1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2001 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
33 #if !defined(PLATFORM_MSDOS)
37 #define WIN_XPOS ((XRES - WIN_XSIZE) / 2)
38 #define WIN_YPOS ((YRES - WIN_YSIZE) / 2)
43 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
44 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
45 #define MIN_LEV_FIELDX 3
46 #define MIN_LEV_FIELDY 3
47 #define STD_LEV_FIELDX 64
48 #define STD_LEV_FIELDY 32
49 #define MAX_LEV_FIELDX 128
50 #define MAX_LEV_FIELDY 128
52 #define SCREENX(a) ((a) - scroll_x)
53 #define SCREENY(a) ((a) - scroll_y)
54 #define LEVELX(a) ((a) + scroll_x)
55 #define LEVELY(a) ((a) + scroll_y)
56 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
57 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
58 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
60 /* values for 'Elementeigenschaften1' */
61 #define EP_BIT_AMOEBALIVE (1 << 0)
62 #define EP_BIT_AMOEBOID (1 << 1)
63 #define EP_BIT_SCHLUESSEL (1 << 2)
64 #define EP_BIT_PFORTE (1 << 3)
65 #define EP_BIT_SOLID (1 << 4)
66 #define EP_BIT_MASSIVE (1 << 5)
67 #define EP_BIT_SLIPPERY (1 << 6)
68 #define EP_BIT_ENEMY (1 << 7)
69 #define EP_BIT_MAUER (1 << 8)
70 #define EP_BIT_CAN_FALL (1 << 9)
71 #define EP_BIT_CAN_SMASH (1 << 10)
72 #define EP_BIT_CAN_CHANGE (1 << 11)
73 #define EP_BIT_CAN_MOVE (1 << 12)
74 #define EP_BIT_COULD_MOVE (1 << 13)
75 #define EP_BIT_DONT_TOUCH (1 << 14)
76 #define EP_BIT_DONT_GO_TO (1 << 15)
77 #define EP_BIT_MAMPF2 (1 << 16)
78 #define EP_BIT_CHAR (1 << 17)
79 #define EP_BIT_BD_ELEMENT (1 << 18)
80 #define EP_BIT_SB_ELEMENT (1 << 19)
81 #define EP_BIT_GEM (1 << 20)
82 #define EP_BIT_INACTIVE (1 << 21)
83 #define EP_BIT_EXPLOSIVE (1 << 22)
84 #define EP_BIT_MAMPF3 (1 << 23)
85 #define EP_BIT_PUSHABLE (1 << 24)
86 #define EP_BIT_PLAYER (1 << 25)
87 #define EP_BIT_HAS_CONTENT (1 << 26)
88 #define EP_BIT_EATABLE (1 << 27)
89 #define EP_BIT_SP_ELEMENT (1 << 28)
90 #define EP_BIT_QUICK_GATE (1 << 29)
91 #define EP_BIT_OVER_PLAYER (1 << 30)
92 #define EP_BIT_ACTIVE_BOMB (1 << 31)
94 /* values for 'Elementeigenschaften2' */
95 #define EP_BIT_BELT (1 << 0)
96 #define EP_BIT_BELT_SWITCH (1 << 1)
97 #define EP_BIT_TUBE (1 << 2)
98 #define EP_BIT_EM_SLIPPERY_WALL (1 << 3)
100 #define IS_AMOEBALIVE(e) (Elementeigenschaften1[e] & EP_BIT_AMOEBALIVE)
101 #define IS_AMOEBOID(e) (Elementeigenschaften1[e] & EP_BIT_AMOEBOID)
102 #define IS_SCHLUESSEL(e) (Elementeigenschaften1[e] & EP_BIT_SCHLUESSEL)
103 #define IS_PFORTE(e) (Elementeigenschaften1[e] & EP_BIT_PFORTE)
104 #define IS_SOLID(e) (Elementeigenschaften1[e] & EP_BIT_SOLID)
105 #define IS_MASSIVE(e) (Elementeigenschaften1[e] & EP_BIT_MASSIVE)
106 #define IS_SLIPPERY(e) (Elementeigenschaften1[e] & EP_BIT_SLIPPERY)
107 #define IS_ENEMY(e) (Elementeigenschaften1[e] & EP_BIT_ENEMY)
108 #define IS_MAUER(e) (Elementeigenschaften1[e] & EP_BIT_MAUER)
109 #define CAN_FALL(e) (Elementeigenschaften1[e] & EP_BIT_CAN_FALL)
110 #define CAN_SMASH(e) (Elementeigenschaften1[e] & EP_BIT_CAN_SMASH)
111 #define CAN_CHANGE(e) (Elementeigenschaften1[e] & EP_BIT_CAN_CHANGE)
112 #define CAN_MOVE(e) (Elementeigenschaften1[e] & EP_BIT_CAN_MOVE)
113 #define COULD_MOVE(e) (Elementeigenschaften1[e] & EP_BIT_COULD_MOVE)
114 #define DONT_TOUCH(e) (Elementeigenschaften1[e] & EP_BIT_DONT_TOUCH)
115 #define DONT_GO_TO(e) (Elementeigenschaften1[e] & EP_BIT_DONT_GO_TO)
116 #define IS_MAMPF2(e) (Elementeigenschaften1[e] & EP_BIT_MAMPF2)
117 #define IS_CHAR(e) (Elementeigenschaften1[e] & EP_BIT_CHAR)
118 #define IS_BD_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_BD_ELEMENT)
119 #define IS_SB_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_SB_ELEMENT)
120 #define IS_GEM(e) (Elementeigenschaften1[e] & EP_BIT_GEM)
121 #define IS_INACTIVE(e) (Elementeigenschaften1[e] & EP_BIT_INACTIVE)
122 #define IS_EXPLOSIVE(e) (Elementeigenschaften1[e] & EP_BIT_EXPLOSIVE)
123 #define IS_MAMPF3(e) (Elementeigenschaften1[e] & EP_BIT_MAMPF3)
124 #define IS_PUSHABLE(e) (Elementeigenschaften1[e] & EP_BIT_PUSHABLE)
125 #define ELEM_IS_PLAYER(e) (Elementeigenschaften1[e] & EP_BIT_PLAYER)
126 #define HAS_CONTENT(e) (Elementeigenschaften1[e] & EP_BIT_HAS_CONTENT)
127 #define IS_EATABLE(e) (Elementeigenschaften1[e] & EP_BIT_EATABLE)
128 #define IS_SP_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_SP_ELEMENT)
129 #define IS_QUICK_GATE(e) (Elementeigenschaften1[e] & EP_BIT_QUICK_GATE)
130 #define IS_OVER_PLAYER(e) (Elementeigenschaften1[e] & EP_BIT_OVER_PLAYER)
131 #define IS_ACTIVE_BOMB(e) (Elementeigenschaften1[e] & EP_BIT_ACTIVE_BOMB)
132 #define IS_BELT(e) (Elementeigenschaften2[e] & EP_BIT_BELT)
133 #define IS_BELT_SWITCH(e) (Elementeigenschaften2[e] & EP_BIT_BELT_SWITCH)
134 #define IS_TUBE(e) (Elementeigenschaften2[e] & EP_BIT_TUBE)
135 #define IS_EM_SLIPPERY_WALL(e) (Elementeigenschaften2[e] & EP_BIT_EM_SLIPPERY_WALL)
137 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
139 #define IS_FREE(x,y) (Feld[x][y] == EL_LEERRAUM && !IS_PLAYER(x,y))
140 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_LEERRAUM)
142 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
143 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
144 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
146 #define EL_CHANGED(e) ((e) == EL_FELSBROCKEN ? EL_EDELSTEIN : \
147 (e) == EL_BD_ROCK ? EL_EDELSTEIN_BD : \
148 (e) == EL_EDELSTEIN ? EL_DIAMANT : \
149 (e) == EL_EDELSTEIN_GELB ? EL_DIAMANT : \
150 (e) == EL_EDELSTEIN_ROT ? EL_DIAMANT : \
151 (e) == EL_EDELSTEIN_LILA ? EL_DIAMANT : \
153 #define EL_CHANGED2(e) ((e) == EL_FELSBROCKEN ? EL_EDELSTEIN_BD : \
154 (e) == EL_BD_ROCK ? EL_EDELSTEIN_BD : \
156 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
157 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
158 #define TAPE_IS_EMPTY(x) ((x).length == 0)
159 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
161 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_SPIELER1])
162 #define SHIELD_ON(p) ((p)->shield_passive_time_left > 0)
163 #define PROTECTED_FIELD(x,y) (IS_TUBE(Feld[x][y]))
164 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
165 PROTECTED_FIELD(x, y))
167 /* Bitmaps with graphic file */
175 #define PIX_BIGFONT 7
176 #define PIX_SMALLFONT 8
177 #define PIX_MEDIUMFONT 9
178 /* Bitmaps without graphic file */
179 #define PIX_DB_DOOR 10
180 #define PIX_DB_FIELD 11
182 #define NUM_PICTURES 10
183 #define NUM_BITMAPS 12
185 /* boundaries of arrays etc. */
186 #define MAX_LEVEL_NAME_LEN 32
187 #define MAX_LEVEL_AUTHOR_LEN 32
188 #define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
189 #define MAX_SCORE_ENTRIES 100
190 #define MAX_ELEMENTS 700 /* 500 static + 200 runtime */
191 #define MAX_NUM_AMOEBA 100
193 /* values for elements with content */
194 #define MIN_ELEMENT_CONTENTS 1
195 #define STD_ELEMENT_CONTENTS 4
196 #define MAX_ELEMENT_CONTENTS 8
198 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
200 /* fundamental game speed values */
201 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
202 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
203 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
204 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
205 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
209 char Name[MAX_PLAYER_NAME_LEN + 1];
215 boolean present; /* player present in level playfield */
216 boolean connected; /* player connected (locally or via network) */
217 boolean active; /* player (present && connected) */
219 int index_nr, client_nr, element_nr;
221 byte action; /* action from local input device */
222 byte effective_action; /* action acknowledged from network server
223 or summarized over all configured input
224 devices when in single player mode */
225 byte programmed_action; /* action forced by game itself (like moving
226 through doors); overrides other actions */
228 int jx,jy, last_jx,last_jy;
229 int MovDir, MovPos, GfxPos;
234 boolean LevelSolved, GameOver;
240 unsigned long move_delay;
241 int move_delay_value;
243 unsigned long push_delay;
244 unsigned long push_delay_value;
246 int frame_reset_delay;
248 unsigned long actual_frame_counter;
251 int gems_still_needed;
252 int sokobanfields_still_needed;
253 int lights_still_needed;
254 int friends_still_needed;
257 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
258 int shield_passive_time_left;
259 int shield_active_time_left;
264 int file_version; /* file format version the level is stored with */
265 int game_version; /* game engine version the level was created with */
266 boolean encoding_16bit_field; /* level contains 16-bit elements */
267 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
268 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
274 char name[MAX_LEVEL_NAME_LEN + 1];
275 char author[MAX_LEVEL_AUTHOR_LEN + 1];
276 int score[LEVEL_SCORE_ELEMENTS];
277 int yam_content[MAX_ELEMENT_CONTENTS][3][3];
278 int num_yam_contents;
285 boolean double_speed;
287 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
292 int file_version; /* file format version the tape is stored with */
293 int game_version; /* game engine version the tape was created with */
296 unsigned long random_seed;
298 unsigned long counter;
299 unsigned long length;
300 unsigned long length_seconds;
301 unsigned int delay_played;
302 boolean pause_before_death;
303 boolean recording, playing, pausing;
304 boolean fast_forward;
305 boolean index_search;
306 boolean quick_resume;
309 boolean player_participates[MAX_PLAYERS];
310 int num_participating_players;
314 byte action[MAX_PLAYERS];
324 boolean magic_wall_active;
325 int magic_wall_time_left;
327 int timegate_time_left;
332 boolean explosions_delayed;
337 float frames_per_second;
338 boolean fps_slowdown;
339 int fps_slowdown_factor;
342 extern GC tile_clip_gc;
343 extern Bitmap *pix[];
344 extern Pixmap tile_clipmask[];
345 extern DrawBuffer *fieldbuffer;
346 extern DrawBuffer *drawto_field;
348 extern int game_status;
349 extern boolean level_editor_test_game;
350 extern boolean network_playing;
352 extern int key_joystick_mapping;
354 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
355 extern int redraw_x1, redraw_y1;
357 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
358 extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
359 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
360 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
361 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
362 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
363 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
364 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
365 extern short Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
366 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
367 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
368 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
369 extern short AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
370 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
371 extern unsigned long Elementeigenschaften1[MAX_ELEMENTS];
372 extern unsigned long Elementeigenschaften2[MAX_ELEMENTS];
374 extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
376 extern int FX,FY, ScrollStepSize;
377 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
378 extern int BorderElement;
379 extern int GameFrameDelay;
380 extern int FfwdFrameDelay;
381 extern int BX1,BY1, BX2,BY2;
382 extern int SBX_Left, SBX_Right;
383 extern int SBY_Upper, SBY_Lower;
384 extern int ZX,ZY, ExitX,ExitY;
385 extern int AllPlayersGone;
387 extern int TimeFrames, TimePlayed, TimeLeft;
388 extern boolean SiebAktiv;
389 extern int SiebCount;
391 extern boolean network_player_action_received;
393 extern struct LevelInfo level;
394 extern struct PlayerInfo stored_player[], *local_player;
395 extern struct HiScore highscore[];
396 extern struct TapeInfo tape;
397 extern struct GameInfo game;
398 extern struct GlobalInfo global;
400 extern struct SoundEffectInfo sound_effects[];
402 extern char *sound_name[];
403 extern char *element_info[];
404 extern int num_element_info;
406 /* often used screen positions */
409 #define REAL_SX (SX - 2)
410 #define REAL_SY (SY - 2)
419 #define MINI_TILEX (TILEX / 2)
420 #define MINI_TILEY (TILEY / 2)
421 #define MICRO_TILEX (TILEX / 8)
422 #define MICRO_TILEY (TILEY / 8)
423 #define MIDPOSX (SCR_FIELDX / 2)
424 #define MIDPOSY (SCR_FIELDY / 2)
425 #define SXSIZE (SCR_FIELDX * TILEX)
426 #define SYSIZE (SCR_FIELDY * TILEY)
427 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
428 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
431 #define VXSIZE DXSIZE
433 #define EXSIZE DXSIZE
434 #define EYSIZE (VXSIZE + 44)
435 #define FULL_SXSIZE (2 + SXSIZE + 2)
436 #define FULL_SYSIZE (2 + SYSIZE + 2)
437 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
438 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
439 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
440 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
441 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
443 #define GFX_STARTX SX
444 #define GFX_STARTY SY
445 #define MINI_GFX_STARTX SX
446 #define MINI_GFX_STARTY 424
447 #define MICRO_GFX_STARTX SX
448 #define MICRO_GFX_STARTY 536
449 #define GFX_PER_LINE 16
450 #define MINI_GFX_PER_LINE 32
451 #define MICRO_GFX_PER_LINE 128
453 #define HEROES_PER_LINE 16
455 #define MINI_SP_STARTX 0
456 #define MINI_SP_STARTY 352
457 #define MICRO_SP_STARTX 0
458 #define MICRO_SP_STARTY 448
459 #define SP_PER_LINE 16
460 #define MINI_SP_PER_LINE 16
461 #define MICRO_SP_PER_LINE 64
463 #define MINI_DC_STARTX 256
464 #define MINI_DC_STARTY 256
465 #define MICRO_DC_STARTX 384
466 #define MICRO_DC_STARTY 384
467 #define DC_PER_LINE 16
468 #define MINI_DC_PER_LINE 16
469 #define MICRO_DC_PER_LINE 16
471 #define MINI_MORE_STARTX 256
472 #define MINI_MORE_STARTY 256
473 #define MICRO_MORE_STARTX 384
474 #define MICRO_MORE_STARTY 384
475 #define MORE_PER_LINE 16
476 #define MINI_MORE_PER_LINE 16
477 #define MICRO_MORE_PER_LINE 16
480 ** 0 - 499: real elements, stored in level file
481 ** 500 - 699: flag elements, only used at runtime
483 /* "real" level elements */
484 #define EL_LEERRAUM 0
485 #define EL_ERDREICH 1
486 #define EL_MAUERWERK 2
487 #define EL_FELSBODEN 3
488 #define EL_FELSBROCKEN 4
489 #define EL_SCHLUESSEL 5
490 #define EL_EDELSTEIN 6
491 #define EL_AUSGANG_ZU 7
492 #define EL_SPIELFIGUR 8
494 #define EL_FLIEGER 10
495 #define EL_MAMPFER 11
498 #define EL_DIAMANT 14
499 #define EL_AMOEBE_TOT 15
500 #define EL_MORAST_LEER 16
501 #define EL_MORAST_VOLL 17
502 #define EL_TROPFEN 18
504 #define EL_MAGIC_WALL_OFF 20
505 #define EL_SPEED_PILL 21
506 #define EL_SALZSAEURE 22
507 #define EL_AMOEBE_NASS 23
508 #define EL_AMOEBE_NORM 24
509 #define EL_KOKOSNUSS 25
511 #define EL_LIFE_ASYNC 27
512 #define EL_DYNAMITE_ACTIVE 28
513 #define EL_BADEWANNE 29
514 #define EL_ABLENK_AUS 30
515 #define EL_ABLENK_EIN 31
516 #define EL_SCHLUESSEL1 32
517 #define EL_SCHLUESSEL2 33
518 #define EL_SCHLUESSEL3 34
519 #define EL_SCHLUESSEL4 35
520 #define EL_PFORTE1 36
521 #define EL_PFORTE2 37
522 #define EL_PFORTE3 38
523 #define EL_PFORTE4 39
524 #define EL_PFORTE1X 40
525 #define EL_PFORTE2X 41
526 #define EL_PFORTE3X 42
527 #define EL_PFORTE4X 43
528 #define EL_DYNAMITE_INACTIVE 44
530 #define EL_UNSICHTBAR 46
531 #define EL_BIRNE_AUS 47
532 #define EL_BIRNE_EIN 48
533 #define EL_ERZ_EDEL 49
534 #define EL_ERZ_DIAM 50
535 #define EL_AMOEBE_VOLL 51
536 #define EL_AMOEBE_BD 52
537 #define EL_ZEIT_VOLL 53
538 #define EL_ZEIT_LEER 54
539 #define EL_MAUER_LEBT 55
540 #define EL_EDELSTEIN_BD 56
541 #define EL_EDELSTEIN_GELB 57
542 #define EL_ERZ_EDEL_BD 58
543 #define EL_ERZ_EDEL_GELB 59
544 #define EL_MAMPFER2 60
545 #define EL_MAGIC_WALL_BD_OFF 61
546 #define EL_INVISIBLE_STEEL 62
548 #define EL_UNUSED_63 63
550 #define EL_DYNABOMB_NR 64
551 #define EL_DYNABOMB_SZ 65
552 #define EL_DYNABOMB_XL 66
553 #define EL_SOKOBAN_OBJEKT 67
554 #define EL_SOKOBAN_FELD_LEER 68
555 #define EL_SOKOBAN_FELD_VOLL 69
556 #define EL_BUTTERFLY_RIGHT 70
557 #define EL_BUTTERFLY_UP 71
558 #define EL_BUTTERFLY_LEFT 72
559 #define EL_BUTTERFLY_DOWN 73
560 #define EL_FIREFLY_RIGHT 74
561 #define EL_FIREFLY_UP 75
562 #define EL_FIREFLY_LEFT 76
563 #define EL_FIREFLY_DOWN 77
564 #define EL_BUTTERFLY_1 EL_BUTTERFLY_DOWN
565 #define EL_BUTTERFLY_2 EL_BUTTERFLY_LEFT
566 #define EL_BUTTERFLY_3 EL_BUTTERFLY_UP
567 #define EL_BUTTERFLY_4 EL_BUTTERFLY_RIGHT
568 #define EL_FIREFLY_1 EL_FIREFLY_LEFT
569 #define EL_FIREFLY_2 EL_FIREFLY_DOWN
570 #define EL_FIREFLY_3 EL_FIREFLY_RIGHT
571 #define EL_FIREFLY_4 EL_FIREFLY_UP
572 #define EL_BUTTERFLY 78
573 #define EL_FIREFLY 79
574 #define EL_SPIELER1 80
575 #define EL_SPIELER2 81
576 #define EL_SPIELER3 82
577 #define EL_SPIELER4 83
578 #define EL_KAEFER_RIGHT 84
579 #define EL_KAEFER_UP 85
580 #define EL_KAEFER_LEFT 86
581 #define EL_KAEFER_DOWN 87
582 #define EL_FLIEGER_RIGHT 88
583 #define EL_FLIEGER_UP 89
584 #define EL_FLIEGER_LEFT 90
585 #define EL_FLIEGER_DOWN 91
586 #define EL_PACMAN_RIGHT 92
587 #define EL_PACMAN_UP 93
588 #define EL_PACMAN_LEFT 94
589 #define EL_PACMAN_DOWN 95
590 #define EL_EDELSTEIN_ROT 96
591 #define EL_EDELSTEIN_LILA 97
592 #define EL_ERZ_EDEL_ROT 98
593 #define EL_ERZ_EDEL_LILA 99
594 #define EL_BADEWANNE1 100
595 #define EL_BADEWANNE2 101
596 #define EL_BADEWANNE3 102
597 #define EL_BADEWANNE4 103
598 #define EL_BADEWANNE5 104
599 #define EL_BD_WALL 105
600 #define EL_BD_ROCK 106
601 #define EL_AUSGANG_AUF 107
602 #define EL_BLACK_ORB 108
603 #define EL_AMOEBA2DIAM 109
605 #define EL_PINGUIN 111
607 #define EL_PFEIL_LEFT 113
608 #define EL_PFEIL_RIGHT 114
609 #define EL_PFEIL_UP 115
610 #define EL_PFEIL_DOWN 116
611 #define EL_SCHWEIN 117
612 #define EL_DRACHE 118
614 #define EL_EM_KEY_1_FILE 119
616 #define EL_CHAR_START 120
617 #define EL_CHAR_ASCII0 (EL_CHAR_START-32)
618 #define EL_CHAR_AUSRUF (EL_CHAR_ASCII0+33)
619 #define EL_CHAR_ZOLL (EL_CHAR_ASCII0+34)
620 #define EL_CHAR_RAUTE (EL_CHAR_ASCII0+35)
621 #define EL_CHAR_DOLLAR (EL_CHAR_ASCII0+36)
622 #define EL_CHAR_PROZ (EL_CHAR_ASCII0+37)
623 #define EL_CHAR_AMPERSAND (EL_CHAR_ASCII0+38)
624 #define EL_CHAR_APOSTR (EL_CHAR_ASCII0+39)
625 #define EL_CHAR_KLAMM1 (EL_CHAR_ASCII0+40)
626 #define EL_CHAR_KLAMM2 (EL_CHAR_ASCII0+41)
627 #define EL_CHAR_MULT (EL_CHAR_ASCII0+42)
628 #define EL_CHAR_PLUS (EL_CHAR_ASCII0+43)
629 #define EL_CHAR_KOMMA (EL_CHAR_ASCII0+44)
630 #define EL_CHAR_MINUS (EL_CHAR_ASCII0+45)
631 #define EL_CHAR_PUNKT (EL_CHAR_ASCII0+46)
632 #define EL_CHAR_SLASH (EL_CHAR_ASCII0+47)
633 #define EL_CHAR_0 (EL_CHAR_ASCII0+48)
634 #define EL_CHAR_9 (EL_CHAR_ASCII0+57)
635 #define EL_CHAR_DOPPEL (EL_CHAR_ASCII0+58)
636 #define EL_CHAR_SEMIKL (EL_CHAR_ASCII0+59)
637 #define EL_CHAR_LT (EL_CHAR_ASCII0+60)
638 #define EL_CHAR_GLEICH (EL_CHAR_ASCII0+61)
639 #define EL_CHAR_GT (EL_CHAR_ASCII0+62)
640 #define EL_CHAR_FRAGE (EL_CHAR_ASCII0+63)
641 #define EL_CHAR_AT (EL_CHAR_ASCII0+64)
642 #define EL_CHAR_A (EL_CHAR_ASCII0+65)
643 #define EL_CHAR_Z (EL_CHAR_ASCII0+90)
644 #define EL_CHAR_AE (EL_CHAR_ASCII0+91)
645 #define EL_CHAR_OE (EL_CHAR_ASCII0+92)
646 #define EL_CHAR_UE (EL_CHAR_ASCII0+93)
647 #define EL_CHAR_COPY (EL_CHAR_ASCII0+94)
648 #define EL_CHAR_END (EL_CHAR_START+79)
650 #define EL_CHAR(x) ((x) == 'Ä' ? EL_CHAR_AE : \
651 (x) == 'Ö' ? EL_CHAR_OE : \
652 (x) == 'Ü' ? EL_CHAR_UE : \
653 EL_CHAR_A + (x) - 'A')
655 #define EL_MAUER_X 200
656 #define EL_MAUER_Y 201
657 #define EL_MAUER_XY 202
659 #define EL_EM_GATE_1 203
660 #define EL_EM_GATE_2 204
661 #define EL_EM_GATE_3 205
662 #define EL_EM_GATE_4 206
664 #define EL_EM_KEY_2_FILE 207
665 #define EL_EM_KEY_3_FILE 208
666 #define EL_EM_KEY_4_FILE 209
668 #define EL_SP_START 210
669 #define EL_SP_EMPTY (EL_SP_START + 0)
670 #define EL_SP_ZONK (EL_SP_START + 1)
671 #define EL_SP_BASE (EL_SP_START + 2)
672 #define EL_SP_MURPHY (EL_SP_START + 3)
673 #define EL_SP_INFOTRON (EL_SP_START + 4)
674 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
675 #define EL_SP_HARD_GRAY (EL_SP_START + 6)
676 #define EL_SP_EXIT (EL_SP_START + 7)
677 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
678 #define EL_SP_PORT1_RIGHT (EL_SP_START + 9)
679 #define EL_SP_PORT1_DOWN (EL_SP_START + 10)
680 #define EL_SP_PORT1_LEFT (EL_SP_START + 11)
681 #define EL_SP_PORT1_UP (EL_SP_START + 12)
682 #define EL_SP_PORT2_RIGHT (EL_SP_START + 13)
683 #define EL_SP_PORT2_DOWN (EL_SP_START + 14)
684 #define EL_SP_PORT2_LEFT (EL_SP_START + 15)
685 #define EL_SP_PORT2_UP (EL_SP_START + 16)
686 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
687 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
688 #define EL_SP_TERMINAL (EL_SP_START + 19)
689 #define EL_SP_DISK_RED (EL_SP_START + 20)
690 #define EL_SP_PORT_Y (EL_SP_START + 21)
691 #define EL_SP_PORT_X (EL_SP_START + 22)
692 #define EL_SP_PORT_XY (EL_SP_START + 23)
693 #define EL_SP_ELECTRON (EL_SP_START + 24)
694 #define EL_SP_BUG (EL_SP_START + 25)
695 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
696 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
697 #define EL_SP_HARD_BASE1 (EL_SP_START + 28)
698 #define EL_SP_HARD_GREEN (EL_SP_START + 29)
699 #define EL_SP_HARD_BLUE (EL_SP_START + 30)
700 #define EL_SP_HARD_RED (EL_SP_START + 31)
701 #define EL_SP_HARD_YELLOW (EL_SP_START + 32)
702 #define EL_SP_HARD_BASE2 (EL_SP_START + 33)
703 #define EL_SP_HARD_BASE3 (EL_SP_START + 34)
704 #define EL_SP_HARD_BASE4 (EL_SP_START + 35)
705 #define EL_SP_HARD_BASE5 (EL_SP_START + 36)
706 #define EL_SP_HARD_BASE6 (EL_SP_START + 37)
707 #define EL_SP_CHIP_UPPER (EL_SP_START + 38)
708 #define EL_SP_CHIP_LOWER (EL_SP_START + 39)
709 #define EL_SP_END (EL_SP_START + 39)
711 #define EL_EM_GATE_1X 250
712 #define EL_EM_GATE_2X 251
713 #define EL_EM_GATE_3X 252
714 #define EL_EM_GATE_4X 253
716 #define EL_UNUSED_254 254
717 #define EL_UNUSED_255 255
720 #define EL_CRYSTAL 257
721 #define EL_WALL_PEARL 258
722 #define EL_WALL_CRYSTAL 259
723 #define EL_DOOR_WHITE 260
724 #define EL_DOOR_WHITE_GRAY 261
725 #define EL_KEY_WHITE 262
726 #define EL_SHIELD_PASSIVE 263
727 #define EL_EXTRA_TIME 264
728 #define EL_SWITCHGATE_OPEN 265
729 #define EL_SWITCHGATE_CLOSED 266
730 #define EL_SWITCHGATE_SWITCH_1 267
731 #define EL_SWITCHGATE_SWITCH_2 268
733 #define EL_UNUSED_269 269
734 #define EL_UNUSED_270 270
736 #define EL_BELT1_LEFT 271
737 #define EL_BELT1_MIDDLE 272
738 #define EL_BELT1_RIGHT 273
739 #define EL_BELT1_SWITCH_LEFT 274
740 #define EL_BELT1_SWITCH_MIDDLE 275
741 #define EL_BELT1_SWITCH_RIGHT 276
742 #define EL_BELT2_LEFT 277
743 #define EL_BELT2_MIDDLE 278
744 #define EL_BELT2_RIGHT 279
745 #define EL_BELT2_SWITCH_LEFT 280
746 #define EL_BELT2_SWITCH_MIDDLE 281
747 #define EL_BELT2_SWITCH_RIGHT 282
748 #define EL_BELT3_LEFT 283
749 #define EL_BELT3_MIDDLE 284
750 #define EL_BELT3_RIGHT 285
751 #define EL_BELT3_SWITCH_LEFT 286
752 #define EL_BELT3_SWITCH_MIDDLE 287
753 #define EL_BELT3_SWITCH_RIGHT 288
754 #define EL_BELT4_LEFT 289
755 #define EL_BELT4_MIDDLE 290
756 #define EL_BELT4_RIGHT 291
757 #define EL_BELT4_SWITCH_LEFT 292
758 #define EL_BELT4_SWITCH_MIDDLE 293
759 #define EL_BELT4_SWITCH_RIGHT 294
760 #define EL_LANDMINE 295
761 #define EL_ENVELOPE 296
762 #define EL_LIGHT_SWITCH_OFF 297
763 #define EL_LIGHT_SWITCH_ON 298
764 #define EL_SIGN_EXCLAMATION 299
765 #define EL_SIGN_RADIOACTIVITY 300
766 #define EL_SIGN_STOP 301
767 #define EL_SIGN_WHEELCHAIR 302
768 #define EL_SIGN_PARKING 303
769 #define EL_SIGN_ONEWAY 304
770 #define EL_SIGN_HEART 305
771 #define EL_SIGN_TRIANGLE 306
772 #define EL_SIGN_ROUND 307
773 #define EL_SIGN_EXIT 308
774 #define EL_SIGN_YINYANG 309
775 #define EL_SIGN_OTHER 310
776 #define EL_MOLE_LEFT 311
777 #define EL_MOLE_RIGHT 312
778 #define EL_MOLE_UP 313
779 #define EL_MOLE_DOWN 314
780 #define EL_STEEL_SLANTED 315
781 #define EL_SAND_INVISIBLE 316
782 #define EL_DX_UNKNOWN_15 317
783 #define EL_DX_UNKNOWN_42 318
785 #define EL_UNUSED_319 319
786 #define EL_UNUSED_320 320
788 #define EL_SHIELD_ACTIVE 321
789 #define EL_TIMEGATE_OPEN 322
790 #define EL_TIMEGATE_CLOSED 323
791 #define EL_TIMEGATE_SWITCH_ON 324
792 #define EL_TIMEGATE_SWITCH_OFF 325
794 #define EL_BALLOON 326
795 #define EL_BALLOON_SEND_LEFT 327
796 #define EL_BALLOON_SEND_RIGHT 328
797 #define EL_BALLOON_SEND_UP 329
798 #define EL_BALLOON_SEND_DOWN 330
799 #define EL_BALLOON_SEND_ANY 331
801 #define EL_EMC_STEEL_WALL_1 332
802 #define EL_EMC_STEEL_WALL_2 333
803 #define EL_EMC_STEEL_WALL_3 334
804 #define EL_EMC_STEEL_WALL_4 335
805 #define EL_EMC_WALL_1 336
806 #define EL_EMC_WALL_2 337
807 #define EL_EMC_WALL_3 338
808 #define EL_EMC_WALL_4 339
809 #define EL_EMC_WALL_5 340
810 #define EL_EMC_WALL_6 341
811 #define EL_EMC_WALL_7 342
812 #define EL_EMC_WALL_8 343
814 #define EL_TUBE_CROSS 344
815 #define EL_TUBE_VERTICAL 345
816 #define EL_TUBE_HORIZONTAL 346
817 #define EL_TUBE_VERT_LEFT 347
818 #define EL_TUBE_VERT_RIGHT 348
819 #define EL_TUBE_HORIZ_UP 349
820 #define EL_TUBE_HORIZ_DOWN 350
821 #define EL_TUBE_LEFT_UP 351
822 #define EL_TUBE_LEFT_DOWN 352
823 #define EL_TUBE_RIGHT_UP 353
824 #define EL_TUBE_RIGHT_DOWN 354
825 #define EL_SPRING 355
826 #define EL_TRAP_INACTIVE 356
827 #define EL_DX_SUPABOMB 357
829 /* "real" (and therefore drawable) runtime elements */
830 #define EL_FIRST_RUNTIME_EL 500
832 #define EL_MAGIC_WALL_EMPTY 500
833 #define EL_MAGIC_WALL_BD_EMPTY 501
834 #define EL_MAGIC_WALL_FULL 502
835 #define EL_MAGIC_WALL_BD_FULL 503
836 #define EL_MAGIC_WALL_DEAD 504
837 #define EL_MAGIC_WALL_BD_DEAD 505
838 #define EL_AUSGANG_ACT 506
839 #define EL_SP_TERMINAL_ACTIVE 507
840 #define EL_SP_BUG_ACTIVE 508
841 #define EL_EM_KEY_1 509
842 #define EL_EM_KEY_2 510
843 #define EL_EM_KEY_3 511
844 #define EL_EM_KEY_4 512
845 #define EL_DYNABOMB_ACTIVE_1 513
846 #define EL_DYNABOMB_ACTIVE_2 514
847 #define EL_DYNABOMB_ACTIVE_3 515
848 #define EL_DYNABOMB_ACTIVE_4 516
849 #define EL_SWITCHGATE_OPENING 517
850 #define EL_SWITCHGATE_CLOSING 518
851 #define EL_TIMEGATE_OPENING 519
852 #define EL_TIMEGATE_CLOSING 520
853 #define EL_PEARL_BREAKING 521
854 #define EL_TRAP_ACTIVE 522
855 #define EL_SPRING_MOVING 523
856 #define EL_SP_MURPHY_CLONE 524
857 #define EL_QUICKSAND_EMPTYING 525
858 #define EL_MAGIC_WALL_EMPTYING 526
859 #define EL_MAGIC_WALL_BD_EMPTYING 527
860 #define EL_AMOEBA_DRIPPING 528
862 /* "unreal" (and therefore not drawable) runtime elements */
863 #define EL_BLOCKED 600
864 #define EL_EXPLODING 601
865 #define EL_CRACKINGNUT 602
866 #define EL_BLURB_LEFT 603
867 #define EL_BLURB_RIGHT 604
868 #define EL_AMOEBING 605
869 #define EL_DEAMOEBING 606
870 #define EL_MAUERND 607
871 #define EL_BURNING 608
872 #define EL_PLAYER_IS_LEAVING 609
873 #define EL_QUICKSAND_FILLING 610
874 #define EL_MAGIC_WALL_FILLING 611
875 #define EL_MAGIC_WALL_BD_FILLING 612
878 ** 0 - 255: graphics from "RocksScreen"
879 ** 256 - 511: graphics from "RocksFont"
880 ** 512 - 767: graphics from "RocksHeroes"
881 ** 768 - 1023: graphics from "RocksSP"
882 ** 1024 - 1279: graphics from "RocksDC"
883 ** 1280 - 1535: graphics from "RocksMore"
886 #define GFX_START_ROCKSSCREEN 0
887 #define GFX_END_ROCKSSCREEN 255
888 #define GFX_START_ROCKSFONT 256
889 #define GFX_END_ROCKSFONT 511
890 #define GFX_START_ROCKSHEROES 512
891 #define GFX_END_ROCKSHEROES 767
892 #define GFX_START_ROCKSSP 768
893 #define GFX_END_ROCKSSP 1023
894 #define GFX_START_ROCKSDC 1024
895 #define GFX_END_ROCKSDC 1279
896 #define GFX_START_ROCKSMORE 1280
897 #define GFX_END_ROCKSMORE 1535
899 #define NUM_TILES 1536
901 /* graphics from "RocksScreen" */
903 #define GFX_LEERRAUM (-1)
904 #define GFX_ERDREICH 0
905 #define GFX_ERDENRAND 1
906 #define GFX_MORAST_LEER 2
907 #define GFX_MORAST_VOLL 3
909 #define GFX_MAUERWERK 5
910 #define GFX_FELSBODEN 6
911 #define GFX_EDELSTEIN 8
912 #define GFX_DIAMANT 10
913 #define GFX_FELSBROCKEN 12
915 #define GFX_BADEWANNE1 16
916 #define GFX_SALZSAEURE 17
917 #define GFX_BADEWANNE2 18
920 #define GFX_UNSICHTBAR 19
923 #define GFX_SCHLUESSEL1 20
924 #define GFX_SCHLUESSEL2 21
925 #define GFX_SCHLUESSEL3 22
926 #define GFX_SCHLUESSEL4 23
928 #define GFX_LIFE_ASYNC 25
929 #define GFX_BADEWANNE 26
931 #define GFX_KOKOSNUSS 28
932 #define GFX_CRACKINGNUT 29
934 #define GFX_BADEWANNE3 32
935 #define GFX_BADEWANNE4 33
936 #define GFX_BADEWANNE5 34
937 #define GFX_SMILEY 35
938 #define GFX_PFORTE1 36
939 #define GFX_PFORTE2 37
940 #define GFX_PFORTE3 38
941 #define GFX_PFORTE4 39
942 #define GFX_PFORTE1X 40
943 #define GFX_PFORTE2X 41
944 #define GFX_PFORTE3X 42
945 #define GFX_PFORTE4X 43
947 #define GFX_DYNAMIT_AUS 48
948 #define GFX_DYNAMIT 49
949 #define GFX_FLIEGER 56
950 #define GFX_FLIEGER_RIGHT 56
951 #define GFX_FLIEGER_UP 57
952 #define GFX_FLIEGER_LEFT 58
953 #define GFX_FLIEGER_DOWN 59
955 #define GFX_EXPLOSION 64
956 #define GFX_KAEFER 72
957 #define GFX_KAEFER_RIGHT 72
958 #define GFX_KAEFER_UP 73
959 #define GFX_KAEFER_LEFT 74
960 #define GFX_KAEFER_DOWN 75
962 #define GFX_MAMPFER 80
964 #define GFX_PACMAN 88
965 #define GFX_PACMAN_RIGHT 88
966 #define GFX_PACMAN_UP 89
967 #define GFX_PACMAN_LEFT 90
968 #define GFX_PACMAN_DOWN 91
970 #define GFX_ABLENK 96
971 #define GFX_ABLENK_EIN GFX_ABLENK
972 #define GFX_ABLENK_AUS GFX_ABLENK
973 #define GFX_AMOEBE_NASS 100
974 #define GFX_TROPFEN 101
975 #define GFX_AMOEBING GFX_TROPFEN
976 #define GFX_AMOEBE_LEBT 104
977 #define GFX_AMOEBE_NORM GFX_AMOEBE_LEBT
978 #define GFX_AMOEBE_TOT 108
979 #define GFX_AMOEBA2DIAM GFX_AMOEBE_TOT
981 #define GFX_BIRNE_AUS 112
982 #define GFX_BIRNE_EIN 113
983 #define GFX_ZEIT_VOLL 114
984 #define GFX_ZEIT_LEER 115
985 #define GFX_SPIELER1 116
986 #define GFX_SPIELER2 117
987 #define GFX_SPIELER3 118
988 #define GFX_SPIELER4 119
989 #define GFX_AMOEBE_VOLL 120
990 #define GFX_AMOEBE_BD GFX_AMOEBE_VOLL
991 #define GFX_SOKOBAN_OBJEKT 121
992 #define GFX_SOKOBAN_FELD_LEER 122
993 #define GFX_SOKOBAN_FELD_VOLL 123
994 #define GFX_GEBLUBBER 124
996 #define GFX_MAGIC_WALL_OFF 128
997 #define GFX_MAGIC_WALL_EMPTY GFX_MAGIC_WALL_OFF
998 #define GFX_MAGIC_WALL_FULL GFX_MAGIC_WALL_OFF
999 #define GFX_MAGIC_WALL_DEAD GFX_MAGIC_WALL_OFF
1000 #define GFX_ERZ_EDEL 132
1001 #define GFX_ERZ_DIAM 133
1002 #define GFX_ERZ_EDEL_ROT 134
1003 #define GFX_ERZ_EDEL_LILA 135
1004 #define GFX_ERZ_EDEL_GELB 136
1005 #define GFX_ERZ_EDEL_BD 137
1006 #define GFX_EDELSTEIN_GELB 138
1007 #define GFX_KUGEL_ROT 140
1008 #define GFX_KUGEL_BLAU 141
1009 #define GFX_KUGEL_GELB 142
1010 #define GFX_KUGEL_GRAU 143
1012 #define GFX_PINGUIN 144
1013 #define GFX_MOLE 145
1014 #define GFX_SCHWEIN 146
1015 #define GFX_DRACHE 147
1016 #define GFX_MAUER_XY 148
1017 #define GFX_MAUER_X 149
1018 #define GFX_MAUER_Y 150
1019 #define GFX_EDELSTEIN_ROT 152
1020 #define GFX_EDELSTEIN_LILA 154
1021 #define GFX_DYNABOMB_XL 156
1022 #define GFX_BLACK_ORB 157
1023 #define GFX_SPEED_PILL 158
1024 #define GFX_SONDE 159
1025 /* Zeile 10 (160) */
1026 #define GFX_EDELSTEIN_BD 163
1027 #define GFX_MAUER_RIGHT 165
1028 #define GFX_MAUER_R1 GFX_MAUER_RIGHT
1029 #define GFX_MAUER_R 167
1030 #define GFX_MAUER_LEFT 168
1031 #define GFX_MAUER_L1 GFX_MAUER_LEFT
1032 #define GFX_MAUER_L 170
1033 #define GFX_MAUER_LEBT 171
1034 #define GFX_MAGIC_WALL_BD_OFF 172
1035 #define GFX_MAGIC_WALL_BD_EMPTY GFX_MAGIC_WALL_BD_OFF
1036 #define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
1037 #define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
1038 /* Zeile 11 (176) */
1039 #define GFX_AUSGANG_ZU 176
1040 #define GFX_AUSGANG_ACT 177
1041 #define GFX_AUSGANG_AUF 180
1042 #define GFX_MAMPFER2 184
1043 #define GFX_DYNABOMB 188
1044 #define GFX_DYNABOMB_NR 188
1045 #define GFX_DYNABOMB_SZ 191
1046 /* Zeile 12 (192) */
1047 #define GFX_PFEIL_LEFT 192
1048 #define GFX_PFEIL_RIGHT 193
1049 #define GFX_PFEIL_UP 194
1050 #define GFX_PFEIL_DOWN 195
1051 #define GFX_BUTTERFLY 196
1052 #define GFX_FIREFLY 198
1053 #define GFX_BUTTERFLY_RIGHT 200
1054 #define GFX_BUTTERFLY_UP 201
1055 #define GFX_BUTTERFLY_LEFT 202
1056 #define GFX_BUTTERFLY_DOWN 203
1057 #define GFX_FIREFLY_RIGHT 204
1058 #define GFX_FIREFLY_UP 205
1059 #define GFX_FIREFLY_LEFT 206
1060 #define GFX_FIREFLY_DOWN 207
1062 /* only available as size MINI_TILE */
1063 #define GFX_VSTEEL_UPPER_LEFT 208
1064 #define GFX_VSTEEL_UPPER_RIGHT 209
1065 #define GFX_VSTEEL_LOWER_LEFT 210
1066 #define GFX_VSTEEL_LOWER_RIGHT 211
1067 #define GFX_VSTEEL_HORIZONTAL 212
1068 #define GFX_VSTEEL_VERTICAL 213
1069 #define GFX_ISTEEL_UPPER_LEFT 214
1070 #define GFX_ISTEEL_UPPER_RIGHT 215
1071 #define GFX_ISTEEL_LOWER_LEFT 216
1072 #define GFX_ISTEEL_LOWER_RIGHT 217
1073 #define GFX_ISTEEL_HORIZONTAL 218
1074 #define GFX_ISTEEL_VERTICAL 219
1076 /* elements with graphics borrowed from other elements */
1077 #define GFX_SCHLUESSEL GFX_SCHLUESSEL1
1078 #define GFX_SPIELFIGUR GFX_SPIELER1
1080 /* graphics from "RocksHeroes" */
1081 #define GFX_SPIELER1_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
1082 #define GFX_SPIELER1_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
1083 #define GFX_SPIELER1_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
1084 #define GFX_SPIELER1_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
1085 #define GFX_SPIELER1_PUSH_RIGHT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
1086 #define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
1087 #define GFX_SPIELER2_DOWN (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
1088 #define GFX_SPIELER2_UP (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
1089 #define GFX_SPIELER2_LEFT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
1090 #define GFX_SPIELER2_RIGHT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
1091 #define GFX_SPIELER2_PUSH_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
1092 #define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
1093 #define GFX_SPIELER3_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
1094 #define GFX_SPIELER3_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
1095 #define GFX_SPIELER3_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
1096 #define GFX_SPIELER3_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
1097 #define GFX_SPIELER3_PUSH_RIGHT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
1098 #define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
1099 #define GFX_SPIELER4_DOWN (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
1100 #define GFX_SPIELER4_UP (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
1101 #define GFX_SPIELER4_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
1102 #define GFX_SPIELER4_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
1103 #define GFX_SPIELER4_PUSH_RIGHT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
1104 #define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
1105 #define GFX_MAUER_DOWN (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
1106 #define GFX_MAUER_UP (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
1107 #define GFX2_SHIELD_PASSIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
1108 #define GFX2_SHIELD_ACTIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
1110 #define GFX_SONDE_START (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
1111 #define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
1112 #define GFX_SCHWEIN_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
1113 #define GFX_SCHWEIN_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
1114 #define GFX_SCHWEIN_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
1115 #define GFX_DRACHE_DOWN (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
1116 #define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
1117 #define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
1118 #define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
1120 #define GFX_MOLE_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
1121 #define GFX_MOLE_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
1122 #define GFX_MOLE_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
1123 #define GFX_MOLE_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
1125 #define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
1126 #define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
1127 #define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
1128 #define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
1129 #define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
1130 #define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
1131 #define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
1132 #define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
1133 #define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
1134 #define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
1135 #define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
1136 #define GFX_FLAMMEN_DOWN (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
1138 /* graphics from "RocksSP" */
1139 #define GFX_SP_EMPTY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 0)
1141 #define GFX_SP_ZONK (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 1)
1143 #define GFX_SP_BASE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 2)
1144 #define GFX_SP_MURPHY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
1145 #define GFX_SP_INFOTRON (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 4)
1146 #define GFX_SP_CHIP_SINGLE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 5)
1147 #define GFX_SP_HARD_GRAY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 6)
1148 #define GFX_SP_EXIT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 7)
1149 #define GFX_SP_DISK_ORANGE (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 0)
1150 #define GFX_SP_PORT1_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 1)
1151 #define GFX_SP_PORT1_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 2)
1152 #define GFX_SP_PORT1_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 3)
1153 #define GFX_SP_PORT1_UP (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 4)
1154 #define GFX_SP_PORT2_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 5)
1155 #define GFX_SP_PORT2_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 6)
1156 #define GFX_SP_PORT2_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 7)
1157 #define GFX_SP_PORT2_UP (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 0)
1158 #define GFX_SP_SNIKSNAK (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 1)
1159 #define GFX_SP_DISK_YELLOW (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 2)
1160 #define GFX_SP_TERMINAL (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 3)
1161 #define GFX_SP_DISK_RED (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 4)
1162 #define GFX_SP_PORT_Y (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 5)
1163 #define GFX_SP_PORT_X (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 6)
1164 #define GFX_SP_PORT_XY (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 7)
1165 #define GFX_SP_ELECTRON (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 0)
1166 #define GFX_SP_BUG (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 1)
1167 #define GFX_SP_CHIP_LEFT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 2)
1168 #define GFX_SP_CHIP_RIGHT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 3)
1169 #define GFX_SP_HARD_BASE1 (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 4)
1170 #define GFX_SP_HARD_GREEN (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 5)
1171 #define GFX_SP_HARD_BLUE (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 6)
1172 #define GFX_SP_HARD_RED (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 7)
1173 #define GFX_SP_HARD_YELLOW (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 0)
1174 #define GFX_SP_HARD_BASE2 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 1)
1175 #define GFX_SP_HARD_BASE3 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 2)
1176 #define GFX_SP_HARD_BASE4 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 3)
1177 #define GFX_SP_HARD_BASE5 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 4)
1178 #define GFX_SP_HARD_BASE6 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 5)
1179 #define GFX_SP_CHIP_UPPER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 6)
1180 #define GFX_SP_CHIP_LOWER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 7)
1182 #define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 1)
1183 #define GFX_SAND_INVISIBLE_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 2)
1184 #define GFX_INVISIBLE_STEEL (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 3)
1185 #define GFX_UNSICHTBAR_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 5)
1186 #define GFX_SAND_INVISIBLE (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 6)
1187 #define GFX_UNSICHTBAR (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 7)
1189 #define GFX_SP_ZONK (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 0)
1191 #define GFX_EM_KEY_1 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 4)
1192 #define GFX_EM_KEY_2 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 5)
1193 #define GFX_EM_KEY_3 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 6)
1194 #define GFX_EM_KEY_4 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 7)
1195 #define GFX_EM_GATE_1 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 0)
1196 #define GFX_EM_GATE_2 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 1)
1197 #define GFX_EM_GATE_3 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 2)
1198 #define GFX_EM_GATE_4 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 3)
1199 #define GFX_EM_GATE_1X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 4)
1200 #define GFX_EM_GATE_2X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 5)
1201 #define GFX_EM_GATE_3X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 6)
1202 #define GFX_EM_GATE_4X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 7)
1204 #define GFX_MURPHY_GO_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 8)
1205 #define GFX_MURPHY_ANY_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 9)
1206 #define GFX_MURPHY_GO_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 11)
1207 #define GFX_MURPHY_ANY_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 12)
1208 #define GFX_MURPHY_SNAP_UP (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 14)
1209 #define GFX_MURPHY_SNAP_DOWN (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 15)
1210 #define GFX_MURPHY_SNAP_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 8)
1211 #define GFX_MURPHY_SNAP_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 9)
1212 #define GFX_MURPHY_PUSH_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 10)
1213 #define GFX_MURPHY_PUSH_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 11)
1215 #define GFX_SP_BUG_WARNING (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 15)
1216 #define GFX_SP_EXPLODE_EMPTY (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 8)
1217 #define GFX_SP_EXPLODE_INFOTRON (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 8)
1218 #define GFX_SP_BUG_ACTIVE (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 8)
1219 #define GFX_SP_SNIKSNAK_LEFT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 8)
1220 #define GFX_SP_SNIKSNAK_RIGHT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 12)
1221 #define GFX_SP_SNIKSNAK_UP (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 8)
1222 #define GFX_SP_SNIKSNAK_DOWN (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 12)
1224 #define GFX2_SP_ELECTRON (GFX_START_ROCKSSP + 10 * SP_PER_LINE + 8)
1225 #define GFX2_SP_TERMINAL (GFX_START_ROCKSSP + 11 * SP_PER_LINE + 8)
1226 #define GFX2_SP_TERMINAL_ACTIVE (GFX_START_ROCKSSP + 12 * SP_PER_LINE + 8)
1228 #define GFX_SP_MURPHY_CLONE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
1230 /* graphics from "RocksDC" */
1231 #define GFX_BELT1_MIDDLE (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 0)
1232 #define GFX_BELT1_LEFT (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 0)
1233 #define GFX_BELT1_RIGHT (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 0)
1234 #define GFX_BELT2_MIDDLE (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 0)
1235 #define GFX_BELT2_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 0)
1236 #define GFX_BELT2_RIGHT (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 0)
1237 #define GFX_BELT3_MIDDLE (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 0)
1238 #define GFX_BELT3_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 0)
1239 #define GFX_BELT3_RIGHT (GFX_START_ROCKSDC + 8 * DC_PER_LINE + 0)
1240 #define GFX_BELT4_MIDDLE (GFX_START_ROCKSDC + 9 * DC_PER_LINE + 0)
1241 #define GFX_BELT4_LEFT (GFX_START_ROCKSDC + 10 * DC_PER_LINE + 0)
1242 #define GFX_BELT4_RIGHT (GFX_START_ROCKSDC + 11 * DC_PER_LINE + 0)
1243 #define GFX_BELT1_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 0)
1244 #define GFX_BELT2_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 1)
1245 #define GFX_BELT3_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 2)
1246 #define GFX_BELT4_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 3)
1247 #define GFX_BELT1_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 0)
1248 #define GFX_BELT2_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 1)
1249 #define GFX_BELT3_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 2)
1250 #define GFX_BELT4_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 3)
1251 #define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 0)
1252 #define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 1)
1253 #define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 2)
1254 #define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 3)
1256 #define GFX_SWITCHGATE_SWITCH_1 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 4)
1257 #define GFX_SWITCHGATE_SWITCH_2 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 5)
1258 #define GFX_LIGHT_SWITCH_OFF (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 6)
1259 #define GFX_LIGHT_SWITCH_ON (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 7)
1260 #define GFX_TIMEGATE_SWITCH (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
1262 #define GFX_ENVELOPE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 4)
1263 #define GFX_SIGN_EXCLAMATION (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 5)
1264 #define GFX_SIGN_STOP (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 6)
1265 #define GFX_LANDMINE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 7)
1266 #define GFX_STEEL_SLANTED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 5)
1268 #define GFX_EXTRA_TIME (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 8)
1269 #define GFX_SHIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
1270 #define GFX_SHIELD_PASSIVE (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 8)
1271 #define GFX_MOLE_DOWN (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 8)
1272 #define GFX_MOLE_UP (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 12)
1273 #define GFX_MOLE_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 8)
1274 #define GFX_MOLE_RIGHT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 12)
1275 #define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 8)
1276 #define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 12)
1277 #define GFX_TIMEGATE_CLOSED (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 8)
1278 #define GFX_TIMEGATE_OPEN (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 12)
1279 #define GFX_BALLOON_SEND_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 8)
1280 #define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 9)
1281 #define GFX_BALLOON_SEND_UP (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 10)
1282 #define GFX_BALLOON_SEND_DOWN (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 11)
1283 #define GFX_BALLOON (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 12)
1284 #define GFX_BALLOON_SEND_ANY (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 15)
1286 #define GFX_EMC_STEEL_WALL_1 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1287 #define GFX_EMC_STEEL_WALL_2 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1288 #define GFX_EMC_STEEL_WALL_3 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1289 #define GFX_EMC_STEEL_WALL_4 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1290 #define GFX_EMC_WALL_1 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 13)
1291 #define GFX_EMC_WALL_2 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 14)
1292 #define GFX_EMC_WALL_3 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 15)
1293 #define GFX_EMC_WALL_4 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
1294 #define GFX_EMC_WALL_5 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 15)
1295 #define GFX_EMC_WALL_6 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 14)
1296 #define GFX_EMC_WALL_7 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 15)
1297 #define GFX_EMC_WALL_8 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
1299 /* graphics from "RocksMore" */
1300 #define GFX_ARROW_BLUE_LEFT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 0)
1301 #define GFX_ARROW_BLUE_RIGHT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 1)
1302 #define GFX_ARROW_BLUE_UP (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 2)
1303 #define GFX_ARROW_BLUE_DOWN (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 3)
1304 #define GFX_ARROW_RED_LEFT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 0)
1305 #define GFX_ARROW_RED_RIGHT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 1)
1306 #define GFX_ARROW_RED_UP (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 2)
1307 #define GFX_ARROW_RED_DOWN (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 3)
1308 #define GFX_SCROLLBAR_BLUE (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 0)
1309 #define GFX_SCROLLBAR_RED (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 1)
1310 #define GFX_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 0)
1311 #define GFX_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 1)
1312 #define GFX_WALL_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 2)
1313 #define GFX_WALL_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 3)
1314 #define GFX_PEARL_BREAKING (GFX_START_ROCKSMORE + 4 * MORE_PER_LINE + 0)
1315 #define GFX_SPRING (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 0)
1316 #define GFX_TUBE_RIGHT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 1)
1317 #define GFX_TUBE_HORIZ_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 2)
1318 #define GFX_TUBE_LEFT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 3)
1319 #define GFX_TUBE_HORIZONTAL (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 0)
1320 #define GFX_TUBE_VERT_RIGHT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 1)
1321 #define GFX_TUBE_CROSS (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 2)
1322 #define GFX_TUBE_VERT_LEFT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 3)
1323 #define GFX_TUBE_VERTICAL (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 0)
1324 #define GFX_TUBE_RIGHT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 1)
1325 #define GFX_TUBE_HORIZ_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 2)
1326 #define GFX_TUBE_LEFT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 3)
1328 #define GFX_TRAP_INACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 4)
1329 #define GFX_TRAP_ACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 7)
1330 #define GFX_BD_WALL (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 4)
1331 #define GFX_BD_ROCK (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 4)
1332 #define GFX_DX_SUPABOMB (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 7)
1334 /* graphics from "RocksFont" */
1335 #define GFX_CHAR_START (GFX_START_ROCKSFONT)
1336 #define GFX_CHAR_ASCII0 (GFX_CHAR_START - 32)
1337 #define GFX_CHAR_AUSRUF (GFX_CHAR_ASCII0 + 33)
1338 #define GFX_CHAR_ZOLL (GFX_CHAR_ASCII0 + 34)
1339 #define GFX_CHAR_DOLLAR (GFX_CHAR_ASCII0 + 36)
1340 #define GFX_CHAR_PROZ (GFX_CHAR_ASCII0 + 37)
1341 #define GFX_CHAR_APOSTR (GFX_CHAR_ASCII0 + 39)
1342 #define GFX_CHAR_KLAMM1 (GFX_CHAR_ASCII0 + 40)
1343 #define GFX_CHAR_KLAMM2 (GFX_CHAR_ASCII0 + 41)
1344 #define GFX_CHAR_PLUS (GFX_CHAR_ASCII0 + 43)
1345 #define GFX_CHAR_KOMMA (GFX_CHAR_ASCII0 + 44)
1346 #define GFX_CHAR_MINUS (GFX_CHAR_ASCII0 + 45)
1347 #define GFX_CHAR_PUNKT (GFX_CHAR_ASCII0 + 46)
1348 #define GFX_CHAR_SLASH (GFX_CHAR_ASCII0 + 47)
1349 #define GFX_CHAR_0 (GFX_CHAR_ASCII0 + 48)
1350 #define GFX_CHAR_9 (GFX_CHAR_ASCII0 + 57)
1351 #define GFX_CHAR_DOPPEL (GFX_CHAR_ASCII0 + 58)
1352 #define GFX_CHAR_SEMIKL (GFX_CHAR_ASCII0 + 59)
1353 #define GFX_CHAR_LT (GFX_CHAR_ASCII0 + 60)
1354 #define GFX_CHAR_GLEICH (GFX_CHAR_ASCII0 + 61)
1355 #define GFX_CHAR_GT (GFX_CHAR_ASCII0 + 62)
1356 #define GFX_CHAR_FRAGE (GFX_CHAR_ASCII0 + 63)
1357 #define GFX_CHAR_AT (GFX_CHAR_ASCII0 + 64)
1358 #define GFX_CHAR_A (GFX_CHAR_ASCII0 + 65)
1359 #define GFX_CHAR_Z (GFX_CHAR_ASCII0 + 90)
1360 #define GFX_CHAR_AE (GFX_CHAR_ASCII0 + 91)
1361 #define GFX_CHAR_OE (GFX_CHAR_ASCII0 + 92)
1362 #define GFX_CHAR_UE (GFX_CHAR_ASCII0 + 93)
1363 #define GFX_CHAR_COPY (GFX_CHAR_ASCII0 + 94)
1364 #define GFX_CHAR_END (GFX_CHAR_START + 79)
1366 /* new elements which still have no graphic */
1367 #define GFX_DOOR_WHITE GFX_CHAR_FRAGE
1368 #define GFX_DOOR_WHITE_GRAY GFX_CHAR_FRAGE
1369 #define GFX_KEY_WHITE GFX_CHAR_FRAGE
1370 #define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
1371 #define GFX_SIGN_WHEELCHAIR GFX_CHAR_FRAGE
1372 #define GFX_SIGN_PARKING GFX_CHAR_FRAGE
1373 #define GFX_SIGN_ONEWAY GFX_CHAR_FRAGE
1374 #define GFX_SIGN_HEART GFX_CHAR_FRAGE
1375 #define GFX_SIGN_TRIANGLE GFX_CHAR_FRAGE
1376 #define GFX_SIGN_ROUND GFX_CHAR_FRAGE
1377 #define GFX_SIGN_EXIT GFX_CHAR_FRAGE
1378 #define GFX_SIGN_YINYANG GFX_CHAR_FRAGE
1379 #define GFX_SIGN_OTHER GFX_CHAR_FRAGE
1380 #define GFX_DX_UNKNOWN_15 GFX_CHAR_FRAGE
1381 #define GFX_DX_UNKNOWN_42 GFX_CHAR_FRAGE
1384 /* the names of the sounds */
1385 #define SND_AMOEBE 0
1386 #define SND_ANTIGRAV 1
1387 #define SND_AUTSCH 2
1394 #define SND_HALLOFFAME 9
1397 #define SND_KABUMM 12
1399 #define SND_KLAPPER 14
1400 #define SND_KLING 15
1401 #define SND_KLOPF 16
1402 #define SND_KLUMPF 17
1403 #define SND_KNACK 18
1404 #define SND_KNURK 19
1405 #define SND_KRACH 20
1406 #define SND_LACHEN 21
1407 #define SND_LASER 22
1410 #define SND_OEFFNEN 25
1411 #define SND_PLING 26
1413 #define SND_PUSCH 28
1414 #define SND_QUIEK 29
1415 #define SND_QUIRK 30
1416 #define SND_RHYTHMLOOP 31
1417 #define SND_ROAAAR 32
1418 #define SND_ROEHR 33
1419 #define SND_RUMMS 34
1420 #define SND_SCHLOPP 35
1421 #define SND_SCHLURF 36
1422 #define SND_SCHRFF 37
1423 #define SND_SCHWIRR 38
1425 #define SND_SLURP 40
1426 #define SND_SPROING 41
1427 #define SND_WARNTON 42
1428 #define SND_WHOOSH 43
1429 #define SND_ZISCH 44
1430 #define SND_SP_BASE 45
1431 #define SND_SP_INFOTRON 46
1432 #define SND_SP_ZONKDOWN 47
1433 #define SND_SP_ZONKPUSH 48
1434 #define SND_SP_BUG 49
1435 #define SND_SP_BOOM 50
1436 #define SND_SP_BOOOM 51
1437 #define SND_SP_EXIT 52
1438 #define SND_EMPTY 53
1441 #define NUM_SOUNDS 55
1444 /* values for sound effects */
1445 #define SND_BD_EMPTY_SPACE_DIGGING 0
1446 #define SND_BD_SAND_DIGGING 1
1447 #define SND_BD_DIAMOND_COLLECTING 2
1448 #define SND_BD_DIAMOND_IMPACT 3
1449 #define SND_BD_ROCK_PUSHING 4
1450 #define SND_BD_ROCK_IMPACT 5
1451 #define SND_BD_MAGIC_WALL_ACTIVATING 6
1452 #define SND_BD_MAGIC_WALL_CHANGING 7
1453 #define SND_BD_MAGIC_WALL_RUNNING 8
1454 #define SND_BD_AMOEBA_GROWING 9
1455 #define SND_BD_AMOEBA_TURNING_TO_GEM 10
1456 #define SND_BD_AMOEBA_TURNING_TO_ROCK 11
1457 #define SND_BD_BUTTERFLY_MOVING 12
1458 #define SND_BD_FIREFLY_MOVING 13
1459 #define SND_BD_EXIT_ENTERING 14
1460 #define SND_SP_EMPTY_SPACE_DIGGING 15
1461 #define SND_SP_BASE_DIGGING 16
1462 #define SND_SP_BUGGY_BASE_DIGGING 17
1463 #define SND_SP_BUGGY_BASE_ACTIVATING 18
1464 #define SND_SP_INFOTRON_COLLECTING 19
1465 #define SND_SP_INFOTRON_IMPACT 20
1466 #define SND_SP_ZONK_PUSHING 21
1467 #define SND_SP_ZONK_IMPACT 22
1468 #define SND_SP_DISK_RED_COLLECTING 23
1469 #define SND_SP_DISK_ORANGE_PUSHING 24
1470 #define SND_SP_DISK_YELLOW_PUSHING 25
1471 #define SND_SP_PORT_PASSING 26
1472 #define SND_SP_EXIT_ENTERING 27
1473 #define SND_SP_ELEMENT_EXPLODING 28
1474 #define SND_SP_SNIKSNAK_MOVING 29
1475 #define SND_SP_ELECTRON_MOVING 30
1476 #define SND_SP_TERMINAL_ACTIVATING 31
1477 #define SND_SOKOBAN_OBJECT_PUSHING 32
1478 #define SND_SOKOBAN_FIELD_FILLING 33
1479 #define SND_SOKOBAN_FIELD_CLEARING 34
1480 #define SND_SOKOBAN_GAME_SOLVING 35
1481 #define SND_EMPTY_SPACE_DIGGING 36
1482 #define SND_SAND_DIGGING 37
1483 #define SND_EMERALD_COLLECTING 38
1484 #define SND_EMERALD_IMPACT 39
1485 #define SND_DIAMOND_COLLECTING 40
1486 #define SND_DIAMOND_IMPACT 41
1487 #define SND_DIAMOND_BREAKING 42
1488 #define SND_ROCK_PUSHING 43
1489 #define SND_ROCK_IMPACT 44
1490 #define SND_BOMB_PUSHING 45
1491 #define SND_NUT_PUSHING 46
1492 #define SND_NUT_CRACKING 47
1493 #define SND_NUT_IMPACT 48
1494 #define SND_DYNAMITE_COLLECTING 49
1495 #define SND_DYNAMITE_PLACING 50
1496 #define SND_DYNAMITE_BURNING 51
1497 #define SND_KEY_COLLECTING 52
1498 #define SND_GATE_PASSING 53
1499 #define SND_BUG_MOVING 54
1500 #define SND_SPACESHIP_MOVING 55
1501 #define SND_YAMYAM_MOVING 56
1502 #define SND_YAMYAM_WAITING 57
1503 #define SND_YAMYAM_EATING_DIAMOND 58
1504 #define SND_ROBOT_MOVING 59
1505 #define SND_ROBOT_WHEEL_ACTIVATING 60
1506 #define SND_ROBOT_WHEEL_RUNNING 61
1507 #define SND_MAGIC_WALL_ACTIVATING 62
1508 #define SND_MAGIC_WALL_CHANGING 63
1509 #define SND_MAGIC_WALL_RUNNING 64
1510 #define SND_AMOEBA_GROWING 65
1511 #define SND_AMOEBA_DROPPING 66
1512 #define SND_ACID_SPLASHING 67
1513 #define SND_QUICKSAND_FILLING 68
1514 #define SND_QUICKSAND_SLIPPING_THROUGH 69
1515 #define SND_QUICKSAND_EMPTYING 70
1516 #define SND_EXIT_OPENING 71
1517 #define SND_EXIT_ENTERING 72
1518 #define SND_BALLOON_MOVING 73
1519 #define SND_BALLOON_PUSHING 74
1520 #define SND_SPRING_MOVING 75
1521 #define SND_SPRING_PUSHING 76
1522 #define SND_SPRING_IMPACT 77
1523 #define SND_WALL_GROWING 78
1524 #define SND_PEARL_COLLECTING 79
1525 #define SND_PEARL_BREAKING 80
1526 #define SND_PEARL_IMPACT 81
1527 #define SND_CRYSTAL_COLLECTING 82
1528 #define SND_CRYSTAL_IMPACT 83
1529 #define SND_ENVELOPE_COLLECTING 84
1530 #define SND_SAND_INVISIBLE_DIGGING 85
1531 #define SND_SHIELD_PASSIVE_COLLECTING 86
1532 #define SND_SHIELD_PASSIVE_ACTIVATED 87
1533 #define SND_SHIELD_ACTIVE_COLLECTING 88
1534 #define SND_SHIELD_ACTIVE_ACTIVATED 89
1535 #define SND_EXTRA_TIME_COLLECTING 90
1536 #define SND_MOLE_MOVING 91
1537 #define SND_MOLE_EATING_AMOEBA 92
1538 #define SND_SWITCHGATE_SWITCH_ACTIVATING 93
1539 #define SND_SWITCHGATE_OPENING 94
1540 #define SND_SWITCHGATE_CLOSING 95
1541 #define SND_SWITCHGATE_PASSING 96
1542 #define SND_TIMEGATE_WHEEL_ACTIVATING 97
1543 #define SND_TIMEGATE_WHEEL_RUNNING 98
1544 #define SND_TIMEGATE_OPENING 99
1545 #define SND_TIMEGATE_CLOSING 100
1546 #define SND_TIMEGATE_PASSING 101
1547 #define SND_CONVEYOR_BELT_SWITCH_ACTIVATING 102
1548 #define SND_CONVEYOR_BELT_RUNNING 103
1549 #define SND_LIGHT_SWITCH_ACTIVATING 104
1550 #define SND_LIGHT_SWITCH_DEACTIVATING 105
1551 #define SND_DX_BOMB_PUSHING 106
1552 #define SND_TRAP_INACTIVE_DIGGING 107
1553 #define SND_TRAP_ACTIVATING 108
1554 #define SND_AMOEBA_TURNING_TO_GEM 109
1555 #define SND_AMOEBA_TURNING_TO_ROCK 110
1556 #define SND_SPEED_PILL_COLLECTING 111
1557 #define SND_DYNABOMB_NR_COLLECTING 112
1558 #define SND_DYNABOMB_SZ_COLLECTING 113
1559 #define SND_DYNABOMB_XL_COLLECTING 114
1560 #define SND_DYNABOMB_PLACING 115
1561 #define SND_DYNABOMB_BURNING 116
1562 #define SND_SATELLITE_MOVING 117
1563 #define SND_SATELLITE_PUSHING 118
1564 #define SND_LAMP_ACTIVATING 119
1565 #define SND_LAMP_DEACTIVATING 120
1566 #define SND_TIME_ORB_FULL_COLLECTING 121
1567 #define SND_TIME_ORB_FULL_IMPACT 122
1568 #define SND_TIME_ORB_EMPTY_PUSHING 123
1569 #define SND_TIME_ORB_EMPTY_IMPACT 124
1570 #define SND_GAMEOFLIFE_GROWING 125
1571 #define SND_BIOMAZE_GROWING 126
1572 #define SND_PACMAN_MOVING 127
1573 #define SND_PACMAN_EATING_AMOEBA 128
1574 #define SND_DARK_YAMYAM_MOVING 129
1575 #define SND_DARK_YAMYAM_WAITING 130
1576 #define SND_DARK_YAMYAM_EATING_ANY 131
1577 #define SND_PENGUIN_MOVING 132
1578 #define SND_PENGUIN_ENTERING_EXIT 133
1579 #define SND_PIG_MOVING 134
1580 #define SND_PIG_EATING_GEM 135
1581 #define SND_DRAGON_MOVING 136
1582 #define SND_DRAGON_BREATHING_FIRE 137
1583 #define SND_PLAYER_DYING 138
1584 #define SND_ELEMENT_EXPLODING 139
1585 #define SND_GAME_STARTING 140
1586 #define SND_GAME_RUNNING_OUT_OF_TIME 141
1587 #define SND_GAME_LEVELTIME_BONUS 142
1588 #define SND_GAME_LOSING 143
1589 #define SND_GAME_WINNING 144
1590 #define SND_MENU_DOOR_OPENING 145
1591 #define SND_MENU_DOOR_CLOSING 146
1592 #define SND_MENU_HALL_OF_FAME 147
1593 #define SND_MENU_INFO_SCREEN 148
1595 #define NUM_SOUND_EFFECTS 149
1598 /* values for game_status */
1603 #define HELPSCREEN 4
1604 #define CHOOSELEVEL 5
1606 #define HALLOFFAME 7
1609 #define PROGRAM_VERSION_MAJOR 2
1610 #define PROGRAM_VERSION_MINOR 0
1611 #define PROGRAM_VERSION_PATCH 2
1612 #define PROGRAM_VERSION_STRING "2.0.2"
1614 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1615 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1616 #define PROGRAM_RIGHTS_STRING "Copyright ^1995-2002 by"
1617 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
1618 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
1619 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
1620 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
1621 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1622 #define UNIX_USERDATA_DIRECTORY ".rocksndiamonds"
1623 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1624 #define FILENAME_PREFIX "Rocks"
1626 #define X11_ICON_FILENAME "rocks_icon.xbm"
1627 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1628 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1630 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1631 ** currently supported/known file version numbers:
1633 ** 1.2 (still in use)
1634 ** 1.4 (still in use)
1637 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
1638 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
1639 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
1640 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
1642 /* file version does not change for every program version, but is changed
1643 when new features are introduced that are incompatible with older file
1644 versions, so that they can be treated accordingly */
1645 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1647 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1648 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1649 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1650 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1652 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1653 PROGRAM_VERSION_MINOR, \
1654 PROGRAM_VERSION_PATCH)
1656 /* for DrawGraphicAnimation() [tools.c] and AnimateToon() [cartoons.c] */
1657 #define ANIM_NORMAL 0
1658 #define ANIM_OSCILLATE 1
1659 #define ANIM_REVERSE 2
1661 /* values for game_emulation */
1663 #define EMU_BOULDERDASH 1
1664 #define EMU_SOKOBAN 2
1665 #define EMU_SUPAPLEX 3