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"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
29 #include "conf_mus.h" /* include auto-generated data structure definitions */
31 #define IMG_UNDEFINED (-1)
32 #define IMG_EMPTY IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START IMG_CUSTOM_1
38 #define SND_UNDEFINED (-1)
39 #define MUS_UNDEFINED (-1)
46 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX 3
49 #define MIN_LEV_FIELDY 3
50 #define STD_LEV_FIELDX 64
51 #define STD_LEV_FIELDY 32
52 #define MAX_LEV_FIELDX 128
53 #define MAX_LEV_FIELDY 128
55 #define SCREENX(a) ((a) - scroll_x)
56 #define SCREENY(a) ((a) - scroll_y)
57 #define LEVELX(a) ((a) + scroll_x)
58 #define LEVELY(a) ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_COLLECTIBLE_ONLY 1
66 #define EP_DONT_RUN_INTO 2
67 #define EP_DONT_COLLIDE_WITH 3
68 #define EP_DONT_TOUCH 4
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_CHANGE 7
74 #define EP_CAN_SMASH_PLAYER 10
75 #define EP_CAN_SMASH_ENEMIES 11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE 13
78 #define EP_CAN_EXPLODE_SMASHED 14
79 #define EP_CAN_EXPLODE_IMPACT 15
80 #define EP_WALKABLE_OVER 16
81 #define EP_WALKABLE_INSIDE 17
82 #define EP_WALKABLE_UNDER 18
83 #define EP_PASSABLE_OVER 19
84 #define EP_PASSABLE_INSIDE 20
85 #define EP_PASSABLE_UNDER 21
86 #define EP_DROPPABLE 22
87 #define EP_CAN_EXPLODE_1X1 23
88 #define EP_PUSHABLE 24
89 #define EP_CAN_EXPLODE_CROSS 25
90 #define EP_PROTECTED 26
91 #define EP_CAN_MOVE_INTO_ACID 27
93 /* values for pre-defined properties */
95 #define EP_CAN_PASS_MAGIC_WALL 33
96 #define EP_SWITCHABLE 34
97 #define EP_BD_ELEMENT 35
98 #define EP_SP_ELEMENT 36
99 #define EP_SB_ELEMENT 37
101 #define EP_FOOD_DARK_YAMYAM 39
102 #define EP_FOOD_PENGUIN 40
103 #define EP_FOOD_PIG 41
104 #define EP_HISTORIC_WALL 42
105 #define EP_HISTORIC_SOLID 43
106 #define EP_CLASSIC_ENEMY 44
108 #define EP_BELT_ACTIVE 46
109 #define EP_BELT_SWITCH 47
111 #define EP_KEYGATE 49
112 #define EP_AMOEBOID 50
113 #define EP_AMOEBALIVE 51
114 #define EP_HAS_CONTENT 52
115 #define EP_ACTIVE_BOMB 53
116 #define EP_INACTIVE 54
118 /* values for special configurable properties (depending on level settings) */
119 #define EP_EM_SLIPPERY_WALL 55
121 /* values for special graphics properties (no effect on game engine) */
122 #define EP_GFX_CRUMBLED 56
124 /* values for derived properties (determined from properties above) */
125 #define EP_ACCESSIBLE_OVER 57
126 #define EP_ACCESSIBLE_INSIDE 58
127 #define EP_ACCESSIBLE_UNDER 59
128 #define EP_WALKABLE 60
129 #define EP_PASSABLE 61
130 #define EP_ACCESSIBLE 62
131 #define EP_COLLECTIBLE 63
132 #define EP_SNAPPABLE 64
134 #define EP_SOLID_FOR_PUSHING 66
135 #define EP_DRAGONFIRE_PROOF 67
136 #define EP_EXPLOSION_PROOF 68
137 #define EP_CAN_SMASH 69
138 #define EP_CAN_EXPLODE 70
139 #define EP_CAN_EXPLODE_3X3 71
140 #define EP_SP_PORT 72
141 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
142 #define EP_CAN_EXPLODE_BY_EXPLOSION 74
143 #define EP_COULD_MOVE_INTO_ACID 75
144 #define EP_MAYBE_DONT_COLLIDE_WITH 76
146 /* values for internal purpose only (level editor) */
147 #define EP_EXPLODE_RESULT 77
148 #define EP_WALK_TO_OBJECT 78
151 #define NUM_ELEMENT_PROPERTIES 80
153 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
154 #define EP_BITFIELD_BASE 0
156 #define EP_BITMASK_DEFAULT 0
158 #define PROPERTY_BIT(p) (1 << ((p) % 32))
159 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
160 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
161 #define SET_PROPERTY(e,p,v) ((v) ? \
162 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
163 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
166 /* values for change events for custom elements (stored in level file) */
168 #define CE_TOUCHED_BY_PLAYER 1
169 #define CE_PRESSED_BY_PLAYER 2
170 #define CE_PUSHED_BY_PLAYER 3
171 #define CE_DROPPED_BY_PLAYER 4
172 #define CE_HITTING_SOMETHING 5
175 #define CE_OTHER_IS_TOUCHING 8
176 #define CE_OTHER_IS_CHANGING 9
177 #define CE_OTHER_IS_EXPLODING 10
178 #define CE_OTHER_GETS_TOUCHED 11
179 #define CE_OTHER_GETS_PRESSED 12
180 #define CE_OTHER_GETS_PUSHED 13
181 #define CE_OTHER_GETS_COLLECTED 14
182 #define CE_OTHER_GETS_DROPPED 15
183 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
184 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
185 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
186 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
187 #define CE_OTHER_GETS_DIGGED 20
188 #define CE_ENTERED_BY_PLAYER 21
189 #define CE_LEFT_BY_PLAYER 22
190 #define CE_OTHER_GETS_ENTERED 23
191 #define CE_OTHER_GETS_LEFT 24
192 #define CE_SWITCHED 25
193 #define CE_OTHER_IS_SWITCHING 26
194 #define CE_HIT_BY_SOMETHING 27
195 #define CE_OTHER_IS_HITTING 28
196 #define CE_OTHER_GETS_HIT 29
198 #define NUM_CHANGE_EVENTS 30
200 #define CE_BITMASK_DEFAULT 0
202 #define CH_EVENT_BIT(c) (1 << (c))
203 #define CH_EVENT_VAR(e) (element_info[e].change->events)
204 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
206 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
207 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
208 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
209 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
210 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
212 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
213 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
215 /* values for change side for custom elements */
216 #define CH_SIDE_NONE MV_NO_MOVING
217 #define CH_SIDE_LEFT MV_LEFT
218 #define CH_SIDE_RIGHT MV_RIGHT
219 #define CH_SIDE_TOP MV_UP
220 #define CH_SIDE_BOTTOM MV_DOWN
221 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
222 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
223 #define CH_SIDE_ANY MV_ANY_DIRECTION
225 /* values for change player for custom elements */
226 #define CH_PLAYER_NONE 0
227 #define CH_PLAYER_1 (1 << 0)
228 #define CH_PLAYER_2 (1 << 1)
229 #define CH_PLAYER_3 (1 << 2)
230 #define CH_PLAYER_4 (1 << 3)
231 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
234 /* values for change page for custom elements */
235 #define CH_PAGE_ANY_FILE (0xff)
236 #define CH_PAGE_ANY (0xffffffff)
238 /* values for change power for custom elements */
239 #define CP_WHEN_EMPTY 0
240 #define CP_WHEN_DIGGABLE 1
241 #define CP_WHEN_DESTRUCTIBLE 2
243 /* values for custom move patterns (bits 0 - 3: basic move directions) */
244 #define MV_BIT_TOWARDS_PLAYER 4
245 #define MV_BIT_AWAY_FROM_PLAYER 5
246 #define MV_BIT_ALONG_LEFT_SIDE 6
247 #define MV_BIT_ALONG_RIGHT_SIDE 7
248 #define MV_BIT_TURNING_LEFT 8
249 #define MV_BIT_TURNING_RIGHT 9
250 #define MV_BIT_WHEN_PUSHED 10
251 #define MV_BIT_MAZE_RUNNER 11
252 #define MV_BIT_MAZE_HUNTER 12
253 #define MV_BIT_WHEN_DROPPED 13
254 #define MV_BIT_TURNING_LEFT_RIGHT 14
255 #define MV_BIT_TURNING_RIGHT_LEFT 15
256 #define MV_BIT_TURNING_RANDOM 16
258 /* values for custom move patterns */
259 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
260 #define MV_VERTICAL (MV_UP | MV_DOWN)
261 #define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
262 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
263 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
264 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
265 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
266 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
267 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
268 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
269 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
270 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
271 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
272 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
273 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
274 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
275 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
276 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
278 /* values for initial move direction (bits 0 - 3: basic move directions) */
279 #define MV_START_BIT_PREVIOUS 4
281 /* values for initial move direction */
282 #define MV_START_AUTOMATIC (MV_NO_MOVING)
283 #define MV_START_LEFT (MV_LEFT)
284 #define MV_START_RIGHT (MV_RIGHT)
285 #define MV_START_UP (MV_UP)
286 #define MV_START_DOWN (MV_DOWN)
287 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
288 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
290 /* values for elements left behind by custom elements */
291 #define LEAVE_TYPE_UNLIMITED 0
292 #define LEAVE_TYPE_LIMITED 1
294 /* values for slippery property for custom elements */
295 #define SLIPPERY_ANY_RANDOM 0
296 #define SLIPPERY_ANY_LEFT_RIGHT 1
297 #define SLIPPERY_ANY_RIGHT_LEFT 2
298 #define SLIPPERY_ONLY_LEFT 3
299 #define SLIPPERY_ONLY_RIGHT 4
301 /* macros for configurable properties */
302 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
303 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
304 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
305 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
306 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
307 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
308 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
309 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
310 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
311 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
312 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
313 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
314 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
315 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
316 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
317 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
318 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
319 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
320 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
321 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
322 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
323 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
324 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
325 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
326 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
327 #define CAN_EXPLODE_CROSS(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS)
328 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
329 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
331 /* macros for special configurable properties */
332 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
334 /* macros for special graphics properties */
335 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
337 /* macros for pre-defined properties */
338 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
339 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
340 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
341 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
342 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
343 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
344 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
345 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
346 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
347 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
348 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
349 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
350 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
351 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
352 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
353 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
354 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
355 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
356 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
357 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
358 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
359 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
360 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
362 /* macros for derived properties */
363 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
364 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
365 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
366 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
367 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
368 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
369 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
370 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
371 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
372 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
373 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
374 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
375 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
376 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
377 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
378 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
379 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
380 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
381 #define CAN_EXPLODE_BY_EXPLOSION(e) \
382 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
383 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
384 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
386 /* special macros used in game engine */
387 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
388 (e) <= EL_CUSTOM_END)
390 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
393 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
394 (e) <= EL_INTERNAL_END)
396 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
397 (e) <= EL_ENVELOPE_4)
399 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
400 element_info[e].gfx_element : e)
402 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
404 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
405 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
407 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
408 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
409 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
411 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
412 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
413 (e) == EL_EMERALD ? EL_DIAMOND : \
414 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
415 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
416 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
418 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
419 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
421 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
422 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
423 #define TAPE_IS_EMPTY(x) ((x).length == 0)
424 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
426 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
427 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
431 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
432 IS_PROTECTED(Back[x][y]))
433 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
434 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
435 ENEMY_PROTECTED_FIELD(x, y))
436 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
437 EXPLOSION_PROTECTED_FIELD(x, y))
441 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
442 IS_INDESTRUCTIBLE(Feld[x][y]))
443 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
444 PROTECTED_FIELD(x, y))
445 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
446 PROTECTED_FIELD(x, y))
449 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
450 (p)->switch_x == (x) && (p)->switch_y == (y))
452 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
454 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
455 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
456 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
458 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
459 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
460 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
461 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
463 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
466 /* fundamental game speed values */
467 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
468 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
469 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
470 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
471 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
472 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
474 /* boundaries of arrays etc. */
475 #define MAX_LEVEL_NAME_LEN 32
476 #define MAX_LEVEL_AUTHOR_LEN 32
477 #define MAX_ELEMENT_NAME_LEN 32
478 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
479 #define MAX_SCORE_ENTRIES 100
480 #define MAX_NUM_AMOEBA 100
481 #define MAX_INVENTORY_SIZE 1000
484 #define NUM_BELT_PARTS 3
485 #define MIN_ENVELOPE_XSIZE 1
486 #define MIN_ENVELOPE_YSIZE 1
487 #define MAX_ENVELOPE_XSIZE 30
488 #define MAX_ENVELOPE_YSIZE 20
489 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
490 #define MIN_CHANGE_PAGES 1
491 #define MAX_CHANGE_PAGES 32
492 #define MIN_ELEMENTS_IN_GROUP 1
493 #define MAX_ELEMENTS_IN_GROUP 16
495 /* values for elements with content */
496 #define MIN_ELEMENT_CONTENTS 1
497 #define STD_ELEMENT_CONTENTS 4
498 #define MAX_ELEMENT_CONTENTS 8
500 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
502 /* often used screen positions */
505 #define REAL_SX (SX - 2)
506 #define REAL_SY (SY - 2)
515 #define MINI_TILEX (TILEX / 2)
516 #define MINI_TILEY (TILEY / 2)
517 #define MICRO_TILEX (TILEX / 8)
518 #define MICRO_TILEY (TILEY / 8)
519 #define MIDPOSX (SCR_FIELDX / 2)
520 #define MIDPOSY (SCR_FIELDY / 2)
521 #define SXSIZE (SCR_FIELDX * TILEX)
522 #define SYSIZE (SCR_FIELDY * TILEY)
523 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
524 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
527 #define VXSIZE DXSIZE
529 #define EXSIZE DXSIZE
530 #define EYSIZE (VYSIZE + 44)
531 #define FULL_SXSIZE (2 + SXSIZE + 2)
532 #define FULL_SYSIZE (2 + SYSIZE + 2)
533 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
534 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
535 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
536 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
537 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
540 /* score for elements */
544 #define SC_SPACESHIP 3
549 #define SC_DYNAMITE 8
551 #define SC_TIME_BONUS 10
552 #define SC_CRYSTAL 11
557 /* "real" level file elements */
558 #define EL_UNDEFINED -1
560 #define EL_EMPTY_SPACE 0
561 #define EL_EMPTY EL_EMPTY_SPACE
564 #define EL_WALL_SLIPPERY 3
566 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
568 #define EL_EXIT_CLOSED 7
569 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
571 #define EL_SPACESHIP 10
574 #define EL_STEELWALL 13
575 #define EL_DIAMOND 14
576 #define EL_AMOEBA_DEAD 15
577 #define EL_QUICKSAND_EMPTY 16
578 #define EL_QUICKSAND_FULL 17
579 #define EL_AMOEBA_DROP 18
581 #define EL_MAGIC_WALL 20
582 #define EL_SPEED_PILL 21
584 #define EL_AMOEBA_WET 23
585 #define EL_AMOEBA_DRY 24
587 #define EL_GAME_OF_LIFE 26
588 #define EL_BIOMAZE 27
589 #define EL_DYNAMITE_ACTIVE 28
590 #define EL_STONEBLOCK 29
591 #define EL_ROBOT_WHEEL 30
592 #define EL_ROBOT_WHEEL_ACTIVE 31
601 #define EL_GATE_1_GRAY 40
602 #define EL_GATE_2_GRAY 41
603 #define EL_GATE_3_GRAY 42
604 #define EL_GATE_4_GRAY 43
605 #define EL_DYNAMITE 44
607 #define EL_INVISIBLE_WALL 46
609 #define EL_LAMP_ACTIVE 48
610 #define EL_WALL_EMERALD 49
611 #define EL_WALL_DIAMOND 50
612 #define EL_AMOEBA_FULL 51
613 #define EL_BD_AMOEBA 52
614 #define EL_TIME_ORB_FULL 53
615 #define EL_TIME_ORB_EMPTY 54
616 #define EL_EXPANDABLE_WALL 55
617 #define EL_BD_DIAMOND 56
618 #define EL_EMERALD_YELLOW 57
619 #define EL_WALL_BD_DIAMOND 58
620 #define EL_WALL_EMERALD_YELLOW 59
621 #define EL_DARK_YAMYAM 60
622 #define EL_BD_MAGIC_WALL 61
623 #define EL_INVISIBLE_STEELWALL 62
624 #define EL_SOKOBAN_FIELD_PLAYER 63
625 #define EL_DYNABOMB_INCREASE_NUMBER 64
626 #define EL_DYNABOMB_INCREASE_SIZE 65
627 #define EL_DYNABOMB_INCREASE_POWER 66
628 #define EL_SOKOBAN_OBJECT 67
629 #define EL_SOKOBAN_FIELD_EMPTY 68
630 #define EL_SOKOBAN_FIELD_FULL 69
631 #define EL_BD_BUTTERFLY_RIGHT 70
632 #define EL_BD_BUTTERFLY_UP 71
633 #define EL_BD_BUTTERFLY_LEFT 72
634 #define EL_BD_BUTTERFLY_DOWN 73
635 #define EL_BD_FIREFLY_RIGHT 74
636 #define EL_BD_FIREFLY_UP 75
637 #define EL_BD_FIREFLY_LEFT 76
638 #define EL_BD_FIREFLY_DOWN 77
639 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
640 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
641 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
642 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
643 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
644 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
645 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
646 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
647 #define EL_BD_BUTTERFLY 78
648 #define EL_BD_FIREFLY 79
649 #define EL_PLAYER_1 80
650 #define EL_PLAYER_2 81
651 #define EL_PLAYER_3 82
652 #define EL_PLAYER_4 83
653 #define EL_BUG_RIGHT 84
655 #define EL_BUG_LEFT 86
656 #define EL_BUG_DOWN 87
657 #define EL_SPACESHIP_RIGHT 88
658 #define EL_SPACESHIP_UP 89
659 #define EL_SPACESHIP_LEFT 90
660 #define EL_SPACESHIP_DOWN 91
661 #define EL_PACMAN_RIGHT 92
662 #define EL_PACMAN_UP 93
663 #define EL_PACMAN_LEFT 94
664 #define EL_PACMAN_DOWN 95
665 #define EL_EMERALD_RED 96
666 #define EL_EMERALD_PURPLE 97
667 #define EL_WALL_EMERALD_RED 98
668 #define EL_WALL_EMERALD_PURPLE 99
669 #define EL_ACID_POOL_TOPLEFT 100
670 #define EL_ACID_POOL_TOPRIGHT 101
671 #define EL_ACID_POOL_BOTTOMLEFT 102
672 #define EL_ACID_POOL_BOTTOM 103
673 #define EL_ACID_POOL_BOTTOMRIGHT 104
674 #define EL_BD_WALL 105
675 #define EL_BD_ROCK 106
676 #define EL_EXIT_OPEN 107
677 #define EL_BLACK_ORB 108
678 #define EL_AMOEBA_TO_DIAMOND 109
680 #define EL_PENGUIN 111
681 #define EL_SATELLITE 112
682 #define EL_ARROW_LEFT 113
683 #define EL_ARROW_RIGHT 114
684 #define EL_ARROW_UP 115
685 #define EL_ARROW_DOWN 116
687 #define EL_DRAGON 118
689 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
691 #define EL_CHAR_START 120
692 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
693 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
695 #include "conf_chr.h" /* include auto-generated data structure definitions */
697 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
698 #define EL_CHAR_END (EL_CHAR_START + 79)
700 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
702 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
703 #define EL_EXPANDABLE_WALL_VERTICAL 201
704 #define EL_EXPANDABLE_WALL_ANY 202
706 #define EL_EM_GATE_1 203
707 #define EL_EM_GATE_2 204
708 #define EL_EM_GATE_3 205
709 #define EL_EM_GATE_4 206
711 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
712 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
713 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
715 #define EL_SP_START 210
716 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
717 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
718 #define EL_SP_ZONK (EL_SP_START + 1)
719 #define EL_SP_BASE (EL_SP_START + 2)
720 #define EL_SP_MURPHY (EL_SP_START + 3)
721 #define EL_SP_INFOTRON (EL_SP_START + 4)
722 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
723 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
724 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
725 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
726 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
727 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
728 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
729 #define EL_SP_PORT_UP (EL_SP_START + 12)
730 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
731 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
732 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
733 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
734 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
735 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
736 #define EL_SP_TERMINAL (EL_SP_START + 19)
737 #define EL_SP_DISK_RED (EL_SP_START + 20)
738 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
739 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
740 #define EL_SP_PORT_ANY (EL_SP_START + 23)
741 #define EL_SP_ELECTRON (EL_SP_START + 24)
742 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
743 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
744 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
745 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
746 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
747 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
748 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
749 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
750 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
751 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
752 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
753 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
754 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
755 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
756 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
757 #define EL_SP_END (EL_SP_START + 39)
759 #define EL_EM_GATE_1_GRAY 250
760 #define EL_EM_GATE_2_GRAY 251
761 #define EL_EM_GATE_3_GRAY 252
762 #define EL_EM_GATE_4_GRAY 253
764 #define EL_UNUSED_254 254
765 #define EL_UNUSED_255 255
768 #define EL_CRYSTAL 257
769 #define EL_WALL_PEARL 258
770 #define EL_WALL_CRYSTAL 259
771 #define EL_DOOR_WHITE 260
772 #define EL_DOOR_WHITE_GRAY 261
773 #define EL_KEY_WHITE 262
774 #define EL_SHIELD_NORMAL 263
775 #define EL_EXTRA_TIME 264
776 #define EL_SWITCHGATE_OPEN 265
777 #define EL_SWITCHGATE_CLOSED 266
778 #define EL_SWITCHGATE_SWITCH_UP 267
779 #define EL_SWITCHGATE_SWITCH_DOWN 268
781 #define EL_UNUSED_269 269
782 #define EL_UNUSED_270 270
784 #define EL_CONVEYOR_BELT_1_LEFT 271
785 #define EL_CONVEYOR_BELT_1_MIDDLE 272
786 #define EL_CONVEYOR_BELT_1_RIGHT 273
787 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
788 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
789 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
790 #define EL_CONVEYOR_BELT_2_LEFT 277
791 #define EL_CONVEYOR_BELT_2_MIDDLE 278
792 #define EL_CONVEYOR_BELT_2_RIGHT 279
793 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
794 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
795 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
796 #define EL_CONVEYOR_BELT_3_LEFT 283
797 #define EL_CONVEYOR_BELT_3_MIDDLE 284
798 #define EL_CONVEYOR_BELT_3_RIGHT 285
799 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
800 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
801 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
802 #define EL_CONVEYOR_BELT_4_LEFT 289
803 #define EL_CONVEYOR_BELT_4_MIDDLE 290
804 #define EL_CONVEYOR_BELT_4_RIGHT 291
805 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
806 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
807 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
808 #define EL_LANDMINE 295
809 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
810 #define EL_LIGHT_SWITCH 297
811 #define EL_LIGHT_SWITCH_ACTIVE 298
812 #define EL_SIGN_EXCLAMATION 299
813 #define EL_SIGN_RADIOACTIVITY 300
814 #define EL_SIGN_STOP 301
815 #define EL_SIGN_WHEELCHAIR 302
816 #define EL_SIGN_PARKING 303
817 #define EL_SIGN_ONEWAY 304
818 #define EL_SIGN_HEART 305
819 #define EL_SIGN_TRIANGLE 306
820 #define EL_SIGN_ROUND 307
821 #define EL_SIGN_EXIT 308
822 #define EL_SIGN_YINYANG 309
823 #define EL_SIGN_OTHER 310
824 #define EL_MOLE_LEFT 311
825 #define EL_MOLE_RIGHT 312
826 #define EL_MOLE_UP 313
827 #define EL_MOLE_DOWN 314
828 #define EL_STEELWALL_SLIPPERY 315
829 #define EL_INVISIBLE_SAND 316
830 #define EL_DX_UNKNOWN_15 317
831 #define EL_DX_UNKNOWN_42 318
833 #define EL_UNUSED_319 319
834 #define EL_UNUSED_320 320
836 #define EL_SHIELD_DEADLY 321
837 #define EL_TIMEGATE_OPEN 322
838 #define EL_TIMEGATE_CLOSED 323
839 #define EL_TIMEGATE_SWITCH_ACTIVE 324
840 #define EL_TIMEGATE_SWITCH 325
842 #define EL_BALLOON 326
843 #define EL_BALLOON_SWITCH_LEFT 327
844 #define EL_BALLOON_SWITCH_RIGHT 328
845 #define EL_BALLOON_SWITCH_UP 329
846 #define EL_BALLOON_SWITCH_DOWN 330
847 #define EL_BALLOON_SWITCH_ANY 331
849 #define EL_EMC_STEELWALL_1 332
850 #define EL_EMC_STEELWALL_2 333
851 #define EL_EMC_STEELWALL_3 334
852 #define EL_EMC_STEELWALL_4 335
853 #define EL_EMC_WALL_1 336
854 #define EL_EMC_WALL_2 337
855 #define EL_EMC_WALL_3 338
856 #define EL_EMC_WALL_4 339
857 #define EL_EMC_WALL_5 340
858 #define EL_EMC_WALL_6 341
859 #define EL_EMC_WALL_7 342
860 #define EL_EMC_WALL_8 343
862 #define EL_TUBE_ANY 344
863 #define EL_TUBE_VERTICAL 345
864 #define EL_TUBE_HORIZONTAL 346
865 #define EL_TUBE_VERTICAL_LEFT 347
866 #define EL_TUBE_VERTICAL_RIGHT 348
867 #define EL_TUBE_HORIZONTAL_UP 349
868 #define EL_TUBE_HORIZONTAL_DOWN 350
869 #define EL_TUBE_LEFT_UP 351
870 #define EL_TUBE_LEFT_DOWN 352
871 #define EL_TUBE_RIGHT_UP 353
872 #define EL_TUBE_RIGHT_DOWN 354
873 #define EL_SPRING 355
875 #define EL_DX_SUPABOMB 357
877 #define EL_UNUSED_358 358
878 #define EL_UNUSED_359 359
880 /* ---------- begin of custom elements section ----------------------------- */
881 #define EL_CUSTOM_START 360
883 #include "conf_cus.h" /* include auto-generated data structure definitions */
885 #define NUM_CUSTOM_ELEMENTS 256
886 #define EL_CUSTOM_END 615
887 /* ---------- end of custom elements section ------------------------------- */
889 #define EL_EM_KEY_1 616
890 #define EL_EM_KEY_2 617
891 #define EL_EM_KEY_3 618
892 #define EL_EM_KEY_4 619
893 #define EL_ENVELOPE_1 620
894 #define EL_ENVELOPE_2 621
895 #define EL_ENVELOPE_3 622
896 #define EL_ENVELOPE_4 623
898 /* ---------- begin of group elements section ------------------------------ */
899 #define EL_GROUP_START 624
901 #include "conf_grp.h" /* include auto-generated data structure definitions */
903 #define NUM_GROUP_ELEMENTS 32
904 #define EL_GROUP_END 655
905 /* ---------- end of custom elements section ------------------------------- */
907 #define EL_UNKNOWN 656
908 #define EL_TRIGGER_ELEMENT 657
909 #define EL_TRIGGER_PLAYER 658
911 #define NUM_FILE_ELEMENTS 659
914 /* "real" (and therefore drawable) runtime elements */
915 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
917 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
918 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
919 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
920 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
921 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
922 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
923 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
924 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
925 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
926 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
927 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
928 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
929 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
930 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
931 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
932 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
933 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
934 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
935 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
936 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
937 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
938 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
939 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
940 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
941 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
942 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
943 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
944 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
945 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
946 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
947 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
948 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
949 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
950 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
951 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
952 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
953 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
954 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
955 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
956 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
957 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
958 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
959 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
960 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
961 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
963 /* "unreal" (and therefore not drawable) runtime elements */
964 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
966 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
967 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
968 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
969 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
970 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
971 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
972 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
973 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
974 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
975 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
976 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
977 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
978 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
979 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
980 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
981 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
982 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
983 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
985 /* dummy elements (never used as game elements, only used as graphics) */
986 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
988 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
989 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
990 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
991 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
992 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
993 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
994 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
995 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
996 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
997 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
998 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
999 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1000 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1001 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1002 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1003 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1004 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1005 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1006 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1007 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1008 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1009 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1010 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1011 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1012 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1014 /* internal elements (only used for internal purposes like copying) */
1015 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1017 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1018 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1019 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1020 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1022 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1023 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1025 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1028 /* values for graphics/sounds action types */
1029 #define ACTION_DEFAULT 0
1030 #define ACTION_WAITING 1
1031 #define ACTION_FALLING 2
1032 #define ACTION_MOVING 3
1033 #define ACTION_DIGGING 4
1034 #define ACTION_SNAPPING 5
1035 #define ACTION_COLLECTING 6
1036 #define ACTION_DROPPING 7
1037 #define ACTION_PUSHING 8
1038 #define ACTION_WALKING 9
1039 #define ACTION_PASSING 10
1040 #define ACTION_IMPACT 11
1041 #define ACTION_BREAKING 12
1042 #define ACTION_ACTIVATING 13
1043 #define ACTION_DEACTIVATING 14
1044 #define ACTION_OPENING 15
1045 #define ACTION_CLOSING 16
1046 #define ACTION_ATTACKING 17
1047 #define ACTION_GROWING 18
1048 #define ACTION_SHRINKING 19
1049 #define ACTION_ACTIVE 20
1050 #define ACTION_FILLING 21
1051 #define ACTION_EMPTYING 22
1052 #define ACTION_CHANGING 23
1053 #define ACTION_EXPLODING 24
1054 #define ACTION_BORING 25
1055 #define ACTION_BORING_1 26
1056 #define ACTION_BORING_2 27
1057 #define ACTION_BORING_3 28
1058 #define ACTION_BORING_4 29
1059 #define ACTION_BORING_5 30
1060 #define ACTION_BORING_6 31
1061 #define ACTION_BORING_7 32
1062 #define ACTION_BORING_8 33
1063 #define ACTION_BORING_9 34
1064 #define ACTION_BORING_10 35
1065 #define ACTION_SLEEPING 36
1066 #define ACTION_SLEEPING_1 37
1067 #define ACTION_SLEEPING_2 38
1068 #define ACTION_SLEEPING_3 39
1069 #define ACTION_AWAKENING 40
1070 #define ACTION_DYING 41
1071 #define ACTION_TURNING 42
1072 #define ACTION_TURNING_FROM_LEFT 43
1073 #define ACTION_TURNING_FROM_RIGHT 44
1074 #define ACTION_TURNING_FROM_UP 45
1075 #define ACTION_TURNING_FROM_DOWN 46
1076 #define ACTION_OTHER 47
1078 #define NUM_ACTIONS 48
1080 #define ACTION_BORING_LAST ACTION_BORING_10
1081 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1084 /* values for special image configuration suffixes (must match game mode) */
1085 #define GFX_SPECIAL_ARG_DEFAULT 0
1086 #define GFX_SPECIAL_ARG_MAIN 1
1087 #define GFX_SPECIAL_ARG_LEVELS 2
1088 #define GFX_SPECIAL_ARG_SCORES 3
1089 #define GFX_SPECIAL_ARG_EDITOR 4
1090 #define GFX_SPECIAL_ARG_INFO 5
1091 #define GFX_SPECIAL_ARG_SETUP 6
1092 #define GFX_SPECIAL_ARG_PLAYING 7
1093 #define GFX_SPECIAL_ARG_DOOR 8
1094 #define GFX_SPECIAL_ARG_PREVIEW 9
1095 #define GFX_SPECIAL_ARG_CRUMBLED 10
1097 #define NUM_SPECIAL_GFX_ARGS 11
1100 /* values for image configuration suffixes */
1103 #define GFX_ARG_XPOS 2
1104 #define GFX_ARG_YPOS 3
1105 #define GFX_ARG_WIDTH 4
1106 #define GFX_ARG_HEIGHT 5
1107 #define GFX_ARG_OFFSET 6
1108 #define GFX_ARG_VERTICAL 7
1109 #define GFX_ARG_XOFFSET 8
1110 #define GFX_ARG_YOFFSET 9
1111 #define GFX_ARG_FRAMES 10
1112 #define GFX_ARG_FRAMES_PER_LINE 11
1113 #define GFX_ARG_START_FRAME 12
1114 #define GFX_ARG_DELAY 13
1115 #define GFX_ARG_ANIM_MODE 14
1116 #define GFX_ARG_GLOBAL_SYNC 15
1117 #define GFX_ARG_CRUMBLED_LIKE 16
1118 #define GFX_ARG_DIGGABLE_LIKE 17
1119 #define GFX_ARG_BORDER_SIZE 18
1120 #define GFX_ARG_STEP_OFFSET 19
1121 #define GFX_ARG_STEP_DELAY 20
1122 #define GFX_ARG_DIRECTION 21
1123 #define GFX_ARG_POSITION 22
1124 #define GFX_ARG_DRAW_XOFFSET 23
1125 #define GFX_ARG_DRAW_YOFFSET 24
1126 #define GFX_ARG_DRAW_MASKED 25
1127 #define GFX_ARG_ANIM_DELAY_FIXED 26
1128 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1129 #define GFX_ARG_POST_DELAY_FIXED 28
1130 #define GFX_ARG_POST_DELAY_RANDOM 29
1131 #define GFX_ARG_NAME 30
1133 #define NUM_GFX_ARGS 31
1136 /* values for sound configuration suffixes */
1137 #define SND_ARG_MODE_LOOP 0
1139 #define NUM_SND_ARGS 1
1142 /* values for music configuration suffixes */
1143 #define MUS_ARG_MODE_LOOP 0
1145 #define NUM_MUS_ARGS 1
1148 /* values for font configuration */
1149 #define FONT_INITIAL_1 0
1150 #define FONT_INITIAL_2 1
1151 #define FONT_INITIAL_3 2
1152 #define FONT_INITIAL_4 3
1153 #define FONT_TITLE_1 4
1154 #define FONT_TITLE_2 5
1155 #define FONT_MENU_1 6
1156 #define FONT_MENU_2 7
1157 #define FONT_TEXT_1_ACTIVE 8
1158 #define FONT_TEXT_2_ACTIVE 9
1159 #define FONT_TEXT_3_ACTIVE 10
1160 #define FONT_TEXT_4_ACTIVE 11
1161 #define FONT_TEXT_1 12
1162 #define FONT_TEXT_2 13
1163 #define FONT_TEXT_3 14
1164 #define FONT_TEXT_4 15
1165 #define FONT_ENVELOPE_1 16
1166 #define FONT_ENVELOPE_2 17
1167 #define FONT_ENVELOPE_3 18
1168 #define FONT_ENVELOPE_4 19
1169 #define FONT_INPUT_1_ACTIVE 20
1170 #define FONT_INPUT_2_ACTIVE 21
1171 #define FONT_INPUT_1 22
1172 #define FONT_INPUT_2 23
1173 #define FONT_OPTION_OFF 24
1174 #define FONT_OPTION_ON 25
1175 #define FONT_VALUE_1 26
1176 #define FONT_VALUE_2 27
1177 #define FONT_VALUE_OLD 28
1178 #define FONT_LEVEL_NUMBER 29
1179 #define FONT_TAPE_RECORDER 30
1180 #define FONT_GAME_INFO 31
1182 #define NUM_FONTS 32
1183 #define NUM_INITIAL_FONTS 4
1185 /* values for game_status (must match special image configuration suffixes) */
1186 #define GAME_MODE_DEFAULT 0
1187 #define GAME_MODE_MAIN 1
1188 #define GAME_MODE_LEVELS 2
1189 #define GAME_MODE_SCORES 3
1190 #define GAME_MODE_EDITOR 4
1191 #define GAME_MODE_INFO 5
1192 #define GAME_MODE_SETUP 6
1193 #define GAME_MODE_PLAYING 7
1194 #define GAME_MODE_PSEUDO_DOOR 8
1195 #define GAME_MODE_PSEUDO_PREVIEW 9
1196 #define GAME_MODE_PSEUDO_CRUMBLED 10
1198 /* there are no special config file suffixes for these modes */
1199 #define GAME_MODE_PSEUDO_TYPENAME 11
1200 #define GAME_MODE_QUIT 12
1202 /* special definitions currently only used for custom artwork configuration */
1203 #define MUSIC_PREFIX_BACKGROUND 0
1204 #define NUM_MUSIC_PREFIXES 1
1205 #define MAX_LEVELS 1000
1207 /* definitions for demo animation lists */
1208 #define HELPANIM_LIST_NEXT -1
1209 #define HELPANIM_LIST_END -999
1212 /* program information and versioning definitions */
1214 #define PROGRAM_VERSION_MAJOR 3
1215 #define PROGRAM_VERSION_MINOR 1
1216 #define PROGRAM_VERSION_PATCH 0
1217 #define PROGRAM_VERSION_BUILD 2
1219 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1220 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1221 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
1223 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1224 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1225 #define FILENAME_PREFIX "Rocks"
1227 #if defined(PLATFORM_UNIX)
1228 #define USERDATA_DIRECTORY ".rocksndiamonds"
1229 #elif defined(PLATFORM_WIN32)
1230 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1232 #define USERDATA_DIRECTORY "userdata"
1235 #define X11_ICON_FILENAME "rocks_icon.xbm"
1236 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1237 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1239 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1240 ** currently supported/known file version numbers:
1242 ** 1.2 (still in use)
1243 ** 1.4 (still in use)
1246 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1247 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1248 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1249 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1251 /* file version does not change for every program version, but is changed
1252 when new features are introduced that are incompatible with older file
1253 versions, so that they can be treated accordingly */
1254 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1256 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1257 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1258 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1259 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1261 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1262 PROGRAM_VERSION_MINOR, \
1263 PROGRAM_VERSION_PATCH, \
1264 PROGRAM_VERSION_BUILD)
1266 /* values for game_emulation */
1268 #define EMU_BOULDERDASH 1
1269 #define EMU_SOKOBAN 2
1270 #define EMU_SUPAPLEX 3
1274 int draw_xoffset_default;
1275 int draw_yoffset_default;
1276 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1277 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1279 int scrollbar_xoffset;
1281 int list_size_default;
1282 int list_size[NUM_SPECIAL_GFX_ARGS];
1284 int sound[NUM_SPECIAL_GFX_ARGS];
1285 int music[NUM_SPECIAL_GFX_ARGS];
1297 char Name[MAX_PLAYER_NAME_LEN + 1];
1303 boolean present; /* player present in level playfield */
1304 boolean connected; /* player connected (locally or via network) */
1305 boolean active; /* player present and connected */
1307 int index_nr; /* player number (0 to 3) */
1308 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1309 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1310 int client_nr; /* network client identifier */
1312 byte action; /* action from local input device */
1313 byte effective_action; /* action acknowledged from network server
1314 or summarized over all configured input
1315 devices when in single player mode */
1316 byte programmed_action; /* action forced by game itself (like moving
1317 through doors); overrides other actions */
1319 int jx, jy, last_jx, last_jy;
1320 int MovDir, MovPos, GfxDir, GfxPos;
1321 int Frame, StepFrame;
1325 boolean use_murphy_graphic;
1327 boolean block_last_field;
1328 boolean can_fall_into_acid;
1330 boolean LevelSolved, GameOver;
1337 boolean is_snapping;
1338 boolean is_collecting;
1340 boolean is_switching;
1341 boolean is_dropping;
1344 boolean is_sleeping;
1346 int frame_counter_bored;
1347 int frame_counter_sleeping;
1349 int anim_delay_counter;
1350 int post_delay_counter;
1352 int action_waiting, last_action_waiting;
1353 int special_action_bored;
1354 int special_action_sleeping;
1356 int num_special_action_bored;
1357 int num_special_action_sleeping;
1359 int switch_x, switch_y;
1363 unsigned long move_delay;
1364 int move_delay_value;
1366 int move_delay_reset_counter;
1368 unsigned long push_delay;
1369 unsigned long push_delay_value;
1371 unsigned long actual_frame_counter;
1378 int gems_still_needed;
1379 int sokobanfields_still_needed;
1380 int lights_still_needed;
1381 int friends_still_needed;
1383 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1384 int shield_normal_time_left;
1385 int shield_deadly_time_left;
1387 int inventory_element[MAX_INVENTORY_SIZE];
1388 int inventory_infinite_element;
1394 int music[MAX_LEVELS];
1397 struct LevelFileInfo
1408 int file_version; /* file format version the level is stored with */
1409 int game_version; /* game release version the level was created with */
1411 boolean encoding_16bit_field; /* level contains 16-bit elements */
1412 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1413 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1420 char name[MAX_LEVEL_NAME_LEN + 1];
1421 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1423 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1424 int envelope_xsize[4], envelope_ysize[4];
1426 int score[LEVEL_SCORE_ELEMENTS];
1428 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1429 int num_yamyam_contents;
1434 int time_magic_wall;
1439 int can_move_into_acid_bits; /* bitfield to store property for elements */
1440 int dont_collide_with_bits; /* bitfield to store property for elements */
1442 boolean double_speed;
1443 boolean initial_gravity;
1444 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1445 boolean block_last_field; /* player blocks previous field while moving */
1446 boolean sp_block_last_field; /* player blocks previous field while moving */
1447 boolean use_spring_bug; /* for compatibility with old levels */
1448 boolean instant_relocation; /* no visual delay when relocating player */
1450 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1451 int use_step_counter; /* count steps instead of seconds for level */
1453 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1455 boolean use_custom_template; /* use custom properties from template file */
1457 boolean no_valid_file; /* set when level file missing or invalid */
1462 int file_version; /* file format version the tape is stored with */
1463 int game_version; /* game release version the tape was created with */
1464 int engine_version; /* game engine version the tape was recorded with */
1466 char *level_identifier;
1468 unsigned long random_seed;
1470 unsigned long counter;
1471 unsigned long length;
1472 unsigned long length_seconds;
1473 unsigned int delay_played;
1474 boolean pause_before_death;
1475 boolean recording, playing, pausing;
1476 boolean fast_forward;
1477 boolean warp_forward;
1478 boolean deactivate_display;
1480 boolean auto_play_level_solved;
1481 boolean quick_resume;
1482 boolean single_step;
1484 boolean player_participates[MAX_PLAYERS];
1485 int num_participating_players;
1489 byte action[MAX_PLAYERS];
1493 boolean no_valid_file; /* set when tape file missing or invalid */
1498 /* values for engine initialization */
1499 int default_push_delay_fixed;
1500 int default_push_delay_random;
1502 /* constant within running game */
1505 int initial_move_delay;
1506 int initial_move_delay_value;
1507 int initial_push_delay_value;
1509 /* variable within running game */
1510 int yamyam_content_nr;
1511 boolean magic_wall_active;
1512 int magic_wall_time_left;
1513 int light_time_left;
1514 int timegate_time_left;
1520 boolean explosions_delayed;
1521 boolean envelope_active;
1523 /* values for player idle animation (no effect on engine) */
1524 int player_boring_delay_fixed;
1525 int player_boring_delay_random;
1526 int player_sleeping_delay_fixed;
1527 int player_sleeping_delay_random;
1532 char *autoplay_leveldir;
1533 int autoplay_level_nr;
1537 float frames_per_second;
1538 boolean fps_slowdown;
1539 int fps_slowdown_factor;
1542 struct ElementChangeInfo
1544 boolean can_change; /* use or ignore this change info */
1546 unsigned long events; /* change events */
1548 int trigger_player; /* player triggering change */
1549 int trigger_side; /* side triggering change */
1550 int trigger_page; /* page triggering change */
1552 short target_element; /* target element after change */
1554 int delay_fixed; /* added frame delay before changed (fixed) */
1555 int delay_random; /* added frame delay before changed (random) */
1556 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1558 short trigger_element; /* element triggering change */
1560 int target_content[3][3]; /* elements for extended change target */
1561 boolean use_target_content; /* use extended change target */
1562 boolean only_if_complete; /* only use complete target content */
1563 boolean use_random_replace; /* use random value for replacing elements */
1564 int random_percentage; /* random value for replacing elements */
1565 int replace_when; /* type of elements that can be replaced */
1567 boolean explode; /* explode instead of change */
1569 /* ---------- internal values used at runtime when playing ---------- */
1571 /* functions that are called before, while and after the change of an
1572 element -- currently only used for non-custom elements */
1573 void (*pre_change_function)(int x, int y);
1574 void (*change_function)(int x, int y);
1575 void (*post_change_function)(int x, int y);
1577 short actual_trigger_element; /* element that actually triggered change */
1578 int actual_trigger_player; /* player which actually triggered change */
1580 /* ---------- internal values used in level editor ---------- */
1582 int direct_action; /* change triggered by actions on element */
1583 int other_action; /* change triggered by other element actions */
1586 struct ElementGroupInfo
1588 int num_elements; /* number of elements in this group */
1589 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1591 int choice_mode; /* how to choose element from group */
1593 /* ---------- internal values used at runtime when playing ---------- */
1595 /* the following is the same as above, but with recursively resolved group
1596 elements (group elements may also contain further group elements!) */
1597 int num_elements_resolved;
1598 short element_resolved[NUM_FILE_ELEMENTS];
1600 int choice_pos; /* current element choice position */
1605 /* ---------- token and description strings ---------- */
1607 char *token_name; /* element token used in config files */
1608 char *class_name; /* element class used in config files */
1609 char *editor_description; /* pre-defined description for level editor */
1610 char *custom_description; /* alternative description from config file */
1611 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1613 /* ---------- graphic and sound definitions ---------- */
1615 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1616 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1617 /* special graphics for left/right/up/down */
1619 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1620 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1621 /* crumbled graphics for left/right/up/down */
1623 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1624 /* special graphics for certain screens */
1626 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1628 /* ---------- special element property values ---------- */
1630 boolean use_gfx_element; /* use custom graphic element */
1631 short gfx_element; /* optional custom graphic element */
1633 int access_direction; /* accessible from which direction */
1635 int collect_score; /* score value for collecting */
1636 int collect_count; /* count value for collecting */
1638 int push_delay_fixed; /* constant frame delay for pushing */
1639 int push_delay_random; /* additional random frame delay for pushing */
1640 int move_delay_fixed; /* constant frame delay for moving */
1641 int move_delay_random; /* additional random frame delay for moving */
1643 int move_pattern; /* direction movable element moves to */
1644 int move_direction_initial; /* initial direction element moves to */
1645 int move_stepsize; /* step size element moves with */
1646 int move_enter_element; /* element that can be entered (and removed) */
1647 int move_leave_element; /* element that can be left behind */
1648 int move_leave_type; /* change (limited) or leave (unlimited) */
1650 int slippery_type; /* how/where other elements slip away */
1652 int content[3][3]; /* new elements after explosion */
1654 int explosion_delay; /* duration of explosion of this element */
1655 int ignition_delay; /* delay for explosion by other explosion */
1657 struct ElementChangeInfo *change_page; /* actual list of change pages */
1658 struct ElementChangeInfo *change; /* pointer to current change page */
1660 int num_change_pages; /* actual number of change pages */
1661 int current_change_page; /* currently edited change page */
1663 struct ElementGroupInfo *group; /* pointer to element group info */
1665 /* ---------- internal values used at runtime when playing ---------- */
1667 unsigned long change_events; /* bitfield for combined change events */
1669 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1670 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1672 boolean in_group[NUM_GROUP_ELEMENTS];
1675 boolean can_leave_element; /* element can leave other element behind */
1676 boolean can_leave_element_last;
1679 /* ---------- internal values used in level editor ---------- */
1681 int access_type; /* walkable or passable */
1682 int access_layer; /* accessible over/inside/under */
1683 int access_protected; /* protection against deadly elements */
1684 int walk_to_action; /* diggable/collectible/pushable */
1685 int smash_targets; /* can smash player/enemies/everything */
1686 int deadliness; /* deadly when running/colliding/touching */
1687 int consistency; /* indestructible/can explode */
1689 boolean can_explode_by_fire; /* element explodes by fire */
1690 boolean can_explode_smashed; /* element explodes when smashed */
1691 boolean can_explode_impact; /* element explodes on impact */
1693 boolean modified_settings; /* set for all modified custom elements */
1698 char *token_name; /* font token used in config files */
1700 int graphic; /* default graphic for this font */
1701 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1702 /* special graphics for certain screens */
1703 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1704 /* internal bitmap ID for special graphics */
1710 int src_x, src_y; /* start position of animation frames */
1711 int width, height; /* width/height of each animation frame */
1712 int offset_x, offset_y; /* x/y offset to next animation frame */
1714 int anim_frames_per_line;
1715 int anim_start_frame;
1716 int anim_delay; /* important: delay of 1 means "no delay"! */
1718 boolean anim_global_sync;
1719 int crumbled_like; /* element for cloning crumble graphics */
1720 int diggable_like; /* element for cloning digging graphics */
1721 int border_size; /* border size for "crumbled" graphics */
1723 int anim_delay_fixed; /* optional delay values for bored and */
1724 int anim_delay_random; /* sleeping player animations (animation */
1725 int post_delay_fixed; /* intervall and following pause before */
1726 int post_delay_random; /* next intervall (bored animation only) */
1728 int step_offset; /* optional step offset of toon animations */
1729 int step_delay; /* optional step delay of toon animations */
1731 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1733 int draw_masked; /* optional setting for drawing envelope gfx */
1735 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1736 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1737 GC clip_gc; /* single-graphic-only clip gc for X11 */
1751 struct MusicPrefixInfo
1754 boolean is_loop_music;
1757 struct MusicFileInfo
1762 char *artist_header;
1775 struct MusicFileInfo *next;
1778 struct ElementActionInfo
1782 boolean is_loop_sound;
1785 struct ElementDirectionInfo
1791 struct SpecialSuffixInfo
1808 extern GC tile_clip_gc;
1809 extern Bitmap *pix[];
1811 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1812 extern Pixmap tile_clipmask[];
1813 extern DrawBuffer *fieldbuffer;
1814 extern DrawBuffer *drawto_field;
1816 extern int game_status;
1817 extern boolean level_editor_test_game;
1818 extern boolean network_playing;
1820 extern int key_joystick_mapping;
1822 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1823 extern int redraw_x1, redraw_y1;
1825 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1826 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1827 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1828 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1829 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1830 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1831 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1832 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1833 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1834 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1835 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1836 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1837 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1838 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1839 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1840 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1841 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1842 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1843 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1844 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1845 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1846 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1847 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1848 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1850 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1852 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1853 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1854 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1855 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1856 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1858 extern int lev_fieldx, lev_fieldy;
1859 extern int scroll_x, scroll_y;
1862 extern int ScrollStepSize;
1863 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1864 extern int BorderElement;
1865 extern int GameFrameDelay;
1866 extern int FfwdFrameDelay;
1867 extern int BX1, BY1;
1868 extern int BX2, BY2;
1869 extern int SBX_Left, SBX_Right;
1870 extern int SBY_Upper, SBY_Lower;
1872 extern int ExitX, ExitY;
1873 extern int AllPlayersGone;
1875 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
1876 extern boolean SiebAktiv;
1877 extern int SiebCount;
1879 extern boolean network_player_action_received;
1881 extern int graphics_action_mapping[];
1883 extern struct LevelSetInfo levelset;
1884 extern struct LevelInfo level, level_template;
1885 extern struct PlayerInfo stored_player[], *local_player;
1886 extern struct HiScore highscore[];
1887 extern struct TapeInfo tape;
1888 extern struct GameInfo game;
1889 extern struct GlobalInfo global;
1890 extern struct MenuInfo menu;
1891 extern struct DoorInfo door_1, door_2;
1892 extern struct ElementInfo element_info[];
1893 extern struct ElementActionInfo element_action_info[];
1894 extern struct ElementDirectionInfo element_direction_info[];
1895 extern struct SpecialSuffixInfo special_suffix_info[];
1896 extern struct TokenIntPtrInfo image_config_vars[];
1897 extern struct FontInfo font_info[];
1898 extern struct MusicPrefixInfo music_prefix_info[];
1899 extern struct GraphicInfo *graphic_info;
1900 extern struct SoundInfo *sound_info;
1901 extern struct MusicInfo *music_info;
1902 extern struct MusicFileInfo *music_file_info;
1903 extern struct HelpAnimInfo *helpanim_info;
1904 extern SetupFileHash *helptext_info;
1905 extern struct ConfigInfo image_config[];
1906 extern struct ConfigInfo sound_config[];
1907 extern struct ConfigInfo music_config[];
1908 extern struct ConfigInfo image_config_suffix[];
1909 extern struct ConfigInfo sound_config_suffix[];
1910 extern struct ConfigInfo music_config_suffix[];
1911 extern struct ConfigInfo helpanim_config[];
1912 extern struct ConfigInfo helptext_config[];