1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
28 #include "conf_gfx.h" /* include auto-generated data structure definitions */
29 #include "conf_snd.h" /* include auto-generated data structure definitions */
30 #include "conf_mus.h" /* include auto-generated data structure definitions */
32 #define IMG_UNDEFINED (-1)
33 #define IMG_EMPTY IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START IMG_CUSTOM_1
39 #define SND_UNDEFINED (-1)
40 #define MUS_UNDEFINED (-1)
47 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX 3
50 #define MIN_LEV_FIELDY 3
51 #define STD_LEV_FIELDX 64
52 #define STD_LEV_FIELDY 32
53 #define MAX_LEV_FIELDX 128
54 #define MAX_LEV_FIELDY 128
56 #define SCREENX(a) ((a) - scroll_x)
57 #define SCREENY(a) ((a) - scroll_y)
58 #define LEVELX(a) ((a) + scroll_x)
59 #define LEVELY(a) ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
64 /* values for configurable properties (custom elem's only, else pre-defined) */
66 #define EP_COLLECTIBLE_ONLY 1
67 #define EP_DONT_RUN_INTO 2
68 #define EP_DONT_COLLIDE_WITH 3
69 #define EP_DONT_TOUCH 4
70 #define EP_INDESTRUCTIBLE 5
72 #define EP_CAN_CHANGE 7
75 #define EP_CAN_SMASH_PLAYER 10
76 #define EP_CAN_SMASH_ENEMIES 11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_EXPLODES_BY_FIRE 13
79 #define EP_EXPLODES_SMASHED 14
80 #define EP_EXPLODES_IMPACT 15
81 #define EP_WALKABLE_OVER 16
82 #define EP_WALKABLE_INSIDE 17
83 #define EP_WALKABLE_UNDER 18
84 #define EP_PASSABLE_OVER 19
85 #define EP_PASSABLE_INSIDE 20
86 #define EP_PASSABLE_UNDER 21
87 #define EP_DROPPABLE 22
88 #define EP_EXPLODES_1X1_OLD 23
89 #define EP_PUSHABLE 24
90 #define EP_EXPLODES_CROSS_OLD 25
91 #define EP_PROTECTED 26
92 #define EP_CAN_MOVE_INTO_ACID 27
93 #define EP_THROWABLE 28
94 #define EP_CAN_EXPLODE 29
95 #define EP_GRAVITY_REACHABLE 30
97 /* values for pre-defined properties */
99 #define EP_CAN_PASS_MAGIC_WALL 33
100 #define EP_SWITCHABLE 34
101 #define EP_BD_ELEMENT 35
102 #define EP_SP_ELEMENT 36
103 #define EP_SB_ELEMENT 37
105 #define EP_FOOD_DARK_YAMYAM 39
106 #define EP_FOOD_PENGUIN 40
107 #define EP_FOOD_PIG 41
108 #define EP_HISTORIC_WALL 42
109 #define EP_HISTORIC_SOLID 43
110 #define EP_CLASSIC_ENEMY 44
112 #define EP_BELT_ACTIVE 46
113 #define EP_BELT_SWITCH 47
115 #define EP_KEYGATE 49
116 #define EP_AMOEBOID 50
117 #define EP_AMOEBALIVE 51
118 #define EP_HAS_CONTENT 52
119 #define EP_CAN_TURN_EACH_MOVE 53
120 #define EP_CAN_GROW 54
121 #define EP_ACTIVE_BOMB 55
122 #define EP_INACTIVE 56
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL 57
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED 58
130 /* values for derived properties (determined from properties above) */
131 #define EP_ACCESSIBLE_OVER 59
132 #define EP_ACCESSIBLE_INSIDE 60
133 #define EP_ACCESSIBLE_UNDER 61
134 #define EP_WALKABLE 62
135 #define EP_PASSABLE 63
136 #define EP_ACCESSIBLE 64
137 #define EP_COLLECTIBLE 65
138 #define EP_SNAPPABLE 66
140 #define EP_SOLID_FOR_PUSHING 68
141 #define EP_DRAGONFIRE_PROOF 69
142 #define EP_EXPLOSION_PROOF 70
143 #define EP_CAN_SMASH 71
144 #define EP_EXPLODES_3X3_OLD 72
145 #define EP_CAN_EXPLODE_BY_FIRE 73
146 #define EP_CAN_EXPLODE_SMASHED 74
147 #define EP_CAN_EXPLODE_IMPACT 75
148 #define EP_SP_PORT 76
149 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
150 #define EP_CAN_EXPLODE_BY_EXPLOSION 78
151 #define EP_COULD_MOVE_INTO_ACID 79
152 #define EP_MAYBE_DONT_COLLIDE_WITH 80
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT 81
158 #define NUM_ELEMENT_PROPERTIES 83
160 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
161 #define EP_BITFIELD_BASE 0
163 #define EP_BITMASK_DEFAULT 0
165 #define PROPERTY_BIT(p) (1 << ((p) % 32))
166 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
167 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
168 #define SET_PROPERTY(e,p,v) ((v) ? \
169 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
170 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
173 /* values for change events for custom elements (stored in level file) */
175 #define CE_TOUCHED_BY_PLAYER 1
176 #define CE_PRESSED_BY_PLAYER 2
177 #define CE_PUSHED_BY_PLAYER 3
178 #define CE_DROPPED_BY_PLAYER 4
179 #define CE_HITTING_SOMETHING 5
182 #define CE_OTHER_IS_TOUCHING 8
183 #define CE_OTHER_IS_CHANGING 9
184 #define CE_OTHER_IS_EXPLODING 10
185 #define CE_OTHER_GETS_TOUCHED 11
186 #define CE_OTHER_GETS_PRESSED 12
187 #define CE_OTHER_GETS_PUSHED 13
188 #define CE_OTHER_GETS_COLLECTED 14
189 #define CE_OTHER_GETS_DROPPED 15
190 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
191 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
192 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
193 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
194 #define CE_OTHER_GETS_DIGGED 20
195 #define CE_ENTERED_BY_PLAYER 21
196 #define CE_LEFT_BY_PLAYER 22
197 #define CE_OTHER_GETS_ENTERED 23
198 #define CE_OTHER_GETS_LEFT 24
199 #define CE_SWITCHED 25
200 #define CE_OTHER_IS_SWITCHING 26
201 #define CE_HIT_BY_SOMETHING 27
202 #define CE_OTHER_IS_HITTING 28
203 #define CE_OTHER_GETS_HIT 29
204 #define CE_BLOCKED 30
206 #define NUM_CHANGE_EVENTS 31
208 #define CE_BITMASK_DEFAULT 0
210 #define CH_EVENT_BIT(c) (1 << (c))
211 #define CH_EVENT_VAR(e) (element_info[e].change->events)
212 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
214 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
215 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
216 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
217 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
218 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
220 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
221 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
223 /* values for change side for custom elements */
224 #define CH_SIDE_NONE MV_NO_MOVING
225 #define CH_SIDE_LEFT MV_LEFT
226 #define CH_SIDE_RIGHT MV_RIGHT
227 #define CH_SIDE_TOP MV_UP
228 #define CH_SIDE_BOTTOM MV_DOWN
229 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
230 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
231 #define CH_SIDE_ANY MV_ANY_DIRECTION
233 /* values for change player for custom elements */
234 #define CH_PLAYER_NONE 0
235 #define CH_PLAYER_1 (1 << 0)
236 #define CH_PLAYER_2 (1 << 1)
237 #define CH_PLAYER_3 (1 << 2)
238 #define CH_PLAYER_4 (1 << 3)
239 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
242 /* values for change page for custom elements */
243 #define CH_PAGE_ANY_FILE (0xff)
244 #define CH_PAGE_ANY (0xffffffff)
246 /* values for change power for custom elements */
247 #define CP_WHEN_EMPTY 0
248 #define CP_WHEN_DIGGABLE 1
249 #define CP_WHEN_DESTRUCTIBLE 2
250 #define CP_WHEN_COLLECTIBLE 3
251 #define CP_WHEN_REMOVABLE 4
252 #define CP_WHEN_WALKABLE 5
254 /* values for custom move patterns (bits 0 - 3: basic move directions) */
255 #define MV_BIT_TOWARDS_PLAYER 4
256 #define MV_BIT_AWAY_FROM_PLAYER 5
257 #define MV_BIT_ALONG_LEFT_SIDE 6
258 #define MV_BIT_ALONG_RIGHT_SIDE 7
259 #define MV_BIT_TURNING_LEFT 8
260 #define MV_BIT_TURNING_RIGHT 9
261 #define MV_BIT_WHEN_PUSHED 10
262 #define MV_BIT_MAZE_RUNNER 11
263 #define MV_BIT_MAZE_HUNTER 12
264 #define MV_BIT_WHEN_DROPPED 13
265 #define MV_BIT_TURNING_LEFT_RIGHT 14
266 #define MV_BIT_TURNING_RIGHT_LEFT 15
267 #define MV_BIT_TURNING_RANDOM 16
269 /* values for custom move patterns */
270 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
271 #define MV_VERTICAL (MV_UP | MV_DOWN)
272 #define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
273 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
274 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
275 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
276 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
277 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
278 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
279 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
280 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
281 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
282 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
283 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
284 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
285 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
286 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
287 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
289 /* values for initial move direction (bits 0 - 3: basic move directions) */
290 #define MV_START_BIT_PREVIOUS 4
292 /* values for initial move direction */
293 #define MV_START_AUTOMATIC (MV_NO_MOVING)
294 #define MV_START_LEFT (MV_LEFT)
295 #define MV_START_RIGHT (MV_RIGHT)
296 #define MV_START_UP (MV_UP)
297 #define MV_START_DOWN (MV_DOWN)
298 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
299 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
301 /* values for elements left behind by custom elements */
302 #define LEAVE_TYPE_UNLIMITED 0
303 #define LEAVE_TYPE_LIMITED 1
305 /* values for slippery property for custom elements */
306 #define SLIPPERY_ANY_RANDOM 0
307 #define SLIPPERY_ANY_LEFT_RIGHT 1
308 #define SLIPPERY_ANY_RIGHT_LEFT 2
309 #define SLIPPERY_ONLY_LEFT 3
310 #define SLIPPERY_ONLY_RIGHT 4
312 /* values for explosion type for custom elements */
313 #define EXPLODES_3X3 0
314 #define EXPLODES_1X1 1
315 #define EXPLODES_CROSS 2
317 /* macros for configurable properties */
318 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
319 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
320 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
321 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
322 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
323 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
324 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
325 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
326 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
327 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
328 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
329 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
330 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
331 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
332 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
333 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
334 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
335 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
336 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
337 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
338 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
339 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
340 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
341 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
342 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
343 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
344 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
345 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
346 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
347 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
348 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
350 /* macros for special configurable properties */
351 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
353 /* macros for special graphics properties */
354 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
356 /* macros for pre-defined properties */
357 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
358 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
359 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
360 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
361 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
362 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
363 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
364 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
365 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
366 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
367 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
368 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
369 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
370 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
371 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
372 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
373 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
374 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
375 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
376 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
377 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
378 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
379 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
380 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
381 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
383 /* macros for derived properties */
384 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
385 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
386 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
387 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
388 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
389 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
390 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
391 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
392 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
393 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
394 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
395 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
396 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
397 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
398 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
399 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
400 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
401 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
402 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
403 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
404 #define CAN_EXPLODE_BY_EXPLOSION(e) \
405 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
406 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
407 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
409 /* special macros used in game engine */
410 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
411 (e) <= EL_CUSTOM_END)
413 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
416 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
417 (e) <= EL_INTERNAL_CLIPBOARD_END)
419 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
420 (e) <= EL_INTERNAL_END)
422 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
423 (e) <= EL_ENVELOPE_4)
425 #define IS_GATE(e) ((e) >= EL_GATE_1 && \
428 #define IS_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
429 (e) <= EL_GATE_4_GRAY)
431 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
434 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
435 (e) <= EL_EM_GATE_4_GRAY)
437 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
438 element_info[e].gfx_element : e)
440 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
441 /* (solution: add separate "use sound of element" to level file and editor) */
443 #define SND_ELEMENT(e) GFX_ELEMENT(e)
445 #define SND_ELEMENT(e) (e)
448 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
450 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
451 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
453 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
454 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
455 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
457 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
458 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
459 (e) == EL_EMERALD ? EL_DIAMOND : \
460 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
461 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
462 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
464 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
465 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
467 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
468 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
469 #define TAPE_IS_EMPTY(x) ((x).length == 0)
470 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
472 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
473 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
477 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
478 IS_PROTECTED(Back[x][y]))
479 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
480 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
481 ENEMY_PROTECTED_FIELD(x, y))
482 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
483 EXPLOSION_PROTECTED_FIELD(x, y))
487 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
488 IS_INDESTRUCTIBLE(Feld[x][y]))
489 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
490 PROTECTED_FIELD(x, y))
491 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
492 PROTECTED_FIELD(x, y))
495 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
496 (p)->switch_x == (x) && (p)->switch_y == (y))
498 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
500 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
501 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
502 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
504 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
505 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
506 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
507 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
509 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
512 /* fundamental game speed values */
513 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
514 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
515 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
516 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
517 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
518 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
520 /* boundaries of arrays etc. */
521 #define MAX_LEVEL_NAME_LEN 32
522 #define MAX_LEVEL_AUTHOR_LEN 32
523 #define MAX_ELEMENT_NAME_LEN 32
524 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
525 #define MAX_SCORE_ENTRIES 100
526 #define MAX_NUM_AMOEBA 100
527 #define MAX_INVENTORY_SIZE 1000
530 #define NUM_BELT_PARTS 3
531 #define MIN_ENVELOPE_XSIZE 1
532 #define MIN_ENVELOPE_YSIZE 1
533 #define MAX_ENVELOPE_XSIZE 30
534 #define MAX_ENVELOPE_YSIZE 20
535 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
536 #define MIN_CHANGE_PAGES 1
537 #define MAX_CHANGE_PAGES 32
538 #define MIN_ELEMENTS_IN_GROUP 1
539 #define MAX_ELEMENTS_IN_GROUP 16
541 /* values for elements with content */
542 #define MIN_ELEMENT_CONTENTS 1
543 #define STD_ELEMENT_CONTENTS 4
544 #define MAX_ELEMENT_CONTENTS 8
545 #define NUM_MAGIC_BALL_CONTENTS 8
547 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
549 /* often used screen positions */
552 #define REAL_SX (SX - 2)
553 #define REAL_SY (SY - 2)
561 #define TILEX TILESIZE
562 #define TILEY TILESIZE
563 #define MINI_TILESIZE (TILESIZE / 2)
564 #define MINI_TILEX MINI_TILESIZE
565 #define MINI_TILEY MINI_TILESIZE
566 #define MICRO_TILESIZE (TILESIZE / 8)
567 #define MICRO_TILEX MICRO_TILESIZE
568 #define MICRO_TILEY MICRO_TILESIZE
569 #define MIDPOSX (SCR_FIELDX / 2)
570 #define MIDPOSY (SCR_FIELDY / 2)
571 #define SXSIZE (SCR_FIELDX * TILEX)
572 #define SYSIZE (SCR_FIELDY * TILEY)
573 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
574 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
577 #define VXSIZE DXSIZE
579 #define EXSIZE DXSIZE
580 #define EYSIZE (VYSIZE + 44)
581 #define FULL_SXSIZE (2 + SXSIZE + 2)
582 #define FULL_SYSIZE (2 + SYSIZE + 2)
583 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
584 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
585 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
586 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
587 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
590 /* score for elements */
594 #define SC_SPACESHIP 3
599 #define SC_DYNAMITE 8
601 #define SC_TIME_BONUS 10
602 #define SC_CRYSTAL 11
607 /* "real" level file elements */
608 #define EL_UNDEFINED -1
610 #define EL_EMPTY_SPACE 0
611 #define EL_EMPTY EL_EMPTY_SPACE
614 #define EL_WALL_SLIPPERY 3
616 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
618 #define EL_EXIT_CLOSED 7
619 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
621 #define EL_SPACESHIP 10
624 #define EL_STEELWALL 13
625 #define EL_DIAMOND 14
626 #define EL_AMOEBA_DEAD 15
627 #define EL_QUICKSAND_EMPTY 16
628 #define EL_QUICKSAND_FULL 17
629 #define EL_AMOEBA_DROP 18
631 #define EL_MAGIC_WALL 20
632 #define EL_SPEED_PILL 21
634 #define EL_AMOEBA_WET 23
635 #define EL_AMOEBA_DRY 24
637 #define EL_GAME_OF_LIFE 26
638 #define EL_BIOMAZE 27
639 #define EL_DYNAMITE_ACTIVE 28
640 #define EL_STONEBLOCK 29
641 #define EL_ROBOT_WHEEL 30
642 #define EL_ROBOT_WHEEL_ACTIVE 31
651 #define EL_GATE_1_GRAY 40
652 #define EL_GATE_2_GRAY 41
653 #define EL_GATE_3_GRAY 42
654 #define EL_GATE_4_GRAY 43
655 #define EL_DYNAMITE 44
657 #define EL_INVISIBLE_WALL 46
659 #define EL_LAMP_ACTIVE 48
660 #define EL_WALL_EMERALD 49
661 #define EL_WALL_DIAMOND 50
662 #define EL_AMOEBA_FULL 51
663 #define EL_BD_AMOEBA 52
664 #define EL_TIME_ORB_FULL 53
665 #define EL_TIME_ORB_EMPTY 54
666 #define EL_EXPANDABLE_WALL 55
667 #define EL_BD_DIAMOND 56
668 #define EL_EMERALD_YELLOW 57
669 #define EL_WALL_BD_DIAMOND 58
670 #define EL_WALL_EMERALD_YELLOW 59
671 #define EL_DARK_YAMYAM 60
672 #define EL_BD_MAGIC_WALL 61
673 #define EL_INVISIBLE_STEELWALL 62
674 #define EL_SOKOBAN_FIELD_PLAYER 63
675 #define EL_DYNABOMB_INCREASE_NUMBER 64
676 #define EL_DYNABOMB_INCREASE_SIZE 65
677 #define EL_DYNABOMB_INCREASE_POWER 66
678 #define EL_SOKOBAN_OBJECT 67
679 #define EL_SOKOBAN_FIELD_EMPTY 68
680 #define EL_SOKOBAN_FIELD_FULL 69
681 #define EL_BD_BUTTERFLY_RIGHT 70
682 #define EL_BD_BUTTERFLY_UP 71
683 #define EL_BD_BUTTERFLY_LEFT 72
684 #define EL_BD_BUTTERFLY_DOWN 73
685 #define EL_BD_FIREFLY_RIGHT 74
686 #define EL_BD_FIREFLY_UP 75
687 #define EL_BD_FIREFLY_LEFT 76
688 #define EL_BD_FIREFLY_DOWN 77
689 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
690 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
691 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
692 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
693 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
694 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
695 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
696 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
697 #define EL_BD_BUTTERFLY 78
698 #define EL_BD_FIREFLY 79
699 #define EL_PLAYER_1 80
700 #define EL_PLAYER_2 81
701 #define EL_PLAYER_3 82
702 #define EL_PLAYER_4 83
703 #define EL_BUG_RIGHT 84
705 #define EL_BUG_LEFT 86
706 #define EL_BUG_DOWN 87
707 #define EL_SPACESHIP_RIGHT 88
708 #define EL_SPACESHIP_UP 89
709 #define EL_SPACESHIP_LEFT 90
710 #define EL_SPACESHIP_DOWN 91
711 #define EL_PACMAN_RIGHT 92
712 #define EL_PACMAN_UP 93
713 #define EL_PACMAN_LEFT 94
714 #define EL_PACMAN_DOWN 95
715 #define EL_EMERALD_RED 96
716 #define EL_EMERALD_PURPLE 97
717 #define EL_WALL_EMERALD_RED 98
718 #define EL_WALL_EMERALD_PURPLE 99
719 #define EL_ACID_POOL_TOPLEFT 100
720 #define EL_ACID_POOL_TOPRIGHT 101
721 #define EL_ACID_POOL_BOTTOMLEFT 102
722 #define EL_ACID_POOL_BOTTOM 103
723 #define EL_ACID_POOL_BOTTOMRIGHT 104
724 #define EL_BD_WALL 105
725 #define EL_BD_ROCK 106
726 #define EL_EXIT_OPEN 107
727 #define EL_BLACK_ORB 108
728 #define EL_AMOEBA_TO_DIAMOND 109
730 #define EL_PENGUIN 111
731 #define EL_SATELLITE 112
732 #define EL_ARROW_LEFT 113
733 #define EL_ARROW_RIGHT 114
734 #define EL_ARROW_UP 115
735 #define EL_ARROW_DOWN 116
737 #define EL_DRAGON 118
739 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
741 #define EL_CHAR_START 120
742 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
743 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
745 #include "conf_chr.h" /* include auto-generated data structure definitions */
747 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
748 #define EL_CHAR_END (EL_CHAR_START + 79)
750 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
752 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
753 #define EL_EXPANDABLE_WALL_VERTICAL 201
754 #define EL_EXPANDABLE_WALL_ANY 202
756 #define EL_EM_GATE_1 203
757 #define EL_EM_GATE_2 204
758 #define EL_EM_GATE_3 205
759 #define EL_EM_GATE_4 206
761 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
762 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
763 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
765 #define EL_SP_START 210
766 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
767 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
768 #define EL_SP_ZONK (EL_SP_START + 1)
769 #define EL_SP_BASE (EL_SP_START + 2)
770 #define EL_SP_MURPHY (EL_SP_START + 3)
771 #define EL_SP_INFOTRON (EL_SP_START + 4)
772 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
773 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
774 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
775 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
776 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
777 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
778 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
779 #define EL_SP_PORT_UP (EL_SP_START + 12)
780 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
781 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
782 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
783 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
784 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
785 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
786 #define EL_SP_TERMINAL (EL_SP_START + 19)
787 #define EL_SP_DISK_RED (EL_SP_START + 20)
788 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
789 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
790 #define EL_SP_PORT_ANY (EL_SP_START + 23)
791 #define EL_SP_ELECTRON (EL_SP_START + 24)
792 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
793 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
794 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
795 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
796 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
797 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
798 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
799 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
800 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
801 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
802 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
803 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
804 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
805 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
806 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
807 #define EL_SP_END (EL_SP_START + 39)
809 #define EL_EM_GATE_1_GRAY 250
810 #define EL_EM_GATE_2_GRAY 251
811 #define EL_EM_GATE_3_GRAY 252
812 #define EL_EM_GATE_4_GRAY 253
814 #define EL_UNUSED_254 254
815 #define EL_UNUSED_255 255
818 #define EL_CRYSTAL 257
819 #define EL_WALL_PEARL 258
820 #define EL_WALL_CRYSTAL 259
821 #define EL_DOOR_WHITE 260
822 #define EL_DOOR_WHITE_GRAY 261
823 #define EL_KEY_WHITE 262
824 #define EL_SHIELD_NORMAL 263
825 #define EL_EXTRA_TIME 264
826 #define EL_SWITCHGATE_OPEN 265
827 #define EL_SWITCHGATE_CLOSED 266
828 #define EL_SWITCHGATE_SWITCH_UP 267
829 #define EL_SWITCHGATE_SWITCH_DOWN 268
831 #define EL_UNUSED_269 269
832 #define EL_UNUSED_270 270
834 #define EL_CONVEYOR_BELT_1_LEFT 271
835 #define EL_CONVEYOR_BELT_1_MIDDLE 272
836 #define EL_CONVEYOR_BELT_1_RIGHT 273
837 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
838 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
839 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
840 #define EL_CONVEYOR_BELT_2_LEFT 277
841 #define EL_CONVEYOR_BELT_2_MIDDLE 278
842 #define EL_CONVEYOR_BELT_2_RIGHT 279
843 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
844 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
845 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
846 #define EL_CONVEYOR_BELT_3_LEFT 283
847 #define EL_CONVEYOR_BELT_3_MIDDLE 284
848 #define EL_CONVEYOR_BELT_3_RIGHT 285
849 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
850 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
851 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
852 #define EL_CONVEYOR_BELT_4_LEFT 289
853 #define EL_CONVEYOR_BELT_4_MIDDLE 290
854 #define EL_CONVEYOR_BELT_4_RIGHT 291
855 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
856 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
857 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
858 #define EL_LANDMINE 295
859 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
860 #define EL_LIGHT_SWITCH 297
861 #define EL_LIGHT_SWITCH_ACTIVE 298
862 #define EL_SIGN_EXCLAMATION 299
863 #define EL_SIGN_RADIOACTIVITY 300
864 #define EL_SIGN_STOP 301
865 #define EL_SIGN_WHEELCHAIR 302
866 #define EL_SIGN_PARKING 303
867 #define EL_SIGN_ONEWAY 304
868 #define EL_SIGN_HEART 305
869 #define EL_SIGN_TRIANGLE 306
870 #define EL_SIGN_ROUND 307
871 #define EL_SIGN_EXIT 308
872 #define EL_SIGN_YINYANG 309
873 #define EL_SIGN_OTHER 310
874 #define EL_MOLE_LEFT 311
875 #define EL_MOLE_RIGHT 312
876 #define EL_MOLE_UP 313
877 #define EL_MOLE_DOWN 314
878 #define EL_STEELWALL_SLIPPERY 315
879 #define EL_INVISIBLE_SAND 316
880 #define EL_DX_UNKNOWN_15 317
881 #define EL_DX_UNKNOWN_42 318
883 #define EL_UNUSED_319 319
884 #define EL_UNUSED_320 320
886 #define EL_SHIELD_DEADLY 321
887 #define EL_TIMEGATE_OPEN 322
888 #define EL_TIMEGATE_CLOSED 323
889 #define EL_TIMEGATE_SWITCH_ACTIVE 324
890 #define EL_TIMEGATE_SWITCH 325
892 #define EL_BALLOON 326
893 #define EL_BALLOON_SWITCH_LEFT 327
894 #define EL_BALLOON_SWITCH_RIGHT 328
895 #define EL_BALLOON_SWITCH_UP 329
896 #define EL_BALLOON_SWITCH_DOWN 330
897 #define EL_BALLOON_SWITCH_ANY 331
899 #define EL_EMC_STEELWALL_1 332
900 #define EL_EMC_STEELWALL_2 333
901 #define EL_EMC_STEELWALL_3 334
902 #define EL_EMC_STEELWALL_4 335
903 #define EL_EMC_WALL_1 336
904 #define EL_EMC_WALL_2 337
905 #define EL_EMC_WALL_3 338
906 #define EL_EMC_WALL_4 339
907 #define EL_EMC_WALL_5 340
908 #define EL_EMC_WALL_6 341
909 #define EL_EMC_WALL_7 342
910 #define EL_EMC_WALL_8 343
912 #define EL_TUBE_ANY 344
913 #define EL_TUBE_VERTICAL 345
914 #define EL_TUBE_HORIZONTAL 346
915 #define EL_TUBE_VERTICAL_LEFT 347
916 #define EL_TUBE_VERTICAL_RIGHT 348
917 #define EL_TUBE_HORIZONTAL_UP 349
918 #define EL_TUBE_HORIZONTAL_DOWN 350
919 #define EL_TUBE_LEFT_UP 351
920 #define EL_TUBE_LEFT_DOWN 352
921 #define EL_TUBE_RIGHT_UP 353
922 #define EL_TUBE_RIGHT_DOWN 354
923 #define EL_SPRING 355
925 #define EL_DX_SUPABOMB 357
927 #define EL_UNUSED_358 358
928 #define EL_UNUSED_359 359
930 /* ---------- begin of custom elements section ----------------------------- */
931 #define EL_CUSTOM_START 360
933 #include "conf_cus.h" /* include auto-generated data structure definitions */
935 #define NUM_CUSTOM_ELEMENTS 256
936 #define EL_CUSTOM_END 615
937 /* ---------- end of custom elements section ------------------------------- */
939 #define EL_EM_KEY_1 616
940 #define EL_EM_KEY_2 617
941 #define EL_EM_KEY_3 618
942 #define EL_EM_KEY_4 619
943 #define EL_ENVELOPE_1 620
944 #define EL_ENVELOPE_2 621
945 #define EL_ENVELOPE_3 622
946 #define EL_ENVELOPE_4 623
948 /* ---------- begin of group elements section ------------------------------ */
949 #define EL_GROUP_START 624
951 #include "conf_grp.h" /* include auto-generated data structure definitions */
953 #define NUM_GROUP_ELEMENTS 32
954 #define EL_GROUP_END 655
955 /* ---------- end of custom elements section ------------------------------- */
957 #define EL_UNKNOWN 656
958 #define EL_TRIGGER_ELEMENT 657
959 #define EL_TRIGGER_PLAYER 658
961 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
962 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
963 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
964 #define EL_SP_GRAVITY_ON_PORT_UP 662
965 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
966 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
967 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
968 #define EL_SP_GRAVITY_OFF_PORT_UP 666
971 /* the following EMC style elements are currently not implemented in R'n'D */
972 #define EL_BALLOON_SWITCH_NONE 667
973 #define EL_EM_GATE_5 668
974 #define EL_EM_GATE_6 669
975 #define EL_EM_GATE_7 670
976 #define EL_EM_GATE_8 671
977 #define EL_EM_GATE_5_GRAY 672
978 #define EL_EM_GATE_6_GRAY 673
979 #define EL_EM_GATE_7_GRAY 674
980 #define EL_EM_GATE_8_GRAY 675
981 #define EL_EM_KEY_5 676
982 #define EL_EM_KEY_6 677
983 #define EL_EM_KEY_7 678
984 #define EL_EM_KEY_8 679
985 #define EL_EMC_ANDROID 680
986 #define EL_EMC_GRASS 681
987 #define EL_EMC_MAGIC_BALL 682
988 #define EL_EMC_MAGIC_BALL_ACTIVE 683
989 #define EL_EMC_MAGIC_BALL_SWITCH 684
990 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
991 #define EL_EMC_SPRING_BUMPER 686
992 #define EL_EMC_PLANT 687
993 #define EL_EMC_LENSES 688
994 #define EL_EMC_MAGNIFIER 689
995 #define EL_EMC_WALL_9 690
996 #define EL_EMC_WALL_10 691
997 #define EL_EMC_WALL_11 692
998 #define EL_EMC_WALL_12 693
999 #define EL_EMC_WALL_13 694
1000 #define EL_EMC_WALL_14 695
1001 #define EL_EMC_WALL_15 696
1002 #define EL_EMC_WALL_16 697
1003 #define EL_EMC_WALL_SLIPPERY_1 698
1004 #define EL_EMC_WALL_SLIPPERY_2 699
1005 #define EL_EMC_WALL_SLIPPERY_3 700
1006 #define EL_EMC_WALL_SLIPPERY_4 701
1007 #define EL_EMC_FAKE_GRASS 702
1008 #define EL_EMC_DRIPPER 703
1010 #define NUM_FILE_ELEMENTS 704
1013 /* "real" (and therefore drawable) runtime elements */
1014 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1016 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1017 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1018 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1019 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1020 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1021 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1022 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1023 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1024 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1025 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1026 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1027 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1028 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1029 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1030 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1031 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1032 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1033 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1034 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1035 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1036 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1037 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1038 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1039 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1040 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1041 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1042 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1043 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1044 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1045 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1046 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1047 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1048 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1049 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1050 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1051 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1052 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1053 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1054 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1055 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1056 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1057 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1058 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1059 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1060 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1062 /* "unreal" (and therefore not drawable) runtime elements */
1063 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1065 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1066 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1067 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1068 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1069 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1070 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1071 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1072 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1073 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1074 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1075 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1076 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1077 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1078 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1079 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1080 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1081 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1082 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1084 /* dummy elements (never used as game elements, only used as graphics) */
1085 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1087 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1088 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1089 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1090 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1091 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1092 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1093 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1094 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1095 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1096 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1097 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1098 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1099 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1100 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1101 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1102 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1103 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1104 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1105 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1106 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1107 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1108 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1109 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1110 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1111 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1113 /* internal elements (only used for internal purposes like copying) */
1114 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1116 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1117 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1118 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1119 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1121 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1122 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1123 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1124 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1126 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1129 /* values for graphics/sounds action types */
1130 #define ACTION_DEFAULT 0
1131 #define ACTION_WAITING 1
1132 #define ACTION_FALLING 2
1133 #define ACTION_MOVING 3
1134 #define ACTION_DIGGING 4
1135 #define ACTION_SNAPPING 5
1136 #define ACTION_COLLECTING 6
1137 #define ACTION_DROPPING 7
1138 #define ACTION_PUSHING 8
1139 #define ACTION_WALKING 9
1140 #define ACTION_PASSING 10
1141 #define ACTION_IMPACT 11
1142 #define ACTION_BREAKING 12
1143 #define ACTION_ACTIVATING 13
1144 #define ACTION_DEACTIVATING 14
1145 #define ACTION_OPENING 15
1146 #define ACTION_CLOSING 16
1147 #define ACTION_ATTACKING 17
1148 #define ACTION_GROWING 18
1149 #define ACTION_SHRINKING 19
1150 #define ACTION_ACTIVE 20
1151 #define ACTION_FILLING 21
1152 #define ACTION_EMPTYING 22
1153 #define ACTION_CHANGING 23
1154 #define ACTION_EXPLODING 24
1155 #define ACTION_BORING 25
1156 #define ACTION_BORING_1 26
1157 #define ACTION_BORING_2 27
1158 #define ACTION_BORING_3 28
1159 #define ACTION_BORING_4 29
1160 #define ACTION_BORING_5 30
1161 #define ACTION_BORING_6 31
1162 #define ACTION_BORING_7 32
1163 #define ACTION_BORING_8 33
1164 #define ACTION_BORING_9 34
1165 #define ACTION_BORING_10 35
1166 #define ACTION_SLEEPING 36
1167 #define ACTION_SLEEPING_1 37
1168 #define ACTION_SLEEPING_2 38
1169 #define ACTION_SLEEPING_3 39
1170 #define ACTION_AWAKENING 40
1171 #define ACTION_DYING 41
1172 #define ACTION_TURNING 42
1173 #define ACTION_TURNING_FROM_LEFT 43
1174 #define ACTION_TURNING_FROM_RIGHT 44
1175 #define ACTION_TURNING_FROM_UP 45
1176 #define ACTION_TURNING_FROM_DOWN 46
1177 #define ACTION_SMASHED_BY_ROCK 47
1178 #define ACTION_SMASHED_BY_SPRING 48
1179 #define ACTION_SLURPED_BY_SPRING 49
1180 #define ACTION_TWINKLING 50
1181 #define ACTION_OTHER 51
1183 #define NUM_ACTIONS 52
1185 #define ACTION_BORING_LAST ACTION_BORING_10
1186 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1189 /* values for special image configuration suffixes (must match game mode) */
1190 #define GFX_SPECIAL_ARG_DEFAULT 0
1191 #define GFX_SPECIAL_ARG_MAIN 1
1192 #define GFX_SPECIAL_ARG_LEVELS 2
1193 #define GFX_SPECIAL_ARG_SCORES 3
1194 #define GFX_SPECIAL_ARG_EDITOR 4
1195 #define GFX_SPECIAL_ARG_INFO 5
1196 #define GFX_SPECIAL_ARG_SETUP 6
1197 #define GFX_SPECIAL_ARG_PLAYING 7
1198 #define GFX_SPECIAL_ARG_DOOR 8
1199 #define GFX_SPECIAL_ARG_PREVIEW 9
1200 #define GFX_SPECIAL_ARG_CRUMBLED 10
1202 #define NUM_SPECIAL_GFX_ARGS 11
1205 /* values for image configuration suffixes */
1208 #define GFX_ARG_XPOS 2
1209 #define GFX_ARG_YPOS 3
1210 #define GFX_ARG_WIDTH 4
1211 #define GFX_ARG_HEIGHT 5
1212 #define GFX_ARG_VERTICAL 6
1213 #define GFX_ARG_OFFSET 7
1214 #define GFX_ARG_XOFFSET 8
1215 #define GFX_ARG_YOFFSET 9
1216 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1217 #define GFX_ARG_2ND_VERTICAL 11
1218 #define GFX_ARG_2ND_OFFSET 12
1219 #define GFX_ARG_2ND_XOFFSET 13
1220 #define GFX_ARG_2ND_YOFFSET 14
1221 #define GFX_ARG_2ND_SWAP_TILES 15
1222 #define GFX_ARG_FRAMES 16
1223 #define GFX_ARG_FRAMES_PER_LINE 17
1224 #define GFX_ARG_START_FRAME 18
1225 #define GFX_ARG_DELAY 19
1226 #define GFX_ARG_ANIM_MODE 20
1227 #define GFX_ARG_GLOBAL_SYNC 21
1228 #define GFX_ARG_CRUMBLED_LIKE 22
1229 #define GFX_ARG_DIGGABLE_LIKE 23
1230 #define GFX_ARG_BORDER_SIZE 24
1231 #define GFX_ARG_STEP_OFFSET 25
1232 #define GFX_ARG_STEP_DELAY 26
1233 #define GFX_ARG_DIRECTION 27
1234 #define GFX_ARG_POSITION 28
1235 #define GFX_ARG_DRAW_XOFFSET 29
1236 #define GFX_ARG_DRAW_YOFFSET 30
1237 #define GFX_ARG_DRAW_MASKED 31
1238 #define GFX_ARG_ANIM_DELAY_FIXED 32
1239 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1240 #define GFX_ARG_POST_DELAY_FIXED 34
1241 #define GFX_ARG_POST_DELAY_RANDOM 35
1242 #define GFX_ARG_NAME 36
1243 #define GFX_ARG_SCALE_UP_FACTOR 37
1245 #define NUM_GFX_ARGS 38
1248 /* values for sound configuration suffixes */
1249 #define SND_ARG_MODE_LOOP 0
1250 #define SND_ARG_VOLUME 1
1251 #define SND_ARG_PRIORITY 2
1253 #define NUM_SND_ARGS 3
1256 /* values for music configuration suffixes */
1257 #define MUS_ARG_MODE_LOOP 0
1259 #define NUM_MUS_ARGS 1
1262 /* values for font configuration */
1263 #define FONT_INITIAL_1 0
1264 #define FONT_INITIAL_2 1
1265 #define FONT_INITIAL_3 2
1266 #define FONT_INITIAL_4 3
1267 #define FONT_TITLE_1 4
1268 #define FONT_TITLE_2 5
1269 #define FONT_MENU_1 6
1270 #define FONT_MENU_2 7
1271 #define FONT_TEXT_1_ACTIVE 8
1272 #define FONT_TEXT_2_ACTIVE 9
1273 #define FONT_TEXT_3_ACTIVE 10
1274 #define FONT_TEXT_4_ACTIVE 11
1275 #define FONT_TEXT_1 12
1276 #define FONT_TEXT_2 13
1277 #define FONT_TEXT_3 14
1278 #define FONT_TEXT_4 15
1279 #define FONT_ENVELOPE_1 16
1280 #define FONT_ENVELOPE_2 17
1281 #define FONT_ENVELOPE_3 18
1282 #define FONT_ENVELOPE_4 19
1283 #define FONT_INPUT_1_ACTIVE 20
1284 #define FONT_INPUT_2_ACTIVE 21
1285 #define FONT_INPUT_1 22
1286 #define FONT_INPUT_2 23
1287 #define FONT_OPTION_OFF 24
1288 #define FONT_OPTION_ON 25
1289 #define FONT_VALUE_1 26
1290 #define FONT_VALUE_2 27
1291 #define FONT_VALUE_OLD 28
1292 #define FONT_LEVEL_NUMBER 29
1293 #define FONT_TAPE_RECORDER 30
1294 #define FONT_GAME_INFO 31
1296 #define NUM_FONTS 32
1297 #define NUM_INITIAL_FONTS 4
1299 /* values for game_status (must match special image configuration suffixes) */
1300 #define GAME_MODE_DEFAULT 0
1301 #define GAME_MODE_MAIN 1
1302 #define GAME_MODE_LEVELS 2
1303 #define GAME_MODE_SCORES 3
1304 #define GAME_MODE_EDITOR 4
1305 #define GAME_MODE_INFO 5
1306 #define GAME_MODE_SETUP 6
1307 #define GAME_MODE_PLAYING 7
1308 #define GAME_MODE_PSEUDO_DOOR 8
1309 #define GAME_MODE_PSEUDO_PREVIEW 9
1310 #define GAME_MODE_PSEUDO_CRUMBLED 10
1312 /* there are no special config file suffixes for these modes */
1313 #define GAME_MODE_PSEUDO_TYPENAME 11
1314 #define GAME_MODE_QUIT 12
1316 /* special definitions currently only used for custom artwork configuration */
1317 #define MUSIC_PREFIX_BACKGROUND 0
1318 #define NUM_MUSIC_PREFIXES 1
1319 #define MAX_LEVELS 1000
1321 /* definitions for demo animation lists */
1322 #define HELPANIM_LIST_NEXT -1
1323 #define HELPANIM_LIST_END -999
1326 /* program information and versioning definitions */
1328 #define PROGRAM_VERSION_MAJOR 3
1329 #define PROGRAM_VERSION_MINOR 1
1330 #define PROGRAM_VERSION_PATCH 1
1331 #define PROGRAM_VERSION_BUILD 0
1333 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1334 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1335 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2004 by Holger Schemel"
1337 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1338 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1339 #define FILENAME_PREFIX "Rocks"
1341 #if defined(PLATFORM_UNIX)
1342 #define USERDATA_DIRECTORY ".rocksndiamonds"
1343 #elif defined(PLATFORM_WIN32)
1344 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1346 #define USERDATA_DIRECTORY "userdata"
1349 #define X11_ICON_FILENAME "rocks_icon.xbm"
1350 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1351 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1353 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1354 ** currently supported/known file version numbers:
1356 ** 1.2 (still in use)
1357 ** 1.4 (still in use)
1360 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1361 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1362 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1363 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1365 /* file version does not change for every program version, but is changed
1366 when new features are introduced that are incompatible with older file
1367 versions, so that they can be treated accordingly */
1368 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1370 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1371 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1372 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1373 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1375 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1376 PROGRAM_VERSION_MINOR, \
1377 PROGRAM_VERSION_PATCH, \
1378 PROGRAM_VERSION_BUILD)
1380 /* values for game_emulation */
1382 #define EMU_BOULDERDASH 1
1383 #define EMU_SOKOBAN 2
1384 #define EMU_SUPAPLEX 3
1386 /* values for level file type identifier */
1387 #define LEVEL_FILE_TYPE_UNKNOWN 0
1388 #define LEVEL_FILE_TYPE_RND 1
1389 #define LEVEL_FILE_TYPE_BD 2
1390 #define LEVEL_FILE_TYPE_EM 3
1391 #define LEVEL_FILE_TYPE_SP 4
1392 #define LEVEL_FILE_TYPE_DX 5
1393 #define LEVEL_FILE_TYPE_SB 6
1394 #define LEVEL_FILE_TYPE_DC 7
1396 #define NUM_LEVEL_FILE_TYPES 8
1398 /* values for game engine type identifier */
1399 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1400 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1401 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1403 #define NUM_ENGINE_TYPES 3
1408 int draw_xoffset_default;
1409 int draw_yoffset_default;
1410 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1411 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1413 int scrollbar_xoffset;
1415 int list_size_default;
1416 int list_size[NUM_SPECIAL_GFX_ARGS];
1418 int sound[NUM_SPECIAL_GFX_ARGS];
1419 int music[NUM_SPECIAL_GFX_ARGS];
1431 char Name[MAX_PLAYER_NAME_LEN + 1];
1437 boolean present; /* player present in level playfield */
1438 boolean connected; /* player connected (locally or via network) */
1439 boolean active; /* player present and connected */
1441 int index_nr; /* player number (0 to 3) */
1442 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1443 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1444 int client_nr; /* network client identifier */
1446 byte action; /* action from local input device */
1447 byte effective_action; /* action acknowledged from network server
1448 or summarized over all configured input
1449 devices when in single player mode */
1450 byte programmed_action; /* action forced by game itself (like moving
1451 through doors); overrides other actions */
1453 int jx, jy, last_jx, last_jy;
1454 int MovDir, MovPos, GfxDir, GfxPos;
1455 int Frame, StepFrame;
1459 boolean use_murphy_graphic;
1461 boolean block_last_field;
1464 boolean can_fall_into_acid;
1466 boolean LevelSolved, GameOver;
1472 boolean is_auto_moving;
1474 boolean is_snapping;
1475 boolean is_collecting;
1477 boolean is_switching;
1478 boolean is_dropping;
1481 boolean is_sleeping;
1483 int frame_counter_bored;
1484 int frame_counter_sleeping;
1486 int anim_delay_counter;
1487 int post_delay_counter;
1489 int action_waiting, last_action_waiting;
1490 int special_action_bored;
1491 int special_action_sleeping;
1493 int num_special_action_bored;
1494 int num_special_action_sleeping;
1496 int switch_x, switch_y;
1500 #if 1 /* USE_NEW_MOVE_DELAY */
1502 int move_delay_value;
1504 unsigned long move_delay;
1505 int move_delay_value;
1508 int move_delay_reset_counter;
1510 #if 1 /* USE_NEW_PUSH_DELAY */
1512 int push_delay_value;
1514 unsigned long push_delay;
1515 unsigned long push_delay_value;
1518 unsigned long actual_frame_counter;
1525 int gems_still_needed;
1526 int sokobanfields_still_needed;
1527 int lights_still_needed;
1528 int friends_still_needed;
1530 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1531 int shield_normal_time_left;
1532 int shield_deadly_time_left;
1534 int inventory_element[MAX_INVENTORY_SIZE];
1535 int inventory_infinite_element;
1541 int music[MAX_LEVELS];
1544 struct LevelFileInfo
1555 struct LevelFileInfo file_info;
1557 int game_engine_type;
1559 /* level stored in native format for the alternative native game engines */
1560 struct LevelInfo_EM *native_em_level;
1562 int file_version; /* file format version the level is stored with */
1563 int game_version; /* game release version the level was created with */
1565 boolean encoding_16bit_field; /* level contains 16-bit elements */
1566 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1567 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1571 int time; /* available time (seconds) */
1574 char name[MAX_LEVEL_NAME_LEN + 1];
1575 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1577 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1578 int envelope_xsize[4], envelope_ysize[4];
1580 int score[LEVEL_SCORE_ELEMENTS];
1582 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1583 int num_yamyam_contents;
1588 int time_magic_wall;
1593 /* values for the new EMC elements */
1594 int android_move_time;
1595 int android_clone_time;
1596 boolean ball_random;
1597 boolean ball_state_initial;
1604 int wind_direction_initial;
1605 int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1606 boolean android_array[16];
1608 int can_move_into_acid_bits; /* bitfield to store property for elements */
1609 int dont_collide_with_bits; /* bitfield to store property for elements */
1611 boolean double_speed;
1612 boolean initial_gravity;
1613 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1614 boolean use_spring_bug; /* for compatibility with old levels */
1615 boolean instant_relocation; /* no visual delay when relocating player */
1616 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1617 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1619 boolean block_last_field; /* player blocks previous field while moving */
1620 boolean sp_block_last_field; /* player blocks previous field while moving */
1621 int block_delay; /* delay for blocking previous field */
1622 int sp_block_delay; /* delay for blocking previous field */
1624 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1625 int use_step_counter; /* count steps instead of seconds for level */
1627 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1629 boolean use_custom_template; /* use custom properties from template file */
1631 boolean no_valid_file; /* set when level file missing or invalid */
1633 boolean changed; /* set when level was changed in the editor */
1638 int file_version; /* file format version the tape is stored with */
1639 int game_version; /* game release version the tape was created with */
1640 int engine_version; /* game engine version the tape was recorded with */
1642 char *level_identifier;
1644 unsigned long random_seed;
1646 unsigned long counter;
1647 unsigned long length;
1648 unsigned long length_seconds;
1649 unsigned int delay_played;
1650 boolean pause_before_death;
1651 boolean recording, playing, pausing;
1652 boolean fast_forward;
1653 boolean warp_forward;
1654 boolean deactivate_display;
1656 boolean auto_play_level_solved;
1657 boolean quick_resume;
1658 boolean single_step;
1660 boolean player_participates[MAX_PLAYERS];
1661 int num_participating_players;
1665 byte action[MAX_PLAYERS];
1669 boolean no_valid_file; /* set when tape file missing or invalid */
1674 /* values for engine initialization */
1675 int default_push_delay_fixed;
1676 int default_push_delay_random;
1678 /* constant within running game */
1681 int initial_move_delay;
1682 int initial_move_delay_value;
1683 int initial_push_delay_value;
1685 /* flags to handle bugs in and changes between different engine versions */
1686 /* (for the latest engine version, these flags should always be "FALSE") */
1687 boolean use_bug_change_when_pushing;
1689 /* variable within running game */
1690 int yamyam_content_nr;
1691 boolean magic_wall_active;
1692 int magic_wall_time_left;
1693 int light_time_left;
1694 int timegate_time_left;
1700 boolean explosions_delayed;
1701 boolean envelope_active;
1703 /* values for player idle animation (no effect on engine) */
1704 int player_boring_delay_fixed;
1705 int player_boring_delay_random;
1706 int player_sleeping_delay_fixed;
1707 int player_sleeping_delay_random;
1712 char *autoplay_leveldir;
1713 int autoplay_level_nr;
1715 char *convert_leveldir;
1716 int convert_level_nr;
1720 float frames_per_second;
1721 boolean fps_slowdown;
1722 int fps_slowdown_factor;
1725 struct ElementChangeInfo
1727 boolean can_change; /* use or ignore this change info */
1729 unsigned long events; /* change events */
1731 int trigger_player; /* player triggering change */
1732 int trigger_side; /* side triggering change */
1733 int trigger_page; /* page triggering change */
1735 short target_element; /* target element after change */
1737 int delay_fixed; /* added frame delay before changed (fixed) */
1738 int delay_random; /* added frame delay before changed (random) */
1739 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1741 short trigger_element; /* element triggering change */
1743 int target_content[3][3]; /* elements for extended change target */
1744 boolean use_target_content; /* use extended change target */
1745 boolean only_if_complete; /* only use complete target content */
1746 boolean use_random_replace; /* use random value for replacing elements */
1747 int random_percentage; /* random value for replacing elements */
1748 int replace_when; /* type of elements that can be replaced */
1750 boolean explode; /* explode instead of change */
1752 /* ---------- internal values used at runtime when playing ---------- */
1754 /* functions that are called before, while and after the change of an
1755 element -- currently only used for non-custom elements */
1756 void (*pre_change_function)(int x, int y);
1757 void (*change_function)(int x, int y);
1758 void (*post_change_function)(int x, int y);
1760 short actual_trigger_element; /* element that actually triggered change */
1761 int actual_trigger_player; /* player which actually triggered change */
1763 /* ---------- internal values used in level editor ---------- */
1765 int direct_action; /* change triggered by actions on element */
1766 int other_action; /* change triggered by other element actions */
1769 struct ElementGroupInfo
1771 int num_elements; /* number of elements in this group */
1772 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1774 int choice_mode; /* how to choose element from group */
1776 /* ---------- internal values used at runtime when playing ---------- */
1778 /* the following is the same as above, but with recursively resolved group
1779 elements (group elements may also contain further group elements!) */
1780 int num_elements_resolved;
1781 short element_resolved[NUM_FILE_ELEMENTS];
1783 int choice_pos; /* current element choice position */
1786 struct ElementNameInfo
1788 /* ---------- token and description strings ---------- */
1790 char *token_name; /* element token used in config files */
1791 char *class_name; /* element class used in config files */
1792 char *editor_description; /* pre-defined description for level editor */
1797 /* ---------- token and description strings ---------- */
1799 char *token_name; /* element token used in config files */
1800 char *class_name; /* element class used in config files */
1801 char *editor_description; /* pre-defined description for level editor */
1802 char *custom_description; /* alternative description from config file */
1803 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1805 /* ---------- graphic and sound definitions ---------- */
1807 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1808 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1809 /* special graphics for left/right/up/down */
1811 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1812 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1813 /* crumbled graphics for left/right/up/down */
1815 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1816 /* special graphics for certain screens */
1818 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1820 /* ---------- special element property values ---------- */
1822 boolean use_gfx_element; /* use custom graphic element */
1823 short gfx_element; /* optional custom graphic element */
1825 int access_direction; /* accessible from which direction */
1827 int collect_score; /* score value for collecting */
1828 int collect_count; /* count value for collecting */
1830 int push_delay_fixed; /* constant delay before pushing */
1831 int push_delay_random; /* additional random delay before pushing */
1832 int drop_delay_fixed; /* constant delay after dropping */
1833 int drop_delay_random; /* additional random delay after dropping */
1834 int move_delay_fixed; /* constant delay after moving */
1835 int move_delay_random; /* additional random delay after moving */
1837 int move_pattern; /* direction movable element moves to */
1838 int move_direction_initial; /* initial direction element moves to */
1839 int move_stepsize; /* step size element moves with */
1841 int move_enter_element; /* element that can be entered (and removed) */
1842 int move_leave_element; /* element that can be left behind */
1843 int move_leave_type; /* change (limited) or leave (unlimited) */
1845 int slippery_type; /* how/where other elements slip away */
1847 int content[3][3]; /* new elements after explosion */
1849 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
1850 int explosion_delay; /* duration of explosion of this element */
1851 int ignition_delay; /* delay for explosion by other explosion */
1853 struct ElementChangeInfo *change_page; /* actual list of change pages */
1854 struct ElementChangeInfo *change; /* pointer to current change page */
1856 int num_change_pages; /* actual number of change pages */
1857 int current_change_page; /* currently edited change page */
1859 struct ElementGroupInfo *group; /* pointer to element group info */
1861 /* ---------- internal values used at runtime when playing ---------- */
1863 unsigned long change_events; /* bitfield for combined change events */
1865 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1866 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1868 boolean in_group[NUM_GROUP_ELEMENTS];
1871 boolean can_leave_element; /* element can leave other element behind */
1872 boolean can_leave_element_last;
1875 /* ---------- internal values used in level editor ---------- */
1877 int access_type; /* walkable or passable */
1878 int access_layer; /* accessible over/inside/under */
1879 int access_protected; /* protection against deadly elements */
1880 int walk_to_action; /* diggable/collectible/pushable */
1881 int smash_targets; /* can smash player/enemies/everything */
1882 int deadliness; /* deadly when running/colliding/touching */
1884 boolean can_explode_by_fire; /* element explodes by fire */
1885 boolean can_explode_smashed; /* element explodes when smashed */
1886 boolean can_explode_impact; /* element explodes on impact */
1888 boolean modified_settings; /* set for all modified custom elements */
1893 char *token_name; /* font token used in config files */
1895 int graphic; /* default graphic for this font */
1896 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1897 /* special graphics for certain screens */
1898 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1899 /* internal bitmap ID for special graphics */
1905 int src_x, src_y; /* start position of animation frames */
1906 int width, height; /* width/height of each animation frame */
1907 int offset_x, offset_y; /* x/y offset to next animation frame */
1908 int offset2_x, offset2_y; /* x/y offset to second movement tile */
1909 boolean double_movement; /* animation has second movement tile */
1910 int swap_double_tiles; /* explicitely force or forbid tile swapping */
1912 int anim_frames_per_line;
1913 int anim_start_frame;
1914 int anim_delay; /* important: delay of 1 means "no delay"! */
1916 boolean anim_global_sync;
1917 int crumbled_like; /* element for cloning crumble graphics */
1918 int diggable_like; /* element for cloning digging graphics */
1919 int border_size; /* border size for "crumbled" graphics */
1920 int scale_up_factor; /* optional factor for scaling image up */
1922 int anim_delay_fixed; /* optional delay values for bored and */
1923 int anim_delay_random; /* sleeping player animations (animation */
1924 int post_delay_fixed; /* intervall and following pause before */
1925 int post_delay_random; /* next intervall (bored animation only) */
1927 int step_offset; /* optional step offset of toon animations */
1928 int step_delay; /* optional step delay of toon animations */
1930 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1932 int draw_masked; /* optional setting for drawing envelope gfx */
1934 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1935 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1936 GC clip_gc; /* single-graphic-only clip gc for X11 */
1952 struct MusicPrefixInfo
1955 boolean is_loop_music;
1958 struct MusicFileInfo
1963 char *artist_header;
1976 struct MusicFileInfo *next;
1979 struct ElementActionInfo
1983 boolean is_loop_sound;
1986 struct ElementDirectionInfo
1992 struct SpecialSuffixInfo
2009 extern GC tile_clip_gc;
2010 extern Bitmap *pix[];
2012 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2013 extern Pixmap tile_clipmask[];
2014 extern DrawBuffer *fieldbuffer;
2015 extern DrawBuffer *drawto_field;
2017 extern int game_status;
2018 extern boolean level_editor_test_game;
2019 extern boolean network_playing;
2021 #if defined(TARGET_SDL)
2022 extern boolean network_server;
2023 extern SDL_Thread *server_thread;
2026 extern int key_joystick_mapping;
2028 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2029 extern int redraw_x1, redraw_y1;
2031 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2032 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2033 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2034 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2035 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2036 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2037 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2038 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2039 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2040 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2041 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2042 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2043 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2044 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2045 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2046 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2047 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2048 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2049 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2050 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2051 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2052 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2053 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2054 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2055 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2057 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2059 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2060 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2061 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2062 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2063 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2065 extern int lev_fieldx, lev_fieldy;
2066 extern int scroll_x, scroll_y;
2069 extern int ScrollStepSize;
2070 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2071 extern int BorderElement;
2072 extern int GameFrameDelay;
2073 extern int FfwdFrameDelay;
2074 extern int BX1, BY1;
2075 extern int BX2, BY2;
2076 extern int SBX_Left, SBX_Right;
2077 extern int SBY_Upper, SBY_Lower;
2079 extern int ExitX, ExitY;
2080 extern int AllPlayersGone;
2082 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2083 extern boolean SiebAktiv;
2084 extern int SiebCount;
2086 extern boolean network_player_action_received;
2088 extern int graphics_action_mapping[];
2090 extern struct LevelSetInfo levelset;
2091 extern struct LevelInfo level, level_template;
2092 extern struct PlayerInfo stored_player[], *local_player;
2093 extern struct HiScore highscore[];
2094 extern struct TapeInfo tape;
2095 extern struct GameInfo game;
2096 extern struct GlobalInfo global;
2097 extern struct MenuInfo menu;
2098 extern struct DoorInfo door_1, door_2;
2099 extern struct ElementInfo element_info[];
2100 extern struct ElementNameInfo element_name_info[];
2101 extern struct ElementActionInfo element_action_info[];
2102 extern struct ElementDirectionInfo element_direction_info[];
2103 extern struct SpecialSuffixInfo special_suffix_info[];
2104 extern struct TokenIntPtrInfo image_config_vars[];
2105 extern struct FontInfo font_info[];
2106 extern struct MusicPrefixInfo music_prefix_info[];
2107 extern struct GraphicInfo *graphic_info;
2108 extern struct SoundInfo *sound_info;
2109 extern struct MusicInfo *music_info;
2110 extern struct MusicFileInfo *music_file_info;
2111 extern struct HelpAnimInfo *helpanim_info;
2112 extern SetupFileHash *helptext_info;
2113 extern struct ConfigTypeInfo image_config_suffix[];
2114 extern struct ConfigTypeInfo sound_config_suffix[];
2115 extern struct ConfigTypeInfo music_config_suffix[];
2116 extern struct ConfigInfo image_config[];
2117 extern struct ConfigInfo sound_config[];
2118 extern struct ConfigInfo music_config[];
2119 extern struct ConfigInfo helpanim_config[];
2120 extern struct ConfigInfo helptext_config[];