonds collected */
+ int skeletons_collected; /* number of skeletons collected */
+ int gate_open_flash; /* flashing of screen when gate opens */
+ int score; /* Score got this frame. */
+ int amoeba_time; /* Amoeba growing slow (low probability, default 3%) for milliseconds. After that, fast growth default (25%) */
+ int amoeba_2_time; /* Amoeba growing slow (low probability, default 3%) for milliseconds. After that, fast growth default (25%) */
+ int amoeba_max_count; /* selected amoeba 1 threshold for this level */
+ int amoeba_2_max_count; /* selected amoeba 2 threshold for this level */
+ GdAmoebaState amoeba_state; /* state of amoeba 1 */
+ GdAmoebaState amoeba_2_state; /* state of amoeba 2 */
+ int magic_wall_time; /* magic wall 'on' state for seconds */
+ int slime_permeability; /* true random slime */
+ int slime_permeability_c64; /* Appearing in bd 2 */
+ GdMagicWallState magic_wall_state; /* State of magic wall */
+ GdPlayerState player_state; /* Player state. not yet living, living, exited... */
+ int player_seen_ago; /* player was seen this number of scans ago */
+ boolean voodoo_touched; /* as its name says */
+ boolean kill_player; /* Voodoo died, or used pressed escape to restart level. */
+ boolean sweet_eaten; /* player ate sweet, he's strong. prob_sweet applies, and also able to push chasing stones */
+ int player_x, player_y; /* Coordinates of player (for scrolling) */
+ int px[16], py[16]; /* coordinates of player, for chasing stone */
+ int key1, key2, key3; /* The player is holding this number of keys of each color */
+ boolean diamond_key_collected; /* Key collected, so trapped diamonds convert to diamonds */
+ boolean inbox_flash_toggle; /* negated every scan. helps drawing inboxes, and making players be born at different times. */
+ GdDirection last_direction; /* last direction player moved. used by draw routines */
+ GdDirection last_horizontal_direction;
+ int biters_wait_frame; /* number of frames to wait until biters will move again */
+ int replicators_wait_frame; /* number of frames to wait until replicators are activated again */
+ int creatures_direction_will_change; /* creatures automatically change direction every x seconds */
+ GdC64RandomGenerator c64_rand; /* used for predictable random generator during the game. */
+
+ int gravity_will_change; /* gravity will change in this number of milliseconds */
+ boolean gravity_disabled; /* when the player is stirring the pot, there is no gravity. */
+ GdDirection gravity_next_direction; /* next direction when the gravity changes. will be set by the player "getting" a gravity switch */
+ boolean got_pneumatic_hammer; /* true if the player has a pneumatic hammer */
+ int pneumatic_hammer_active_delay; /* number of frames to wait, till pneumatic hammer will destroy the wall */
+ GdSound sound1, sound2, sound3; /* sound set for 3 channels after each iteration */
+} GdCave;
+
+
+#define CAVE_OFFSET(property) (G_STRUCT_OFFSET(GdCave, property))
+
+/* arrays for movements */
+/* also no1 and bd2 cave data import helpers; line direction coordinates */
+extern const int gd_dx[], gd_dy[];
+
+extern GdElement gd_char_to_element[];
+
+void gd_create_char_to_element_table(void);
+GdElement gd_get_element_from_character(guint8 character);
+GdElement gd_get_element_from_string(const char *string);
+
+/* init cave engine */
+void gd_cave_init(void);
+
+/* for cave tags hash table */
+boolean gd_str_case_equal(gconstpointer s1, gconstpointer s2);
+guint gd_str_case_hash(gconstpointer v);
+
+/* cave highscore functions */
+int gd_highscore_compare(gconstpointer a, gconstpointer b);
+boolean gd_is_highscore(GdHighScore *scores, int score);
+int gd_add_highscore(GdHighScore *highscores, const char *name, int score);
+void gd_clear_highscore(GdHighScore *hs);
+boolean gd_has_highscore(GdHighScore *hs);
+
+/* cave creator and destructor functions */
+GdCave *gd_cave_new(void);
+GdCave *gd_cave_new_from_cave(const GdCave *orig);
+void gd_cave_copy(GdCave *dest, const GdCave *src);
+void gd_cave_free(GdCave *cave);
+
+/* cave manipulation */
+void gd_cave_set_gdash_defaults(GdCave *cave);
+void gd_cave_set_defaults_from_array(GdCave* cave, GdPropertyDefault *defaults);
+void gd_cave_correct_visible_size(GdCave *cave);
+void gd_cave_auto_shrink(GdCave *cave);
+
+void gd_cave_setup_for_game(GdCave *cave);
+void gd_cave_count_diamonds(GdCave *cave);
+
+/* c64 random generator support for cave fill */
+unsigned int gd_c64_random(GdC64RandomGenerator *rand);
+unsigned int gd_cave_c64_random(GdCave *);
+void gd_c64_random_set_seed(GdC64RandomGenerator *rand, int seed1, int seed2);
+void gd_cave_c64_random_set_seed(GdCave *cave, int seed1, int seed2);
+
+/* support */
+gpointer gd_cave_map_new_for_cave(const GdCave *cave, const int cell_size);
+gpointer gd_cave_map_dup_size(const GdCave * cave, const gpointer map, const int cell_size);
+#define gd_cave_map_new(CAVE, TYPE) ((TYPE **)gd_cave_map_new_for_cave((CAVE), sizeof(TYPE)))
+#define gd_cave_map_dup(CAVE, MAP) ((gpointer)gd_cave_map_dup_size((CAVE), (gpointer *)(CAVE)->MAP, sizeof((CAVE)->MAP[0][0])))
+void gd_cave_map_free(gpointer map);
+
+void gd_cave_store_rc(GdCave * cave, int x, int y, const GdElement element, const void* order);
+GdElement gd_cave_get_rc (const GdCave *cave, int x, int y);
+
+/* direction */
+const char *gd_direction_get_visible_name(GdDirection dir);
+const char *gd_direction_get_filename(GdDirection dir);
+GdDirection gd_direction_from_string(const char *str);
+
+/* scheduling */
+const char *gd_scheduling_get_visible_name(GdScheduling sched);
+const char *gd_scheduling_get_filename(GdScheduling sched);
+GdScheduling gd_scheduling_from_string(const char *str);
+
+/* game playing helpers */
+#define GD_REDRAW (1 << 10)
+
+void gd_drawcave_game(const GdCave *cave, int **element_buffer, int **gfx_buffer,
+ boolean bonus_life_flash, int animcycle, boolean hate_invisible_outbox);
+
+/* function to copy a GdString */
+static inline int
+gd_strcpy(GdString dest, const GdString src)
+{
+ return g_strlcpy(dest, src, sizeof(GdString));
+}
+
+int gd_cave_time_show(const GdCave *cave, int internal_time);
+
+GdReplay *gd_replay_new(void);
+GdReplay *gd_replay_new_from_replay(GdReplay *orig);
+void gd_replay_free(GdReplay *replay);
+void gd_replay_store_movement(GdReplay *replay, GdDirection player_move, boolean player_fire, boolean suicide);
+boolean gd_replay_get_next_movement(GdReplay *replay, GdDirection *player_move, boolean *player_fire, boolean *suicide);
+void gd_replay_rewind(GdReplay *replay);
+
+char *gd_replay_movements_to_bdcff(GdReplay *replay);
+
+guint32 gd_cave_adler_checksum(GdCave *cave);
+void gd_cave_adler_checksum_more(GdCave *cave, guint32 *a, guint32 *b);
+
+GdColor gd_c64_color(int);
+
+#endif // BD_CAVE_H