1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
29 #include "conf_mus.h" /* include auto-generated data structure definitions */
31 #define IMG_UNDEFINED (-1)
32 #define IMG_EMPTY IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START IMG_CUSTOM_1
38 #define SND_UNDEFINED (-1)
39 #define MUS_UNDEFINED (-1)
46 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX 3
49 #define MIN_LEV_FIELDY 3
50 #define STD_LEV_FIELDX 64
51 #define STD_LEV_FIELDY 32
52 #define MAX_LEV_FIELDX 128
53 #define MAX_LEV_FIELDY 128
55 #define SCREENX(a) ((a) - scroll_x)
56 #define SCREENY(a) ((a) - scroll_y)
57 #define LEVELX(a) ((a) + scroll_x)
58 #define LEVELY(a) ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_COLLECTIBLE_ONLY 1
66 #define EP_DONT_RUN_INTO 2
67 #define EP_DONT_COLLIDE_WITH 3
68 #define EP_DONT_TOUCH 4
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_CHANGE 7
74 #define EP_CAN_SMASH_PLAYER 10
75 #define EP_CAN_SMASH_ENEMIES 11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_EXPLODES_BY_FIRE 13
78 #define EP_EXPLODES_SMASHED 14
79 #define EP_EXPLODES_IMPACT 15
80 #define EP_WALKABLE_OVER 16
81 #define EP_WALKABLE_INSIDE 17
82 #define EP_WALKABLE_UNDER 18
83 #define EP_PASSABLE_OVER 19
84 #define EP_PASSABLE_INSIDE 20
85 #define EP_PASSABLE_UNDER 21
86 #define EP_DROPPABLE 22
87 #define EP_EXPLODES_1X1_OLD 23
88 #define EP_PUSHABLE 24
89 #define EP_EXPLODES_CROSS_OLD 25
90 #define EP_PROTECTED 26
91 #define EP_CAN_MOVE_INTO_ACID 27
92 #define EP_THROWABLE 28
93 #define EP_CAN_EXPLODE 29
94 #define EP_GRAVITY_REACHABLE 30
96 /* values for pre-defined properties */
98 #define EP_CAN_PASS_MAGIC_WALL 33
99 #define EP_SWITCHABLE 34
100 #define EP_BD_ELEMENT 35
101 #define EP_SP_ELEMENT 36
102 #define EP_SB_ELEMENT 37
104 #define EP_FOOD_DARK_YAMYAM 39
105 #define EP_FOOD_PENGUIN 40
106 #define EP_FOOD_PIG 41
107 #define EP_HISTORIC_WALL 42
108 #define EP_HISTORIC_SOLID 43
109 #define EP_CLASSIC_ENEMY 44
111 #define EP_BELT_ACTIVE 46
112 #define EP_BELT_SWITCH 47
114 #define EP_KEYGATE 49
115 #define EP_AMOEBOID 50
116 #define EP_AMOEBALIVE 51
117 #define EP_HAS_CONTENT 52
118 #define EP_CAN_TURN_EACH_MOVE 53
119 #define EP_CAN_GROW 54
120 #define EP_ACTIVE_BOMB 55
121 #define EP_INACTIVE 56
123 /* values for special configurable properties (depending on level settings) */
124 #define EP_EM_SLIPPERY_WALL 57
126 /* values for special graphics properties (no effect on game engine) */
127 #define EP_GFX_CRUMBLED 58
129 /* values for derived properties (determined from properties above) */
130 #define EP_ACCESSIBLE_OVER 59
131 #define EP_ACCESSIBLE_INSIDE 60
132 #define EP_ACCESSIBLE_UNDER 61
133 #define EP_WALKABLE 62
134 #define EP_PASSABLE 63
135 #define EP_ACCESSIBLE 64
136 #define EP_COLLECTIBLE 65
137 #define EP_SNAPPABLE 66
139 #define EP_SOLID_FOR_PUSHING 68
140 #define EP_DRAGONFIRE_PROOF 69
141 #define EP_EXPLOSION_PROOF 70
142 #define EP_CAN_SMASH 71
143 #define EP_EXPLODES_3X3_OLD 72
144 #define EP_CAN_EXPLODE_BY_FIRE 73
145 #define EP_CAN_EXPLODE_SMASHED 74
146 #define EP_CAN_EXPLODE_IMPACT 75
147 #define EP_SP_PORT 76
148 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
149 #define EP_CAN_EXPLODE_BY_EXPLOSION 78
150 #define EP_COULD_MOVE_INTO_ACID 79
151 #define EP_MAYBE_DONT_COLLIDE_WITH 80
153 /* values for internal purpose only (level editor) */
154 #define EP_WALK_TO_OBJECT 81
157 #define NUM_ELEMENT_PROPERTIES 83
159 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
160 #define EP_BITFIELD_BASE 0
162 #define EP_BITMASK_DEFAULT 0
164 #define PROPERTY_BIT(p) (1 << ((p) % 32))
165 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
166 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
167 #define SET_PROPERTY(e,p,v) ((v) ? \
168 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
169 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
172 /* values for change events for custom elements (stored in level file) */
174 #define CE_TOUCHED_BY_PLAYER 1
175 #define CE_PRESSED_BY_PLAYER 2
176 #define CE_PUSHED_BY_PLAYER 3
177 #define CE_DROPPED_BY_PLAYER 4
178 #define CE_HITTING_SOMETHING 5
181 #define CE_OTHER_IS_TOUCHING 8
182 #define CE_OTHER_IS_CHANGING 9
183 #define CE_OTHER_IS_EXPLODING 10
184 #define CE_OTHER_GETS_TOUCHED 11
185 #define CE_OTHER_GETS_PRESSED 12
186 #define CE_OTHER_GETS_PUSHED 13
187 #define CE_OTHER_GETS_COLLECTED 14
188 #define CE_OTHER_GETS_DROPPED 15
189 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
190 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
191 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
192 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
193 #define CE_OTHER_GETS_DIGGED 20
194 #define CE_ENTERED_BY_PLAYER 21
195 #define CE_LEFT_BY_PLAYER 22
196 #define CE_OTHER_GETS_ENTERED 23
197 #define CE_OTHER_GETS_LEFT 24
198 #define CE_SWITCHED 25
199 #define CE_OTHER_IS_SWITCHING 26
200 #define CE_HIT_BY_SOMETHING 27
201 #define CE_OTHER_IS_HITTING 28
202 #define CE_OTHER_GETS_HIT 29
203 #define CE_BLOCKED 30
205 #define NUM_CHANGE_EVENTS 31
207 #define CE_BITMASK_DEFAULT 0
209 #define CH_EVENT_BIT(c) (1 << (c))
210 #define CH_EVENT_VAR(e) (element_info[e].change->events)
211 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
213 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
214 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
215 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
216 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
217 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
219 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
220 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
222 /* values for change side for custom elements */
223 #define CH_SIDE_NONE MV_NO_MOVING
224 #define CH_SIDE_LEFT MV_LEFT
225 #define CH_SIDE_RIGHT MV_RIGHT
226 #define CH_SIDE_TOP MV_UP
227 #define CH_SIDE_BOTTOM MV_DOWN
228 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
229 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
230 #define CH_SIDE_ANY MV_ANY_DIRECTION
232 /* values for change player for custom elements */
233 #define CH_PLAYER_NONE 0
234 #define CH_PLAYER_1 (1 << 0)
235 #define CH_PLAYER_2 (1 << 1)
236 #define CH_PLAYER_3 (1 << 2)
237 #define CH_PLAYER_4 (1 << 3)
238 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
241 /* values for change page for custom elements */
242 #define CH_PAGE_ANY_FILE (0xff)
243 #define CH_PAGE_ANY (0xffffffff)
245 /* values for change power for custom elements */
246 #define CP_WHEN_EMPTY 0
247 #define CP_WHEN_DIGGABLE 1
248 #define CP_WHEN_DESTRUCTIBLE 2
249 #define CP_WHEN_COLLECTIBLE 3
250 #define CP_WHEN_REMOVABLE 4
251 #define CP_WHEN_WALKABLE 5
253 /* values for custom move patterns (bits 0 - 3: basic move directions) */
254 #define MV_BIT_TOWARDS_PLAYER 4
255 #define MV_BIT_AWAY_FROM_PLAYER 5
256 #define MV_BIT_ALONG_LEFT_SIDE 6
257 #define MV_BIT_ALONG_RIGHT_SIDE 7
258 #define MV_BIT_TURNING_LEFT 8
259 #define MV_BIT_TURNING_RIGHT 9
260 #define MV_BIT_WHEN_PUSHED 10
261 #define MV_BIT_MAZE_RUNNER 11
262 #define MV_BIT_MAZE_HUNTER 12
263 #define MV_BIT_WHEN_DROPPED 13
264 #define MV_BIT_TURNING_LEFT_RIGHT 14
265 #define MV_BIT_TURNING_RIGHT_LEFT 15
266 #define MV_BIT_TURNING_RANDOM 16
268 /* values for custom move patterns */
269 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
270 #define MV_VERTICAL (MV_UP | MV_DOWN)
271 #define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
272 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
273 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
274 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
275 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
276 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
277 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
278 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
279 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
280 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
281 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
282 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
283 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
284 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
285 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
286 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
288 /* values for initial move direction (bits 0 - 3: basic move directions) */
289 #define MV_START_BIT_PREVIOUS 4
291 /* values for initial move direction */
292 #define MV_START_AUTOMATIC (MV_NO_MOVING)
293 #define MV_START_LEFT (MV_LEFT)
294 #define MV_START_RIGHT (MV_RIGHT)
295 #define MV_START_UP (MV_UP)
296 #define MV_START_DOWN (MV_DOWN)
297 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
298 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
300 /* values for elements left behind by custom elements */
301 #define LEAVE_TYPE_UNLIMITED 0
302 #define LEAVE_TYPE_LIMITED 1
304 /* values for slippery property for custom elements */
305 #define SLIPPERY_ANY_RANDOM 0
306 #define SLIPPERY_ANY_LEFT_RIGHT 1
307 #define SLIPPERY_ANY_RIGHT_LEFT 2
308 #define SLIPPERY_ONLY_LEFT 3
309 #define SLIPPERY_ONLY_RIGHT 4
311 /* values for explosion type for custom elements */
312 #define EXPLODES_3X3 0
313 #define EXPLODES_1X1 1
314 #define EXPLODES_CROSS 2
316 /* macros for configurable properties */
317 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
318 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
319 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
320 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
321 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
322 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
323 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
324 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
325 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
326 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
327 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
328 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
329 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
330 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
331 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
332 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
333 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
334 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
335 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
336 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
337 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
338 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
339 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
340 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
341 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
342 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
343 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
344 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
345 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
346 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
347 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
349 /* macros for special configurable properties */
350 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
352 /* macros for special graphics properties */
353 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
355 /* macros for pre-defined properties */
356 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
357 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
358 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
359 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
360 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
361 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
362 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
363 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
364 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
365 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
366 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
367 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
368 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
369 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
370 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
371 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
372 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
373 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
374 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
375 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
376 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
377 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
378 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
379 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
380 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
382 /* macros for derived properties */
383 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
384 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
385 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
386 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
387 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
388 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
389 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
390 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
391 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
392 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
393 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
394 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
395 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
396 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
397 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
398 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
399 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
400 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
401 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
402 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
403 #define CAN_EXPLODE_BY_EXPLOSION(e) \
404 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
405 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
406 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
408 /* special macros used in game engine */
409 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
410 (e) <= EL_CUSTOM_END)
412 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
415 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
416 (e) <= EL_INTERNAL_CLIPBOARD_END)
418 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
419 (e) <= EL_INTERNAL_END)
421 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
422 (e) <= EL_ENVELOPE_4)
424 #define IS_GATE(e) ((e) >= EL_GATE_1 && \
427 #define IS_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
428 (e) <= EL_GATE_4_GRAY)
430 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
433 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
434 (e) <= EL_EM_GATE_4_GRAY)
436 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
437 element_info[e].gfx_element : e)
439 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
440 /* (solution: add separate "use sound of element" to level file and editor) */
442 #define SND_ELEMENT(e) GFX_ELEMENT(e)
444 #define SND_ELEMENT(e) (e)
447 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
449 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
450 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
452 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
453 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
454 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
456 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
457 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
458 (e) == EL_EMERALD ? EL_DIAMOND : \
459 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
460 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
461 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
463 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
464 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
466 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
467 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
468 #define TAPE_IS_EMPTY(x) ((x).length == 0)
469 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
471 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
472 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
476 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
477 IS_PROTECTED(Back[x][y]))
478 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
479 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
480 ENEMY_PROTECTED_FIELD(x, y))
481 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
482 EXPLOSION_PROTECTED_FIELD(x, y))
486 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
487 IS_INDESTRUCTIBLE(Feld[x][y]))
488 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
489 PROTECTED_FIELD(x, y))
490 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
491 PROTECTED_FIELD(x, y))
494 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
495 (p)->switch_x == (x) && (p)->switch_y == (y))
497 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
499 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
500 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
501 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
503 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
504 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
505 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
506 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
508 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
511 /* fundamental game speed values */
512 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
513 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
514 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
515 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
516 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
517 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
519 /* boundaries of arrays etc. */
520 #define MAX_LEVEL_NAME_LEN 32
521 #define MAX_LEVEL_AUTHOR_LEN 32
522 #define MAX_ELEMENT_NAME_LEN 32
523 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
524 #define MAX_SCORE_ENTRIES 100
525 #define MAX_NUM_AMOEBA 100
526 #define MAX_INVENTORY_SIZE 1000
529 #define NUM_BELT_PARTS 3
530 #define MIN_ENVELOPE_XSIZE 1
531 #define MIN_ENVELOPE_YSIZE 1
532 #define MAX_ENVELOPE_XSIZE 30
533 #define MAX_ENVELOPE_YSIZE 20
534 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
535 #define MIN_CHANGE_PAGES 1
536 #define MAX_CHANGE_PAGES 32
537 #define MIN_ELEMENTS_IN_GROUP 1
538 #define MAX_ELEMENTS_IN_GROUP 16
540 /* values for elements with content */
541 #define MIN_ELEMENT_CONTENTS 1
542 #define STD_ELEMENT_CONTENTS 4
543 #define MAX_ELEMENT_CONTENTS 8
545 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
547 /* often used screen positions */
550 #define REAL_SX (SX - 2)
551 #define REAL_SY (SY - 2)
560 #define MINI_TILEX (TILEX / 2)
561 #define MINI_TILEY (TILEY / 2)
562 #define MICRO_TILEX (TILEX / 8)
563 #define MICRO_TILEY (TILEY / 8)
564 #define MIDPOSX (SCR_FIELDX / 2)
565 #define MIDPOSY (SCR_FIELDY / 2)
566 #define SXSIZE (SCR_FIELDX * TILEX)
567 #define SYSIZE (SCR_FIELDY * TILEY)
568 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
569 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
572 #define VXSIZE DXSIZE
574 #define EXSIZE DXSIZE
575 #define EYSIZE (VYSIZE + 44)
576 #define FULL_SXSIZE (2 + SXSIZE + 2)
577 #define FULL_SYSIZE (2 + SYSIZE + 2)
578 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
579 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
580 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
581 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
582 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
585 /* score for elements */
589 #define SC_SPACESHIP 3
594 #define SC_DYNAMITE 8
596 #define SC_TIME_BONUS 10
597 #define SC_CRYSTAL 11
602 /* "real" level file elements */
603 #define EL_UNDEFINED -1
605 #define EL_EMPTY_SPACE 0
606 #define EL_EMPTY EL_EMPTY_SPACE
609 #define EL_WALL_SLIPPERY 3
611 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
613 #define EL_EXIT_CLOSED 7
614 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
616 #define EL_SPACESHIP 10
619 #define EL_STEELWALL 13
620 #define EL_DIAMOND 14
621 #define EL_AMOEBA_DEAD 15
622 #define EL_QUICKSAND_EMPTY 16
623 #define EL_QUICKSAND_FULL 17
624 #define EL_AMOEBA_DROP 18
626 #define EL_MAGIC_WALL 20
627 #define EL_SPEED_PILL 21
629 #define EL_AMOEBA_WET 23
630 #define EL_AMOEBA_DRY 24
632 #define EL_GAME_OF_LIFE 26
633 #define EL_BIOMAZE 27
634 #define EL_DYNAMITE_ACTIVE 28
635 #define EL_STONEBLOCK 29
636 #define EL_ROBOT_WHEEL 30
637 #define EL_ROBOT_WHEEL_ACTIVE 31
646 #define EL_GATE_1_GRAY 40
647 #define EL_GATE_2_GRAY 41
648 #define EL_GATE_3_GRAY 42
649 #define EL_GATE_4_GRAY 43
650 #define EL_DYNAMITE 44
652 #define EL_INVISIBLE_WALL 46
654 #define EL_LAMP_ACTIVE 48
655 #define EL_WALL_EMERALD 49
656 #define EL_WALL_DIAMOND 50
657 #define EL_AMOEBA_FULL 51
658 #define EL_BD_AMOEBA 52
659 #define EL_TIME_ORB_FULL 53
660 #define EL_TIME_ORB_EMPTY 54
661 #define EL_EXPANDABLE_WALL 55
662 #define EL_BD_DIAMOND 56
663 #define EL_EMERALD_YELLOW 57
664 #define EL_WALL_BD_DIAMOND 58
665 #define EL_WALL_EMERALD_YELLOW 59
666 #define EL_DARK_YAMYAM 60
667 #define EL_BD_MAGIC_WALL 61
668 #define EL_INVISIBLE_STEELWALL 62
669 #define EL_SOKOBAN_FIELD_PLAYER 63
670 #define EL_DYNABOMB_INCREASE_NUMBER 64
671 #define EL_DYNABOMB_INCREASE_SIZE 65
672 #define EL_DYNABOMB_INCREASE_POWER 66
673 #define EL_SOKOBAN_OBJECT 67
674 #define EL_SOKOBAN_FIELD_EMPTY 68
675 #define EL_SOKOBAN_FIELD_FULL 69
676 #define EL_BD_BUTTERFLY_RIGHT 70
677 #define EL_BD_BUTTERFLY_UP 71
678 #define EL_BD_BUTTERFLY_LEFT 72
679 #define EL_BD_BUTTERFLY_DOWN 73
680 #define EL_BD_FIREFLY_RIGHT 74
681 #define EL_BD_FIREFLY_UP 75
682 #define EL_BD_FIREFLY_LEFT 76
683 #define EL_BD_FIREFLY_DOWN 77
684 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
685 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
686 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
687 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
688 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
689 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
690 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
691 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
692 #define EL_BD_BUTTERFLY 78
693 #define EL_BD_FIREFLY 79
694 #define EL_PLAYER_1 80
695 #define EL_PLAYER_2 81
696 #define EL_PLAYER_3 82
697 #define EL_PLAYER_4 83
698 #define EL_BUG_RIGHT 84
700 #define EL_BUG_LEFT 86
701 #define EL_BUG_DOWN 87
702 #define EL_SPACESHIP_RIGHT 88
703 #define EL_SPACESHIP_UP 89
704 #define EL_SPACESHIP_LEFT 90
705 #define EL_SPACESHIP_DOWN 91
706 #define EL_PACMAN_RIGHT 92
707 #define EL_PACMAN_UP 93
708 #define EL_PACMAN_LEFT 94
709 #define EL_PACMAN_DOWN 95
710 #define EL_EMERALD_RED 96
711 #define EL_EMERALD_PURPLE 97
712 #define EL_WALL_EMERALD_RED 98
713 #define EL_WALL_EMERALD_PURPLE 99
714 #define EL_ACID_POOL_TOPLEFT 100
715 #define EL_ACID_POOL_TOPRIGHT 101
716 #define EL_ACID_POOL_BOTTOMLEFT 102
717 #define EL_ACID_POOL_BOTTOM 103
718 #define EL_ACID_POOL_BOTTOMRIGHT 104
719 #define EL_BD_WALL 105
720 #define EL_BD_ROCK 106
721 #define EL_EXIT_OPEN 107
722 #define EL_BLACK_ORB 108
723 #define EL_AMOEBA_TO_DIAMOND 109
725 #define EL_PENGUIN 111
726 #define EL_SATELLITE 112
727 #define EL_ARROW_LEFT 113
728 #define EL_ARROW_RIGHT 114
729 #define EL_ARROW_UP 115
730 #define EL_ARROW_DOWN 116
732 #define EL_DRAGON 118
734 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
736 #define EL_CHAR_START 120
737 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
738 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
740 #include "conf_chr.h" /* include auto-generated data structure definitions */
742 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
743 #define EL_CHAR_END (EL_CHAR_START + 79)
745 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
747 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
748 #define EL_EXPANDABLE_WALL_VERTICAL 201
749 #define EL_EXPANDABLE_WALL_ANY 202
751 #define EL_EM_GATE_1 203
752 #define EL_EM_GATE_2 204
753 #define EL_EM_GATE_3 205
754 #define EL_EM_GATE_4 206
756 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
757 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
758 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
760 #define EL_SP_START 210
761 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
762 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
763 #define EL_SP_ZONK (EL_SP_START + 1)
764 #define EL_SP_BASE (EL_SP_START + 2)
765 #define EL_SP_MURPHY (EL_SP_START + 3)
766 #define EL_SP_INFOTRON (EL_SP_START + 4)
767 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
768 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
769 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
770 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
771 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
772 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
773 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
774 #define EL_SP_PORT_UP (EL_SP_START + 12)
775 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
776 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
777 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
778 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
779 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
780 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
781 #define EL_SP_TERMINAL (EL_SP_START + 19)
782 #define EL_SP_DISK_RED (EL_SP_START + 20)
783 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
784 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
785 #define EL_SP_PORT_ANY (EL_SP_START + 23)
786 #define EL_SP_ELECTRON (EL_SP_START + 24)
787 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
788 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
789 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
790 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
791 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
792 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
793 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
794 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
795 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
796 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
797 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
798 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
799 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
800 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
801 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
802 #define EL_SP_END (EL_SP_START + 39)
804 #define EL_EM_GATE_1_GRAY 250
805 #define EL_EM_GATE_2_GRAY 251
806 #define EL_EM_GATE_3_GRAY 252
807 #define EL_EM_GATE_4_GRAY 253
809 #define EL_UNUSED_254 254
810 #define EL_UNUSED_255 255
813 #define EL_CRYSTAL 257
814 #define EL_WALL_PEARL 258
815 #define EL_WALL_CRYSTAL 259
816 #define EL_DOOR_WHITE 260
817 #define EL_DOOR_WHITE_GRAY 261
818 #define EL_KEY_WHITE 262
819 #define EL_SHIELD_NORMAL 263
820 #define EL_EXTRA_TIME 264
821 #define EL_SWITCHGATE_OPEN 265
822 #define EL_SWITCHGATE_CLOSED 266
823 #define EL_SWITCHGATE_SWITCH_UP 267
824 #define EL_SWITCHGATE_SWITCH_DOWN 268
826 #define EL_UNUSED_269 269
827 #define EL_UNUSED_270 270
829 #define EL_CONVEYOR_BELT_1_LEFT 271
830 #define EL_CONVEYOR_BELT_1_MIDDLE 272
831 #define EL_CONVEYOR_BELT_1_RIGHT 273
832 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
833 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
834 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
835 #define EL_CONVEYOR_BELT_2_LEFT 277
836 #define EL_CONVEYOR_BELT_2_MIDDLE 278
837 #define EL_CONVEYOR_BELT_2_RIGHT 279
838 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
839 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
840 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
841 #define EL_CONVEYOR_BELT_3_LEFT 283
842 #define EL_CONVEYOR_BELT_3_MIDDLE 284
843 #define EL_CONVEYOR_BELT_3_RIGHT 285
844 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
845 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
846 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
847 #define EL_CONVEYOR_BELT_4_LEFT 289
848 #define EL_CONVEYOR_BELT_4_MIDDLE 290
849 #define EL_CONVEYOR_BELT_4_RIGHT 291
850 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
851 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
852 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
853 #define EL_LANDMINE 295
854 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
855 #define EL_LIGHT_SWITCH 297
856 #define EL_LIGHT_SWITCH_ACTIVE 298
857 #define EL_SIGN_EXCLAMATION 299
858 #define EL_SIGN_RADIOACTIVITY 300
859 #define EL_SIGN_STOP 301
860 #define EL_SIGN_WHEELCHAIR 302
861 #define EL_SIGN_PARKING 303
862 #define EL_SIGN_ONEWAY 304
863 #define EL_SIGN_HEART 305
864 #define EL_SIGN_TRIANGLE 306
865 #define EL_SIGN_ROUND 307
866 #define EL_SIGN_EXIT 308
867 #define EL_SIGN_YINYANG 309
868 #define EL_SIGN_OTHER 310
869 #define EL_MOLE_LEFT 311
870 #define EL_MOLE_RIGHT 312
871 #define EL_MOLE_UP 313
872 #define EL_MOLE_DOWN 314
873 #define EL_STEELWALL_SLIPPERY 315
874 #define EL_INVISIBLE_SAND 316
875 #define EL_DX_UNKNOWN_15 317
876 #define EL_DX_UNKNOWN_42 318
878 #define EL_UNUSED_319 319
879 #define EL_UNUSED_320 320
881 #define EL_SHIELD_DEADLY 321
882 #define EL_TIMEGATE_OPEN 322
883 #define EL_TIMEGATE_CLOSED 323
884 #define EL_TIMEGATE_SWITCH_ACTIVE 324
885 #define EL_TIMEGATE_SWITCH 325
887 #define EL_BALLOON 326
888 #define EL_BALLOON_SWITCH_LEFT 327
889 #define EL_BALLOON_SWITCH_RIGHT 328
890 #define EL_BALLOON_SWITCH_UP 329
891 #define EL_BALLOON_SWITCH_DOWN 330
892 #define EL_BALLOON_SWITCH_ANY 331
894 #define EL_EMC_STEELWALL_1 332
895 #define EL_EMC_STEELWALL_2 333
896 #define EL_EMC_STEELWALL_3 334
897 #define EL_EMC_STEELWALL_4 335
898 #define EL_EMC_WALL_1 336
899 #define EL_EMC_WALL_2 337
900 #define EL_EMC_WALL_3 338
901 #define EL_EMC_WALL_4 339
902 #define EL_EMC_WALL_5 340
903 #define EL_EMC_WALL_6 341
904 #define EL_EMC_WALL_7 342
905 #define EL_EMC_WALL_8 343
907 #define EL_TUBE_ANY 344
908 #define EL_TUBE_VERTICAL 345
909 #define EL_TUBE_HORIZONTAL 346
910 #define EL_TUBE_VERTICAL_LEFT 347
911 #define EL_TUBE_VERTICAL_RIGHT 348
912 #define EL_TUBE_HORIZONTAL_UP 349
913 #define EL_TUBE_HORIZONTAL_DOWN 350
914 #define EL_TUBE_LEFT_UP 351
915 #define EL_TUBE_LEFT_DOWN 352
916 #define EL_TUBE_RIGHT_UP 353
917 #define EL_TUBE_RIGHT_DOWN 354
918 #define EL_SPRING 355
920 #define EL_DX_SUPABOMB 357
922 #define EL_UNUSED_358 358
923 #define EL_UNUSED_359 359
925 /* ---------- begin of custom elements section ----------------------------- */
926 #define EL_CUSTOM_START 360
928 #include "conf_cus.h" /* include auto-generated data structure definitions */
930 #define NUM_CUSTOM_ELEMENTS 256
931 #define EL_CUSTOM_END 615
932 /* ---------- end of custom elements section ------------------------------- */
934 #define EL_EM_KEY_1 616
935 #define EL_EM_KEY_2 617
936 #define EL_EM_KEY_3 618
937 #define EL_EM_KEY_4 619
938 #define EL_ENVELOPE_1 620
939 #define EL_ENVELOPE_2 621
940 #define EL_ENVELOPE_3 622
941 #define EL_ENVELOPE_4 623
943 /* ---------- begin of group elements section ------------------------------ */
944 #define EL_GROUP_START 624
946 #include "conf_grp.h" /* include auto-generated data structure definitions */
948 #define NUM_GROUP_ELEMENTS 32
949 #define EL_GROUP_END 655
950 /* ---------- end of custom elements section ------------------------------- */
952 #define EL_UNKNOWN 656
953 #define EL_TRIGGER_ELEMENT 657
954 #define EL_TRIGGER_PLAYER 658
956 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
957 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
958 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
959 #define EL_SP_GRAVITY_ON_PORT_UP 662
960 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
961 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
962 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
963 #define EL_SP_GRAVITY_OFF_PORT_UP 666
965 #define NUM_FILE_ELEMENTS 667
968 /* "real" (and therefore drawable) runtime elements */
969 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
971 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
972 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
973 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
974 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
975 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
976 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
977 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
978 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
979 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
980 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
981 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
982 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
983 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
984 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
985 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
986 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
987 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
988 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
989 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
990 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
991 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
992 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
993 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
994 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
995 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
996 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
997 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
998 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
999 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1000 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1001 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1002 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1003 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1004 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1005 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1006 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1007 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1008 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1009 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1010 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1011 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1012 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1013 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1014 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1015 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1017 /* "unreal" (and therefore not drawable) runtime elements */
1018 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1020 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1021 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1022 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1023 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1024 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1025 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1026 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1027 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1028 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1029 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1030 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1031 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1032 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1033 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1034 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1035 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1036 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1037 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1039 /* dummy elements (never used as game elements, only used as graphics) */
1040 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1042 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1043 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1044 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1045 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1046 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1047 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1048 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1049 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1050 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1051 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1052 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1053 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1054 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1055 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1056 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1057 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1058 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1059 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1060 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1061 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1062 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1063 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1064 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1065 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1066 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1068 /* internal elements (only used for internal purposes like copying) */
1069 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1071 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1072 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1073 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1074 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1076 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1077 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1078 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1079 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1081 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1084 /* values for graphics/sounds action types */
1085 #define ACTION_DEFAULT 0
1086 #define ACTION_WAITING 1
1087 #define ACTION_FALLING 2
1088 #define ACTION_MOVING 3
1089 #define ACTION_DIGGING 4
1090 #define ACTION_SNAPPING 5
1091 #define ACTION_COLLECTING 6
1092 #define ACTION_DROPPING 7
1093 #define ACTION_PUSHING 8
1094 #define ACTION_WALKING 9
1095 #define ACTION_PASSING 10
1096 #define ACTION_IMPACT 11
1097 #define ACTION_BREAKING 12
1098 #define ACTION_ACTIVATING 13
1099 #define ACTION_DEACTIVATING 14
1100 #define ACTION_OPENING 15
1101 #define ACTION_CLOSING 16
1102 #define ACTION_ATTACKING 17
1103 #define ACTION_GROWING 18
1104 #define ACTION_SHRINKING 19
1105 #define ACTION_ACTIVE 20
1106 #define ACTION_FILLING 21
1107 #define ACTION_EMPTYING 22
1108 #define ACTION_CHANGING 23
1109 #define ACTION_EXPLODING 24
1110 #define ACTION_BORING 25
1111 #define ACTION_BORING_1 26
1112 #define ACTION_BORING_2 27
1113 #define ACTION_BORING_3 28
1114 #define ACTION_BORING_4 29
1115 #define ACTION_BORING_5 30
1116 #define ACTION_BORING_6 31
1117 #define ACTION_BORING_7 32
1118 #define ACTION_BORING_8 33
1119 #define ACTION_BORING_9 34
1120 #define ACTION_BORING_10 35
1121 #define ACTION_SLEEPING 36
1122 #define ACTION_SLEEPING_1 37
1123 #define ACTION_SLEEPING_2 38
1124 #define ACTION_SLEEPING_3 39
1125 #define ACTION_AWAKENING 40
1126 #define ACTION_DYING 41
1127 #define ACTION_TURNING 42
1128 #define ACTION_TURNING_FROM_LEFT 43
1129 #define ACTION_TURNING_FROM_RIGHT 44
1130 #define ACTION_TURNING_FROM_UP 45
1131 #define ACTION_TURNING_FROM_DOWN 46
1132 #define ACTION_OTHER 47
1134 #define NUM_ACTIONS 48
1136 #define ACTION_BORING_LAST ACTION_BORING_10
1137 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1140 /* values for special image configuration suffixes (must match game mode) */
1141 #define GFX_SPECIAL_ARG_DEFAULT 0
1142 #define GFX_SPECIAL_ARG_MAIN 1
1143 #define GFX_SPECIAL_ARG_LEVELS 2
1144 #define GFX_SPECIAL_ARG_SCORES 3
1145 #define GFX_SPECIAL_ARG_EDITOR 4
1146 #define GFX_SPECIAL_ARG_INFO 5
1147 #define GFX_SPECIAL_ARG_SETUP 6
1148 #define GFX_SPECIAL_ARG_PLAYING 7
1149 #define GFX_SPECIAL_ARG_DOOR 8
1150 #define GFX_SPECIAL_ARG_PREVIEW 9
1151 #define GFX_SPECIAL_ARG_CRUMBLED 10
1153 #define NUM_SPECIAL_GFX_ARGS 11
1156 /* values for image configuration suffixes */
1159 #define GFX_ARG_XPOS 2
1160 #define GFX_ARG_YPOS 3
1161 #define GFX_ARG_WIDTH 4
1162 #define GFX_ARG_HEIGHT 5
1163 #define GFX_ARG_OFFSET 6
1164 #define GFX_ARG_VERTICAL 7
1165 #define GFX_ARG_XOFFSET 8
1166 #define GFX_ARG_YOFFSET 9
1167 #define GFX_ARG_FRAMES 10
1168 #define GFX_ARG_FRAMES_PER_LINE 11
1169 #define GFX_ARG_START_FRAME 12
1170 #define GFX_ARG_DELAY 13
1171 #define GFX_ARG_ANIM_MODE 14
1172 #define GFX_ARG_GLOBAL_SYNC 15
1173 #define GFX_ARG_CRUMBLED_LIKE 16
1174 #define GFX_ARG_DIGGABLE_LIKE 17
1175 #define GFX_ARG_BORDER_SIZE 18
1176 #define GFX_ARG_STEP_OFFSET 19
1177 #define GFX_ARG_STEP_DELAY 20
1178 #define GFX_ARG_DIRECTION 21
1179 #define GFX_ARG_POSITION 22
1180 #define GFX_ARG_DRAW_XOFFSET 23
1181 #define GFX_ARG_DRAW_YOFFSET 24
1182 #define GFX_ARG_DRAW_MASKED 25
1183 #define GFX_ARG_ANIM_DELAY_FIXED 26
1184 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1185 #define GFX_ARG_POST_DELAY_FIXED 28
1186 #define GFX_ARG_POST_DELAY_RANDOM 29
1187 #define GFX_ARG_NAME 30
1189 #define NUM_GFX_ARGS 31
1192 /* values for sound configuration suffixes */
1193 #define SND_ARG_MODE_LOOP 0
1195 #define NUM_SND_ARGS 1
1198 /* values for music configuration suffixes */
1199 #define MUS_ARG_MODE_LOOP 0
1201 #define NUM_MUS_ARGS 1
1204 /* values for font configuration */
1205 #define FONT_INITIAL_1 0
1206 #define FONT_INITIAL_2 1
1207 #define FONT_INITIAL_3 2
1208 #define FONT_INITIAL_4 3
1209 #define FONT_TITLE_1 4
1210 #define FONT_TITLE_2 5
1211 #define FONT_MENU_1 6
1212 #define FONT_MENU_2 7
1213 #define FONT_TEXT_1_ACTIVE 8
1214 #define FONT_TEXT_2_ACTIVE 9
1215 #define FONT_TEXT_3_ACTIVE 10
1216 #define FONT_TEXT_4_ACTIVE 11
1217 #define FONT_TEXT_1 12
1218 #define FONT_TEXT_2 13
1219 #define FONT_TEXT_3 14
1220 #define FONT_TEXT_4 15
1221 #define FONT_ENVELOPE_1 16
1222 #define FONT_ENVELOPE_2 17
1223 #define FONT_ENVELOPE_3 18
1224 #define FONT_ENVELOPE_4 19
1225 #define FONT_INPUT_1_ACTIVE 20
1226 #define FONT_INPUT_2_ACTIVE 21
1227 #define FONT_INPUT_1 22
1228 #define FONT_INPUT_2 23
1229 #define FONT_OPTION_OFF 24
1230 #define FONT_OPTION_ON 25
1231 #define FONT_VALUE_1 26
1232 #define FONT_VALUE_2 27
1233 #define FONT_VALUE_OLD 28
1234 #define FONT_LEVEL_NUMBER 29
1235 #define FONT_TAPE_RECORDER 30
1236 #define FONT_GAME_INFO 31
1238 #define NUM_FONTS 32
1239 #define NUM_INITIAL_FONTS 4
1241 /* values for game_status (must match special image configuration suffixes) */
1242 #define GAME_MODE_DEFAULT 0
1243 #define GAME_MODE_MAIN 1
1244 #define GAME_MODE_LEVELS 2
1245 #define GAME_MODE_SCORES 3
1246 #define GAME_MODE_EDITOR 4
1247 #define GAME_MODE_INFO 5
1248 #define GAME_MODE_SETUP 6
1249 #define GAME_MODE_PLAYING 7
1250 #define GAME_MODE_PSEUDO_DOOR 8
1251 #define GAME_MODE_PSEUDO_PREVIEW 9
1252 #define GAME_MODE_PSEUDO_CRUMBLED 10
1254 /* there are no special config file suffixes for these modes */
1255 #define GAME_MODE_PSEUDO_TYPENAME 11
1256 #define GAME_MODE_QUIT 12
1258 /* special definitions currently only used for custom artwork configuration */
1259 #define MUSIC_PREFIX_BACKGROUND 0
1260 #define NUM_MUSIC_PREFIXES 1
1261 #define MAX_LEVELS 1000
1263 /* definitions for demo animation lists */
1264 #define HELPANIM_LIST_NEXT -1
1265 #define HELPANIM_LIST_END -999
1268 /* program information and versioning definitions */
1270 #define PROGRAM_VERSION_MAJOR 3
1271 #define PROGRAM_VERSION_MINOR 1
1272 #define PROGRAM_VERSION_PATCH 1
1273 #define PROGRAM_VERSION_BUILD 0
1275 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1276 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1277 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2004 by Holger Schemel"
1279 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1280 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1281 #define FILENAME_PREFIX "Rocks"
1283 #if defined(PLATFORM_UNIX)
1284 #define USERDATA_DIRECTORY ".rocksndiamonds"
1285 #elif defined(PLATFORM_WIN32)
1286 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1288 #define USERDATA_DIRECTORY "userdata"
1291 #define X11_ICON_FILENAME "rocks_icon.xbm"
1292 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1293 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1295 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1296 ** currently supported/known file version numbers:
1298 ** 1.2 (still in use)
1299 ** 1.4 (still in use)
1302 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1303 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1304 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1305 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1307 /* file version does not change for every program version, but is changed
1308 when new features are introduced that are incompatible with older file
1309 versions, so that they can be treated accordingly */
1310 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1312 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1313 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1314 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1315 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1317 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1318 PROGRAM_VERSION_MINOR, \
1319 PROGRAM_VERSION_PATCH, \
1320 PROGRAM_VERSION_BUILD)
1322 /* values for game_emulation */
1324 #define EMU_BOULDERDASH 1
1325 #define EMU_SOKOBAN 2
1326 #define EMU_SUPAPLEX 3
1330 int draw_xoffset_default;
1331 int draw_yoffset_default;
1332 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1333 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1335 int scrollbar_xoffset;
1337 int list_size_default;
1338 int list_size[NUM_SPECIAL_GFX_ARGS];
1340 int sound[NUM_SPECIAL_GFX_ARGS];
1341 int music[NUM_SPECIAL_GFX_ARGS];
1353 char Name[MAX_PLAYER_NAME_LEN + 1];
1359 boolean present; /* player present in level playfield */
1360 boolean connected; /* player connected (locally or via network) */
1361 boolean active; /* player present and connected */
1363 int index_nr; /* player number (0 to 3) */
1364 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1365 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1366 int client_nr; /* network client identifier */
1368 byte action; /* action from local input device */
1369 byte effective_action; /* action acknowledged from network server
1370 or summarized over all configured input
1371 devices when in single player mode */
1372 byte programmed_action; /* action forced by game itself (like moving
1373 through doors); overrides other actions */
1375 int jx, jy, last_jx, last_jy;
1376 int MovDir, MovPos, GfxDir, GfxPos;
1377 int Frame, StepFrame;
1381 boolean use_murphy_graphic;
1383 boolean block_last_field;
1386 boolean can_fall_into_acid;
1388 boolean LevelSolved, GameOver;
1394 boolean is_auto_moving;
1396 boolean is_snapping;
1397 boolean is_collecting;
1399 boolean is_switching;
1400 boolean is_dropping;
1403 boolean is_sleeping;
1405 int frame_counter_bored;
1406 int frame_counter_sleeping;
1408 int anim_delay_counter;
1409 int post_delay_counter;
1411 int action_waiting, last_action_waiting;
1412 int special_action_bored;
1413 int special_action_sleeping;
1415 int num_special_action_bored;
1416 int num_special_action_sleeping;
1418 int switch_x, switch_y;
1422 #if 1 /* USE_NEW_MOVE_DELAY */
1424 int move_delay_value;
1426 unsigned long move_delay;
1427 int move_delay_value;
1430 int move_delay_reset_counter;
1432 #if 1 /* USE_NEW_PUSH_DELAY */
1434 int push_delay_value;
1436 unsigned long push_delay;
1437 unsigned long push_delay_value;
1440 unsigned long actual_frame_counter;
1447 int gems_still_needed;
1448 int sokobanfields_still_needed;
1449 int lights_still_needed;
1450 int friends_still_needed;
1452 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1453 int shield_normal_time_left;
1454 int shield_deadly_time_left;
1456 int inventory_element[MAX_INVENTORY_SIZE];
1457 int inventory_infinite_element;
1463 int music[MAX_LEVELS];
1466 struct LevelFileInfo
1477 int file_version; /* file format version the level is stored with */
1478 int game_version; /* game release version the level was created with */
1480 boolean encoding_16bit_field; /* level contains 16-bit elements */
1481 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1482 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1489 char name[MAX_LEVEL_NAME_LEN + 1];
1490 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1492 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1493 int envelope_xsize[4], envelope_ysize[4];
1495 int score[LEVEL_SCORE_ELEMENTS];
1497 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1498 int num_yamyam_contents;
1503 int time_magic_wall;
1508 int can_move_into_acid_bits; /* bitfield to store property for elements */
1509 int dont_collide_with_bits; /* bitfield to store property for elements */
1511 boolean double_speed;
1512 boolean initial_gravity;
1513 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1514 boolean use_spring_bug; /* for compatibility with old levels */
1515 boolean instant_relocation; /* no visual delay when relocating player */
1516 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1517 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1519 boolean block_last_field; /* player blocks previous field while moving */
1520 boolean sp_block_last_field; /* player blocks previous field while moving */
1521 int block_delay; /* delay for blocking previous field */
1522 int sp_block_delay; /* delay for blocking previous field */
1524 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1525 int use_step_counter; /* count steps instead of seconds for level */
1527 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1529 boolean use_custom_template; /* use custom properties from template file */
1531 boolean no_valid_file; /* set when level file missing or invalid */
1536 int file_version; /* file format version the tape is stored with */
1537 int game_version; /* game release version the tape was created with */
1538 int engine_version; /* game engine version the tape was recorded with */
1540 char *level_identifier;
1542 unsigned long random_seed;
1544 unsigned long counter;
1545 unsigned long length;
1546 unsigned long length_seconds;
1547 unsigned int delay_played;
1548 boolean pause_before_death;
1549 boolean recording, playing, pausing;
1550 boolean fast_forward;
1551 boolean warp_forward;
1552 boolean deactivate_display;
1554 boolean auto_play_level_solved;
1555 boolean quick_resume;
1556 boolean single_step;
1558 boolean player_participates[MAX_PLAYERS];
1559 int num_participating_players;
1563 byte action[MAX_PLAYERS];
1567 boolean no_valid_file; /* set when tape file missing or invalid */
1572 /* values for engine initialization */
1573 int default_push_delay_fixed;
1574 int default_push_delay_random;
1576 /* constant within running game */
1579 int initial_move_delay;
1580 int initial_move_delay_value;
1581 int initial_push_delay_value;
1583 /* variable within running game */
1584 int yamyam_content_nr;
1585 boolean magic_wall_active;
1586 int magic_wall_time_left;
1587 int light_time_left;
1588 int timegate_time_left;
1594 boolean explosions_delayed;
1595 boolean envelope_active;
1597 /* values for player idle animation (no effect on engine) */
1598 int player_boring_delay_fixed;
1599 int player_boring_delay_random;
1600 int player_sleeping_delay_fixed;
1601 int player_sleeping_delay_random;
1606 char *autoplay_leveldir;
1607 int autoplay_level_nr;
1609 char *convert_leveldir;
1610 int convert_level_nr;
1614 float frames_per_second;
1615 boolean fps_slowdown;
1616 int fps_slowdown_factor;
1619 struct ElementChangeInfo
1621 boolean can_change; /* use or ignore this change info */
1623 unsigned long events; /* change events */
1625 int trigger_player; /* player triggering change */
1626 int trigger_side; /* side triggering change */
1627 int trigger_page; /* page triggering change */
1629 short target_element; /* target element after change */
1631 int delay_fixed; /* added frame delay before changed (fixed) */
1632 int delay_random; /* added frame delay before changed (random) */
1633 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1635 short trigger_element; /* element triggering change */
1637 int target_content[3][3]; /* elements for extended change target */
1638 boolean use_target_content; /* use extended change target */
1639 boolean only_if_complete; /* only use complete target content */
1640 boolean use_random_replace; /* use random value for replacing elements */
1641 int random_percentage; /* random value for replacing elements */
1642 int replace_when; /* type of elements that can be replaced */
1644 boolean explode; /* explode instead of change */
1646 /* ---------- internal values used at runtime when playing ---------- */
1648 /* functions that are called before, while and after the change of an
1649 element -- currently only used for non-custom elements */
1650 void (*pre_change_function)(int x, int y);
1651 void (*change_function)(int x, int y);
1652 void (*post_change_function)(int x, int y);
1654 short actual_trigger_element; /* element that actually triggered change */
1655 int actual_trigger_player; /* player which actually triggered change */
1657 /* ---------- internal values used in level editor ---------- */
1659 int direct_action; /* change triggered by actions on element */
1660 int other_action; /* change triggered by other element actions */
1663 struct ElementGroupInfo
1665 int num_elements; /* number of elements in this group */
1666 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1668 int choice_mode; /* how to choose element from group */
1670 /* ---------- internal values used at runtime when playing ---------- */
1672 /* the following is the same as above, but with recursively resolved group
1673 elements (group elements may also contain further group elements!) */
1674 int num_elements_resolved;
1675 short element_resolved[NUM_FILE_ELEMENTS];
1677 int choice_pos; /* current element choice position */
1680 struct ElementNameInfo
1682 /* ---------- token and description strings ---------- */
1684 char *token_name; /* element token used in config files */
1685 char *class_name; /* element class used in config files */
1686 char *editor_description; /* pre-defined description for level editor */
1691 /* ---------- token and description strings ---------- */
1693 char *token_name; /* element token used in config files */
1694 char *class_name; /* element class used in config files */
1695 char *editor_description; /* pre-defined description for level editor */
1696 char *custom_description; /* alternative description from config file */
1697 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1699 /* ---------- graphic and sound definitions ---------- */
1701 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1702 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1703 /* special graphics for left/right/up/down */
1705 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1706 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1707 /* crumbled graphics for left/right/up/down */
1709 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1710 /* special graphics for certain screens */
1712 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1714 /* ---------- special element property values ---------- */
1716 boolean use_gfx_element; /* use custom graphic element */
1717 short gfx_element; /* optional custom graphic element */
1719 int access_direction; /* accessible from which direction */
1721 int collect_score; /* score value for collecting */
1722 int collect_count; /* count value for collecting */
1724 int push_delay_fixed; /* constant delay before pushing */
1725 int push_delay_random; /* additional random delay before pushing */
1726 int drop_delay_fixed; /* constant delay after dropping */
1727 int drop_delay_random; /* additional random delay after dropping */
1728 int move_delay_fixed; /* constant delay after moving */
1729 int move_delay_random; /* additional random delay after moving */
1731 int move_pattern; /* direction movable element moves to */
1732 int move_direction_initial; /* initial direction element moves to */
1733 int move_stepsize; /* step size element moves with */
1735 int move_enter_element; /* element that can be entered (and removed) */
1736 int move_leave_element; /* element that can be left behind */
1737 int move_leave_type; /* change (limited) or leave (unlimited) */
1739 int slippery_type; /* how/where other elements slip away */
1741 int content[3][3]; /* new elements after explosion */
1743 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
1744 int explosion_delay; /* duration of explosion of this element */
1745 int ignition_delay; /* delay for explosion by other explosion */
1747 struct ElementChangeInfo *change_page; /* actual list of change pages */
1748 struct ElementChangeInfo *change; /* pointer to current change page */
1750 int num_change_pages; /* actual number of change pages */
1751 int current_change_page; /* currently edited change page */
1753 struct ElementGroupInfo *group; /* pointer to element group info */
1755 /* ---------- internal values used at runtime when playing ---------- */
1757 unsigned long change_events; /* bitfield for combined change events */
1759 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1760 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1762 boolean in_group[NUM_GROUP_ELEMENTS];
1765 boolean can_leave_element; /* element can leave other element behind */
1766 boolean can_leave_element_last;
1769 /* ---------- internal values used in level editor ---------- */
1771 int access_type; /* walkable or passable */
1772 int access_layer; /* accessible over/inside/under */
1773 int access_protected; /* protection against deadly elements */
1774 int walk_to_action; /* diggable/collectible/pushable */
1775 int smash_targets; /* can smash player/enemies/everything */
1776 int deadliness; /* deadly when running/colliding/touching */
1778 boolean can_explode_by_fire; /* element explodes by fire */
1779 boolean can_explode_smashed; /* element explodes when smashed */
1780 boolean can_explode_impact; /* element explodes on impact */
1782 boolean modified_settings; /* set for all modified custom elements */
1787 char *token_name; /* font token used in config files */
1789 int graphic; /* default graphic for this font */
1790 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1791 /* special graphics for certain screens */
1792 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1793 /* internal bitmap ID for special graphics */
1799 int src_x, src_y; /* start position of animation frames */
1800 int width, height; /* width/height of each animation frame */
1801 int offset_x, offset_y; /* x/y offset to next animation frame */
1803 int anim_frames_per_line;
1804 int anim_start_frame;
1805 int anim_delay; /* important: delay of 1 means "no delay"! */
1807 boolean anim_global_sync;
1808 int crumbled_like; /* element for cloning crumble graphics */
1809 int diggable_like; /* element for cloning digging graphics */
1810 int border_size; /* border size for "crumbled" graphics */
1812 int anim_delay_fixed; /* optional delay values for bored and */
1813 int anim_delay_random; /* sleeping player animations (animation */
1814 int post_delay_fixed; /* intervall and following pause before */
1815 int post_delay_random; /* next intervall (bored animation only) */
1817 int step_offset; /* optional step offset of toon animations */
1818 int step_delay; /* optional step delay of toon animations */
1820 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1822 int draw_masked; /* optional setting for drawing envelope gfx */
1824 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1825 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1826 GC clip_gc; /* single-graphic-only clip gc for X11 */
1840 struct MusicPrefixInfo
1843 boolean is_loop_music;
1846 struct MusicFileInfo
1851 char *artist_header;
1864 struct MusicFileInfo *next;
1867 struct ElementActionInfo
1871 boolean is_loop_sound;
1874 struct ElementDirectionInfo
1880 struct SpecialSuffixInfo
1897 extern GC tile_clip_gc;
1898 extern Bitmap *pix[];
1900 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1901 extern Pixmap tile_clipmask[];
1902 extern DrawBuffer *fieldbuffer;
1903 extern DrawBuffer *drawto_field;
1905 extern int game_status;
1906 extern boolean level_editor_test_game;
1907 extern boolean network_playing;
1909 #if defined(TARGET_SDL)
1910 extern boolean network_server;
1911 extern SDL_Thread *server_thread;
1914 extern int key_joystick_mapping;
1916 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1917 extern int redraw_x1, redraw_y1;
1919 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1920 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1921 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1922 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1923 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1924 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1925 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1926 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1927 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1928 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1929 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1930 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1931 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1932 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1933 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1934 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1935 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1936 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1937 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1938 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1939 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1940 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1941 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1942 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1943 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1945 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1947 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1948 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1949 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1950 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1951 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1953 extern int lev_fieldx, lev_fieldy;
1954 extern int scroll_x, scroll_y;
1957 extern int ScrollStepSize;
1958 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1959 extern int BorderElement;
1960 extern int GameFrameDelay;
1961 extern int FfwdFrameDelay;
1962 extern int BX1, BY1;
1963 extern int BX2, BY2;
1964 extern int SBX_Left, SBX_Right;
1965 extern int SBY_Upper, SBY_Lower;
1967 extern int ExitX, ExitY;
1968 extern int AllPlayersGone;
1970 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
1971 extern boolean SiebAktiv;
1972 extern int SiebCount;
1974 extern boolean network_player_action_received;
1976 extern int graphics_action_mapping[];
1978 extern struct LevelSetInfo levelset;
1979 extern struct LevelInfo level, level_template;
1980 extern struct PlayerInfo stored_player[], *local_player;
1981 extern struct HiScore highscore[];
1982 extern struct TapeInfo tape;
1983 extern struct GameInfo game;
1984 extern struct GlobalInfo global;
1985 extern struct MenuInfo menu;
1986 extern struct DoorInfo door_1, door_2;
1987 extern struct ElementInfo element_info[];
1988 extern struct ElementNameInfo element_name_info[];
1989 extern struct ElementActionInfo element_action_info[];
1990 extern struct ElementDirectionInfo element_direction_info[];
1991 extern struct SpecialSuffixInfo special_suffix_info[];
1992 extern struct TokenIntPtrInfo image_config_vars[];
1993 extern struct FontInfo font_info[];
1994 extern struct MusicPrefixInfo music_prefix_info[];
1995 extern struct GraphicInfo *graphic_info;
1996 extern struct SoundInfo *sound_info;
1997 extern struct MusicInfo *music_info;
1998 extern struct MusicFileInfo *music_file_info;
1999 extern struct HelpAnimInfo *helpanim_info;
2000 extern SetupFileHash *helptext_info;
2001 extern struct ConfigTypeInfo image_config_suffix[];
2002 extern struct ConfigTypeInfo sound_config_suffix[];
2003 extern struct ConfigTypeInfo music_config_suffix[];
2004 extern struct ConfigInfo image_config[];
2005 extern struct ConfigInfo sound_config[];
2006 extern struct ConfigInfo music_config[];
2007 extern struct ConfigInfo helpanim_config[];
2008 extern struct ConfigInfo helptext_config[];