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 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
28 #include "conf_gfx.h" /* include auto-generated data structure definitions */
29 #include "conf_snd.h" /* include auto-generated data structure definitions */
30 #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_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START IMG_CUSTOM_1
39 #define SND_UNDEFINED (-1)
40 #define MUS_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_EXPLODES_BY_FIRE 13
79 #define EP_EXPLODES_SMASHED 14
80 #define EP_EXPLODES_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_EXPLODES_1X1_OLD 23
89 #define EP_PUSHABLE 24
90 #define EP_EXPLODES_CROSS_OLD 25
91 #define EP_PROTECTED 26
92 #define EP_CAN_MOVE_INTO_ACID 27
93 #define EP_THROWABLE 28
94 #define EP_CAN_EXPLODE 29
95 #define EP_GRAVITY_REACHABLE 30
97 /* values for pre-defined properties */
99 #define EP_CAN_PASS_MAGIC_WALL 33
100 #define EP_SWITCHABLE 34
101 #define EP_BD_ELEMENT 35
102 #define EP_SP_ELEMENT 36
103 #define EP_SB_ELEMENT 37
105 #define EP_FOOD_DARK_YAMYAM 39
106 #define EP_FOOD_PENGUIN 40
107 #define EP_FOOD_PIG 41
108 #define EP_HISTORIC_WALL 42
109 #define EP_HISTORIC_SOLID 43
110 #define EP_CLASSIC_ENEMY 44
112 #define EP_BELT_ACTIVE 46
113 #define EP_BELT_SWITCH 47
115 #define EP_KEYGATE 49
116 #define EP_AMOEBOID 50
117 #define EP_AMOEBALIVE 51
118 #define EP_HAS_CONTENT 52
119 #define EP_CAN_TURN_EACH_MOVE 53
120 #define EP_CAN_GROW 54
121 #define EP_ACTIVE_BOMB 55
122 #define EP_INACTIVE 56
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL 57
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED 58
130 /* values for derived properties (determined from properties above) */
131 #define EP_ACCESSIBLE_OVER 59
132 #define EP_ACCESSIBLE_INSIDE 60
133 #define EP_ACCESSIBLE_UNDER 61
134 #define EP_WALKABLE 62
135 #define EP_PASSABLE 63
136 #define EP_ACCESSIBLE 64
137 #define EP_COLLECTIBLE 65
138 #define EP_SNAPPABLE 66
140 #define EP_SOLID_FOR_PUSHING 68
141 #define EP_DRAGONFIRE_PROOF 69
142 #define EP_EXPLOSION_PROOF 70
143 #define EP_CAN_SMASH 71
144 #define EP_EXPLODES_3X3_OLD 72
145 #define EP_CAN_EXPLODE_BY_FIRE 73
146 #define EP_CAN_EXPLODE_SMASHED 74
147 #define EP_CAN_EXPLODE_IMPACT 75
148 #define EP_SP_PORT 76
149 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
150 #define EP_CAN_EXPLODE_BY_EXPLOSION 78
151 #define EP_COULD_MOVE_INTO_ACID 79
152 #define EP_MAYBE_DONT_COLLIDE_WITH 80
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT 81
157 #define EP_EDITOR_CASCADE 83
158 #define EP_EDITOR_CASCADE_ACTIVE 84
159 #define EP_EDITOR_CASCADE_INACTIVE 85
161 /* values for internal purpose only (game engine) */
162 #define EP_HAS_ACTION 86
163 #define EP_CAN_CHANGE_OR_HAS_ACTION 87
165 #define NUM_ELEMENT_PROPERTIES 88
167 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
168 #define EP_BITFIELD_BASE 0
170 #define EP_BITMASK_DEFAULT 0
172 #define PROPERTY_BIT(p) (1 << ((p) % 32))
173 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
174 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
175 #define SET_PROPERTY(e,p,v) ((v) ? \
176 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
177 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
180 /* values for change events for custom elements (stored in level file) */
182 #define CE_TOUCHED_BY_PLAYER 1
183 #define CE_PRESSED_BY_PLAYER 2
184 #define CE_PUSHED_BY_PLAYER 3
185 #define CE_DROPPED_BY_PLAYER 4
186 #define CE_HITTING_SOMETHING 5
189 #define CE_TOUCHING_X 8
190 #define CE_CHANGE_OF_X 9
191 #define CE_EXPLOSION_OF_X 10
192 #define CE_PLAYER_TOUCHES_X 11
193 #define CE_PLAYER_PRESSES_X 12
194 #define CE_PLAYER_PUSHES_X 13
195 #define CE_PLAYER_COLLECTS_X 14
196 #define CE_PLAYER_DROPS_X 15
197 #define CE_VALUE_GETS_ZERO 16
198 #define CE_VALUE_GETS_ZERO_OF_X 17
199 #define CE_BY_OTHER_ACTION 18
200 #define CE_BY_DIRECT_ACTION 19
201 #define CE_PLAYER_DIGS_X 20
202 #define CE_ENTERED_BY_PLAYER 21
203 #define CE_LEFT_BY_PLAYER 22
204 #define CE_PLAYER_ENTERS_X 23
205 #define CE_PLAYER_LEAVES_X 24
206 #define CE_SWITCHED 25
207 #define CE_SWITCH_OF_X 26
208 #define CE_HIT_BY_SOMETHING 27
209 #define CE_HITTING_X 28
210 #define CE_HIT_BY_X 29
211 #define CE_BLOCKED 30
212 #define CE_SWITCHED_BY_PLAYER 31
213 #define CE_PLAYER_SWITCHES_X 32
214 #define CE_SNAPPED_BY_PLAYER 33
215 #define CE_PLAYER_SNAPS_X 34
216 #define CE_MOVE_OF_X 35
217 #define CE_DIGGING_X 36
218 #define CE_CREATION_OF_X 37
220 #define NUM_CHANGE_EVENTS 38
222 #define CE_BITMASK_DEFAULT 0
224 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
225 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
227 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
228 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
230 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
231 CH_ANY_EVENT_VAR(e,c))
233 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
234 CH_EVENT_VAR(e,c) = (v) : 0)
235 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
236 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
238 /* values for player bitmasks */
239 #define PLAYER_BITS_NONE 0
240 #define PLAYER_BITS_1 (1 << 0)
241 #define PLAYER_BITS_2 (1 << 1)
242 #define PLAYER_BITS_3 (1 << 2)
243 #define PLAYER_BITS_4 (1 << 3)
244 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
248 #define PLAYER_BITS_TRIGGER (1 << 4)
250 /* values for move directions (bits 0 - 3: basic move directions) */
251 #define MV_BIT_PREVIOUS 4
252 #define MV_BIT_TRIGGER 5
253 #define MV_BIT_TRIGGER_BACK 6
254 #define MV_BIT_NORMAL MV_BIT_TRIGGER
255 #define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK
257 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
258 #define MV_TRIGGER (1 << MV_BIT_TRIGGER)
259 #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK)
260 #define MV_NORMAL (1 << MV_BIT_NORMAL)
261 #define MV_REVERSE (1 << MV_BIT_REVERSE)
263 /* values for change side for custom elements */
264 #define CH_SIDE_NONE MV_NONE
265 #define CH_SIDE_LEFT MV_LEFT
266 #define CH_SIDE_RIGHT MV_RIGHT
267 #define CH_SIDE_TOP MV_UP
268 #define CH_SIDE_BOTTOM MV_DOWN
269 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
270 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
271 #define CH_SIDE_ANY MV_ANY_DIRECTION
273 /* values for change player for custom elements */
274 #define CH_PLAYER_NONE PLAYER_BITS_NONE
275 #define CH_PLAYER_1 PLAYER_BITS_1
276 #define CH_PLAYER_2 PLAYER_BITS_2
277 #define CH_PLAYER_3 PLAYER_BITS_3
278 #define CH_PLAYER_4 PLAYER_BITS_4
279 #define CH_PLAYER_ANY PLAYER_BITS_ANY
281 /* values for change page for custom elements */
282 #define CH_PAGE_ANY_FILE (0xff)
283 #define CH_PAGE_ANY (0xffffffff)
285 /* values for change power for custom elements */
286 #define CP_WHEN_EMPTY 0
287 #define CP_WHEN_DIGGABLE 1
288 #define CP_WHEN_DESTRUCTIBLE 2
289 #define CP_WHEN_COLLECTIBLE 3
290 #define CP_WHEN_REMOVABLE 4
291 #define CP_WHEN_WALKABLE 5
293 /* values for change actions for custom elements */
294 #define CA_NO_ACTION 0
295 #define CA_EXIT_PLAYER 1
296 #define CA_KILL_PLAYER 2
297 #define CA_MOVE_PLAYER 3
298 #define CA_RESTART_LEVEL 4
299 #define CA_SHOW_ENVELOPE 5
300 #define CA_SET_LEVEL_TIME 6
301 #define CA_SET_LEVEL_GEMS 7
302 #define CA_SET_LEVEL_SCORE 8
303 #define CA_SET_LEVEL_WIND 9
304 #define CA_SET_LEVEL_GRAVITY 10
305 #define CA_SET_PLAYER_KEYS 11
306 #define CA_SET_PLAYER_SPEED 12
307 #define CA_SET_PLAYER_SHIELD 13
308 #define CA_SET_PLAYER_ARTWORK 14
309 #define CA_SET_CE_SCORE 15
310 #define CA_SET_CE_VALUE 16
311 #define CA_SET_ENGINE_SCAN_MODE 17
313 #define CA_HEADLINE_LEVEL_ACTIONS 250
314 #define CA_HEADLINE_PLAYER_ACTIONS 251
315 #define CA_HEADLINE_CE_ACTIONS 252
316 #define CA_HEADLINE_ENGINE_ACTIONS 253
317 #define CA_UNDEFINED 255
319 /* values for change action mode for custom elements */
320 #define CA_MODE_UNDEFINED 0
321 #define CA_MODE_SET 1
322 #define CA_MODE_ADD 2
323 #define CA_MODE_SUBTRACT 3
324 #define CA_MODE_MULTIPLY 4
325 #define CA_MODE_DIVIDE 5
326 #define CA_MODE_MODULO 6
328 /* values for change action parameters for custom elements */
341 #define CA_ARG_100 100
342 #define CA_ARG_1000 1000
343 #define CA_ARG_MAX 9999
344 #define CA_ARG_PLAYER 10000
345 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
346 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
347 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
348 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
349 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
350 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
351 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
352 #define CA_ARG_NUMBER 11000
353 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
354 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
355 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
356 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
357 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
358 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
359 #define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6)
360 #define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7)
361 #define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8)
362 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
363 #define CA_ARG_ELEMENT 12000
364 #define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
365 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
366 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
367 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 999)
368 #define CA_ARG_SPEED 13000
369 #define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + 0)
370 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + 1)
371 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + 2)
372 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + 4)
373 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + 8)
374 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + 16)
375 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + 32)
376 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + 50)
377 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + 200)
378 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + 100)
379 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
380 #define CA_ARG_GRAVITY 14000
381 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
382 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
383 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
384 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
385 #define CA_ARG_DIRECTION 15000
386 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
387 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
388 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
389 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
390 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
391 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER)
392 #define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
393 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
394 #define CA_ARG_SHIELD 16000
395 #define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0)
396 #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1)
397 #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2)
398 #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999)
399 #define CA_ARG_SCAN_MODE 17000
400 #define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
401 #define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
402 #define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
403 #define CA_ARG_UNDEFINED 65535
405 /* values for custom move patterns (bits 0 - 3: basic move directions) */
406 #define MV_BIT_TOWARDS_PLAYER 4
407 #define MV_BIT_AWAY_FROM_PLAYER 5
408 #define MV_BIT_ALONG_LEFT_SIDE 6
409 #define MV_BIT_ALONG_RIGHT_SIDE 7
410 #define MV_BIT_TURNING_LEFT 8
411 #define MV_BIT_TURNING_RIGHT 9
412 #define MV_BIT_WHEN_PUSHED 10
413 #define MV_BIT_MAZE_RUNNER 11
414 #define MV_BIT_MAZE_HUNTER 12
415 #define MV_BIT_WHEN_DROPPED 13
416 #define MV_BIT_TURNING_LEFT_RIGHT 14
417 #define MV_BIT_TURNING_RIGHT_LEFT 15
418 #define MV_BIT_TURNING_RANDOM 16
419 #define MV_BIT_WIND_DIRECTION 17
421 /* values for custom move patterns */
422 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
423 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
424 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
425 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
426 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
427 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
428 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
429 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
430 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
431 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
432 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
433 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
434 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
435 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
436 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
438 /* values for initial move direction */
439 #define MV_START_NONE (MV_NONE)
440 #define MV_START_AUTOMATIC (MV_NONE)
441 #define MV_START_LEFT (MV_LEFT)
442 #define MV_START_RIGHT (MV_RIGHT)
443 #define MV_START_UP (MV_UP)
444 #define MV_START_DOWN (MV_DOWN)
445 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
446 #define MV_START_PREVIOUS (MV_PREVIOUS)
448 /* values for elements left behind by custom elements */
449 #define LEAVE_TYPE_UNLIMITED 0
450 #define LEAVE_TYPE_LIMITED 1
452 /* values for slippery property for custom elements */
453 #define SLIPPERY_ANY_RANDOM 0
454 #define SLIPPERY_ANY_LEFT_RIGHT 1
455 #define SLIPPERY_ANY_RIGHT_LEFT 2
456 #define SLIPPERY_ONLY_LEFT 3
457 #define SLIPPERY_ONLY_RIGHT 4
459 /* values for explosion type for custom elements */
460 #define EXPLODES_3X3 0
461 #define EXPLODES_1X1 1
462 #define EXPLODES_CROSS 2
464 /* macros for configurable properties */
465 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
466 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
467 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
468 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
469 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
470 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
471 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
472 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
473 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
474 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
475 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
476 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
477 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
478 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
479 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
480 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
481 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
482 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
483 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
484 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
485 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
486 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
487 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
488 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
489 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
490 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
491 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
492 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
493 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
494 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
495 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
497 /* macros for special configurable properties */
498 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
500 /* macros for special graphics properties */
501 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
503 /* macros for pre-defined properties */
504 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
505 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
506 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
507 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
508 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
509 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
510 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
511 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
512 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
513 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
514 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
515 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
516 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
517 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
518 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
519 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
520 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
521 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
522 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
523 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
524 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
525 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
526 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
527 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
528 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
530 /* macros for derived properties */
531 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
532 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
533 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
534 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
535 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
536 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
537 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
538 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
539 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
540 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
541 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
542 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
543 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
544 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
545 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
546 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
547 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
548 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
549 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
550 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
551 #define CAN_EXPLODE_BY_EXPLOSION(e) \
552 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
553 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
554 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
556 #define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE)
557 #define IS_EDITOR_CASCADE_ACTIVE(e) \
558 HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
559 #define IS_EDITOR_CASCADE_INACTIVE(e) \
560 HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
562 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
563 #define CAN_CHANGE_OR_HAS_ACTION(e) \
564 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
566 /* special macros used in game engine */
567 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
568 (e) <= EL_CUSTOM_END)
570 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
573 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
574 (e) <= EL_INTERNAL_CLIPBOARD_END)
576 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
577 (e) <= EL_INTERNAL_END)
579 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
580 (e) <= EL_ENVELOPE_4)
582 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
584 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
586 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
588 #define IS_KEY(e) (IS_RND_KEY(e) || \
591 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
592 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
593 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
594 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
595 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
596 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
598 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
600 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
602 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
603 (e) <= EL_EMC_GATE_8)
604 #define IS_GATE(e) (IS_RND_GATE(e) || \
607 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
608 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
609 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
610 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
611 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
612 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
614 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
615 (e) <= EL_GATE_4_GRAY)
616 #define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \
617 (e) <= EL_GATE_4_GRAY_ACTIVE)
618 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
619 (e) <= EL_EM_GATE_4_GRAY)
620 #define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \
621 (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
622 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
623 (e) <= EL_EMC_GATE_8_GRAY)
624 #define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
625 (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
626 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
627 IS_EM_GATE_GRAY(e) || \
629 #define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
630 IS_EM_GATE_GRAY_ACTIVE(e) || \
631 IS_EMC_GATE_GRAY_ACTIVE(e))
632 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
633 #define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
634 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
635 #define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
636 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
637 #define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
638 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
639 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
640 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
642 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
643 element_info[e].gfx_element : e)
645 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
646 /* (solution: add separate "use sound of element" to level file and editor) */
648 #define SND_ELEMENT(e) GFX_ELEMENT(e)
650 #define SND_ELEMENT(e) (e)
653 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
655 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
656 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
658 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
659 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
660 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
662 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
663 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
664 (e) == EL_EMERALD ? EL_DIAMOND : \
665 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
666 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
667 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
669 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
670 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
672 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
673 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
674 #define TAPE_IS_EMPTY(x) ((x).length == 0)
675 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
677 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
678 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
680 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
681 IS_PROTECTED(Back[x][y]))
682 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
683 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
684 ENEMY_PROTECTED_FIELD(x, y))
685 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
686 EXPLOSION_PROTECTED_FIELD(x, y))
688 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
689 (p)->switch_x == (x) && (p)->switch_y == (y))
691 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
692 (p)->drop_x == (x) && (p)->drop_y == (y))
694 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
696 #define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
699 #define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)
701 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
702 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
703 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
705 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
706 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
707 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
708 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
710 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
712 #define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
713 #define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
714 #define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
715 IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
717 #define EL_NAME(e) (element_info[e].token_name)
719 /* fundamental game speed values */
720 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
721 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
722 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
723 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
724 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
725 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
727 /* boundaries of arrays etc. */
728 #define MAX_LEVEL_NAME_LEN 32
729 #define MAX_LEVEL_AUTHOR_LEN 32
730 #define MAX_ELEMENT_NAME_LEN 32
731 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
732 #define MAX_TAPES_PER_SET 1024
733 #define MAX_SCORE_ENTRIES 100
734 #define MAX_NUM_AMOEBA 100
735 #define MAX_INVENTORY_SIZE 1000
736 #define STD_NUM_KEYS 4
737 #define MAX_NUM_KEYS 8
739 #define NUM_BELT_PARTS 3
740 #define MIN_ENVELOPE_XSIZE 1
741 #define MIN_ENVELOPE_YSIZE 1
742 #define MAX_ENVELOPE_XSIZE 30
743 #define MAX_ENVELOPE_YSIZE 20
744 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
745 #define MIN_CHANGE_PAGES 1
746 #define MAX_CHANGE_PAGES 32
747 #define MIN_ELEMENTS_IN_GROUP 1
748 #define MAX_ELEMENTS_IN_GROUP 16
750 /* values for elements with content */
751 #define MIN_ELEMENT_CONTENTS 1
752 #define STD_ELEMENT_CONTENTS 4
753 #define MAX_ELEMENT_CONTENTS 8
755 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
757 /* often used screen positions */
760 #define REAL_SX (SX - 2)
761 #define REAL_SY (SY - 2)
769 #define TILEX TILESIZE
770 #define TILEY TILESIZE
771 #define MINI_TILESIZE (TILESIZE / 2)
772 #define MINI_TILEX MINI_TILESIZE
773 #define MINI_TILEY MINI_TILESIZE
774 #define MICRO_TILESIZE (TILESIZE / 8)
775 #define MICRO_TILEX MICRO_TILESIZE
776 #define MICRO_TILEY MICRO_TILESIZE
777 #define MIDPOSX (SCR_FIELDX / 2)
778 #define MIDPOSY (SCR_FIELDY / 2)
779 #define SXSIZE (SCR_FIELDX * TILEX)
780 #define SYSIZE (SCR_FIELDY * TILEY)
781 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
782 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
785 #define VXSIZE DXSIZE
787 #define EXSIZE DXSIZE
788 #define EYSIZE (VYSIZE + 44)
789 #define FULL_SXSIZE (2 + SXSIZE + 2)
790 #define FULL_SYSIZE (2 + SYSIZE + 2)
791 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
792 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
793 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
794 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
795 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
796 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
799 /* score for elements */
803 #define SC_SPACESHIP 3
808 #define SC_DYNAMITE 8
810 #define SC_TIME_BONUS 10
811 #define SC_CRYSTAL 11
816 /* "real" level file elements */
817 #define EL_UNDEFINED -1
819 #define EL_EMPTY_SPACE 0
820 #define EL_EMPTY EL_EMPTY_SPACE
823 #define EL_WALL_SLIPPERY 3
825 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
827 #define EL_EXIT_CLOSED 7
828 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
830 #define EL_SPACESHIP 10
833 #define EL_STEELWALL 13
834 #define EL_DIAMOND 14
835 #define EL_AMOEBA_DEAD 15
836 #define EL_QUICKSAND_EMPTY 16
837 #define EL_QUICKSAND_FULL 17
838 #define EL_AMOEBA_DROP 18
840 #define EL_MAGIC_WALL 20
841 #define EL_SPEED_PILL 21
843 #define EL_AMOEBA_WET 23
844 #define EL_AMOEBA_DRY 24
846 #define EL_GAME_OF_LIFE 26
847 #define EL_BIOMAZE 27
848 #define EL_DYNAMITE_ACTIVE 28
849 #define EL_STONEBLOCK 29
850 #define EL_ROBOT_WHEEL 30
851 #define EL_ROBOT_WHEEL_ACTIVE 31
860 #define EL_GATE_1_GRAY 40
861 #define EL_GATE_2_GRAY 41
862 #define EL_GATE_3_GRAY 42
863 #define EL_GATE_4_GRAY 43
864 #define EL_DYNAMITE 44
866 #define EL_INVISIBLE_WALL 46
868 #define EL_LAMP_ACTIVE 48
869 #define EL_WALL_EMERALD 49
870 #define EL_WALL_DIAMOND 50
871 #define EL_AMOEBA_FULL 51
872 #define EL_BD_AMOEBA 52
873 #define EL_TIME_ORB_FULL 53
874 #define EL_TIME_ORB_EMPTY 54
875 #define EL_EXPANDABLE_WALL 55
876 #define EL_BD_DIAMOND 56
877 #define EL_EMERALD_YELLOW 57
878 #define EL_WALL_BD_DIAMOND 58
879 #define EL_WALL_EMERALD_YELLOW 59
880 #define EL_DARK_YAMYAM 60
881 #define EL_BD_MAGIC_WALL 61
882 #define EL_INVISIBLE_STEELWALL 62
883 #define EL_SOKOBAN_FIELD_PLAYER 63
884 #define EL_DYNABOMB_INCREASE_NUMBER 64
885 #define EL_DYNABOMB_INCREASE_SIZE 65
886 #define EL_DYNABOMB_INCREASE_POWER 66
887 #define EL_SOKOBAN_OBJECT 67
888 #define EL_SOKOBAN_FIELD_EMPTY 68
889 #define EL_SOKOBAN_FIELD_FULL 69
890 #define EL_BD_BUTTERFLY_RIGHT 70
891 #define EL_BD_BUTTERFLY_UP 71
892 #define EL_BD_BUTTERFLY_LEFT 72
893 #define EL_BD_BUTTERFLY_DOWN 73
894 #define EL_BD_FIREFLY_RIGHT 74
895 #define EL_BD_FIREFLY_UP 75
896 #define EL_BD_FIREFLY_LEFT 76
897 #define EL_BD_FIREFLY_DOWN 77
898 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
899 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
900 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
901 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
902 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
903 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
904 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
905 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
906 #define EL_BD_BUTTERFLY 78
907 #define EL_BD_FIREFLY 79
908 #define EL_PLAYER_1 80
909 #define EL_PLAYER_2 81
910 #define EL_PLAYER_3 82
911 #define EL_PLAYER_4 83
912 #define EL_BUG_RIGHT 84
914 #define EL_BUG_LEFT 86
915 #define EL_BUG_DOWN 87
916 #define EL_SPACESHIP_RIGHT 88
917 #define EL_SPACESHIP_UP 89
918 #define EL_SPACESHIP_LEFT 90
919 #define EL_SPACESHIP_DOWN 91
920 #define EL_PACMAN_RIGHT 92
921 #define EL_PACMAN_UP 93
922 #define EL_PACMAN_LEFT 94
923 #define EL_PACMAN_DOWN 95
924 #define EL_EMERALD_RED 96
925 #define EL_EMERALD_PURPLE 97
926 #define EL_WALL_EMERALD_RED 98
927 #define EL_WALL_EMERALD_PURPLE 99
928 #define EL_ACID_POOL_TOPLEFT 100
929 #define EL_ACID_POOL_TOPRIGHT 101
930 #define EL_ACID_POOL_BOTTOMLEFT 102
931 #define EL_ACID_POOL_BOTTOM 103
932 #define EL_ACID_POOL_BOTTOMRIGHT 104
933 #define EL_BD_WALL 105
934 #define EL_BD_ROCK 106
935 #define EL_EXIT_OPEN 107
936 #define EL_BLACK_ORB 108
937 #define EL_AMOEBA_TO_DIAMOND 109
939 #define EL_PENGUIN 111
940 #define EL_SATELLITE 112
941 #define EL_ARROW_LEFT 113
942 #define EL_ARROW_RIGHT 114
943 #define EL_ARROW_UP 115
944 #define EL_ARROW_DOWN 116
946 #define EL_DRAGON 118
948 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
950 #define EL_CHAR_START 120
951 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
952 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
954 #include "conf_chr.h" /* include auto-generated data structure definitions */
956 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
957 #define EL_CHAR_END (EL_CHAR_START + 79)
959 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
961 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
962 #define EL_EXPANDABLE_WALL_VERTICAL 201
963 #define EL_EXPANDABLE_WALL_ANY 202
965 #define EL_EM_GATE_1 203
966 #define EL_EM_GATE_2 204
967 #define EL_EM_GATE_3 205
968 #define EL_EM_GATE_4 206
970 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
971 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
972 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
974 #define EL_SP_START 210
975 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
976 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
977 #define EL_SP_ZONK (EL_SP_START + 1)
978 #define EL_SP_BASE (EL_SP_START + 2)
979 #define EL_SP_MURPHY (EL_SP_START + 3)
980 #define EL_SP_INFOTRON (EL_SP_START + 4)
981 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
982 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
983 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
984 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
985 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
986 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
987 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
988 #define EL_SP_PORT_UP (EL_SP_START + 12)
989 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
990 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
991 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
992 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
993 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
994 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
995 #define EL_SP_TERMINAL (EL_SP_START + 19)
996 #define EL_SP_DISK_RED (EL_SP_START + 20)
997 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
998 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
999 #define EL_SP_PORT_ANY (EL_SP_START + 23)
1000 #define EL_SP_ELECTRON (EL_SP_START + 24)
1001 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
1002 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
1003 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
1004 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
1005 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
1006 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
1007 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
1008 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
1009 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
1010 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
1011 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
1012 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
1013 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
1014 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
1015 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
1016 #define EL_SP_END (EL_SP_START + 39)
1018 #define EL_EM_GATE_1_GRAY 250
1019 #define EL_EM_GATE_2_GRAY 251
1020 #define EL_EM_GATE_3_GRAY 252
1021 #define EL_EM_GATE_4_GRAY 253
1023 #define EL_UNUSED_254 254
1024 #define EL_UNUSED_255 255
1026 #define EL_PEARL 256
1027 #define EL_CRYSTAL 257
1028 #define EL_WALL_PEARL 258
1029 #define EL_WALL_CRYSTAL 259
1030 #define EL_DOOR_WHITE 260
1031 #define EL_DOOR_WHITE_GRAY 261
1032 #define EL_KEY_WHITE 262
1033 #define EL_SHIELD_NORMAL 263
1034 #define EL_EXTRA_TIME 264
1035 #define EL_SWITCHGATE_OPEN 265
1036 #define EL_SWITCHGATE_CLOSED 266
1037 #define EL_SWITCHGATE_SWITCH_UP 267
1038 #define EL_SWITCHGATE_SWITCH_DOWN 268
1040 #define EL_UNUSED_269 269
1041 #define EL_UNUSED_270 270
1043 #define EL_CONVEYOR_BELT_1_LEFT 271
1044 #define EL_CONVEYOR_BELT_1_MIDDLE 272
1045 #define EL_CONVEYOR_BELT_1_RIGHT 273
1046 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
1047 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
1048 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
1049 #define EL_CONVEYOR_BELT_2_LEFT 277
1050 #define EL_CONVEYOR_BELT_2_MIDDLE 278
1051 #define EL_CONVEYOR_BELT_2_RIGHT 279
1052 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
1053 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
1054 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
1055 #define EL_CONVEYOR_BELT_3_LEFT 283
1056 #define EL_CONVEYOR_BELT_3_MIDDLE 284
1057 #define EL_CONVEYOR_BELT_3_RIGHT 285
1058 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
1059 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
1060 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
1061 #define EL_CONVEYOR_BELT_4_LEFT 289
1062 #define EL_CONVEYOR_BELT_4_MIDDLE 290
1063 #define EL_CONVEYOR_BELT_4_RIGHT 291
1064 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
1065 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1066 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1067 #define EL_LANDMINE 295
1068 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1069 #define EL_LIGHT_SWITCH 297
1070 #define EL_LIGHT_SWITCH_ACTIVE 298
1071 #define EL_SIGN_EXCLAMATION 299
1072 #define EL_SIGN_RADIOACTIVITY 300
1073 #define EL_SIGN_STOP 301
1074 #define EL_SIGN_WHEELCHAIR 302
1075 #define EL_SIGN_PARKING 303
1076 #define EL_SIGN_ONEWAY 304
1077 #define EL_SIGN_HEART 305
1078 #define EL_SIGN_TRIANGLE 306
1079 #define EL_SIGN_ROUND 307
1080 #define EL_SIGN_EXIT 308
1081 #define EL_SIGN_YINYANG 309
1082 #define EL_SIGN_OTHER 310
1083 #define EL_MOLE_LEFT 311
1084 #define EL_MOLE_RIGHT 312
1085 #define EL_MOLE_UP 313
1086 #define EL_MOLE_DOWN 314
1087 #define EL_STEELWALL_SLIPPERY 315
1088 #define EL_INVISIBLE_SAND 316
1089 #define EL_DX_UNKNOWN_15 317
1090 #define EL_DX_UNKNOWN_42 318
1092 #define EL_UNUSED_319 319
1093 #define EL_UNUSED_320 320
1095 #define EL_SHIELD_DEADLY 321
1096 #define EL_TIMEGATE_OPEN 322
1097 #define EL_TIMEGATE_CLOSED 323
1098 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1099 #define EL_TIMEGATE_SWITCH 325
1101 #define EL_BALLOON 326
1102 #define EL_BALLOON_SWITCH_LEFT 327
1103 #define EL_BALLOON_SWITCH_RIGHT 328
1104 #define EL_BALLOON_SWITCH_UP 329
1105 #define EL_BALLOON_SWITCH_DOWN 330
1106 #define EL_BALLOON_SWITCH_ANY 331
1108 #define EL_EMC_STEELWALL_1 332
1109 #define EL_EMC_STEELWALL_2 333
1110 #define EL_EMC_STEELWALL_3 334
1111 #define EL_EMC_STEELWALL_4 335
1112 #define EL_EMC_WALL_1 336
1113 #define EL_EMC_WALL_2 337
1114 #define EL_EMC_WALL_3 338
1115 #define EL_EMC_WALL_4 339
1116 #define EL_EMC_WALL_5 340
1117 #define EL_EMC_WALL_6 341
1118 #define EL_EMC_WALL_7 342
1119 #define EL_EMC_WALL_8 343
1121 #define EL_TUBE_ANY 344
1122 #define EL_TUBE_VERTICAL 345
1123 #define EL_TUBE_HORIZONTAL 346
1124 #define EL_TUBE_VERTICAL_LEFT 347
1125 #define EL_TUBE_VERTICAL_RIGHT 348
1126 #define EL_TUBE_HORIZONTAL_UP 349
1127 #define EL_TUBE_HORIZONTAL_DOWN 350
1128 #define EL_TUBE_LEFT_UP 351
1129 #define EL_TUBE_LEFT_DOWN 352
1130 #define EL_TUBE_RIGHT_UP 353
1131 #define EL_TUBE_RIGHT_DOWN 354
1132 #define EL_SPRING 355
1134 #define EL_DX_SUPABOMB 357
1136 #define EL_UNUSED_358 358
1137 #define EL_UNUSED_359 359
1139 /* ---------- begin of custom elements section ----------------------------- */
1140 #define EL_CUSTOM_START 360
1142 #include "conf_cus.h" /* include auto-generated data structure definitions */
1144 #define NUM_CUSTOM_ELEMENTS 256
1145 #define EL_CUSTOM_END 615
1146 /* ---------- end of custom elements section ------------------------------- */
1148 #define EL_EM_KEY_1 616
1149 #define EL_EM_KEY_2 617
1150 #define EL_EM_KEY_3 618
1151 #define EL_EM_KEY_4 619
1152 #define EL_ENVELOPE_1 620
1153 #define EL_ENVELOPE_2 621
1154 #define EL_ENVELOPE_3 622
1155 #define EL_ENVELOPE_4 623
1157 /* ---------- begin of group elements section ------------------------------ */
1158 #define EL_GROUP_START 624
1160 #include "conf_grp.h" /* include auto-generated data structure definitions */
1162 #define NUM_GROUP_ELEMENTS 32
1163 #define EL_GROUP_END 655
1164 /* ---------- end of custom elements section ------------------------------- */
1166 #define EL_UNKNOWN 656
1167 #define EL_TRIGGER_ELEMENT 657
1168 #define EL_TRIGGER_PLAYER 658
1170 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1171 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1172 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1173 #define EL_SP_GRAVITY_ON_PORT_UP 662
1174 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1175 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1176 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1177 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1180 /* the following EMC style elements are currently not implemented in R'n'D */
1181 #define EL_BALLOON_SWITCH_NONE 667
1182 #define EL_EMC_GATE_5 668
1183 #define EL_EMC_GATE_6 669
1184 #define EL_EMC_GATE_7 670
1185 #define EL_EMC_GATE_8 671
1186 #define EL_EMC_GATE_5_GRAY 672
1187 #define EL_EMC_GATE_6_GRAY 673
1188 #define EL_EMC_GATE_7_GRAY 674
1189 #define EL_EMC_GATE_8_GRAY 675
1190 #define EL_EMC_KEY_5 676
1191 #define EL_EMC_KEY_6 677
1192 #define EL_EMC_KEY_7 678
1193 #define EL_EMC_KEY_8 679
1194 #define EL_EMC_ANDROID 680
1195 #define EL_EMC_GRASS 681
1196 #define EL_EMC_MAGIC_BALL 682
1197 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1198 #define EL_EMC_MAGIC_BALL_SWITCH 684
1199 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1200 #define EL_EMC_SPRING_BUMPER 686
1201 #define EL_EMC_PLANT 687
1202 #define EL_EMC_LENSES 688
1203 #define EL_EMC_MAGNIFIER 689
1204 #define EL_EMC_WALL_9 690
1205 #define EL_EMC_WALL_10 691
1206 #define EL_EMC_WALL_11 692
1207 #define EL_EMC_WALL_12 693
1208 #define EL_EMC_WALL_13 694
1209 #define EL_EMC_WALL_14 695
1210 #define EL_EMC_WALL_15 696
1211 #define EL_EMC_WALL_16 697
1212 #define EL_EMC_WALL_SLIPPERY_1 698
1213 #define EL_EMC_WALL_SLIPPERY_2 699
1214 #define EL_EMC_WALL_SLIPPERY_3 700
1215 #define EL_EMC_WALL_SLIPPERY_4 701
1216 #define EL_EMC_FAKE_GRASS 702
1217 #define EL_EMC_FAKE_ACID 703
1218 #define EL_EMC_DRIPPER 704
1220 #define NUM_FILE_ELEMENTS 705
1223 /* "real" (and therefore drawable) runtime elements */
1224 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1226 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1227 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1228 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1229 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1230 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1231 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1232 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1233 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1234 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1235 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1236 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1237 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1238 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1239 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1240 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1241 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1242 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1243 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1244 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1245 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1246 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1247 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1248 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1249 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1250 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1251 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1252 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1253 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1254 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1255 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1256 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1257 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1258 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1259 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1260 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1261 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1262 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1263 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1264 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1265 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1266 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1267 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1268 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1269 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1270 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1271 #define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
1272 #define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
1273 #define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 47)
1274 #define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 48)
1275 #define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 49)
1276 #define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 50)
1277 #define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 51)
1278 #define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 52)
1279 #define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 53)
1280 #define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 54)
1281 #define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 55)
1282 #define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
1283 #define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
1284 #define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
1286 /* "unreal" (and therefore not drawable) runtime elements */
1287 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 59)
1289 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1290 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1291 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1292 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1293 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1294 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1295 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1296 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1297 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1298 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1299 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1300 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1301 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1302 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1303 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1304 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1305 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1306 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1307 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18)
1309 /* dummy elements (never used as game elements, only used as graphics) */
1310 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 19)
1312 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1313 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1314 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1315 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1316 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1317 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1318 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1319 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1320 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1321 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1322 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1323 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1324 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1325 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1326 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1327 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1328 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1329 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1330 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1331 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1332 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1333 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1334 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1335 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1336 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1338 /* internal elements (only used for internal purposes like copying) */
1339 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1341 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1342 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1343 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1344 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1346 #define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
1347 #define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
1348 #define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
1349 #define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
1350 #define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
1351 #define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
1352 #define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
1353 #define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
1354 #define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
1355 #define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
1356 #define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
1357 #define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
1358 #define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
1359 #define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
1360 #define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
1361 #define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
1362 #define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
1363 #define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
1364 #define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 22)
1365 #define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 23)
1366 #define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 24)
1367 #define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 25)
1368 #define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 26)
1369 #define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 27)
1370 #define EL_INTERNAL_CASCADE_GENERIC (EL_FIRST_INTERNAL + 28)
1371 #define EL_INTERNAL_CASCADE_GENERIC_ACTIVE (EL_FIRST_INTERNAL + 29)
1372 #define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 30)
1373 #define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 31)
1375 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1376 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1377 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1378 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 31)
1380 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 32)
1383 /* values for graphics/sounds action types */
1384 #define ACTION_DEFAULT 0
1385 #define ACTION_WAITING 1
1386 #define ACTION_FALLING 2
1387 #define ACTION_MOVING 3
1388 #define ACTION_DIGGING 4
1389 #define ACTION_SNAPPING 5
1390 #define ACTION_COLLECTING 6
1391 #define ACTION_DROPPING 7
1392 #define ACTION_PUSHING 8
1393 #define ACTION_WALKING 9
1394 #define ACTION_PASSING 10
1395 #define ACTION_IMPACT 11
1396 #define ACTION_BREAKING 12
1397 #define ACTION_ACTIVATING 13
1398 #define ACTION_DEACTIVATING 14
1399 #define ACTION_OPENING 15
1400 #define ACTION_CLOSING 16
1401 #define ACTION_ATTACKING 17
1402 #define ACTION_GROWING 18
1403 #define ACTION_SHRINKING 19
1404 #define ACTION_ACTIVE 20
1405 #define ACTION_FILLING 21
1406 #define ACTION_EMPTYING 22
1407 #define ACTION_CHANGING 23
1408 #define ACTION_EXPLODING 24
1409 #define ACTION_BORING 25
1410 #define ACTION_BORING_1 26
1411 #define ACTION_BORING_2 27
1412 #define ACTION_BORING_3 28
1413 #define ACTION_BORING_4 29
1414 #define ACTION_BORING_5 30
1415 #define ACTION_BORING_6 31
1416 #define ACTION_BORING_7 32
1417 #define ACTION_BORING_8 33
1418 #define ACTION_BORING_9 34
1419 #define ACTION_BORING_10 35
1420 #define ACTION_SLEEPING 36
1421 #define ACTION_SLEEPING_1 37
1422 #define ACTION_SLEEPING_2 38
1423 #define ACTION_SLEEPING_3 39
1424 #define ACTION_AWAKENING 40
1425 #define ACTION_DYING 41
1426 #define ACTION_TURNING 42
1427 #define ACTION_TURNING_FROM_LEFT 43
1428 #define ACTION_TURNING_FROM_RIGHT 44
1429 #define ACTION_TURNING_FROM_UP 45
1430 #define ACTION_TURNING_FROM_DOWN 46
1431 #define ACTION_SMASHED_BY_ROCK 47
1432 #define ACTION_SMASHED_BY_SPRING 48
1433 #define ACTION_SLURPED_BY_SPRING 49
1434 #define ACTION_TWINKLING 50
1435 #define ACTION_SPLASHING 51
1436 #define ACTION_PAGE_1 52
1437 #define ACTION_PAGE_2 53
1438 #define ACTION_PAGE_3 54
1439 #define ACTION_PAGE_4 55
1440 #define ACTION_PAGE_5 56
1441 #define ACTION_PAGE_6 57
1442 #define ACTION_PAGE_7 58
1443 #define ACTION_PAGE_8 59
1444 #define ACTION_PAGE_9 60
1445 #define ACTION_PAGE_10 61
1446 #define ACTION_PAGE_11 62
1447 #define ACTION_PAGE_12 63
1448 #define ACTION_PAGE_13 64
1449 #define ACTION_PAGE_14 65
1450 #define ACTION_PAGE_15 66
1451 #define ACTION_PAGE_16 67
1452 #define ACTION_PAGE_17 68
1453 #define ACTION_PAGE_18 69
1454 #define ACTION_PAGE_19 70
1455 #define ACTION_PAGE_20 71
1456 #define ACTION_PAGE_21 72
1457 #define ACTION_PAGE_22 73
1458 #define ACTION_PAGE_23 74
1459 #define ACTION_PAGE_24 75
1460 #define ACTION_PAGE_25 76
1461 #define ACTION_PAGE_26 77
1462 #define ACTION_PAGE_27 78
1463 #define ACTION_PAGE_28 79
1464 #define ACTION_PAGE_29 80
1465 #define ACTION_PAGE_30 81
1466 #define ACTION_PAGE_31 82
1467 #define ACTION_PAGE_32 83
1468 #define ACTION_OTHER 84
1470 #define NUM_ACTIONS 85
1472 #define ACTION_BORING_LAST ACTION_BORING_10
1473 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1476 /* values for special image configuration suffixes (must match game mode) */
1477 #define GFX_SPECIAL_ARG_DEFAULT 0
1478 #define GFX_SPECIAL_ARG_MAIN 1
1479 #define GFX_SPECIAL_ARG_LEVELS 2
1480 #define GFX_SPECIAL_ARG_SCORES 3
1481 #define GFX_SPECIAL_ARG_EDITOR 4
1482 #define GFX_SPECIAL_ARG_INFO 5
1483 #define GFX_SPECIAL_ARG_SETUP 6
1484 #define GFX_SPECIAL_ARG_PLAYING 7
1485 #define GFX_SPECIAL_ARG_DOOR 8
1486 #define GFX_SPECIAL_ARG_PREVIEW 9
1487 #define GFX_SPECIAL_ARG_CRUMBLED 10
1489 #define NUM_SPECIAL_GFX_ARGS 11
1492 /* values for image configuration suffixes */
1495 #define GFX_ARG_XPOS 2
1496 #define GFX_ARG_YPOS 3
1497 #define GFX_ARG_WIDTH 4
1498 #define GFX_ARG_HEIGHT 5
1499 #define GFX_ARG_VERTICAL 6
1500 #define GFX_ARG_OFFSET 7
1501 #define GFX_ARG_XOFFSET 8
1502 #define GFX_ARG_YOFFSET 9
1503 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1504 #define GFX_ARG_2ND_VERTICAL 11
1505 #define GFX_ARG_2ND_OFFSET 12
1506 #define GFX_ARG_2ND_XOFFSET 13
1507 #define GFX_ARG_2ND_YOFFSET 14
1508 #define GFX_ARG_2ND_SWAP_TILES 15
1509 #define GFX_ARG_FRAMES 16
1510 #define GFX_ARG_FRAMES_PER_LINE 17
1511 #define GFX_ARG_START_FRAME 18
1512 #define GFX_ARG_DELAY 19
1513 #define GFX_ARG_ANIM_MODE 20
1514 #define GFX_ARG_GLOBAL_SYNC 21
1515 #define GFX_ARG_CRUMBLED_LIKE 22
1516 #define GFX_ARG_DIGGABLE_LIKE 23
1517 #define GFX_ARG_BORDER_SIZE 24
1518 #define GFX_ARG_STEP_OFFSET 25
1519 #define GFX_ARG_STEP_DELAY 26
1520 #define GFX_ARG_DIRECTION 27
1521 #define GFX_ARG_POSITION 28
1522 #define GFX_ARG_DRAW_XOFFSET 29
1523 #define GFX_ARG_DRAW_YOFFSET 30
1524 #define GFX_ARG_DRAW_MASKED 31
1525 #define GFX_ARG_ANIM_DELAY_FIXED 32
1526 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1527 #define GFX_ARG_POST_DELAY_FIXED 34
1528 #define GFX_ARG_POST_DELAY_RANDOM 35
1529 #define GFX_ARG_NAME 36
1530 #define GFX_ARG_SCALE_UP_FACTOR 37
1531 #define GFX_ARG_CLONE_FROM 38
1533 #define NUM_GFX_ARGS 39
1536 /* values for sound configuration suffixes */
1537 #define SND_ARG_MODE_LOOP 0
1538 #define SND_ARG_VOLUME 1
1539 #define SND_ARG_PRIORITY 2
1541 #define NUM_SND_ARGS 3
1544 /* values for music configuration suffixes */
1545 #define MUS_ARG_MODE_LOOP 0
1547 #define NUM_MUS_ARGS 1
1550 /* values for font configuration */
1551 #define FONT_INITIAL_1 0
1552 #define FONT_INITIAL_2 1
1553 #define FONT_INITIAL_3 2
1554 #define FONT_INITIAL_4 3
1555 #define FONT_TITLE_1 4
1556 #define FONT_TITLE_2 5
1557 #define FONT_MENU_1 6
1558 #define FONT_MENU_2 7
1559 #define FONT_TEXT_1_ACTIVE 8
1560 #define FONT_TEXT_2_ACTIVE 9
1561 #define FONT_TEXT_3_ACTIVE 10
1562 #define FONT_TEXT_4_ACTIVE 11
1563 #define FONT_TEXT_1 12
1564 #define FONT_TEXT_2 13
1565 #define FONT_TEXT_3 14
1566 #define FONT_TEXT_4 15
1567 #define FONT_ENVELOPE_1 16
1568 #define FONT_ENVELOPE_2 17
1569 #define FONT_ENVELOPE_3 18
1570 #define FONT_ENVELOPE_4 19
1571 #define FONT_INPUT_1_ACTIVE 20
1572 #define FONT_INPUT_2_ACTIVE 21
1573 #define FONT_INPUT_1 22
1574 #define FONT_INPUT_2 23
1575 #define FONT_OPTION_OFF 24
1576 #define FONT_OPTION_ON 25
1577 #define FONT_VALUE_1 26
1578 #define FONT_VALUE_2 27
1579 #define FONT_VALUE_OLD 28
1580 #define FONT_LEVEL_NUMBER 29
1581 #define FONT_TAPE_RECORDER 30
1582 #define FONT_GAME_INFO 31
1584 #define NUM_FONTS 32
1585 #define NUM_INITIAL_FONTS 4
1587 /* values for game_status (must match special image configuration suffixes) */
1588 #define GAME_MODE_DEFAULT 0
1589 #define GAME_MODE_MAIN 1
1590 #define GAME_MODE_LEVELS 2
1591 #define GAME_MODE_SCORES 3
1592 #define GAME_MODE_EDITOR 4
1593 #define GAME_MODE_INFO 5
1594 #define GAME_MODE_SETUP 6
1595 #define GAME_MODE_PLAYING 7
1596 #define GAME_MODE_PSEUDO_DOOR 8
1597 #define GAME_MODE_PSEUDO_PREVIEW 9
1598 #define GAME_MODE_PSEUDO_CRUMBLED 10
1600 /* there are no special config file suffixes for these modes */
1601 #define GAME_MODE_PSEUDO_TYPENAME 11
1602 #define GAME_MODE_QUIT 12
1604 /* special definitions currently only used for custom artwork configuration */
1605 #define MUSIC_PREFIX_BACKGROUND 0
1606 #define NUM_MUSIC_PREFIXES 1
1607 #define MAX_LEVELS 1000
1609 /* definitions for demo animation lists */
1610 #define HELPANIM_LIST_NEXT -1
1611 #define HELPANIM_LIST_END -999
1614 /* program information and versioning definitions */
1615 #define PROGRAM_VERSION_MAJOR 3
1616 #define PROGRAM_VERSION_MINOR 2
1617 #define PROGRAM_VERSION_PATCH 0
1618 #define PROGRAM_VERSION_BUILD 7
1620 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1621 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1622 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
1624 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1625 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1626 #define FILENAME_PREFIX "Rocks"
1628 #if defined(PLATFORM_UNIX)
1629 #define USERDATA_DIRECTORY ".rocksndiamonds"
1630 #elif defined(PLATFORM_WIN32)
1631 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1633 #define USERDATA_DIRECTORY "userdata"
1636 #define X11_ICON_FILENAME "rocks_icon.xbm"
1637 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1638 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1640 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1641 ** currently supported/known file version numbers:
1643 ** 1.2 (still in use)
1644 ** 1.4 (still in use)
1647 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1648 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1649 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1650 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1652 /* file version does not change for every program version, but is changed
1653 when new features are introduced that are incompatible with older file
1654 versions, so that they can be treated accordingly */
1655 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1657 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1658 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1659 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1660 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1662 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1663 PROGRAM_VERSION_MINOR, \
1664 PROGRAM_VERSION_PATCH, \
1665 PROGRAM_VERSION_BUILD)
1667 /* values for game_emulation */
1669 #define EMU_BOULDERDASH 1
1670 #define EMU_SOKOBAN 2
1671 #define EMU_SUPAPLEX 3
1673 /* values for level file type identifier */
1674 #define LEVEL_FILE_TYPE_UNKNOWN 0
1675 #define LEVEL_FILE_TYPE_RND 1
1676 #define LEVEL_FILE_TYPE_BD 2
1677 #define LEVEL_FILE_TYPE_EM 3
1678 #define LEVEL_FILE_TYPE_SP 4
1679 #define LEVEL_FILE_TYPE_DX 5
1680 #define LEVEL_FILE_TYPE_SB 6
1681 #define LEVEL_FILE_TYPE_DC 7
1683 #define NUM_LEVEL_FILE_TYPES 8
1685 /* values for game engine type identifier */
1686 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1687 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1688 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1690 #define NUM_ENGINE_TYPES 3
1695 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1696 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1698 int scrollbar_xoffset;
1700 int list_size[NUM_SPECIAL_GFX_ARGS];
1702 int sound[NUM_SPECIAL_GFX_ARGS];
1703 int music[NUM_SPECIAL_GFX_ARGS];
1715 char Name[MAX_PLAYER_NAME_LEN + 1];
1726 boolean present; /* player present in level playfield */
1727 boolean connected; /* player connected (locally or via network) */
1728 boolean active; /* player present and connected */
1730 int index_nr; /* player number (0 to 3) */
1731 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1732 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1733 int client_nr; /* network client identifier */
1735 byte action; /* action from local input device */
1736 byte effective_action; /* action acknowledged from network server
1737 or summarized over all configured input
1738 devices when in single player mode */
1739 byte programmed_action; /* action forced by game itself (like moving
1740 through doors); overrides other actions */
1742 int jx, jy, last_jx, last_jy;
1743 int MovDir, MovPos, GfxDir, GfxPos;
1744 int Frame, StepFrame;
1749 int artwork_element;
1751 boolean block_last_field;
1752 int block_delay_adjustment; /* needed for different engine versions */
1754 boolean can_fall_into_acid;
1756 boolean LevelSolved, GameOver;
1762 boolean is_auto_moving;
1764 boolean is_snapping;
1765 boolean is_collecting;
1767 boolean is_switching;
1768 boolean is_dropping;
1771 boolean is_sleeping;
1773 boolean cannot_move;
1775 int frame_counter_bored;
1776 int frame_counter_sleeping;
1778 int anim_delay_counter;
1779 int post_delay_counter;
1781 int action_waiting, last_action_waiting;
1782 int special_action_bored;
1783 int special_action_sleeping;
1785 int num_special_action_bored;
1786 int num_special_action_sleeping;
1788 int switch_x, switch_y;
1794 int move_delay_value;
1795 int move_delay_value_next;
1796 int move_delay_reset_counter;
1799 int push_delay_value;
1801 unsigned long actual_frame_counter;
1808 int gems_still_needed;
1809 int sokobanfields_still_needed;
1810 int lights_still_needed;
1811 int friends_still_needed;
1812 int key[MAX_NUM_KEYS];
1813 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1814 int shield_normal_time_left;
1815 int shield_deadly_time_left;
1817 int inventory_element[MAX_INVENTORY_SIZE];
1818 int inventory_infinite_element;
1824 int music[MAX_LEVELS];
1827 struct LevelFileInfo
1838 struct LevelFileInfo file_info;
1840 int game_engine_type;
1842 /* level stored in native format for the alternative native game engines */
1843 struct LevelInfo_EM *native_em_level;
1845 int file_version; /* file format version the level is stored with */
1846 int game_version; /* game release version the level was created with */
1848 boolean encoding_16bit_field; /* level contains 16-bit elements */
1849 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1850 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1854 int time; /* available time (seconds) */
1857 char name[MAX_LEVEL_NAME_LEN + 1];
1858 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1860 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1861 int envelope_xsize[4], envelope_ysize[4];
1863 int score[LEVEL_SCORE_ELEMENTS];
1865 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1866 int num_yamyam_contents;
1871 int game_of_life[4];
1874 int time_magic_wall;
1879 int shield_normal_time;
1880 int shield_deadly_time;
1885 int extra_time_score;
1887 int start_element[MAX_PLAYERS];
1888 boolean use_start_element[MAX_PLAYERS];
1890 int artwork_element[MAX_PLAYERS];
1891 boolean use_artwork_element[MAX_PLAYERS];
1893 int explosion_element[MAX_PLAYERS];
1894 boolean use_explosion_element[MAX_PLAYERS];
1897 /* values for the new EMC elements */
1898 int android_move_time;
1899 int android_clone_time;
1900 boolean ball_random;
1901 boolean ball_state_initial;
1908 int wind_direction_initial;
1910 struct Content ball_content[MAX_ELEMENT_CONTENTS];
1911 int num_ball_contents;
1913 boolean android_array[16];
1916 int can_move_into_acid_bits; /* bitfield to store property for elements */
1917 int dont_collide_with_bits; /* bitfield to store property for elements */
1919 boolean double_speed;
1920 boolean initial_gravity;
1921 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1922 boolean use_spring_bug; /* for compatibility with old levels */
1923 boolean use_time_orb_bug; /* for compatibility with old levels */
1924 boolean instant_relocation; /* no visual delay when relocating player */
1925 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1926 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1928 boolean block_snap_field; /* snapping blocks field to show animation */
1929 boolean block_last_field; /* player blocks previous field while moving */
1930 boolean sp_block_last_field; /* player blocks previous field while moving */
1932 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1933 int use_step_counter; /* count steps instead of seconds for level */
1935 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1937 boolean use_custom_template; /* use custom properties from template file */
1939 boolean no_valid_file; /* set when level file missing or invalid */
1941 boolean changed; /* set when level was changed in the editor */
1946 int file_version; /* file format version the tape is stored with */
1947 int game_version; /* game release version the tape was created with */
1948 int engine_version; /* game engine version the tape was recorded with */
1950 char *level_identifier;
1952 unsigned long random_seed;
1954 unsigned long counter;
1955 unsigned long length;
1956 unsigned long length_seconds;
1957 unsigned int delay_played;
1958 boolean pause_before_death;
1959 boolean recording, playing, pausing;
1960 boolean fast_forward;
1961 boolean warp_forward;
1962 boolean deactivate_display;
1964 boolean auto_play_level_solved;
1965 boolean quick_resume;
1966 boolean single_step;
1968 boolean player_participates[MAX_PLAYERS];
1969 int num_participating_players;
1973 byte action[MAX_PLAYERS];
1975 } pos[MAX_TAPE_LEN];
1977 boolean no_valid_file; /* set when tape file missing or invalid */
1982 /* values for engine initialization */
1983 int default_push_delay_fixed;
1984 int default_push_delay_random;
1986 /* constant within running game */
1989 int initial_move_delay;
1990 int initial_move_delay_value;
1991 int initial_push_delay_value;
1993 /* flags to handle bugs in and changes between different engine versions */
1994 /* (for the latest engine version, these flags should always be "FALSE") */
1995 boolean use_change_when_pushing_bug;
1996 boolean use_block_last_field_bug;
1997 boolean max_num_changes_per_frame;
1998 boolean use_reverse_scan_direction;
2000 /* variable within running game */
2001 int yamyam_content_nr;
2002 boolean magic_wall_active;
2003 int magic_wall_time_left;
2004 int light_time_left;
2005 int timegate_time_left;
2011 boolean explosions_delayed;
2012 boolean envelope_active;
2015 /* values for the new EMC elements */
2016 int lenses_time_left;
2017 int magnify_time_left;
2020 /* values for player idle animation (no effect on engine) */
2021 int player_boring_delay_fixed;
2022 int player_boring_delay_random;
2023 int player_sleeping_delay_fixed;
2024 int player_sleeping_delay_random;
2026 /* values for special game initialization control */
2027 boolean restart_level;
2032 char *autoplay_leveldir;
2033 int autoplay_level[MAX_TAPES_PER_SET];
2034 boolean autoplay_all;
2036 char *convert_leveldir;
2037 int convert_level_nr;
2041 float frames_per_second;
2042 boolean fps_slowdown;
2043 int fps_slowdown_factor;
2046 struct ElementChangeInfo
2048 boolean can_change; /* use or ignore this change info */
2050 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
2052 int trigger_player; /* player triggering change */
2053 int trigger_side; /* side triggering change */
2054 int trigger_page; /* page triggering change */
2056 int target_element; /* target element after change */
2058 int delay_fixed; /* added frame delay before changed (fixed) */
2059 int delay_random; /* added frame delay before changed (random) */
2060 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
2062 int trigger_element; /* element triggering change */
2064 struct Content target_content;/* elements for extended change target */
2065 boolean use_target_content; /* use extended change target */
2066 boolean only_if_complete; /* only use complete target content */
2067 boolean use_random_replace; /* use random value for replacing elements */
2068 int random_percentage; /* random value for replacing elements */
2069 int replace_when; /* type of elements that can be replaced */
2071 boolean explode; /* explode instead of change */
2073 boolean has_action; /* execute action on specified condition */
2074 int action_type; /* type of action */
2075 int action_mode; /* mode of action */
2076 int action_arg; /* parameter of action */
2078 /* ---------- internal values used at runtime when playing ---------- */
2080 /* functions that are called before, while and after the change of an
2081 element -- currently only used for non-custom elements */
2082 void (*pre_change_function)(int x, int y);
2083 void (*change_function)(int x, int y);
2084 void (*post_change_function)(int x, int y);
2086 short actual_trigger_element; /* element that actually triggered change */
2087 int actual_trigger_side; /* element side that triggered the change */
2088 int actual_trigger_player; /* player which actually triggered change */
2089 int actual_trigger_ce_value; /* CE value of element that triggered change */
2091 boolean can_change_or_has_action; /* can_change | has_action */
2093 /* ---------- internal values used in level editor ---------- */
2095 int direct_action; /* change triggered by actions on element */
2096 int other_action; /* change triggered by other element actions */
2099 struct ElementGroupInfo
2101 int num_elements; /* number of elements in this group */
2102 int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
2104 int choice_mode; /* how to choose element from group */
2106 /* ---------- internal values used at runtime when playing ---------- */
2108 /* the following is the same as above, but with recursively resolved group
2109 elements (group elements may also contain further group elements!) */
2110 int num_elements_resolved;
2111 short element_resolved[NUM_FILE_ELEMENTS];
2113 int choice_pos; /* current element choice position */
2116 struct ElementNameInfo
2118 /* ---------- token and description strings ---------- */
2120 char *token_name; /* element token used in config files */
2121 char *class_name; /* element class used in config files */
2122 char *editor_description; /* pre-defined description for level editor */
2127 /* ---------- token and description strings ---------- */
2129 char *token_name; /* element token used in config files */
2130 char *class_name; /* element class used in config files */
2131 char *editor_description; /* pre-defined description for level editor */
2132 char *custom_description; /* alternative description from config file */
2133 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2135 /* ---------- graphic and sound definitions ---------- */
2137 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2138 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
2139 /* special graphics for left/right/up/down */
2141 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2142 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
2143 /* crumbled graphics for left/right/up/down */
2145 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2146 /* special graphics for certain screens */
2148 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2150 /* ---------- special element property values ---------- */
2152 boolean use_gfx_element; /* use custom graphic element */
2153 int gfx_element; /* optional custom graphic element */
2155 int access_direction; /* accessible from which direction */
2157 int collect_score_initial; /* initial score value for collecting */
2158 int collect_count_initial; /* initial count value for collecting */
2160 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2161 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2162 boolean use_last_ce_value; /* use value from element before change */
2164 int push_delay_fixed; /* constant delay before pushing */
2165 int push_delay_random; /* additional random delay before pushing */
2166 int drop_delay_fixed; /* constant delay after dropping */
2167 int drop_delay_random; /* additional random delay after dropping */
2168 int move_delay_fixed; /* constant delay after moving */
2169 int move_delay_random; /* additional random delay after moving */
2171 int move_pattern; /* direction movable element moves to */
2172 int move_direction_initial; /* initial direction element moves to */
2173 int move_stepsize; /* step size element moves with */
2175 int move_enter_element; /* element that can be entered (and removed) */
2176 int move_leave_element; /* element that can be left behind */
2177 int move_leave_type; /* change (limited) or leave (unlimited) */
2179 int slippery_type; /* how/where other elements slip away */
2181 struct Content content; /* new elements after explosion */
2183 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2184 int explosion_delay; /* duration of explosion of this element */
2185 int ignition_delay; /* delay for explosion by other explosion */
2187 struct ElementChangeInfo *change_page; /* actual list of change pages */
2188 struct ElementChangeInfo *change; /* pointer to current change page */
2190 int num_change_pages; /* actual number of change pages */
2191 int current_change_page; /* currently edited change page */
2193 struct ElementGroupInfo *group; /* pointer to element group info */
2195 /* ---------- internal values used at runtime when playing ---------- */
2197 boolean has_change_event[NUM_CHANGE_EVENTS];
2199 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2200 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2202 boolean in_group[NUM_GROUP_ELEMENTS];
2204 int collect_score; /* runtime score value for collecting */
2206 /* ---------- internal values used in level editor ---------- */
2208 int access_type; /* walkable or passable */
2209 int access_layer; /* accessible over/inside/under */
2210 int access_protected; /* protection against deadly elements */
2211 int walk_to_action; /* diggable/collectible/pushable */
2212 int smash_targets; /* can smash player/enemies/everything */
2213 int deadliness; /* deadly when running/colliding/touching */
2215 boolean can_explode_by_fire; /* element explodes by fire */
2216 boolean can_explode_smashed; /* element explodes when smashed */
2217 boolean can_explode_impact; /* element explodes on impact */
2219 boolean modified_settings; /* set for all modified custom elements */
2224 char *token_name; /* font token used in config files */
2226 int graphic; /* default graphic for this font */
2227 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2228 /* special graphics for certain screens */
2229 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2230 /* internal bitmap ID for special graphics */
2236 int src_image_width; /* scaled bitmap size, but w/o small images */
2237 int src_image_height; /* scaled bitmap size, but w/o small images */
2239 int src_x, src_y; /* start position of animation frames */
2240 int width, height; /* width/height of each animation frame */
2241 int offset_x, offset_y; /* x/y offset to next animation frame */
2242 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2243 boolean double_movement; /* animation has second movement tile */
2244 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2246 int anim_frames_per_line;
2247 int anim_start_frame;
2248 int anim_delay; /* important: delay of 1 means "no delay"! */
2250 boolean anim_global_sync;
2251 int crumbled_like; /* element for cloning crumble graphics */
2252 int diggable_like; /* element for cloning digging graphics */
2253 int border_size; /* border size for "crumbled" graphics */
2254 int scale_up_factor; /* optional factor for scaling image up */
2255 int clone_from; /* graphic for cloning *all* settings */
2257 int anim_delay_fixed; /* optional delay values for bored and */
2258 int anim_delay_random; /* sleeping player animations (animation */
2259 int post_delay_fixed; /* intervall and following pause before */
2260 int post_delay_random; /* next intervall (bored animation only) */
2262 int step_offset; /* optional step offset of toon animations */
2263 int step_delay; /* optional step delay of toon animations */
2265 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2267 int draw_masked; /* optional setting for drawing envelope gfx */
2269 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2270 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2271 GC clip_gc; /* single-graphic-only clip gc for X11 */
2287 struct MusicPrefixInfo
2290 boolean is_loop_music;
2293 struct MusicFileInfo
2298 char *artist_header;
2311 struct MusicFileInfo *next;
2314 struct ElementActionInfo
2318 boolean is_loop_sound;
2321 struct ElementDirectionInfo
2327 struct SpecialSuffixInfo
2343 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2344 extern Pixmap tile_clipmask[];
2345 extern DrawBuffer *fieldbuffer;
2346 extern DrawBuffer *drawto_field;
2348 extern int game_status;
2349 extern boolean level_editor_test_game;
2350 extern boolean network_playing;
2352 #if defined(TARGET_SDL)
2353 extern boolean network_server;
2354 extern SDL_Thread *server_thread;
2357 extern int key_joystick_mapping;
2359 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2360 extern int redraw_x1, redraw_y1;
2362 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2363 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2364 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2365 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2366 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2367 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2368 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2369 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2370 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2371 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2372 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2373 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2374 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2375 extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2376 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2377 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2378 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2379 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2380 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2381 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2382 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2383 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2384 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2385 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2386 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2387 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2389 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2391 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2392 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2393 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2394 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2395 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2397 extern int lev_fieldx, lev_fieldy;
2398 extern int scroll_x, scroll_y;
2401 extern int ScrollStepSize;
2402 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2403 extern int BorderElement;
2404 extern int GameFrameDelay;
2405 extern int FfwdFrameDelay;
2406 extern int BX1, BY1;
2407 extern int BX2, BY2;
2408 extern int SBX_Left, SBX_Right;
2409 extern int SBY_Upper, SBY_Lower;
2411 extern int ExitX, ExitY;
2412 extern int AllPlayersGone;
2414 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2415 extern boolean SiebAktiv;
2416 extern int SiebCount;
2418 extern boolean network_player_action_received;
2420 extern int graphics_action_mapping[];
2422 extern struct LevelSetInfo levelset;
2423 extern struct LevelInfo level, level_template;
2424 extern struct PlayerInfo stored_player[], *local_player;
2425 extern struct HiScore highscore[];
2426 extern struct TapeInfo tape;
2427 extern struct GameInfo game;
2428 extern struct GlobalInfo global;
2429 extern struct MenuInfo menu;
2430 extern struct DoorInfo door_1, door_2;
2431 extern struct ElementInfo element_info[];
2432 extern struct ElementNameInfo element_name_info[];
2433 extern struct ElementActionInfo element_action_info[];
2434 extern struct ElementDirectionInfo element_direction_info[];
2435 extern struct SpecialSuffixInfo special_suffix_info[];
2436 extern struct TokenIntPtrInfo image_config_vars[];
2437 extern struct FontInfo font_info[];
2438 extern struct MusicPrefixInfo music_prefix_info[];
2439 extern struct GraphicInfo *graphic_info;
2440 extern struct SoundInfo *sound_info;
2441 extern struct MusicInfo *music_info;
2442 extern struct MusicFileInfo *music_file_info;
2443 extern struct HelpAnimInfo *helpanim_info;
2444 extern SetupFileHash *helptext_info;
2445 extern struct ConfigTypeInfo image_config_suffix[];
2446 extern struct ConfigTypeInfo sound_config_suffix[];
2447 extern struct ConfigTypeInfo music_config_suffix[];
2448 extern struct ConfigInfo image_config[];
2449 extern struct ConfigInfo sound_config[];
2450 extern struct ConfigInfo music_config[];
2451 extern struct ConfigInfo helpanim_config[];
2452 extern struct ConfigInfo helptext_config[];