X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fmain.h;h=86a7ea1d84a6f10c55ec5ef9a5d5d740dc44f3da;hp=2de55a4e53d280cdbe06df2ffa67c4c25877d8dc;hb=37a06df577bbfd00f4b361f92cacb0d97036ba93;hpb=ea6e4698905d7440a265e323d03cf13fc323c44b diff --git a/src/main.h b/src/main.h index 2de55a4e..86a7ea1d 100644 --- a/src/main.h +++ b/src/main.h @@ -29,141 +29,148 @@ #include "conf_snd.h" /* include auto-generated data structure definitions */ #include "conf_mus.h" /* include auto-generated data structure definitions */ -#define IMG_UNDEFINED (-1) -#define IMG_EMPTY IMG_EMPTY_SPACE -#define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE -#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING -#define IMG_CHAR_START IMG_CHAR_SPACE -#define IMG_CUSTOM_START IMG_CUSTOM_1 - -#define SND_UNDEFINED (-1) -#define MUS_UNDEFINED (-1) - -#define WIN_XSIZE 672 -#define WIN_YSIZE 560 - -#define SCR_FIELDX 17 -#define SCR_FIELDY 17 -#define MAX_BUF_XSIZE (SCR_FIELDX + 2) -#define MAX_BUF_YSIZE (SCR_FIELDY + 2) -#define MIN_LEV_FIELDX 3 -#define MIN_LEV_FIELDY 3 -#define STD_LEV_FIELDX 64 -#define STD_LEV_FIELDY 32 -#define MAX_LEV_FIELDX 128 -#define MAX_LEV_FIELDY 128 - -#define SCREENX(a) ((a) - scroll_x) -#define SCREENY(a) ((a) - scroll_y) -#define LEVELX(a) ((a) + scroll_x) -#define LEVELY(a) ((a) + scroll_y) +#define IMG_UNDEFINED (-1) +#define IMG_EMPTY IMG_EMPTY_SPACE +#define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE +#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING +#define IMG_CHAR_START IMG_CHAR_SPACE +#define IMG_CUSTOM_START IMG_CUSTOM_1 + +#define SND_UNDEFINED (-1) +#define MUS_UNDEFINED (-1) + +#define WIN_XSIZE 672 +#define WIN_YSIZE 560 + +#define SCR_FIELDX 17 +#define SCR_FIELDY 17 +#define MAX_BUF_XSIZE (SCR_FIELDX + 2) +#define MAX_BUF_YSIZE (SCR_FIELDY + 2) +#define MIN_LEV_FIELDX 3 +#define MIN_LEV_FIELDY 3 +#define STD_LEV_FIELDX 64 +#define STD_LEV_FIELDY 32 +#define MAX_LEV_FIELDX 128 +#define MAX_LEV_FIELDY 128 + +#define SCREENX(a) ((a) - scroll_x) +#define SCREENY(a) ((a) - scroll_y) +#define LEVELX(a) ((a) + scroll_x) +#define LEVELY(a) ((a) + scroll_y) #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)=0 &&(y)=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2) #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)=0 &&(y)has_event[c]) -#define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c]) - -#define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c]) -#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ - CH_EVENT_VAR(e,c)) -#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ - CH_ANY_EVENT_VAR(e,c)) - -#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ - CH_EVENT_VAR(e,c) = (v) : 0) -#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ - CH_ANY_EVENT_VAR(e,c) = (v) : 0) - -#else - -#define CH_EVENT_BIT(c) (1 << (c)) -#define CH_EVENT_VAR(e) (element_info[e].change->events) -#define CH_ANY_EVENT_VAR(e) (element_info[e].change_events) - -#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ - (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0) -#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ - (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0) -#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ - ((v) ? \ - (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \ - (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0) -#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ - ((v) ? \ - (CH_ANY_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \ - (CH_ANY_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0) -#endif +#define CE_DELAY 0 +#define CE_TOUCHED_BY_PLAYER 1 +#define CE_PRESSED_BY_PLAYER 2 +#define CE_PUSHED_BY_PLAYER 3 +#define CE_DROPPED_BY_PLAYER 4 +#define CE_HITTING_SOMETHING 5 +#define CE_IMPACT 6 +#define CE_SMASHED 7 +#define CE_TOUCHING_X 8 +#define CE_CHANGE_OF_X 9 +#define CE_EXPLOSION_OF_X 10 +#define CE_PLAYER_TOUCHES_X 11 +#define CE_PLAYER_PRESSES_X 12 +#define CE_PLAYER_PUSHES_X 13 +#define CE_PLAYER_COLLECTS_X 14 +#define CE_PLAYER_DROPS_X 15 +#define CE_VALUE_GETS_ZERO 16 +#define CE_VALUE_GETS_ZERO_OF_X 17 +#define CE_BY_OTHER_ACTION 18 +#define CE_BY_DIRECT_ACTION 19 +#define CE_PLAYER_DIGS_X 20 +#define CE_ENTERED_BY_PLAYER 21 +#define CE_LEFT_BY_PLAYER 22 +#define CE_PLAYER_ENTERS_X 23 +#define CE_PLAYER_LEAVES_X 24 +#define CE_SWITCHED 25 +#define CE_SWITCH_OF_X 26 +#define CE_HIT_BY_SOMETHING 27 +#define CE_HITTING_X 28 +#define CE_HIT_BY_X 29 +#define CE_BLOCKED 30 +#define CE_SWITCHED_BY_PLAYER 31 +#define CE_PLAYER_SWITCHES_X 32 +#define CE_SNAPPED_BY_PLAYER 33 +#define CE_PLAYER_SNAPS_X 34 +#define CE_MOVE_OF_X 35 +#define CE_DIGGING_X 36 +#define CE_CREATION_OF_X 37 + +#define NUM_CHANGE_EVENTS 38 + +#define CE_BITMASK_DEFAULT 0 + +#define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c]) +#define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c]) + +#define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c]) +#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ + CH_EVENT_VAR(e,c)) +#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ + CH_ANY_EVENT_VAR(e,c)) + +#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ + CH_EVENT_VAR(e,c) = (v) : 0) +#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ + CH_ANY_EVENT_VAR(e,c) = (v) : 0) + +/* values for player bitmasks */ +#define PLAYER_BITS_NONE 0 +#define PLAYER_BITS_1 (1 << 0) +#define PLAYER_BITS_2 (1 << 1) +#define PLAYER_BITS_3 (1 << 2) +#define PLAYER_BITS_4 (1 << 3) +#define PLAYER_BITS_ANY (PLAYER_BITS_1 | \ + PLAYER_BITS_2 | \ + PLAYER_BITS_3 | \ + PLAYER_BITS_4) +#define PLAYER_BITS_TRIGGER (1 << 4) + +/* values for move directions (bits 0 - 3: basic move directions) */ +#define MV_BIT_PREVIOUS 4 +#define MV_BIT_TRIGGER 5 +#define MV_BIT_TRIGGER_BACK 6 +#define MV_BIT_NORMAL MV_BIT_TRIGGER +#define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK + +#define MV_PREVIOUS (1 << MV_BIT_PREVIOUS) +#define MV_TRIGGER (1 << MV_BIT_TRIGGER) +#define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK) +#define MV_NORMAL (1 << MV_BIT_NORMAL) +#define MV_REVERSE (1 << MV_BIT_REVERSE) + +/* values for move stepsize */ +#define STEPSIZE_NOT_MOVING 0 +#define STEPSIZE_VERY_SLOW 1 +#define STEPSIZE_SLOW 2 +#define STEPSIZE_NORMAL 4 +#define STEPSIZE_FAST 8 +#define STEPSIZE_VERY_FAST 16 +#define STEPSIZE_EVEN_FASTER 32 +#define STEPSIZE_SLOWER 50 /* (symbolic value only) */ +#define STEPSIZE_FASTER 200 /* (symbolic value only) */ +#define STEPSIZE_RESET 100 /* (symbolic value only) */ /* 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 -#define CH_SIDE_TOP MV_UP -#define CH_SIDE_BOTTOM MV_DOWN -#define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL -#define CH_SIDE_TOP_BOTTOM MV_VERTICAL -#define CH_SIDE_ANY MV_ANY_DIRECTION +#define CH_SIDE_NONE MV_NONE +#define CH_SIDE_LEFT MV_LEFT +#define CH_SIDE_RIGHT MV_RIGHT +#define CH_SIDE_TOP MV_UP +#define CH_SIDE_BOTTOM MV_DOWN +#define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL +#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) +#define CH_PLAYER_NONE PLAYER_BITS_NONE +#define CH_PLAYER_1 PLAYER_BITS_1 +#define CH_PLAYER_2 PLAYER_BITS_2 +#define CH_PLAYER_3 PLAYER_BITS_3 +#define CH_PLAYER_4 PLAYER_BITS_4 +#define CH_PLAYER_ANY PLAYER_BITS_ANY /* values for change page for custom elements */ -#define CH_PAGE_ANY_FILE (0xff) -#define CH_PAGE_ANY (0xffffffff) +#define CH_PAGE_ANY_FILE (0xff) +#define CH_PAGE_ANY (0xffffffff) /* values for change power for custom elements */ -#define CP_WHEN_EMPTY 0 -#define CP_WHEN_DIGGABLE 1 -#define CP_WHEN_DESTRUCTIBLE 2 -#define CP_WHEN_COLLECTIBLE 3 -#define CP_WHEN_REMOVABLE 4 -#define CP_WHEN_WALKABLE 5 +#define CP_WHEN_EMPTY 0 +#define CP_WHEN_DIGGABLE 1 +#define CP_WHEN_DESTRUCTIBLE 2 +#define CP_WHEN_COLLECTIBLE 3 +#define CP_WHEN_REMOVABLE 4 +#define CP_WHEN_WALKABLE 5 + +/* values for change actions for custom elements */ +#define CA_NO_ACTION 0 +#define CA_EXIT_PLAYER 1 +#define CA_KILL_PLAYER 2 +#define CA_MOVE_PLAYER 3 +#define CA_RESTART_LEVEL 4 +#define CA_SHOW_ENVELOPE 5 +#define CA_SET_LEVEL_TIME 6 +#define CA_SET_LEVEL_GEMS 7 +#define CA_SET_LEVEL_SCORE 8 +#define CA_SET_LEVEL_WIND 9 +#define CA_SET_LEVEL_GRAVITY 10 +#define CA_SET_PLAYER_KEYS 11 +#define CA_SET_PLAYER_SPEED 12 +#define CA_SET_PLAYER_SHIELD 13 +#define CA_SET_PLAYER_ARTWORK 14 +#define CA_SET_CE_SCORE 15 +#define CA_SET_CE_VALUE 16 +#define CA_SET_ENGINE_SCAN_MODE 17 + +#define CA_HEADLINE_LEVEL_ACTIONS 250 +#define CA_HEADLINE_PLAYER_ACTIONS 251 +#define CA_HEADLINE_CE_ACTIONS 252 +#define CA_HEADLINE_ENGINE_ACTIONS 253 +#define CA_UNDEFINED 255 + +/* values for change action mode for custom elements */ +#define CA_MODE_UNDEFINED 0 +#define CA_MODE_SET 1 +#define CA_MODE_ADD 2 +#define CA_MODE_SUBTRACT 3 +#define CA_MODE_MULTIPLY 4 +#define CA_MODE_DIVIDE 5 +#define CA_MODE_MODULO 6 + +/* values for change action parameters for custom elements */ +#define CA_ARG_MIN 0 +#define CA_ARG_0 0 +#define CA_ARG_1 1 +#define CA_ARG_2 2 +#define CA_ARG_3 3 +#define CA_ARG_4 4 +#define CA_ARG_5 5 +#define CA_ARG_6 6 +#define CA_ARG_7 7 +#define CA_ARG_8 8 +#define CA_ARG_9 9 +#define CA_ARG_10 10 +#define CA_ARG_100 100 +#define CA_ARG_1000 1000 +#define CA_ARG_MAX 9999 +#define CA_ARG_PLAYER 10000 +#define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1) +#define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2) +#define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3) +#define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4) +#define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY) +#define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER) +#define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999) +#define CA_ARG_NUMBER 11000 +#define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0) +#define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1) +#define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2) +#define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3) +#define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4) +#define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5) +#define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6) +#define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7) +#define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8) +#define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999) +#define CA_ARG_ELEMENT 12000 +#define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0) +#define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1) +#define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2) +#define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 999) +#define CA_ARG_SPEED 13000 +#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING) +#define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW) +#define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW) +#define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL) +#define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST) +#define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST) +#define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER) +#define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER) +#define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER) +#define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET) +#define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999) +#define CA_ARG_GRAVITY 14000 +#define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0) +#define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1) +#define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2) +#define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999) +#define CA_ARG_DIRECTION 15000 +#define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE) +#define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT) +#define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT) +#define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP) +#define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN) +#define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER) +#define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK) +#define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999) +#define CA_ARG_SHIELD 16000 +#define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0) +#define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1) +#define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2) +#define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999) +#define CA_ARG_SCAN_MODE 17000 +#define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL) +#define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE) +#define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999) +#define CA_ARG_UNDEFINED 65535 /* 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 -#define MV_BIT_ALONG_RIGHT_SIDE 7 -#define MV_BIT_TURNING_LEFT 8 -#define MV_BIT_TURNING_RIGHT 9 -#define MV_BIT_WHEN_PUSHED 10 -#define MV_BIT_MAZE_RUNNER 11 -#define MV_BIT_MAZE_HUNTER 12 -#define MV_BIT_WHEN_DROPPED 13 -#define MV_BIT_TURNING_LEFT_RIGHT 14 -#define MV_BIT_TURNING_RIGHT_LEFT 15 -#define MV_BIT_TURNING_RANDOM 16 +#define MV_BIT_TOWARDS_PLAYER 4 +#define MV_BIT_AWAY_FROM_PLAYER 5 +#define MV_BIT_ALONG_LEFT_SIDE 6 +#define MV_BIT_ALONG_RIGHT_SIDE 7 +#define MV_BIT_TURNING_LEFT 8 +#define MV_BIT_TURNING_RIGHT 9 +#define MV_BIT_WHEN_PUSHED 10 +#define MV_BIT_MAZE_RUNNER 11 +#define MV_BIT_MAZE_HUNTER 12 +#define MV_BIT_WHEN_DROPPED 13 +#define MV_BIT_TURNING_LEFT_RIGHT 14 +#define MV_BIT_TURNING_RIGHT_LEFT 15 +#define MV_BIT_TURNING_RANDOM 16 +#define MV_BIT_WIND_DIRECTION 17 /* values for custom move patterns */ -#define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER) -#define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER) -#define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE) -#define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE) -#define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT) -#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT) -#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED) -#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER) -#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER) -#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER) -#define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED) -#define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT) -#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 +#define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER) +#define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER) +#define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE) +#define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE) +#define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT) +#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT) +#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED) +#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER) +#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER) +#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER) +#define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED) +#define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT) +#define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT) +#define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM) +#define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION) /* 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) +#define MV_START_NONE (MV_NONE) +#define MV_START_AUTOMATIC (MV_NONE) +#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 (MV_PREVIOUS) /* values for elements left behind by custom elements */ -#define LEAVE_TYPE_UNLIMITED 0 -#define LEAVE_TYPE_LIMITED 1 +#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 -#define SLIPPERY_ANY_RIGHT_LEFT 2 -#define SLIPPERY_ONLY_LEFT 3 -#define SLIPPERY_ONLY_RIGHT 4 +#define SLIPPERY_ANY_RANDOM 0 +#define SLIPPERY_ANY_LEFT_RIGHT 1 +#define SLIPPERY_ANY_RIGHT_LEFT 2 +#define SLIPPERY_ONLY_LEFT 3 +#define SLIPPERY_ONLY_RIGHT 4 /* values for explosion type for custom elements */ -#define EXPLODES_3X3 0 -#define EXPLODES_1X1 1 -#define EXPLODES_CROSS 2 +#define EXPLODES_3X3 0 +#define EXPLODES_1X1 1 +#define EXPLODES_CROSS 2 /* macros for configurable properties */ #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE) @@ -393,7 +533,7 @@ #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE) #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID) #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE) -#define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT) +#define HAS_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT) #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE) #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW) #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB) @@ -425,6 +565,16 @@ #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) +#define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE) +#define IS_EDITOR_CASCADE_ACTIVE(e) \ + HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE) +#define IS_EDITOR_CASCADE_INACTIVE(e) \ + HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE) + +#define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION) +#define CAN_CHANGE_OR_HAS_ACTION(e) \ + HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION) + /* special macros used in game engine */ #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \ (e) <= EL_CUSTOM_END) @@ -475,16 +625,28 @@ #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \ (e) <= EL_GATE_4_GRAY) +#define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \ + (e) <= EL_GATE_4_GRAY_ACTIVE) #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \ (e) <= EL_EM_GATE_4_GRAY) +#define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \ + (e) <= EL_EM_GATE_4_GRAY_ACTIVE) #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \ (e) <= EL_EMC_GATE_8_GRAY) +#define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \ + (e) <= EL_EMC_GATE_8_GRAY_ACTIVE) #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \ IS_EM_GATE_GRAY(e) || \ IS_EMC_GATE_GRAY(e)) +#define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \ + IS_EM_GATE_GRAY_ACTIVE(e) || \ + IS_EMC_GATE_GRAY_ACTIVE(e)) #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY) +#define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE) #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY) +#define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE) #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4) +#define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4) #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \ IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \ IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0) @@ -527,8 +689,6 @@ #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])) @@ -537,16 +697,6 @@ #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_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)) @@ -555,6 +705,11 @@ #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1)) +#define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \ + (e) : EL_PLAYER_1) + +#define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1) + #define ANIM_FRAMES(g) (graphic_info[g].anim_frames) #define ANIM_DELAY(g) (graphic_info[g].anim_delay) #define ANIM_MODE(g) (graphic_info[g].anim_mode) @@ -566,6 +721,12 @@ #define IS_LOOP_SOUND(s) (sound_info[s].loop) +#define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e)) +#define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e)) +#define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \ + IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e)) + +#define EL_NAME(e) (element_info[e].token_name) /* fundamental game speed values */ #define ONE_SECOND_DELAY 1000 /* delay value for one second */ @@ -597,12 +758,13 @@ #define MAX_CHANGE_PAGES 32 #define MIN_ELEMENTS_IN_GROUP 1 #define MAX_ELEMENTS_IN_GROUP 16 +#define MIN_ANDROID_ELEMENTS 1 +#define MAX_ANDROID_ELEMENTS 16 /* values for elements with content */ #define MIN_ELEMENT_CONTENTS 1 #define STD_ELEMENT_CONTENTS 4 #define MAX_ELEMENT_CONTENTS 8 -#define NUM_MAGIC_BALL_CONTENTS 8 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */ @@ -1120,9 +1282,23 @@ #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42) #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43) #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44) +#define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 45) +#define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 46) +#define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 47) +#define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 48) +#define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 49) +#define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 50) +#define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 51) +#define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 52) +#define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 53) +#define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 54) +#define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 55) +#define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56) +#define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57) +#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58) /* "unreal" (and therefore not drawable) runtime elements */ -#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45) +#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 59) #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0) #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1) @@ -1142,9 +1318,10 @@ #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) +#define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18) /* dummy elements (never used as game elements, only used as graphics) */ -#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18) +#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 19) #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1) @@ -1180,12 +1357,41 @@ #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2) #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3) +#define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4) +#define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5) +#define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6) +#define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7) +#define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8) +#define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9) +#define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10) +#define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11) +#define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12) +#define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13) +#define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14) +#define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15) +#define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16) +#define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17) +#define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18) +#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19) +#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20) +#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21) +#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 22) +#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 23) +#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 24) +#define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 25) +#define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 26) +#define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 27) +#define EL_INTERNAL_CASCADE_GENERIC (EL_FIRST_INTERNAL + 28) +#define EL_INTERNAL_CASCADE_GENERIC_ACTIVE (EL_FIRST_INTERNAL + 29) +#define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 30) +#define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 31) + #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 EL_INTERNAL_END (EL_FIRST_INTERNAL + 31) -#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4) +#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 32) /* values for graphics/sounds action types */ @@ -1241,9 +1447,41 @@ #define ACTION_SLURPED_BY_SPRING 49 #define ACTION_TWINKLING 50 #define ACTION_SPLASHING 51 -#define ACTION_OTHER 52 - -#define NUM_ACTIONS 53 +#define ACTION_PAGE_1 52 +#define ACTION_PAGE_2 53 +#define ACTION_PAGE_3 54 +#define ACTION_PAGE_4 55 +#define ACTION_PAGE_5 56 +#define ACTION_PAGE_6 57 +#define ACTION_PAGE_7 58 +#define ACTION_PAGE_8 59 +#define ACTION_PAGE_9 60 +#define ACTION_PAGE_10 61 +#define ACTION_PAGE_11 62 +#define ACTION_PAGE_12 63 +#define ACTION_PAGE_13 64 +#define ACTION_PAGE_14 65 +#define ACTION_PAGE_15 66 +#define ACTION_PAGE_16 67 +#define ACTION_PAGE_17 68 +#define ACTION_PAGE_18 69 +#define ACTION_PAGE_19 70 +#define ACTION_PAGE_20 71 +#define ACTION_PAGE_21 72 +#define ACTION_PAGE_22 73 +#define ACTION_PAGE_23 74 +#define ACTION_PAGE_24 75 +#define ACTION_PAGE_25 76 +#define ACTION_PAGE_26 77 +#define ACTION_PAGE_27 78 +#define ACTION_PAGE_28 79 +#define ACTION_PAGE_29 80 +#define ACTION_PAGE_30 81 +#define ACTION_PAGE_31 82 +#define ACTION_PAGE_32 83 +#define ACTION_OTHER 84 + +#define NUM_ACTIONS 85 #define ACTION_BORING_LAST ACTION_BORING_10 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3 @@ -1304,8 +1542,9 @@ #define GFX_ARG_POST_DELAY_RANDOM 35 #define GFX_ARG_NAME 36 #define GFX_ARG_SCALE_UP_FACTOR 37 +#define GFX_ARG_CLONE_FROM 38 -#define NUM_GFX_ARGS 38 +#define NUM_GFX_ARGS 39 /* values for sound configuration suffixes */ @@ -1387,17 +1626,14 @@ /* program information and versioning definitions */ - -#define RELEASE_312 TRUE - #define PROGRAM_VERSION_MAJOR 3 -#define PROGRAM_VERSION_MINOR 1 -#define PROGRAM_VERSION_PATCH 2 -#define PROGRAM_VERSION_BUILD 0 +#define PROGRAM_VERSION_MINOR 2 +#define PROGRAM_VERSION_PATCH 0 +#define PROGRAM_VERSION_BUILD 7 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" #define PROGRAM_AUTHOR_STRING "Holger Schemel" -#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2006 by Holger Schemel" +#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel" #define ICON_TITLE_STRING PROGRAM_TITLE_STRING #define COOKIE_PREFIX "ROCKSNDIAMONDS" @@ -1494,6 +1730,11 @@ struct HiScore int Score; }; +struct Content +{ + int e[3][3]; +}; + struct PlayerInfo { boolean present; /* player present in level playfield */ @@ -1518,7 +1759,8 @@ struct PlayerInfo int GfxAction; - boolean use_murphy_graphic; + boolean use_murphy; + int artwork_element; boolean block_last_field; int block_delay_adjustment; /* needed for different engine versions */ @@ -1542,6 +1784,8 @@ struct PlayerInfo boolean is_bored; boolean is_sleeping; + boolean cannot_move; + int frame_counter_bored; int frame_counter_sleeping; @@ -1560,23 +1804,13 @@ struct PlayerInfo int show_envelope; -#if 1 /* USE_NEW_MOVE_DELAY */ int move_delay; int move_delay_value; -#else - unsigned long move_delay; - int move_delay_value; -#endif - + int move_delay_value_next; int move_delay_reset_counter; -#if 1 /* USE_NEW_PUSH_DELAY */ int push_delay; int push_delay_value; -#else - unsigned long push_delay; - unsigned long push_delay_value; -#endif unsigned long actual_frame_counter; @@ -1642,17 +1876,38 @@ struct LevelInfo int score[LEVEL_SCORE_ELEMENTS]; - int yamyam_content[MAX_ELEMENT_CONTENTS][3][3]; + struct Content yamyam_content[MAX_ELEMENT_CONTENTS]; int num_yamyam_contents; int amoeba_speed; int amoeba_content; + int game_of_life[4]; + int biomaze[4]; + int time_magic_wall; int time_wheel; int time_light; int time_timegate; + int shield_normal_time; + int shield_deadly_time; + + int extra_time; + int time_orb_time; + + int extra_time_score; + + int start_element[MAX_PLAYERS]; + boolean use_start_element[MAX_PLAYERS]; + + int artwork_element[MAX_PLAYERS]; + boolean use_artwork_element[MAX_PLAYERS]; + + int explosion_element[MAX_PLAYERS]; + boolean use_explosion_element[MAX_PLAYERS]; + +#if 1 /* values for the new EMC elements */ int android_move_time; int android_clone_time; @@ -1665,28 +1920,34 @@ struct LevelInfo int lenses_time; int magnify_time; int wind_direction_initial; - int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3]; + + struct Content ball_content[MAX_ELEMENT_CONTENTS]; + int num_ball_contents; + +#if 0 boolean android_array[16]; +#endif + int num_android_clone_elements; + int android_clone_element[MAX_ANDROID_ELEMENTS]; +#endif 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; + int initial_player_stepsize; /* initial player speed */ + boolean initial_gravity; boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */ boolean use_spring_bug; /* for compatibility with old levels */ + boolean use_time_orb_bug; /* for compatibility with old levels */ boolean instant_relocation; /* no visual delay when relocating player */ boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */ boolean grow_into_diggable; /* amoeba can grow into anything diggable */ + boolean block_snap_field; /* snapping blocks field to show animation */ boolean block_last_field; /* player blocks previous field while moving */ boolean sp_block_last_field; /* player blocks previous field while moving */ -#if 0 /* !!! THIS IS NOT A LEVEL SETTING => LOGIC MOVED TO "game.c" !!! */ - int block_delay; /* delay for blocking previous field */ - int sp_block_delay; /* delay for blocking previous field */ -#endif - /* ('int' instead of 'boolean' because used as selectbox value in editor) */ int use_step_counter; /* count steps instead of seconds for level */ @@ -1752,6 +2013,8 @@ struct GameInfo /* (for the latest engine version, these flags should always be "FALSE") */ boolean use_change_when_pushing_bug; boolean use_block_last_field_bug; + boolean max_num_changes_per_frame; + boolean use_reverse_scan_direction; /* variable within running game */ int yamyam_content_nr; @@ -1762,16 +2025,27 @@ struct GameInfo int belt_dir[4]; int belt_dir_nr[4]; int switchgate_pos; - int balloon_dir; + int wind_direction; boolean gravity; boolean explosions_delayed; boolean envelope_active; +#if 1 + /* values for the new EMC elements */ + int lenses_time_left; + int magnify_time_left; + boolean ball_state; + int ball_content_nr; +#endif + /* values for player idle animation (no effect on engine) */ int player_boring_delay_fixed; int player_boring_delay_random; int player_sleeping_delay_fixed; int player_sleeping_delay_random; + + /* values for special game initialization control */ + boolean restart_level; }; struct GlobalInfo @@ -1794,25 +2068,21 @@ struct ElementChangeInfo { boolean can_change; /* use or ignore this change info */ -#if 1 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */ -#else - unsigned long events; /* change events */ -#endif 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 */ + int target_element; /* target element after change */ int delay_fixed; /* added frame delay before changed (fixed) */ int delay_random; /* added frame delay before changed (random) */ int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */ - short trigger_element; /* element triggering change */ + int trigger_element; /* element triggering change */ - int target_content[3][3]; /* elements for extended change target */ + struct Content target_content;/* 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 */ @@ -1821,6 +2091,11 @@ struct ElementChangeInfo boolean explode; /* explode instead of change */ + boolean has_action; /* execute action on specified condition */ + int action_type; /* type of action */ + int action_mode; /* mode of action */ + int action_arg; /* parameter of action */ + /* ---------- internal values used at runtime when playing ---------- */ /* functions that are called before, while and after the change of an @@ -1830,7 +2105,11 @@ struct ElementChangeInfo void (*post_change_function)(int x, int y); short actual_trigger_element; /* element that actually triggered change */ + int actual_trigger_side; /* element side that triggered the change */ int actual_trigger_player; /* player which actually triggered change */ + int actual_trigger_ce_value; /* CE value of element that triggered change */ + + boolean can_change_or_has_action; /* can_change | has_action */ /* ---------- internal values used in level editor ---------- */ @@ -1841,7 +2120,7 @@ struct ElementChangeInfo struct ElementGroupInfo { int num_elements; /* number of elements in this group */ - short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */ + int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */ int choice_mode; /* how to choose element from group */ @@ -1892,12 +2171,16 @@ struct ElementInfo /* ---------- special element property values ---------- */ boolean use_gfx_element; /* use custom graphic element */ - short gfx_element; /* optional custom graphic element */ + int 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 collect_score_initial; /* initial score value for collecting */ + int collect_count_initial; /* initial count value for collecting */ + + int ce_value_fixed_initial; /* initial value for custom variable (fix) */ + int ce_value_random_initial; /* initial value for custom variable (rnd) */ + boolean use_last_ce_value; /* use value from element before change */ int push_delay_fixed; /* constant delay before pushing */ int push_delay_random; /* additional random delay before pushing */ @@ -1916,7 +2199,7 @@ struct ElementInfo int slippery_type; /* how/where other elements slip away */ - int content[3][3]; /* new elements after explosion */ + struct Content content; /* new elements after explosion */ int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */ int explosion_delay; /* duration of explosion of this element */ @@ -1932,21 +2215,14 @@ struct ElementInfo /* ---------- internal values used at runtime when playing ---------- */ -#if 1 boolean has_change_event[NUM_CHANGE_EVENTS]; -#else - unsigned long change_events; /* bitfield for combined change events */ -#endif 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 + int collect_score; /* runtime score value for collecting */ /* ---------- internal values used in level editor ---------- */ @@ -1978,6 +2254,9 @@ struct FontInfo struct GraphicInfo { Bitmap *bitmap; + int src_image_width; /* scaled bitmap size, but w/o small images */ + int src_image_height; /* scaled bitmap size, but w/o small images */ + int src_x, src_y; /* start position of animation frames */ int width, height; /* width/height of each animation frame */ int offset_x, offset_y; /* x/y offset to next animation frame */ @@ -1994,6 +2273,7 @@ struct GraphicInfo int diggable_like; /* element for cloning digging graphics */ int border_size; /* border size for "crumbled" graphics */ int scale_up_factor; /* optional factor for scaling image up */ + int clone_from; /* graphic for cloning *all* settings */ int anim_delay_fixed; /* optional delay values for bored and */ int anim_delay_random; /* sleeping player animations (animation */ @@ -2081,10 +2361,6 @@ struct HelpAnimInfo }; -#if 0 -extern GC tile_clip_gc; -extern Bitmap *pix[]; -#endif extern Bitmap *bitmap_db_field, *bitmap_db_door; extern Pixmap tile_clipmask[]; extern DrawBuffer *fieldbuffer; @@ -2110,13 +2386,14 @@ extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];