1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
30 #include "conf_gfx.h" /* include auto-generated data structure definitions */
31 #include "conf_snd.h" /* include auto-generated data structure definitions */
33 #define IMG_UNDEFINED (-1)
34 #define IMG_EMPTY IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
36 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
37 #define IMG_CHAR_START IMG_CHAR_SPACE
38 #define IMG_CUSTOM_START IMG_CUSTOM_1
40 #define SND_UNDEFINED (-1)
47 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX 3
50 #define MIN_LEV_FIELDY 3
51 #define STD_LEV_FIELDX 64
52 #define STD_LEV_FIELDY 32
53 #define MAX_LEV_FIELDX 128
54 #define MAX_LEV_FIELDY 128
56 #define SCREENX(a) ((a) - scroll_x)
57 #define SCREENY(a) ((a) - scroll_y)
58 #define LEVELX(a) ((a) + scroll_x)
59 #define LEVELY(a) ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
64 /* values for configurable properties (custom elem's only, else pre-defined) */
66 #define EP_COLLECTIBLE_ONLY 1
67 #define EP_DONT_RUN_INTO 2
68 #define EP_DONT_COLLIDE_WITH 3
69 #define EP_DONT_TOUCH 4
70 #define EP_INDESTRUCTIBLE 5
72 #define EP_CAN_CHANGE 7
75 #define EP_CAN_SMASH_PLAYER 10
76 #define EP_CAN_SMASH_ENEMIES 11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_CAN_EXPLODE_BY_FIRE 13
79 #define EP_CAN_EXPLODE_SMASHED 14
80 #define EP_CAN_EXPLODE_IMPACT 15
81 #define EP_WALKABLE_OVER 16
82 #define EP_WALKABLE_INSIDE 17
83 #define EP_WALKABLE_UNDER 18
84 #define EP_PASSABLE_OVER 19
85 #define EP_PASSABLE_INSIDE 20
86 #define EP_PASSABLE_UNDER 21
87 #define EP_DROPPABLE 22
88 #define EP_CAN_EXPLODE_1X1 23
89 #define EP_PUSHABLE 24
91 /* values for special configurable properties (depending on level settings) */
92 #define EP_EM_SLIPPERY_WALL 32
94 /* values for special graphics properties (no effect on game engine) */
95 #define EP_CAN_BE_CRUMBLED 33
97 /* values for pre-defined properties */
99 #define EP_CAN_PASS_MAGIC_WALL 35
100 #define EP_SWITCHABLE 36
101 #define EP_BD_ELEMENT 37
102 #define EP_SP_ELEMENT 38
103 #define EP_SB_ELEMENT 39
105 #define EP_FOOD_DARK_YAMYAM 41
106 #define EP_FOOD_PENGUIN 42
107 #define EP_FOOD_PIG 43
108 #define EP_HISTORIC_WALL 44
109 #define EP_HISTORIC_SOLID 45
110 #define EP_CLASSIC_ENEMY 46
112 #define EP_BELT_ACTIVE 48
113 #define EP_BELT_SWITCH 49
115 #define EP_KEYGATE 51
116 #define EP_AMOEBOID 52
117 #define EP_AMOEBALIVE 53
118 #define EP_HAS_CONTENT 54
119 #define EP_ACTIVE_BOMB 55
120 #define EP_INACTIVE 56
122 /* values for derived properties (determined from properties above) */
123 #define EP_ACCESSIBLE_OVER 57
124 #define EP_ACCESSIBLE_INSIDE 58
125 #define EP_ACCESSIBLE_UNDER 59
126 #define EP_WALKABLE 60
127 #define EP_PASSABLE 61
128 #define EP_ACCESSIBLE 62
129 #define EP_COLLECTIBLE 63
130 #define EP_SNAPPABLE 64
132 #define EP_SOLID_FOR_PUSHING 66
133 #define EP_DRAGONFIRE_PROOF 67
134 #define EP_EXPLOSION_PROOF 68
135 #define EP_CAN_SMASH 69
136 #define EP_CAN_EXPLODE 70
137 #define EP_CAN_EXPLODE_3X3 71
139 /* values for internal purpose only (level editor) */
140 #define EP_EXPLODE_RESULT 72
141 #define EP_WALK_TO_OBJECT 73
144 #define NUM_ELEMENT_PROPERTIES 75
146 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
147 #define EP_BITFIELD_BASE 0
149 #define EP_BITMASK_DEFAULT 0
151 #define PROPERTY_BIT(p) (1 << ((p) % 32))
152 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
153 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
154 #define SET_PROPERTY(e,p,v) ((v) ? \
155 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
156 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
159 /* values for change events for custom elements (stored in level file) */
161 #define CE_TOUCHED_BY_PLAYER 1
162 #define CE_PRESSED_BY_PLAYER 2
163 #define CE_PUSHED_BY_PLAYER 3
164 #define CE_DROPPED_BY_PLAYER 4
165 #define CE_COLLISION 5
168 #define CE_OTHER_IS_TOUCHING 8
169 #define CE_OTHER_IS_CHANGING 9
170 #define CE_OTHER_IS_EXPLODING 10
171 #define CE_OTHER_GETS_TOUCHED 11
172 #define CE_OTHER_GETS_PRESSED 12
173 #define CE_OTHER_GETS_PUSHED 13
174 #define CE_OTHER_GETS_COLLECTED 14
175 #define CE_OTHER_GETS_DROPPED 15
176 #define CE_BY_PLAYER 16 /* obsolete; map'd to CE_BY_DIRECT_ACTION */
177 #define CE_BY_COLLISION 17 /* obsolete; map'd to CE_BY_DIRECT_ACTION */
178 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
179 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
180 #define CE_OTHER_GETS_DIGGED 20
182 #define NUM_CHANGE_EVENTS 21
184 #define CE_BITMASK_DEFAULT 0
186 #define CH_EVENT_BIT(c) (1 << (c))
187 #define CH_EVENT_VAR(e) (element_info[e].change->events)
188 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
190 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
191 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
192 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
193 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
194 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
196 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
197 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
199 /* values for change power for custom elements */
200 #define CP_NON_DESTRUCTIVE 0
201 #define CP_HALF_DESTRUCTIVE 1
202 #define CP_FULL_DESTRUCTIVE 2
204 /* values for special move patterns (bits 0-3: basic move directions) */
205 #define MV_BIT_TOWARDS_PLAYER 4
206 #define MV_BIT_AWAY_FROM_PLAYER 5
207 #define MV_BIT_ALONG_LEFT_SIDE 6
208 #define MV_BIT_ALONG_RIGHT_SIDE 7
209 #define MV_BIT_TURNING_LEFT 8
210 #define MV_BIT_TURNING_RIGHT 9
212 /* values for special move patterns for custom elements */
213 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
214 #define MV_VERTICAL (MV_UP | MV_DOWN)
215 #define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
216 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
217 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
218 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
219 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
220 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
221 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
222 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
224 /* values for slippery property for custom elements */
225 #define SLIPPERY_ANY_RANDOM 0
226 #define SLIPPERY_ANY_LEFT_RIGHT 1
227 #define SLIPPERY_ANY_RIGHT_LEFT 2
228 #define SLIPPERY_ONLY_LEFT 3
229 #define SLIPPERY_ONLY_RIGHT 4
231 /* macros for configurable properties */
232 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
233 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
234 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
235 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
236 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
237 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
238 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
239 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
240 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
241 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
242 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
243 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
244 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
245 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
246 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
247 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
248 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
249 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
250 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
251 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
252 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
253 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
254 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
255 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
256 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
258 /* macros for special configurable properties */
259 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
261 /* macros for special graphics properties */
262 #define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
264 /* macros for pre-defined properties */
265 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
266 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
267 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
268 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
269 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
270 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
271 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
272 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
273 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
274 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
275 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
276 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
277 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
278 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
279 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
280 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
281 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
282 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
283 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
284 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
285 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
286 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
287 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
289 /* macros for derived properties */
290 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
291 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
292 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
293 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
294 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
295 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
296 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
297 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
298 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
299 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
300 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
301 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
302 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
303 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
304 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
306 /* special macros used in game engine */
307 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
308 (e) <= EL_CUSTOM_END)
310 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
311 element_info[e].gfx_element : e)
313 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
315 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
316 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
318 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
319 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
320 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
322 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
323 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
324 (e) == EL_EMERALD ? EL_DIAMOND : \
325 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
326 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
327 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
329 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
330 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
332 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
333 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
334 #define TAPE_IS_EMPTY(x) ((x).length == 0)
335 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
337 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
338 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
339 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
340 IS_INDESTRUCTIBLE(Feld[x][y]))
341 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
342 PROTECTED_FIELD(x, y))
344 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
346 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
347 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
348 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
350 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
351 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
352 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
353 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
355 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
358 /* fundamental game speed values */
359 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
360 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
361 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
362 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
363 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
365 /* boundaries of arrays etc. */
366 #define MAX_LEVEL_NAME_LEN 32
367 #define MAX_LEVEL_AUTHOR_LEN 32
368 #define MAX_ELEMENT_NAME_LEN 32
369 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
370 #define MAX_SCORE_ENTRIES 100
371 #define MAX_NUM_AMOEBA 100
372 #define MAX_INVENTORY_SIZE 1000
373 #define MIN_ENVELOPE_XSIZE 1
374 #define MIN_ENVELOPE_YSIZE 1
375 #define MAX_ENVELOPE_XSIZE 30
376 #define MAX_ENVELOPE_YSIZE 20
377 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
378 #define MIN_CHANGE_PAGES 1
379 #define MAX_CHANGE_PAGES 10
381 /* values for elements with content */
382 #define MIN_ELEMENT_CONTENTS 1
383 #define STD_ELEMENT_CONTENTS 4
384 #define MAX_ELEMENT_CONTENTS 8
386 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
388 /* often used screen positions */
391 #define REAL_SX (SX - 2)
392 #define REAL_SY (SY - 2)
401 #define MINI_TILEX (TILEX / 2)
402 #define MINI_TILEY (TILEY / 2)
403 #define MICRO_TILEX (TILEX / 8)
404 #define MICRO_TILEY (TILEY / 8)
405 #define MIDPOSX (SCR_FIELDX / 2)
406 #define MIDPOSY (SCR_FIELDY / 2)
407 #define SXSIZE (SCR_FIELDX * TILEX)
408 #define SYSIZE (SCR_FIELDY * TILEY)
409 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
410 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
413 #define VXSIZE DXSIZE
415 #define EXSIZE DXSIZE
416 #define EYSIZE (VYSIZE + 44)
417 #define FULL_SXSIZE (2 + SXSIZE + 2)
418 #define FULL_SYSIZE (2 + SYSIZE + 2)
419 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
420 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
421 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
422 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
423 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
426 /* "real" level file elements */
427 #define EL_UNDEFINED -1
429 #define EL_EMPTY_SPACE 0
430 #define EL_EMPTY EL_EMPTY_SPACE
433 #define EL_WALL_SLIPPERY 3
435 #define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
437 #define EL_EXIT_CLOSED 7
438 #define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
440 #define EL_SPACESHIP 10
443 #define EL_STEELWALL 13
444 #define EL_DIAMOND 14
445 #define EL_AMOEBA_DEAD 15
446 #define EL_QUICKSAND_EMPTY 16
447 #define EL_QUICKSAND_FULL 17
448 #define EL_AMOEBA_DROP 18
450 #define EL_MAGIC_WALL 20
451 #define EL_SPEED_PILL 21
453 #define EL_AMOEBA_WET 23
454 #define EL_AMOEBA_DRY 24
456 #define EL_GAME_OF_LIFE 26
457 #define EL_BIOMAZE 27
458 #define EL_DYNAMITE_ACTIVE 28
459 #define EL_STONEBLOCK 29
460 #define EL_ROBOT_WHEEL 30
461 #define EL_ROBOT_WHEEL_ACTIVE 31
470 #define EL_GATE_1_GRAY 40
471 #define EL_GATE_2_GRAY 41
472 #define EL_GATE_3_GRAY 42
473 #define EL_GATE_4_GRAY 43
474 #define EL_DYNAMITE 44
476 #define EL_INVISIBLE_WALL 46
478 #define EL_LAMP_ACTIVE 48
479 #define EL_WALL_EMERALD 49
480 #define EL_WALL_DIAMOND 50
481 #define EL_AMOEBA_FULL 51
482 #define EL_BD_AMOEBA 52
483 #define EL_TIME_ORB_FULL 53
484 #define EL_TIME_ORB_EMPTY 54
485 #define EL_EXPANDABLE_WALL 55
486 #define EL_BD_DIAMOND 56
487 #define EL_EMERALD_YELLOW 57
488 #define EL_WALL_BD_DIAMOND 58
489 #define EL_WALL_EMERALD_YELLOW 59
490 #define EL_DARK_YAMYAM 60
491 #define EL_BD_MAGIC_WALL 61
492 #define EL_INVISIBLE_STEELWALL 62
494 #define EL_UNUSED_63 63
496 #define EL_DYNABOMB_INCREASE_NUMBER 64
497 #define EL_DYNABOMB_INCREASE_SIZE 65
498 #define EL_DYNABOMB_INCREASE_POWER 66
499 #define EL_SOKOBAN_OBJECT 67
500 #define EL_SOKOBAN_FIELD_EMPTY 68
501 #define EL_SOKOBAN_FIELD_FULL 69
502 #define EL_BD_BUTTERFLY_RIGHT 70
503 #define EL_BD_BUTTERFLY_UP 71
504 #define EL_BD_BUTTERFLY_LEFT 72
505 #define EL_BD_BUTTERFLY_DOWN 73
506 #define EL_BD_FIREFLY_RIGHT 74
507 #define EL_BD_FIREFLY_UP 75
508 #define EL_BD_FIREFLY_LEFT 76
509 #define EL_BD_FIREFLY_DOWN 77
510 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
511 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
512 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
513 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
514 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
515 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
516 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
517 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
518 #define EL_BD_BUTTERFLY 78
519 #define EL_BD_FIREFLY 79
520 #define EL_PLAYER_1 80
521 #define EL_PLAYER_2 81
522 #define EL_PLAYER_3 82
523 #define EL_PLAYER_4 83
524 #define EL_BUG_RIGHT 84
526 #define EL_BUG_LEFT 86
527 #define EL_BUG_DOWN 87
528 #define EL_SPACESHIP_RIGHT 88
529 #define EL_SPACESHIP_UP 89
530 #define EL_SPACESHIP_LEFT 90
531 #define EL_SPACESHIP_DOWN 91
532 #define EL_PACMAN_RIGHT 92
533 #define EL_PACMAN_UP 93
534 #define EL_PACMAN_LEFT 94
535 #define EL_PACMAN_DOWN 95
536 #define EL_EMERALD_RED 96
537 #define EL_EMERALD_PURPLE 97
538 #define EL_WALL_EMERALD_RED 98
539 #define EL_WALL_EMERALD_PURPLE 99
540 #define EL_ACID_POOL_TOPLEFT 100
541 #define EL_ACID_POOL_TOPRIGHT 101
542 #define EL_ACID_POOL_BOTTOMLEFT 102
543 #define EL_ACID_POOL_BOTTOM 103
544 #define EL_ACID_POOL_BOTTOMRIGHT 104
545 #define EL_BD_WALL 105
546 #define EL_BD_ROCK 106
547 #define EL_EXIT_OPEN 107
548 #define EL_BLACK_ORB 108
549 #define EL_AMOEBA_TO_DIAMOND 109
551 #define EL_PENGUIN 111
552 #define EL_SATELLITE 112
553 #define EL_ARROW_LEFT 113
554 #define EL_ARROW_RIGHT 114
555 #define EL_ARROW_UP 115
556 #define EL_ARROW_DOWN 116
558 #define EL_DRAGON 118
560 #define EL_EM_KEY_1_FILE 119
562 #define EL_CHAR_START 120
563 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
564 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
566 #include "conf_chr.h" /* include auto-generated data structure definitions */
568 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
569 #define EL_CHAR_END (EL_CHAR_START + 79)
571 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
573 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
574 #define EL_EXPANDABLE_WALL_VERTICAL 201
575 #define EL_EXPANDABLE_WALL_ANY 202
577 #define EL_EM_GATE_1 203
578 #define EL_EM_GATE_2 204
579 #define EL_EM_GATE_3 205
580 #define EL_EM_GATE_4 206
582 #define EL_EM_KEY_2_FILE 207
583 #define EL_EM_KEY_3_FILE 208
584 #define EL_EM_KEY_4_FILE 209
586 #define EL_SP_START 210
587 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
588 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
589 #define EL_SP_ZONK (EL_SP_START + 1)
590 #define EL_SP_BASE (EL_SP_START + 2)
591 #define EL_SP_MURPHY (EL_SP_START + 3)
592 #define EL_SP_INFOTRON (EL_SP_START + 4)
593 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
594 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
595 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
596 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
597 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
598 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
599 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
600 #define EL_SP_PORT_UP (EL_SP_START + 12)
601 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
602 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
603 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
604 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
605 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
606 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
607 #define EL_SP_TERMINAL (EL_SP_START + 19)
608 #define EL_SP_DISK_RED (EL_SP_START + 20)
609 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
610 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
611 #define EL_SP_PORT_ANY (EL_SP_START + 23)
612 #define EL_SP_ELECTRON (EL_SP_START + 24)
613 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
614 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
615 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
616 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
617 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
618 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
619 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
620 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
621 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
622 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
623 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
624 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
625 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
626 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
627 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
628 #define EL_SP_END (EL_SP_START + 39)
630 #define EL_EM_GATE_1_GRAY 250
631 #define EL_EM_GATE_2_GRAY 251
632 #define EL_EM_GATE_3_GRAY 252
633 #define EL_EM_GATE_4_GRAY 253
635 #define EL_UNUSED_254 254
636 #define EL_UNUSED_255 255
639 #define EL_CRYSTAL 257
640 #define EL_WALL_PEARL 258
641 #define EL_WALL_CRYSTAL 259
642 #define EL_DOOR_WHITE 260
643 #define EL_DOOR_WHITE_GRAY 261
644 #define EL_KEY_WHITE 262
645 #define EL_SHIELD_NORMAL 263
646 #define EL_EXTRA_TIME 264
647 #define EL_SWITCHGATE_OPEN 265
648 #define EL_SWITCHGATE_CLOSED 266
649 #define EL_SWITCHGATE_SWITCH_UP 267
650 #define EL_SWITCHGATE_SWITCH_DOWN 268
652 #define EL_UNUSED_269 269
653 #define EL_UNUSED_270 270
655 #define EL_CONVEYOR_BELT_1_LEFT 271
656 #define EL_CONVEYOR_BELT_1_MIDDLE 272
657 #define EL_CONVEYOR_BELT_1_RIGHT 273
658 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
659 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
660 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
661 #define EL_CONVEYOR_BELT_2_LEFT 277
662 #define EL_CONVEYOR_BELT_2_MIDDLE 278
663 #define EL_CONVEYOR_BELT_2_RIGHT 279
664 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
665 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
666 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
667 #define EL_CONVEYOR_BELT_3_LEFT 283
668 #define EL_CONVEYOR_BELT_3_MIDDLE 284
669 #define EL_CONVEYOR_BELT_3_RIGHT 285
670 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
671 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
672 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
673 #define EL_CONVEYOR_BELT_4_LEFT 289
674 #define EL_CONVEYOR_BELT_4_MIDDLE 290
675 #define EL_CONVEYOR_BELT_4_RIGHT 291
676 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
677 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
678 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
679 #define EL_LANDMINE 295
680 #define EL_ENVELOPE 296
681 #define EL_LIGHT_SWITCH 297
682 #define EL_LIGHT_SWITCH_ACTIVE 298
683 #define EL_SIGN_EXCLAMATION 299
684 #define EL_SIGN_RADIOACTIVITY 300
685 #define EL_SIGN_STOP 301
686 #define EL_SIGN_WHEELCHAIR 302
687 #define EL_SIGN_PARKING 303
688 #define EL_SIGN_ONEWAY 304
689 #define EL_SIGN_HEART 305
690 #define EL_SIGN_TRIANGLE 306
691 #define EL_SIGN_ROUND 307
692 #define EL_SIGN_EXIT 308
693 #define EL_SIGN_YINYANG 309
694 #define EL_SIGN_OTHER 310
695 #define EL_MOLE_LEFT 311
696 #define EL_MOLE_RIGHT 312
697 #define EL_MOLE_UP 313
698 #define EL_MOLE_DOWN 314
699 #define EL_STEELWALL_SLIPPERY 315
700 #define EL_INVISIBLE_SAND 316
701 #define EL_DX_UNKNOWN_15 317
702 #define EL_DX_UNKNOWN_42 318
704 #define EL_UNUSED_319 319
705 #define EL_UNUSED_320 320
707 #define EL_SHIELD_DEADLY 321
708 #define EL_TIMEGATE_OPEN 322
709 #define EL_TIMEGATE_CLOSED 323
710 #define EL_TIMEGATE_SWITCH_ACTIVE 324
711 #define EL_TIMEGATE_SWITCH 325
713 #define EL_BALLOON 326
714 #define EL_BALLOON_SWITCH_LEFT 327
715 #define EL_BALLOON_SWITCH_RIGHT 328
716 #define EL_BALLOON_SWITCH_UP 329
717 #define EL_BALLOON_SWITCH_DOWN 330
718 #define EL_BALLOON_SWITCH_ANY 331
720 #define EL_EMC_STEELWALL_1 332
721 #define EL_EMC_STEELWALL_2 333
722 #define EL_EMC_STEELWALL_3 334
723 #define EL_EMC_STEELWALL_4 335
724 #define EL_EMC_WALL_1 336
725 #define EL_EMC_WALL_2 337
726 #define EL_EMC_WALL_3 338
727 #define EL_EMC_WALL_4 339
728 #define EL_EMC_WALL_5 340
729 #define EL_EMC_WALL_6 341
730 #define EL_EMC_WALL_7 342
731 #define EL_EMC_WALL_8 343
733 #define EL_TUBE_ANY 344
734 #define EL_TUBE_VERTICAL 345
735 #define EL_TUBE_HORIZONTAL 346
736 #define EL_TUBE_VERTICAL_LEFT 347
737 #define EL_TUBE_VERTICAL_RIGHT 348
738 #define EL_TUBE_HORIZONTAL_UP 349
739 #define EL_TUBE_HORIZONTAL_DOWN 350
740 #define EL_TUBE_LEFT_UP 351
741 #define EL_TUBE_LEFT_DOWN 352
742 #define EL_TUBE_RIGHT_UP 353
743 #define EL_TUBE_RIGHT_DOWN 354
744 #define EL_SPRING 355
746 #define EL_DX_SUPABOMB 357
748 #define EL_UNUSED_358 358
749 #define EL_UNUSED_359 359
751 #define EL_CUSTOM_START 360
753 #include "conf_cus.h" /* include auto-generated data structure definitions */
755 #define NUM_CUSTOM_ELEMENTS 256
757 #define EL_CUSTOM_END (EL_CUSTOM_START + NUM_CUSTOM_ELEMENTS - 1)
758 #define NUM_FILE_ELEMENTS (EL_CUSTOM_START + NUM_CUSTOM_ELEMENTS)
761 /* "real" (and therefore drawable) runtime elements */
762 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
764 #define EL_EM_KEY_1 (EL_FIRST_RUNTIME_REAL + 0)
765 #define EL_EM_KEY_2 (EL_FIRST_RUNTIME_REAL + 1)
766 #define EL_EM_KEY_3 (EL_FIRST_RUNTIME_REAL + 2)
767 #define EL_EM_KEY_4 (EL_FIRST_RUNTIME_REAL + 3)
768 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
769 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
770 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
771 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
772 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
773 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 9)
774 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 10)
775 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 11)
776 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 12)
777 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 13)
778 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
779 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
780 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
781 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
782 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
783 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
784 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
785 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
786 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
787 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
788 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
789 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
790 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
791 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
792 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
793 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
794 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
795 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
796 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
797 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
798 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
799 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
800 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
801 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
802 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
803 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
804 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
805 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
806 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
807 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
808 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
809 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
811 /* "unreal" (and therefore not drawable) runtime elements */
812 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
814 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
815 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
816 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
817 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
818 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
819 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
820 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
821 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
822 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
823 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
824 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
825 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
826 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
827 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
829 /* dummy elements (never used as game elements, only used as graphics) */
830 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
832 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
833 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
834 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
835 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
836 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
837 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
838 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
839 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
840 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
841 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
842 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
843 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
844 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
845 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
846 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
847 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
848 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
849 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
850 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
851 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
852 #define EL_DEFAULT (EL_FIRST_DUMMY + 20)
853 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 21)
854 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 22)
855 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 23)
857 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 24)
860 /* values for graphics/sounds action types */
861 #define ACTION_DEFAULT 0
862 #define ACTION_WAITING 1
863 #define ACTION_FALLING 2
864 #define ACTION_MOVING 3
865 #define ACTION_DIGGING 4
866 #define ACTION_SNAPPING 5
867 #define ACTION_COLLECTING 6
868 #define ACTION_DROPPING 7
869 #define ACTION_PUSHING 8
870 #define ACTION_WALKING 9
871 #define ACTION_PASSING 10
872 #define ACTION_IMPACT 11
873 #define ACTION_BREAKING 12
874 #define ACTION_ACTIVATING 13
875 #define ACTION_DEACTIVATING 14
876 #define ACTION_OPENING 15
877 #define ACTION_CLOSING 16
878 #define ACTION_ATTACKING 17
879 #define ACTION_GROWING 18
880 #define ACTION_SHRINKING 19
881 #define ACTION_ACTIVE 20
882 #define ACTION_FILLING 21
883 #define ACTION_EMPTYING 22
884 #define ACTION_CHANGING 23
885 #define ACTION_EXPLODING 24
886 #define ACTION_DYING 25
887 #define ACTION_OTHER 26
889 #define NUM_ACTIONS 27
891 /* values for special image configuration suffixes (must match game mode) */
892 #define GFX_SPECIAL_ARG_MAIN 0
893 #define GFX_SPECIAL_ARG_LEVELS 1
894 #define GFX_SPECIAL_ARG_SCORES 2
895 #define GFX_SPECIAL_ARG_EDITOR 3
896 #define GFX_SPECIAL_ARG_INFO 4
897 #define GFX_SPECIAL_ARG_SETUP 5
898 #define GFX_SPECIAL_ARG_PLAYING 6
899 #define GFX_SPECIAL_ARG_DOOR 7
900 #define GFX_SPECIAL_ARG_PREVIEW 8
901 #define GFX_SPECIAL_ARG_CRUMBLED 9
903 #define NUM_SPECIAL_GFX_ARGS 10
906 /* values for image configuration suffixes */
909 #define GFX_ARG_XPOS 2
910 #define GFX_ARG_YPOS 3
911 #define GFX_ARG_WIDTH 4
912 #define GFX_ARG_HEIGHT 5
913 #define GFX_ARG_OFFSET 6
914 #define GFX_ARG_VERTICAL 7
915 #define GFX_ARG_XOFFSET 8
916 #define GFX_ARG_YOFFSET 9
917 #define GFX_ARG_FRAMES 10
918 #define GFX_ARG_FRAMES_PER_LINE 11
919 #define GFX_ARG_START_FRAME 12
920 #define GFX_ARG_DELAY 13
921 #define GFX_ARG_ANIM_MODE 14
922 #define GFX_ARG_GLOBAL_SYNC 15
923 #define GFX_ARG_CRUMBLED_LIKE 16
924 #define GFX_ARG_DIGGABLE_LIKE 17
925 #define GFX_ARG_BORDER_SIZE 18
926 #define GFX_ARG_STEP_OFFSET 19
927 #define GFX_ARG_STEP_DELAY 20
928 #define GFX_ARG_DIRECTION 21
929 #define GFX_ARG_POSITION 22
930 #define GFX_ARG_DRAW_XOFFSET 23
931 #define GFX_ARG_DRAW_YOFFSET 24
932 #define GFX_ARG_DRAW_MASKED 25
933 #define GFX_ARG_NAME 26
935 #define NUM_GFX_ARGS 27
938 /* values for sound configuration suffixes */
939 #define SND_ARG_MODE_LOOP 0
941 #define NUM_SND_ARGS 1
944 /* values for font configuration */
946 #define FONT_INITIAL_1 0
947 #define FONT_INITIAL_2 1
948 #define FONT_INITIAL_3 2
949 #define FONT_INITIAL_4 3
950 #define FONT_TITLE_1 4
951 #define FONT_TITLE_2 5
952 #define FONT_MENU_1 6
953 #define FONT_MENU_2 7
954 #define FONT_TEXT_1_ACTIVE 8
955 #define FONT_TEXT_2_ACTIVE 9
956 #define FONT_TEXT_3_ACTIVE 10
957 #define FONT_TEXT_4_ACTIVE 11
958 #define FONT_TEXT_1 12
959 #define FONT_TEXT_2 13
960 #define FONT_TEXT_3 14
961 #define FONT_TEXT_4 15
962 #define FONT_INPUT_1_ACTIVE 16
963 #define FONT_INPUT_2_ACTIVE 17
964 #define FONT_INPUT_1 18
965 #define FONT_INPUT_2 19
966 #define FONT_OPTION_OFF 20
967 #define FONT_OPTION_ON 21
968 #define FONT_VALUE_1 22
969 #define FONT_VALUE_2 23
970 #define FONT_VALUE_OLD 24
971 #define FONT_LEVEL_NUMBER 25
972 #define FONT_TAPE_RECORDER 26
973 #define FONT_GAME_INFO 27
976 #define NUM_INITIAL_FONTS 4
978 /* values for game_status (must match special image configuration suffixes) */
979 #define GAME_MODE_MAIN 0
980 #define GAME_MODE_LEVELS 1
981 #define GAME_MODE_SCORES 2
982 #define GAME_MODE_EDITOR 3
983 #define GAME_MODE_INFO 4
984 #define GAME_MODE_SETUP 5
985 #define GAME_MODE_PLAYING 6
986 #define GAME_MODE_PSEUDO_DOOR 7
987 #define GAME_MODE_PSEUDO_PREVIEW 8
988 #define GAME_MODE_PSEUDO_CRUMBLED 9
990 /* there are no special config file suffixes for these modes */
991 #define GAME_MODE_PSEUDO_TYPENAME 10
992 #define GAME_MODE_QUIT 11
994 #define PROGRAM_VERSION_MAJOR 3
995 #define PROGRAM_VERSION_MINOR 0
996 #define PROGRAM_VERSION_PATCH 3
997 #define PROGRAM_VERSION_RELEASE 0
998 #define PROGRAM_VERSION_STRING "3.0.3"
1000 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1001 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1002 #define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
1003 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
1004 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
1005 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
1006 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
1007 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1008 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1009 #define FILENAME_PREFIX "Rocks"
1011 #if defined(PLATFORM_UNIX)
1012 #define USERDATA_DIRECTORY ".rocksndiamonds"
1013 #elif defined(PLATFORM_WIN32)
1014 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1016 #define USERDATA_DIRECTORY "userdata"
1019 #define X11_ICON_FILENAME "rocks_icon.xbm"
1020 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1021 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1023 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1024 ** currently supported/known file version numbers:
1026 ** 1.2 (still in use)
1027 ** 1.4 (still in use)
1030 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
1031 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
1032 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
1033 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
1035 /* file version does not change for every program version, but is changed
1036 when new features are introduced that are incompatible with older file
1037 versions, so that they can be treated accordingly */
1038 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1040 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1041 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1042 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1043 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1045 #define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
1046 PROGRAM_VERSION_MINOR, \
1047 PROGRAM_VERSION_PATCH, \
1048 PROGRAM_VERSION_RELEASE)
1050 /* values for game_emulation */
1052 #define EMU_BOULDERDASH 1
1053 #define EMU_SOKOBAN 2
1054 #define EMU_SUPAPLEX 3
1058 char Name[MAX_PLAYER_NAME_LEN + 1];
1064 boolean present; /* player present in level playfield */
1065 boolean connected; /* player connected (locally or via network) */
1066 boolean active; /* player (present && connected) */
1068 int index_nr, client_nr, element_nr;
1070 byte action; /* action from local input device */
1071 byte effective_action; /* action acknowledged from network server
1072 or summarized over all configured input
1073 devices when in single player mode */
1074 byte programmed_action; /* action forced by game itself (like moving
1075 through doors); overrides other actions */
1077 int jx,jy, last_jx,last_jy;
1078 int MovDir, MovPos, GfxDir, GfxPos;
1079 int Frame, StepFrame;
1083 boolean use_murphy_graphic;
1084 boolean use_disk_red_graphic;
1088 boolean LevelSolved, GameOver;
1095 boolean is_collecting;
1097 unsigned long move_delay;
1098 int move_delay_value;
1100 unsigned long push_delay;
1101 unsigned long push_delay_value;
1103 unsigned long actual_frame_counter;
1106 int gems_still_needed;
1107 int sokobanfields_still_needed;
1108 int lights_still_needed;
1109 int friends_still_needed;
1111 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1112 int shield_normal_time_left;
1113 int shield_deadly_time_left;
1115 int inventory_element[MAX_INVENTORY_SIZE];
1121 int file_version; /* file format version the level is stored with */
1122 int game_version; /* game release version the level was created with */
1124 boolean encoding_16bit_field; /* level contains 16-bit elements */
1125 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1126 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1131 char name[MAX_LEVEL_NAME_LEN + 1];
1132 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1133 char envelope[MAX_ENVELOPE_TEXT_LEN + 1];
1134 int envelope_xsize, envelope_ysize;
1135 int score[LEVEL_SCORE_ELEMENTS];
1136 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1137 int num_yamyam_contents;
1140 int time_magic_wall;
1144 boolean double_speed;
1146 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1148 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1150 boolean use_custom_template; /* use custom properties from template file */
1152 boolean no_level_file; /* set for currently undefined levels */
1157 int file_version; /* file format version the tape is stored with */
1158 int game_version; /* game release version the tape was created with */
1159 int engine_version; /* game engine version the tape was recorded with */
1161 char *level_identifier;
1163 unsigned long random_seed;
1165 unsigned long counter;
1166 unsigned long length;
1167 unsigned long length_seconds;
1168 unsigned int delay_played;
1169 boolean pause_before_death;
1170 boolean recording, playing, pausing;
1171 boolean fast_forward;
1172 boolean index_search;
1174 boolean auto_play_level_solved;
1175 boolean quick_resume;
1176 boolean single_step;
1178 boolean player_participates[MAX_PLAYERS];
1179 int num_participating_players;
1183 byte action[MAX_PLAYERS];
1190 /* constant within running game */
1193 int initial_move_delay;
1194 int initial_move_delay_value;
1196 /* variable within running game */
1197 int yamyam_content_nr;
1198 boolean magic_wall_active;
1199 int magic_wall_time_left;
1200 int light_time_left;
1201 int timegate_time_left;
1206 boolean explosions_delayed;
1211 char *autoplay_leveldir;
1212 int autoplay_level_nr;
1216 float frames_per_second;
1217 boolean fps_slowdown;
1218 int fps_slowdown_factor;
1223 int draw_xoffset_default;
1224 int draw_yoffset_default;
1225 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1226 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1228 int scrollbar_xoffset;
1230 int list_size_default;
1231 int list_size[NUM_SPECIAL_GFX_ARGS];
1240 struct ElementChangeInfo
1242 boolean can_change; /* use or ignore this change info */
1244 unsigned long events; /* bitfield for change events */
1246 short target_element; /* target element after change */
1248 int delay_fixed; /* added frame delay before changed (fixed) */
1249 int delay_random; /* added frame delay before changed (random) */
1250 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1252 short trigger_element; /* custom element triggering change */
1254 int content[3][3]; /* new elements after extended change */
1255 boolean use_content; /* use extended change content */
1256 boolean only_complete; /* only use complete content */
1257 boolean use_random_change; /* use random value for setting content */
1258 int random; /* random value for setting content */
1259 int power; /* power of extended change */
1261 boolean explode; /* explode instead of change */
1263 /* functions that are called before, while and after the change of an
1264 element -- currently only used for non-custom elements */
1265 void (*pre_change_function)(int x, int y);
1266 void (*change_function)(int x, int y);
1267 void (*post_change_function)(int x, int y);
1269 /* ---------- internal values used in level editor ---------- */
1271 int direct_action; /* change triggered by actions on element */
1272 int other_action; /* change triggered by other element actions */
1277 /* ---------- token and description strings ---------- */
1279 char *token_name; /* element token used in config files */
1280 char *class_name; /* element class used in config files */
1281 char *editor_description; /* pre-defined description for level editor */
1282 char *custom_description; /* alternative description from config file */
1283 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */
1285 /* ---------- graphic and sound definitions ---------- */
1287 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1288 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1289 /* special graphics for left/right/up/down */
1291 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1292 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1293 /* crumbled graphics for left/right/up/down */
1295 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1296 /* special graphics for certain screens */
1298 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1300 /* ---------- special element property values ---------- */
1302 boolean use_gfx_element; /* use custom graphic element */
1303 short gfx_element; /* optional custom graphic element */
1305 int collect_score; /* score value for collecting */
1306 int collect_count; /* count value for collecting */
1308 int push_delay_fixed; /* constant frame delay for pushing */
1309 int push_delay_random; /* additional random frame delay for pushing */
1310 int move_delay_fixed; /* constant frame delay for moving */
1311 int move_delay_random; /* additional random frame delay for moving */
1313 int move_pattern; /* direction movable element moves to */
1314 int move_direction_initial; /* initial direction element moves to */
1315 int move_stepsize; /* step size element moves with */
1317 int slippery_type; /* how/where other elements slip away */
1319 int content[3][3]; /* new elements after explosion */
1321 struct ElementChangeInfo *change_page; /* actual list of change pages */
1322 struct ElementChangeInfo *change; /* pointer to current change page */
1324 int num_change_pages; /* actual number of change pages */
1325 int current_change_page; /* currently edited change page */
1327 /* ---------- internal values used at runtime when playing ---------- */
1329 unsigned long change_events; /* bitfield for combined change events */
1331 int event_page_num[NUM_CHANGE_EVENTS]; /* page number for each event */
1332 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1334 /* ---------- internal values used in level editor ---------- */
1336 int access_type; /* walkable or passable */
1337 int access_layer; /* accessible over/inside/under */
1338 int walk_to_action; /* diggable/collectible/pushable */
1339 int smash_targets; /* can smash player/enemies/everything */
1340 int deadliness; /* deadly when running/colliding/touching */
1341 int consistency; /* indestructible/can explode */
1343 boolean can_explode_by_fire; /* element explodes by fire */
1344 boolean can_explode_smashed; /* element explodes when smashed */
1345 boolean can_explode_impact; /* element explodes on impact */
1347 boolean modified_settings; /* set for all modified custom elements */
1352 char *token_name; /* font token used in config files */
1354 int graphic; /* default graphic for this font */
1355 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1356 /* special graphics for certain screens */
1357 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1358 /* internal bitmap ID for special graphics */
1364 int src_x, src_y; /* start position of animation frames */
1365 int width, height; /* width/height of each animation frame */
1366 int offset_x, offset_y; /* x/y offset to next animation frame */
1368 int anim_frames_per_line;
1369 int anim_start_frame;
1370 int anim_delay; /* important: delay of 1 means "no delay"! */
1372 boolean anim_global_sync;
1373 int crumbled_like; /* element for cloning crumble graphics */
1374 int diggable_like; /* element for cloning digging graphics */
1375 int border_size; /* border size for "crumbled" graphics */
1377 int step_offset; /* optional step offset of toon animations */
1378 int step_delay; /* optional step delay of toon animations */
1380 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1382 int draw_masked; /* optional setting for drawing envelope gfx */
1384 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1385 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1386 GC clip_gc; /* single-graphic-only clip gc for X11 */
1395 struct ElementActionInfo
1399 boolean is_loop_sound;
1402 struct ElementDirectionInfo
1408 struct SpecialSuffixInfo
1416 extern GC tile_clip_gc;
1417 extern Bitmap *pix[];
1419 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1420 extern Pixmap tile_clipmask[];
1421 extern DrawBuffer *fieldbuffer;
1422 extern DrawBuffer *drawto_field;
1424 extern int game_status;
1425 extern boolean level_editor_test_game;
1426 extern boolean network_playing;
1428 extern int key_joystick_mapping;
1430 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1431 extern int redraw_x1, redraw_y1;
1433 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1434 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1435 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1436 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1437 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1438 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1439 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1440 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1441 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1442 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1443 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1444 extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1445 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1446 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1447 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1448 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1449 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1450 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1452 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1454 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1455 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1456 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1457 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1459 extern int lev_fieldx, lev_fieldy;
1460 extern int scroll_x, scroll_y;
1463 extern int ScrollStepSize;
1464 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1465 extern int BorderElement;
1466 extern int GameFrameDelay;
1467 extern int FfwdFrameDelay;
1468 extern int BX1, BY1;
1469 extern int BX2, BY2;
1470 extern int SBX_Left, SBX_Right;
1471 extern int SBY_Upper, SBY_Lower;
1473 extern int ExitX, ExitY;
1474 extern int AllPlayersGone;
1476 extern int TimeFrames, TimePlayed, TimeLeft;
1477 extern boolean SiebAktiv;
1478 extern int SiebCount;
1480 extern boolean network_player_action_received;
1482 extern int graphics_action_mapping[];
1484 extern struct LevelInfo level, level_template;
1485 extern struct PlayerInfo stored_player[], *local_player;
1486 extern struct HiScore highscore[];
1487 extern struct TapeInfo tape;
1488 extern struct GameInfo game;
1489 extern struct GlobalInfo global;
1490 extern struct MenuInfo menu;
1491 extern struct DoorInfo door;
1492 extern struct ElementInfo element_info[];
1493 extern struct ElementActionInfo element_action_info[];
1494 extern struct ElementDirectionInfo element_direction_info[];
1495 extern struct SpecialSuffixInfo special_suffix_info[];
1496 extern struct TokenIntPtrInfo image_config_vars[];
1497 extern struct FontInfo font_info[];
1498 extern struct GraphicInfo *graphic_info;
1499 extern struct SoundInfo *sound_info;
1500 extern struct ConfigInfo image_config[], sound_config[];
1501 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];