1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
17 #include <sys/types.h>
23 #include "libgame/libgame.h"
24 #include "game_em/game_em.h"
25 #include "game_sp/game_sp.h"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
29 #include "conf_mus.h" /* include auto-generated data structure definitions */
32 #define IMG_UNDEFINED (-1)
33 #define IMG_EMPTY IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY_SPACE IMG_EMPTY_SPACE
36 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
37 #define IMG_CHAR_START IMG_CHAR_SPACE
38 #define IMG_STEEL_CHAR_START IMG_STEEL_CHAR_SPACE
39 #define IMG_CUSTOM_START IMG_CUSTOM_1
41 #define SND_UNDEFINED (-1)
42 #define MUS_UNDEFINED (-1)
44 #define DEFAULT_FULLSCREEN_MODE "800x600"
46 #define WIN_XSIZE_DEFAULT 672
47 #define WIN_YSIZE_DEFAULT 560
49 #define SCR_FIELDX_DEFAULT 17
50 #define SCR_FIELDY_DEFAULT 17
52 #define SXSIZE_DEFAULT (SCR_FIELDX_DEFAULT * TILEX)
53 #define SYSIZE_DEFAULT (SCR_FIELDY_DEFAULT * TILEY)
55 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
56 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
57 #define MIN_LEV_FIELDX 3
58 #define MIN_LEV_FIELDY 3
59 #define STD_LEV_FIELDX 64
60 #define STD_LEV_FIELDY 32
61 #define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH
62 #define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
64 #define MIN_SCROLL_DELAY 0
65 #define STD_SCROLL_DELAY 3
66 #define MAX_SCROLL_DELAY 8
68 #define SCREENX(a) ((a) - scroll_x)
69 #define SCREENY(a) ((a) - scroll_y)
70 #define LEVELX(a) ((a) + scroll_x)
71 #define LEVELY(a) ((a) + scroll_y)
73 #define IN_FIELD(x, y, xsize, ysize) ((x) >= 0 && (x) < (xsize) && \
74 (y) >= 0 && (y) < (ysize))
75 #define IN_FIELD_MINMAX(x, y, xmin, ymin, xmax, ymax) \
76 ((x) >= (xmin) && (x) <= (xmax) && \
77 (y) >= (ymin) && (y) <= (ymax))
79 #define IN_VIS_FIELD(x, y) IN_FIELD(x, y, SCR_FIELDX, SCR_FIELDY)
80 #define IN_LEV_FIELD(x, y) IN_FIELD(x, y, lev_fieldx, lev_fieldy)
81 #define IN_SCR_FIELD(x, y) IN_FIELD_MINMAX(x,y, BX1,BY1, BX2,BY2)
83 /* values for configurable properties (custom elem's only, else pre-defined) */
84 /* (never change these values, as they are stored in level files!) */
86 #define EP_COLLECTIBLE_ONLY 1
87 #define EP_DONT_RUN_INTO 2
88 #define EP_DONT_COLLIDE_WITH 3
89 #define EP_DONT_TOUCH 4
90 #define EP_INDESTRUCTIBLE 5
92 #define EP_CAN_CHANGE 7
95 #define EP_CAN_SMASH_PLAYER 10
96 #define EP_CAN_SMASH_ENEMIES 11
97 #define EP_CAN_SMASH_EVERYTHING 12
98 #define EP_EXPLODES_BY_FIRE 13
99 #define EP_EXPLODES_SMASHED 14
100 #define EP_EXPLODES_IMPACT 15
101 #define EP_WALKABLE_OVER 16
102 #define EP_WALKABLE_INSIDE 17
103 #define EP_WALKABLE_UNDER 18
104 #define EP_PASSABLE_OVER 19
105 #define EP_PASSABLE_INSIDE 20
106 #define EP_PASSABLE_UNDER 21
107 #define EP_DROPPABLE 22
108 #define EP_EXPLODES_1X1_OLD 23
109 #define EP_PUSHABLE 24
110 #define EP_EXPLODES_CROSS_OLD 25
111 #define EP_PROTECTED 26
112 #define EP_CAN_MOVE_INTO_ACID 27
113 #define EP_THROWABLE 28
114 #define EP_CAN_EXPLODE 29
115 #define EP_GRAVITY_REACHABLE 30
116 #define EP_DONT_GET_HIT_BY 31
118 /* values for pre-defined properties */
119 /* (from here on, values can be changed by inserting new values) */
121 #define EP_CAN_PASS_MAGIC_WALL 33
122 #define EP_CAN_PASS_DC_MAGIC_WALL 34
123 #define EP_SWITCHABLE 35
124 #define EP_BD_ELEMENT 36
125 #define EP_SP_ELEMENT 37
126 #define EP_SB_ELEMENT 38
128 #define EP_FOOD_DARK_YAMYAM 40
129 #define EP_FOOD_PENGUIN 41
130 #define EP_FOOD_PIG 42
131 #define EP_HISTORIC_WALL 43
132 #define EP_HISTORIC_SOLID 44
133 #define EP_CLASSIC_ENEMY 45
135 #define EP_BELT_ACTIVE 47
136 #define EP_BELT_SWITCH 48
138 #define EP_ACID_POOL 50
139 #define EP_KEYGATE 51
140 #define EP_AMOEBOID 52
141 #define EP_AMOEBALIVE 53
142 #define EP_HAS_EDITOR_CONTENT 54
143 #define EP_CAN_TURN_EACH_MOVE 55
144 #define EP_CAN_GROW 56
145 #define EP_ACTIVE_BOMB 57
146 #define EP_INACTIVE 58
148 /* values for special configurable properties (depending on level settings) */
149 #define EP_EM_SLIPPERY_WALL 59
151 /* values for special graphics properties (no effect on game engine) */
152 #define EP_GFX_CRUMBLED 60
154 /* values for derived properties (determined from properties above) */
155 #define EP_ACCESSIBLE_OVER 61
156 #define EP_ACCESSIBLE_INSIDE 62
157 #define EP_ACCESSIBLE_UNDER 63
158 #define EP_WALKABLE 64
159 #define EP_PASSABLE 65
160 #define EP_ACCESSIBLE 66
161 #define EP_COLLECTIBLE 67
162 #define EP_SNAPPABLE 68
164 #define EP_SOLID_FOR_PUSHING 70
165 #define EP_DRAGONFIRE_PROOF 71
166 #define EP_EXPLOSION_PROOF 72
167 #define EP_CAN_SMASH 73
168 #define EP_EXPLODES_3X3_OLD 74
169 #define EP_CAN_EXPLODE_BY_FIRE 75
170 #define EP_CAN_EXPLODE_SMASHED 76
171 #define EP_CAN_EXPLODE_IMPACT 77
172 #define EP_SP_PORT 78
173 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 79
174 #define EP_CAN_EXPLODE_BY_EXPLOSION 80
175 #define EP_COULD_MOVE_INTO_ACID 81
176 #define EP_MAYBE_DONT_COLLIDE_WITH 82
177 #define EP_CAN_BE_CLONED_BY_ANDROID 83
179 /* values for internal purpose only (level editor) */
180 #define EP_WALK_TO_OBJECT 84
182 #define EP_EDITOR_CASCADE 86
183 #define EP_EDITOR_CASCADE_ACTIVE 87
184 #define EP_EDITOR_CASCADE_INACTIVE 88
186 /* values for internal purpose only (game engine) */
187 #define EP_HAS_ACTION 89
188 #define EP_CAN_CHANGE_OR_HAS_ACTION 90
190 /* values for internal purpose only (other) */
191 #define EP_OBSOLETE 91
193 #define NUM_ELEMENT_PROPERTIES 92
195 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
196 #define EP_BITFIELD_BASE_NR 0
198 #define EP_BITMASK_BASE_DEFAULT (1 << EP_CAN_MOVE_INTO_ACID)
199 #define EP_BITMASK_DEFAULT 0
201 #define PROPERTY_BIT(p) (1 << ((p) % 32))
202 #define PROPERTY_VAR(e,p) (element_info[e].properties[(p) / 32])
203 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
204 #define SET_PROPERTY(e,p,v) ((v) ? \
205 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
206 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
209 /* values for change events for custom elements (stored in level file) */
211 #define CE_TOUCHED_BY_PLAYER 1
212 #define CE_PRESSED_BY_PLAYER 2
213 #define CE_PUSHED_BY_PLAYER 3
214 #define CE_DROPPED_BY_PLAYER 4
215 #define CE_HITTING_SOMETHING 5
218 #define CE_TOUCHING_X 8
219 #define CE_CHANGE_OF_X 9
220 #define CE_EXPLOSION_OF_X 10
221 #define CE_PLAYER_TOUCHES_X 11
222 #define CE_PLAYER_PRESSES_X 12
223 #define CE_PLAYER_PUSHES_X 13
224 #define CE_PLAYER_COLLECTS_X 14
225 #define CE_PLAYER_DROPS_X 15
226 #define CE_VALUE_GETS_ZERO 16
227 #define CE_VALUE_GETS_ZERO_OF_X 17
228 #define CE_BY_OTHER_ACTION 18
229 #define CE_BY_DIRECT_ACTION 19
230 #define CE_PLAYER_DIGS_X 20
231 #define CE_ENTERED_BY_PLAYER 21
232 #define CE_LEFT_BY_PLAYER 22
233 #define CE_PLAYER_ENTERS_X 23
234 #define CE_PLAYER_LEAVES_X 24
235 #define CE_SWITCHED 25
236 #define CE_SWITCH_OF_X 26
237 #define CE_HIT_BY_SOMETHING 27
238 #define CE_HITTING_X 28
239 #define CE_HIT_BY_X 29
240 #define CE_BLOCKED 30
241 #define CE_SWITCHED_BY_PLAYER 31
242 #define CE_PLAYER_SWITCHES_X 32
243 #define CE_SNAPPED_BY_PLAYER 33
244 #define CE_PLAYER_SNAPS_X 34
245 #define CE_MOVE_OF_X 35
246 #define CE_DIGGING_X 36
247 #define CE_CREATION_OF_X 37
248 #define CE_SCORE_GETS_ZERO 38
249 #define CE_SCORE_GETS_ZERO_OF_X 39
250 #define CE_VALUE_CHANGES 40
251 #define CE_VALUE_CHANGES_OF_X 41
252 #define CE_SCORE_CHANGES 42
253 #define CE_SCORE_CHANGES_OF_X 43
255 #define NUM_CHANGE_EVENTS 44
257 #define NUM_CE_BITFIELDS ((NUM_CHANGE_EVENTS + 31) / 32)
259 #define CE_BITMASK_DEFAULT 0
261 #define CH_EVENT_BITFIELD_NR(e) (e / 32)
262 #define CH_EVENT_BIT(e) (1 << ((e) % 32))
264 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
265 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
267 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
268 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
270 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
271 CH_ANY_EVENT_VAR(e,c))
273 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
274 CH_EVENT_VAR(e,c) = (v) : 0)
275 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
276 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
278 /* values for player bitmasks */
279 #define PLAYER_BITS_NONE 0
280 #define PLAYER_BITS_1 (1 << 0)
281 #define PLAYER_BITS_2 (1 << 1)
282 #define PLAYER_BITS_3 (1 << 2)
283 #define PLAYER_BITS_4 (1 << 3)
284 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
288 #define PLAYER_BITS_TRIGGER (1 << 4)
289 #define PLAYER_BITS_ACTION (1 << 5)
291 /* values for move directions (bits 0 - 3: basic move directions) */
292 #define MV_BIT_PREVIOUS 4
293 #define MV_BIT_TRIGGER 5
294 #define MV_BIT_TRIGGER_BACK 6
295 #define MV_BIT_NORMAL MV_BIT_TRIGGER
296 #define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK
298 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
299 #define MV_TRIGGER (1 << MV_BIT_TRIGGER)
300 #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK)
301 #define MV_NORMAL (1 << MV_BIT_NORMAL)
302 #define MV_REVERSE (1 << MV_BIT_REVERSE)
304 /* values for move stepsize */
305 #define STEPSIZE_NOT_MOVING 0
306 #define STEPSIZE_VERY_SLOW 1
307 #define STEPSIZE_SLOW 2
308 #define STEPSIZE_NORMAL 4
309 #define STEPSIZE_FAST 8
310 #define STEPSIZE_VERY_FAST 16
311 #define STEPSIZE_EVEN_FASTER 32
312 #define STEPSIZE_SLOWER 50 /* (symbolic value only) */
313 #define STEPSIZE_FASTER 200 /* (symbolic value only) */
314 #define STEPSIZE_RESET 100 /* (symbolic value only) */
316 /* values for change side for custom elements */
317 #define CH_SIDE_NONE MV_NONE
318 #define CH_SIDE_LEFT MV_LEFT
319 #define CH_SIDE_RIGHT MV_RIGHT
320 #define CH_SIDE_TOP MV_UP
321 #define CH_SIDE_BOTTOM MV_DOWN
322 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
323 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
324 #define CH_SIDE_ANY MV_ANY_DIRECTION
326 /* values for change player for custom elements */
327 #define CH_PLAYER_NONE PLAYER_BITS_NONE
328 #define CH_PLAYER_1 PLAYER_BITS_1
329 #define CH_PLAYER_2 PLAYER_BITS_2
330 #define CH_PLAYER_3 PLAYER_BITS_3
331 #define CH_PLAYER_4 PLAYER_BITS_4
332 #define CH_PLAYER_ANY PLAYER_BITS_ANY
334 /* values for change page for custom elements */
335 #define CH_PAGE_ANY_FILE (0xff)
336 #define CH_PAGE_ANY (0xffffffff)
338 /* values for change power for custom elements */
339 #define CP_WHEN_EMPTY 0
340 #define CP_WHEN_DIGGABLE 1
341 #define CP_WHEN_DESTRUCTIBLE 2
342 #define CP_WHEN_COLLECTIBLE 3
343 #define CP_WHEN_REMOVABLE 4
344 #define CP_WHEN_WALKABLE 5
346 /* values for change actions for custom elements (stored in level file) */
347 #define CA_NO_ACTION 0
348 #define CA_EXIT_PLAYER 1
349 #define CA_KILL_PLAYER 2
350 #define CA_MOVE_PLAYER 3
351 #define CA_RESTART_LEVEL 4
352 #define CA_SHOW_ENVELOPE 5
353 #define CA_SET_LEVEL_TIME 6
354 #define CA_SET_LEVEL_GEMS 7
355 #define CA_SET_LEVEL_SCORE 8
356 #define CA_SET_LEVEL_WIND 9
357 #define CA_SET_PLAYER_GRAVITY 10
358 #define CA_SET_PLAYER_KEYS 11
359 #define CA_SET_PLAYER_SPEED 12
360 #define CA_SET_PLAYER_SHIELD 13
361 #define CA_SET_PLAYER_ARTWORK 14
362 #define CA_SET_CE_SCORE 15
363 #define CA_SET_CE_VALUE 16
364 #define CA_SET_ENGINE_SCAN_MODE 17
365 #define CA_SET_PLAYER_INVENTORY 18
366 #define CA_SET_CE_ARTWORK 19
367 #define CA_SET_LEVEL_RANDOM_SEED 20
369 #define CA_HEADLINE_LEVEL_ACTIONS 250
370 #define CA_HEADLINE_PLAYER_ACTIONS 251
371 #define CA_HEADLINE_CE_ACTIONS 252
372 #define CA_HEADLINE_ENGINE_ACTIONS 253
373 #define CA_UNDEFINED 255
375 /* values for change action mode for custom elements */
376 #define CA_MODE_UNDEFINED 0
377 #define CA_MODE_SET 1
378 #define CA_MODE_ADD 2
379 #define CA_MODE_SUBTRACT 3
380 #define CA_MODE_MULTIPLY 4
381 #define CA_MODE_DIVIDE 5
382 #define CA_MODE_MODULO 6
384 /* values for change action parameters for custom elements */
397 #define CA_ARG_100 100
398 #define CA_ARG_1000 1000
399 #define CA_ARG_MAX 9999
400 #define CA_ARG_PLAYER 10000
401 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
402 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
403 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
404 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
405 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
406 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
407 #define CA_ARG_PLAYER_ACTION (CA_ARG_PLAYER + PLAYER_BITS_ACTION)
408 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
409 #define CA_ARG_NUMBER 11000
410 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
411 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
412 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
413 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
414 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
415 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
416 #define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6)
417 #define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7)
418 #define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8)
419 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
420 #define CA_ARG_ELEMENT 12000
421 #define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
422 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
423 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
424 #define CA_ARG_ELEMENT_ACTION (CA_ARG_ELEMENT + 7)
425 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 997)
426 #define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET)
427 #define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER)
428 #define CA_ARG_ELEMENT_CV_ACTION (CA_ARG_ELEMENT_ACTION)
429 #define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE)
430 #define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3)
431 #define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4)
432 #define CA_ARG_ELEMENT_NR_ACTION (CA_ARG_ELEMENT + 8)
433 #define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 998)
434 #define CA_ARG_ELEMENT_CS_TARGET (CA_ARG_ELEMENT + 5)
435 #define CA_ARG_ELEMENT_CS_TRIGGER (CA_ARG_ELEMENT + 6)
436 #define CA_ARG_ELEMENT_CS_ACTION (CA_ARG_ELEMENT + 9)
437 #define CA_ARG_ELEMENT_CS_HEADLINE (CA_ARG_ELEMENT + 999)
438 #define CA_ARG_SPEED 13000
439 #define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
440 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW)
441 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW)
442 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL)
443 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST)
444 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST)
445 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER)
446 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER)
447 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER)
448 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET)
449 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
450 #define CA_ARG_GRAVITY 14000
451 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
452 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
453 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
454 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
455 #define CA_ARG_DIRECTION 15000
456 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
457 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
458 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
459 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
460 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
461 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER)
462 #define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
463 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
464 #define CA_ARG_SHIELD 16000
465 #define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0)
466 #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1)
467 #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2)
468 #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999)
469 #define CA_ARG_SCAN_MODE 17000
470 #define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
471 #define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
472 #define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
473 #define CA_ARG_INVENTORY 18000
474 #define CA_ARG_INVENTORY_RESET (CA_ARG_INVENTORY + 0)
475 #define CA_ARG_INVENTORY_RM_TARGET (CA_ARG_INVENTORY + 1)
476 #define CA_ARG_INVENTORY_RM_TRIGGER (CA_ARG_INVENTORY + 2)
477 #define CA_ARG_INVENTORY_RM_ACTION (CA_ARG_INVENTORY + 3)
478 #define CA_ARG_INVENTORY_RM_FIRST (CA_ARG_INVENTORY + 4)
479 #define CA_ARG_INVENTORY_RM_LAST (CA_ARG_INVENTORY + 5)
480 #define CA_ARG_INVENTORY_RM_ALL (CA_ARG_INVENTORY + 6)
481 #define CA_ARG_INVENTORY_HEADLINE (CA_ARG_INVENTORY + 998)
482 #define CA_ARG_INVENTORY_RM_HEADLINE (CA_ARG_INVENTORY + 999)
483 #define CA_ARG_UNDEFINED 65535
485 /* values for custom move patterns (bits 0 - 3: basic move directions) */
486 #define MV_BIT_TOWARDS_PLAYER 4
487 #define MV_BIT_AWAY_FROM_PLAYER 5
488 #define MV_BIT_ALONG_LEFT_SIDE 6
489 #define MV_BIT_ALONG_RIGHT_SIDE 7
490 #define MV_BIT_TURNING_LEFT 8
491 #define MV_BIT_TURNING_RIGHT 9
492 #define MV_BIT_WHEN_PUSHED 10
493 #define MV_BIT_MAZE_RUNNER 11
494 #define MV_BIT_MAZE_HUNTER 12
495 #define MV_BIT_WHEN_DROPPED 13
496 #define MV_BIT_TURNING_LEFT_RIGHT 14
497 #define MV_BIT_TURNING_RIGHT_LEFT 15
498 #define MV_BIT_TURNING_RANDOM 16
499 #define MV_BIT_WIND_DIRECTION 17
501 /* values for custom move patterns */
502 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
503 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
504 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
505 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
506 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
507 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
508 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
509 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
510 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
511 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
512 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
513 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
514 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
515 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
516 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
518 /* values for initial move direction */
519 #define MV_START_NONE (MV_NONE)
520 #define MV_START_AUTOMATIC (MV_NONE)
521 #define MV_START_LEFT (MV_LEFT)
522 #define MV_START_RIGHT (MV_RIGHT)
523 #define MV_START_UP (MV_UP)
524 #define MV_START_DOWN (MV_DOWN)
525 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
526 #define MV_START_PREVIOUS (MV_PREVIOUS)
528 /* values for elements left behind by custom elements */
529 #define LEAVE_TYPE_UNLIMITED 0
530 #define LEAVE_TYPE_LIMITED 1
532 /* values for slippery property for custom elements */
533 #define SLIPPERY_ANY_RANDOM 0
534 #define SLIPPERY_ANY_LEFT_RIGHT 1
535 #define SLIPPERY_ANY_RIGHT_LEFT 2
536 #define SLIPPERY_ONLY_LEFT 3
537 #define SLIPPERY_ONLY_RIGHT 4
539 /* values for explosion type for custom elements */
540 #define EXPLODES_3X3 0
541 #define EXPLODES_1X1 1
542 #define EXPLODES_CROSS 2
544 /* macros for configurable properties */
545 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
546 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
547 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
548 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
549 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
550 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
551 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
552 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
553 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
554 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
555 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
556 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
557 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
558 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
559 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
560 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
561 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
562 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
563 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
564 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
565 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
566 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
567 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
568 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
569 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
570 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
571 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
572 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
573 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
574 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
575 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
576 #define DONT_GET_HIT_BY(e) HAS_PROPERTY(e, EP_DONT_GET_HIT_BY)
578 /* macros for special configurable properties */
579 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
581 /* macros for special graphics properties */
582 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
584 /* macros for pre-defined properties */
585 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
586 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
587 #define CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_MAGIC_WALL)
588 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
589 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
590 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
591 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
592 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
593 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
594 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
595 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
596 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
597 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
598 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
599 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
600 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
601 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
602 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
603 #define IS_ACID_POOL(e) HAS_PROPERTY(e, EP_ACID_POOL)
604 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
605 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
606 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
607 #define HAS_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT)
608 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
609 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
610 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
611 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
613 /* macros for derived properties */
614 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
615 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
616 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
617 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
618 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
619 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
620 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
621 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
622 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
623 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
624 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
625 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
626 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
627 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
628 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
629 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
630 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
631 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
632 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
633 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
634 #define CAN_EXPLODE_BY_EXPLOSION(e) \
635 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
636 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
637 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
638 #define CAN_BE_CLONED_BY_ANDROID(e) \
639 HAS_PROPERTY(e, EP_CAN_BE_CLONED_BY_ANDROID)
641 #define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE)
642 #define IS_EDITOR_CASCADE_ACTIVE(e) \
643 HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
644 #define IS_EDITOR_CASCADE_INACTIVE(e) \
645 HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
647 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
648 #define CAN_CHANGE_OR_HAS_ACTION(e) \
649 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
651 #define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE)
653 /* special macros used in game engine */
654 #define IS_FILE_ELEMENT(e) ((e) >= 0 && \
655 (e) <= NUM_FILE_ELEMENTS)
657 #define IS_DRAWABLE_ELEMENT(e) ((e) >= 0 && \
658 (e) <= NUM_DRAWABLE_ELEMENTS)
660 #define IS_RUNTIME_ELEMENT(e) ((e) >= 0 && \
661 (e) <= NUM_RUNTIME_ELEMENTS)
663 #define IS_VALID_ELEMENT(e) ((e) >= 0 && \
664 (e) <= MAX_NUM_ELEMENTS)
666 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
667 (e) <= EL_CUSTOM_END)
669 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
672 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
673 (e) <= EL_INTERNAL_CLIPBOARD_END)
675 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
676 (e) <= EL_INTERNAL_END)
678 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
679 (e) <= EL_ENVELOPE_4)
681 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
683 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
685 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
687 #define IS_KEY(e) (IS_RND_KEY(e) || \
690 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
691 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
692 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
693 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
694 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
695 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
697 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
699 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
701 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
702 (e) <= EL_EMC_GATE_8)
703 #define IS_DC_GATE(e) ((e) == EL_DC_GATE_WHITE)
704 #define IS_GATE(e) (IS_RND_GATE(e) || \
708 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
709 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
710 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
711 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
712 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
713 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
715 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
716 (e) <= EL_GATE_4_GRAY)
717 #define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \
718 (e) <= EL_GATE_4_GRAY_ACTIVE)
719 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
720 (e) <= EL_EM_GATE_4_GRAY)
721 #define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \
722 (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
723 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
724 (e) <= EL_EMC_GATE_8_GRAY)
725 #define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
726 (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
727 #define IS_DC_GATE_GRAY(e) ((e) == EL_DC_GATE_WHITE_GRAY)
728 #define IS_DC_GATE_GRAY_ACTIVE(e) ((e) == EL_DC_GATE_WHITE_GRAY_ACTIVE)
730 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
731 IS_EM_GATE_GRAY(e) || \
732 IS_EMC_GATE_GRAY(e) || \
734 #define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
735 IS_EM_GATE_GRAY_ACTIVE(e) || \
736 IS_EMC_GATE_GRAY_ACTIVE(e) || \
737 IS_DC_GATE_GRAY_ACTIVE(e))
738 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
739 #define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
740 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
741 #define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
742 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
743 #define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
744 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
745 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
746 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
748 #define IS_ACID_POOL_OR_ACID(e) (IS_ACID_POOL(e) || (e) == EL_ACID)
750 #define IS_EMC_PILLAR(e) ((e) >= EL_EMC_WALL_1 && \
751 (e) <= EL_EMC_WALL_3)
752 #define IS_SP_CHIP(e) ((e) == EL_SP_CHIP_SINGLE || \
753 (e) == EL_SP_CHIP_LEFT || \
754 (e) == EL_SP_CHIP_RIGHT || \
755 (e) == EL_SP_CHIP_TOP || \
756 (e) == EL_SP_CHIP_BOTTOM)
757 #define IS_SP_HARDWARE_BASE(e) ((e) == EL_SP_HARDWARE_BASE_1 || \
758 (e) == EL_SP_HARDWARE_BASE_2 || \
759 (e) == EL_SP_HARDWARE_BASE_3 || \
760 (e) == EL_SP_HARDWARE_BASE_4 || \
761 (e) == EL_SP_HARDWARE_BASE_5 || \
762 (e) == EL_SP_HARDWARE_BASE_6)
764 #define IS_DC_STEELWALL_2(e) ((e) >= EL_DC_STEELWALL_2_LEFT && \
765 (e) <= EL_DC_STEELWALL_2_SINGLE)
767 #define GFX_ELEMENT(e) (element_info[e].gfx_element)
769 /* !!! CHECK THIS !!! */
771 #define TILE_GFX_ELEMENT(x, y) \
772 (GfxElement[x][y] != EL_UNDEFINED && \
773 Feld[x][y] != EL_EXPLOSION ? \
774 GfxElement[x][y] : Feld[x][y])
776 #define TILE_GFX_ELEMENT(x, y) \
777 GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
778 Feld[x][y] != EL_EXPLOSION ? \
779 GfxElement[x][y] : Feld[x][y])
782 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
783 /* (solution: add separate "use sound of element" to level file and editor) */
785 #define SND_ELEMENT(e) GFX_ELEMENT(e)
787 #define SND_ELEMENT(e) (e)
790 #define GROUP_NR(e) ((e) - EL_GROUP_START)
791 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
792 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
794 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
795 (ge == EL_ANY_ELEMENT ? TRUE : \
796 IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
798 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
800 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
801 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
803 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
804 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
805 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
807 #define IS_MV_DIAGONAL(x) ((x) & MV_HORIZONTAL && (x) & MV_VERTICAL)
809 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
810 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
811 (e) == EL_EMERALD ? EL_DIAMOND : \
812 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
813 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
814 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
816 #define EL_CHANGED_BD(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
817 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
819 #define EL_CHANGED_DC(e) ((e) == EL_ROCK ? EL_EMERALD : \
820 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
821 (e) == EL_EMERALD ? EL_DIAMOND : \
822 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
823 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
824 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
825 (e) == EL_PEARL ? EL_BOMB : \
826 (e) == EL_CRYSTAL ? EL_CRYSTAL : \
828 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
829 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
830 #define TAPE_IS_EMPTY(x) ((x).length == 0)
831 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
833 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
834 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
836 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
837 IS_PROTECTED(Back[x][y]))
838 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
839 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
840 ENEMY_PROTECTED_FIELD(x, y))
841 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
842 EXPLOSION_PROTECTED_FIELD(x, y))
844 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
845 (p)->switch_x == (x) && (p)->switch_y == (y))
847 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
848 (p)->drop_x == (x) && (p)->drop_y == (y))
850 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
852 #define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
855 #define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)
857 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
858 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
859 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
861 #define IS_ANIM_MODE_CE(g) (graphic_info[g].anim_mode & (ANIM_CE_VALUE | \
864 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
865 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
866 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
867 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
869 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
871 #define IS_SPECIAL_GFX_ARG(a) ((a) >= 0 && (a) < NUM_SPECIAL_GFX_ARGS)
873 #define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
874 #define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
875 #define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
876 IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
878 #define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)")
879 #define MV_TEXT(d) ((d) == MV_NONE ? "MV_NONE" : \
880 (d) == MV_LEFT ? "MV_LEFT" : \
881 (d) == MV_RIGHT ? "MV_RIGHT" : \
882 (d) == MV_UP ? "MV_UP" : \
883 (d) == MV_DOWN ? "MV_DOWN" : "(various)")
885 #define ELEMENT_ACTIVE(e) (ActiveElement[e])
886 #define BUTTON_ACTIVE(b) (ActiveButton[b])
887 #define FONT_ACTIVE(f) (ActiveFont[f])
890 /* fundamental game speed values */
891 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
892 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
894 /* boundaries of arrays etc. */
895 #define MAX_LEVEL_NAME_LEN 32
896 #define MAX_LEVEL_AUTHOR_LEN 32
897 #define MAX_ELEMENT_NAME_LEN 32
898 #define MAX_TAPES_PER_SET 1024
899 #define MAX_SCORE_ENTRIES 100
900 #define MAX_NUM_TITLE_IMAGES 5
901 #define MAX_NUM_TITLE_MESSAGES 5
903 #define MAX_NUM_AMOEBA 100
905 #define NUM_ENVELOPES 4
906 #define MIN_ENVELOPE_XSIZE 1
907 #define MIN_ENVELOPE_YSIZE 1
908 #define MAX_ENVELOPE_XSIZE 30
909 #define MAX_ENVELOPE_YSIZE 20
910 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
911 #define MIN_CHANGE_PAGES 1
912 #define MAX_CHANGE_PAGES 32
913 #define MIN_ELEMENTS_IN_GROUP 1
914 #define MAX_ELEMENTS_IN_GROUP 16
915 #define MIN_ANDROID_ELEMENTS 1
916 #define MAX_ANDROID_ELEMENTS 16
918 /* values for elements with content */
919 #define MIN_ELEMENT_CONTENTS 1
920 #define STD_ELEMENT_CONTENTS 4
921 #define MAX_ELEMENT_CONTENTS 8
923 /* values for initial player inventory */
924 #define MIN_INITIAL_INVENTORY_SIZE 1
925 #define MAX_INITIAL_INVENTORY_SIZE 8
927 /* often used screen positions */
929 #define TILEX TILESIZE
930 #define TILEY TILESIZE
931 #define TILEX_VAR TILESIZE_VAR
932 #define TILEY_VAR TILESIZE_VAR
933 #define MINI_TILESIZE (TILESIZE / 2)
934 #define MINI_TILEX MINI_TILESIZE
935 #define MINI_TILEY MINI_TILESIZE
936 #define MICRO_TILESIZE (TILESIZE / 8)
937 #define MICRO_TILEX MICRO_TILESIZE
938 #define MICRO_TILEY MICRO_TILESIZE
939 #define MIDPOSX (SCR_FIELDX / 2)
940 #define MIDPOSY (SCR_FIELDY / 2)
941 #define FXSIZE ((2 + SCR_FIELDX + 2) * TILEX_VAR)
942 #define FYSIZE ((2 + SCR_FIELDY + 2) * TILEY_VAR)
944 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
945 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
946 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
947 #define MICROLEVEL_YPOS (SY + 12 * TILEY - MICRO_TILEY)
948 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
949 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
951 /* values for GfxRedraw */
952 #define GFX_REDRAW_NONE (0)
953 #define GFX_REDRAW_TILE (1 << 0)
954 #define GFX_REDRAW_TILE_CRUMBLED (1 << 1)
955 #define GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS (1 << 2)
956 #define GFX_REDRAW_TILE_TWINKLED (1 << 3)
958 /* score for elements */
962 #define SC_SPACESHIP 3
967 #define SC_DYNAMITE 8
969 #define SC_TIME_BONUS 10
970 #define SC_CRYSTAL 11
973 #define SC_UNKNOWN_14 14
974 #define SC_UNKNOWN_15 15
976 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
979 /* "real" level file elements */
980 #define EL_UNDEFINED -1
982 #define EL_EMPTY_SPACE 0
983 #define EL_EMPTY EL_EMPTY_SPACE
986 #define EL_WALL_SLIPPERY 3
988 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
990 #define EL_EXIT_CLOSED 7
991 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
993 #define EL_SPACESHIP 10
996 #define EL_STEELWALL 13
997 #define EL_DIAMOND 14
998 #define EL_AMOEBA_DEAD 15
999 #define EL_QUICKSAND_EMPTY 16
1000 #define EL_QUICKSAND_FULL 17
1001 #define EL_AMOEBA_DROP 18
1003 #define EL_MAGIC_WALL 20
1004 #define EL_SPEED_PILL 21
1006 #define EL_AMOEBA_WET 23
1007 #define EL_AMOEBA_DRY 24
1009 #define EL_GAME_OF_LIFE 26
1010 #define EL_BIOMAZE 27
1011 #define EL_DYNAMITE_ACTIVE 28
1012 #define EL_STONEBLOCK 29
1013 #define EL_ROBOT_WHEEL 30
1014 #define EL_ROBOT_WHEEL_ACTIVE 31
1019 #define EL_GATE_1 36
1020 #define EL_GATE_2 37
1021 #define EL_GATE_3 38
1022 #define EL_GATE_4 39
1023 #define EL_GATE_1_GRAY 40
1024 #define EL_GATE_2_GRAY 41
1025 #define EL_GATE_3_GRAY 42
1026 #define EL_GATE_4_GRAY 43
1027 #define EL_DYNAMITE 44
1028 #define EL_PACMAN 45
1029 #define EL_INVISIBLE_WALL 46
1031 #define EL_LAMP_ACTIVE 48
1032 #define EL_WALL_EMERALD 49
1033 #define EL_WALL_DIAMOND 50
1034 #define EL_AMOEBA_FULL 51
1035 #define EL_BD_AMOEBA 52
1036 #define EL_TIME_ORB_FULL 53
1037 #define EL_TIME_ORB_EMPTY 54
1038 #define EL_EXPANDABLE_WALL 55
1039 #define EL_BD_DIAMOND 56
1040 #define EL_EMERALD_YELLOW 57
1041 #define EL_WALL_BD_DIAMOND 58
1042 #define EL_WALL_EMERALD_YELLOW 59
1043 #define EL_DARK_YAMYAM 60
1044 #define EL_BD_MAGIC_WALL 61
1045 #define EL_INVISIBLE_STEELWALL 62
1046 #define EL_SOKOBAN_FIELD_PLAYER 63
1047 #define EL_DYNABOMB_INCREASE_NUMBER 64
1048 #define EL_DYNABOMB_INCREASE_SIZE 65
1049 #define EL_DYNABOMB_INCREASE_POWER 66
1050 #define EL_SOKOBAN_OBJECT 67
1051 #define EL_SOKOBAN_FIELD_EMPTY 68
1052 #define EL_SOKOBAN_FIELD_FULL 69
1053 #define EL_BD_BUTTERFLY_RIGHT 70
1054 #define EL_BD_BUTTERFLY_UP 71
1055 #define EL_BD_BUTTERFLY_LEFT 72
1056 #define EL_BD_BUTTERFLY_DOWN 73
1057 #define EL_BD_FIREFLY_RIGHT 74
1058 #define EL_BD_FIREFLY_UP 75
1059 #define EL_BD_FIREFLY_LEFT 76
1060 #define EL_BD_FIREFLY_DOWN 77
1061 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
1062 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
1063 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
1064 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
1065 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
1066 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
1067 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
1068 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
1069 #define EL_BD_BUTTERFLY 78
1070 #define EL_BD_FIREFLY 79
1071 #define EL_PLAYER_1 80
1072 #define EL_PLAYER_2 81
1073 #define EL_PLAYER_3 82
1074 #define EL_PLAYER_4 83
1075 #define EL_BUG_RIGHT 84
1076 #define EL_BUG_UP 85
1077 #define EL_BUG_LEFT 86
1078 #define EL_BUG_DOWN 87
1079 #define EL_SPACESHIP_RIGHT 88
1080 #define EL_SPACESHIP_UP 89
1081 #define EL_SPACESHIP_LEFT 90
1082 #define EL_SPACESHIP_DOWN 91
1083 #define EL_PACMAN_RIGHT 92
1084 #define EL_PACMAN_UP 93
1085 #define EL_PACMAN_LEFT 94
1086 #define EL_PACMAN_DOWN 95
1087 #define EL_EMERALD_RED 96
1088 #define EL_EMERALD_PURPLE 97
1089 #define EL_WALL_EMERALD_RED 98
1090 #define EL_WALL_EMERALD_PURPLE 99
1091 #define EL_ACID_POOL_TOPLEFT 100
1092 #define EL_ACID_POOL_TOPRIGHT 101
1093 #define EL_ACID_POOL_BOTTOMLEFT 102
1094 #define EL_ACID_POOL_BOTTOM 103
1095 #define EL_ACID_POOL_BOTTOMRIGHT 104
1096 #define EL_BD_WALL 105
1097 #define EL_BD_ROCK 106
1098 #define EL_EXIT_OPEN 107
1099 #define EL_BLACK_ORB 108
1100 #define EL_AMOEBA_TO_DIAMOND 109
1102 #define EL_PENGUIN 111
1103 #define EL_SATELLITE 112
1104 #define EL_ARROW_LEFT 113
1105 #define EL_ARROW_RIGHT 114
1106 #define EL_ARROW_UP 115
1107 #define EL_ARROW_DOWN 116
1109 #define EL_DRAGON 118
1111 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
1113 #define EL_CHAR_START 120
1114 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
1115 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
1117 #include "conf_chr.h" /* include auto-generated data structure definitions */
1119 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
1120 #define EL_CHAR_END (EL_CHAR_START + 79)
1122 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
1124 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
1125 #define EL_EXPANDABLE_WALL_VERTICAL 201
1126 #define EL_EXPANDABLE_WALL_ANY 202
1128 #define EL_EM_GATE_1 203
1129 #define EL_EM_GATE_2 204
1130 #define EL_EM_GATE_3 205
1131 #define EL_EM_GATE_4 206
1133 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
1134 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
1135 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
1137 #define EL_SP_START 210
1138 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
1139 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
1140 #define EL_SP_ZONK (EL_SP_START + 1)
1141 #define EL_SP_BASE (EL_SP_START + 2)
1142 #define EL_SP_MURPHY (EL_SP_START + 3)
1143 #define EL_SP_INFOTRON (EL_SP_START + 4)
1144 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
1145 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
1146 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
1147 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
1148 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
1149 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
1150 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
1151 #define EL_SP_PORT_UP (EL_SP_START + 12)
1152 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
1153 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
1154 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
1155 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
1156 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
1157 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
1158 #define EL_SP_TERMINAL (EL_SP_START + 19)
1159 #define EL_SP_DISK_RED (EL_SP_START + 20)
1160 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
1161 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
1162 #define EL_SP_PORT_ANY (EL_SP_START + 23)
1163 #define EL_SP_ELECTRON (EL_SP_START + 24)
1164 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
1165 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
1166 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
1167 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
1168 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
1169 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
1170 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
1171 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
1172 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
1173 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
1174 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
1175 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
1176 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
1177 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
1178 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
1179 #define EL_SP_END (EL_SP_START + 39)
1181 #define EL_EM_GATE_1_GRAY 250
1182 #define EL_EM_GATE_2_GRAY 251
1183 #define EL_EM_GATE_3_GRAY 252
1184 #define EL_EM_GATE_4_GRAY 253
1186 #define EL_EM_DYNAMITE 254
1187 #define EL_EM_DYNAMITE_ACTIVE 255
1189 #define EL_PEARL 256
1190 #define EL_CRYSTAL 257
1191 #define EL_WALL_PEARL 258
1192 #define EL_WALL_CRYSTAL 259
1193 #define EL_DC_GATE_WHITE 260
1194 #define EL_DC_GATE_WHITE_GRAY 261
1195 #define EL_DC_KEY_WHITE 262
1196 #define EL_SHIELD_NORMAL 263
1197 #define EL_EXTRA_TIME 264
1198 #define EL_SWITCHGATE_OPEN 265
1199 #define EL_SWITCHGATE_CLOSED 266
1200 #define EL_SWITCHGATE_SWITCH_UP 267
1201 #define EL_SWITCHGATE_SWITCH_DOWN 268
1203 #define EL_UNUSED_269 269
1204 #define EL_UNUSED_270 270
1206 #define EL_CONVEYOR_BELT_1_LEFT 271
1207 #define EL_CONVEYOR_BELT_1_MIDDLE 272
1208 #define EL_CONVEYOR_BELT_1_RIGHT 273
1209 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
1210 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
1211 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
1212 #define EL_CONVEYOR_BELT_2_LEFT 277
1213 #define EL_CONVEYOR_BELT_2_MIDDLE 278
1214 #define EL_CONVEYOR_BELT_2_RIGHT 279
1215 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
1216 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
1217 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
1218 #define EL_CONVEYOR_BELT_3_LEFT 283
1219 #define EL_CONVEYOR_BELT_3_MIDDLE 284
1220 #define EL_CONVEYOR_BELT_3_RIGHT 285
1221 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
1222 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
1223 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
1224 #define EL_CONVEYOR_BELT_4_LEFT 289
1225 #define EL_CONVEYOR_BELT_4_MIDDLE 290
1226 #define EL_CONVEYOR_BELT_4_RIGHT 291
1227 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
1228 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1229 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1230 #define EL_LANDMINE 295
1231 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1232 #define EL_LIGHT_SWITCH 297
1233 #define EL_LIGHT_SWITCH_ACTIVE 298
1234 #define EL_SIGN_EXCLAMATION 299
1235 #define EL_SIGN_RADIOACTIVITY 300
1236 #define EL_SIGN_STOP 301
1237 #define EL_SIGN_WHEELCHAIR 302
1238 #define EL_SIGN_PARKING 303
1239 #define EL_SIGN_NO_ENTRY 304
1240 #define EL_SIGN_UNUSED_1 305
1241 #define EL_SIGN_GIVE_WAY 306
1242 #define EL_SIGN_ENTRY_FORBIDDEN 307
1243 #define EL_SIGN_EMERGENCY_EXIT 308
1244 #define EL_SIGN_YIN_YANG 309
1245 #define EL_SIGN_UNUSED_2 310
1246 #define EL_MOLE_LEFT 311
1247 #define EL_MOLE_RIGHT 312
1248 #define EL_MOLE_UP 313
1249 #define EL_MOLE_DOWN 314
1250 #define EL_STEELWALL_SLIPPERY 315
1251 #define EL_INVISIBLE_SAND 316
1252 #define EL_DX_UNKNOWN_15 317
1253 #define EL_DX_UNKNOWN_42 318
1255 #define EL_UNUSED_319 319
1256 #define EL_UNUSED_320 320
1258 #define EL_SHIELD_DEADLY 321
1259 #define EL_TIMEGATE_OPEN 322
1260 #define EL_TIMEGATE_CLOSED 323
1261 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1262 #define EL_TIMEGATE_SWITCH 325
1264 #define EL_BALLOON 326
1265 #define EL_BALLOON_SWITCH_LEFT 327
1266 #define EL_BALLOON_SWITCH_RIGHT 328
1267 #define EL_BALLOON_SWITCH_UP 329
1268 #define EL_BALLOON_SWITCH_DOWN 330
1269 #define EL_BALLOON_SWITCH_ANY 331
1271 #define EL_EMC_STEELWALL_1 332
1272 #define EL_EMC_STEELWALL_2 333
1273 #define EL_EMC_STEELWALL_3 334
1274 #define EL_EMC_STEELWALL_4 335
1275 #define EL_EMC_WALL_1 336
1276 #define EL_EMC_WALL_2 337
1277 #define EL_EMC_WALL_3 338
1278 #define EL_EMC_WALL_4 339
1279 #define EL_EMC_WALL_5 340
1280 #define EL_EMC_WALL_6 341
1281 #define EL_EMC_WALL_7 342
1282 #define EL_EMC_WALL_8 343
1284 #define EL_TUBE_ANY 344
1285 #define EL_TUBE_VERTICAL 345
1286 #define EL_TUBE_HORIZONTAL 346
1287 #define EL_TUBE_VERTICAL_LEFT 347
1288 #define EL_TUBE_VERTICAL_RIGHT 348
1289 #define EL_TUBE_HORIZONTAL_UP 349
1290 #define EL_TUBE_HORIZONTAL_DOWN 350
1291 #define EL_TUBE_LEFT_UP 351
1292 #define EL_TUBE_LEFT_DOWN 352
1293 #define EL_TUBE_RIGHT_UP 353
1294 #define EL_TUBE_RIGHT_DOWN 354
1295 #define EL_SPRING 355
1297 #define EL_DX_SUPABOMB 357
1299 #define EL_UNUSED_358 358
1300 #define EL_UNUSED_359 359
1302 /* ---------- begin of custom elements section ----------------------------- */
1303 #define EL_CUSTOM_START 360
1305 #include "conf_cus.h" /* include auto-generated data structure definitions */
1307 #define NUM_CUSTOM_ELEMENTS 256
1308 #define EL_CUSTOM_END 615
1309 /* ---------- end of custom elements section ------------------------------- */
1311 #define EL_EM_KEY_1 616
1312 #define EL_EM_KEY_2 617
1313 #define EL_EM_KEY_3 618
1314 #define EL_EM_KEY_4 619
1315 #define EL_ENVELOPE_1 620
1316 #define EL_ENVELOPE_2 621
1317 #define EL_ENVELOPE_3 622
1318 #define EL_ENVELOPE_4 623
1320 /* ---------- begin of group elements section ------------------------------ */
1321 #define EL_GROUP_START 624
1323 #include "conf_grp.h" /* include auto-generated data structure definitions */
1325 #define NUM_GROUP_ELEMENTS 32
1326 #define EL_GROUP_END 655
1327 /* ---------- end of custom elements section ------------------------------- */
1329 #define EL_UNKNOWN 656
1330 #define EL_TRIGGER_ELEMENT 657
1331 #define EL_TRIGGER_PLAYER 658
1333 /* SP style elements */
1334 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1335 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1336 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1337 #define EL_SP_GRAVITY_ON_PORT_UP 662
1338 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1339 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1340 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1341 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1343 /* EMC style elements */
1344 #define EL_BALLOON_SWITCH_NONE 667
1345 #define EL_EMC_GATE_5 668
1346 #define EL_EMC_GATE_6 669
1347 #define EL_EMC_GATE_7 670
1348 #define EL_EMC_GATE_8 671
1349 #define EL_EMC_GATE_5_GRAY 672
1350 #define EL_EMC_GATE_6_GRAY 673
1351 #define EL_EMC_GATE_7_GRAY 674
1352 #define EL_EMC_GATE_8_GRAY 675
1353 #define EL_EMC_KEY_5 676
1354 #define EL_EMC_KEY_6 677
1355 #define EL_EMC_KEY_7 678
1356 #define EL_EMC_KEY_8 679
1357 #define EL_EMC_ANDROID 680
1358 #define EL_EMC_GRASS 681
1359 #define EL_EMC_MAGIC_BALL 682
1360 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1361 #define EL_EMC_MAGIC_BALL_SWITCH 684
1362 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1363 #define EL_EMC_SPRING_BUMPER 686
1364 #define EL_EMC_PLANT 687
1365 #define EL_EMC_LENSES 688
1366 #define EL_EMC_MAGNIFIER 689
1367 #define EL_EMC_WALL_9 690
1368 #define EL_EMC_WALL_10 691
1369 #define EL_EMC_WALL_11 692
1370 #define EL_EMC_WALL_12 693
1371 #define EL_EMC_WALL_13 694
1372 #define EL_EMC_WALL_14 695
1373 #define EL_EMC_WALL_15 696
1374 #define EL_EMC_WALL_16 697
1375 #define EL_EMC_WALL_SLIPPERY_1 698
1376 #define EL_EMC_WALL_SLIPPERY_2 699
1377 #define EL_EMC_WALL_SLIPPERY_3 700
1378 #define EL_EMC_WALL_SLIPPERY_4 701
1379 #define EL_EMC_FAKE_GRASS 702
1380 #define EL_EMC_FAKE_ACID 703
1381 #define EL_EMC_DRIPPER 704
1383 #define EL_TRIGGER_CE_VALUE 705
1384 #define EL_TRIGGER_CE_SCORE 706
1385 #define EL_CURRENT_CE_VALUE 707
1386 #define EL_CURRENT_CE_SCORE 708
1388 #define EL_YAMYAM_LEFT 709
1389 #define EL_YAMYAM_RIGHT 710
1390 #define EL_YAMYAM_UP 711
1391 #define EL_YAMYAM_DOWN 712
1393 #define EL_BD_EXPANDABLE_WALL 713
1395 #define EL_PREV_CE_8 714
1396 #define EL_PREV_CE_7 715
1397 #define EL_PREV_CE_6 716
1398 #define EL_PREV_CE_5 717
1399 #define EL_PREV_CE_4 718
1400 #define EL_PREV_CE_3 719
1401 #define EL_PREV_CE_2 720
1402 #define EL_PREV_CE_1 721
1404 #define EL_NEXT_CE_1 723
1405 #define EL_NEXT_CE_2 724
1406 #define EL_NEXT_CE_3 725
1407 #define EL_NEXT_CE_4 726
1408 #define EL_NEXT_CE_5 727
1409 #define EL_NEXT_CE_6 728
1410 #define EL_NEXT_CE_7 729
1411 #define EL_NEXT_CE_8 730
1412 #define EL_ANY_ELEMENT 731
1414 #define EL_STEEL_CHAR_START 732
1415 #define EL_STEEL_CHAR_ASCII0 (EL_STEEL_CHAR_START - 32)
1416 #define EL_STEEL_CHAR_ASCII0_START (EL_STEEL_CHAR_ASCII0 + 32)
1418 /* (auto-generated data structure definitions included with normal chars) */
1420 #define EL_STEEL_CHAR_ASCII0_END (EL_STEEL_CHAR_ASCII0 + 111)
1421 #define EL_STEEL_CHAR_END (EL_STEEL_CHAR_START + 79)
1423 #define EL_STEEL_CHAR(c) (EL_STEEL_CHAR_ASCII0+MAP_FONT_ASCII(c))
1425 #define EL_SPERMS 812
1426 #define EL_BULLET 813
1427 #define EL_HEART 814
1428 #define EL_CROSS 815
1429 #define EL_FRANKIE 816
1430 #define EL_SIGN_SPERMS 817
1431 #define EL_SIGN_BULLET 818
1432 #define EL_SIGN_HEART 819
1433 #define EL_SIGN_CROSS 820
1434 #define EL_SIGN_FRANKIE 821
1436 #define EL_STEEL_EXIT_CLOSED 822
1437 #define EL_STEEL_EXIT_OPEN 823
1439 #define EL_DC_STEELWALL_1_LEFT 824
1440 #define EL_DC_STEELWALL_1_RIGHT 825
1441 #define EL_DC_STEELWALL_1_TOP 826
1442 #define EL_DC_STEELWALL_1_BOTTOM 827
1443 #define EL_DC_STEELWALL_1_HORIZONTAL 828
1444 #define EL_DC_STEELWALL_1_VERTICAL 829
1445 #define EL_DC_STEELWALL_1_TOPLEFT 830
1446 #define EL_DC_STEELWALL_1_TOPRIGHT 831
1447 #define EL_DC_STEELWALL_1_BOTTOMLEFT 832
1448 #define EL_DC_STEELWALL_1_BOTTOMRIGHT 833
1449 #define EL_DC_STEELWALL_1_TOPLEFT_2 834
1450 #define EL_DC_STEELWALL_1_TOPRIGHT_2 835
1451 #define EL_DC_STEELWALL_1_BOTTOMLEFT_2 836
1452 #define EL_DC_STEELWALL_1_BOTTOMRIGHT_2 837
1454 #define EL_DC_STEELWALL_2_LEFT 838
1455 #define EL_DC_STEELWALL_2_RIGHT 839
1456 #define EL_DC_STEELWALL_2_TOP 840
1457 #define EL_DC_STEELWALL_2_BOTTOM 841
1458 #define EL_DC_STEELWALL_2_HORIZONTAL 842
1459 #define EL_DC_STEELWALL_2_VERTICAL 843
1460 #define EL_DC_STEELWALL_2_MIDDLE 844
1461 #define EL_DC_STEELWALL_2_SINGLE 845
1463 #define EL_DC_SWITCHGATE_SWITCH_UP 846
1464 #define EL_DC_SWITCHGATE_SWITCH_DOWN 847
1465 #define EL_DC_TIMEGATE_SWITCH 848
1466 #define EL_DC_TIMEGATE_SWITCH_ACTIVE 849
1468 #define EL_DC_LANDMINE 850
1470 #define EL_EXPANDABLE_STEELWALL 851
1471 #define EL_EXPANDABLE_STEELWALL_HORIZONTAL 852
1472 #define EL_EXPANDABLE_STEELWALL_VERTICAL 853
1473 #define EL_EXPANDABLE_STEELWALL_ANY 854
1475 #define EL_EM_EXIT_CLOSED 855
1476 #define EL_EM_EXIT_OPEN 856
1477 #define EL_EM_STEEL_EXIT_CLOSED 857
1478 #define EL_EM_STEEL_EXIT_OPEN 858
1480 #define EL_DC_GATE_FAKE_GRAY 859
1482 #define EL_DC_MAGIC_WALL 860
1484 #define EL_QUICKSAND_FAST_EMPTY 861
1485 #define EL_QUICKSAND_FAST_FULL 862
1487 #define EL_FROM_LEVEL_TEMPLATE 863
1489 #define NUM_FILE_ELEMENTS 864
1492 /* "real" (and therefore drawable) runtime elements */
1493 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1495 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1496 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1497 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1498 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1499 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1500 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1501 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1502 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1503 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1504 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1505 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1506 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1507 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1508 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1509 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1510 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1511 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1512 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1513 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1514 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1515 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1516 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1517 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1518 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1519 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1520 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1521 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1522 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1523 #define EL_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1524 #define EL_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1525 #define EL_EM_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
1526 #define EL_EM_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 31)
1527 #define EL_EM_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 32)
1528 #define EL_EM_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 33)
1529 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 34)
1530 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 35)
1531 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 36)
1532 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1533 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 38)
1534 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
1535 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 40)
1536 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 41)
1537 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1538 #define EL_QUICKSAND_FAST_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
1539 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 44)
1540 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
1541 #define EL_DC_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
1542 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 47)
1543 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 48)
1544 #define EL_DC_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 49)
1545 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 50)
1546 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 51)
1547 #define EL_DC_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 52)
1548 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 53)
1549 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 54)
1550 #define EL_DC_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 55)
1551 #define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
1552 #define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
1553 #define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
1554 #define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
1555 #define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 60)
1556 #define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 61)
1557 #define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 62)
1558 #define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 63)
1559 #define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 64)
1560 #define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 65)
1561 #define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 66)
1562 #define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 67)
1563 #define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 68)
1564 #define EL_DC_GATE_WHITE_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 69)
1565 #define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 70)
1566 #define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 71)
1568 #define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 72)
1570 /* "unreal" (and therefore not drawable) runtime elements */
1571 #define EL_FIRST_RUNTIME_UNREAL (NUM_DRAWABLE_ELEMENTS)
1573 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1574 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1575 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1576 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1577 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1578 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1579 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1580 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1581 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1582 #define EL_EXPANDABLE_STEELWALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 9)
1583 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 10)
1584 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 11)
1585 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 12)
1586 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 13)
1587 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 14)
1588 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 15)
1589 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1590 #define EL_QUICKSAND_FAST_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1591 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 18)
1592 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 19)
1593 #define EL_DC_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 20)
1594 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 21)
1595 #define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 22)
1596 #define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 23)
1598 #define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 24)
1600 /* dummy elements (never used as game elements, only used as graphics) */
1601 #define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS
1603 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1604 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1605 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1606 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1607 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1608 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1609 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1610 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1611 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1612 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1613 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1614 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1615 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1616 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1617 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1618 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1619 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1620 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1621 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1622 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1623 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1624 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1625 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1626 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1627 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1628 #define EL_GRAPHIC_1 (EL_FIRST_DUMMY + 25)
1629 #define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 26)
1630 #define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 27)
1631 #define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 28)
1632 #define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 29)
1633 #define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 30)
1634 #define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 31)
1635 #define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 32)
1637 /* internal elements (only used for internal purposes like copying) */
1638 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 33)
1640 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1641 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1642 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1643 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1645 #define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
1646 #define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
1647 #define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
1648 #define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
1649 #define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
1650 #define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
1651 #define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
1652 #define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
1653 #define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
1654 #define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
1655 #define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
1656 #define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
1657 #define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
1658 #define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
1659 #define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
1660 #define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
1661 #define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
1662 #define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
1663 #define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 22)
1664 #define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 23)
1665 #define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 24)
1666 #define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 25)
1667 #define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 26)
1668 #define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 27)
1669 #define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 28)
1670 #define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 29)
1671 #define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 30)
1672 #define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 31)
1673 #define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 32)
1674 #define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 33)
1676 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1677 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1678 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1679 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 33)
1681 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 34)
1684 /* values for graphics/sounds action types */
1685 #define ACTION_DEFAULT 0
1686 #define ACTION_WAITING 1
1687 #define ACTION_FALLING 2
1688 #define ACTION_MOVING 3
1689 #define ACTION_DIGGING 4
1690 #define ACTION_SNAPPING 5
1691 #define ACTION_COLLECTING 6
1692 #define ACTION_DROPPING 7
1693 #define ACTION_PUSHING 8
1694 #define ACTION_WALKING 9
1695 #define ACTION_PASSING 10
1696 #define ACTION_IMPACT 11
1697 #define ACTION_BREAKING 12
1698 #define ACTION_ACTIVATING 13
1699 #define ACTION_DEACTIVATING 14
1700 #define ACTION_OPENING 15
1701 #define ACTION_CLOSING 16
1702 #define ACTION_ATTACKING 17
1703 #define ACTION_GROWING 18
1704 #define ACTION_SHRINKING 19
1705 #define ACTION_ACTIVE 20
1706 #define ACTION_FILLING 21
1707 #define ACTION_EMPTYING 22
1708 #define ACTION_CHANGING 23
1709 #define ACTION_EXPLODING 24
1710 #define ACTION_BORING 25
1711 #define ACTION_BORING_1 26
1712 #define ACTION_BORING_2 27
1713 #define ACTION_BORING_3 28
1714 #define ACTION_BORING_4 29
1715 #define ACTION_BORING_5 30
1716 #define ACTION_BORING_6 31
1717 #define ACTION_BORING_7 32
1718 #define ACTION_BORING_8 33
1719 #define ACTION_BORING_9 34
1720 #define ACTION_BORING_10 35
1721 #define ACTION_SLEEPING 36
1722 #define ACTION_SLEEPING_1 37
1723 #define ACTION_SLEEPING_2 38
1724 #define ACTION_SLEEPING_3 39
1725 #define ACTION_AWAKENING 40
1726 #define ACTION_DYING 41
1727 #define ACTION_TURNING 42
1728 #define ACTION_TURNING_FROM_LEFT 43
1729 #define ACTION_TURNING_FROM_RIGHT 44
1730 #define ACTION_TURNING_FROM_UP 45
1731 #define ACTION_TURNING_FROM_DOWN 46
1732 #define ACTION_SMASHED_BY_ROCK 47
1733 #define ACTION_SMASHED_BY_SPRING 48
1734 #define ACTION_EATING 49
1735 #define ACTION_TWINKLING 50
1736 #define ACTION_SPLASHING 51
1737 #define ACTION_PAGE_1 52
1738 #define ACTION_PAGE_2 53
1739 #define ACTION_PAGE_3 54
1740 #define ACTION_PAGE_4 55
1741 #define ACTION_PAGE_5 56
1742 #define ACTION_PAGE_6 57
1743 #define ACTION_PAGE_7 58
1744 #define ACTION_PAGE_8 59
1745 #define ACTION_PAGE_9 60
1746 #define ACTION_PAGE_10 61
1747 #define ACTION_PAGE_11 62
1748 #define ACTION_PAGE_12 63
1749 #define ACTION_PAGE_13 64
1750 #define ACTION_PAGE_14 65
1751 #define ACTION_PAGE_15 66
1752 #define ACTION_PAGE_16 67
1753 #define ACTION_PAGE_17 68
1754 #define ACTION_PAGE_18 69
1755 #define ACTION_PAGE_19 70
1756 #define ACTION_PAGE_20 71
1757 #define ACTION_PAGE_21 72
1758 #define ACTION_PAGE_22 73
1759 #define ACTION_PAGE_23 74
1760 #define ACTION_PAGE_24 75
1761 #define ACTION_PAGE_25 76
1762 #define ACTION_PAGE_26 77
1763 #define ACTION_PAGE_27 78
1764 #define ACTION_PAGE_28 79
1765 #define ACTION_PAGE_29 80
1766 #define ACTION_PAGE_30 81
1767 #define ACTION_PAGE_31 82
1768 #define ACTION_PAGE_32 83
1769 #define ACTION_OTHER 84
1771 #define NUM_ACTIONS 85
1773 #define ACTION_BORING_LAST ACTION_BORING_10
1774 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1777 /* values for special image configuration suffixes (must match game mode) */
1778 #define GFX_SPECIAL_ARG_DEFAULT 0
1779 #define GFX_SPECIAL_ARG_LOADING 1
1780 #define GFX_SPECIAL_ARG_TITLE_INITIAL 2
1781 #define GFX_SPECIAL_ARG_TITLE 3
1782 #define GFX_SPECIAL_ARG_MAIN 4
1783 #define GFX_SPECIAL_ARG_LEVELS 5
1784 #define GFX_SPECIAL_ARG_LEVELNR 6
1785 #define GFX_SPECIAL_ARG_SCORES 7
1786 #define GFX_SPECIAL_ARG_EDITOR 8
1787 #define GFX_SPECIAL_ARG_INFO 9
1788 #define GFX_SPECIAL_ARG_SETUP 10
1789 #define GFX_SPECIAL_ARG_PLAYING 11
1790 #define GFX_SPECIAL_ARG_DOOR 12
1791 #define GFX_SPECIAL_ARG_TAPE 13
1792 #define GFX_SPECIAL_ARG_PANEL 14
1793 #define GFX_SPECIAL_ARG_PREVIEW 15
1794 #define GFX_SPECIAL_ARG_CRUMBLED 16
1796 #define NUM_SPECIAL_GFX_ARGS 17
1798 /* these additional definitions are currently only used for draw offsets */
1799 #define GFX_SPECIAL_ARG_INFO_MAIN 0
1800 #define GFX_SPECIAL_ARG_INFO_TITLE 1
1801 #define GFX_SPECIAL_ARG_INFO_ELEMENTS 2
1802 #define GFX_SPECIAL_ARG_INFO_MUSIC 3
1803 #define GFX_SPECIAL_ARG_INFO_CREDITS 4
1804 #define GFX_SPECIAL_ARG_INFO_PROGRAM 5
1805 #define GFX_SPECIAL_ARG_INFO_VERSION 6
1806 #define GFX_SPECIAL_ARG_INFO_LEVELSET 7
1808 #define NUM_SPECIAL_GFX_INFO_ARGS 8
1810 /* these additional definitions are currently only used for draw offsets */
1811 /* (must match SETUP_MODE_* values as defined in src/screens.c) */
1812 /* (should also match corresponding entries in src/conf_gfx.c) */
1813 #define GFX_SPECIAL_ARG_SETUP_MAIN 0
1814 #define GFX_SPECIAL_ARG_SETUP_GAME 1
1815 #define GFX_SPECIAL_ARG_SETUP_EDITOR 2
1816 #define GFX_SPECIAL_ARG_SETUP_GRAPHICS 3
1817 #define GFX_SPECIAL_ARG_SETUP_SOUND 4
1818 #define GFX_SPECIAL_ARG_SETUP_ARTWORK 5
1819 #define GFX_SPECIAL_ARG_SETUP_INPUT 6
1820 #define GFX_SPECIAL_ARG_SETUP_TOUCH 7
1821 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS 8
1822 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1 9
1823 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2 10
1824 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_3 11
1825 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_4 12
1826 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_5 13
1827 #define GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK 14
1828 #define GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER 15
1830 #define NUM_SPECIAL_GFX_SETUP_ARGS 16
1833 /* values for image configuration suffixes */
1836 #define GFX_ARG_XPOS 2
1837 #define GFX_ARG_YPOS 3
1838 #define GFX_ARG_WIDTH 4
1839 #define GFX_ARG_HEIGHT 5
1840 #define GFX_ARG_VERTICAL 6
1841 #define GFX_ARG_OFFSET 7
1842 #define GFX_ARG_XOFFSET 8
1843 #define GFX_ARG_YOFFSET 9
1844 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1845 #define GFX_ARG_2ND_VERTICAL 11
1846 #define GFX_ARG_2ND_OFFSET 12
1847 #define GFX_ARG_2ND_XOFFSET 13
1848 #define GFX_ARG_2ND_YOFFSET 14
1849 #define GFX_ARG_2ND_SWAP_TILES 15
1850 #define GFX_ARG_FRAMES 16
1851 #define GFX_ARG_FRAMES_PER_LINE 17
1852 #define GFX_ARG_START_FRAME 18
1853 #define GFX_ARG_DELAY 19
1854 #define GFX_ARG_ANIM_MODE 20
1855 #define GFX_ARG_GLOBAL_SYNC 21
1856 #define GFX_ARG_CRUMBLED_LIKE 22
1857 #define GFX_ARG_DIGGABLE_LIKE 23
1858 #define GFX_ARG_BORDER_SIZE 24
1859 #define GFX_ARG_STEP_OFFSET 25
1860 #define GFX_ARG_STEP_DELAY 26
1861 #define GFX_ARG_DIRECTION 27
1862 #define GFX_ARG_POSITION 28
1863 #define GFX_ARG_DRAW_XOFFSET 29
1864 #define GFX_ARG_DRAW_YOFFSET 30
1865 #define GFX_ARG_DRAW_MASKED 31
1866 #define GFX_ARG_ANIM_DELAY_FIXED 32
1867 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1868 #define GFX_ARG_POST_DELAY_FIXED 34
1869 #define GFX_ARG_POST_DELAY_RANDOM 35
1870 #define GFX_ARG_NAME 36
1871 #define GFX_ARG_SCALE_UP_FACTOR 37
1872 #define GFX_ARG_TILE_SIZE 38
1873 #define GFX_ARG_CLONE_FROM 39
1874 #define GFX_ARG_FADE_MODE 40
1875 #define GFX_ARG_FADE_DELAY 41
1876 #define GFX_ARG_POST_DELAY 42
1877 #define GFX_ARG_AUTO_DELAY 43
1878 #define GFX_ARG_ALIGN 44
1879 #define GFX_ARG_VALIGN 45
1880 #define GFX_ARG_SORT_PRIORITY 46
1881 #define GFX_ARG_CLASS 47
1882 #define GFX_ARG_STYLE 48
1883 #define GFX_ARG_ACTIVE_XOFFSET 49
1884 #define GFX_ARG_ACTIVE_YOFFSET 50
1885 #define GFX_ARG_PRESSED_XOFFSET 51
1886 #define GFX_ARG_PRESSED_YOFFSET 52
1888 #define NUM_GFX_ARGS 53
1891 /* values for sound configuration suffixes */
1892 #define SND_ARG_MODE_LOOP 0
1893 #define SND_ARG_VOLUME 1
1894 #define SND_ARG_PRIORITY 2
1896 #define NUM_SND_ARGS 3
1899 /* values for music configuration suffixes */
1900 #define MUS_ARG_MODE_LOOP 0
1902 #define NUM_MUS_ARGS 1
1905 /* values for font configuration (definitions must match those from main.c) */
1906 #define FONT_INITIAL_1 0
1907 #define FONT_INITIAL_2 1
1908 #define FONT_INITIAL_3 2
1909 #define FONT_INITIAL_4 3
1910 #define FONT_TITLE_1 4
1911 #define FONT_TITLE_2 5
1912 #define FONT_MENU_1_ACTIVE 6
1913 #define FONT_MENU_2_ACTIVE 7
1914 #define FONT_MENU_1 8
1915 #define FONT_MENU_2 9
1916 #define FONT_TEXT_1_ACTIVE 10
1917 #define FONT_TEXT_2_ACTIVE 11
1918 #define FONT_TEXT_3_ACTIVE 12
1919 #define FONT_TEXT_4_ACTIVE 13
1920 #define FONT_TEXT_1 14
1921 #define FONT_TEXT_2 15
1922 #define FONT_TEXT_3 16
1923 #define FONT_TEXT_4 17
1924 #define FONT_ENVELOPE_1 18
1925 #define FONT_ENVELOPE_2 19
1926 #define FONT_ENVELOPE_3 20
1927 #define FONT_ENVELOPE_4 21
1928 #define FONT_REQUEST 22
1929 #define FONT_INPUT_1_ACTIVE 23
1930 #define FONT_INPUT_2_ACTIVE 24
1931 #define FONT_INPUT_1 25
1932 #define FONT_INPUT_2 26
1933 #define FONT_OPTION_OFF 27
1934 #define FONT_OPTION_ON 28
1935 #define FONT_VALUE_1 29
1936 #define FONT_VALUE_2 30
1937 #define FONT_VALUE_OLD 31
1938 #define FONT_LEVEL_NUMBER_ACTIVE 32
1939 #define FONT_LEVEL_NUMBER 33
1940 #define FONT_TAPE_RECORDER 34
1941 #define FONT_GAME_INFO 35
1942 #define FONT_INFO_ELEMENTS 36
1943 #define FONT_INFO_LEVELSET 37
1945 #define NUM_FONTS 38
1946 #define NUM_INITIAL_FONTS 4
1948 /* values for game_status (must match special image configuration suffixes) */
1949 #define GAME_MODE_DEFAULT 0
1950 #define GAME_MODE_LOADING 1
1951 #define GAME_MODE_TITLE_INITIAL 2
1952 #define GAME_MODE_TITLE 3
1953 #define GAME_MODE_MAIN 4
1954 #define GAME_MODE_LEVELS 5
1955 #define GAME_MODE_LEVELNR 6
1956 #define GAME_MODE_SCORES 7
1957 #define GAME_MODE_EDITOR 8
1958 #define GAME_MODE_INFO 9
1959 #define GAME_MODE_SETUP 10
1960 #define GAME_MODE_PLAYING 11
1961 #define GAME_MODE_PSEUDO_DOOR 12
1962 #define GAME_MODE_PSEUDO_TAPE 13
1963 #define GAME_MODE_PSEUDO_PANEL 14
1964 #define GAME_MODE_PSEUDO_PREVIEW 15
1965 #define GAME_MODE_PSEUDO_CRUMBLED 16
1967 /* there are no special config file suffixes for these modes */
1968 #define GAME_MODE_PSEUDO_TYPENAME 17
1969 #define GAME_MODE_QUIT 18
1971 /* special definitions currently only used for custom artwork configuration */
1972 #define MUSIC_PREFIX_BACKGROUND 0
1973 #define NUM_MUSIC_PREFIXES 1
1975 /* definitions for demo animation lists */
1976 #define HELPANIM_LIST_NEXT -1
1977 #define HELPANIM_LIST_END -999
1980 /* program information and versioning definitions */
1981 #define PROGRAM_VERSION_MAJOR 4
1982 #define PROGRAM_VERSION_MINOR 0
1983 #define PROGRAM_VERSION_PATCH 0
1984 #define PROGRAM_VERSION_BUILD 0
1986 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1987 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1988 #define PROGRAM_EMAIL_STRING "info@artsoft.org"
1989 #define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/"
1990 #define PROGRAM_COPYRIGHT_STRING "Copyright \xa9""1995-2015 by Holger Schemel"
1991 #define PROGRAM_COMPANY_STRING "A Game by Artsoft Entertainment"
1993 #define PROGRAM_ICON_FILENAME "RocksIcon32x32.png"
1995 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1997 #define USERDATA_DIRECTORY_OTHER "userdata"
1999 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
2000 ** currently supported/known file version numbers:
2002 ** 1.2 (still in use)
2003 ** 1.4 (still in use)
2006 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
2007 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
2008 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
2009 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
2010 #define FILE_VERSION_3_0 VERSION_IDENT(3,0,0,0)
2012 /* file version does not change for every program version, but is changed
2013 when new features are introduced that are incompatible with older file
2014 versions, so that they can be treated accordingly */
2015 #define FILE_VERSION_ACTUAL FILE_VERSION_3_0
2017 #define GAME_VERSION_1_0 FILE_VERSION_1_0
2018 #define GAME_VERSION_1_2 FILE_VERSION_1_2
2019 #define GAME_VERSION_1_4 FILE_VERSION_1_4
2020 #define GAME_VERSION_2_0 FILE_VERSION_2_0
2021 #define GAME_VERSION_3_0 FILE_VERSION_3_0
2023 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
2024 PROGRAM_VERSION_MINOR, \
2025 PROGRAM_VERSION_PATCH, \
2026 PROGRAM_VERSION_BUILD)
2028 /* values for game_emulation */
2030 #define EMU_BOULDERDASH 1
2031 #define EMU_SOKOBAN 2
2032 #define EMU_SUPAPLEX 3
2034 /* values for level file type identifier */
2035 #define LEVEL_FILE_TYPE_UNKNOWN 0
2036 #define LEVEL_FILE_TYPE_RND 1
2037 #define LEVEL_FILE_TYPE_BD 2
2038 #define LEVEL_FILE_TYPE_EM 3
2039 #define LEVEL_FILE_TYPE_SP 4
2040 #define LEVEL_FILE_TYPE_DX 5
2041 #define LEVEL_FILE_TYPE_SB 6
2042 #define LEVEL_FILE_TYPE_DC 7
2044 #define NUM_LEVEL_FILE_TYPES 8
2046 /* values for game engine type identifier */
2047 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
2048 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
2049 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
2050 #define GAME_ENGINE_TYPE_SP LEVEL_FILE_TYPE_SP
2052 #define NUM_ENGINE_TYPES 4
2057 boolean draw_masked[NUM_SPECIAL_GFX_ARGS];
2058 boolean draw_masked_when_fading;
2061 struct RequestButtonInfo
2063 struct TextPosInfo yes;
2064 struct TextPosInfo no;
2065 struct TextPosInfo confirm;
2066 struct TextPosInfo player_1;
2067 struct TextPosInfo player_2;
2068 struct TextPosInfo player_3;
2069 struct TextPosInfo player_4;
2072 struct MenuMainButtonInfo
2074 struct MenuPosInfo name;
2075 struct MenuPosInfo levels;
2076 struct MenuPosInfo scores;
2077 struct MenuPosInfo editor;
2078 struct MenuPosInfo info;
2079 struct MenuPosInfo game;
2080 struct MenuPosInfo setup;
2081 struct MenuPosInfo quit;
2083 struct MenuPosInfo prev_level;
2084 struct MenuPosInfo next_level;
2087 struct MenuMainTextInfo
2089 struct TextPosInfo name;
2090 struct TextPosInfo levels;
2091 struct TextPosInfo scores;
2092 struct TextPosInfo editor;
2093 struct TextPosInfo info;
2094 struct TextPosInfo game;
2095 struct TextPosInfo setup;
2096 struct TextPosInfo quit;
2098 struct TextPosInfo first_level;
2099 struct TextPosInfo last_level;
2100 struct TextPosInfo level_number;
2101 struct TextPosInfo level_info_1;
2102 struct TextPosInfo level_info_2;
2103 struct TextPosInfo level_name;
2104 struct TextPosInfo level_author;
2105 struct TextPosInfo level_year;
2106 struct TextPosInfo level_imported_from;
2107 struct TextPosInfo level_imported_by;
2108 struct TextPosInfo level_tested_by;
2109 struct TextPosInfo title_1;
2110 struct TextPosInfo title_2;
2111 struct TextPosInfo title_3;
2114 struct MenuMainInputInfo
2116 struct TextPosInfo name;
2121 struct MenuMainButtonInfo button;
2122 struct MenuMainTextInfo text;
2123 struct MenuMainInputInfo input;
2126 struct TitleFadingInfo
2134 struct TitleMessageInfo
2143 boolean parse_comments;
2154 struct MenuPosInfo busy;
2159 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
2160 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
2161 int draw_xoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
2162 int draw_yoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
2163 int draw_xoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
2164 int draw_yoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
2166 int scrollbar_xoffset;
2168 int list_size[NUM_SPECIAL_GFX_ARGS];
2169 int list_size_info[NUM_SPECIAL_GFX_INFO_ARGS];
2171 struct TitleFadingInfo enter_menu;
2172 struct TitleFadingInfo leave_menu;
2173 struct TitleFadingInfo enter_screen[NUM_SPECIAL_GFX_ARGS];
2174 struct TitleFadingInfo leave_screen[NUM_SPECIAL_GFX_ARGS];
2175 struct TitleFadingInfo next_screen;
2177 int sound[NUM_SPECIAL_GFX_ARGS];
2178 int music[NUM_SPECIAL_GFX_ARGS];
2180 struct MenuMainInfo main;
2185 struct DoorPartPosInfo part_1;
2186 struct DoorPartPosInfo part_2;
2187 struct DoorPartPosInfo part_3;
2188 struct DoorPartPosInfo part_4;
2189 struct DoorPartPosInfo part_5;
2190 struct DoorPartPosInfo part_6;
2191 struct DoorPartPosInfo part_7;
2192 struct DoorPartPosInfo part_8;
2194 struct DoorPartPosInfo panel;
2205 struct RequestButtonInfo button;
2217 boolean wrap_single_words;
2225 int xoffset, yoffset;
2232 struct EditorTabsInfo
2243 struct EditorSettingsInfo
2245 struct MenuPosInfo headline;
2247 struct XY element_graphic;
2248 struct XY element_name;
2250 struct EditorTabsInfo tabs;
2253 struct EditorGadgetInfo
2262 struct Rect separator_line;
2265 struct EditorButtonInfo
2267 struct XY prev_level;
2268 struct XY next_level;
2270 struct XY properties;
2272 struct XY draw_single;
2273 struct XY draw_connected;
2274 struct XY draw_line;
2276 struct XY draw_rectangle;
2277 struct XY draw_filled_box;
2278 struct XY rotate_up;
2279 struct XY draw_text;
2280 struct XY flood_fill;
2281 struct XY rotate_left;
2282 struct XY zoom_level;
2283 struct XY rotate_right;
2284 struct XY draw_random;
2285 struct XY grab_brush;
2286 struct XY rotate_down;
2287 struct XY pick_element;
2289 struct XY ce_copy_from;
2290 struct XY ce_copy_to;
2303 struct EditorInputInfo
2305 struct XY level_number;
2308 struct EditorPaletteElementInfo
2314 struct EditorPaletteInfo
2320 struct EditorPaletteElementInfo element_left;
2321 struct EditorPaletteElementInfo element_middle;
2322 struct EditorPaletteElementInfo element_right;
2327 struct EditorSettingsInfo settings;
2328 struct EditorGadgetInfo gadget;
2329 struct EditorButtonInfo button;
2330 struct EditorInputInfo input;
2331 struct EditorPaletteInfo palette;
2336 struct RectWithBorder window;
2337 struct RectWithBorder playfield[NUM_SPECIAL_GFX_ARGS];
2338 struct RectWithBorder door_1[NUM_SPECIAL_GFX_ARGS];
2339 struct RectWithBorder door_2[NUM_SPECIAL_GFX_ARGS];
2344 char Name[MAX_PLAYER_NAME_LEN + 1];
2361 char text[MAX_ENVELOPE_TEXT_LEN + 1];
2366 int music[MAX_LEVELS];
2369 struct LevelFileInfo
2393 struct LevelFileInfo file_info;
2395 int game_engine_type;
2397 /* level stored in native format for the alternative native game engines */
2398 struct LevelInfo_EM *native_em_level;
2399 struct LevelInfo_SP *native_sp_level;
2401 int file_version; /* file format version the level is stored with */
2402 int game_version; /* game release version the level was created with */
2404 struct DateInfo creation_date;
2406 boolean encoding_16bit_field; /* level contains 16-bit elements */
2407 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
2408 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
2412 int time; /* available time (seconds) */
2415 char name[MAX_LEVEL_NAME_LEN + 1];
2416 char author[MAX_LEVEL_AUTHOR_LEN + 1];
2420 struct EnvelopeInfo envelope[NUM_ENVELOPES];
2422 int score[LEVEL_SCORE_ELEMENTS];
2424 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
2425 int num_yamyam_contents;
2430 int game_of_life[4];
2433 int time_magic_wall;
2438 int shield_normal_time;
2439 int shield_deadly_time;
2444 int extra_time_score;
2446 int start_element[MAX_PLAYERS];
2447 boolean use_start_element[MAX_PLAYERS];
2449 int artwork_element[MAX_PLAYERS];
2450 boolean use_artwork_element[MAX_PLAYERS];
2452 int explosion_element[MAX_PLAYERS];
2453 boolean use_explosion_element[MAX_PLAYERS];
2455 /* values for the new EMC elements */
2456 int android_move_time;
2457 int android_clone_time;
2458 boolean ball_random;
2459 boolean ball_state_initial;
2466 int wind_direction_initial;
2468 struct Content ball_content[MAX_ELEMENT_CONTENTS];
2469 int num_ball_contents;
2471 int num_android_clone_elements;
2472 int android_clone_element[MAX_ANDROID_ELEMENTS];
2474 int can_move_into_acid_bits; /* bitfield to store property for elements */
2475 int dont_collide_with_bits; /* bitfield to store property for elements */
2477 int initial_player_stepsize[MAX_PLAYERS]; /* initial player speed */
2478 boolean initial_player_gravity[MAX_PLAYERS];
2480 boolean use_initial_inventory[MAX_PLAYERS];
2481 int initial_inventory_size[MAX_PLAYERS];
2482 int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
2484 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
2485 boolean em_explodes_by_fire; /* EM style chain explosion behaviour */
2486 boolean use_spring_bug; /* for compatibility with old levels */
2487 boolean use_time_orb_bug; /* for compatibility with old levels */
2488 boolean instant_relocation; /* no visual delay when relocating player */
2489 boolean shifted_relocation; /* no level centering when relocating player */
2490 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
2491 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
2492 boolean auto_exit_sokoban; /* automatically finish solved Sokoban levels */
2494 boolean continuous_snapping; /* repeated snapping without releasing key */
2495 boolean block_snap_field; /* snapping blocks field to show animation */
2496 boolean block_last_field; /* player blocks previous field while moving */
2497 boolean sp_block_last_field; /* player blocks previous field while moving */
2499 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
2500 int use_step_counter; /* count steps instead of seconds for level */
2502 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2504 boolean use_custom_template; /* use custom properties from template file */
2506 boolean no_valid_file; /* set when level file missing or invalid */
2508 boolean changed; /* set when level was changed in the editor */
2510 /* runtime flags to handle bugs in old levels (not stored in level file) */
2511 boolean use_action_after_change_bug;
2516 char *autoplay_leveldir;
2517 int autoplay_level[MAX_TAPES_PER_SET];
2518 boolean autoplay_all;
2520 char *convert_leveldir;
2521 int convert_level_nr;
2523 char *create_images_dir;
2527 float frames_per_second;
2529 /* global values for fading screens and masking borders */
2532 boolean use_envelope_request;
2535 struct ElementChangeInfo
2537 boolean can_change; /* use or ignore this change info */
2539 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
2541 int trigger_player; /* player triggering change */
2542 int trigger_side; /* side triggering change */
2543 int trigger_page; /* page triggering change */
2545 int target_element; /* target element after change */
2547 int delay_fixed; /* added frame delay before changed (fixed) */
2548 int delay_random; /* added frame delay before changed (random) */
2549 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
2551 int initial_trigger_element; /* initial element triggering change */
2553 struct Content target_content;/* elements for extended change target */
2554 boolean use_target_content; /* use extended change target */
2555 boolean only_if_complete; /* only use complete target content */
2556 boolean use_random_replace; /* use random value for replacing elements */
2557 int random_percentage; /* random value for replacing elements */
2558 int replace_when; /* type of elements that can be replaced */
2560 boolean explode; /* explode instead of change */
2562 boolean has_action; /* execute action on specified condition */
2563 int action_type; /* type of action */
2564 int action_mode; /* mode of action */
2565 int action_arg; /* parameter of action */
2566 int action_element; /* element related to action */
2568 /* ---------- internal values used at runtime when playing ---------- */
2570 int trigger_element; /* element triggering change */
2572 /* functions that are called before, while and after the change of an
2573 element -- currently only used for non-custom elements */
2574 void (*pre_change_function)(int x, int y);
2575 void (*change_function)(int x, int y);
2576 void (*post_change_function)(int x, int y);
2578 short actual_trigger_element; /* element that actually triggered change */
2579 int actual_trigger_side; /* element side that triggered the change */
2580 int actual_trigger_player; /* player which actually triggered change */
2581 int actual_trigger_player_bits; /* player bits of triggering players */
2582 int actual_trigger_ce_value; /* CE value of element that triggered change */
2583 int actual_trigger_ce_score; /* CE score of element that triggered change */
2585 boolean can_change_or_has_action; /* can_change | has_action */
2587 /* ---------- internal values used in level editor ---------- */
2589 int direct_action; /* change triggered by actions on element */
2590 int other_action; /* change triggered by other element actions */
2593 struct ElementGroupInfo
2595 int num_elements; /* number of elements in this group */
2596 int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
2598 int choice_mode; /* how to choose element from group */
2600 /* ---------- internal values used at runtime when playing ---------- */
2602 /* the following is the same as above, but with recursively resolved group
2603 elements (group elements may also contain further group elements!) */
2604 int num_elements_resolved;
2605 short element_resolved[NUM_FILE_ELEMENTS];
2607 int choice_pos; /* current element choice position */
2610 struct ElementNameInfo
2612 /* ---------- token and description strings ---------- */
2614 char *token_name; /* element token used in config files */
2615 char *class_name; /* element class used in config files */
2616 char *editor_description; /* pre-defined description for level editor */
2621 /* ---------- token and description strings ---------- */
2623 char *token_name; /* element token used in config files */
2624 char *class_name; /* element class used in config files */
2625 char *editor_description; /* pre-defined description for level editor */
2626 char *custom_description; /* alternative description from config file */
2627 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2629 /* ---------- graphic and sound definitions ---------- */
2631 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2632 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2633 /* special graphics for left/right/up/down */
2635 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2636 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2637 /* crumbled graphics for left/right/up/down */
2639 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2640 /* special graphics for certain screens */
2642 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2644 /* ---------- special element property values ---------- */
2646 unsigned int properties[NUM_EP_BITFIELDS]; /* element base properties */
2648 boolean use_gfx_element; /* use custom graphic element */
2649 int gfx_element_initial; /* initial optional custom graphic element */
2651 int access_direction; /* accessible from which direction */
2653 int collect_score_initial; /* initial score value for collecting */
2654 int collect_count_initial; /* initial count value for collecting */
2656 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2657 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2658 boolean use_last_ce_value; /* use value from element before change */
2660 int push_delay_fixed; /* constant delay before pushing */
2661 int push_delay_random; /* additional random delay before pushing */
2662 int drop_delay_fixed; /* constant delay after dropping */
2663 int drop_delay_random; /* additional random delay after dropping */
2664 int move_delay_fixed; /* constant delay after moving */
2665 int move_delay_random; /* additional random delay after moving */
2667 int move_pattern; /* direction movable element moves to */
2668 int move_direction_initial; /* initial direction element moves to */
2669 int move_stepsize; /* step size element moves with */
2671 int move_enter_element; /* element that can be entered (and removed) */
2672 int move_leave_element; /* element that can be left behind */
2673 int move_leave_type; /* change (limited) or leave (unlimited) */
2675 int slippery_type; /* how/where other elements slip away */
2677 struct Content content; /* new elements after explosion */
2679 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2680 int explosion_delay; /* duration of explosion of this element */
2681 int ignition_delay; /* delay for explosion by other explosion */
2683 struct ElementChangeInfo *change_page; /* actual list of change pages */
2684 struct ElementChangeInfo *change; /* pointer to current change page */
2686 int num_change_pages; /* actual number of change pages */
2687 int current_change_page; /* currently edited change page */
2689 struct ElementGroupInfo *group; /* pointer to element group info */
2691 /* ---------- internal values used at runtime when playing ---------- */
2693 boolean has_change_event[NUM_CHANGE_EVENTS];
2695 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2696 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2698 boolean in_group[NUM_GROUP_ELEMENTS];
2700 int gfx_element; /* runtime optional custom graphic element */
2702 int collect_score; /* runtime score value for collecting */
2704 /* count of this element on playfield, calculated after each frame */
2707 /* ---------- internal values used in level editor ---------- */
2709 int access_type; /* walkable or passable */
2710 int access_layer; /* accessible over/inside/under */
2711 int access_protected; /* protection against deadly elements */
2712 int walk_to_action; /* diggable/collectible/pushable */
2713 int smash_targets; /* can smash player/enemies/everything */
2714 int deadliness; /* deadly when running/colliding/touching */
2716 boolean can_explode_by_fire; /* element explodes by fire */
2717 boolean can_explode_smashed; /* element explodes when smashed */
2718 boolean can_explode_impact; /* element explodes on impact */
2720 boolean modified_settings; /* set for all modified custom elements */
2725 char *token_name; /* font token used in config files */
2727 int graphic; /* default graphic for this font */
2728 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2729 /* special graphics for certain screens */
2730 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2731 /* internal bitmap ID for special graphics */
2736 Bitmap **bitmaps; /* bitmaps in all required sizes */
2737 Bitmap *bitmap; /* bitmap in default size */
2739 int src_image_width; /* scaled bitmap size, but w/o small images */
2740 int src_image_height; /* scaled bitmap size, but w/o small images */
2742 int src_x, src_y; /* start position of animation frames */
2743 int width, height; /* width/height of each animation frame */
2745 int offset_x, offset_y; /* x/y offset to next animation frame */
2746 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2748 boolean double_movement; /* animation has second movement tile */
2749 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2752 int anim_frames_per_line;
2753 int anim_start_frame;
2754 int anim_delay; /* important: delay of 1 means "no delay"! */
2757 boolean anim_global_sync;
2759 int crumbled_like; /* element for cloning crumble graphics */
2760 int diggable_like; /* element for cloning digging graphics */
2762 int border_size; /* border size for "crumbled" graphics */
2764 int scale_up_factor; /* optional factor for scaling image up */
2765 int tile_size; /* optional explicitly defined tile size */
2767 int clone_from; /* graphic for cloning *all* settings */
2769 int anim_delay_fixed; /* optional delay values for bored and */
2770 int anim_delay_random; /* sleeping player animations (animation */
2771 int post_delay_fixed; /* intervall and following pause before */
2772 int post_delay_random; /* next intervall (bored animation only) */
2774 int step_offset; /* optional step offset of toon animations */
2775 int step_delay; /* optional step delay of toon animations */
2777 int draw_xoffset; /* optional offset for drawing font chars */
2778 int draw_yoffset; /* optional offset for drawing font chars */
2780 int draw_masked; /* optional setting for drawing envelope gfx */
2782 int fade_mode; /* optional setting for drawing title screens */
2783 int fade_delay; /* optional setting for drawing title screens */
2784 int post_delay; /* optional setting for drawing title screens */
2785 int auto_delay; /* optional setting for drawing title screens */
2786 int align, valign; /* optional setting for drawing title screens */
2787 int sort_priority; /* optional setting for drawing title screens */
2794 int pressed_xoffset;
2795 int pressed_yoffset;
2797 boolean use_image_size; /* use image size as default width and height */
2812 struct MusicPrefixInfo
2815 boolean is_loop_music;
2818 struct MusicFileInfo
2823 char *artist_header;
2836 struct MusicFileInfo *next;
2839 struct ElementActionInfo
2843 boolean is_loop_sound;
2846 struct ElementDirectionInfo
2852 struct SpecialSuffixInfo
2868 extern Bitmap *bitmap_db_store;
2869 extern Bitmap *bitmap_db_cross;
2870 extern Bitmap *bitmap_db_field;
2871 extern Bitmap *bitmap_db_panel;
2872 extern Bitmap *bitmap_db_door_1;
2873 extern Bitmap *bitmap_db_door_2;
2874 extern Bitmap *bitmap_db_toons;
2875 extern DrawBuffer *fieldbuffer;
2876 extern DrawBuffer *drawto_field;
2878 extern int game_status;
2879 extern boolean level_editor_test_game;
2880 extern boolean network_playing;
2882 #if defined(TARGET_SDL)
2883 extern boolean network_server;
2884 extern SDL_Thread *server_thread;
2887 extern int key_joystick_mapping;
2889 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2890 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2891 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2892 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2893 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2894 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2895 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2896 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2897 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2898 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2899 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2900 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2901 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2902 extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2903 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2904 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2905 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2906 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2907 extern short CheckImpact[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2908 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2909 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2910 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2911 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2912 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2913 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2914 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2915 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2917 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2918 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2919 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2920 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2921 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2922 extern int GfxRedraw[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2924 extern int ActiveElement[MAX_NUM_ELEMENTS];
2925 extern int ActiveButton[NUM_IMAGE_FILES];
2926 extern int ActiveFont[NUM_FONTS];
2928 extern int lev_fieldx, lev_fieldy;
2929 extern int scroll_x, scroll_y;
2931 extern int WIN_XSIZE, WIN_YSIZE;
2932 extern int SCR_FIELDX, SCR_FIELDY;
2933 extern int REAL_SX, REAL_SY;
2938 extern int dDX, dDY;
2939 extern int FULL_SXSIZE, FULL_SYSIZE;
2940 extern int SXSIZE, SYSIZE;
2941 extern int DXSIZE, DYSIZE;
2942 extern int VXSIZE, VYSIZE;
2943 extern int EXSIZE, EYSIZE;
2944 extern int TILESIZE_VAR;
2946 extern int FADE_SX, FADE_SY;
2947 extern int FADE_SXSIZE, FADE_SYSIZE;
2950 extern int ScrollStepSize;
2951 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2952 extern int BorderElement;
2953 extern int GameFrameDelay;
2954 extern int FfwdFrameDelay;
2955 extern int BX1, BY1;
2956 extern int BX2, BY2;
2957 extern int SBX_Left, SBX_Right;
2958 extern int SBY_Upper, SBY_Lower;
2960 extern int ExitX, ExitY;
2961 extern int AllPlayersGone;
2963 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2965 extern boolean network_player_action_received;
2967 extern int graphics_action_mapping[];
2969 extern struct LevelSetInfo levelset;
2970 extern struct LevelInfo level, level_template;
2971 extern struct HiScore highscore[];
2972 extern struct TapeInfo tape;
2973 extern struct GlobalInfo global;
2974 extern struct BorderInfo border;
2975 extern struct ViewportInfo viewport;
2976 extern struct TitleFadingInfo fading;
2977 extern struct TitleFadingInfo fading_none;
2978 extern struct TitleFadingInfo title_initial_default;
2979 extern struct TitleFadingInfo title_default;
2980 extern struct TitleMessageInfo titlemessage_initial_default;
2981 extern struct TitleMessageInfo titlemessage_initial[];
2982 extern struct TitleMessageInfo titlemessage_default;
2983 extern struct TitleMessageInfo titlemessage[];
2984 extern struct TitleMessageInfo readme;
2985 extern struct InitInfo init, init_last;
2986 extern struct MenuInfo menu;
2987 extern struct DoorInfo door_1, door_2;
2988 extern struct RequestInfo request;
2989 extern struct PreviewInfo preview;
2990 extern struct EditorInfo editor;
2991 extern struct ElementInfo element_info[];
2992 extern struct ElementNameInfo element_name_info[];
2993 extern struct ElementActionInfo element_action_info[];
2994 extern struct ElementDirectionInfo element_direction_info[];
2995 extern struct SpecialSuffixInfo special_suffix_info[];
2996 extern struct TokenIntPtrInfo image_config_vars[];
2997 extern struct FontInfo font_info[];
2998 extern struct MusicPrefixInfo music_prefix_info[];
2999 extern struct GraphicInfo *graphic_info;
3000 extern struct SoundInfo *sound_info;
3001 extern struct MusicInfo *music_info;
3002 extern struct MusicFileInfo *music_file_info;
3003 extern struct HelpAnimInfo *helpanim_info;
3004 extern SetupFileHash *helptext_info;
3005 extern SetupFileHash *image_config_hash;
3006 extern SetupFileHash *element_token_hash;
3007 extern SetupFileHash *graphic_token_hash;
3008 extern SetupFileHash *font_token_hash;
3009 extern struct ConfigTypeInfo image_config_suffix[];
3010 extern struct ConfigTypeInfo sound_config_suffix[];
3011 extern struct ConfigTypeInfo music_config_suffix[];
3012 extern struct ConfigInfo image_config[];
3013 extern struct ConfigInfo sound_config[];
3014 extern struct ConfigInfo music_config[];
3015 extern struct ConfigInfo helpanim_config[];
3016 extern struct ConfigInfo helptext_config[];