X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fmain.h;h=682f9247774e054e111439d9f17556845f1015b1;hp=387c69b4b63982e08ead3999523af0b78045ee11;hb=ed22fcb49eb39c34da82c51f44cbe64ca5b409c4;hpb=55f203a3ec70054fae6ea753c6fc0cc5d3d8a664 diff --git a/src/main.h b/src/main.h index 387c69b4..682f9247 100644 --- a/src/main.h +++ b/src/main.h @@ -86,7 +86,9 @@ #define EP_DROPPABLE 22 #define EP_CAN_EXPLODE_1X1 23 #define EP_PUSHABLE 24 -#define EP_CAN_EXPLODE_DYNA 25 +#define EP_CAN_EXPLODE_CROSS 25 +#define EP_PROTECTED 26 +#define EP_CAN_MOVE_INTO_ACID 27 /* values for pre-defined properties */ #define EP_PLAYER 32 @@ -135,13 +137,18 @@ #define EP_CAN_SMASH 69 #define EP_CAN_EXPLODE 70 #define EP_CAN_EXPLODE_3X3 71 +#define EP_SP_PORT 72 +#define EP_CAN_EXPLODE_BY_DRAGONFIRE 73 +#define EP_CAN_EXPLODE_BY_EXPLOSION 74 +#define EP_COULD_MOVE_INTO_ACID 75 +#define EP_MAYBE_DONT_COLLIDE_WITH 76 /* values for internal purpose only (level editor) */ -#define EP_EXPLODE_RESULT 72 -#define EP_WALK_TO_OBJECT 73 -#define EP_DEADLY 74 +#define EP_EXPLODE_RESULT 77 +#define EP_WALK_TO_OBJECT 78 +#define EP_DEADLY 79 -#define NUM_ELEMENT_PROPERTIES 75 +#define NUM_ELEMENT_PROPERTIES 80 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32) #define EP_BITFIELD_BASE 0 @@ -205,7 +212,7 @@ (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \ (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0) -/* values for change sides for custom elements */ +/* values for change side for custom elements */ #define CH_SIDE_NONE MV_NO_MOVING #define CH_SIDE_LEFT MV_LEFT #define CH_SIDE_RIGHT MV_RIGHT @@ -215,12 +222,25 @@ #define CH_SIDE_TOP_BOTTOM MV_VERTICAL #define CH_SIDE_ANY MV_ANY_DIRECTION +/* values for change player for custom elements */ +#define CH_PLAYER_NONE 0 +#define CH_PLAYER_1 (1 << 0) +#define CH_PLAYER_2 (1 << 1) +#define CH_PLAYER_3 (1 << 2) +#define CH_PLAYER_4 (1 << 3) +#define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \ + CH_PLAYER_4) + +/* values for change page for custom elements */ +#define CH_PAGE_ANY_FILE (0xff) +#define CH_PAGE_ANY (0xffffffff) + /* values for change power for custom elements */ -#define CP_NON_DESTRUCTIVE 0 -#define CP_HALF_DESTRUCTIVE 1 -#define CP_FULL_DESTRUCTIVE 2 +#define CP_WHEN_EMPTY 0 +#define CP_WHEN_DIGGABLE 1 +#define CP_WHEN_DESTRUCTIBLE 2 -/* values for special move patterns (bits 0-3: basic move directions) */ +/* values for custom move patterns (bits 0 - 3: basic move directions) */ #define MV_BIT_TOWARDS_PLAYER 4 #define MV_BIT_AWAY_FROM_PLAYER 5 #define MV_BIT_ALONG_LEFT_SIDE 6 @@ -235,10 +255,10 @@ #define MV_BIT_TURNING_RIGHT_LEFT 15 #define MV_BIT_TURNING_RANDOM 16 -/* values for special move patterns for custom elements */ +/* values for custom move patterns */ #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT) -#define MV_VERTICAL (MV_UP | MV_DOWN) -#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL) +#define MV_VERTICAL (MV_UP | MV_DOWN) +#define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN) #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS) #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER) #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER) @@ -255,6 +275,22 @@ #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT) #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM) +/* values for initial move direction (bits 0 - 3: basic move directions) */ +#define MV_START_BIT_PREVIOUS 4 + +/* values for initial move direction */ +#define MV_START_AUTOMATIC (MV_NO_MOVING) +#define MV_START_LEFT (MV_LEFT) +#define MV_START_RIGHT (MV_RIGHT) +#define MV_START_UP (MV_UP) +#define MV_START_DOWN (MV_DOWN) +#define MV_START_RANDOM (MV_ALL_DIRECTIONS) +#define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS) + +/* values for elements left behind by custom elements */ +#define LEAVE_TYPE_UNLIMITED 0 +#define LEAVE_TYPE_LIMITED 1 + /* values for slippery property for custom elements */ #define SLIPPERY_ANY_RANDOM 0 #define SLIPPERY_ANY_LEFT_RIGHT 1 @@ -288,7 +324,9 @@ #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE) #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1) #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE) -#define CAN_EXPLODE_DYNA(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA) +#define CAN_EXPLODE_CROSS(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS) +#define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED) +#define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID) /* macros for special configurable properties */ #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL) @@ -337,6 +375,13 @@ #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH) #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE) #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3) +#define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT) +#define CAN_EXPLODE_BY_DRAGONFIRE(e) \ + HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE) +#define CAN_EXPLODE_BY_EXPLOSION(e) \ + HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION) +#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID) +#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH) /* special macros used in game engine */ #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \ @@ -345,16 +390,22 @@ #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \ (e) <= EL_GROUP_END) +#define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \ + (e) <= EL_INTERNAL_CLIPBOARD_END) + +#define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \ + (e) <= EL_INTERNAL_END) + #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \ (e) <= EL_ENVELOPE_4) #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \ element_info[e].gfx_element : e) -#define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y])) +#define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y])) -#define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y)) -#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY) +#define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y)) +#define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY) #define IS_MOVING(x,y) (MovPos[x][y] != 0) #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN) @@ -377,10 +428,26 @@ #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1]) #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0) + +#if 1 + +#define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \ + IS_PROTECTED(Back[x][y])) +#define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y])) +#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \ + ENEMY_PROTECTED_FIELD(x, y)) +#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \ + EXPLOSION_PROTECTED_FIELD(x, y)) + +#else + #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \ IS_INDESTRUCTIBLE(Feld[x][y])) -#define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \ +#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \ + PROTECTED_FIELD(x, y)) +#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \ PROTECTED_FIELD(x, y)) +#endif #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \ (p)->switch_x == (x) && (p)->switch_y == (y)) @@ -400,9 +467,10 @@ /* fundamental game speed values */ +#define ONE_SECOND_DELAY 1000 /* delay value for one second */ #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */ #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */ -#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY) +#define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY) #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */ #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */ @@ -414,13 +482,16 @@ #define MAX_SCORE_ENTRIES 100 #define MAX_NUM_AMOEBA 100 #define MAX_INVENTORY_SIZE 1000 +#define MAX_KEYS 4 +#define NUM_BELTS 4 +#define NUM_BELT_PARTS 3 #define MIN_ENVELOPE_XSIZE 1 #define MIN_ENVELOPE_YSIZE 1 #define MAX_ENVELOPE_XSIZE 30 #define MAX_ENVELOPE_YSIZE 20 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE) #define MIN_CHANGE_PAGES 1 -#define MAX_CHANGE_PAGES 16 +#define MAX_CHANGE_PAGES 32 #define MIN_ELEMENTS_IN_GROUP 1 #define MAX_ELEMENTS_IN_GROUP 16 @@ -553,9 +624,7 @@ #define EL_DARK_YAMYAM 60 #define EL_BD_MAGIC_WALL 61 #define EL_INVISIBLE_STEELWALL 62 - -#define EL_MAZE_RUNNER 63 - +#define EL_SOKOBAN_FIELD_PLAYER 63 #define EL_DYNABOMB_INCREASE_NUMBER 64 #define EL_DYNABOMB_INCREASE_SIZE 65 #define EL_DYNABOMB_INCREASE_POWER 66 @@ -838,7 +907,11 @@ #define EL_GROUP_END 655 /* ---------- end of custom elements section ------------------------------- */ -#define NUM_FILE_ELEMENTS 656 +#define EL_UNKNOWN 656 +#define EL_TRIGGER_ELEMENT 657 +#define EL_TRIGGER_PLAYER 658 + +#define NUM_FILE_ELEMENTS 659 /* "real" (and therefore drawable) runtime elements */ @@ -904,12 +977,16 @@ #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8) #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9) #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10) -#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11) -#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12) -#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11) +#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12) +#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13) +#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14) +#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15) +#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16) +#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17) /* dummy elements (never used as game elements, only used as graphics) */ -#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14) +#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18) #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) @@ -936,9 +1013,21 @@ #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22) #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23) #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24) -#define EL_DUMMY (EL_FIRST_DUMMY + 25) -#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 26) +/* internal elements (only used for internal purposes like copying) */ +#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25) + +#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0) +#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1) +#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2) +#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3) + +#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 + 3) + +#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4) /* values for graphics/sounds action types */ @@ -1128,9 +1217,9 @@ /* program information and versioning definitions */ #define PROGRAM_VERSION_MAJOR 3 -#define PROGRAM_VERSION_MINOR 0 -#define PROGRAM_VERSION_PATCH 9 -#define PROGRAM_VERSION_BUILD 0 +#define PROGRAM_VERSION_MINOR 1 +#define PROGRAM_VERSION_PATCH 0 +#define PROGRAM_VERSION_BUILD 2 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" #define PROGRAM_AUTHOR_STRING "Holger Schemel" @@ -1220,7 +1309,10 @@ struct PlayerInfo boolean connected; /* player connected (locally or via network) */ boolean active; /* player present and connected */ - int index_nr, client_nr, element_nr; + int index_nr; /* player number (0 to 3) */ + int index_bit; /* player number bit (1 << 0 to 1 << 3) */ + int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */ + int client_nr; /* network client identifier */ byte action; /* action from local input device */ byte effective_action; /* action acknowledged from network server @@ -1237,6 +1329,9 @@ struct PlayerInfo boolean use_murphy_graphic; + boolean block_last_field; + boolean can_fall_into_acid; + boolean LevelSolved, GameOver; int last_move_dir; @@ -1295,6 +1390,7 @@ struct PlayerInfo int shield_deadly_time_left; int inventory_element[MAX_INVENTORY_SIZE]; + int inventory_infinite_element; int inventory_size; }; @@ -1307,6 +1403,8 @@ struct LevelFileInfo { int nr; int type; + boolean packed; + char *basename; char *filename; }; @@ -1320,30 +1418,48 @@ struct LevelInfo boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */ int fieldx, fieldy; + int time; int gems_needed; + char name[MAX_LEVEL_NAME_LEN + 1]; char author[MAX_LEVEL_AUTHOR_LEN + 1]; + char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1]; int envelope_xsize[4], envelope_ysize[4]; + int score[LEVEL_SCORE_ELEMENTS]; + int yamyam_content[MAX_ELEMENT_CONTENTS][3][3]; int num_yamyam_contents; + int amoeba_speed; int amoeba_content; + int time_magic_wall; int time_wheel; int time_light; int time_timegate; + + int can_move_into_acid_bits; /* bitfield to store property for elements */ + int dont_collide_with_bits; /* bitfield to store property for elements */ + boolean double_speed; boolean initial_gravity; boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */ + boolean block_last_field; /* player blocks previous field while moving */ + boolean sp_block_last_field; /* player blocks previous field while moving */ + boolean use_spring_bug; /* for compatibility with old levels */ + boolean instant_relocation; /* no visual delay when relocating player */ + + /* ('int' instead of 'boolean' because used as selectbox value in editor) */ + int use_step_counter; /* count steps instead of seconds for level */ short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; boolean use_custom_template; /* use custom properties from template file */ - boolean no_level_file; /* set for currently undefined levels */ + boolean no_valid_file; /* set when level file missing or invalid */ }; struct TapeInfo @@ -1363,7 +1479,8 @@ struct TapeInfo boolean pause_before_death; boolean recording, playing, pausing; boolean fast_forward; - boolean index_search; + boolean warp_forward; + boolean deactivate_display; boolean auto_play; boolean auto_play_level_solved; boolean quick_resume; @@ -1377,6 +1494,8 @@ struct TapeInfo byte action[MAX_PLAYERS]; byte delay; } pos[MAX_TAPELEN]; + + boolean no_valid_file; /* set when tape file missing or invalid */ }; struct GameInfo @@ -1430,7 +1549,10 @@ struct ElementChangeInfo boolean can_change; /* use or ignore this change info */ unsigned long events; /* change events */ - int sides; /* change sides */ + + int trigger_player; /* player triggering change */ + int trigger_side; /* side triggering change */ + int trigger_page; /* page triggering change */ short target_element; /* target element after change */ @@ -1438,23 +1560,28 @@ struct ElementChangeInfo int delay_random; /* added frame delay before changed (random) */ int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */ - short trigger_element; /* custom element triggering change */ + short trigger_element; /* element triggering change */ - int content[3][3]; /* new elements after extended change */ - boolean use_content; /* use extended change content */ - boolean only_complete; /* only use complete content */ - boolean use_random_change; /* use random value for setting content */ - int random; /* random value for setting content */ - int power; /* power of extended change */ + int target_content[3][3]; /* elements for extended change target */ + boolean use_target_content; /* use extended change target */ + boolean only_if_complete; /* only use complete target content */ + boolean use_random_replace; /* use random value for replacing elements */ + int random_percentage; /* random value for replacing elements */ + int replace_when; /* type of elements that can be replaced */ boolean explode; /* explode instead of change */ + /* ---------- internal values used at runtime when playing ---------- */ + /* functions that are called before, while and after the change of an element -- currently only used for non-custom elements */ void (*pre_change_function)(int x, int y); void (*change_function)(int x, int y); void (*post_change_function)(int x, int y); + short actual_trigger_element; /* element that actually triggered change */ + int actual_trigger_player; /* player which actually triggered change */ + /* ---------- internal values used in level editor ---------- */ int direct_action; /* change triggered by actions on element */ @@ -1466,10 +1593,16 @@ struct ElementGroupInfo int num_elements; /* number of elements in this group */ short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */ + int choice_mode; /* how to choose element from group */ + + /* ---------- internal values used at runtime when playing ---------- */ + /* the following is the same as above, but with recursively resolved group elements (group elements may also contain further group elements!) */ int num_elements_resolved; short element_resolved[NUM_FILE_ELEMENTS]; + + int choice_pos; /* current element choice position */ }; struct ElementInfo @@ -1502,22 +1635,32 @@ struct ElementInfo boolean use_gfx_element; /* use custom graphic element */ short gfx_element; /* optional custom graphic element */ + int access_direction; /* accessible from which direction */ + int collect_score; /* score value for collecting */ int collect_count; /* count value for collecting */ - int push_delay_fixed; /* constant frame delay for pushing */ - int push_delay_random; /* additional random frame delay for pushing */ - int move_delay_fixed; /* constant frame delay for moving */ - int move_delay_random; /* additional random frame delay for moving */ + int push_delay_fixed; /* constant delay before pushing */ + int push_delay_random; /* additional random delay before pushing */ + int drop_delay_fixed; /* constant delay after dropping */ + int drop_delay_random; /* additional random delay after dropping */ + int move_delay_fixed; /* constant delay after moving */ + int move_delay_random; /* additional random delay after moving */ int move_pattern; /* direction movable element moves to */ int move_direction_initial; /* initial direction element moves to */ int move_stepsize; /* step size element moves with */ + int move_enter_element; /* element that can be entered (and removed) */ + int move_leave_element; /* element that can be left behind */ + int move_leave_type; /* change (limited) or leave (unlimited) */ int slippery_type; /* how/where other elements slip away */ int content[3][3]; /* new elements after explosion */ + int explosion_delay; /* duration of explosion of this element */ + int ignition_delay; /* delay for explosion by other explosion */ + struct ElementChangeInfo *change_page; /* actual list of change pages */ struct ElementChangeInfo *change; /* pointer to current change page */ @@ -1533,10 +1676,18 @@ struct ElementInfo int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */ struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */ + boolean in_group[NUM_GROUP_ELEMENTS]; + +#if 0 + boolean can_leave_element; /* element can leave other element behind */ + boolean can_leave_element_last; +#endif + /* ---------- internal values used in level editor ---------- */ int access_type; /* walkable or passable */ int access_layer; /* accessible over/inside/under */ + int access_protected; /* protection against deadly elements */ int walk_to_action; /* diggable/collectible/pushable */ int smash_targets; /* can smash player/enemies/everything */ int deadliness; /* deadly when running/colliding/touching */ @@ -1697,8 +1848,9 @@ extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short AmoebaCnt[MAX_NUM_AMOEBA]; extern short AmoebaCnt2[MAX_NUM_AMOEBA]; -extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; @@ -1727,7 +1879,7 @@ extern int ZX, ZY; extern int ExitX, ExitY; extern int AllPlayersGone; -extern int TimeFrames, TimePlayed, TimeLeft; +extern int TimeFrames, TimePlayed, TimeLeft, TapeTime; extern boolean SiebAktiv; extern int SiebCount;