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 /* values for internal purpose only (game engine) */
159 #define EP_HAS_ACTION 83
160 #define EP_CAN_CHANGE_OR_HAS_ACTION 84
162 #define NUM_ELEMENT_PROPERTIES 85
164 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
165 #define EP_BITFIELD_BASE 0
167 #define EP_BITMASK_DEFAULT 0
169 #define PROPERTY_BIT(p) (1 << ((p) % 32))
170 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
171 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
172 #define SET_PROPERTY(e,p,v) ((v) ? \
173 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
174 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
177 /* values for change events for custom elements (stored in level file) */
179 #define CE_TOUCHED_BY_PLAYER 1
180 #define CE_PRESSED_BY_PLAYER 2
181 #define CE_PUSHED_BY_PLAYER 3
182 #define CE_DROPPED_BY_PLAYER 4
183 #define CE_HITTING_SOMETHING 5
186 #define CE_TOUCHING_X 8
187 #define CE_CHANGE_OF_X 9
188 #define CE_EXPLOSION_OF_X 10
189 #define CE_PLAYER_TOUCHES_X 11
190 #define CE_PLAYER_PRESSES_X 12
191 #define CE_PLAYER_PUSHES_X 13
192 #define CE_PLAYER_COLLECTS_X 14
193 #define CE_PLAYER_DROPS_X 15
194 #define CE_VALUE_GETS_ZERO 16
195 #define CE_VALUE_GETS_ZERO_OF_X 17
196 #define CE_BY_OTHER_ACTION 18
197 #define CE_BY_DIRECT_ACTION 19
198 #define CE_PLAYER_DIGS_X 20
199 #define CE_ENTERED_BY_PLAYER 21
200 #define CE_LEFT_BY_PLAYER 22
201 #define CE_PLAYER_ENTERS_X 23
202 #define CE_PLAYER_LEAVES_X 24
203 #define CE_SWITCHED 25
204 #define CE_SWITCH_OF_X 26
205 #define CE_HIT_BY_SOMETHING 27
206 #define CE_HITTING_X 28
207 #define CE_HIT_BY_X 29
208 #define CE_BLOCKED 30
210 #define NUM_CHANGE_EVENTS 31
212 #define CE_BITMASK_DEFAULT 0
214 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
215 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
217 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
218 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
220 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
221 CH_ANY_EVENT_VAR(e,c))
223 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
224 CH_EVENT_VAR(e,c) = (v) : 0)
225 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
226 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
228 /* values for player bitmasks */
229 #define PLAYER_BITS_NONE 0
230 #define PLAYER_BITS_1 (1 << 0)
231 #define PLAYER_BITS_2 (1 << 1)
232 #define PLAYER_BITS_3 (1 << 2)
233 #define PLAYER_BITS_4 (1 << 3)
234 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
238 #define PLAYER_BITS_TRIGGER (1 << 4)
240 /* values for move directions (bits 0 - 3: basic move directions) */
241 #define MV_BIT_PREVIOUS 4
242 #define MV_BIT_TRIGGER 5
243 #define MV_BIT_TRIGGER_BACK 6
245 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
246 #define MV_TRIGGER (1 << MV_BIT_TRIGGER)
247 #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK)
249 /* values for change side for custom elements */
250 #define CH_SIDE_NONE MV_NONE
251 #define CH_SIDE_LEFT MV_LEFT
252 #define CH_SIDE_RIGHT MV_RIGHT
253 #define CH_SIDE_TOP MV_UP
254 #define CH_SIDE_BOTTOM MV_DOWN
255 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
256 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
257 #define CH_SIDE_ANY MV_ANY_DIRECTION
259 /* values for change player for custom elements */
260 #define CH_PLAYER_NONE PLAYER_BITS_NONE
261 #define CH_PLAYER_1 PLAYER_BITS_1
262 #define CH_PLAYER_2 PLAYER_BITS_2
263 #define CH_PLAYER_3 PLAYER_BITS_3
264 #define CH_PLAYER_4 PLAYER_BITS_4
265 #define CH_PLAYER_ANY PLAYER_BITS_ANY
267 /* values for change page for custom elements */
268 #define CH_PAGE_ANY_FILE (0xff)
269 #define CH_PAGE_ANY (0xffffffff)
271 /* values for change power for custom elements */
272 #define CP_WHEN_EMPTY 0
273 #define CP_WHEN_DIGGABLE 1
274 #define CP_WHEN_DESTRUCTIBLE 2
275 #define CP_WHEN_COLLECTIBLE 3
276 #define CP_WHEN_REMOVABLE 4
277 #define CP_WHEN_WALKABLE 5
279 /* values for change actions for custom elements */
280 #define CA_NO_ACTION 0
281 #define CA_EXIT_PLAYER 1
282 #define CA_KILL_PLAYER 2
283 #define CA_MOVE_PLAYER 3
284 #define CA_RESTART_LEVEL 4
285 #define CA_SHOW_ENVELOPE 5
286 #define CA_SET_LEVEL_TIME 6
287 #define CA_SET_LEVEL_GEMS 7
288 #define CA_SET_LEVEL_SCORE 8
289 #define CA_SET_LEVEL_WIND 9
290 #define CA_SET_LEVEL_GRAVITY 10
291 #define CA_SET_PLAYER_KEYS 11
292 #define CA_SET_PLAYER_SPEED 12
293 #define CA_SET_PLAYER_SHIELD 13
294 #define CA_SET_PLAYER_ARTWORK 14
295 #define CA_SET_CE_SCORE 15
296 #define CA_SET_CE_VALUE 16
298 #define CA_HEADLINE_LEVEL_ACTIONS 250
299 #define CA_HEADLINE_PLAYER_ACTIONS 251
300 #define CA_HEADLINE_CE_ACTIONS 252
301 #define CA_UNDEFINED 255
303 /* values for change action mode for custom elements */
304 #define CA_MODE_UNDEFINED 0
305 #define CA_MODE_SET 1
306 #define CA_MODE_ADD 2
307 #define CA_MODE_SUBTRACT 3
308 #define CA_MODE_MULTIPLY 4
309 #define CA_MODE_DIVIDE 5
310 #define CA_MODE_MODULO 6
312 /* values for change action parameters for custom elements */
325 #define CA_ARG_100 100
326 #define CA_ARG_1000 1000
327 #define CA_ARG_MAX 9999
328 #define CA_ARG_PLAYER 10000
329 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
330 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
331 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
332 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
333 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
334 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
335 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
336 #define CA_ARG_NUMBER 11000
337 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
338 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
339 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
340 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
341 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
342 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
343 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
344 #define CA_ARG_ELEMENT 12000
345 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 0)
346 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 1)
347 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 999)
348 #define CA_ARG_SPEED 13000
349 #define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + 0)
350 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + 1)
351 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + 2)
352 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + 4)
353 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + 8)
354 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + 16)
355 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + 32)
356 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + 50)
357 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + 200)
358 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + 100)
359 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
360 #define CA_ARG_GRAVITY 14000
361 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
362 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
363 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
364 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
365 #define CA_ARG_DIRECTION 15000
366 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
367 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
368 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
369 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
370 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
371 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER)
372 #define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
373 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
374 #define CA_ARG_SHIELD 16000
375 #define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0)
376 #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1)
377 #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2)
378 #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999)
379 #define CA_ARG_UNDEFINED 19999
381 /* values for custom move patterns (bits 0 - 3: basic move directions) */
382 #define MV_BIT_TOWARDS_PLAYER 4
383 #define MV_BIT_AWAY_FROM_PLAYER 5
384 #define MV_BIT_ALONG_LEFT_SIDE 6
385 #define MV_BIT_ALONG_RIGHT_SIDE 7
386 #define MV_BIT_TURNING_LEFT 8
387 #define MV_BIT_TURNING_RIGHT 9
388 #define MV_BIT_WHEN_PUSHED 10
389 #define MV_BIT_MAZE_RUNNER 11
390 #define MV_BIT_MAZE_HUNTER 12
391 #define MV_BIT_WHEN_DROPPED 13
392 #define MV_BIT_TURNING_LEFT_RIGHT 14
393 #define MV_BIT_TURNING_RIGHT_LEFT 15
394 #define MV_BIT_TURNING_RANDOM 16
395 #define MV_BIT_WIND_DIRECTION 17
397 /* values for custom move patterns */
398 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
399 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
400 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
401 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
402 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
403 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
404 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
405 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
406 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
407 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
408 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
409 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
410 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
411 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
412 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
414 /* values for initial move direction */
415 #define MV_START_NONE (MV_NONE)
416 #define MV_START_AUTOMATIC (MV_NONE)
417 #define MV_START_LEFT (MV_LEFT)
418 #define MV_START_RIGHT (MV_RIGHT)
419 #define MV_START_UP (MV_UP)
420 #define MV_START_DOWN (MV_DOWN)
421 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
422 #define MV_START_PREVIOUS (MV_PREVIOUS)
424 /* values for elements left behind by custom elements */
425 #define LEAVE_TYPE_UNLIMITED 0
426 #define LEAVE_TYPE_LIMITED 1
428 /* values for slippery property for custom elements */
429 #define SLIPPERY_ANY_RANDOM 0
430 #define SLIPPERY_ANY_LEFT_RIGHT 1
431 #define SLIPPERY_ANY_RIGHT_LEFT 2
432 #define SLIPPERY_ONLY_LEFT 3
433 #define SLIPPERY_ONLY_RIGHT 4
435 /* values for explosion type for custom elements */
436 #define EXPLODES_3X3 0
437 #define EXPLODES_1X1 1
438 #define EXPLODES_CROSS 2
440 /* macros for configurable properties */
441 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
442 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
443 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
444 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
445 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
446 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
447 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
448 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
449 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
450 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
451 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
452 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
453 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
454 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
455 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
456 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
457 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
458 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
459 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
460 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
461 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
462 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
463 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
464 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
465 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
466 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
467 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
468 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
469 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
470 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
471 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
473 /* macros for special configurable properties */
474 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
476 /* macros for special graphics properties */
477 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
479 /* macros for pre-defined properties */
480 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
481 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
482 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
483 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
484 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
485 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
486 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
487 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
488 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
489 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
490 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
491 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
492 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
493 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
494 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
495 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
496 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
497 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
498 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
499 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
500 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
501 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
502 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
503 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
504 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
506 /* macros for derived properties */
507 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
508 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
509 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
510 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
511 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
512 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
513 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
514 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
515 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
516 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
517 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
518 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
519 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
520 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
521 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
522 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
523 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
524 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
525 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
526 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
527 #define CAN_EXPLODE_BY_EXPLOSION(e) \
528 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
529 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
530 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
531 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
532 #define CAN_CHANGE_OR_HAS_ACTION(e) \
533 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
535 /* special macros used in game engine */
536 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
537 (e) <= EL_CUSTOM_END)
539 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
542 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
543 (e) <= EL_INTERNAL_CLIPBOARD_END)
545 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
546 (e) <= EL_INTERNAL_END)
548 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
549 (e) <= EL_ENVELOPE_4)
551 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
553 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
555 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
557 #define IS_KEY(e) (IS_RND_KEY(e) || \
560 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
561 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
562 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
563 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
564 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
565 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
567 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
569 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
571 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
572 (e) <= EL_EMC_GATE_8)
573 #define IS_GATE(e) (IS_RND_GATE(e) || \
576 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
577 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
578 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
579 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
580 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
581 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
583 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
584 (e) <= EL_GATE_4_GRAY)
585 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
586 (e) <= EL_EM_GATE_4_GRAY)
587 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
588 (e) <= EL_EMC_GATE_8_GRAY)
589 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
590 IS_EM_GATE_GRAY(e) || \
592 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
593 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
594 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
595 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
596 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
597 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
599 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
600 element_info[e].gfx_element : e)
602 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
603 /* (solution: add separate "use sound of element" to level file and editor) */
605 #define SND_ELEMENT(e) GFX_ELEMENT(e)
607 #define SND_ELEMENT(e) (e)
610 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
612 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
613 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
615 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
616 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
617 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
619 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
620 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
621 (e) == EL_EMERALD ? EL_DIAMOND : \
622 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
623 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
624 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
626 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
627 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
629 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
630 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
631 #define TAPE_IS_EMPTY(x) ((x).length == 0)
632 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
634 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
635 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
637 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
638 IS_PROTECTED(Back[x][y]))
639 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
640 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
641 ENEMY_PROTECTED_FIELD(x, y))
642 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
643 EXPLOSION_PROTECTED_FIELD(x, y))
645 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
646 (p)->switch_x == (x) && (p)->switch_y == (y))
648 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
649 (p)->drop_x == (x) && (p)->drop_y == (y))
651 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
653 #define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
656 #define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)
658 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
659 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
660 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
662 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
663 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
664 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
665 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
667 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
670 /* fundamental game speed values */
671 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
672 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
673 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
674 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
675 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
676 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
678 /* boundaries of arrays etc. */
679 #define MAX_LEVEL_NAME_LEN 32
680 #define MAX_LEVEL_AUTHOR_LEN 32
681 #define MAX_ELEMENT_NAME_LEN 32
682 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
683 #define MAX_TAPES_PER_SET 1024
684 #define MAX_SCORE_ENTRIES 100
685 #define MAX_NUM_AMOEBA 100
686 #define MAX_INVENTORY_SIZE 1000
687 #define STD_NUM_KEYS 4
688 #define MAX_NUM_KEYS 8
690 #define NUM_BELT_PARTS 3
691 #define MIN_ENVELOPE_XSIZE 1
692 #define MIN_ENVELOPE_YSIZE 1
693 #define MAX_ENVELOPE_XSIZE 30
694 #define MAX_ENVELOPE_YSIZE 20
695 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
696 #define MIN_CHANGE_PAGES 1
697 #define MAX_CHANGE_PAGES 32
698 #define MIN_ELEMENTS_IN_GROUP 1
699 #define MAX_ELEMENTS_IN_GROUP 16
701 /* values for elements with content */
702 #define MIN_ELEMENT_CONTENTS 1
703 #define STD_ELEMENT_CONTENTS 4
704 #define MAX_ELEMENT_CONTENTS 8
706 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
708 /* often used screen positions */
711 #define REAL_SX (SX - 2)
712 #define REAL_SY (SY - 2)
720 #define TILEX TILESIZE
721 #define TILEY TILESIZE
722 #define MINI_TILESIZE (TILESIZE / 2)
723 #define MINI_TILEX MINI_TILESIZE
724 #define MINI_TILEY MINI_TILESIZE
725 #define MICRO_TILESIZE (TILESIZE / 8)
726 #define MICRO_TILEX MICRO_TILESIZE
727 #define MICRO_TILEY MICRO_TILESIZE
728 #define MIDPOSX (SCR_FIELDX / 2)
729 #define MIDPOSY (SCR_FIELDY / 2)
730 #define SXSIZE (SCR_FIELDX * TILEX)
731 #define SYSIZE (SCR_FIELDY * TILEY)
732 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
733 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
736 #define VXSIZE DXSIZE
738 #define EXSIZE DXSIZE
739 #define EYSIZE (VYSIZE + 44)
740 #define FULL_SXSIZE (2 + SXSIZE + 2)
741 #define FULL_SYSIZE (2 + SYSIZE + 2)
742 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
743 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
744 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
745 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
746 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
747 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
750 /* score for elements */
754 #define SC_SPACESHIP 3
759 #define SC_DYNAMITE 8
761 #define SC_TIME_BONUS 10
762 #define SC_CRYSTAL 11
767 /* "real" level file elements */
768 #define EL_UNDEFINED -1
770 #define EL_EMPTY_SPACE 0
771 #define EL_EMPTY EL_EMPTY_SPACE
774 #define EL_WALL_SLIPPERY 3
776 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
778 #define EL_EXIT_CLOSED 7
779 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
781 #define EL_SPACESHIP 10
784 #define EL_STEELWALL 13
785 #define EL_DIAMOND 14
786 #define EL_AMOEBA_DEAD 15
787 #define EL_QUICKSAND_EMPTY 16
788 #define EL_QUICKSAND_FULL 17
789 #define EL_AMOEBA_DROP 18
791 #define EL_MAGIC_WALL 20
792 #define EL_SPEED_PILL 21
794 #define EL_AMOEBA_WET 23
795 #define EL_AMOEBA_DRY 24
797 #define EL_GAME_OF_LIFE 26
798 #define EL_BIOMAZE 27
799 #define EL_DYNAMITE_ACTIVE 28
800 #define EL_STONEBLOCK 29
801 #define EL_ROBOT_WHEEL 30
802 #define EL_ROBOT_WHEEL_ACTIVE 31
811 #define EL_GATE_1_GRAY 40
812 #define EL_GATE_2_GRAY 41
813 #define EL_GATE_3_GRAY 42
814 #define EL_GATE_4_GRAY 43
815 #define EL_DYNAMITE 44
817 #define EL_INVISIBLE_WALL 46
819 #define EL_LAMP_ACTIVE 48
820 #define EL_WALL_EMERALD 49
821 #define EL_WALL_DIAMOND 50
822 #define EL_AMOEBA_FULL 51
823 #define EL_BD_AMOEBA 52
824 #define EL_TIME_ORB_FULL 53
825 #define EL_TIME_ORB_EMPTY 54
826 #define EL_EXPANDABLE_WALL 55
827 #define EL_BD_DIAMOND 56
828 #define EL_EMERALD_YELLOW 57
829 #define EL_WALL_BD_DIAMOND 58
830 #define EL_WALL_EMERALD_YELLOW 59
831 #define EL_DARK_YAMYAM 60
832 #define EL_BD_MAGIC_WALL 61
833 #define EL_INVISIBLE_STEELWALL 62
834 #define EL_SOKOBAN_FIELD_PLAYER 63
835 #define EL_DYNABOMB_INCREASE_NUMBER 64
836 #define EL_DYNABOMB_INCREASE_SIZE 65
837 #define EL_DYNABOMB_INCREASE_POWER 66
838 #define EL_SOKOBAN_OBJECT 67
839 #define EL_SOKOBAN_FIELD_EMPTY 68
840 #define EL_SOKOBAN_FIELD_FULL 69
841 #define EL_BD_BUTTERFLY_RIGHT 70
842 #define EL_BD_BUTTERFLY_UP 71
843 #define EL_BD_BUTTERFLY_LEFT 72
844 #define EL_BD_BUTTERFLY_DOWN 73
845 #define EL_BD_FIREFLY_RIGHT 74
846 #define EL_BD_FIREFLY_UP 75
847 #define EL_BD_FIREFLY_LEFT 76
848 #define EL_BD_FIREFLY_DOWN 77
849 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
850 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
851 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
852 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
853 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
854 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
855 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
856 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
857 #define EL_BD_BUTTERFLY 78
858 #define EL_BD_FIREFLY 79
859 #define EL_PLAYER_1 80
860 #define EL_PLAYER_2 81
861 #define EL_PLAYER_3 82
862 #define EL_PLAYER_4 83
863 #define EL_BUG_RIGHT 84
865 #define EL_BUG_LEFT 86
866 #define EL_BUG_DOWN 87
867 #define EL_SPACESHIP_RIGHT 88
868 #define EL_SPACESHIP_UP 89
869 #define EL_SPACESHIP_LEFT 90
870 #define EL_SPACESHIP_DOWN 91
871 #define EL_PACMAN_RIGHT 92
872 #define EL_PACMAN_UP 93
873 #define EL_PACMAN_LEFT 94
874 #define EL_PACMAN_DOWN 95
875 #define EL_EMERALD_RED 96
876 #define EL_EMERALD_PURPLE 97
877 #define EL_WALL_EMERALD_RED 98
878 #define EL_WALL_EMERALD_PURPLE 99
879 #define EL_ACID_POOL_TOPLEFT 100
880 #define EL_ACID_POOL_TOPRIGHT 101
881 #define EL_ACID_POOL_BOTTOMLEFT 102
882 #define EL_ACID_POOL_BOTTOM 103
883 #define EL_ACID_POOL_BOTTOMRIGHT 104
884 #define EL_BD_WALL 105
885 #define EL_BD_ROCK 106
886 #define EL_EXIT_OPEN 107
887 #define EL_BLACK_ORB 108
888 #define EL_AMOEBA_TO_DIAMOND 109
890 #define EL_PENGUIN 111
891 #define EL_SATELLITE 112
892 #define EL_ARROW_LEFT 113
893 #define EL_ARROW_RIGHT 114
894 #define EL_ARROW_UP 115
895 #define EL_ARROW_DOWN 116
897 #define EL_DRAGON 118
899 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
901 #define EL_CHAR_START 120
902 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
903 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
905 #include "conf_chr.h" /* include auto-generated data structure definitions */
907 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
908 #define EL_CHAR_END (EL_CHAR_START + 79)
910 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
912 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
913 #define EL_EXPANDABLE_WALL_VERTICAL 201
914 #define EL_EXPANDABLE_WALL_ANY 202
916 #define EL_EM_GATE_1 203
917 #define EL_EM_GATE_2 204
918 #define EL_EM_GATE_3 205
919 #define EL_EM_GATE_4 206
921 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
922 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
923 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
925 #define EL_SP_START 210
926 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
927 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
928 #define EL_SP_ZONK (EL_SP_START + 1)
929 #define EL_SP_BASE (EL_SP_START + 2)
930 #define EL_SP_MURPHY (EL_SP_START + 3)
931 #define EL_SP_INFOTRON (EL_SP_START + 4)
932 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
933 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
934 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
935 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
936 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
937 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
938 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
939 #define EL_SP_PORT_UP (EL_SP_START + 12)
940 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
941 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
942 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
943 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
944 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
945 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
946 #define EL_SP_TERMINAL (EL_SP_START + 19)
947 #define EL_SP_DISK_RED (EL_SP_START + 20)
948 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
949 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
950 #define EL_SP_PORT_ANY (EL_SP_START + 23)
951 #define EL_SP_ELECTRON (EL_SP_START + 24)
952 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
953 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
954 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
955 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
956 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
957 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
958 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
959 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
960 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
961 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
962 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
963 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
964 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
965 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
966 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
967 #define EL_SP_END (EL_SP_START + 39)
969 #define EL_EM_GATE_1_GRAY 250
970 #define EL_EM_GATE_2_GRAY 251
971 #define EL_EM_GATE_3_GRAY 252
972 #define EL_EM_GATE_4_GRAY 253
974 #define EL_UNUSED_254 254
975 #define EL_UNUSED_255 255
978 #define EL_CRYSTAL 257
979 #define EL_WALL_PEARL 258
980 #define EL_WALL_CRYSTAL 259
981 #define EL_DOOR_WHITE 260
982 #define EL_DOOR_WHITE_GRAY 261
983 #define EL_KEY_WHITE 262
984 #define EL_SHIELD_NORMAL 263
985 #define EL_EXTRA_TIME 264
986 #define EL_SWITCHGATE_OPEN 265
987 #define EL_SWITCHGATE_CLOSED 266
988 #define EL_SWITCHGATE_SWITCH_UP 267
989 #define EL_SWITCHGATE_SWITCH_DOWN 268
991 #define EL_UNUSED_269 269
992 #define EL_UNUSED_270 270
994 #define EL_CONVEYOR_BELT_1_LEFT 271
995 #define EL_CONVEYOR_BELT_1_MIDDLE 272
996 #define EL_CONVEYOR_BELT_1_RIGHT 273
997 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
998 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
999 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
1000 #define EL_CONVEYOR_BELT_2_LEFT 277
1001 #define EL_CONVEYOR_BELT_2_MIDDLE 278
1002 #define EL_CONVEYOR_BELT_2_RIGHT 279
1003 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
1004 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
1005 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
1006 #define EL_CONVEYOR_BELT_3_LEFT 283
1007 #define EL_CONVEYOR_BELT_3_MIDDLE 284
1008 #define EL_CONVEYOR_BELT_3_RIGHT 285
1009 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
1010 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
1011 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
1012 #define EL_CONVEYOR_BELT_4_LEFT 289
1013 #define EL_CONVEYOR_BELT_4_MIDDLE 290
1014 #define EL_CONVEYOR_BELT_4_RIGHT 291
1015 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
1016 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1017 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1018 #define EL_LANDMINE 295
1019 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1020 #define EL_LIGHT_SWITCH 297
1021 #define EL_LIGHT_SWITCH_ACTIVE 298
1022 #define EL_SIGN_EXCLAMATION 299
1023 #define EL_SIGN_RADIOACTIVITY 300
1024 #define EL_SIGN_STOP 301
1025 #define EL_SIGN_WHEELCHAIR 302
1026 #define EL_SIGN_PARKING 303
1027 #define EL_SIGN_ONEWAY 304
1028 #define EL_SIGN_HEART 305
1029 #define EL_SIGN_TRIANGLE 306
1030 #define EL_SIGN_ROUND 307
1031 #define EL_SIGN_EXIT 308
1032 #define EL_SIGN_YINYANG 309
1033 #define EL_SIGN_OTHER 310
1034 #define EL_MOLE_LEFT 311
1035 #define EL_MOLE_RIGHT 312
1036 #define EL_MOLE_UP 313
1037 #define EL_MOLE_DOWN 314
1038 #define EL_STEELWALL_SLIPPERY 315
1039 #define EL_INVISIBLE_SAND 316
1040 #define EL_DX_UNKNOWN_15 317
1041 #define EL_DX_UNKNOWN_42 318
1043 #define EL_UNUSED_319 319
1044 #define EL_UNUSED_320 320
1046 #define EL_SHIELD_DEADLY 321
1047 #define EL_TIMEGATE_OPEN 322
1048 #define EL_TIMEGATE_CLOSED 323
1049 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1050 #define EL_TIMEGATE_SWITCH 325
1052 #define EL_BALLOON 326
1053 #define EL_BALLOON_SWITCH_LEFT 327
1054 #define EL_BALLOON_SWITCH_RIGHT 328
1055 #define EL_BALLOON_SWITCH_UP 329
1056 #define EL_BALLOON_SWITCH_DOWN 330
1057 #define EL_BALLOON_SWITCH_ANY 331
1059 #define EL_EMC_STEELWALL_1 332
1060 #define EL_EMC_STEELWALL_2 333
1061 #define EL_EMC_STEELWALL_3 334
1062 #define EL_EMC_STEELWALL_4 335
1063 #define EL_EMC_WALL_1 336
1064 #define EL_EMC_WALL_2 337
1065 #define EL_EMC_WALL_3 338
1066 #define EL_EMC_WALL_4 339
1067 #define EL_EMC_WALL_5 340
1068 #define EL_EMC_WALL_6 341
1069 #define EL_EMC_WALL_7 342
1070 #define EL_EMC_WALL_8 343
1072 #define EL_TUBE_ANY 344
1073 #define EL_TUBE_VERTICAL 345
1074 #define EL_TUBE_HORIZONTAL 346
1075 #define EL_TUBE_VERTICAL_LEFT 347
1076 #define EL_TUBE_VERTICAL_RIGHT 348
1077 #define EL_TUBE_HORIZONTAL_UP 349
1078 #define EL_TUBE_HORIZONTAL_DOWN 350
1079 #define EL_TUBE_LEFT_UP 351
1080 #define EL_TUBE_LEFT_DOWN 352
1081 #define EL_TUBE_RIGHT_UP 353
1082 #define EL_TUBE_RIGHT_DOWN 354
1083 #define EL_SPRING 355
1085 #define EL_DX_SUPABOMB 357
1087 #define EL_UNUSED_358 358
1088 #define EL_UNUSED_359 359
1090 /* ---------- begin of custom elements section ----------------------------- */
1091 #define EL_CUSTOM_START 360
1093 #include "conf_cus.h" /* include auto-generated data structure definitions */
1095 #define NUM_CUSTOM_ELEMENTS 256
1096 #define EL_CUSTOM_END 615
1097 /* ---------- end of custom elements section ------------------------------- */
1099 #define EL_EM_KEY_1 616
1100 #define EL_EM_KEY_2 617
1101 #define EL_EM_KEY_3 618
1102 #define EL_EM_KEY_4 619
1103 #define EL_ENVELOPE_1 620
1104 #define EL_ENVELOPE_2 621
1105 #define EL_ENVELOPE_3 622
1106 #define EL_ENVELOPE_4 623
1108 /* ---------- begin of group elements section ------------------------------ */
1109 #define EL_GROUP_START 624
1111 #include "conf_grp.h" /* include auto-generated data structure definitions */
1113 #define NUM_GROUP_ELEMENTS 32
1114 #define EL_GROUP_END 655
1115 /* ---------- end of custom elements section ------------------------------- */
1117 #define EL_UNKNOWN 656
1118 #define EL_TRIGGER_ELEMENT 657
1119 #define EL_TRIGGER_PLAYER 658
1121 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1122 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1123 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1124 #define EL_SP_GRAVITY_ON_PORT_UP 662
1125 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1126 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1127 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1128 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1131 /* the following EMC style elements are currently not implemented in R'n'D */
1132 #define EL_BALLOON_SWITCH_NONE 667
1133 #define EL_EMC_GATE_5 668
1134 #define EL_EMC_GATE_6 669
1135 #define EL_EMC_GATE_7 670
1136 #define EL_EMC_GATE_8 671
1137 #define EL_EMC_GATE_5_GRAY 672
1138 #define EL_EMC_GATE_6_GRAY 673
1139 #define EL_EMC_GATE_7_GRAY 674
1140 #define EL_EMC_GATE_8_GRAY 675
1141 #define EL_EMC_KEY_5 676
1142 #define EL_EMC_KEY_6 677
1143 #define EL_EMC_KEY_7 678
1144 #define EL_EMC_KEY_8 679
1145 #define EL_EMC_ANDROID 680
1146 #define EL_EMC_GRASS 681
1147 #define EL_EMC_MAGIC_BALL 682
1148 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1149 #define EL_EMC_MAGIC_BALL_SWITCH 684
1150 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1151 #define EL_EMC_SPRING_BUMPER 686
1152 #define EL_EMC_PLANT 687
1153 #define EL_EMC_LENSES 688
1154 #define EL_EMC_MAGNIFIER 689
1155 #define EL_EMC_WALL_9 690
1156 #define EL_EMC_WALL_10 691
1157 #define EL_EMC_WALL_11 692
1158 #define EL_EMC_WALL_12 693
1159 #define EL_EMC_WALL_13 694
1160 #define EL_EMC_WALL_14 695
1161 #define EL_EMC_WALL_15 696
1162 #define EL_EMC_WALL_16 697
1163 #define EL_EMC_WALL_SLIPPERY_1 698
1164 #define EL_EMC_WALL_SLIPPERY_2 699
1165 #define EL_EMC_WALL_SLIPPERY_3 700
1166 #define EL_EMC_WALL_SLIPPERY_4 701
1167 #define EL_EMC_FAKE_GRASS 702
1168 #define EL_EMC_FAKE_ACID 703
1169 #define EL_EMC_DRIPPER 704
1171 #define NUM_FILE_ELEMENTS 705
1174 /* "real" (and therefore drawable) runtime elements */
1175 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1177 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1178 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1179 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1180 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1181 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1182 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1183 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1184 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1185 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1186 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1187 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1188 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1189 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1190 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1191 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1192 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1193 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1194 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1195 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1196 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1197 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1198 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1199 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1200 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1201 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1202 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1203 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1204 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1205 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1206 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1207 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1208 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1209 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1210 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1211 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1212 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1213 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1214 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1215 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1216 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1217 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1218 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1219 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1220 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1221 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1223 /* "unreal" (and therefore not drawable) runtime elements */
1224 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1226 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1227 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1228 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1229 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1230 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1231 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1232 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1233 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1234 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1235 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1236 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1237 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1238 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1239 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1240 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1241 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1242 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1243 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1244 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18)
1246 /* dummy elements (never used as game elements, only used as graphics) */
1247 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 19)
1249 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1250 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1251 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1252 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1253 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1254 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1255 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1256 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1257 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1258 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1259 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1260 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1261 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1262 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1263 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1264 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1265 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1266 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1267 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1268 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1269 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1270 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1271 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1272 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1273 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1275 /* internal elements (only used for internal purposes like copying) */
1276 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1278 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1279 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1280 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1281 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1283 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1284 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1285 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1286 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1288 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1291 /* values for graphics/sounds action types */
1292 #define ACTION_DEFAULT 0
1293 #define ACTION_WAITING 1
1294 #define ACTION_FALLING 2
1295 #define ACTION_MOVING 3
1296 #define ACTION_DIGGING 4
1297 #define ACTION_SNAPPING 5
1298 #define ACTION_COLLECTING 6
1299 #define ACTION_DROPPING 7
1300 #define ACTION_PUSHING 8
1301 #define ACTION_WALKING 9
1302 #define ACTION_PASSING 10
1303 #define ACTION_IMPACT 11
1304 #define ACTION_BREAKING 12
1305 #define ACTION_ACTIVATING 13
1306 #define ACTION_DEACTIVATING 14
1307 #define ACTION_OPENING 15
1308 #define ACTION_CLOSING 16
1309 #define ACTION_ATTACKING 17
1310 #define ACTION_GROWING 18
1311 #define ACTION_SHRINKING 19
1312 #define ACTION_ACTIVE 20
1313 #define ACTION_FILLING 21
1314 #define ACTION_EMPTYING 22
1315 #define ACTION_CHANGING 23
1316 #define ACTION_EXPLODING 24
1317 #define ACTION_BORING 25
1318 #define ACTION_BORING_1 26
1319 #define ACTION_BORING_2 27
1320 #define ACTION_BORING_3 28
1321 #define ACTION_BORING_4 29
1322 #define ACTION_BORING_5 30
1323 #define ACTION_BORING_6 31
1324 #define ACTION_BORING_7 32
1325 #define ACTION_BORING_8 33
1326 #define ACTION_BORING_9 34
1327 #define ACTION_BORING_10 35
1328 #define ACTION_SLEEPING 36
1329 #define ACTION_SLEEPING_1 37
1330 #define ACTION_SLEEPING_2 38
1331 #define ACTION_SLEEPING_3 39
1332 #define ACTION_AWAKENING 40
1333 #define ACTION_DYING 41
1334 #define ACTION_TURNING 42
1335 #define ACTION_TURNING_FROM_LEFT 43
1336 #define ACTION_TURNING_FROM_RIGHT 44
1337 #define ACTION_TURNING_FROM_UP 45
1338 #define ACTION_TURNING_FROM_DOWN 46
1339 #define ACTION_SMASHED_BY_ROCK 47
1340 #define ACTION_SMASHED_BY_SPRING 48
1341 #define ACTION_SLURPED_BY_SPRING 49
1342 #define ACTION_TWINKLING 50
1343 #define ACTION_SPLASHING 51
1344 #define ACTION_PAGE_1 52
1345 #define ACTION_PAGE_2 53
1346 #define ACTION_PAGE_3 54
1347 #define ACTION_PAGE_4 55
1348 #define ACTION_PAGE_5 56
1349 #define ACTION_PAGE_6 57
1350 #define ACTION_PAGE_7 58
1351 #define ACTION_PAGE_8 59
1352 #define ACTION_PAGE_9 60
1353 #define ACTION_PAGE_10 61
1354 #define ACTION_PAGE_11 62
1355 #define ACTION_PAGE_12 63
1356 #define ACTION_PAGE_13 64
1357 #define ACTION_PAGE_14 65
1358 #define ACTION_PAGE_15 66
1359 #define ACTION_PAGE_16 67
1360 #define ACTION_PAGE_17 68
1361 #define ACTION_PAGE_18 69
1362 #define ACTION_PAGE_19 70
1363 #define ACTION_PAGE_20 71
1364 #define ACTION_PAGE_21 72
1365 #define ACTION_PAGE_22 73
1366 #define ACTION_PAGE_23 74
1367 #define ACTION_PAGE_24 75
1368 #define ACTION_PAGE_25 76
1369 #define ACTION_PAGE_26 77
1370 #define ACTION_PAGE_27 78
1371 #define ACTION_PAGE_28 79
1372 #define ACTION_PAGE_29 80
1373 #define ACTION_PAGE_30 81
1374 #define ACTION_PAGE_31 82
1375 #define ACTION_PAGE_32 83
1376 #define ACTION_OTHER 84
1378 #define NUM_ACTIONS 85
1380 #define ACTION_BORING_LAST ACTION_BORING_10
1381 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1384 /* values for special image configuration suffixes (must match game mode) */
1385 #define GFX_SPECIAL_ARG_DEFAULT 0
1386 #define GFX_SPECIAL_ARG_MAIN 1
1387 #define GFX_SPECIAL_ARG_LEVELS 2
1388 #define GFX_SPECIAL_ARG_SCORES 3
1389 #define GFX_SPECIAL_ARG_EDITOR 4
1390 #define GFX_SPECIAL_ARG_INFO 5
1391 #define GFX_SPECIAL_ARG_SETUP 6
1392 #define GFX_SPECIAL_ARG_PLAYING 7
1393 #define GFX_SPECIAL_ARG_DOOR 8
1394 #define GFX_SPECIAL_ARG_PREVIEW 9
1395 #define GFX_SPECIAL_ARG_CRUMBLED 10
1397 #define NUM_SPECIAL_GFX_ARGS 11
1400 /* values for image configuration suffixes */
1403 #define GFX_ARG_XPOS 2
1404 #define GFX_ARG_YPOS 3
1405 #define GFX_ARG_WIDTH 4
1406 #define GFX_ARG_HEIGHT 5
1407 #define GFX_ARG_VERTICAL 6
1408 #define GFX_ARG_OFFSET 7
1409 #define GFX_ARG_XOFFSET 8
1410 #define GFX_ARG_YOFFSET 9
1411 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1412 #define GFX_ARG_2ND_VERTICAL 11
1413 #define GFX_ARG_2ND_OFFSET 12
1414 #define GFX_ARG_2ND_XOFFSET 13
1415 #define GFX_ARG_2ND_YOFFSET 14
1416 #define GFX_ARG_2ND_SWAP_TILES 15
1417 #define GFX_ARG_FRAMES 16
1418 #define GFX_ARG_FRAMES_PER_LINE 17
1419 #define GFX_ARG_START_FRAME 18
1420 #define GFX_ARG_DELAY 19
1421 #define GFX_ARG_ANIM_MODE 20
1422 #define GFX_ARG_GLOBAL_SYNC 21
1423 #define GFX_ARG_CRUMBLED_LIKE 22
1424 #define GFX_ARG_DIGGABLE_LIKE 23
1425 #define GFX_ARG_BORDER_SIZE 24
1426 #define GFX_ARG_STEP_OFFSET 25
1427 #define GFX_ARG_STEP_DELAY 26
1428 #define GFX_ARG_DIRECTION 27
1429 #define GFX_ARG_POSITION 28
1430 #define GFX_ARG_DRAW_XOFFSET 29
1431 #define GFX_ARG_DRAW_YOFFSET 30
1432 #define GFX_ARG_DRAW_MASKED 31
1433 #define GFX_ARG_ANIM_DELAY_FIXED 32
1434 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1435 #define GFX_ARG_POST_DELAY_FIXED 34
1436 #define GFX_ARG_POST_DELAY_RANDOM 35
1437 #define GFX_ARG_NAME 36
1438 #define GFX_ARG_SCALE_UP_FACTOR 37
1439 #define GFX_ARG_CLONE_FROM 38
1441 #define NUM_GFX_ARGS 39
1444 /* values for sound configuration suffixes */
1445 #define SND_ARG_MODE_LOOP 0
1446 #define SND_ARG_VOLUME 1
1447 #define SND_ARG_PRIORITY 2
1449 #define NUM_SND_ARGS 3
1452 /* values for music configuration suffixes */
1453 #define MUS_ARG_MODE_LOOP 0
1455 #define NUM_MUS_ARGS 1
1458 /* values for font configuration */
1459 #define FONT_INITIAL_1 0
1460 #define FONT_INITIAL_2 1
1461 #define FONT_INITIAL_3 2
1462 #define FONT_INITIAL_4 3
1463 #define FONT_TITLE_1 4
1464 #define FONT_TITLE_2 5
1465 #define FONT_MENU_1 6
1466 #define FONT_MENU_2 7
1467 #define FONT_TEXT_1_ACTIVE 8
1468 #define FONT_TEXT_2_ACTIVE 9
1469 #define FONT_TEXT_3_ACTIVE 10
1470 #define FONT_TEXT_4_ACTIVE 11
1471 #define FONT_TEXT_1 12
1472 #define FONT_TEXT_2 13
1473 #define FONT_TEXT_3 14
1474 #define FONT_TEXT_4 15
1475 #define FONT_ENVELOPE_1 16
1476 #define FONT_ENVELOPE_2 17
1477 #define FONT_ENVELOPE_3 18
1478 #define FONT_ENVELOPE_4 19
1479 #define FONT_INPUT_1_ACTIVE 20
1480 #define FONT_INPUT_2_ACTIVE 21
1481 #define FONT_INPUT_1 22
1482 #define FONT_INPUT_2 23
1483 #define FONT_OPTION_OFF 24
1484 #define FONT_OPTION_ON 25
1485 #define FONT_VALUE_1 26
1486 #define FONT_VALUE_2 27
1487 #define FONT_VALUE_OLD 28
1488 #define FONT_LEVEL_NUMBER 29
1489 #define FONT_TAPE_RECORDER 30
1490 #define FONT_GAME_INFO 31
1492 #define NUM_FONTS 32
1493 #define NUM_INITIAL_FONTS 4
1495 /* values for game_status (must match special image configuration suffixes) */
1496 #define GAME_MODE_DEFAULT 0
1497 #define GAME_MODE_MAIN 1
1498 #define GAME_MODE_LEVELS 2
1499 #define GAME_MODE_SCORES 3
1500 #define GAME_MODE_EDITOR 4
1501 #define GAME_MODE_INFO 5
1502 #define GAME_MODE_SETUP 6
1503 #define GAME_MODE_PLAYING 7
1504 #define GAME_MODE_PSEUDO_DOOR 8
1505 #define GAME_MODE_PSEUDO_PREVIEW 9
1506 #define GAME_MODE_PSEUDO_CRUMBLED 10
1508 /* there are no special config file suffixes for these modes */
1509 #define GAME_MODE_PSEUDO_TYPENAME 11
1510 #define GAME_MODE_QUIT 12
1512 /* special definitions currently only used for custom artwork configuration */
1513 #define MUSIC_PREFIX_BACKGROUND 0
1514 #define NUM_MUSIC_PREFIXES 1
1515 #define MAX_LEVELS 1000
1517 /* definitions for demo animation lists */
1518 #define HELPANIM_LIST_NEXT -1
1519 #define HELPANIM_LIST_END -999
1522 /* program information and versioning definitions */
1524 #define RELEASE_3_1_2 FALSE
1527 #define PROGRAM_VERSION_MAJOR 3
1528 #define PROGRAM_VERSION_MINOR 1
1529 #define PROGRAM_VERSION_PATCH 2
1530 #define PROGRAM_VERSION_BUILD 0
1532 /* !!! make sure that packaging script can find unique version number !!! */
1533 #define PROGRAM_VERSION_MAJOR 3
1534 #define PROGRAM_VERSION_MINOR 2
1535 #define PROGRAM_VERSION_PATCH 0
1536 #define PROGRAM_VERSION_BUILD 5
1539 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1540 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1541 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
1543 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1544 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1545 #define FILENAME_PREFIX "Rocks"
1547 #if defined(PLATFORM_UNIX)
1548 #define USERDATA_DIRECTORY ".rocksndiamonds"
1549 #elif defined(PLATFORM_WIN32)
1550 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1552 #define USERDATA_DIRECTORY "userdata"
1555 #define X11_ICON_FILENAME "rocks_icon.xbm"
1556 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1557 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1559 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1560 ** currently supported/known file version numbers:
1562 ** 1.2 (still in use)
1563 ** 1.4 (still in use)
1566 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1567 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1568 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1569 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1571 /* file version does not change for every program version, but is changed
1572 when new features are introduced that are incompatible with older file
1573 versions, so that they can be treated accordingly */
1574 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1576 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1577 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1578 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1579 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1581 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1582 PROGRAM_VERSION_MINOR, \
1583 PROGRAM_VERSION_PATCH, \
1584 PROGRAM_VERSION_BUILD)
1586 /* values for game_emulation */
1588 #define EMU_BOULDERDASH 1
1589 #define EMU_SOKOBAN 2
1590 #define EMU_SUPAPLEX 3
1592 /* values for level file type identifier */
1593 #define LEVEL_FILE_TYPE_UNKNOWN 0
1594 #define LEVEL_FILE_TYPE_RND 1
1595 #define LEVEL_FILE_TYPE_BD 2
1596 #define LEVEL_FILE_TYPE_EM 3
1597 #define LEVEL_FILE_TYPE_SP 4
1598 #define LEVEL_FILE_TYPE_DX 5
1599 #define LEVEL_FILE_TYPE_SB 6
1600 #define LEVEL_FILE_TYPE_DC 7
1602 #define NUM_LEVEL_FILE_TYPES 8
1604 /* values for game engine type identifier */
1605 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1606 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1607 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1609 #define NUM_ENGINE_TYPES 3
1614 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1615 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1617 int scrollbar_xoffset;
1619 int list_size[NUM_SPECIAL_GFX_ARGS];
1621 int sound[NUM_SPECIAL_GFX_ARGS];
1622 int music[NUM_SPECIAL_GFX_ARGS];
1634 char Name[MAX_PLAYER_NAME_LEN + 1];
1645 boolean present; /* player present in level playfield */
1646 boolean connected; /* player connected (locally or via network) */
1647 boolean active; /* player present and connected */
1649 int index_nr; /* player number (0 to 3) */
1650 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1651 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1652 int client_nr; /* network client identifier */
1654 byte action; /* action from local input device */
1655 byte effective_action; /* action acknowledged from network server
1656 or summarized over all configured input
1657 devices when in single player mode */
1658 byte programmed_action; /* action forced by game itself (like moving
1659 through doors); overrides other actions */
1661 int jx, jy, last_jx, last_jy;
1662 int MovDir, MovPos, GfxDir, GfxPos;
1663 int Frame, StepFrame;
1667 boolean use_murphy_graphic;
1669 boolean block_last_field;
1670 int block_delay_adjustment; /* needed for different engine versions */
1672 boolean can_fall_into_acid;
1674 boolean LevelSolved, GameOver;
1680 boolean is_auto_moving;
1682 boolean is_snapping;
1683 boolean is_collecting;
1685 boolean is_switching;
1686 boolean is_dropping;
1689 boolean is_sleeping;
1691 boolean cannot_move;
1693 int frame_counter_bored;
1694 int frame_counter_sleeping;
1696 int anim_delay_counter;
1697 int post_delay_counter;
1699 int action_waiting, last_action_waiting;
1700 int special_action_bored;
1701 int special_action_sleeping;
1703 int num_special_action_bored;
1704 int num_special_action_sleeping;
1706 int switch_x, switch_y;
1712 int move_delay_value;
1713 int move_delay_value_next;
1714 int move_delay_reset_counter;
1717 int push_delay_value;
1719 unsigned long actual_frame_counter;
1726 int gems_still_needed;
1727 int sokobanfields_still_needed;
1728 int lights_still_needed;
1729 int friends_still_needed;
1730 int key[MAX_NUM_KEYS];
1731 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1732 int shield_normal_time_left;
1733 int shield_deadly_time_left;
1735 int inventory_element[MAX_INVENTORY_SIZE];
1736 int inventory_infinite_element;
1742 int music[MAX_LEVELS];
1745 struct LevelFileInfo
1756 struct LevelFileInfo file_info;
1758 int game_engine_type;
1760 /* level stored in native format for the alternative native game engines */
1761 struct LevelInfo_EM *native_em_level;
1763 int file_version; /* file format version the level is stored with */
1764 int game_version; /* game release version the level was created with */
1766 boolean encoding_16bit_field; /* level contains 16-bit elements */
1767 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1768 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1772 int time; /* available time (seconds) */
1775 char name[MAX_LEVEL_NAME_LEN + 1];
1776 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1778 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1779 int envelope_xsize[4], envelope_ysize[4];
1781 int score[LEVEL_SCORE_ELEMENTS];
1783 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1784 int num_yamyam_contents;
1789 int game_of_life[4];
1792 int time_magic_wall;
1797 int shield_normal_time;
1798 int shield_deadly_time;
1803 int start_element[MAX_PLAYERS];
1804 boolean use_start_element[MAX_PLAYERS];
1806 /* values for the new EMC elements */
1807 int android_move_time;
1808 int android_clone_time;
1809 boolean ball_random;
1810 boolean ball_state_initial;
1817 int wind_direction_initial;
1818 struct Content ball_content[MAX_ELEMENT_CONTENTS];
1819 boolean android_array[16];
1821 int can_move_into_acid_bits; /* bitfield to store property for elements */
1822 int dont_collide_with_bits; /* bitfield to store property for elements */
1824 boolean double_speed;
1825 boolean initial_gravity;
1826 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1827 boolean use_spring_bug; /* for compatibility with old levels */
1828 boolean use_time_orb_bug; /* for compatibility with old levels */
1829 boolean instant_relocation; /* no visual delay when relocating player */
1830 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1831 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1833 boolean block_snap_field; /* snapping blocks field to show animation */
1834 boolean block_last_field; /* player blocks previous field while moving */
1835 boolean sp_block_last_field; /* player blocks previous field while moving */
1837 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1838 int use_step_counter; /* count steps instead of seconds for level */
1840 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1842 boolean use_custom_template; /* use custom properties from template file */
1844 boolean no_valid_file; /* set when level file missing or invalid */
1846 boolean changed; /* set when level was changed in the editor */
1851 int file_version; /* file format version the tape is stored with */
1852 int game_version; /* game release version the tape was created with */
1853 int engine_version; /* game engine version the tape was recorded with */
1855 char *level_identifier;
1857 unsigned long random_seed;
1859 unsigned long counter;
1860 unsigned long length;
1861 unsigned long length_seconds;
1862 unsigned int delay_played;
1863 boolean pause_before_death;
1864 boolean recording, playing, pausing;
1865 boolean fast_forward;
1866 boolean warp_forward;
1867 boolean deactivate_display;
1869 boolean auto_play_level_solved;
1870 boolean quick_resume;
1871 boolean single_step;
1873 boolean player_participates[MAX_PLAYERS];
1874 int num_participating_players;
1878 byte action[MAX_PLAYERS];
1880 } pos[MAX_TAPE_LEN];
1882 boolean no_valid_file; /* set when tape file missing or invalid */
1887 /* values for engine initialization */
1888 int default_push_delay_fixed;
1889 int default_push_delay_random;
1891 /* constant within running game */
1894 int initial_move_delay;
1895 int initial_move_delay_value;
1896 int initial_push_delay_value;
1898 /* flags to handle bugs in and changes between different engine versions */
1899 /* (for the latest engine version, these flags should always be "FALSE") */
1900 boolean use_change_when_pushing_bug;
1901 boolean use_block_last_field_bug;
1903 /* variable within running game */
1904 int yamyam_content_nr;
1905 boolean magic_wall_active;
1906 int magic_wall_time_left;
1907 int light_time_left;
1908 int timegate_time_left;
1914 boolean explosions_delayed;
1915 boolean envelope_active;
1917 /* values for player idle animation (no effect on engine) */
1918 int player_boring_delay_fixed;
1919 int player_boring_delay_random;
1920 int player_sleeping_delay_fixed;
1921 int player_sleeping_delay_random;
1923 /* values for special game initialization control */
1924 boolean restart_level;
1929 char *autoplay_leveldir;
1930 int autoplay_level[MAX_TAPES_PER_SET];
1931 boolean autoplay_all;
1933 char *convert_leveldir;
1934 int convert_level_nr;
1938 float frames_per_second;
1939 boolean fps_slowdown;
1940 int fps_slowdown_factor;
1943 struct ElementChangeInfo
1945 boolean can_change; /* use or ignore this change info */
1947 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
1949 int trigger_player; /* player triggering change */
1950 int trigger_side; /* side triggering change */
1951 int trigger_page; /* page triggering change */
1953 int target_element; /* target element after change */
1955 int delay_fixed; /* added frame delay before changed (fixed) */
1956 int delay_random; /* added frame delay before changed (random) */
1957 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1959 int trigger_element; /* element triggering change */
1961 struct Content target_content;/* elements for extended change target */
1962 boolean use_target_content; /* use extended change target */
1963 boolean only_if_complete; /* only use complete target content */
1964 boolean use_random_replace; /* use random value for replacing elements */
1965 int random_percentage; /* random value for replacing elements */
1966 int replace_when; /* type of elements that can be replaced */
1968 boolean explode; /* explode instead of change */
1970 boolean has_action; /* execute action on specified condition */
1971 int action_type; /* type of action */
1972 int action_mode; /* mode of action */
1973 int action_arg; /* parameter of action */
1975 /* ---------- internal values used at runtime when playing ---------- */
1977 /* functions that are called before, while and after the change of an
1978 element -- currently only used for non-custom elements */
1979 void (*pre_change_function)(int x, int y);
1980 void (*change_function)(int x, int y);
1981 void (*post_change_function)(int x, int y);
1983 short actual_trigger_element; /* element that actually triggered change */
1984 int actual_trigger_side; /* element side that triggered the change */
1985 int actual_trigger_player; /* player which actually triggered change */
1986 int actual_trigger_ce_value; /* CE value of element that triggered change */
1988 boolean can_change_or_has_action; /* can_change | has_action */
1990 /* ---------- internal values used in level editor ---------- */
1992 int direct_action; /* change triggered by actions on element */
1993 int other_action; /* change triggered by other element actions */
1996 struct ElementGroupInfo
1998 int num_elements; /* number of elements in this group */
1999 int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
2001 int choice_mode; /* how to choose element from group */
2003 /* ---------- internal values used at runtime when playing ---------- */
2005 /* the following is the same as above, but with recursively resolved group
2006 elements (group elements may also contain further group elements!) */
2007 int num_elements_resolved;
2008 short element_resolved[NUM_FILE_ELEMENTS];
2010 int choice_pos; /* current element choice position */
2013 struct ElementNameInfo
2015 /* ---------- token and description strings ---------- */
2017 char *token_name; /* element token used in config files */
2018 char *class_name; /* element class used in config files */
2019 char *editor_description; /* pre-defined description for level editor */
2024 /* ---------- token and description strings ---------- */
2026 char *token_name; /* element token used in config files */
2027 char *class_name; /* element class used in config files */
2028 char *editor_description; /* pre-defined description for level editor */
2029 char *custom_description; /* alternative description from config file */
2030 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2032 /* ---------- graphic and sound definitions ---------- */
2034 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2035 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
2036 /* special graphics for left/right/up/down */
2038 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2039 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
2040 /* crumbled graphics for left/right/up/down */
2042 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2043 /* special graphics for certain screens */
2045 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2047 /* ---------- special element property values ---------- */
2049 boolean use_gfx_element; /* use custom graphic element */
2050 int gfx_element; /* optional custom graphic element */
2052 int access_direction; /* accessible from which direction */
2054 int collect_score_initial; /* initial score value for collecting */
2055 int collect_count_initial; /* initial count value for collecting */
2057 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2058 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2059 boolean use_last_ce_value; /* use value from element before change */
2061 int push_delay_fixed; /* constant delay before pushing */
2062 int push_delay_random; /* additional random delay before pushing */
2063 int drop_delay_fixed; /* constant delay after dropping */
2064 int drop_delay_random; /* additional random delay after dropping */
2065 int move_delay_fixed; /* constant delay after moving */
2066 int move_delay_random; /* additional random delay after moving */
2068 int move_pattern; /* direction movable element moves to */
2069 int move_direction_initial; /* initial direction element moves to */
2070 int move_stepsize; /* step size element moves with */
2072 int move_enter_element; /* element that can be entered (and removed) */
2073 int move_leave_element; /* element that can be left behind */
2074 int move_leave_type; /* change (limited) or leave (unlimited) */
2076 int slippery_type; /* how/where other elements slip away */
2078 struct Content content; /* new elements after explosion */
2080 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2081 int explosion_delay; /* duration of explosion of this element */
2082 int ignition_delay; /* delay for explosion by other explosion */
2084 struct ElementChangeInfo *change_page; /* actual list of change pages */
2085 struct ElementChangeInfo *change; /* pointer to current change page */
2087 int num_change_pages; /* actual number of change pages */
2088 int current_change_page; /* currently edited change page */
2090 struct ElementGroupInfo *group; /* pointer to element group info */
2092 /* ---------- internal values used at runtime when playing ---------- */
2094 boolean has_change_event[NUM_CHANGE_EVENTS];
2096 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2097 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2099 boolean in_group[NUM_GROUP_ELEMENTS];
2101 int collect_score; /* runtime score value for collecting */
2103 /* ---------- internal values used in level editor ---------- */
2105 int access_type; /* walkable or passable */
2106 int access_layer; /* accessible over/inside/under */
2107 int access_protected; /* protection against deadly elements */
2108 int walk_to_action; /* diggable/collectible/pushable */
2109 int smash_targets; /* can smash player/enemies/everything */
2110 int deadliness; /* deadly when running/colliding/touching */
2112 boolean can_explode_by_fire; /* element explodes by fire */
2113 boolean can_explode_smashed; /* element explodes when smashed */
2114 boolean can_explode_impact; /* element explodes on impact */
2116 boolean modified_settings; /* set for all modified custom elements */
2121 char *token_name; /* font token used in config files */
2123 int graphic; /* default graphic for this font */
2124 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2125 /* special graphics for certain screens */
2126 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2127 /* internal bitmap ID for special graphics */
2133 int src_image_width; /* scaled bitmap size, but w/o small images */
2134 int src_image_height; /* scaled bitmap size, but w/o small images */
2136 int src_x, src_y; /* start position of animation frames */
2137 int width, height; /* width/height of each animation frame */
2138 int offset_x, offset_y; /* x/y offset to next animation frame */
2139 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2140 boolean double_movement; /* animation has second movement tile */
2141 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2143 int anim_frames_per_line;
2144 int anim_start_frame;
2145 int anim_delay; /* important: delay of 1 means "no delay"! */
2147 boolean anim_global_sync;
2148 int crumbled_like; /* element for cloning crumble graphics */
2149 int diggable_like; /* element for cloning digging graphics */
2150 int border_size; /* border size for "crumbled" graphics */
2151 int scale_up_factor; /* optional factor for scaling image up */
2152 int clone_from; /* graphic for cloning *all* settings */
2154 int anim_delay_fixed; /* optional delay values for bored and */
2155 int anim_delay_random; /* sleeping player animations (animation */
2156 int post_delay_fixed; /* intervall and following pause before */
2157 int post_delay_random; /* next intervall (bored animation only) */
2159 int step_offset; /* optional step offset of toon animations */
2160 int step_delay; /* optional step delay of toon animations */
2162 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2164 int draw_masked; /* optional setting for drawing envelope gfx */
2166 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2167 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2168 GC clip_gc; /* single-graphic-only clip gc for X11 */
2184 struct MusicPrefixInfo
2187 boolean is_loop_music;
2190 struct MusicFileInfo
2195 char *artist_header;
2208 struct MusicFileInfo *next;
2211 struct ElementActionInfo
2215 boolean is_loop_sound;
2218 struct ElementDirectionInfo
2224 struct SpecialSuffixInfo
2240 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2241 extern Pixmap tile_clipmask[];
2242 extern DrawBuffer *fieldbuffer;
2243 extern DrawBuffer *drawto_field;
2245 extern int game_status;
2246 extern boolean level_editor_test_game;
2247 extern boolean network_playing;
2249 #if defined(TARGET_SDL)
2250 extern boolean network_server;
2251 extern SDL_Thread *server_thread;
2254 extern int key_joystick_mapping;
2256 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2257 extern int redraw_x1, redraw_y1;
2259 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2260 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2261 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2262 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2263 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2264 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2265 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2266 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2267 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2268 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2269 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2270 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2271 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2272 extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2273 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2274 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2275 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2276 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2277 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2278 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2279 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2280 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2281 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2282 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2283 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2284 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2286 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2288 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2289 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2290 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2291 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2292 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2294 extern int lev_fieldx, lev_fieldy;
2295 extern int scroll_x, scroll_y;
2298 extern int ScrollStepSize;
2299 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2300 extern int BorderElement;
2301 extern int GameFrameDelay;
2302 extern int FfwdFrameDelay;
2303 extern int BX1, BY1;
2304 extern int BX2, BY2;
2305 extern int SBX_Left, SBX_Right;
2306 extern int SBY_Upper, SBY_Lower;
2308 extern int ExitX, ExitY;
2309 extern int AllPlayersGone;
2311 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2312 extern boolean SiebAktiv;
2313 extern int SiebCount;
2315 extern boolean network_player_action_received;
2317 extern int graphics_action_mapping[];
2319 extern struct LevelSetInfo levelset;
2320 extern struct LevelInfo level, level_template;
2321 extern struct PlayerInfo stored_player[], *local_player;
2322 extern struct HiScore highscore[];
2323 extern struct TapeInfo tape;
2324 extern struct GameInfo game;
2325 extern struct GlobalInfo global;
2326 extern struct MenuInfo menu;
2327 extern struct DoorInfo door_1, door_2;
2328 extern struct ElementInfo element_info[];
2329 extern struct ElementNameInfo element_name_info[];
2330 extern struct ElementActionInfo element_action_info[];
2331 extern struct ElementDirectionInfo element_direction_info[];
2332 extern struct SpecialSuffixInfo special_suffix_info[];
2333 extern struct TokenIntPtrInfo image_config_vars[];
2334 extern struct FontInfo font_info[];
2335 extern struct MusicPrefixInfo music_prefix_info[];
2336 extern struct GraphicInfo *graphic_info;
2337 extern struct SoundInfo *sound_info;
2338 extern struct MusicInfo *music_info;
2339 extern struct MusicFileInfo *music_file_info;
2340 extern struct HelpAnimInfo *helpanim_info;
2341 extern SetupFileHash *helptext_info;
2342 extern struct ConfigTypeInfo image_config_suffix[];
2343 extern struct ConfigTypeInfo sound_config_suffix[];
2344 extern struct ConfigTypeInfo music_config_suffix[];
2345 extern struct ConfigInfo image_config[];
2346 extern struct ConfigInfo sound_config[];
2347 extern struct ConfigInfo music_config[];
2348 extern struct ConfigInfo helpanim_config[];
2349 extern struct ConfigInfo helptext_config[];