1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
30 #include "conf_gfx.h" /* include auto-generated data structure definitions */
31 #include "conf_snd.h" /* include auto-generated data structure definitions */
33 #define IMG_UNDEFINED (-1)
34 #define IMG_EMPTY IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START IMG_CUSTOM_1
39 #define SND_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 1
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_EXPLODE 7
74 #define EP_CAN_SMASH 10
75 #define EP_WALKABLE_OVER 11
76 #define EP_WALKABLE_INSIDE 12
77 #define EP_WALKABLE_UNDER 13
78 #define EP_PASSABLE_OVER 14
79 #define EP_PASSABLE_INSIDE 15
80 #define EP_PASSABLE_UNDER 16
81 #define EP_CHANGEABLE 17
82 #define EP_UNUSED_18 18
83 #define EP_UNUSED_19 19
84 #define EP_UNUSED_20 20
85 #define EP_UNUSED_21 21
86 #define EP_UNUSED_22 22
87 #define EP_UNUSED_23 23
88 #define EP_PUSHABLE 24
90 /* values for special configurable properties (depending on level settings) */
91 #define EP_EM_SLIPPERY_WALL 25
93 /* values for special graphics properties (no effect on game engine) */
94 #define EP_CAN_BE_CRUMBLED 26
96 /* values for pre-defined properties */
98 #define EP_CAN_PASS_MAGIC_WALL 28
99 #define EP_SWITCHABLE 29
100 #define EP_DONT_TOUCH 30
102 #define EP_DONT_GO_TO 32
103 #define EP_BD_ELEMENT 33
104 #define EP_SP_ELEMENT 34
105 #define EP_SB_ELEMENT 35
107 #define EP_FOOD_DARK_YAMYAM 37
108 #define EP_FOOD_PENGUIN 38
109 #define EP_FOOD_PIG 39
110 #define EP_HISTORIC_WALL 40
111 #define EP_HISTORIC_SOLID 41
113 #define EP_BELT_ACTIVE 43
114 #define EP_BELT_SWITCH 44
116 #define EP_KEYGATE 46
117 #define EP_AMOEBOID 47
118 #define EP_AMOEBALIVE 48
119 #define EP_HAS_CONTENT 49
120 #define EP_ACTIVE_BOMB 50
121 #define EP_INACTIVE 51
123 /* values for derived properties (determined from properties above) */
124 #define EP_ACCESSIBLE_OVER 52
125 #define EP_ACCESSIBLE_INSIDE 53
126 #define EP_ACCESSIBLE_UNDER 54
127 #define EP_WALKABLE 55
128 #define EP_PASSABLE 56
129 #define EP_ACCESSIBLE 57
130 #define EP_SNAPPABLE 58
132 #define EP_SOLID_FOR_PUSHING 60
133 #define EP_DRAGONFIRE_PROOF 61
134 #define EP_EXPLOSION_PROOF 62
136 /* values for internal purpose only (level editor) */
137 #define EP_WALK_TO_OBJECT 63
139 #define NUM_ELEMENT_PROPERTIES 64
141 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
142 #define EP_BITFIELD_BASE 0
144 #define EP_BITMASK_DEFAULT 0
146 #define PROPERTY_BIT(p) (1 << ((p) % 32))
147 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
148 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
149 #define SET_PROPERTY(e,p,v) ((v) ? \
150 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
151 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
154 /* values for change events for custom elements */
157 #define NUM_CHANGE_EVENTS 1
159 #define CE_BITMASK_DEFAULT 0
161 #define CH_EVENT_BIT(c) (1 << (c))
162 #define CH_EVENT_VAR(e) (element_info[e].change.events)
164 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
165 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
166 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
168 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
169 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
172 /* macros for configurable properties */
173 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
174 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
175 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
176 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
177 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
178 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
179 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
180 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
181 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
182 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
183 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
184 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
185 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
186 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
187 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
188 #define IS_CHANGEABLE(e) HAS_PROPERTY(e, EP_CHANGEABLE)
190 /* macros for special configurable properties */
191 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
193 /* macros for special graphics properties */
194 #define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
196 /* macros for pre-defined properties */
197 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
198 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
199 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
200 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
201 #define IS_ENEMY(e) HAS_PROPERTY(e, EP_ENEMY)
202 #define DONT_GO_TO(e) HAS_PROPERTY(e, EP_DONT_GO_TO)
203 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
204 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
205 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
206 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
207 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
208 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
209 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
210 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
211 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
212 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
213 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
214 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
215 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
216 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
217 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
218 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
219 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
220 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
221 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
223 /* macros for derived properties */
224 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
225 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
226 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
227 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
228 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
229 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
230 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
231 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
232 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
233 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
234 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
236 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
237 (e) <= EL_CUSTOM_END)
239 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
240 element_info[e].gfx_element : e)
242 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
244 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
245 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
247 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
248 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
249 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
251 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
252 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
253 (e) == EL_EMERALD ? EL_DIAMOND : \
254 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
255 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
256 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
258 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
259 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
261 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
262 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
263 #define TAPE_IS_EMPTY(x) ((x).length == 0)
264 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
266 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
267 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
268 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
269 IS_INDESTRUCTIBLE(Feld[x][y]))
270 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
271 PROTECTED_FIELD(x, y))
273 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
275 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
276 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
277 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
279 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
280 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
281 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
282 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
284 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
287 /* boundaries of arrays etc. */
288 #define MAX_LEVEL_NAME_LEN 32
289 #define MAX_LEVEL_AUTHOR_LEN 32
290 #define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
291 #define MAX_SCORE_ENTRIES 100
292 #define MAX_NUM_AMOEBA 100
294 /* values for elements with content */
295 #define MIN_ELEMENT_CONTENTS 1
296 #define STD_ELEMENT_CONTENTS 4
297 #define MAX_ELEMENT_CONTENTS 8
299 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
301 /* fundamental game speed values */
302 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
303 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
304 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
305 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
306 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
308 /* often used screen positions */
311 #define REAL_SX (SX - 2)
312 #define REAL_SY (SY - 2)
321 #define MINI_TILEX (TILEX / 2)
322 #define MINI_TILEY (TILEY / 2)
323 #define MICRO_TILEX (TILEX / 8)
324 #define MICRO_TILEY (TILEY / 8)
325 #define MIDPOSX (SCR_FIELDX / 2)
326 #define MIDPOSY (SCR_FIELDY / 2)
327 #define SXSIZE (SCR_FIELDX * TILEX)
328 #define SYSIZE (SCR_FIELDY * TILEY)
329 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
330 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
333 #define VXSIZE DXSIZE
335 #define EXSIZE DXSIZE
336 #define EYSIZE (VYSIZE + 44)
337 #define FULL_SXSIZE (2 + SXSIZE + 2)
338 #define FULL_SYSIZE (2 + SYSIZE + 2)
339 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
340 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
341 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
342 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
343 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
346 /* "real" level file elements */
347 #define EL_UNDEFINED -1
349 #define EL_EMPTY_SPACE 0
350 #define EL_EMPTY EL_EMPTY_SPACE
353 #define EL_WALL_CRUMBLED 3
355 #define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
357 #define EL_EXIT_CLOSED 7
358 #define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
360 #define EL_SPACESHIP 10
363 #define EL_STEELWALL 13
364 #define EL_DIAMOND 14
365 #define EL_AMOEBA_DEAD 15
366 #define EL_QUICKSAND_EMPTY 16
367 #define EL_QUICKSAND_FULL 17
368 #define EL_AMOEBA_DROP 18
370 #define EL_MAGIC_WALL 20
371 #define EL_SPEED_PILL 21
373 #define EL_AMOEBA_WET 23
374 #define EL_AMOEBA_DRY 24
376 #define EL_GAME_OF_LIFE 26
377 #define EL_BIOMAZE 27
378 #define EL_DYNAMITE_ACTIVE 28
379 #define EL_STONEBLOCK 29
380 #define EL_ROBOT_WHEEL 30
381 #define EL_ROBOT_WHEEL_ACTIVE 31
390 #define EL_GATE_1_GRAY 40
391 #define EL_GATE_2_GRAY 41
392 #define EL_GATE_3_GRAY 42
393 #define EL_GATE_4_GRAY 43
394 #define EL_DYNAMITE 44
396 #define EL_INVISIBLE_WALL 46
398 #define EL_LAMP_ACTIVE 48
399 #define EL_WALL_EMERALD 49
400 #define EL_WALL_DIAMOND 50
401 #define EL_AMOEBA_FULL 51
402 #define EL_BD_AMOEBA 52
403 #define EL_TIME_ORB_FULL 53
404 #define EL_TIME_ORB_EMPTY 54
405 #define EL_EXPANDABLE_WALL 55
406 #define EL_BD_DIAMOND 56
407 #define EL_EMERALD_YELLOW 57
408 #define EL_WALL_BD_DIAMOND 58
409 #define EL_WALL_EMERALD_YELLOW 59
410 #define EL_DARK_YAMYAM 60
411 #define EL_BD_MAGIC_WALL 61
412 #define EL_INVISIBLE_STEELWALL 62
414 #define EL_UNUSED_63 63
416 #define EL_DYNABOMB_INCREASE_NUMBER 64
417 #define EL_DYNABOMB_INCREASE_SIZE 65
418 #define EL_DYNABOMB_INCREASE_POWER 66
419 #define EL_SOKOBAN_OBJECT 67
420 #define EL_SOKOBAN_FIELD_EMPTY 68
421 #define EL_SOKOBAN_FIELD_FULL 69
422 #define EL_BD_BUTTERFLY_RIGHT 70
423 #define EL_BD_BUTTERFLY_UP 71
424 #define EL_BD_BUTTERFLY_LEFT 72
425 #define EL_BD_BUTTERFLY_DOWN 73
426 #define EL_BD_FIREFLY_RIGHT 74
427 #define EL_BD_FIREFLY_UP 75
428 #define EL_BD_FIREFLY_LEFT 76
429 #define EL_BD_FIREFLY_DOWN 77
430 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
431 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
432 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
433 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
434 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
435 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
436 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
437 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
438 #define EL_BD_BUTTERFLY 78
439 #define EL_BD_FIREFLY 79
440 #define EL_PLAYER_1 80
441 #define EL_PLAYER_2 81
442 #define EL_PLAYER_3 82
443 #define EL_PLAYER_4 83
444 #define EL_BUG_RIGHT 84
446 #define EL_BUG_LEFT 86
447 #define EL_BUG_DOWN 87
448 #define EL_SPACESHIP_RIGHT 88
449 #define EL_SPACESHIP_UP 89
450 #define EL_SPACESHIP_LEFT 90
451 #define EL_SPACESHIP_DOWN 91
452 #define EL_PACMAN_RIGHT 92
453 #define EL_PACMAN_UP 93
454 #define EL_PACMAN_LEFT 94
455 #define EL_PACMAN_DOWN 95
456 #define EL_EMERALD_RED 96
457 #define EL_EMERALD_PURPLE 97
458 #define EL_WALL_EMERALD_RED 98
459 #define EL_WALL_EMERALD_PURPLE 99
460 #define EL_ACID_POOL_TOPLEFT 100
461 #define EL_ACID_POOL_TOPRIGHT 101
462 #define EL_ACID_POOL_BOTTOMLEFT 102
463 #define EL_ACID_POOL_BOTTOM 103
464 #define EL_ACID_POOL_BOTTOMRIGHT 104
465 #define EL_BD_WALL 105
466 #define EL_BD_ROCK 106
467 #define EL_EXIT_OPEN 107
468 #define EL_BLACK_ORB 108
469 #define EL_AMOEBA_TO_DIAMOND 109
471 #define EL_PENGUIN 111
472 #define EL_SATELLITE 112
473 #define EL_ARROW_LEFT 113
474 #define EL_ARROW_RIGHT 114
475 #define EL_ARROW_UP 115
476 #define EL_ARROW_DOWN 116
478 #define EL_DRAGON 118
480 #define EL_EM_KEY_1_FILE 119
482 #define EL_CHAR_START 120
483 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
484 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
486 #include "conf_chr.h" /* include auto-generated data structure definitions */
488 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
489 #define EL_CHAR_END (EL_CHAR_START + 79)
491 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
493 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
494 #define EL_EXPANDABLE_WALL_VERTICAL 201
495 #define EL_EXPANDABLE_WALL_ANY 202
497 #define EL_EM_GATE_1 203
498 #define EL_EM_GATE_2 204
499 #define EL_EM_GATE_3 205
500 #define EL_EM_GATE_4 206
502 #define EL_EM_KEY_2_FILE 207
503 #define EL_EM_KEY_3_FILE 208
504 #define EL_EM_KEY_4_FILE 209
506 #define EL_SP_START 210
507 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
508 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
509 #define EL_SP_ZONK (EL_SP_START + 1)
510 #define EL_SP_BASE (EL_SP_START + 2)
511 #define EL_SP_MURPHY (EL_SP_START + 3)
512 #define EL_SP_INFOTRON (EL_SP_START + 4)
513 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
514 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
515 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
516 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
517 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
518 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
519 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
520 #define EL_SP_PORT_UP (EL_SP_START + 12)
521 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
522 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
523 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
524 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
525 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
526 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
527 #define EL_SP_TERMINAL (EL_SP_START + 19)
528 #define EL_SP_DISK_RED (EL_SP_START + 20)
529 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
530 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
531 #define EL_SP_PORT_ANY (EL_SP_START + 23)
532 #define EL_SP_ELECTRON (EL_SP_START + 24)
533 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
534 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
535 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
536 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
537 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
538 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
539 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
540 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
541 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
542 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
543 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
544 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
545 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
546 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
547 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
548 #define EL_SP_END (EL_SP_START + 39)
550 #define EL_EM_GATE_1_GRAY 250
551 #define EL_EM_GATE_2_GRAY 251
552 #define EL_EM_GATE_3_GRAY 252
553 #define EL_EM_GATE_4_GRAY 253
555 #define EL_UNUSED_254 254
556 #define EL_UNUSED_255 255
559 #define EL_CRYSTAL 257
560 #define EL_WALL_PEARL 258
561 #define EL_WALL_CRYSTAL 259
562 #define EL_DOOR_WHITE 260
563 #define EL_DOOR_WHITE_GRAY 261
564 #define EL_KEY_WHITE 262
565 #define EL_SHIELD_NORMAL 263
566 #define EL_EXTRA_TIME 264
567 #define EL_SWITCHGATE_OPEN 265
568 #define EL_SWITCHGATE_CLOSED 266
569 #define EL_SWITCHGATE_SWITCH_UP 267
570 #define EL_SWITCHGATE_SWITCH_DOWN 268
572 #define EL_UNUSED_269 269
573 #define EL_UNUSED_270 270
575 #define EL_CONVEYOR_BELT_1_LEFT 271
576 #define EL_CONVEYOR_BELT_1_MIDDLE 272
577 #define EL_CONVEYOR_BELT_1_RIGHT 273
578 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
579 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
580 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
581 #define EL_CONVEYOR_BELT_2_LEFT 277
582 #define EL_CONVEYOR_BELT_2_MIDDLE 278
583 #define EL_CONVEYOR_BELT_2_RIGHT 279
584 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
585 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
586 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
587 #define EL_CONVEYOR_BELT_3_LEFT 283
588 #define EL_CONVEYOR_BELT_3_MIDDLE 284
589 #define EL_CONVEYOR_BELT_3_RIGHT 285
590 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
591 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
592 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
593 #define EL_CONVEYOR_BELT_4_LEFT 289
594 #define EL_CONVEYOR_BELT_4_MIDDLE 290
595 #define EL_CONVEYOR_BELT_4_RIGHT 291
596 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
597 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
598 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
599 #define EL_LANDMINE 295
600 #define EL_ENVELOPE 296
601 #define EL_LIGHT_SWITCH 297
602 #define EL_LIGHT_SWITCH_ACTIVE 298
603 #define EL_SIGN_EXCLAMATION 299
604 #define EL_SIGN_RADIOACTIVITY 300
605 #define EL_SIGN_STOP 301
606 #define EL_SIGN_WHEELCHAIR 302
607 #define EL_SIGN_PARKING 303
608 #define EL_SIGN_ONEWAY 304
609 #define EL_SIGN_HEART 305
610 #define EL_SIGN_TRIANGLE 306
611 #define EL_SIGN_ROUND 307
612 #define EL_SIGN_EXIT 308
613 #define EL_SIGN_YINYANG 309
614 #define EL_SIGN_OTHER 310
615 #define EL_MOLE_LEFT 311
616 #define EL_MOLE_RIGHT 312
617 #define EL_MOLE_UP 313
618 #define EL_MOLE_DOWN 314
619 #define EL_STEELWALL_SLANTED 315
620 #define EL_INVISIBLE_SAND 316
621 #define EL_DX_UNKNOWN_15 317
622 #define EL_DX_UNKNOWN_42 318
624 #define EL_UNUSED_319 319
625 #define EL_UNUSED_320 320
627 #define EL_SHIELD_DEADLY 321
628 #define EL_TIMEGATE_OPEN 322
629 #define EL_TIMEGATE_CLOSED 323
630 #define EL_TIMEGATE_SWITCH_ACTIVE 324
631 #define EL_TIMEGATE_SWITCH 325
633 #define EL_BALLOON 326
634 #define EL_BALLOON_SWITCH_LEFT 327
635 #define EL_BALLOON_SWITCH_RIGHT 328
636 #define EL_BALLOON_SWITCH_UP 329
637 #define EL_BALLOON_SWITCH_DOWN 330
638 #define EL_BALLOON_SWITCH_ANY 331
640 #define EL_EMC_STEELWALL_1 332
641 #define EL_EMC_STEELWALL_2 333
642 #define EL_EMC_STEELWALL_3 334
643 #define EL_EMC_STEELWALL_4 335
644 #define EL_EMC_WALL_1 336
645 #define EL_EMC_WALL_2 337
646 #define EL_EMC_WALL_3 338
647 #define EL_EMC_WALL_4 339
648 #define EL_EMC_WALL_5 340
649 #define EL_EMC_WALL_6 341
650 #define EL_EMC_WALL_7 342
651 #define EL_EMC_WALL_8 343
653 #define EL_TUBE_ANY 344
654 #define EL_TUBE_VERTICAL 345
655 #define EL_TUBE_HORIZONTAL 346
656 #define EL_TUBE_VERTICAL_LEFT 347
657 #define EL_TUBE_VERTICAL_RIGHT 348
658 #define EL_TUBE_HORIZONTAL_UP 349
659 #define EL_TUBE_HORIZONTAL_DOWN 350
660 #define EL_TUBE_LEFT_UP 351
661 #define EL_TUBE_LEFT_DOWN 352
662 #define EL_TUBE_RIGHT_UP 353
663 #define EL_TUBE_RIGHT_DOWN 354
664 #define EL_SPRING 355
666 #define EL_DX_SUPABOMB 357
668 #define EL_UNUSED_358 358
669 #define EL_UNUSED_359 359
671 #define EL_CUSTOM_START 360
673 #include "conf_cus.h" /* include auto-generated data structure definitions */
675 #define EL_CUSTOM_END (EL_CUSTOM_START + 127)
677 #define NUM_CUSTOM_ELEMENTS 128
678 #define NUM_FILE_ELEMENTS 488
681 /* "real" (and therefore drawable) runtime elements */
682 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
684 #define EL_EM_KEY_1 (EL_FIRST_RUNTIME_REAL + 0)
685 #define EL_EM_KEY_2 (EL_FIRST_RUNTIME_REAL + 1)
686 #define EL_EM_KEY_3 (EL_FIRST_RUNTIME_REAL + 2)
687 #define EL_EM_KEY_4 (EL_FIRST_RUNTIME_REAL + 3)
688 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
689 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
690 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
691 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
692 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
693 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 9)
694 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 10)
695 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 11)
696 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 12)
697 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 13)
698 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
699 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
700 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
701 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
702 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
703 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
704 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
705 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
706 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
707 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
708 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
709 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
710 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
711 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
712 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
713 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
714 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
715 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
716 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
717 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
718 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
719 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
720 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
721 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
722 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
723 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
724 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
725 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
726 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
727 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
728 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
729 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
731 /* "unreal" (and therefore not drawable) runtime elements */
732 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
734 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
735 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
736 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
737 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 3)
738 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 4)
739 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 5)
740 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 6)
741 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 7)
742 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 8)
743 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 9)
744 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 10)
745 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
746 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
748 /* dummy elements (never used as game elements, only used as graphics) */
749 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 13)
751 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
752 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
753 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
754 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
755 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
756 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
757 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
758 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
759 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
760 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
761 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
762 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
763 #define EL_SAND_CRUMBLED (EL_FIRST_DUMMY + 12)
764 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
765 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14)
766 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15)
768 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 16)
771 /* values for graphics/sounds action types */
772 #define ACTION_DEFAULT 0
773 #define ACTION_WAITING 1
774 #define ACTION_FALLING 2
775 #define ACTION_MOVING 3
776 #define ACTION_DIGGING 4
777 #define ACTION_SNAPPING 5
778 #define ACTION_COLLECTING 6
779 #define ACTION_DROPPING 7
780 #define ACTION_PUSHING 8
781 #define ACTION_PASSING 9
782 #define ACTION_IMPACT 10
783 #define ACTION_BREAKING 11
784 #define ACTION_ACTIVATING 12
785 #define ACTION_DEACTIVATING 13
786 #define ACTION_OPENING 14
787 #define ACTION_CLOSING 15
788 #define ACTION_ATTACKING 16
789 #define ACTION_GROWING 17
790 #define ACTION_SHRINKING 18
791 #define ACTION_ACTIVE 19
792 #define ACTION_FILLING 20
793 #define ACTION_EMPTYING 21
794 #define ACTION_CHANGING 22
795 #define ACTION_EXPLODING 23
796 #define ACTION_DYING 24
797 #define ACTION_OTHER 25
799 #define NUM_ACTIONS 26
801 /* values for special image configuration suffixes (must match game mode) */
802 #define GFX_SPECIAL_ARG_MAIN 0
803 #define GFX_SPECIAL_ARG_LEVELS 1
804 #define GFX_SPECIAL_ARG_SCORES 2
805 #define GFX_SPECIAL_ARG_EDITOR 3
806 #define GFX_SPECIAL_ARG_INFO 4
807 #define GFX_SPECIAL_ARG_SETUP 5
808 #define GFX_SPECIAL_ARG_DOOR 6
809 #define GFX_SPECIAL_ARG_PREVIEW 7
811 #define NUM_SPECIAL_GFX_ARGS 8
814 /* values for image configuration suffixes */
817 #define GFX_ARG_XPOS 2
818 #define GFX_ARG_YPOS 3
819 #define GFX_ARG_WIDTH 4
820 #define GFX_ARG_HEIGHT 5
821 #define GFX_ARG_OFFSET 6
822 #define GFX_ARG_VERTICAL 7
823 #define GFX_ARG_XOFFSET 8
824 #define GFX_ARG_YOFFSET 9
825 #define GFX_ARG_FRAMES 10
826 #define GFX_ARG_FRAMES_PER_LINE 11
827 #define GFX_ARG_START_FRAME 12
828 #define GFX_ARG_DELAY 13
829 #define GFX_ARG_ANIM_MODE 14
830 #define GFX_ARG_GLOBAL_SYNC 15
831 #define GFX_ARG_STEP_OFFSET 16
832 #define GFX_ARG_STEP_DELAY 17
833 #define GFX_ARG_DIRECTION 18
834 #define GFX_ARG_POSITION 19
835 #define GFX_ARG_DRAW_XOFFSET 20
836 #define GFX_ARG_DRAW_YOFFSET 21
837 #define GFX_ARG_NAME 22
839 #define NUM_GFX_ARGS 23
842 /* values for sound configuration suffixes */
843 #define SND_ARG_MODE_LOOP 0
845 #define NUM_SND_ARGS 1
848 /* values for font configuration */
850 #define FONT_INITIAL_1 0
851 #define FONT_INITIAL_2 1
852 #define FONT_INITIAL_3 2
853 #define FONT_INITIAL_4 3
854 #define FONT_TITLE_1 4
855 #define FONT_TITLE_2 5
856 #define FONT_MENU_1 6
857 #define FONT_MENU_2 7
858 #define FONT_TEXT_1_ACTIVE 8
859 #define FONT_TEXT_2_ACTIVE 9
860 #define FONT_TEXT_3_ACTIVE 10
861 #define FONT_TEXT_4_ACTIVE 11
862 #define FONT_TEXT_1 12
863 #define FONT_TEXT_2 13
864 #define FONT_TEXT_3 14
865 #define FONT_TEXT_4 15
866 #define FONT_INPUT_1_ACTIVE 16
867 #define FONT_INPUT_2_ACTIVE 17
868 #define FONT_INPUT_1 18
869 #define FONT_INPUT_2 19
870 #define FONT_OPTION_OFF 20
871 #define FONT_OPTION_ON 21
872 #define FONT_VALUE_1 22
873 #define FONT_VALUE_2 23
874 #define FONT_VALUE_OLD 24
875 #define FONT_LEVEL_NUMBER 25
876 #define FONT_TAPE_RECORDER 26
877 #define FONT_GAME_INFO 27
880 #define NUM_INITIAL_FONTS 4
882 /* values for game_status (must match special image configuration suffixes) */
883 #define GAME_MODE_MAIN 0
884 #define GAME_MODE_LEVELS 1
885 #define GAME_MODE_SCORES 2
886 #define GAME_MODE_EDITOR 3
887 #define GAME_MODE_INFO 4
888 #define GAME_MODE_SETUP 5
889 #define GAME_MODE_PSEUDO_DOOR 6
890 #define GAME_MODE_PSEUDO_PREVIEW 7
892 /* there are no special config file suffixes for these modes */
893 #define GAME_MODE_PLAYING 8
894 #define GAME_MODE_PSEUDO_TYPENAME 9
895 #define GAME_MODE_QUIT 10
897 #define PROGRAM_VERSION_MAJOR 2
898 #define PROGRAM_VERSION_MINOR 2
899 #define PROGRAM_VERSION_PATCH 0
900 #define PROGRAM_VERSION_RELEASE 7
901 #define PROGRAM_VERSION_STRING "2.2.0rc7"
903 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
904 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
905 #define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
906 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
907 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
908 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
909 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
910 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
911 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
912 #define FILENAME_PREFIX "Rocks"
914 #if defined(PLATFORM_UNIX)
915 #define USERDATA_DIRECTORY ".rocksndiamonds"
916 #elif defined(PLATFORM_WIN32)
917 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
919 #define USERDATA_DIRECTORY "userdata"
922 #define X11_ICON_FILENAME "rocks_icon.xbm"
923 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
924 #define MSDOS_POINTER_FILENAME "mouse.pcx"
926 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
927 ** currently supported/known file version numbers:
929 ** 1.2 (still in use)
930 ** 1.4 (still in use)
933 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
934 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
935 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
936 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
938 /* file version does not change for every program version, but is changed
939 when new features are introduced that are incompatible with older file
940 versions, so that they can be treated accordingly */
941 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
943 #define GAME_VERSION_1_0 FILE_VERSION_1_0
944 #define GAME_VERSION_1_2 FILE_VERSION_1_2
945 #define GAME_VERSION_1_4 FILE_VERSION_1_4
946 #define GAME_VERSION_2_0 FILE_VERSION_2_0
948 #define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
949 PROGRAM_VERSION_MINOR, \
950 PROGRAM_VERSION_PATCH, \
951 PROGRAM_VERSION_RELEASE)
953 /* values for game_emulation */
955 #define EMU_BOULDERDASH 1
956 #define EMU_SOKOBAN 2
957 #define EMU_SUPAPLEX 3
961 char Name[MAX_PLAYER_NAME_LEN + 1];
967 boolean present; /* player present in level playfield */
968 boolean connected; /* player connected (locally or via network) */
969 boolean active; /* player (present && connected) */
971 int index_nr, client_nr, element_nr;
973 byte action; /* action from local input device */
974 byte effective_action; /* action acknowledged from network server
975 or summarized over all configured input
976 devices when in single player mode */
977 byte programmed_action; /* action forced by game itself (like moving
978 through doors); overrides other actions */
980 int jx,jy, last_jx,last_jy;
981 int MovDir, MovPos, GfxDir, GfxPos;
982 int Frame, StepFrame;
986 boolean use_murphy_graphic;
987 boolean use_disk_red_graphic;
991 boolean LevelSolved, GameOver;
998 boolean is_collecting;
1000 unsigned long move_delay;
1001 int move_delay_value;
1003 unsigned long push_delay;
1004 unsigned long push_delay_value;
1006 unsigned long actual_frame_counter;
1009 int gems_still_needed;
1010 int sokobanfields_still_needed;
1011 int lights_still_needed;
1012 int friends_still_needed;
1015 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1016 int shield_normal_time_left;
1017 int shield_deadly_time_left;
1022 int file_version; /* file format version the level is stored with */
1023 int game_version; /* game release version the level was created with */
1025 boolean encoding_16bit_field; /* level contains 16-bit elements */
1026 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1027 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1033 char name[MAX_LEVEL_NAME_LEN + 1];
1034 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1035 int score[LEVEL_SCORE_ELEMENTS];
1036 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1037 int num_yamyam_contents;
1040 int time_magic_wall;
1044 boolean double_speed;
1046 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1048 boolean no_level_file;
1053 int file_version; /* file format version the tape is stored with */
1054 int game_version; /* game release version the tape was created with */
1055 int engine_version; /* game engine version the tape was recorded with */
1057 char *level_identifier;
1059 unsigned long random_seed;
1061 unsigned long counter;
1062 unsigned long length;
1063 unsigned long length_seconds;
1064 unsigned int delay_played;
1065 boolean pause_before_death;
1066 boolean recording, playing, pausing;
1067 boolean fast_forward;
1068 boolean index_search;
1070 boolean auto_play_level_solved;
1071 boolean quick_resume;
1072 boolean single_step;
1074 boolean player_participates[MAX_PLAYERS];
1075 int num_participating_players;
1079 byte action[MAX_PLAYERS];
1086 /* constant within running game */
1089 int initial_move_delay;
1090 int initial_move_delay_value;
1092 /* variable within running game */
1093 int yamyam_content_nr;
1094 boolean magic_wall_active;
1095 int magic_wall_time_left;
1096 int light_time_left;
1097 int timegate_time_left;
1102 boolean explosions_delayed;
1107 char *autoplay_leveldir;
1108 int autoplay_level_nr;
1112 float frames_per_second;
1113 boolean fps_slowdown;
1114 int fps_slowdown_factor;
1119 int draw_xoffset_default;
1120 int draw_yoffset_default;
1121 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1122 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1131 struct ElementChangeInfo
1133 unsigned long events; /* bitfield for change events */
1135 int delay_fixed; /* added frame delay before changed (fixed) */
1136 int delay_random; /* added frame delay before changed (random) */
1137 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1139 short successor; /* new custom element after change */
1144 /* ---------- token and description strings ---------- */
1146 char *token_name; /* element token used in config files */
1147 char *class_name; /* element class used in config files */
1148 char *editor_description; /* short description for level editor */
1149 char *custom_description; /* custom description for level editor */
1151 /* ---------- graphic and sound definitions ---------- */
1153 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1154 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1155 /* special graphics for left/right/up/down */
1156 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1157 /* special graphics for certain screens */
1159 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1161 /* ---------- special element property values ---------- */
1163 boolean use_template; /* use all properties from template file */
1165 boolean use_gfx_element;
1166 short gfx_element; /* optional custom graphic element */
1168 int score; /* score for collection, smashing, ... */
1170 int push_delay_fixed; /* constant frame delay for pushing */
1171 int push_delay_random; /* additional random frame delay for pushing */
1172 int move_delay_fixed; /* constant frame delay for moving */
1173 int move_delay_random; /* additional random frame delay for moving */
1175 int move_direction; /* direction movable element moves to */
1177 int walk_to_action; /* only for level editor; not stored */
1178 int walkable_layer; /* only for level editor; not stored */
1180 int content[3][3]; /* new elements after explosion */
1182 struct ElementChangeInfo change;
1187 char *token_name; /* font token used in config files */
1189 int graphic; /* default graphic for this font */
1190 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1191 /* special graphics for certain screens */
1192 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1193 /* internal bitmap ID for special graphics */
1199 int src_x, src_y; /* start position of animation frames */
1200 int width, height; /* width/height of each animation frame */
1201 int offset_x, offset_y; /* x/y offset to next animation frame */
1203 int anim_frames_per_line;
1204 int anim_start_frame;
1205 int anim_delay; /* important: delay of 1 means "no delay"! */
1207 boolean anim_global_sync;
1209 int step_offset; /* optional step offset of toon animations */
1210 int step_delay; /* optional step delay of toon animations */
1212 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1214 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1215 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1216 GC clip_gc; /* single-graphic-only clip gc for X11 */
1225 struct ElementActionInfo
1229 boolean is_loop_sound;
1232 struct ElementDirectionInfo
1238 struct SpecialSuffixInfo
1246 extern GC tile_clip_gc;
1247 extern Bitmap *pix[];
1249 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1250 extern Pixmap tile_clipmask[];
1251 extern DrawBuffer *fieldbuffer;
1252 extern DrawBuffer *drawto_field;
1254 extern int game_status;
1255 extern boolean level_editor_test_game;
1256 extern boolean network_playing;
1258 extern int key_joystick_mapping;
1260 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1261 extern int redraw_x1, redraw_y1;
1263 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1264 extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1265 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1266 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1267 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1268 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1269 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1270 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1271 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1272 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1273 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1274 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1275 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1276 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1277 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1278 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1280 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1282 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1283 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1284 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1285 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1287 extern int lev_fieldx, lev_fieldy;
1288 extern int scroll_x, scroll_y;
1291 extern int ScrollStepSize;
1292 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1293 extern int BorderElement;
1294 extern int GameFrameDelay;
1295 extern int FfwdFrameDelay;
1296 extern int BX1, BY1;
1297 extern int BX2, BY2;
1298 extern int SBX_Left, SBX_Right;
1299 extern int SBY_Upper, SBY_Lower;
1301 extern int ExitX, ExitY;
1302 extern int AllPlayersGone;
1304 extern int TimeFrames, TimePlayed, TimeLeft;
1305 extern boolean SiebAktiv;
1306 extern int SiebCount;
1308 extern boolean network_player_action_received;
1310 extern int graphics_action_mapping[];
1312 extern struct LevelInfo level;
1313 extern struct PlayerInfo stored_player[], *local_player;
1314 extern struct HiScore highscore[];
1315 extern struct TapeInfo tape;
1316 extern struct GameInfo game;
1317 extern struct GlobalInfo global;
1318 extern struct MenuInfo menu;
1319 extern struct DoorInfo door;
1320 extern struct ElementInfo element_info[];
1321 extern struct ElementActionInfo element_action_info[];
1322 extern struct ElementDirectionInfo element_direction_info[];
1323 extern struct SpecialSuffixInfo special_suffix_info[];
1324 extern struct TokenIntPtrInfo image_config_vars[];
1325 extern struct FontInfo font_info[];
1326 extern struct GraphicInfo *graphic_info;
1327 extern struct SoundInfo *sound_info;
1328 extern struct ConfigInfo image_config[], sound_config[];
1329 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];