X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fmain.h;h=9d25eb5ea4647ad3cc707818e2a5ce66bd21a53e;hp=cea0249e7d8c480ad79bb38be1285277e4141555;hb=f37c86753d5005bf7ae341d0cbcc15ef75393567;hpb=187654874c567be3a92e0b53aa1df45407432265 diff --git a/src/main.h b/src/main.h index cea0249e..9d25eb5e 100644 --- a/src/main.h +++ b/src/main.h @@ -24,10 +24,11 @@ #include "game_em/game_em.h" #include "game_sp/game_sp.h" #include "game_mm/game_mm.h" +#include "engines.h" -#include "conf_gfx.h" /* include auto-generated data structure definitions */ -#include "conf_snd.h" /* include auto-generated data structure definitions */ -#include "conf_mus.h" /* include auto-generated data structure definitions */ +#include "conf_gfx.h" // include auto-generated data structure definitions +#include "conf_snd.h" // include auto-generated data structure definitions +#include "conf_mus.h" // include auto-generated data structure definitions #define IMG_UNDEFINED (-1) @@ -80,8 +81,8 @@ #define IN_LEV_FIELD(x, y) IN_FIELD(x, y, lev_fieldx, lev_fieldy) #define IN_SCR_FIELD(x, y) IN_FIELD_MINMAX(x,y, BX1,BY1, BX2,BY2) -/* values for configurable properties (custom elem's only, else pre-defined) */ -/* (never change these values, as they are stored in level files!) */ +// values for configurable properties (custom elem's only, else pre-defined) +// (never change these values, as they are stored in level files!) #define EP_DIGGABLE 0 #define EP_COLLECTIBLE_ONLY 1 #define EP_DONT_RUN_INTO 2 @@ -115,8 +116,8 @@ #define EP_GRAVITY_REACHABLE 30 #define EP_DONT_GET_HIT_BY 31 -/* values for pre-defined properties */ -/* (from here on, values can be changed by inserting new values) */ +// values for pre-defined properties +// (from here on, values can be changed by inserting new values) #define EP_PLAYER 32 #define EP_CAN_PASS_MAGIC_WALL 33 #define EP_CAN_PASS_DC_MAGIC_WALL 34 @@ -145,13 +146,13 @@ #define EP_ACTIVE_BOMB 57 #define EP_INACTIVE 58 -/* values for special configurable properties (depending on level settings) */ +// values for special configurable properties (depending on level settings) #define EP_EM_SLIPPERY_WALL 59 -/* values for special graphics properties (no effect on game engine) */ +// values for special graphics properties (no effect on game engine) #define EP_GFX_CRUMBLED 60 -/* values for derived properties (determined from properties above) */ +// values for derived properties (determined from properties above) #define EP_ACCESSIBLE_OVER 61 #define EP_ACCESSIBLE_INSIDE 62 #define EP_ACCESSIBLE_UNDER 63 @@ -176,18 +177,18 @@ #define EP_MAYBE_DONT_COLLIDE_WITH 82 #define EP_CAN_BE_CLONED_BY_ANDROID 83 -/* values for internal purpose only (level editor) */ +// values for internal purpose only (level editor) #define EP_WALK_TO_OBJECT 84 #define EP_DEADLY 85 #define EP_EDITOR_CASCADE 86 #define EP_EDITOR_CASCADE_ACTIVE 87 #define EP_EDITOR_CASCADE_INACTIVE 88 -/* values for internal purpose only (game engine) */ +// values for internal purpose only (game engine) #define EP_HAS_ACTION 89 #define EP_CAN_CHANGE_OR_HAS_ACTION 90 -/* values for internal purpose only (other) */ +// values for internal purpose only (other) #define EP_OBSOLETE 91 #define NUM_ELEMENT_PROPERTIES 92 @@ -206,7 +207,7 @@ (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p))) -/* values for change events for custom elements (stored in level file) */ +// values for change events for custom elements (stored in level file) #define CE_DELAY 0 #define CE_TOUCHED_BY_PLAYER 1 #define CE_PRESSED_BY_PLAYER 2 @@ -275,7 +276,7 @@ #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ CH_ANY_EVENT_VAR(e,c) = (v) : 0) -/* values for player bitmasks */ +// values for player bitmasks #define PLAYER_BITS_NONE 0 #define PLAYER_BITS_1 (1 << 0) #define PLAYER_BITS_2 (1 << 1) @@ -288,7 +289,7 @@ #define PLAYER_BITS_TRIGGER (1 << 4) #define PLAYER_BITS_ACTION (1 << 5) -/* values for move directions (bits 0 - 3: basic move directions) */ +// 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 @@ -301,7 +302,7 @@ #define MV_NORMAL (1 << MV_BIT_NORMAL) #define MV_REVERSE (1 << MV_BIT_REVERSE) -/* values for move stepsize */ +// values for move stepsize #define STEPSIZE_NOT_MOVING 0 #define STEPSIZE_VERY_SLOW 1 #define STEPSIZE_SLOW 2 @@ -309,11 +310,11 @@ #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) */ +#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 */ +// values for change side for custom elements #define CH_SIDE_NONE MV_NONE #define CH_SIDE_LEFT MV_LEFT #define CH_SIDE_RIGHT MV_RIGHT @@ -323,7 +324,7 @@ #define CH_SIDE_TOP_BOTTOM MV_VERTICAL #define CH_SIDE_ANY MV_ANY_DIRECTION -/* values for change player for custom elements */ +// values for change player for custom elements #define CH_PLAYER_NONE PLAYER_BITS_NONE #define CH_PLAYER_1 PLAYER_BITS_1 #define CH_PLAYER_2 PLAYER_BITS_2 @@ -331,11 +332,11 @@ #define CH_PLAYER_4 PLAYER_BITS_4 #define CH_PLAYER_ANY PLAYER_BITS_ANY -/* values for change page for custom elements */ +// 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 */ +// values for change power for custom elements #define CP_WHEN_EMPTY 0 #define CP_WHEN_DIGGABLE 1 #define CP_WHEN_DESTRUCTIBLE 2 @@ -343,7 +344,7 @@ #define CP_WHEN_REMOVABLE 4 #define CP_WHEN_WALKABLE 5 -/* values for change actions for custom elements (stored in level file) */ +// values for change actions for custom elements (stored in level file) #define CA_NO_ACTION 0 #define CA_EXIT_PLAYER 1 #define CA_KILL_PLAYER 2 @@ -372,7 +373,7 @@ #define CA_HEADLINE_ENGINE_ACTIONS 253 #define CA_UNDEFINED 255 -/* values for change action mode for custom elements */ +// values for change action mode for custom elements #define CA_MODE_UNDEFINED 0 #define CA_MODE_SET 1 #define CA_MODE_ADD 2 @@ -381,7 +382,7 @@ #define CA_MODE_DIVIDE 5 #define CA_MODE_MODULO 6 -/* values for change action parameters for custom elements */ +// values for change action parameters for custom elements #define CA_ARG_MIN 0 #define CA_ARG_0 0 #define CA_ARG_1 1 @@ -482,7 +483,7 @@ #define CA_ARG_INVENTORY_RM_HEADLINE (CA_ARG_INVENTORY + 999) #define CA_ARG_UNDEFINED 65535 -/* values for custom 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 @@ -498,7 +499,7 @@ #define MV_BIT_TURNING_RANDOM 16 #define MV_BIT_WIND_DIRECTION 17 -/* values for custom move patterns */ +// 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) @@ -515,7 +516,7 @@ #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM) #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION) -/* values for initial move direction */ +// values for initial move direction #define MV_START_NONE (MV_NONE) #define MV_START_AUTOMATIC (MV_NONE) #define MV_START_LEFT (MV_LEFT) @@ -525,23 +526,23 @@ #define MV_START_RANDOM (MV_ALL_DIRECTIONS) #define MV_START_PREVIOUS (MV_PREVIOUS) -/* values for elements left behind by custom elements */ +// 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 */ +// 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 -/* values for explosion type for custom elements */ +// values for explosion type for custom elements #define EXPLODES_3X3 0 #define EXPLODES_1X1 1 #define EXPLODES_CROSS 2 -/* macros for configurable properties */ +// macros for configurable properties #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE) #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY) #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO) @@ -575,13 +576,13 @@ #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE) #define DONT_GET_HIT_BY(e) HAS_PROPERTY(e, EP_DONT_GET_HIT_BY) -/* macros for special configurable properties */ +// macros for special configurable properties #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL) -/* macros for special graphics properties */ +// macros for special graphics properties #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED) -/* macros for pre-defined properties */ +// macros for pre-defined properties #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER) #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL) #define CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_MAGIC_WALL) @@ -610,7 +611,7 @@ #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB) #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE) -/* macros for derived properties */ +// macros for derived properties #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER) #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE) #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER) @@ -650,7 +651,7 @@ #define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE) -/* special macros used in game engine */ +// special macros used in game engine #define IS_FILE_ELEMENT(e) ((e) >= 0 && \ (e) <= NUM_FILE_ELEMENTS) @@ -804,7 +805,7 @@ #define GFX_ELEMENT(e) (element_info[e].gfx_element) -/* !!! CHECK THIS !!! */ +// !!! CHECK THIS !!! #if 1 #define TILE_GFX_ELEMENT(x, y) \ (GfxElement[x][y] != EL_UNDEFINED && \ @@ -817,8 +818,8 @@ GfxElement[x][y] : Feld[x][y]) #endif -/* !!! "use sound" deactivated due to problems with level "bug machine" !!! */ -/* (solution: add separate "use sound of element" to level file and editor) */ +// !!! "use sound" deactivated due to problems with level "bug machine" !!! +// (solution: add separate "use sound of element" to level file and editor) #if 0 #define SND_ELEMENT(e) GFX_ELEMENT(e) #else @@ -905,6 +906,7 @@ #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0) #define IS_LOOP_SOUND(s) (sound_info[s].loop) +#define IS_LOOP_MUSIC(s) (music_info[s].loop) #define IS_SPECIAL_GFX_ARG(a) ((a) >= 0 && (a) < NUM_SPECIAL_GFX_ARGS) @@ -926,11 +928,11 @@ #define BUTTON_ACTIVE(b) (ActiveButton[b]) #define FONT_ACTIVE(f) (ActiveFont[f]) -/* fundamental game speed values */ -#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */ -#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */ +// fundamental game speed values +#define MICROLEVEL_SCROLL_DELAY 50 // delay for scrolling micro level +#define MICROLEVEL_LABEL_DELAY 250 // delay for micro level label -/* boundaries of arrays etc. */ +// boundaries of arrays etc. #define MAX_LEVEL_NAME_LEN 32 #define MAX_LEVEL_AUTHOR_LEN 32 #define MAX_ELEMENT_NAME_LEN 32 @@ -954,16 +956,16 @@ #define MIN_ANDROID_ELEMENTS 1 #define MAX_ANDROID_ELEMENTS 16 -/* values for elements with content */ +// values for elements with content #define MIN_ELEMENT_CONTENTS 1 #define STD_ELEMENT_CONTENTS 4 #define MAX_ELEMENT_CONTENTS 8 -/* values for initial player inventory */ +// values for initial player inventory #define MIN_INITIAL_INVENTORY_SIZE 1 #define MAX_INITIAL_INVENTORY_SIZE 8 -/* often used screen positions */ +// often used screen positions #define TILESIZE 32 #define TILEX TILESIZE #define TILEY TILESIZE @@ -987,14 +989,14 @@ #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36) #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7) -/* values for GfxRedraw */ +// values for GfxRedraw #define GFX_REDRAW_NONE (0) #define GFX_REDRAW_TILE (1 << 0) #define GFX_REDRAW_TILE_CRUMBLED (1 << 1) #define GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS (1 << 2) #define GFX_REDRAW_TILE_TWINKLED (1 << 3) -/* score for elements */ +// score for elements #define SC_EMERALD 0 #define SC_DIAMOND 1 #define SC_BUG 2 @@ -1012,10 +1014,10 @@ #define SC_ELEM_BONUS 14 #define SC_UNKNOWN_15 15 -#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */ +#define LEVEL_SCORE_ELEMENTS 16 // level elements with score -/* "real" level file elements */ +// "real" level file elements #define EL_UNDEFINED -1 #define EL_EMPTY_SPACE 0 @@ -1024,10 +1026,10 @@ #define EL_WALL 2 #define EL_WALL_SLIPPERY 3 #define EL_ROCK 4 -#define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */ +#define EL_KEY_OBSOLETE 5 // obsolete; now EL_KEY_1 #define EL_EMERALD 6 #define EL_EXIT_CLOSED 7 -#define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */ +#define EL_PLAYER_OBSOLETE 8 // obsolete; now EL_PLAYER_1 #define EL_BUG 9 #define EL_SPACESHIP 10 #define EL_YAMYAM 11 @@ -1147,13 +1149,13 @@ #define EL_PIG 117 #define EL_DRAGON 118 -#define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */ +#define EL_EM_KEY_1_FILE_OBSOLETE 119 // obsolete; now EL_EM_KEY_1 #define EL_CHAR_START 120 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32) #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32) -#include "conf_chr.h" /* include auto-generated data structure definitions */ +#include "conf_chr.h" // include auto-generated data structure definitions #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111) #define EL_CHAR_END (EL_CHAR_START + 79) @@ -1169,9 +1171,9 @@ #define EL_EM_GATE_3 205 #define EL_EM_GATE_4 206 -#define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */ -#define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */ -#define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */ +#define EL_EM_KEY_2_FILE_OBSOLETE 207 // obsolete; now EL_EM_KEY_2 +#define EL_EM_KEY_3_FILE_OBSOLETE 208 // obsolete; now EL_EM_KEY_3 +#define EL_EM_KEY_4_FILE_OBSOLETE 209 // obsolete; now EL_EM_KEY_4 #define EL_SP_START 210 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0) @@ -1267,7 +1269,7 @@ #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294 #define EL_LANDMINE 295 -#define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */ +#define EL_ENVELOPE_OBSOLETE 296 // obsolete; now EL_ENVELOPE_1 #define EL_LIGHT_SWITCH 297 #define EL_LIGHT_SWITCH_ACTIVE 298 #define EL_SIGN_EXCLAMATION 299 @@ -1338,14 +1340,14 @@ #define EL_UNUSED_358 358 #define EL_UNUSED_359 359 -/* ---------- begin of custom elements section ----------------------------- */ +// ---------- begin of custom elements section -------------------------------- #define EL_CUSTOM_START 360 -#include "conf_cus.h" /* include auto-generated data structure definitions */ +#include "conf_cus.h" // include auto-generated data structure definitions #define NUM_CUSTOM_ELEMENTS 256 #define EL_CUSTOM_END 615 -/* ---------- end of custom elements section ------------------------------- */ +// ---------- end of custom elements section ---------------------------------- #define EL_EM_KEY_1 616 #define EL_EM_KEY_2 617 @@ -1356,20 +1358,20 @@ #define EL_ENVELOPE_3 622 #define EL_ENVELOPE_4 623 -/* ---------- begin of group elements section ------------------------------ */ +// ---------- begin of group elements section --------------------------------- #define EL_GROUP_START 624 -#include "conf_grp.h" /* include auto-generated data structure definitions */ +#include "conf_grp.h" // include auto-generated data structure definitions #define NUM_GROUP_ELEMENTS 32 #define EL_GROUP_END 655 -/* ---------- end of custom elements section ------------------------------- */ +// ---------- end of custom elements section ---------------------------------- #define EL_UNKNOWN 656 #define EL_TRIGGER_ELEMENT 657 #define EL_TRIGGER_PLAYER 658 -/* SP style elements */ +// SP style elements #define EL_SP_GRAVITY_ON_PORT_RIGHT 659 #define EL_SP_GRAVITY_ON_PORT_DOWN 660 #define EL_SP_GRAVITY_ON_PORT_LEFT 661 @@ -1379,7 +1381,7 @@ #define EL_SP_GRAVITY_OFF_PORT_LEFT 665 #define EL_SP_GRAVITY_OFF_PORT_UP 666 -/* EMC style elements */ +// EMC style elements #define EL_BALLOON_SWITCH_NONE 667 #define EL_EMC_GATE_5 668 #define EL_EMC_GATE_6 669 @@ -1454,7 +1456,7 @@ #define EL_STEEL_CHAR_ASCII0 (EL_STEEL_CHAR_START - 32) #define EL_STEEL_CHAR_ASCII0_START (EL_STEEL_CHAR_ASCII0 + 32) -/* (auto-generated data structure definitions included with normal chars) */ +// (auto-generated data structure definitions included with normal chars) #define EL_STEEL_CHAR_ASCII0_END (EL_STEEL_CHAR_ASCII0 + 111) #define EL_STEEL_CHAR_END (EL_STEEL_CHAR_START + 79) @@ -1890,7 +1892,7 @@ #define NUM_FILE_ELEMENTS 1215 -/* "real" (and therefore drawable) runtime elements */ +// "real" (and therefore drawable) runtime elements #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0) @@ -1980,7 +1982,7 @@ #define EL_MM_RUNTIME_START EL_MM_EXIT_OPENING #define EL_MM_RUNTIME_END EL_MM_AMOEBA_WALL_GROWING -/* "unreal" (and therefore not drawable) runtime elements */ +// "unreal" (and therefore not drawable) runtime elements #define EL_FIRST_RUNTIME_UNREAL (NUM_DRAWABLE_ELEMENTS) #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0) @@ -2010,7 +2012,7 @@ #define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 24) -/* dummy elements (never used as game elements, only used as graphics) */ +// dummy elements (never used as game elements, only used as graphics) #define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0) @@ -2064,7 +2066,7 @@ #define EL_MM_DUMMY_START EL_MM_MASK_MCDUFFIN_RIGHT #define EL_MM_DUMMY_END EL_MM_MASK_CIRCLE -/* internal elements (only used for internal purposes like copying) */ +// internal elements (only used for internal purposes like copying) #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 47) #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0) @@ -2115,340 +2117,362 @@ #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 38) -/* values for graphics/sounds action types */ -#define ACTION_DEFAULT 0 -#define ACTION_WAITING 1 -#define ACTION_FALLING 2 -#define ACTION_MOVING 3 -#define ACTION_DIGGING 4 -#define ACTION_SNAPPING 5 -#define ACTION_COLLECTING 6 -#define ACTION_DROPPING 7 -#define ACTION_PUSHING 8 -#define ACTION_WALKING 9 -#define ACTION_PASSING 10 -#define ACTION_IMPACT 11 -#define ACTION_BREAKING 12 -#define ACTION_ACTIVATING 13 -#define ACTION_DEACTIVATING 14 -#define ACTION_OPENING 15 -#define ACTION_CLOSING 16 -#define ACTION_ATTACKING 17 -#define ACTION_GROWING 18 -#define ACTION_SHRINKING 19 -#define ACTION_ACTIVE 20 -#define ACTION_FILLING 21 -#define ACTION_EMPTYING 22 -#define ACTION_CHANGING 23 -#define ACTION_EXPLODING 24 -#define ACTION_BORING 25 -#define ACTION_BORING_1 26 -#define ACTION_BORING_2 27 -#define ACTION_BORING_3 28 -#define ACTION_BORING_4 29 -#define ACTION_BORING_5 30 -#define ACTION_BORING_6 31 -#define ACTION_BORING_7 32 -#define ACTION_BORING_8 33 -#define ACTION_BORING_9 34 -#define ACTION_BORING_10 35 -#define ACTION_SLEEPING 36 -#define ACTION_SLEEPING_1 37 -#define ACTION_SLEEPING_2 38 -#define ACTION_SLEEPING_3 39 -#define ACTION_AWAKENING 40 -#define ACTION_DYING 41 -#define ACTION_TURNING 42 -#define ACTION_TURNING_FROM_LEFT 43 -#define ACTION_TURNING_FROM_RIGHT 44 -#define ACTION_TURNING_FROM_UP 45 -#define ACTION_TURNING_FROM_DOWN 46 -#define ACTION_SMASHED_BY_ROCK 47 -#define ACTION_SMASHED_BY_SPRING 48 -#define ACTION_EATING 49 -#define ACTION_TWINKLING 50 -#define ACTION_SPLASHING 51 -#define ACTION_HITTING 52 -#define ACTION_PAGE_1 53 -#define ACTION_PAGE_2 54 -#define ACTION_PAGE_3 55 -#define ACTION_PAGE_4 56 -#define ACTION_PAGE_5 57 -#define ACTION_PAGE_6 58 -#define ACTION_PAGE_7 59 -#define ACTION_PAGE_8 60 -#define ACTION_PAGE_9 61 -#define ACTION_PAGE_10 62 -#define ACTION_PAGE_11 63 -#define ACTION_PAGE_12 64 -#define ACTION_PAGE_13 65 -#define ACTION_PAGE_14 66 -#define ACTION_PAGE_15 67 -#define ACTION_PAGE_16 68 -#define ACTION_PAGE_17 69 -#define ACTION_PAGE_18 70 -#define ACTION_PAGE_19 71 -#define ACTION_PAGE_20 72 -#define ACTION_PAGE_21 73 -#define ACTION_PAGE_22 74 -#define ACTION_PAGE_23 75 -#define ACTION_PAGE_24 76 -#define ACTION_PAGE_25 77 -#define ACTION_PAGE_26 78 -#define ACTION_PAGE_27 79 -#define ACTION_PAGE_28 80 -#define ACTION_PAGE_29 81 -#define ACTION_PAGE_30 82 -#define ACTION_PAGE_31 83 -#define ACTION_PAGE_32 84 -#define ACTION_PART_1 85 -#define ACTION_PART_2 86 -#define ACTION_PART_3 87 -#define ACTION_PART_4 88 -#define ACTION_PART_5 89 -#define ACTION_PART_6 90 -#define ACTION_PART_7 91 -#define ACTION_PART_8 92 -#define ACTION_PART_9 93 -#define ACTION_PART_10 94 -#define ACTION_PART_11 95 -#define ACTION_PART_12 96 -#define ACTION_PART_13 97 -#define ACTION_PART_14 98 -#define ACTION_PART_15 99 -#define ACTION_PART_16 100 -#define ACTION_PART_17 101 -#define ACTION_PART_18 102 -#define ACTION_PART_19 103 -#define ACTION_PART_20 104 -#define ACTION_PART_21 105 -#define ACTION_PART_22 106 -#define ACTION_PART_23 107 -#define ACTION_PART_24 108 -#define ACTION_PART_25 109 -#define ACTION_PART_26 110 -#define ACTION_PART_27 111 -#define ACTION_PART_28 112 -#define ACTION_PART_29 113 -#define ACTION_PART_30 114 -#define ACTION_PART_31 115 -#define ACTION_PART_32 116 -#define ACTION_OTHER 117 - -#define NUM_ACTIONS 118 +// values for graphics/sounds action types +enum +{ + ACTION_DEFAULT = 0, + ACTION_WAITING, + ACTION_FALLING, + ACTION_MOVING, + ACTION_DIGGING, + ACTION_SNAPPING, + ACTION_COLLECTING, + ACTION_DROPPING, + ACTION_PUSHING, + ACTION_WALKING, + ACTION_PASSING, + ACTION_IMPACT, + ACTION_BREAKING, + ACTION_ACTIVATING, + ACTION_DEACTIVATING, + ACTION_OPENING, + ACTION_CLOSING, + ACTION_ATTACKING, + ACTION_GROWING, + ACTION_SHRINKING, + ACTION_ACTIVE, + ACTION_FILLING, + ACTION_EMPTYING, + ACTION_CHANGING, + ACTION_EXPLODING, + ACTION_BORING, + ACTION_BORING_1, + ACTION_BORING_2, + ACTION_BORING_3, + ACTION_BORING_4, + ACTION_BORING_5, + ACTION_BORING_6, + ACTION_BORING_7, + ACTION_BORING_8, + ACTION_BORING_9, + ACTION_BORING_10, + ACTION_SLEEPING, + ACTION_SLEEPING_1, + ACTION_SLEEPING_2, + ACTION_SLEEPING_3, + ACTION_AWAKENING, + ACTION_DYING, + ACTION_TURNING, + ACTION_TURNING_FROM_LEFT, + ACTION_TURNING_FROM_RIGHT, + ACTION_TURNING_FROM_UP, + ACTION_TURNING_FROM_DOWN, + ACTION_SMASHED_BY_ROCK, + ACTION_SMASHED_BY_SPRING, + ACTION_EATING, + ACTION_TWINKLING, + ACTION_SPLASHING, + ACTION_HITTING, + ACTION_PAGE_1, + ACTION_PAGE_2, + ACTION_PAGE_3, + ACTION_PAGE_4, + ACTION_PAGE_5, + ACTION_PAGE_6, + ACTION_PAGE_7, + ACTION_PAGE_8, + ACTION_PAGE_9, + ACTION_PAGE_10, + ACTION_PAGE_11, + ACTION_PAGE_12, + ACTION_PAGE_13, + ACTION_PAGE_14, + ACTION_PAGE_15, + ACTION_PAGE_16, + ACTION_PAGE_17, + ACTION_PAGE_18, + ACTION_PAGE_19, + ACTION_PAGE_20, + ACTION_PAGE_21, + ACTION_PAGE_22, + ACTION_PAGE_23, + ACTION_PAGE_24, + ACTION_PAGE_25, + ACTION_PAGE_26, + ACTION_PAGE_27, + ACTION_PAGE_28, + ACTION_PAGE_29, + ACTION_PAGE_30, + ACTION_PAGE_31, + ACTION_PAGE_32, + ACTION_PART_1, + ACTION_PART_2, + ACTION_PART_3, + ACTION_PART_4, + ACTION_PART_5, + ACTION_PART_6, + ACTION_PART_7, + ACTION_PART_8, + ACTION_PART_9, + ACTION_PART_10, + ACTION_PART_11, + ACTION_PART_12, + ACTION_PART_13, + ACTION_PART_14, + ACTION_PART_15, + ACTION_PART_16, + ACTION_PART_17, + ACTION_PART_18, + ACTION_PART_19, + ACTION_PART_20, + ACTION_PART_21, + ACTION_PART_22, + ACTION_PART_23, + ACTION_PART_24, + ACTION_PART_25, + ACTION_PART_26, + ACTION_PART_27, + ACTION_PART_28, + ACTION_PART_29, + ACTION_PART_30, + ACTION_PART_31, + ACTION_PART_32, + ACTION_OTHER, + + NUM_ACTIONS +}; #define ACTION_BORING_LAST ACTION_BORING_10 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3 -/* values for special image configuration suffixes (must match game mode) */ -#define GFX_SPECIAL_ARG_DEFAULT 0 -#define GFX_SPECIAL_ARG_LOADING 1 -#define GFX_SPECIAL_ARG_TITLE_INITIAL 2 -#define GFX_SPECIAL_ARG_TITLE_INITIAL_1 3 -#define GFX_SPECIAL_ARG_TITLE_INITIAL_2 4 -#define GFX_SPECIAL_ARG_TITLE_INITIAL_3 5 -#define GFX_SPECIAL_ARG_TITLE_INITIAL_4 6 -#define GFX_SPECIAL_ARG_TITLE_INITIAL_5 7 -#define GFX_SPECIAL_ARG_TITLE 8 -#define GFX_SPECIAL_ARG_TITLE_1 9 -#define GFX_SPECIAL_ARG_TITLE_2 10 -#define GFX_SPECIAL_ARG_TITLE_3 11 -#define GFX_SPECIAL_ARG_TITLE_4 12 -#define GFX_SPECIAL_ARG_TITLE_5 13 -#define GFX_SPECIAL_ARG_MAIN 14 -#define GFX_SPECIAL_ARG_LEVELS 15 -#define GFX_SPECIAL_ARG_LEVELNR 16 -#define GFX_SPECIAL_ARG_SCORES 17 -#define GFX_SPECIAL_ARG_EDITOR 18 -#define GFX_SPECIAL_ARG_INFO 19 -#define GFX_SPECIAL_ARG_SETUP 20 -#define GFX_SPECIAL_ARG_PLAYING 21 -#define GFX_SPECIAL_ARG_DOOR 22 -#define GFX_SPECIAL_ARG_TAPE 23 -#define GFX_SPECIAL_ARG_PANEL 24 -#define GFX_SPECIAL_ARG_PREVIEW 25 -#define GFX_SPECIAL_ARG_CRUMBLED 26 -#define GFX_SPECIAL_ARG_MAINONLY 27 -#define GFX_SPECIAL_ARG_TYPENAME 28 -#define GFX_SPECIAL_ARG_SUBMENU 29 -#define GFX_SPECIAL_ARG_MENU 30 -#define GFX_SPECIAL_ARG_TOONS 31 -#define GFX_SPECIAL_ARG_SCORESOLD 32 -#define GFX_SPECIAL_ARG_SCORESNEW 33 -#define GFX_SPECIAL_ARG_FADING 34 -#define GFX_SPECIAL_ARG_QUIT 35 - -#define NUM_SPECIAL_GFX_ARGS 36 - -/* these additional definitions are currently only used for draw offsets */ -#define GFX_SPECIAL_ARG_INFO_MAIN 0 -#define GFX_SPECIAL_ARG_INFO_TITLE 1 -#define GFX_SPECIAL_ARG_INFO_ELEMENTS 2 -#define GFX_SPECIAL_ARG_INFO_MUSIC 3 -#define GFX_SPECIAL_ARG_INFO_CREDITS 4 -#define GFX_SPECIAL_ARG_INFO_PROGRAM 5 -#define GFX_SPECIAL_ARG_INFO_VERSION 6 -#define GFX_SPECIAL_ARG_INFO_LEVELSET 7 - -#define NUM_SPECIAL_GFX_INFO_ARGS 8 - -/* these additional definitions are currently only used for draw offsets */ -/* (must match SETUP_MODE_* values as defined in src/screens.c) */ -/* (should also match corresponding entries in src/conf_gfx.c) */ -#define GFX_SPECIAL_ARG_SETUP_MAIN 0 -#define GFX_SPECIAL_ARG_SETUP_GAME 1 -#define GFX_SPECIAL_ARG_SETUP_EDITOR 2 -#define GFX_SPECIAL_ARG_SETUP_GRAPHICS 3 -#define GFX_SPECIAL_ARG_SETUP_SOUND 4 -#define GFX_SPECIAL_ARG_SETUP_ARTWORK 5 -#define GFX_SPECIAL_ARG_SETUP_INPUT 6 -#define GFX_SPECIAL_ARG_SETUP_TOUCH 7 -#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS 8 -#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1 9 -#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2 10 -#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3 11 -#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4 12 -#define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5 13 -#define GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK 14 -#define GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER 15 - -#define NUM_SPECIAL_GFX_SETUP_ARGS 16 - - -/* values for image configuration suffixes */ -#define GFX_ARG_X 0 -#define GFX_ARG_Y 1 -#define GFX_ARG_XPOS 2 -#define GFX_ARG_YPOS 3 -#define GFX_ARG_WIDTH 4 -#define GFX_ARG_HEIGHT 5 -#define GFX_ARG_VERTICAL 6 -#define GFX_ARG_OFFSET 7 -#define GFX_ARG_XOFFSET 8 -#define GFX_ARG_YOFFSET 9 -#define GFX_ARG_2ND_MOVEMENT_TILE 10 -#define GFX_ARG_2ND_VERTICAL 11 -#define GFX_ARG_2ND_OFFSET 12 -#define GFX_ARG_2ND_XOFFSET 13 -#define GFX_ARG_2ND_YOFFSET 14 -#define GFX_ARG_2ND_SWAP_TILES 15 -#define GFX_ARG_FRAMES 16 -#define GFX_ARG_FRAMES_PER_LINE 17 -#define GFX_ARG_START_FRAME 18 -#define GFX_ARG_DELAY 19 -#define GFX_ARG_ANIM_MODE 20 -#define GFX_ARG_GLOBAL_SYNC 21 -#define GFX_ARG_CRUMBLED_LIKE 22 -#define GFX_ARG_DIGGABLE_LIKE 23 -#define GFX_ARG_BORDER_SIZE 24 -#define GFX_ARG_STEP_OFFSET 25 -#define GFX_ARG_STEP_XOFFSET 26 -#define GFX_ARG_STEP_YOFFSET 27 -#define GFX_ARG_STEP_DELAY 28 -#define GFX_ARG_DIRECTION 29 -#define GFX_ARG_POSITION 30 -#define GFX_ARG_DRAW_XOFFSET 31 -#define GFX_ARG_DRAW_YOFFSET 32 -#define GFX_ARG_DRAW_MASKED 33 -#define GFX_ARG_DRAW_ORDER 34 -#define GFX_ARG_INIT_DELAY_FIXED 35 -#define GFX_ARG_INIT_DELAY_RANDOM 36 -#define GFX_ARG_ANIM_DELAY_FIXED 37 -#define GFX_ARG_ANIM_DELAY_RANDOM 38 -#define GFX_ARG_POST_DELAY_FIXED 39 -#define GFX_ARG_POST_DELAY_RANDOM 40 -#define GFX_ARG_INIT_EVENT 41 -#define GFX_ARG_INIT_EVENT_ACTION 42 -#define GFX_ARG_ANIM_EVENT 43 -#define GFX_ARG_ANIM_EVENT_ACTION 44 -#define GFX_ARG_NAME 45 -#define GFX_ARG_SCALE_UP_FACTOR 46 -#define GFX_ARG_TILE_SIZE 47 -#define GFX_ARG_CLONE_FROM 48 -#define GFX_ARG_FADE_MODE 49 -#define GFX_ARG_FADE_DELAY 50 -#define GFX_ARG_POST_DELAY 51 -#define GFX_ARG_AUTO_DELAY 52 -#define GFX_ARG_ALIGN 53 -#define GFX_ARG_VALIGN 54 -#define GFX_ARG_SORT_PRIORITY 55 -#define GFX_ARG_CLASS 56 -#define GFX_ARG_STYLE 57 -#define GFX_ARG_ACTIVE_XOFFSET 58 -#define GFX_ARG_ACTIVE_YOFFSET 59 -#define GFX_ARG_PRESSED_XOFFSET 60 -#define GFX_ARG_PRESSED_YOFFSET 61 - -#define NUM_GFX_ARGS 62 - - -/* values for sound configuration suffixes */ -#define SND_ARG_MODE_LOOP 0 -#define SND_ARG_VOLUME 1 -#define SND_ARG_PRIORITY 2 - -#define NUM_SND_ARGS 3 - - -/* values for music configuration suffixes */ -#define MUS_ARG_MODE_LOOP 0 - -#define NUM_MUS_ARGS 1 - - -/* values for font configuration (definitions must match those from main.c) */ -#define FONT_INITIAL_1 0 -#define FONT_INITIAL_2 1 -#define FONT_INITIAL_3 2 -#define FONT_INITIAL_4 3 -#define FONT_TITLE_1 4 -#define FONT_TITLE_2 5 -#define FONT_MENU_1_ACTIVE 6 -#define FONT_MENU_2_ACTIVE 7 -#define FONT_MENU_1 8 -#define FONT_MENU_2 9 -#define FONT_TEXT_1_ACTIVE 10 -#define FONT_TEXT_2_ACTIVE 11 -#define FONT_TEXT_3_ACTIVE 12 -#define FONT_TEXT_4_ACTIVE 13 -#define FONT_TEXT_1 14 -#define FONT_TEXT_2 15 -#define FONT_TEXT_3 16 -#define FONT_TEXT_4 17 -#define FONT_ENVELOPE_1 18 -#define FONT_ENVELOPE_2 19 -#define FONT_ENVELOPE_3 20 -#define FONT_ENVELOPE_4 21 -#define FONT_REQUEST 22 -#define FONT_INPUT_1_ACTIVE 23 -#define FONT_INPUT_2_ACTIVE 24 -#define FONT_INPUT_1 25 -#define FONT_INPUT_2 26 -#define FONT_OPTION_OFF_NARROW 27 -#define FONT_OPTION_OFF 28 -#define FONT_OPTION_ON_NARROW 29 -#define FONT_OPTION_ON 30 -#define FONT_VALUE_1 31 -#define FONT_VALUE_2 32 -#define FONT_VALUE_OLD_NARROW 33 -#define FONT_VALUE_OLD 34 -#define FONT_VALUE_NARROW 35 -#define FONT_LEVEL_NUMBER_ACTIVE 36 -#define FONT_LEVEL_NUMBER 37 -#define FONT_TAPE_RECORDER 38 -#define FONT_GAME_INFO 39 -#define FONT_INFO_ELEMENTS 40 -#define FONT_INFO_LEVELSET 41 -#define FONT_MAIN_NETWORK_PLAYERS 42 - -#define NUM_FONTS 43 +// values for special image configuration suffixes (must match game mode) +enum +{ + GFX_SPECIAL_ARG_DEFAULT = 0, + GFX_SPECIAL_ARG_LOADING, + GFX_SPECIAL_ARG_TITLE_INITIAL, + GFX_SPECIAL_ARG_TITLE_INITIAL_1, + GFX_SPECIAL_ARG_TITLE_INITIAL_2, + GFX_SPECIAL_ARG_TITLE_INITIAL_3, + GFX_SPECIAL_ARG_TITLE_INITIAL_4, + GFX_SPECIAL_ARG_TITLE_INITIAL_5, + GFX_SPECIAL_ARG_TITLE, + GFX_SPECIAL_ARG_TITLE_1, + GFX_SPECIAL_ARG_TITLE_2, + GFX_SPECIAL_ARG_TITLE_3, + GFX_SPECIAL_ARG_TITLE_4, + GFX_SPECIAL_ARG_TITLE_5, + GFX_SPECIAL_ARG_MAIN, + GFX_SPECIAL_ARG_LEVELS, + GFX_SPECIAL_ARG_LEVELNR, + GFX_SPECIAL_ARG_SCORES, + GFX_SPECIAL_ARG_EDITOR, + GFX_SPECIAL_ARG_INFO, + GFX_SPECIAL_ARG_SETUP, + GFX_SPECIAL_ARG_PLAYING, + GFX_SPECIAL_ARG_DOOR, + GFX_SPECIAL_ARG_TAPE, + GFX_SPECIAL_ARG_PANEL, + GFX_SPECIAL_ARG_PREVIEW, + GFX_SPECIAL_ARG_CRUMBLED, + GFX_SPECIAL_ARG_MAINONLY, + GFX_SPECIAL_ARG_TYPENAME, + GFX_SPECIAL_ARG_SUBMENU, + GFX_SPECIAL_ARG_MENU, + GFX_SPECIAL_ARG_TOONS, + GFX_SPECIAL_ARG_SCORESOLD, + GFX_SPECIAL_ARG_SCORESNEW, + GFX_SPECIAL_ARG_NO_TITLE, + GFX_SPECIAL_ARG_FADING, + GFX_SPECIAL_ARG_QUIT, + + NUM_SPECIAL_GFX_ARGS +}; + +// these additional definitions are currently only used for draw offsets +enum +{ + GFX_SPECIAL_ARG_INFO_MAIN = 0, + GFX_SPECIAL_ARG_INFO_TITLE, + GFX_SPECIAL_ARG_INFO_ELEMENTS, + GFX_SPECIAL_ARG_INFO_MUSIC, + GFX_SPECIAL_ARG_INFO_CREDITS, + GFX_SPECIAL_ARG_INFO_PROGRAM, + GFX_SPECIAL_ARG_INFO_VERSION, + GFX_SPECIAL_ARG_INFO_LEVELSET, + + NUM_SPECIAL_GFX_INFO_ARGS +}; + +// these additional definitions are currently only used for draw offsets +// (must match SETUP_MODE_* values as defined in src/screens.c) +// (should also match corresponding entries in src/conf_gfx.c) +enum +{ + GFX_SPECIAL_ARG_SETUP_MAIN = 0, + GFX_SPECIAL_ARG_SETUP_GAME, + GFX_SPECIAL_ARG_SETUP_EDITOR, + GFX_SPECIAL_ARG_SETUP_GRAPHICS, + GFX_SPECIAL_ARG_SETUP_SOUND, + GFX_SPECIAL_ARG_SETUP_ARTWORK, + GFX_SPECIAL_ARG_SETUP_INPUT, + GFX_SPECIAL_ARG_SETUP_TOUCH, + GFX_SPECIAL_ARG_SETUP_SHORTCUTS, + GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1, + GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2, + GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3, + GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4, + GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5, + GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK, + GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER, + + NUM_SPECIAL_GFX_SETUP_ARGS +}; + +// values for image configuration suffixes +enum +{ + GFX_ARG_X = 0, + GFX_ARG_Y, + GFX_ARG_XPOS, + GFX_ARG_YPOS, + GFX_ARG_WIDTH, + GFX_ARG_HEIGHT, + GFX_ARG_VERTICAL, + GFX_ARG_OFFSET, + GFX_ARG_XOFFSET, + GFX_ARG_YOFFSET, + GFX_ARG_2ND_MOVEMENT_TILE, + GFX_ARG_2ND_VERTICAL, + GFX_ARG_2ND_OFFSET, + GFX_ARG_2ND_XOFFSET, + GFX_ARG_2ND_YOFFSET, + GFX_ARG_2ND_SWAP_TILES, + GFX_ARG_FRAMES, + GFX_ARG_FRAMES_PER_LINE, + GFX_ARG_START_FRAME, + GFX_ARG_DELAY, + GFX_ARG_ANIM_MODE, + GFX_ARG_GLOBAL_SYNC, + GFX_ARG_CRUMBLED_LIKE, + GFX_ARG_DIGGABLE_LIKE, + GFX_ARG_BORDER_SIZE, + GFX_ARG_STEP_OFFSET, + GFX_ARG_STEP_XOFFSET, + GFX_ARG_STEP_YOFFSET, + GFX_ARG_STEP_DELAY, + GFX_ARG_DIRECTION, + GFX_ARG_POSITION, + GFX_ARG_DRAW_XOFFSET, + GFX_ARG_DRAW_YOFFSET, + GFX_ARG_DRAW_MASKED, + GFX_ARG_DRAW_ORDER, + GFX_ARG_INIT_DELAY_FIXED, + GFX_ARG_INIT_DELAY_RANDOM, + GFX_ARG_ANIM_DELAY_FIXED, + GFX_ARG_ANIM_DELAY_RANDOM, + GFX_ARG_POST_DELAY_FIXED, + GFX_ARG_POST_DELAY_RANDOM, + GFX_ARG_INIT_EVENT, + GFX_ARG_INIT_EVENT_ACTION, + GFX_ARG_ANIM_EVENT, + GFX_ARG_ANIM_EVENT_ACTION, + GFX_ARG_NAME, + GFX_ARG_SCALE_UP_FACTOR, + GFX_ARG_TILE_SIZE, + GFX_ARG_CLONE_FROM, + GFX_ARG_FADE_MODE, + GFX_ARG_FADE_DELAY, + GFX_ARG_POST_DELAY, + GFX_ARG_AUTO_DELAY, + GFX_ARG_ALIGN, + GFX_ARG_VALIGN, + GFX_ARG_SORT_PRIORITY, + GFX_ARG_CLASS, + GFX_ARG_STYLE, + GFX_ARG_ACTIVE_XOFFSET, + GFX_ARG_ACTIVE_YOFFSET, + GFX_ARG_PRESSED_XOFFSET, + GFX_ARG_PRESSED_YOFFSET, + + NUM_GFX_ARGS +}; + +// values for sound configuration suffixes +enum +{ + SND_ARG_MODE_LOOP = 0, + SND_ARG_VOLUME, + SND_ARG_PRIORITY, + + NUM_SND_ARGS +}; + +// values for music configuration suffixes +enum +{ + MUS_ARG_MODE_LOOP = 0, + + NUM_MUS_ARGS +}; + +// values for font configuration (definitions must match those from main.c) +enum +{ + FONT_INITIAL_1 = MAIN_FONT_INITIAL_1, + FONT_INITIAL_2 = MAIN_FONT_INITIAL_2, + FONT_INITIAL_3 = MAIN_FONT_INITIAL_3, + FONT_INITIAL_4 = MAIN_FONT_INITIAL_4, + FONT_TITLE_1, + FONT_TITLE_2, + FONT_MENU_1_ACTIVE, + FONT_MENU_2_ACTIVE, + FONT_MENU_1, + FONT_MENU_2, + FONT_TEXT_1_ACTIVE, + FONT_TEXT_2_ACTIVE, + FONT_TEXT_3_ACTIVE, + FONT_TEXT_4_ACTIVE, + FONT_TEXT_1, + FONT_TEXT_2, + FONT_TEXT_3, + FONT_TEXT_4, + FONT_ENVELOPE_1, + FONT_ENVELOPE_2, + FONT_ENVELOPE_3, + FONT_ENVELOPE_4, + FONT_REQUEST, + FONT_INPUT_1_ACTIVE, + FONT_INPUT_2_ACTIVE, + FONT_INPUT_1, + FONT_INPUT_2, + FONT_OPTION_OFF_NARROW, + FONT_OPTION_OFF, + FONT_OPTION_ON_NARROW, + FONT_OPTION_ON, + FONT_VALUE_1, + FONT_VALUE_2, + FONT_VALUE_OLD_NARROW, + FONT_VALUE_OLD, + FONT_VALUE_NARROW, + FONT_LEVEL_NUMBER_ACTIVE, + FONT_LEVEL_NUMBER, + FONT_TAPE_RECORDER, + FONT_GAME_INFO, + FONT_INFO_ELEMENTS, + FONT_INFO_LEVELSET, + FONT_MAIN_NETWORK_PLAYERS, + + NUM_FONTS +}; + #define NUM_INITIAL_FONTS 4 -/* values for toon animation configuration */ +// values for toon animation configuration #define MAX_NUM_TOONS 20 -/* values for global animation configuration (must match those from main.c) */ +// values for global animation configuration (must match those from main.c) #define NUM_GLOBAL_ANIMS MAX_GLOBAL_ANIMS #define NUM_GLOBAL_ANIM_PARTS MAX_GLOBAL_ANIM_PARTS #define NUM_GLOBAL_ANIM_PARTS_ALL (NUM_GLOBAL_ANIM_PARTS + 1) @@ -2463,71 +2487,72 @@ #define GLOBAL_ANIM_ID_PART_LAST (NUM_GLOBAL_ANIM_PARTS - 1) #define GLOBAL_ANIM_ID_PART_BASE (NUM_GLOBAL_ANIM_PARTS) -/* values for global border graphics */ +// values for global border graphics #define IMG_GLOBAL_BORDER_FIRST IMG_GLOBAL_BORDER #define IMG_GLOBAL_BORDER_LAST IMG_GLOBAL_BORDER_PLAYING -/* values for game_status (must match special image configuration suffixes) */ -#define GAME_MODE_DEFAULT 0 -#define GAME_MODE_LOADING 1 -#define GAME_MODE_TITLE_INITIAL 2 -#define GAME_MODE_TITLE_INITIAL_1 3 -#define GAME_MODE_TITLE_INITIAL_2 4 -#define GAME_MODE_TITLE_INITIAL_3 5 -#define GAME_MODE_TITLE_INITIAL_4 6 -#define GAME_MODE_TITLE_INITIAL_5 7 -#define GAME_MODE_TITLE 8 -#define GAME_MODE_TITLE_1 9 -#define GAME_MODE_TITLE_2 10 -#define GAME_MODE_TITLE_3 11 -#define GAME_MODE_TITLE_4 12 -#define GAME_MODE_TITLE_5 13 -#define GAME_MODE_MAIN 14 -#define GAME_MODE_LEVELS 15 -#define GAME_MODE_LEVELNR 16 -#define GAME_MODE_SCORES 17 -#define GAME_MODE_EDITOR 18 -#define GAME_MODE_INFO 19 -#define GAME_MODE_SETUP 20 -#define GAME_MODE_PLAYING 21 -#define GAME_MODE_PSEUDO_DOOR 22 -#define GAME_MODE_PSEUDO_TAPE 23 -#define GAME_MODE_PSEUDO_PANEL 24 -#define GAME_MODE_PSEUDO_PREVIEW 25 -#define GAME_MODE_PSEUDO_CRUMBLED 26 -#define GAME_MODE_PSEUDO_MAINONLY 27 -#define GAME_MODE_PSEUDO_TYPENAME 28 -#define GAME_MODE_PSEUDO_SUBMENU 29 -#define GAME_MODE_PSEUDO_MENU 30 -#define GAME_MODE_PSEUDO_TOONS 31 -#define GAME_MODE_PSEUDO_SCORESOLD 32 -#define GAME_MODE_PSEUDO_SCORESNEW 33 -#define GAME_MODE_PSEUDO_FADING 34 -#define GAME_MODE_QUIT 35 - -#define NUM_GAME_MODES 36 - -/* special definitions currently only used for custom artwork configuration */ +// values for game_status (must match special image configuration suffixes) +#define GAME_MODE_DEFAULT GFX_SPECIAL_ARG_DEFAULT +#define GAME_MODE_LOADING GFX_SPECIAL_ARG_LOADING +#define GAME_MODE_TITLE_INITIAL GFX_SPECIAL_ARG_TITLE_INITIAL +#define GAME_MODE_TITLE_INITIAL_1 GFX_SPECIAL_ARG_TITLE_INITIAL_1 +#define GAME_MODE_TITLE_INITIAL_2 GFX_SPECIAL_ARG_TITLE_INITIAL_2 +#define GAME_MODE_TITLE_INITIAL_3 GFX_SPECIAL_ARG_TITLE_INITIAL_3 +#define GAME_MODE_TITLE_INITIAL_4 GFX_SPECIAL_ARG_TITLE_INITIAL_4 +#define GAME_MODE_TITLE_INITIAL_5 GFX_SPECIAL_ARG_TITLE_INITIAL_5 +#define GAME_MODE_TITLE GFX_SPECIAL_ARG_TITLE +#define GAME_MODE_TITLE_1 GFX_SPECIAL_ARG_TITLE_1 +#define GAME_MODE_TITLE_2 GFX_SPECIAL_ARG_TITLE_2 +#define GAME_MODE_TITLE_3 GFX_SPECIAL_ARG_TITLE_3 +#define GAME_MODE_TITLE_4 GFX_SPECIAL_ARG_TITLE_4 +#define GAME_MODE_TITLE_5 GFX_SPECIAL_ARG_TITLE_5 +#define GAME_MODE_MAIN GFX_SPECIAL_ARG_MAIN +#define GAME_MODE_LEVELS GFX_SPECIAL_ARG_LEVELS +#define GAME_MODE_LEVELNR GFX_SPECIAL_ARG_LEVELNR +#define GAME_MODE_SCORES GFX_SPECIAL_ARG_SCORES +#define GAME_MODE_EDITOR GFX_SPECIAL_ARG_EDITOR +#define GAME_MODE_INFO GFX_SPECIAL_ARG_INFO +#define GAME_MODE_SETUP GFX_SPECIAL_ARG_SETUP +#define GAME_MODE_PLAYING GFX_SPECIAL_ARG_PLAYING +#define GAME_MODE_PSEUDO_DOOR GFX_SPECIAL_ARG_DOOR +#define GAME_MODE_PSEUDO_TAPE GFX_SPECIAL_ARG_TAPE +#define GAME_MODE_PSEUDO_PANEL GFX_SPECIAL_ARG_PANEL +#define GAME_MODE_PSEUDO_PREVIEW GFX_SPECIAL_ARG_PREVIEW +#define GAME_MODE_PSEUDO_CRUMBLED GFX_SPECIAL_ARG_CRUMBLED +#define GAME_MODE_PSEUDO_MAINONLY GFX_SPECIAL_ARG_MAINONLY +#define GAME_MODE_PSEUDO_TYPENAME GFX_SPECIAL_ARG_TYPENAME +#define GAME_MODE_PSEUDO_SUBMENU GFX_SPECIAL_ARG_SUBMENU +#define GAME_MODE_PSEUDO_MENU GFX_SPECIAL_ARG_MENU +#define GAME_MODE_PSEUDO_TOONS GFX_SPECIAL_ARG_TOONS +#define GAME_MODE_PSEUDO_SCORESOLD GFX_SPECIAL_ARG_SCORESOLD +#define GAME_MODE_PSEUDO_SCORESNEW GFX_SPECIAL_ARG_SCORESNEW +#define GAME_MODE_PSEUDO_NO_TITLE GFX_SPECIAL_ARG_NO_TITLE +#define GAME_MODE_PSEUDO_FADING GFX_SPECIAL_ARG_FADING +#define GAME_MODE_QUIT GFX_SPECIAL_ARG_QUIT + +#define NUM_GAME_MODES NUM_SPECIAL_GFX_ARGS + +// special definitions currently only used for custom artwork configuration #define MUSIC_PREFIX_BACKGROUND 0 #define NUM_MUSIC_PREFIXES 1 -/* definitions for demo animation lists */ +// definitions for demo animation lists #define HELPANIM_LIST_NEXT -1 #define HELPANIM_LIST_END -999 -/* program information and versioning definitions */ +// program information and versioning definitions #define PROGRAM_VERSION_SUPER 4 #define PROGRAM_VERSION_MAJOR 1 -#define PROGRAM_VERSION_MINOR 0 -#define PROGRAM_VERSION_PATCH 1 +#define PROGRAM_VERSION_MINOR 2 +#define PROGRAM_VERSION_PATCH 0 #define PROGRAM_VERSION_EXTRA "" #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds" #define PROGRAM_AUTHOR_STRING "Holger Schemel" #define PROGRAM_EMAIL_STRING "info@artsoft.org" #define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/" -#define PROGRAM_COPYRIGHT_STRING "Copyright \xa9""1995-2018 by Holger Schemel" +#define PROGRAM_COPYRIGHT_STRING "Copyright \xa9""1995-2019 by Holger Schemel" #define PROGRAM_COMPANY_STRING "A Game by Artsoft Entertainment" #define PROGRAM_ICON_FILENAME "RocksIcon32x32.png" @@ -2565,13 +2590,13 @@ PROGRAM_VERSION_MINOR, \ PROGRAM_VERSION_PATCH) -/* values for game_emulation */ +// values for game_emulation #define EMU_NONE 0 #define EMU_BOULDERDASH 1 #define EMU_SOKOBAN 2 #define EMU_SUPAPLEX 3 -/* values for level file type identifier */ +// values for level file type identifier #define LEVEL_FILE_TYPE_UNKNOWN 0 #define LEVEL_FILE_TYPE_RND 1 #define LEVEL_FILE_TYPE_BD 2 @@ -2584,7 +2609,7 @@ #define NUM_LEVEL_FILE_TYPES 9 -/* values for game engine type identifier */ +// values for game engine type identifier #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM @@ -2593,7 +2618,7 @@ #define NUM_ENGINE_TYPES 4 -/* values for automatically playing tapes */ +// values for automatically playing tapes #define AUTOPLAY_NONE 0 #define AUTOPLAY_PLAY (1 << 0) #define AUTOPLAY_FFWD (1 << 1) @@ -2732,6 +2757,8 @@ struct MenuInfo int scrollbar_xoffset; + struct MenuPosInfo list_setup[NUM_SPECIAL_GFX_SETUP_ARGS]; + int list_size[NUM_SPECIAL_GFX_ARGS]; int list_size_info[NUM_SPECIAL_GFX_INFO_ARGS]; @@ -2824,6 +2851,8 @@ struct PreviewInfo int step_offset; int step_delay; int anim_mode; + + boolean redefined; // redefined by custom artwork }; struct EditorTabsInfo @@ -2994,23 +3023,23 @@ struct LevelInfo int game_engine_type; - /* level stored in native format for the alternative native game engines */ + // level stored in native format for the alternative native game engines struct LevelInfo_EM *native_em_level; struct LevelInfo_SP *native_sp_level; struct LevelInfo_MM *native_mm_level; - int file_version; /* file format version the level is stored with */ - int game_version; /* game release version the level was created with */ + int file_version; // file format version the level is stored with + int game_version; // game release version the level was created with struct DateInfo creation_date; - boolean encoding_16bit_field; /* level contains 16-bit elements */ - boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */ - boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */ + boolean encoding_16bit_field; // level contains 16-bit elements + boolean encoding_16bit_yamyam; // yamyam contains 16-bit elements + boolean encoding_16bit_amoeba; // amoeba contains 16-bit elements int fieldx, fieldy; - int time; /* available time (seconds) */ + int time; // available time (seconds) int gems_needed; boolean auto_count_gems; @@ -3054,7 +3083,7 @@ struct LevelInfo int explosion_element[MAX_PLAYERS]; boolean use_explosion_element[MAX_PLAYERS]; - /* values for the new EMC elements */ + // values for the new EMC elements int android_move_time; int android_clone_time; boolean ball_random; @@ -3073,33 +3102,37 @@ struct LevelInfo int num_android_clone_elements; int android_clone_element[MAX_ANDROID_ELEMENTS]; - int can_move_into_acid_bits; /* bitfield to store property for elements */ - int dont_collide_with_bits; /* bitfield to store property for elements */ + int can_move_into_acid_bits; // bitfield to store property for elements + int dont_collide_with_bits; // bitfield to store property for elements - int initial_player_stepsize[MAX_PLAYERS]; /* initial player speed */ + int initial_player_stepsize[MAX_PLAYERS]; // initial player speed boolean initial_player_gravity[MAX_PLAYERS]; boolean use_initial_inventory[MAX_PLAYERS]; int initial_inventory_size[MAX_PLAYERS]; int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE]; - 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 */ - boolean use_time_orb_bug; /* for compatibility with old levels */ - boolean instant_relocation; /* no visual delay when relocating player */ - boolean shifted_relocation; /* no level centering when relocating player */ - boolean lazy_relocation; /* only redraw off-screen player relocation */ - boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */ - boolean grow_into_diggable; /* amoeba can grow into anything diggable */ - boolean auto_exit_sokoban; /* automatically finish solved Sokoban levels */ - - boolean continuous_snapping; /* repeated snapping without releasing key */ - 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 */ - - /* values for MM/DF elements */ + 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 + boolean use_time_orb_bug; // for compatibility with old levels + boolean use_life_bugs; // for compatibility with old levels + boolean instant_relocation; // no visual delay when relocating player + boolean shifted_relocation; // no level centering when relocating player + boolean lazy_relocation; // only redraw off-screen player relocation + boolean can_pass_to_walkable; // player can pass to empty or walkable tile + boolean grow_into_diggable; // amoeba can grow into anything diggable + boolean sb_fields_needed; // all Sokoban fields must be solved + boolean sb_objects_needed; // all Sokoban objects must be solved + boolean auto_exit_sokoban; // automatically finish solved Sokoban levels + boolean solved_by_one_player; // level is solved if one player enters exit + + boolean continuous_snapping; // repeated snapping without releasing key + 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 + + // values for MM/DF elements boolean mm_laser_red, mm_laser_green, mm_laser_blue; boolean df_laser_red, df_laser_green, df_laser_blue; int mm_time_fuse; @@ -3107,24 +3140,35 @@ struct LevelInfo int mm_time_ball; int mm_time_block; - /* ('int' instead of 'boolean' because used as selectbox value in editor) */ - int use_step_counter; /* count steps instead of seconds for level */ + // ('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 use_custom_template; // use custom properties from template file - boolean file_has_custom_elements; /* set when level file contains CEs */ + boolean file_has_custom_elements; // set when level file contains CEs - boolean no_valid_file; /* set when level file missing or invalid */ - boolean no_level_file; /* set when falling back to level template */ + boolean no_valid_file; // set when level file missing or invalid + boolean no_level_file; // set when falling back to level template - boolean changed; /* set when level was changed in the editor */ + boolean changed; // set when level was changed in the editor - /* runtime flags to handle bugs in old levels (not stored in level file) */ + // runtime flags to handle bugs in old levels (not stored in level file) boolean use_action_after_change_bug; }; +struct NetworkLevelInfo +{ + char *leveldir_identifier; // network levelset identifier + + struct LevelFileInfo file_info; // file info for level file + struct LevelFileInfo tmpl_info; // file info for level template + + boolean use_network_level_files; // use levels from network server + boolean use_custom_template; // use CEs from level template +}; + struct GlobalInfo { char *autoplay_leveldir; @@ -3142,10 +3186,10 @@ struct GlobalInfo float frames_per_second; boolean show_frames_per_second; - /* global values for fading screens and masking borders */ + // global values for fading screens and masking borders int border_status; - /* values for global animations */ + // values for global animations int anim_status; int anim_status_next; @@ -3154,40 +3198,40 @@ struct GlobalInfo struct ElementChangeInfo { - boolean can_change; /* use or ignore this change info */ + boolean can_change; // use or ignore this change info - boolean has_event[NUM_CHANGE_EVENTS]; /* change events */ + boolean has_event[NUM_CHANGE_EVENTS]; // change events - int trigger_player; /* player triggering change */ - int trigger_side; /* side triggering change */ - int trigger_page; /* page triggering change */ + int trigger_player; // player triggering change + int trigger_side; // side triggering change + int trigger_page; // page triggering change - int 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) */ + 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) - int initial_trigger_element; /* initial element triggering change */ + int initial_trigger_element; // initial element triggering change - 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 */ - int random_percentage; /* random value for replacing elements */ - int replace_when; /* type of elements that can be replaced */ + 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 + int random_percentage; // random value for replacing elements + int replace_when; // type of elements that can be replaced - boolean explode; /* explode instead of change */ + 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 */ - int action_element; /* element related to action */ + 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 + int action_element; // element related to action - /* ---------- internal values used at runtime when playing ---------- */ + // ---------- internal values used at runtime when playing ---------- - int trigger_element; /* element triggering change */ + int trigger_element; // element triggering change /* functions that are called before, while and after the change of an element -- currently only used for non-custom elements */ @@ -3195,247 +3239,247 @@ struct ElementChangeInfo 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_side; /* element side that triggered the change */ - int actual_trigger_player; /* player which actually triggered change */ - int actual_trigger_player_bits; /* player bits of triggering players */ - int actual_trigger_ce_value; /* CE value of element that triggered change */ - int actual_trigger_ce_score; /* CE score of element that triggered change */ + 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_player_bits; // player bits of triggering players + int actual_trigger_ce_value; // CE value of element that triggered change + int actual_trigger_ce_score; // CE score of element that triggered change - boolean can_change_or_has_action; /* can_change | has_action */ + boolean can_change_or_has_action; // can_change | has_action - /* ---------- internal values used in level editor ---------- */ + // ---------- internal values used in level editor ---------- - int direct_action; /* change triggered by actions on element */ - int other_action; /* change triggered by other element actions */ + int direct_action; // change triggered by actions on element + int other_action; // change triggered by other element actions }; struct ElementGroupInfo { - int num_elements; /* number of elements in this group */ - int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */ + int num_elements; // number 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 */ + int choice_mode; // how to choose element from group - /* ---------- internal values used at runtime when playing ---------- */ + // ---------- 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 */ + int choice_pos; // current element choice position }; struct ElementNameInfo { - /* ---------- token and description strings ---------- */ + // ---------- token and description strings ---------- - char *token_name; /* element token used in config files */ - char *class_name; /* element class used in config files */ - char *editor_description; /* pre-defined description for level editor */ + char *token_name; // element token used in config files + char *class_name; // element class used in config files + char *editor_description; // pre-defined description for level editor }; struct ElementInfo { - /* ---------- token and description strings ---------- */ + // ---------- token and description strings ---------- - char *token_name; /* element token used in config files */ - char *class_name; /* element class used in config files */ - char *editor_description; /* pre-defined description for level editor */ - char *custom_description; /* alternative description from config file */ - char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */ + char *token_name; // element token used in config files + char *class_name; // element class used in config files + char *editor_description; // pre-defined description for level editor + char *custom_description; // alternative description from config file + char description[MAX_ELEMENT_NAME_LEN + 1]; // for custom/group elements - /* ---------- graphic and sound definitions ---------- */ + // ---------- graphic and sound definitions ---------- - int graphic[NUM_ACTIONS]; /* default graphics for several actions */ + int graphic[NUM_ACTIONS]; // default graphics for several actions int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL]; - /* special graphics for left/right/up/down */ + // special graphics for left/right/up/down - int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */ + int crumbled[NUM_ACTIONS]; // crumbled graphics for several actions int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL]; - /* crumbled graphics for left/right/up/down */ + // crumbled graphics for left/right/up/down int special_graphic[NUM_SPECIAL_GFX_ARGS]; - /* special graphics for certain screens */ + // special graphics for certain screens - int sound[NUM_ACTIONS]; /* default sounds for several actions */ + int sound[NUM_ACTIONS]; // default sounds for several actions - /* ---------- special element property values ---------- */ + // ---------- special element property values ---------- - unsigned int properties[NUM_EP_BITFIELDS]; /* element base properties */ + unsigned int properties[NUM_EP_BITFIELDS]; // element base properties - boolean use_gfx_element; /* use custom graphic element */ - int gfx_element_initial; /* initial optional custom graphic element */ + boolean use_gfx_element; // use custom graphic element + int gfx_element_initial; // initial optional custom graphic element - int access_direction; /* accessible from which direction */ + int access_direction; // accessible from which direction - int collect_score_initial; /* initial score value for collecting */ - int collect_count_initial; /* initial 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 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 */ - 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 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_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 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 slippery_type; // how/where other elements slip away - struct Content content; /* 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 */ - int ignition_delay; /* delay for explosion by other explosion */ + int explosion_type; // type of explosion, like 3x3, 3+3 or 1x1 + 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 */ + struct ElementChangeInfo *change_page; // actual list of change pages + struct ElementChangeInfo *change; // pointer to current change page - int num_change_pages; /* actual number of change pages */ - int current_change_page; /* currently edited change page */ + int num_change_pages; // actual number of change pages + int current_change_page; // currently edited change page - struct ElementGroupInfo *group; /* pointer to element group info */ + struct ElementGroupInfo *group; // pointer to element group info - /* ---------- internal values used at runtime when playing ---------- */ + // ---------- internal values used at runtime when playing ---------- boolean has_change_event[NUM_CHANGE_EVENTS]; - int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */ - struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */ + 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]; - int gfx_element; /* runtime optional custom graphic element */ + int gfx_element; // runtime optional custom graphic element - int collect_score; /* runtime score value for collecting */ + int collect_score; // runtime score value for collecting - /* count of this element on playfield, calculated after each frame */ + // count of this element on playfield, calculated after each frame int element_count; - /* ---------- internal values used in level editor ---------- */ + // ---------- 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 */ + 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 - boolean can_explode_by_fire; /* element explodes by fire */ - boolean can_explode_smashed; /* element explodes when smashed */ - boolean can_explode_impact; /* element explodes on impact */ + boolean can_explode_by_fire; // element explodes by fire + boolean can_explode_smashed; // element explodes when smashed + boolean can_explode_impact; // element explodes on impact - boolean modified_settings; /* set for all modified custom elements */ + boolean modified_settings; // set for all modified custom elements }; struct FontInfo { - char *token_name; /* font token used in config files */ + char *token_name; // font token used in config files - int graphic; /* default graphic for this font */ + int graphic; // default graphic for this font int special_graphic[NUM_SPECIAL_GFX_ARGS]; - /* special graphics for certain screens */ + // special graphics for certain screens int special_bitmap_id[NUM_SPECIAL_GFX_ARGS]; - /* internal bitmap ID for special graphics */ + // internal bitmap ID for special graphics }; struct GlobalAnimNameInfo { - char *token_name; /* global animation token in config files */ + char *token_name; // global animation token in config files }; struct GlobalAnimInfo { - char *token_name; /* global animation token in config files */ + char *token_name; // global animation token in config files - /* global animation graphic and control definitions */ + // global animation graphic and control definitions int graphic[NUM_GLOBAL_ANIM_PARTS_ALL][NUM_SPECIAL_GFX_ARGS]; - /* global animation sound and music definitions */ + // global animation sound and music definitions int sound[NUM_GLOBAL_ANIM_PARTS_ALL][NUM_SPECIAL_GFX_ARGS]; int music[NUM_GLOBAL_ANIM_PARTS_ALL][NUM_SPECIAL_GFX_ARGS]; }; struct GraphicInfo { - Bitmap **bitmaps; /* bitmaps in all required sizes */ - Bitmap *bitmap; /* bitmap in default size */ + Bitmap **bitmaps; // bitmaps in all required sizes + Bitmap *bitmap; // bitmap in default size - 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_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 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 */ - int offset2_x, offset2_y; /* x/y offset to second movement tile */ + int offset_x, offset_y; // x/y offset to next animation frame + int offset2_x, offset2_y; // x/y offset to second movement tile - boolean double_movement; /* animation has second movement tile */ - int swap_double_tiles; /* explicitely force or forbid tile swapping */ + boolean double_movement; // animation has second movement tile + int swap_double_tiles; // explicitely force or forbid tile swapping int anim_frames; int anim_frames_per_line; int anim_start_frame; - int anim_delay; /* important: delay of 1 means "no delay"! */ + int anim_delay; // important: delay of 1 means "no delay"! int anim_mode; boolean anim_global_sync; - int crumbled_like; /* element for cloning crumble graphics */ - int diggable_like; /* element for cloning digging graphics */ + int crumbled_like; // element for cloning crumble graphics + int diggable_like; // element for cloning digging graphics - int border_size; /* border size for "crumbled" graphics */ + int border_size; // border size for "crumbled" graphics - int scale_up_factor; /* optional factor for scaling image up */ - int tile_size; /* optional explicitly defined tile size */ + int scale_up_factor; // optional factor for scaling image up + int tile_size; // optional explicitly defined tile size - int clone_from; /* graphic for cloning *all* settings */ + int clone_from; // graphic for cloning *all* settings - int init_delay_fixed; /* optional initial delay values for global */ - int init_delay_random; /* animations (pause interval before start) */ - int anim_delay_fixed; /* optional delay values for bored/sleeping */ - int anim_delay_random; /* and global animations (animation length) */ - int post_delay_fixed; /* optional delay values after bored/global */ - int post_delay_random; /* animations (pause before next animation) */ + int init_delay_fixed; // optional initial delay values for global + int init_delay_random; // animations (pause interval before start) + int anim_delay_fixed; // optional delay values for bored/sleeping + int anim_delay_random; // and global animations (animation length) + int post_delay_fixed; // optional delay values after bored/global + int post_delay_random; // animations (pause before next animation) - int init_event; /* optional event triggering animation start */ - int init_event_action; /* optional action called on animation start */ - int anim_event; /* optional event triggering animation end */ - int anim_event_action; /* optional action called on animation end */ + int init_event; // optional event triggering animation start + int init_event_action; // optional action called on animation start + int anim_event; // optional event triggering animation end + int anim_event_action; // optional action called on animation end - int step_offset; /* optional step offset of toon animations */ - int step_xoffset; /* optional step offset of toon animations */ - int step_yoffset; /* optional step offset of toon animations */ - int step_delay; /* optional step delay of toon animations */ - int direction; /* optional move direction of toon animations */ - int position; /* optional draw position of toon animations */ - int x; /* optional draw position of toon animations */ - int y; /* optional draw position of toon animations */ + int step_offset; // optional step offset of toon animations + int step_xoffset; // optional step offset of toon animations + int step_yoffset; // optional step offset of toon animations + int step_delay; // optional step delay of toon animations + int direction; // optional move direction of toon animations + int position; // optional draw position of toon animations + int x; // optional draw position of toon animations + int y; // optional draw position of toon animations - int draw_xoffset; /* optional offset for drawing font chars */ - int draw_yoffset; /* optional offset for drawing font chars */ + int draw_xoffset; // optional offset for drawing font chars + int draw_yoffset; // optional offset for drawing font chars - int draw_masked; /* optional setting for drawing envelope gfx */ - int draw_order; /* optional draw order for global animations */ + int draw_masked; // optional setting for drawing envelope gfx + int draw_order; // optional draw order for global animations - int fade_mode; /* optional setting for drawing title screens */ - int fade_delay; /* optional setting for drawing title screens */ - int post_delay; /* optional setting for drawing title screens */ - int auto_delay; /* optional setting for drawing title screens */ - int align, valign; /* optional setting for drawing title screens */ - int sort_priority; /* optional setting for drawing title screens */ + int fade_mode; // optional setting for drawing title screens + int fade_delay; // optional setting for drawing title screens + int post_delay; // optional setting for drawing title screens + int auto_delay; // optional setting for drawing title screens + int align, valign; // optional setting for drawing title screens + int sort_priority; // optional setting for drawing title screens int class; int style; @@ -3445,7 +3489,7 @@ struct GraphicInfo int pressed_xoffset; int pressed_yoffset; - boolean use_image_size; /* use image size as default width and height */ + boolean use_image_size; // use image size as default width and height }; struct SoundInfo @@ -3529,15 +3573,13 @@ extern int game_status; extern boolean game_status_last_screen; extern boolean level_editor_test_game; extern boolean network_playing; - -#if defined(TARGET_SDL) extern boolean network_server; extern SDL_Thread *server_thread; -#endif extern int key_joystick_mapping; extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short Last[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; @@ -3608,9 +3650,6 @@ extern int BX1, BY1; extern int BX2, BY2; extern int SBX_Left, SBX_Right; extern int SBY_Upper, SBY_Lower; -extern int ZX, ZY; -extern int ExitX, ExitY; -extern int AllPlayersGone; extern int TimeFrames, TimePlayed, TimeLeft, TapeTime; @@ -3683,4 +3722,4 @@ extern struct ConfigInfo music_config[]; extern struct ConfigInfo helpanim_config[]; extern struct ConfigInfo helptext_config[]; -#endif /* MAIN_H */ +#endif // MAIN_H