1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
30 #include "conf_gfx.h" /* include auto-generated data structure definitions */
31 #include "conf_snd.h" /* include auto-generated data structure definitions */
33 #define IMG_UNDEFINED (-1)
34 #define IMG_EMPTY IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START IMG_CUSTOM_1
39 #define SND_UNDEFINED (-1)
46 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX 3
49 #define MIN_LEV_FIELDY 3
50 #define STD_LEV_FIELDX 64
51 #define STD_LEV_FIELDY 32
52 #define MAX_LEV_FIELDX 128
53 #define MAX_LEV_FIELDY 128
55 #define SCREENX(a) ((a) - scroll_x)
56 #define SCREENY(a) ((a) - scroll_y)
57 #define LEVELX(a) ((a) + scroll_x)
58 #define LEVELY(a) ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_COLLECTIBLE 1
66 #define EP_DONT_RUN_INTO 2
67 #define EP_DONT_COLLIDE_WITH 3
68 #define EP_DONT_TOUCH 4
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_CHANGE 7
74 #define EP_CAN_SMASH_PLAYER 10
75 #define EP_CAN_SMASH_ENEMIES 11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE 13
78 #define EP_CAN_EXPLODE_SMASHED 14
79 #define EP_CAN_EXPLODE_IMPACT 15
80 #define EP_WALKABLE_OVER 16
81 #define EP_WALKABLE_INSIDE 17
82 #define EP_WALKABLE_UNDER 18
83 #define EP_PASSABLE_OVER 19
84 #define EP_PASSABLE_INSIDE 20
85 #define EP_PASSABLE_UNDER 21
86 #define EP_UNUSED_22 22
87 #define EP_UNUSED_23 23
88 #define EP_PUSHABLE 24
90 /* values for special configurable properties (depending on level settings) */
91 #define EP_EM_SLIPPERY_WALL 25
93 /* values for special graphics properties (no effect on game engine) */
94 #define EP_CAN_BE_CRUMBLED 26
96 /* values for pre-defined properties */
98 #define EP_CAN_PASS_MAGIC_WALL 28
99 #define EP_SWITCHABLE 29
100 #define EP_BD_ELEMENT 30
101 #define EP_SP_ELEMENT 31
102 #define EP_SB_ELEMENT 32
104 #define EP_FOOD_DARK_YAMYAM 34
105 #define EP_FOOD_PENGUIN 35
106 #define EP_FOOD_PIG 36
107 #define EP_HISTORIC_WALL 37
108 #define EP_HISTORIC_SOLID 38
109 #define EP_CLASSIC_ENEMY 39
111 #define EP_BELT_ACTIVE 41
112 #define EP_BELT_SWITCH 42
114 #define EP_KEYGATE 44
115 #define EP_AMOEBOID 45
116 #define EP_AMOEBALIVE 46
117 #define EP_HAS_CONTENT 47
118 #define EP_ACTIVE_BOMB 48
119 #define EP_INACTIVE 49
121 /* values for derived properties (determined from properties above) */
122 #define EP_ACCESSIBLE_OVER 50
123 #define EP_ACCESSIBLE_INSIDE 51
124 #define EP_ACCESSIBLE_UNDER 52
125 #define EP_WALKABLE 53
126 #define EP_PASSABLE 54
127 #define EP_ACCESSIBLE 55
128 #define EP_SNAPPABLE 56
130 #define EP_SOLID_FOR_PUSHING 58
131 #define EP_DRAGONFIRE_PROOF 59
132 #define EP_EXPLOSION_PROOF 60
133 #define EP_CAN_SMASH 61
134 #define EP_CAN_EXPLODE 62
136 /* values for internal purpose only (level editor) */
137 #define EP_EXPLODE_RESULT 63
138 #define EP_WALK_TO_OBJECT 64
141 #define NUM_ELEMENT_PROPERTIES 66
143 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
144 #define EP_BITFIELD_BASE 0
146 #define EP_BITMASK_DEFAULT 0
148 #define PROPERTY_BIT(p) (1 << ((p) % 32))
149 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
150 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
151 #define SET_PROPERTY(e,p,v) ((v) ? \
152 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
153 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
156 /* values for change events for custom elements */
158 #define CE_TOUCHED_BY_PLAYER 1
159 #define CE_PRESSED_BY_PLAYER 2
160 #define CE_PUSHED_BY_PLAYER 3
163 #define CE_OTHER_COLLECTING 6
164 #define CE_OTHER_PUSHING 7
165 #define CE_OTHER_CHANGING 8
166 #define CE_OTHER_EXPLODING 9
168 /* values for internal purpose only (level editor) */
169 #define CE_BY_PLAYER 10
170 #define CE_IMPACT_SMASHED 11
171 #define CE_BY_OTHER 12
173 #define NUM_CHANGE_EVENTS 13
175 #define CE_BITMASK_DEFAULT 0
177 #define CH_EVENT_BIT(c) (1 << (c))
178 #define CH_EVENT_VAR(e) (element_info[e].change.events)
180 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
181 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
182 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
184 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
185 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
188 /* macros for configurable properties */
189 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
190 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
191 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
192 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
193 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
194 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
195 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
196 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
197 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
198 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
199 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
200 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
201 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
202 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
203 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
204 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
205 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
206 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
207 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
208 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
209 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
210 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
211 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
213 /* macros for special configurable properties */
214 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
216 /* macros for special graphics properties */
217 #define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
219 /* macros for pre-defined properties */
220 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
221 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
222 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
223 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
224 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
225 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
226 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
227 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
228 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
229 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
230 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
231 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
232 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
233 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
234 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
235 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
236 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
237 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
238 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
239 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
240 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
241 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
242 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
244 /* macros for derived properties */
245 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
246 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
247 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
248 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
249 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
250 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
251 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
252 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
253 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
254 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
255 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
256 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
257 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
259 /* special macros used in game engine */
260 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
261 (e) <= EL_CUSTOM_END)
263 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
264 element_info[e].gfx_element : e)
266 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
268 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
269 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
271 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
272 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
273 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
275 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
276 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
277 (e) == EL_EMERALD ? EL_DIAMOND : \
278 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
279 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
280 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
282 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
283 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
285 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
286 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
287 #define TAPE_IS_EMPTY(x) ((x).length == 0)
288 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
290 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
291 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
292 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
293 IS_INDESTRUCTIBLE(Feld[x][y]))
294 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
295 PROTECTED_FIELD(x, y))
297 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
299 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
300 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
301 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
303 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
304 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
305 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
306 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
308 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
311 /* boundaries of arrays etc. */
312 #define MAX_LEVEL_NAME_LEN 32
313 #define MAX_LEVEL_AUTHOR_LEN 32
314 #define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
315 #define MAX_SCORE_ENTRIES 100
316 #define MAX_NUM_AMOEBA 100
318 /* values for elements with content */
319 #define MIN_ELEMENT_CONTENTS 1
320 #define STD_ELEMENT_CONTENTS 4
321 #define MAX_ELEMENT_CONTENTS 8
323 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
325 /* fundamental game speed values */
326 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
327 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
328 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
329 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
330 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
332 /* often used screen positions */
335 #define REAL_SX (SX - 2)
336 #define REAL_SY (SY - 2)
345 #define MINI_TILEX (TILEX / 2)
346 #define MINI_TILEY (TILEY / 2)
347 #define MICRO_TILEX (TILEX / 8)
348 #define MICRO_TILEY (TILEY / 8)
349 #define MIDPOSX (SCR_FIELDX / 2)
350 #define MIDPOSY (SCR_FIELDY / 2)
351 #define SXSIZE (SCR_FIELDX * TILEX)
352 #define SYSIZE (SCR_FIELDY * TILEY)
353 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
354 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
357 #define VXSIZE DXSIZE
359 #define EXSIZE DXSIZE
360 #define EYSIZE (VYSIZE + 44)
361 #define FULL_SXSIZE (2 + SXSIZE + 2)
362 #define FULL_SYSIZE (2 + SYSIZE + 2)
363 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
364 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
365 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
366 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
367 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
370 /* "real" level file elements */
371 #define EL_UNDEFINED -1
373 #define EL_EMPTY_SPACE 0
374 #define EL_EMPTY EL_EMPTY_SPACE
377 #define EL_WALL_CRUMBLED 3
379 #define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
381 #define EL_EXIT_CLOSED 7
382 #define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
384 #define EL_SPACESHIP 10
387 #define EL_STEELWALL 13
388 #define EL_DIAMOND 14
389 #define EL_AMOEBA_DEAD 15
390 #define EL_QUICKSAND_EMPTY 16
391 #define EL_QUICKSAND_FULL 17
392 #define EL_AMOEBA_DROP 18
394 #define EL_MAGIC_WALL 20
395 #define EL_SPEED_PILL 21
397 #define EL_AMOEBA_WET 23
398 #define EL_AMOEBA_DRY 24
400 #define EL_GAME_OF_LIFE 26
401 #define EL_BIOMAZE 27
402 #define EL_DYNAMITE_ACTIVE 28
403 #define EL_STONEBLOCK 29
404 #define EL_ROBOT_WHEEL 30
405 #define EL_ROBOT_WHEEL_ACTIVE 31
414 #define EL_GATE_1_GRAY 40
415 #define EL_GATE_2_GRAY 41
416 #define EL_GATE_3_GRAY 42
417 #define EL_GATE_4_GRAY 43
418 #define EL_DYNAMITE 44
420 #define EL_INVISIBLE_WALL 46
422 #define EL_LAMP_ACTIVE 48
423 #define EL_WALL_EMERALD 49
424 #define EL_WALL_DIAMOND 50
425 #define EL_AMOEBA_FULL 51
426 #define EL_BD_AMOEBA 52
427 #define EL_TIME_ORB_FULL 53
428 #define EL_TIME_ORB_EMPTY 54
429 #define EL_EXPANDABLE_WALL 55
430 #define EL_BD_DIAMOND 56
431 #define EL_EMERALD_YELLOW 57
432 #define EL_WALL_BD_DIAMOND 58
433 #define EL_WALL_EMERALD_YELLOW 59
434 #define EL_DARK_YAMYAM 60
435 #define EL_BD_MAGIC_WALL 61
436 #define EL_INVISIBLE_STEELWALL 62
438 #define EL_UNUSED_63 63
440 #define EL_DYNABOMB_INCREASE_NUMBER 64
441 #define EL_DYNABOMB_INCREASE_SIZE 65
442 #define EL_DYNABOMB_INCREASE_POWER 66
443 #define EL_SOKOBAN_OBJECT 67
444 #define EL_SOKOBAN_FIELD_EMPTY 68
445 #define EL_SOKOBAN_FIELD_FULL 69
446 #define EL_BD_BUTTERFLY_RIGHT 70
447 #define EL_BD_BUTTERFLY_UP 71
448 #define EL_BD_BUTTERFLY_LEFT 72
449 #define EL_BD_BUTTERFLY_DOWN 73
450 #define EL_BD_FIREFLY_RIGHT 74
451 #define EL_BD_FIREFLY_UP 75
452 #define EL_BD_FIREFLY_LEFT 76
453 #define EL_BD_FIREFLY_DOWN 77
454 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
455 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
456 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
457 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
458 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
459 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
460 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
461 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
462 #define EL_BD_BUTTERFLY 78
463 #define EL_BD_FIREFLY 79
464 #define EL_PLAYER_1 80
465 #define EL_PLAYER_2 81
466 #define EL_PLAYER_3 82
467 #define EL_PLAYER_4 83
468 #define EL_BUG_RIGHT 84
470 #define EL_BUG_LEFT 86
471 #define EL_BUG_DOWN 87
472 #define EL_SPACESHIP_RIGHT 88
473 #define EL_SPACESHIP_UP 89
474 #define EL_SPACESHIP_LEFT 90
475 #define EL_SPACESHIP_DOWN 91
476 #define EL_PACMAN_RIGHT 92
477 #define EL_PACMAN_UP 93
478 #define EL_PACMAN_LEFT 94
479 #define EL_PACMAN_DOWN 95
480 #define EL_EMERALD_RED 96
481 #define EL_EMERALD_PURPLE 97
482 #define EL_WALL_EMERALD_RED 98
483 #define EL_WALL_EMERALD_PURPLE 99
484 #define EL_ACID_POOL_TOPLEFT 100
485 #define EL_ACID_POOL_TOPRIGHT 101
486 #define EL_ACID_POOL_BOTTOMLEFT 102
487 #define EL_ACID_POOL_BOTTOM 103
488 #define EL_ACID_POOL_BOTTOMRIGHT 104
489 #define EL_BD_WALL 105
490 #define EL_BD_ROCK 106
491 #define EL_EXIT_OPEN 107
492 #define EL_BLACK_ORB 108
493 #define EL_AMOEBA_TO_DIAMOND 109
495 #define EL_PENGUIN 111
496 #define EL_SATELLITE 112
497 #define EL_ARROW_LEFT 113
498 #define EL_ARROW_RIGHT 114
499 #define EL_ARROW_UP 115
500 #define EL_ARROW_DOWN 116
502 #define EL_DRAGON 118
504 #define EL_EM_KEY_1_FILE 119
506 #define EL_CHAR_START 120
507 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
508 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
510 #include "conf_chr.h" /* include auto-generated data structure definitions */
512 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
513 #define EL_CHAR_END (EL_CHAR_START + 79)
515 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
517 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
518 #define EL_EXPANDABLE_WALL_VERTICAL 201
519 #define EL_EXPANDABLE_WALL_ANY 202
521 #define EL_EM_GATE_1 203
522 #define EL_EM_GATE_2 204
523 #define EL_EM_GATE_3 205
524 #define EL_EM_GATE_4 206
526 #define EL_EM_KEY_2_FILE 207
527 #define EL_EM_KEY_3_FILE 208
528 #define EL_EM_KEY_4_FILE 209
530 #define EL_SP_START 210
531 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
532 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
533 #define EL_SP_ZONK (EL_SP_START + 1)
534 #define EL_SP_BASE (EL_SP_START + 2)
535 #define EL_SP_MURPHY (EL_SP_START + 3)
536 #define EL_SP_INFOTRON (EL_SP_START + 4)
537 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
538 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
539 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
540 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
541 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
542 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
543 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
544 #define EL_SP_PORT_UP (EL_SP_START + 12)
545 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
546 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
547 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
548 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
549 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
550 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
551 #define EL_SP_TERMINAL (EL_SP_START + 19)
552 #define EL_SP_DISK_RED (EL_SP_START + 20)
553 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
554 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
555 #define EL_SP_PORT_ANY (EL_SP_START + 23)
556 #define EL_SP_ELECTRON (EL_SP_START + 24)
557 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
558 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
559 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
560 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
561 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
562 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
563 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
564 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
565 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
566 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
567 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
568 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
569 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
570 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
571 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
572 #define EL_SP_END (EL_SP_START + 39)
574 #define EL_EM_GATE_1_GRAY 250
575 #define EL_EM_GATE_2_GRAY 251
576 #define EL_EM_GATE_3_GRAY 252
577 #define EL_EM_GATE_4_GRAY 253
579 #define EL_UNUSED_254 254
580 #define EL_UNUSED_255 255
583 #define EL_CRYSTAL 257
584 #define EL_WALL_PEARL 258
585 #define EL_WALL_CRYSTAL 259
586 #define EL_DOOR_WHITE 260
587 #define EL_DOOR_WHITE_GRAY 261
588 #define EL_KEY_WHITE 262
589 #define EL_SHIELD_NORMAL 263
590 #define EL_EXTRA_TIME 264
591 #define EL_SWITCHGATE_OPEN 265
592 #define EL_SWITCHGATE_CLOSED 266
593 #define EL_SWITCHGATE_SWITCH_UP 267
594 #define EL_SWITCHGATE_SWITCH_DOWN 268
596 #define EL_UNUSED_269 269
597 #define EL_UNUSED_270 270
599 #define EL_CONVEYOR_BELT_1_LEFT 271
600 #define EL_CONVEYOR_BELT_1_MIDDLE 272
601 #define EL_CONVEYOR_BELT_1_RIGHT 273
602 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
603 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
604 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
605 #define EL_CONVEYOR_BELT_2_LEFT 277
606 #define EL_CONVEYOR_BELT_2_MIDDLE 278
607 #define EL_CONVEYOR_BELT_2_RIGHT 279
608 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
609 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
610 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
611 #define EL_CONVEYOR_BELT_3_LEFT 283
612 #define EL_CONVEYOR_BELT_3_MIDDLE 284
613 #define EL_CONVEYOR_BELT_3_RIGHT 285
614 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
615 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
616 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
617 #define EL_CONVEYOR_BELT_4_LEFT 289
618 #define EL_CONVEYOR_BELT_4_MIDDLE 290
619 #define EL_CONVEYOR_BELT_4_RIGHT 291
620 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
621 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
622 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
623 #define EL_LANDMINE 295
624 #define EL_ENVELOPE 296
625 #define EL_LIGHT_SWITCH 297
626 #define EL_LIGHT_SWITCH_ACTIVE 298
627 #define EL_SIGN_EXCLAMATION 299
628 #define EL_SIGN_RADIOACTIVITY 300
629 #define EL_SIGN_STOP 301
630 #define EL_SIGN_WHEELCHAIR 302
631 #define EL_SIGN_PARKING 303
632 #define EL_SIGN_ONEWAY 304
633 #define EL_SIGN_HEART 305
634 #define EL_SIGN_TRIANGLE 306
635 #define EL_SIGN_ROUND 307
636 #define EL_SIGN_EXIT 308
637 #define EL_SIGN_YINYANG 309
638 #define EL_SIGN_OTHER 310
639 #define EL_MOLE_LEFT 311
640 #define EL_MOLE_RIGHT 312
641 #define EL_MOLE_UP 313
642 #define EL_MOLE_DOWN 314
643 #define EL_STEELWALL_SLANTED 315
644 #define EL_INVISIBLE_SAND 316
645 #define EL_DX_UNKNOWN_15 317
646 #define EL_DX_UNKNOWN_42 318
648 #define EL_UNUSED_319 319
649 #define EL_UNUSED_320 320
651 #define EL_SHIELD_DEADLY 321
652 #define EL_TIMEGATE_OPEN 322
653 #define EL_TIMEGATE_CLOSED 323
654 #define EL_TIMEGATE_SWITCH_ACTIVE 324
655 #define EL_TIMEGATE_SWITCH 325
657 #define EL_BALLOON 326
658 #define EL_BALLOON_SWITCH_LEFT 327
659 #define EL_BALLOON_SWITCH_RIGHT 328
660 #define EL_BALLOON_SWITCH_UP 329
661 #define EL_BALLOON_SWITCH_DOWN 330
662 #define EL_BALLOON_SWITCH_ANY 331
664 #define EL_EMC_STEELWALL_1 332
665 #define EL_EMC_STEELWALL_2 333
666 #define EL_EMC_STEELWALL_3 334
667 #define EL_EMC_STEELWALL_4 335
668 #define EL_EMC_WALL_1 336
669 #define EL_EMC_WALL_2 337
670 #define EL_EMC_WALL_3 338
671 #define EL_EMC_WALL_4 339
672 #define EL_EMC_WALL_5 340
673 #define EL_EMC_WALL_6 341
674 #define EL_EMC_WALL_7 342
675 #define EL_EMC_WALL_8 343
677 #define EL_TUBE_ANY 344
678 #define EL_TUBE_VERTICAL 345
679 #define EL_TUBE_HORIZONTAL 346
680 #define EL_TUBE_VERTICAL_LEFT 347
681 #define EL_TUBE_VERTICAL_RIGHT 348
682 #define EL_TUBE_HORIZONTAL_UP 349
683 #define EL_TUBE_HORIZONTAL_DOWN 350
684 #define EL_TUBE_LEFT_UP 351
685 #define EL_TUBE_LEFT_DOWN 352
686 #define EL_TUBE_RIGHT_UP 353
687 #define EL_TUBE_RIGHT_DOWN 354
688 #define EL_SPRING 355
690 #define EL_DX_SUPABOMB 357
692 #define EL_UNUSED_358 358
693 #define EL_UNUSED_359 359
695 #define EL_CUSTOM_START 360
697 #include "conf_cus.h" /* include auto-generated data structure definitions */
699 #define EL_CUSTOM_END (EL_CUSTOM_START + 127)
701 #define NUM_CUSTOM_ELEMENTS 128
702 #define NUM_FILE_ELEMENTS 488
705 /* "real" (and therefore drawable) runtime elements */
706 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
708 #define EL_EM_KEY_1 (EL_FIRST_RUNTIME_REAL + 0)
709 #define EL_EM_KEY_2 (EL_FIRST_RUNTIME_REAL + 1)
710 #define EL_EM_KEY_3 (EL_FIRST_RUNTIME_REAL + 2)
711 #define EL_EM_KEY_4 (EL_FIRST_RUNTIME_REAL + 3)
712 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
713 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
714 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
715 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
716 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
717 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 9)
718 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 10)
719 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 11)
720 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 12)
721 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 13)
722 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
723 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
724 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
725 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
726 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
727 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
728 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
729 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
730 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
731 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
732 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
733 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
734 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
735 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
736 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
737 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
738 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
739 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
740 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
741 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
742 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
743 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
744 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
745 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
746 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
747 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
748 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
749 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
750 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
751 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
752 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
753 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
755 /* "unreal" (and therefore not drawable) runtime elements */
756 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
758 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
759 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
760 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
761 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
762 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
763 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
764 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
765 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
766 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
767 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
768 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
769 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
770 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
771 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
773 /* dummy elements (never used as game elements, only used as graphics) */
774 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
776 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
777 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
778 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
779 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
780 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
781 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
782 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
783 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
784 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
785 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
786 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
787 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
788 #define EL_SAND_CRUMBLED (EL_FIRST_DUMMY + 12)
789 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
790 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14)
791 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15)
792 #define EL_INTERNAL_DEFAULT_ELEMENT (EL_FIRST_DUMMY + 16)
794 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 17)
797 /* values for graphics/sounds action types */
798 #define ACTION_DEFAULT 0
799 #define ACTION_WAITING 1
800 #define ACTION_FALLING 2
801 #define ACTION_MOVING 3
802 #define ACTION_DIGGING 4
803 #define ACTION_SNAPPING 5
804 #define ACTION_COLLECTING 6
805 #define ACTION_DROPPING 7
806 #define ACTION_PUSHING 8
807 #define ACTION_PASSING 9
808 #define ACTION_IMPACT 10
809 #define ACTION_BREAKING 11
810 #define ACTION_ACTIVATING 12
811 #define ACTION_DEACTIVATING 13
812 #define ACTION_OPENING 14
813 #define ACTION_CLOSING 15
814 #define ACTION_ATTACKING 16
815 #define ACTION_GROWING 17
816 #define ACTION_SHRINKING 18
817 #define ACTION_ACTIVE 19
818 #define ACTION_FILLING 20
819 #define ACTION_EMPTYING 21
820 #define ACTION_CHANGING 22
821 #define ACTION_EXPLODING 23
822 #define ACTION_DYING 24
823 #define ACTION_OTHER 25
825 #define NUM_ACTIONS 26
827 /* values for special image configuration suffixes (must match game mode) */
828 #define GFX_SPECIAL_ARG_MAIN 0
829 #define GFX_SPECIAL_ARG_LEVELS 1
830 #define GFX_SPECIAL_ARG_SCORES 2
831 #define GFX_SPECIAL_ARG_EDITOR 3
832 #define GFX_SPECIAL_ARG_INFO 4
833 #define GFX_SPECIAL_ARG_SETUP 5
834 #define GFX_SPECIAL_ARG_DOOR 6
835 #define GFX_SPECIAL_ARG_PREVIEW 7
837 #define NUM_SPECIAL_GFX_ARGS 8
840 /* values for image configuration suffixes */
843 #define GFX_ARG_XPOS 2
844 #define GFX_ARG_YPOS 3
845 #define GFX_ARG_WIDTH 4
846 #define GFX_ARG_HEIGHT 5
847 #define GFX_ARG_OFFSET 6
848 #define GFX_ARG_VERTICAL 7
849 #define GFX_ARG_XOFFSET 8
850 #define GFX_ARG_YOFFSET 9
851 #define GFX_ARG_FRAMES 10
852 #define GFX_ARG_FRAMES_PER_LINE 11
853 #define GFX_ARG_START_FRAME 12
854 #define GFX_ARG_DELAY 13
855 #define GFX_ARG_ANIM_MODE 14
856 #define GFX_ARG_GLOBAL_SYNC 15
857 #define GFX_ARG_STEP_OFFSET 16
858 #define GFX_ARG_STEP_DELAY 17
859 #define GFX_ARG_DIRECTION 18
860 #define GFX_ARG_POSITION 19
861 #define GFX_ARG_DRAW_XOFFSET 20
862 #define GFX_ARG_DRAW_YOFFSET 21
863 #define GFX_ARG_NAME 22
865 #define NUM_GFX_ARGS 23
868 /* values for sound configuration suffixes */
869 #define SND_ARG_MODE_LOOP 0
871 #define NUM_SND_ARGS 1
874 /* values for font configuration */
876 #define FONT_INITIAL_1 0
877 #define FONT_INITIAL_2 1
878 #define FONT_INITIAL_3 2
879 #define FONT_INITIAL_4 3
880 #define FONT_TITLE_1 4
881 #define FONT_TITLE_2 5
882 #define FONT_MENU_1 6
883 #define FONT_MENU_2 7
884 #define FONT_TEXT_1_ACTIVE 8
885 #define FONT_TEXT_2_ACTIVE 9
886 #define FONT_TEXT_3_ACTIVE 10
887 #define FONT_TEXT_4_ACTIVE 11
888 #define FONT_TEXT_1 12
889 #define FONT_TEXT_2 13
890 #define FONT_TEXT_3 14
891 #define FONT_TEXT_4 15
892 #define FONT_INPUT_1_ACTIVE 16
893 #define FONT_INPUT_2_ACTIVE 17
894 #define FONT_INPUT_1 18
895 #define FONT_INPUT_2 19
896 #define FONT_OPTION_OFF 20
897 #define FONT_OPTION_ON 21
898 #define FONT_VALUE_1 22
899 #define FONT_VALUE_2 23
900 #define FONT_VALUE_OLD 24
901 #define FONT_LEVEL_NUMBER 25
902 #define FONT_TAPE_RECORDER 26
903 #define FONT_GAME_INFO 27
906 #define NUM_INITIAL_FONTS 4
908 /* values for game_status (must match special image configuration suffixes) */
909 #define GAME_MODE_MAIN 0
910 #define GAME_MODE_LEVELS 1
911 #define GAME_MODE_SCORES 2
912 #define GAME_MODE_EDITOR 3
913 #define GAME_MODE_INFO 4
914 #define GAME_MODE_SETUP 5
915 #define GAME_MODE_PSEUDO_DOOR 6
916 #define GAME_MODE_PSEUDO_PREVIEW 7
918 /* there are no special config file suffixes for these modes */
919 #define GAME_MODE_PLAYING 8
920 #define GAME_MODE_PSEUDO_TYPENAME 9
921 #define GAME_MODE_QUIT 10
923 #define PROGRAM_VERSION_MAJOR 2
924 #define PROGRAM_VERSION_MINOR 2
925 #define PROGRAM_VERSION_PATCH 0
926 #define PROGRAM_VERSION_RELEASE 7
927 #define PROGRAM_VERSION_STRING "2.2.0rc7"
929 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
930 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
931 #define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
932 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
933 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
934 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
935 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
936 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
937 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
938 #define FILENAME_PREFIX "Rocks"
940 #if defined(PLATFORM_UNIX)
941 #define USERDATA_DIRECTORY ".rocksndiamonds"
942 #elif defined(PLATFORM_WIN32)
943 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
945 #define USERDATA_DIRECTORY "userdata"
948 #define X11_ICON_FILENAME "rocks_icon.xbm"
949 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
950 #define MSDOS_POINTER_FILENAME "mouse.pcx"
952 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
953 ** currently supported/known file version numbers:
955 ** 1.2 (still in use)
956 ** 1.4 (still in use)
959 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
960 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
961 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
962 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
964 /* file version does not change for every program version, but is changed
965 when new features are introduced that are incompatible with older file
966 versions, so that they can be treated accordingly */
967 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
969 #define GAME_VERSION_1_0 FILE_VERSION_1_0
970 #define GAME_VERSION_1_2 FILE_VERSION_1_2
971 #define GAME_VERSION_1_4 FILE_VERSION_1_4
972 #define GAME_VERSION_2_0 FILE_VERSION_2_0
974 #define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
975 PROGRAM_VERSION_MINOR, \
976 PROGRAM_VERSION_PATCH, \
977 PROGRAM_VERSION_RELEASE)
979 /* values for game_emulation */
981 #define EMU_BOULDERDASH 1
982 #define EMU_SOKOBAN 2
983 #define EMU_SUPAPLEX 3
987 char Name[MAX_PLAYER_NAME_LEN + 1];
993 boolean present; /* player present in level playfield */
994 boolean connected; /* player connected (locally or via network) */
995 boolean active; /* player (present && connected) */
997 int index_nr, client_nr, element_nr;
999 byte action; /* action from local input device */
1000 byte effective_action; /* action acknowledged from network server
1001 or summarized over all configured input
1002 devices when in single player mode */
1003 byte programmed_action; /* action forced by game itself (like moving
1004 through doors); overrides other actions */
1006 int jx,jy, last_jx,last_jy;
1007 int MovDir, MovPos, GfxDir, GfxPos;
1008 int Frame, StepFrame;
1012 boolean use_murphy_graphic;
1013 boolean use_disk_red_graphic;
1017 boolean LevelSolved, GameOver;
1024 boolean is_collecting;
1026 unsigned long move_delay;
1027 int move_delay_value;
1029 unsigned long push_delay;
1030 unsigned long push_delay_value;
1032 unsigned long actual_frame_counter;
1035 int gems_still_needed;
1036 int sokobanfields_still_needed;
1037 int lights_still_needed;
1038 int friends_still_needed;
1041 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1042 int shield_normal_time_left;
1043 int shield_deadly_time_left;
1048 int file_version; /* file format version the level is stored with */
1049 int game_version; /* game release version the level was created with */
1051 boolean encoding_16bit_field; /* level contains 16-bit elements */
1052 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1053 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1059 char name[MAX_LEVEL_NAME_LEN + 1];
1060 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1061 int score[LEVEL_SCORE_ELEMENTS];
1062 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1063 int num_yamyam_contents;
1066 int time_magic_wall;
1070 boolean double_speed;
1072 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1074 boolean no_level_file;
1079 int file_version; /* file format version the tape is stored with */
1080 int game_version; /* game release version the tape was created with */
1081 int engine_version; /* game engine version the tape was recorded with */
1083 char *level_identifier;
1085 unsigned long random_seed;
1087 unsigned long counter;
1088 unsigned long length;
1089 unsigned long length_seconds;
1090 unsigned int delay_played;
1091 boolean pause_before_death;
1092 boolean recording, playing, pausing;
1093 boolean fast_forward;
1094 boolean index_search;
1096 boolean auto_play_level_solved;
1097 boolean quick_resume;
1098 boolean single_step;
1100 boolean player_participates[MAX_PLAYERS];
1101 int num_participating_players;
1105 byte action[MAX_PLAYERS];
1112 /* constant within running game */
1115 int initial_move_delay;
1116 int initial_move_delay_value;
1118 /* variable within running game */
1119 int yamyam_content_nr;
1120 boolean magic_wall_active;
1121 int magic_wall_time_left;
1122 int light_time_left;
1123 int timegate_time_left;
1128 boolean explosions_delayed;
1133 char *autoplay_leveldir;
1134 int autoplay_level_nr;
1138 float frames_per_second;
1139 boolean fps_slowdown;
1140 int fps_slowdown_factor;
1145 int draw_xoffset_default;
1146 int draw_yoffset_default;
1147 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1148 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1150 int list_size_default;
1151 int list_size[NUM_SPECIAL_GFX_ARGS];
1160 struct ElementChangeInfo
1162 unsigned long events; /* bitfield for change events */
1164 int delay_fixed; /* added frame delay before changed (fixed) */
1165 int delay_random; /* added frame delay before changed (random) */
1166 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1168 short trigger; /* custom element triggering change */
1170 short successor; /* new custom element after change */
1175 /* ---------- token and description strings ---------- */
1177 char *token_name; /* element token used in config files */
1178 char *class_name; /* element class used in config files */
1179 char *editor_description; /* short description for level editor */
1180 char *custom_description; /* custom description for level editor */
1182 /* ---------- graphic and sound definitions ---------- */
1184 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1185 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1186 /* special graphics for left/right/up/down */
1187 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1188 /* special graphics for certain screens */
1190 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1192 /* ---------- special element property values ---------- */
1194 boolean use_template; /* use all properties from template file */
1196 boolean use_gfx_element;
1197 short gfx_element; /* optional custom graphic element */
1199 int score; /* score for collection, smashing, ... */
1201 int push_delay_fixed; /* constant frame delay for pushing */
1202 int push_delay_random; /* additional random frame delay for pushing */
1203 int move_delay_fixed; /* constant frame delay for moving */
1204 int move_delay_random; /* additional random frame delay for moving */
1206 int move_pattern; /* direction movable element moves to */
1207 int move_direction_initial; /* initial direction element moves to */
1208 int move_stepsize; /* step size element moves with */
1210 int content[3][3]; /* new elements after explosion */
1212 struct ElementChangeInfo change;
1217 char *token_name; /* font token used in config files */
1219 int graphic; /* default graphic for this font */
1220 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1221 /* special graphics for certain screens */
1222 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1223 /* internal bitmap ID for special graphics */
1229 int src_x, src_y; /* start position of animation frames */
1230 int width, height; /* width/height of each animation frame */
1231 int offset_x, offset_y; /* x/y offset to next animation frame */
1233 int anim_frames_per_line;
1234 int anim_start_frame;
1235 int anim_delay; /* important: delay of 1 means "no delay"! */
1237 boolean anim_global_sync;
1239 int step_offset; /* optional step offset of toon animations */
1240 int step_delay; /* optional step delay of toon animations */
1242 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1244 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1245 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1246 GC clip_gc; /* single-graphic-only clip gc for X11 */
1255 struct ElementActionInfo
1259 boolean is_loop_sound;
1262 struct ElementDirectionInfo
1268 struct SpecialSuffixInfo
1276 extern GC tile_clip_gc;
1277 extern Bitmap *pix[];
1279 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1280 extern Pixmap tile_clipmask[];
1281 extern DrawBuffer *fieldbuffer;
1282 extern DrawBuffer *drawto_field;
1284 extern int game_status;
1285 extern boolean level_editor_test_game;
1286 extern boolean network_playing;
1288 extern int key_joystick_mapping;
1290 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1291 extern int redraw_x1, redraw_y1;
1293 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1294 extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1295 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1296 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1297 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1298 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1299 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1300 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1301 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1302 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1303 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1304 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1305 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1306 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1307 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1308 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1309 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1311 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1313 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1314 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1315 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1316 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1318 extern int lev_fieldx, lev_fieldy;
1319 extern int scroll_x, scroll_y;
1322 extern int ScrollStepSize;
1323 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1324 extern int BorderElement;
1325 extern int GameFrameDelay;
1326 extern int FfwdFrameDelay;
1327 extern int BX1, BY1;
1328 extern int BX2, BY2;
1329 extern int SBX_Left, SBX_Right;
1330 extern int SBY_Upper, SBY_Lower;
1332 extern int ExitX, ExitY;
1333 extern int AllPlayersGone;
1335 extern int TimeFrames, TimePlayed, TimeLeft;
1336 extern boolean SiebAktiv;
1337 extern int SiebCount;
1339 extern boolean network_player_action_received;
1341 extern int graphics_action_mapping[];
1343 extern struct LevelInfo level;
1344 extern struct PlayerInfo stored_player[], *local_player;
1345 extern struct HiScore highscore[];
1346 extern struct TapeInfo tape;
1347 extern struct GameInfo game;
1348 extern struct GlobalInfo global;
1349 extern struct MenuInfo menu;
1350 extern struct DoorInfo door;
1351 extern struct ElementInfo element_info[];
1352 extern struct ElementActionInfo element_action_info[];
1353 extern struct ElementDirectionInfo element_direction_info[];
1354 extern struct SpecialSuffixInfo special_suffix_info[];
1355 extern struct TokenIntPtrInfo image_config_vars[];
1356 extern struct FontInfo font_info[];
1357 extern struct GraphicInfo *graphic_info;
1358 extern struct SoundInfo *sound_info;
1359 extern struct ConfigInfo image_config[], sound_config[];
1360 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];