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_COUNT_AT_ZERO 16
195 #define CE_COUNT_AT_ZERO_OF_X 17
196 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
197 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
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 change side for custom elements */
241 #define CH_SIDE_NONE MV_NONE
242 #define CH_SIDE_LEFT MV_LEFT
243 #define CH_SIDE_RIGHT MV_RIGHT
244 #define CH_SIDE_TOP MV_UP
245 #define CH_SIDE_BOTTOM MV_DOWN
246 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
247 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
248 #define CH_SIDE_ANY MV_ANY_DIRECTION
250 /* values for change player for custom elements */
251 #define CH_PLAYER_NONE PLAYER_BITS_NONE
252 #define CH_PLAYER_1 PLAYER_BITS_1
253 #define CH_PLAYER_2 PLAYER_BITS_2
254 #define CH_PLAYER_3 PLAYER_BITS_3
255 #define CH_PLAYER_4 PLAYER_BITS_4
256 #define CH_PLAYER_ANY PLAYER_BITS_ANY
258 /* values for change page for custom elements */
259 #define CH_PAGE_ANY_FILE (0xff)
260 #define CH_PAGE_ANY (0xffffffff)
262 /* values for change power for custom elements */
263 #define CP_WHEN_EMPTY 0
264 #define CP_WHEN_DIGGABLE 1
265 #define CP_WHEN_DESTRUCTIBLE 2
266 #define CP_WHEN_COLLECTIBLE 3
267 #define CP_WHEN_REMOVABLE 4
268 #define CP_WHEN_WALKABLE 5
270 /* values for change actions for custom elements */
271 #define CA_NO_ACTION 0
272 #define CA_EXIT_PLAYER 1
273 #define CA_KILL_PLAYER 2
274 #define CA_RESTART_LEVEL 3
275 #define CA_SHOW_ENVELOPE 4
278 #define CA_SET_PLAYER_SPEED 7
279 #define CA_SET_GEMS 8
280 #define CA_SET_TIME 9
281 #define CA_SET_SCORE 10
282 #define CA_SET_CE_SCORE 11
283 #define CA_SET_CE_COUNT 12
284 #define CA_SET_DYNABOMB_NUMBER 13
285 #define CA_SET_DYNABOMB_SIZE 14
286 #define CA_SET_DYNABOMB_POWER 15
287 #define CA_TOGGLE_PLAYER_GRAVITY 16
288 #define CA_ENABLE_PLAYER_GRAVITY 17
289 #define CA_DISABLE_PLAYER_GRAVITY 18
291 /* values for change action mode for custom elements */
292 #define CA_MODE_UNDEFINED 0
293 #define CA_MODE_SET 1
294 #define CA_MODE_ADD 2
295 #define CA_MODE_SUBTRACT 3
296 #define CA_MODE_MULTIPLY 4
297 #define CA_MODE_DIVIDE 5
298 #define CA_MODE_MODULO 6
300 /* values for change action parameters for custom elements */
309 #define CA_ARG_100 100
310 #define CA_ARG_1000 1000
311 #define CA_ARG_MAX 9999
312 #define CA_ARG_PLAYER 10000
313 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 0)
314 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
315 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
316 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
317 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
318 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
319 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
320 #define CA_ARG_NUMBER 20000
321 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 0)
322 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 1)
323 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 2)
324 #define CA_ARG_NUMBER_NORMAL (CA_ARG_NUMBER + 3)
325 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 4)
326 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 5)
327 #define CA_ARG_NUMBER_CE_COUNT (CA_ARG_NUMBER + 6)
328 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 7)
329 #define CA_ARG_ELEMENT 30000
330 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 0)
331 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
332 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
333 #define CA_ARG_UNDEFINED 30999
335 /* values for custom move patterns (bits 0 - 3: basic move directions) */
336 #define MV_BIT_TOWARDS_PLAYER 4
337 #define MV_BIT_AWAY_FROM_PLAYER 5
338 #define MV_BIT_ALONG_LEFT_SIDE 6
339 #define MV_BIT_ALONG_RIGHT_SIDE 7
340 #define MV_BIT_TURNING_LEFT 8
341 #define MV_BIT_TURNING_RIGHT 9
342 #define MV_BIT_WHEN_PUSHED 10
343 #define MV_BIT_MAZE_RUNNER 11
344 #define MV_BIT_MAZE_HUNTER 12
345 #define MV_BIT_WHEN_DROPPED 13
346 #define MV_BIT_TURNING_LEFT_RIGHT 14
347 #define MV_BIT_TURNING_RIGHT_LEFT 15
348 #define MV_BIT_TURNING_RANDOM 16
349 #define MV_BIT_WIND_DIRECTION 17
351 /* values for custom move patterns */
352 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
353 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
354 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
355 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
356 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
357 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
358 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
359 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
360 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
361 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
362 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
363 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
364 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
365 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
366 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
368 /* values for initial move direction (bits 0 - 3: basic move directions) */
369 #define MV_START_BIT_PREVIOUS 4
371 /* values for initial move direction */
372 #define MV_START_NONE (MV_NONE)
373 #define MV_START_AUTOMATIC (MV_NONE)
374 #define MV_START_LEFT (MV_LEFT)
375 #define MV_START_RIGHT (MV_RIGHT)
376 #define MV_START_UP (MV_UP)
377 #define MV_START_DOWN (MV_DOWN)
378 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
379 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
381 /* values for elements left behind by custom elements */
382 #define LEAVE_TYPE_UNLIMITED 0
383 #define LEAVE_TYPE_LIMITED 1
385 /* values for slippery property for custom elements */
386 #define SLIPPERY_ANY_RANDOM 0
387 #define SLIPPERY_ANY_LEFT_RIGHT 1
388 #define SLIPPERY_ANY_RIGHT_LEFT 2
389 #define SLIPPERY_ONLY_LEFT 3
390 #define SLIPPERY_ONLY_RIGHT 4
392 /* values for explosion type for custom elements */
393 #define EXPLODES_3X3 0
394 #define EXPLODES_1X1 1
395 #define EXPLODES_CROSS 2
397 /* macros for configurable properties */
398 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
399 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
400 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
401 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
402 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
403 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
404 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
405 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
406 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
407 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
408 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
409 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
410 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
411 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
412 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
413 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
414 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
415 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
416 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
417 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
418 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
419 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
420 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
421 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
422 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
423 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
424 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
425 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
426 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
427 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
428 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
430 /* macros for special configurable properties */
431 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
433 /* macros for special graphics properties */
434 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
436 /* macros for pre-defined properties */
437 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
438 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
439 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
440 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
441 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
442 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
443 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
444 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
445 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
446 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
447 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
448 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
449 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
450 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
451 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
452 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
453 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
454 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
455 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
456 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
457 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
458 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
459 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
460 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
461 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
463 /* macros for derived properties */
464 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
465 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
466 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
467 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
468 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
469 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
470 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
471 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
472 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
473 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
474 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
475 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
476 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
477 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
478 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
479 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
480 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
481 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
482 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
483 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
484 #define CAN_EXPLODE_BY_EXPLOSION(e) \
485 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
486 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
487 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
488 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
489 #define CAN_CHANGE_OR_HAS_ACTION(e) \
490 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
492 /* special macros used in game engine */
493 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
494 (e) <= EL_CUSTOM_END)
496 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
499 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
500 (e) <= EL_INTERNAL_CLIPBOARD_END)
502 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
503 (e) <= EL_INTERNAL_END)
505 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
506 (e) <= EL_ENVELOPE_4)
508 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
510 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
512 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
514 #define IS_KEY(e) (IS_RND_KEY(e) || \
517 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
518 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
519 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
520 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
521 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
522 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
524 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
526 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
528 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
529 (e) <= EL_EMC_GATE_8)
530 #define IS_GATE(e) (IS_RND_GATE(e) || \
533 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
534 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
535 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
536 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
537 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
538 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
540 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
541 (e) <= EL_GATE_4_GRAY)
542 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
543 (e) <= EL_EM_GATE_4_GRAY)
544 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
545 (e) <= EL_EMC_GATE_8_GRAY)
546 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
547 IS_EM_GATE_GRAY(e) || \
549 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
550 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
551 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
552 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
553 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
554 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
556 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
557 element_info[e].gfx_element : e)
559 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
560 /* (solution: add separate "use sound of element" to level file and editor) */
562 #define SND_ELEMENT(e) GFX_ELEMENT(e)
564 #define SND_ELEMENT(e) (e)
567 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
569 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
570 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
572 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
573 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
574 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
576 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
577 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
578 (e) == EL_EMERALD ? EL_DIAMOND : \
579 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
580 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
581 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
583 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
584 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
586 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
587 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
588 #define TAPE_IS_EMPTY(x) ((x).length == 0)
589 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
591 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
592 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
594 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
595 IS_PROTECTED(Back[x][y]))
596 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
597 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
598 ENEMY_PROTECTED_FIELD(x, y))
599 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
600 EXPLOSION_PROTECTED_FIELD(x, y))
602 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
603 (p)->switch_x == (x) && (p)->switch_y == (y))
605 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
606 (p)->drop_x == (x) && (p)->drop_y == (y))
608 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
610 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
611 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
612 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
614 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
615 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
616 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
617 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
619 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
622 /* fundamental game speed values */
623 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
624 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
625 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
626 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
627 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
628 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
630 /* boundaries of arrays etc. */
631 #define MAX_LEVEL_NAME_LEN 32
632 #define MAX_LEVEL_AUTHOR_LEN 32
633 #define MAX_ELEMENT_NAME_LEN 32
634 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
635 #define MAX_TAPES_PER_SET 1024
636 #define MAX_SCORE_ENTRIES 100
637 #define MAX_NUM_AMOEBA 100
638 #define MAX_INVENTORY_SIZE 1000
639 #define STD_NUM_KEYS 4
640 #define MAX_NUM_KEYS 8
642 #define NUM_BELT_PARTS 3
643 #define MIN_ENVELOPE_XSIZE 1
644 #define MIN_ENVELOPE_YSIZE 1
645 #define MAX_ENVELOPE_XSIZE 30
646 #define MAX_ENVELOPE_YSIZE 20
647 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
648 #define MIN_CHANGE_PAGES 1
649 #define MAX_CHANGE_PAGES 32
650 #define MIN_ELEMENTS_IN_GROUP 1
651 #define MAX_ELEMENTS_IN_GROUP 16
653 /* values for elements with content */
654 #define MIN_ELEMENT_CONTENTS 1
655 #define STD_ELEMENT_CONTENTS 4
656 #define MAX_ELEMENT_CONTENTS 8
658 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
660 /* often used screen positions */
663 #define REAL_SX (SX - 2)
664 #define REAL_SY (SY - 2)
672 #define TILEX TILESIZE
673 #define TILEY TILESIZE
674 #define MINI_TILESIZE (TILESIZE / 2)
675 #define MINI_TILEX MINI_TILESIZE
676 #define MINI_TILEY MINI_TILESIZE
677 #define MICRO_TILESIZE (TILESIZE / 8)
678 #define MICRO_TILEX MICRO_TILESIZE
679 #define MICRO_TILEY MICRO_TILESIZE
680 #define MIDPOSX (SCR_FIELDX / 2)
681 #define MIDPOSY (SCR_FIELDY / 2)
682 #define SXSIZE (SCR_FIELDX * TILEX)
683 #define SYSIZE (SCR_FIELDY * TILEY)
684 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
685 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
688 #define VXSIZE DXSIZE
690 #define EXSIZE DXSIZE
691 #define EYSIZE (VYSIZE + 44)
692 #define FULL_SXSIZE (2 + SXSIZE + 2)
693 #define FULL_SYSIZE (2 + SYSIZE + 2)
694 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
695 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
696 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
697 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
698 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
699 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
702 /* score for elements */
706 #define SC_SPACESHIP 3
711 #define SC_DYNAMITE 8
713 #define SC_TIME_BONUS 10
714 #define SC_CRYSTAL 11
719 /* "real" level file elements */
720 #define EL_UNDEFINED -1
722 #define EL_EMPTY_SPACE 0
723 #define EL_EMPTY EL_EMPTY_SPACE
726 #define EL_WALL_SLIPPERY 3
728 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
730 #define EL_EXIT_CLOSED 7
731 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
733 #define EL_SPACESHIP 10
736 #define EL_STEELWALL 13
737 #define EL_DIAMOND 14
738 #define EL_AMOEBA_DEAD 15
739 #define EL_QUICKSAND_EMPTY 16
740 #define EL_QUICKSAND_FULL 17
741 #define EL_AMOEBA_DROP 18
743 #define EL_MAGIC_WALL 20
744 #define EL_SPEED_PILL 21
746 #define EL_AMOEBA_WET 23
747 #define EL_AMOEBA_DRY 24
749 #define EL_GAME_OF_LIFE 26
750 #define EL_BIOMAZE 27
751 #define EL_DYNAMITE_ACTIVE 28
752 #define EL_STONEBLOCK 29
753 #define EL_ROBOT_WHEEL 30
754 #define EL_ROBOT_WHEEL_ACTIVE 31
763 #define EL_GATE_1_GRAY 40
764 #define EL_GATE_2_GRAY 41
765 #define EL_GATE_3_GRAY 42
766 #define EL_GATE_4_GRAY 43
767 #define EL_DYNAMITE 44
769 #define EL_INVISIBLE_WALL 46
771 #define EL_LAMP_ACTIVE 48
772 #define EL_WALL_EMERALD 49
773 #define EL_WALL_DIAMOND 50
774 #define EL_AMOEBA_FULL 51
775 #define EL_BD_AMOEBA 52
776 #define EL_TIME_ORB_FULL 53
777 #define EL_TIME_ORB_EMPTY 54
778 #define EL_EXPANDABLE_WALL 55
779 #define EL_BD_DIAMOND 56
780 #define EL_EMERALD_YELLOW 57
781 #define EL_WALL_BD_DIAMOND 58
782 #define EL_WALL_EMERALD_YELLOW 59
783 #define EL_DARK_YAMYAM 60
784 #define EL_BD_MAGIC_WALL 61
785 #define EL_INVISIBLE_STEELWALL 62
786 #define EL_SOKOBAN_FIELD_PLAYER 63
787 #define EL_DYNABOMB_INCREASE_NUMBER 64
788 #define EL_DYNABOMB_INCREASE_SIZE 65
789 #define EL_DYNABOMB_INCREASE_POWER 66
790 #define EL_SOKOBAN_OBJECT 67
791 #define EL_SOKOBAN_FIELD_EMPTY 68
792 #define EL_SOKOBAN_FIELD_FULL 69
793 #define EL_BD_BUTTERFLY_RIGHT 70
794 #define EL_BD_BUTTERFLY_UP 71
795 #define EL_BD_BUTTERFLY_LEFT 72
796 #define EL_BD_BUTTERFLY_DOWN 73
797 #define EL_BD_FIREFLY_RIGHT 74
798 #define EL_BD_FIREFLY_UP 75
799 #define EL_BD_FIREFLY_LEFT 76
800 #define EL_BD_FIREFLY_DOWN 77
801 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
802 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
803 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
804 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
805 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
806 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
807 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
808 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
809 #define EL_BD_BUTTERFLY 78
810 #define EL_BD_FIREFLY 79
811 #define EL_PLAYER_1 80
812 #define EL_PLAYER_2 81
813 #define EL_PLAYER_3 82
814 #define EL_PLAYER_4 83
815 #define EL_BUG_RIGHT 84
817 #define EL_BUG_LEFT 86
818 #define EL_BUG_DOWN 87
819 #define EL_SPACESHIP_RIGHT 88
820 #define EL_SPACESHIP_UP 89
821 #define EL_SPACESHIP_LEFT 90
822 #define EL_SPACESHIP_DOWN 91
823 #define EL_PACMAN_RIGHT 92
824 #define EL_PACMAN_UP 93
825 #define EL_PACMAN_LEFT 94
826 #define EL_PACMAN_DOWN 95
827 #define EL_EMERALD_RED 96
828 #define EL_EMERALD_PURPLE 97
829 #define EL_WALL_EMERALD_RED 98
830 #define EL_WALL_EMERALD_PURPLE 99
831 #define EL_ACID_POOL_TOPLEFT 100
832 #define EL_ACID_POOL_TOPRIGHT 101
833 #define EL_ACID_POOL_BOTTOMLEFT 102
834 #define EL_ACID_POOL_BOTTOM 103
835 #define EL_ACID_POOL_BOTTOMRIGHT 104
836 #define EL_BD_WALL 105
837 #define EL_BD_ROCK 106
838 #define EL_EXIT_OPEN 107
839 #define EL_BLACK_ORB 108
840 #define EL_AMOEBA_TO_DIAMOND 109
842 #define EL_PENGUIN 111
843 #define EL_SATELLITE 112
844 #define EL_ARROW_LEFT 113
845 #define EL_ARROW_RIGHT 114
846 #define EL_ARROW_UP 115
847 #define EL_ARROW_DOWN 116
849 #define EL_DRAGON 118
851 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
853 #define EL_CHAR_START 120
854 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
855 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
857 #include "conf_chr.h" /* include auto-generated data structure definitions */
859 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
860 #define EL_CHAR_END (EL_CHAR_START + 79)
862 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
864 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
865 #define EL_EXPANDABLE_WALL_VERTICAL 201
866 #define EL_EXPANDABLE_WALL_ANY 202
868 #define EL_EM_GATE_1 203
869 #define EL_EM_GATE_2 204
870 #define EL_EM_GATE_3 205
871 #define EL_EM_GATE_4 206
873 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
874 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
875 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
877 #define EL_SP_START 210
878 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
879 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
880 #define EL_SP_ZONK (EL_SP_START + 1)
881 #define EL_SP_BASE (EL_SP_START + 2)
882 #define EL_SP_MURPHY (EL_SP_START + 3)
883 #define EL_SP_INFOTRON (EL_SP_START + 4)
884 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
885 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
886 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
887 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
888 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
889 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
890 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
891 #define EL_SP_PORT_UP (EL_SP_START + 12)
892 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
893 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
894 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
895 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
896 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
897 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
898 #define EL_SP_TERMINAL (EL_SP_START + 19)
899 #define EL_SP_DISK_RED (EL_SP_START + 20)
900 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
901 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
902 #define EL_SP_PORT_ANY (EL_SP_START + 23)
903 #define EL_SP_ELECTRON (EL_SP_START + 24)
904 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
905 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
906 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
907 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
908 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
909 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
910 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
911 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
912 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
913 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
914 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
915 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
916 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
917 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
918 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
919 #define EL_SP_END (EL_SP_START + 39)
921 #define EL_EM_GATE_1_GRAY 250
922 #define EL_EM_GATE_2_GRAY 251
923 #define EL_EM_GATE_3_GRAY 252
924 #define EL_EM_GATE_4_GRAY 253
926 #define EL_UNUSED_254 254
927 #define EL_UNUSED_255 255
930 #define EL_CRYSTAL 257
931 #define EL_WALL_PEARL 258
932 #define EL_WALL_CRYSTAL 259
933 #define EL_DOOR_WHITE 260
934 #define EL_DOOR_WHITE_GRAY 261
935 #define EL_KEY_WHITE 262
936 #define EL_SHIELD_NORMAL 263
937 #define EL_EXTRA_TIME 264
938 #define EL_SWITCHGATE_OPEN 265
939 #define EL_SWITCHGATE_CLOSED 266
940 #define EL_SWITCHGATE_SWITCH_UP 267
941 #define EL_SWITCHGATE_SWITCH_DOWN 268
943 #define EL_UNUSED_269 269
944 #define EL_UNUSED_270 270
946 #define EL_CONVEYOR_BELT_1_LEFT 271
947 #define EL_CONVEYOR_BELT_1_MIDDLE 272
948 #define EL_CONVEYOR_BELT_1_RIGHT 273
949 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
950 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
951 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
952 #define EL_CONVEYOR_BELT_2_LEFT 277
953 #define EL_CONVEYOR_BELT_2_MIDDLE 278
954 #define EL_CONVEYOR_BELT_2_RIGHT 279
955 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
956 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
957 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
958 #define EL_CONVEYOR_BELT_3_LEFT 283
959 #define EL_CONVEYOR_BELT_3_MIDDLE 284
960 #define EL_CONVEYOR_BELT_3_RIGHT 285
961 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
962 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
963 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
964 #define EL_CONVEYOR_BELT_4_LEFT 289
965 #define EL_CONVEYOR_BELT_4_MIDDLE 290
966 #define EL_CONVEYOR_BELT_4_RIGHT 291
967 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
968 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
969 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
970 #define EL_LANDMINE 295
971 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
972 #define EL_LIGHT_SWITCH 297
973 #define EL_LIGHT_SWITCH_ACTIVE 298
974 #define EL_SIGN_EXCLAMATION 299
975 #define EL_SIGN_RADIOACTIVITY 300
976 #define EL_SIGN_STOP 301
977 #define EL_SIGN_WHEELCHAIR 302
978 #define EL_SIGN_PARKING 303
979 #define EL_SIGN_ONEWAY 304
980 #define EL_SIGN_HEART 305
981 #define EL_SIGN_TRIANGLE 306
982 #define EL_SIGN_ROUND 307
983 #define EL_SIGN_EXIT 308
984 #define EL_SIGN_YINYANG 309
985 #define EL_SIGN_OTHER 310
986 #define EL_MOLE_LEFT 311
987 #define EL_MOLE_RIGHT 312
988 #define EL_MOLE_UP 313
989 #define EL_MOLE_DOWN 314
990 #define EL_STEELWALL_SLIPPERY 315
991 #define EL_INVISIBLE_SAND 316
992 #define EL_DX_UNKNOWN_15 317
993 #define EL_DX_UNKNOWN_42 318
995 #define EL_UNUSED_319 319
996 #define EL_UNUSED_320 320
998 #define EL_SHIELD_DEADLY 321
999 #define EL_TIMEGATE_OPEN 322
1000 #define EL_TIMEGATE_CLOSED 323
1001 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1002 #define EL_TIMEGATE_SWITCH 325
1004 #define EL_BALLOON 326
1005 #define EL_BALLOON_SWITCH_LEFT 327
1006 #define EL_BALLOON_SWITCH_RIGHT 328
1007 #define EL_BALLOON_SWITCH_UP 329
1008 #define EL_BALLOON_SWITCH_DOWN 330
1009 #define EL_BALLOON_SWITCH_ANY 331
1011 #define EL_EMC_STEELWALL_1 332
1012 #define EL_EMC_STEELWALL_2 333
1013 #define EL_EMC_STEELWALL_3 334
1014 #define EL_EMC_STEELWALL_4 335
1015 #define EL_EMC_WALL_1 336
1016 #define EL_EMC_WALL_2 337
1017 #define EL_EMC_WALL_3 338
1018 #define EL_EMC_WALL_4 339
1019 #define EL_EMC_WALL_5 340
1020 #define EL_EMC_WALL_6 341
1021 #define EL_EMC_WALL_7 342
1022 #define EL_EMC_WALL_8 343
1024 #define EL_TUBE_ANY 344
1025 #define EL_TUBE_VERTICAL 345
1026 #define EL_TUBE_HORIZONTAL 346
1027 #define EL_TUBE_VERTICAL_LEFT 347
1028 #define EL_TUBE_VERTICAL_RIGHT 348
1029 #define EL_TUBE_HORIZONTAL_UP 349
1030 #define EL_TUBE_HORIZONTAL_DOWN 350
1031 #define EL_TUBE_LEFT_UP 351
1032 #define EL_TUBE_LEFT_DOWN 352
1033 #define EL_TUBE_RIGHT_UP 353
1034 #define EL_TUBE_RIGHT_DOWN 354
1035 #define EL_SPRING 355
1037 #define EL_DX_SUPABOMB 357
1039 #define EL_UNUSED_358 358
1040 #define EL_UNUSED_359 359
1042 /* ---------- begin of custom elements section ----------------------------- */
1043 #define EL_CUSTOM_START 360
1045 #include "conf_cus.h" /* include auto-generated data structure definitions */
1047 #define NUM_CUSTOM_ELEMENTS 256
1048 #define EL_CUSTOM_END 615
1049 /* ---------- end of custom elements section ------------------------------- */
1051 #define EL_EM_KEY_1 616
1052 #define EL_EM_KEY_2 617
1053 #define EL_EM_KEY_3 618
1054 #define EL_EM_KEY_4 619
1055 #define EL_ENVELOPE_1 620
1056 #define EL_ENVELOPE_2 621
1057 #define EL_ENVELOPE_3 622
1058 #define EL_ENVELOPE_4 623
1060 /* ---------- begin of group elements section ------------------------------ */
1061 #define EL_GROUP_START 624
1063 #include "conf_grp.h" /* include auto-generated data structure definitions */
1065 #define NUM_GROUP_ELEMENTS 32
1066 #define EL_GROUP_END 655
1067 /* ---------- end of custom elements section ------------------------------- */
1069 #define EL_UNKNOWN 656
1070 #define EL_TRIGGER_ELEMENT 657
1071 #define EL_TRIGGER_PLAYER 658
1073 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1074 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1075 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1076 #define EL_SP_GRAVITY_ON_PORT_UP 662
1077 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1078 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1079 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1080 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1083 /* the following EMC style elements are currently not implemented in R'n'D */
1084 #define EL_BALLOON_SWITCH_NONE 667
1085 #define EL_EMC_GATE_5 668
1086 #define EL_EMC_GATE_6 669
1087 #define EL_EMC_GATE_7 670
1088 #define EL_EMC_GATE_8 671
1089 #define EL_EMC_GATE_5_GRAY 672
1090 #define EL_EMC_GATE_6_GRAY 673
1091 #define EL_EMC_GATE_7_GRAY 674
1092 #define EL_EMC_GATE_8_GRAY 675
1093 #define EL_EMC_KEY_5 676
1094 #define EL_EMC_KEY_6 677
1095 #define EL_EMC_KEY_7 678
1096 #define EL_EMC_KEY_8 679
1097 #define EL_EMC_ANDROID 680
1098 #define EL_EMC_GRASS 681
1099 #define EL_EMC_MAGIC_BALL 682
1100 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1101 #define EL_EMC_MAGIC_BALL_SWITCH 684
1102 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1103 #define EL_EMC_SPRING_BUMPER 686
1104 #define EL_EMC_PLANT 687
1105 #define EL_EMC_LENSES 688
1106 #define EL_EMC_MAGNIFIER 689
1107 #define EL_EMC_WALL_9 690
1108 #define EL_EMC_WALL_10 691
1109 #define EL_EMC_WALL_11 692
1110 #define EL_EMC_WALL_12 693
1111 #define EL_EMC_WALL_13 694
1112 #define EL_EMC_WALL_14 695
1113 #define EL_EMC_WALL_15 696
1114 #define EL_EMC_WALL_16 697
1115 #define EL_EMC_WALL_SLIPPERY_1 698
1116 #define EL_EMC_WALL_SLIPPERY_2 699
1117 #define EL_EMC_WALL_SLIPPERY_3 700
1118 #define EL_EMC_WALL_SLIPPERY_4 701
1119 #define EL_EMC_FAKE_GRASS 702
1120 #define EL_EMC_FAKE_ACID 703
1121 #define EL_EMC_DRIPPER 704
1123 #define NUM_FILE_ELEMENTS 705
1126 /* "real" (and therefore drawable) runtime elements */
1127 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1129 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1130 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1131 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1132 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1133 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1134 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1135 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1136 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1137 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1138 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1139 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1140 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1141 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1142 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1143 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1144 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1145 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1146 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1147 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1148 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1149 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1150 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1151 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1152 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1153 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1154 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1155 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1156 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1157 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1158 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1159 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1160 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1161 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1162 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1163 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1164 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1165 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1166 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1167 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1168 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1169 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1170 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1171 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1172 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1173 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1175 /* "unreal" (and therefore not drawable) runtime elements */
1176 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1178 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1179 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1180 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1181 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1182 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1183 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1184 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1185 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1186 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1187 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1188 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1189 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1190 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1191 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1192 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1193 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1194 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1195 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1197 /* dummy elements (never used as game elements, only used as graphics) */
1198 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1200 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1201 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1202 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1203 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1204 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1205 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1206 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1207 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1208 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1209 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1210 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1211 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1212 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1213 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1214 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1215 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1216 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1217 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1218 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1219 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1220 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1221 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1222 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1223 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1224 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1226 /* internal elements (only used for internal purposes like copying) */
1227 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1229 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1230 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1231 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1232 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1234 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1235 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1236 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1237 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1239 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1242 /* values for graphics/sounds action types */
1243 #define ACTION_DEFAULT 0
1244 #define ACTION_WAITING 1
1245 #define ACTION_FALLING 2
1246 #define ACTION_MOVING 3
1247 #define ACTION_DIGGING 4
1248 #define ACTION_SNAPPING 5
1249 #define ACTION_COLLECTING 6
1250 #define ACTION_DROPPING 7
1251 #define ACTION_PUSHING 8
1252 #define ACTION_WALKING 9
1253 #define ACTION_PASSING 10
1254 #define ACTION_IMPACT 11
1255 #define ACTION_BREAKING 12
1256 #define ACTION_ACTIVATING 13
1257 #define ACTION_DEACTIVATING 14
1258 #define ACTION_OPENING 15
1259 #define ACTION_CLOSING 16
1260 #define ACTION_ATTACKING 17
1261 #define ACTION_GROWING 18
1262 #define ACTION_SHRINKING 19
1263 #define ACTION_ACTIVE 20
1264 #define ACTION_FILLING 21
1265 #define ACTION_EMPTYING 22
1266 #define ACTION_CHANGING 23
1267 #define ACTION_EXPLODING 24
1268 #define ACTION_BORING 25
1269 #define ACTION_BORING_1 26
1270 #define ACTION_BORING_2 27
1271 #define ACTION_BORING_3 28
1272 #define ACTION_BORING_4 29
1273 #define ACTION_BORING_5 30
1274 #define ACTION_BORING_6 31
1275 #define ACTION_BORING_7 32
1276 #define ACTION_BORING_8 33
1277 #define ACTION_BORING_9 34
1278 #define ACTION_BORING_10 35
1279 #define ACTION_SLEEPING 36
1280 #define ACTION_SLEEPING_1 37
1281 #define ACTION_SLEEPING_2 38
1282 #define ACTION_SLEEPING_3 39
1283 #define ACTION_AWAKENING 40
1284 #define ACTION_DYING 41
1285 #define ACTION_TURNING 42
1286 #define ACTION_TURNING_FROM_LEFT 43
1287 #define ACTION_TURNING_FROM_RIGHT 44
1288 #define ACTION_TURNING_FROM_UP 45
1289 #define ACTION_TURNING_FROM_DOWN 46
1290 #define ACTION_SMASHED_BY_ROCK 47
1291 #define ACTION_SMASHED_BY_SPRING 48
1292 #define ACTION_SLURPED_BY_SPRING 49
1293 #define ACTION_TWINKLING 50
1294 #define ACTION_SPLASHING 51
1295 #define ACTION_PAGE_1 52
1296 #define ACTION_PAGE_2 53
1297 #define ACTION_PAGE_3 54
1298 #define ACTION_PAGE_4 55
1299 #define ACTION_PAGE_5 56
1300 #define ACTION_PAGE_6 57
1301 #define ACTION_PAGE_7 58
1302 #define ACTION_PAGE_8 59
1303 #define ACTION_PAGE_9 60
1304 #define ACTION_PAGE_10 61
1305 #define ACTION_PAGE_11 62
1306 #define ACTION_PAGE_12 63
1307 #define ACTION_PAGE_13 64
1308 #define ACTION_PAGE_14 65
1309 #define ACTION_PAGE_15 66
1310 #define ACTION_PAGE_16 67
1311 #define ACTION_PAGE_17 68
1312 #define ACTION_PAGE_18 69
1313 #define ACTION_PAGE_19 70
1314 #define ACTION_PAGE_20 71
1315 #define ACTION_PAGE_21 72
1316 #define ACTION_PAGE_22 73
1317 #define ACTION_PAGE_23 74
1318 #define ACTION_PAGE_24 75
1319 #define ACTION_PAGE_25 76
1320 #define ACTION_PAGE_26 77
1321 #define ACTION_PAGE_27 78
1322 #define ACTION_PAGE_28 79
1323 #define ACTION_PAGE_29 80
1324 #define ACTION_PAGE_30 81
1325 #define ACTION_PAGE_31 82
1326 #define ACTION_PAGE_32 83
1327 #define ACTION_OTHER 84
1329 #define NUM_ACTIONS 85
1331 #define ACTION_BORING_LAST ACTION_BORING_10
1332 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1335 /* values for special image configuration suffixes (must match game mode) */
1336 #define GFX_SPECIAL_ARG_DEFAULT 0
1337 #define GFX_SPECIAL_ARG_MAIN 1
1338 #define GFX_SPECIAL_ARG_LEVELS 2
1339 #define GFX_SPECIAL_ARG_SCORES 3
1340 #define GFX_SPECIAL_ARG_EDITOR 4
1341 #define GFX_SPECIAL_ARG_INFO 5
1342 #define GFX_SPECIAL_ARG_SETUP 6
1343 #define GFX_SPECIAL_ARG_PLAYING 7
1344 #define GFX_SPECIAL_ARG_DOOR 8
1345 #define GFX_SPECIAL_ARG_PREVIEW 9
1346 #define GFX_SPECIAL_ARG_CRUMBLED 10
1348 #define NUM_SPECIAL_GFX_ARGS 11
1351 /* values for image configuration suffixes */
1354 #define GFX_ARG_XPOS 2
1355 #define GFX_ARG_YPOS 3
1356 #define GFX_ARG_WIDTH 4
1357 #define GFX_ARG_HEIGHT 5
1358 #define GFX_ARG_VERTICAL 6
1359 #define GFX_ARG_OFFSET 7
1360 #define GFX_ARG_XOFFSET 8
1361 #define GFX_ARG_YOFFSET 9
1362 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1363 #define GFX_ARG_2ND_VERTICAL 11
1364 #define GFX_ARG_2ND_OFFSET 12
1365 #define GFX_ARG_2ND_XOFFSET 13
1366 #define GFX_ARG_2ND_YOFFSET 14
1367 #define GFX_ARG_2ND_SWAP_TILES 15
1368 #define GFX_ARG_FRAMES 16
1369 #define GFX_ARG_FRAMES_PER_LINE 17
1370 #define GFX_ARG_START_FRAME 18
1371 #define GFX_ARG_DELAY 19
1372 #define GFX_ARG_ANIM_MODE 20
1373 #define GFX_ARG_GLOBAL_SYNC 21
1374 #define GFX_ARG_CRUMBLED_LIKE 22
1375 #define GFX_ARG_DIGGABLE_LIKE 23
1376 #define GFX_ARG_BORDER_SIZE 24
1377 #define GFX_ARG_STEP_OFFSET 25
1378 #define GFX_ARG_STEP_DELAY 26
1379 #define GFX_ARG_DIRECTION 27
1380 #define GFX_ARG_POSITION 28
1381 #define GFX_ARG_DRAW_XOFFSET 29
1382 #define GFX_ARG_DRAW_YOFFSET 30
1383 #define GFX_ARG_DRAW_MASKED 31
1384 #define GFX_ARG_ANIM_DELAY_FIXED 32
1385 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1386 #define GFX_ARG_POST_DELAY_FIXED 34
1387 #define GFX_ARG_POST_DELAY_RANDOM 35
1388 #define GFX_ARG_NAME 36
1389 #define GFX_ARG_SCALE_UP_FACTOR 37
1390 #define GFX_ARG_CLONE_FROM 38
1392 #define NUM_GFX_ARGS 39
1395 /* values for sound configuration suffixes */
1396 #define SND_ARG_MODE_LOOP 0
1397 #define SND_ARG_VOLUME 1
1398 #define SND_ARG_PRIORITY 2
1400 #define NUM_SND_ARGS 3
1403 /* values for music configuration suffixes */
1404 #define MUS_ARG_MODE_LOOP 0
1406 #define NUM_MUS_ARGS 1
1409 /* values for font configuration */
1410 #define FONT_INITIAL_1 0
1411 #define FONT_INITIAL_2 1
1412 #define FONT_INITIAL_3 2
1413 #define FONT_INITIAL_4 3
1414 #define FONT_TITLE_1 4
1415 #define FONT_TITLE_2 5
1416 #define FONT_MENU_1 6
1417 #define FONT_MENU_2 7
1418 #define FONT_TEXT_1_ACTIVE 8
1419 #define FONT_TEXT_2_ACTIVE 9
1420 #define FONT_TEXT_3_ACTIVE 10
1421 #define FONT_TEXT_4_ACTIVE 11
1422 #define FONT_TEXT_1 12
1423 #define FONT_TEXT_2 13
1424 #define FONT_TEXT_3 14
1425 #define FONT_TEXT_4 15
1426 #define FONT_ENVELOPE_1 16
1427 #define FONT_ENVELOPE_2 17
1428 #define FONT_ENVELOPE_3 18
1429 #define FONT_ENVELOPE_4 19
1430 #define FONT_INPUT_1_ACTIVE 20
1431 #define FONT_INPUT_2_ACTIVE 21
1432 #define FONT_INPUT_1 22
1433 #define FONT_INPUT_2 23
1434 #define FONT_OPTION_OFF 24
1435 #define FONT_OPTION_ON 25
1436 #define FONT_VALUE_1 26
1437 #define FONT_VALUE_2 27
1438 #define FONT_VALUE_OLD 28
1439 #define FONT_LEVEL_NUMBER 29
1440 #define FONT_TAPE_RECORDER 30
1441 #define FONT_GAME_INFO 31
1443 #define NUM_FONTS 32
1444 #define NUM_INITIAL_FONTS 4
1446 /* values for game_status (must match special image configuration suffixes) */
1447 #define GAME_MODE_DEFAULT 0
1448 #define GAME_MODE_MAIN 1
1449 #define GAME_MODE_LEVELS 2
1450 #define GAME_MODE_SCORES 3
1451 #define GAME_MODE_EDITOR 4
1452 #define GAME_MODE_INFO 5
1453 #define GAME_MODE_SETUP 6
1454 #define GAME_MODE_PLAYING 7
1455 #define GAME_MODE_PSEUDO_DOOR 8
1456 #define GAME_MODE_PSEUDO_PREVIEW 9
1457 #define GAME_MODE_PSEUDO_CRUMBLED 10
1459 /* there are no special config file suffixes for these modes */
1460 #define GAME_MODE_PSEUDO_TYPENAME 11
1461 #define GAME_MODE_QUIT 12
1463 /* special definitions currently only used for custom artwork configuration */
1464 #define MUSIC_PREFIX_BACKGROUND 0
1465 #define NUM_MUSIC_PREFIXES 1
1466 #define MAX_LEVELS 1000
1468 /* definitions for demo animation lists */
1469 #define HELPANIM_LIST_NEXT -1
1470 #define HELPANIM_LIST_END -999
1473 /* program information and versioning definitions */
1475 #define RELEASE_3_1_2 FALSE
1478 #define PROGRAM_VERSION_MAJOR 3
1479 #define PROGRAM_VERSION_MINOR 1
1480 #define PROGRAM_VERSION_PATCH 2
1481 #define PROGRAM_VERSION_BUILD 0
1483 /* !!! make sure that packaging script can find unique version number !!! */
1484 #define PROGRAM_VERSION_MAJOR 3
1485 #define PROGRAM_VERSION_MINOR 2
1486 #define PROGRAM_VERSION_PATCH 0
1487 #define PROGRAM_VERSION_BUILD 5
1490 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1491 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1492 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
1494 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1495 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1496 #define FILENAME_PREFIX "Rocks"
1498 #if defined(PLATFORM_UNIX)
1499 #define USERDATA_DIRECTORY ".rocksndiamonds"
1500 #elif defined(PLATFORM_WIN32)
1501 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1503 #define USERDATA_DIRECTORY "userdata"
1506 #define X11_ICON_FILENAME "rocks_icon.xbm"
1507 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1508 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1510 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1511 ** currently supported/known file version numbers:
1513 ** 1.2 (still in use)
1514 ** 1.4 (still in use)
1517 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1518 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1519 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1520 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1522 /* file version does not change for every program version, but is changed
1523 when new features are introduced that are incompatible with older file
1524 versions, so that they can be treated accordingly */
1525 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1527 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1528 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1529 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1530 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1532 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1533 PROGRAM_VERSION_MINOR, \
1534 PROGRAM_VERSION_PATCH, \
1535 PROGRAM_VERSION_BUILD)
1537 /* values for game_emulation */
1539 #define EMU_BOULDERDASH 1
1540 #define EMU_SOKOBAN 2
1541 #define EMU_SUPAPLEX 3
1543 /* values for level file type identifier */
1544 #define LEVEL_FILE_TYPE_UNKNOWN 0
1545 #define LEVEL_FILE_TYPE_RND 1
1546 #define LEVEL_FILE_TYPE_BD 2
1547 #define LEVEL_FILE_TYPE_EM 3
1548 #define LEVEL_FILE_TYPE_SP 4
1549 #define LEVEL_FILE_TYPE_DX 5
1550 #define LEVEL_FILE_TYPE_SB 6
1551 #define LEVEL_FILE_TYPE_DC 7
1553 #define NUM_LEVEL_FILE_TYPES 8
1555 /* values for game engine type identifier */
1556 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1557 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1558 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1560 #define NUM_ENGINE_TYPES 3
1565 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1566 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1568 int scrollbar_xoffset;
1570 int list_size[NUM_SPECIAL_GFX_ARGS];
1572 int sound[NUM_SPECIAL_GFX_ARGS];
1573 int music[NUM_SPECIAL_GFX_ARGS];
1585 char Name[MAX_PLAYER_NAME_LEN + 1];
1596 boolean present; /* player present in level playfield */
1597 boolean connected; /* player connected (locally or via network) */
1598 boolean active; /* player present and connected */
1600 int index_nr; /* player number (0 to 3) */
1601 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1602 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1603 int client_nr; /* network client identifier */
1605 byte action; /* action from local input device */
1606 byte effective_action; /* action acknowledged from network server
1607 or summarized over all configured input
1608 devices when in single player mode */
1609 byte programmed_action; /* action forced by game itself (like moving
1610 through doors); overrides other actions */
1612 int jx, jy, last_jx, last_jy;
1613 int MovDir, MovPos, GfxDir, GfxPos;
1614 int Frame, StepFrame;
1618 boolean use_murphy_graphic;
1620 boolean block_last_field;
1621 int block_delay_adjustment; /* needed for different engine versions */
1623 boolean can_fall_into_acid;
1625 boolean LevelSolved, GameOver;
1631 boolean is_auto_moving;
1633 boolean is_snapping;
1634 boolean is_collecting;
1636 boolean is_switching;
1637 boolean is_dropping;
1640 boolean is_sleeping;
1642 int frame_counter_bored;
1643 int frame_counter_sleeping;
1645 int anim_delay_counter;
1646 int post_delay_counter;
1648 int action_waiting, last_action_waiting;
1649 int special_action_bored;
1650 int special_action_sleeping;
1652 int num_special_action_bored;
1653 int num_special_action_sleeping;
1655 int switch_x, switch_y;
1661 int move_delay_value;
1662 int move_delay_value_next;
1663 int move_delay_reset_counter;
1666 int push_delay_value;
1668 unsigned long actual_frame_counter;
1675 int gems_still_needed;
1676 int sokobanfields_still_needed;
1677 int lights_still_needed;
1678 int friends_still_needed;
1679 int key[MAX_NUM_KEYS];
1680 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1681 int shield_normal_time_left;
1682 int shield_deadly_time_left;
1684 int inventory_element[MAX_INVENTORY_SIZE];
1685 int inventory_infinite_element;
1691 int music[MAX_LEVELS];
1694 struct LevelFileInfo
1705 struct LevelFileInfo file_info;
1707 int game_engine_type;
1709 /* level stored in native format for the alternative native game engines */
1710 struct LevelInfo_EM *native_em_level;
1712 int file_version; /* file format version the level is stored with */
1713 int game_version; /* game release version the level was created with */
1715 boolean encoding_16bit_field; /* level contains 16-bit elements */
1716 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1717 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1721 int time; /* available time (seconds) */
1724 char name[MAX_LEVEL_NAME_LEN + 1];
1725 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1727 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1728 int envelope_xsize[4], envelope_ysize[4];
1730 int score[LEVEL_SCORE_ELEMENTS];
1732 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1733 int num_yamyam_contents;
1738 int game_of_life[4];
1741 int time_magic_wall;
1746 int shield_normal_time;
1747 int shield_deadly_time;
1752 /* values for the new EMC elements */
1753 int android_move_time;
1754 int android_clone_time;
1755 boolean ball_random;
1756 boolean ball_state_initial;
1763 int wind_direction_initial;
1764 struct Content ball_content[MAX_ELEMENT_CONTENTS];
1765 boolean android_array[16];
1767 int can_move_into_acid_bits; /* bitfield to store property for elements */
1768 int dont_collide_with_bits; /* bitfield to store property for elements */
1770 boolean double_speed;
1771 boolean initial_gravity;
1772 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1773 boolean use_spring_bug; /* for compatibility with old levels */
1774 boolean instant_relocation; /* no visual delay when relocating player */
1775 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1776 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1778 boolean block_last_field; /* player blocks previous field while moving */
1779 boolean sp_block_last_field; /* player blocks previous field while moving */
1781 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1782 int use_step_counter; /* count steps instead of seconds for level */
1784 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1786 boolean use_custom_template; /* use custom properties from template file */
1788 boolean no_valid_file; /* set when level file missing or invalid */
1790 boolean changed; /* set when level was changed in the editor */
1795 int file_version; /* file format version the tape is stored with */
1796 int game_version; /* game release version the tape was created with */
1797 int engine_version; /* game engine version the tape was recorded with */
1799 char *level_identifier;
1801 unsigned long random_seed;
1803 unsigned long counter;
1804 unsigned long length;
1805 unsigned long length_seconds;
1806 unsigned int delay_played;
1807 boolean pause_before_death;
1808 boolean recording, playing, pausing;
1809 boolean fast_forward;
1810 boolean warp_forward;
1811 boolean deactivate_display;
1813 boolean auto_play_level_solved;
1814 boolean quick_resume;
1815 boolean single_step;
1817 boolean player_participates[MAX_PLAYERS];
1818 int num_participating_players;
1822 byte action[MAX_PLAYERS];
1824 } pos[MAX_TAPE_LEN];
1826 boolean no_valid_file; /* set when tape file missing or invalid */
1831 /* values for engine initialization */
1832 int default_push_delay_fixed;
1833 int default_push_delay_random;
1835 /* constant within running game */
1838 int initial_move_delay;
1839 int initial_move_delay_value;
1840 int initial_push_delay_value;
1842 /* flags to handle bugs in and changes between different engine versions */
1843 /* (for the latest engine version, these flags should always be "FALSE") */
1844 boolean use_change_when_pushing_bug;
1845 boolean use_block_last_field_bug;
1847 /* variable within running game */
1848 int yamyam_content_nr;
1849 boolean magic_wall_active;
1850 int magic_wall_time_left;
1851 int light_time_left;
1852 int timegate_time_left;
1858 boolean explosions_delayed;
1859 boolean envelope_active;
1861 /* values for player idle animation (no effect on engine) */
1862 int player_boring_delay_fixed;
1863 int player_boring_delay_random;
1864 int player_sleeping_delay_fixed;
1865 int player_sleeping_delay_random;
1867 /* values for special game initialization control */
1868 boolean restart_level;
1873 char *autoplay_leveldir;
1874 int autoplay_level[MAX_TAPES_PER_SET];
1875 boolean autoplay_all;
1877 char *convert_leveldir;
1878 int convert_level_nr;
1882 float frames_per_second;
1883 boolean fps_slowdown;
1884 int fps_slowdown_factor;
1887 struct ElementChangeInfo
1889 boolean can_change; /* use or ignore this change info */
1891 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
1893 int trigger_player; /* player triggering change */
1894 int trigger_side; /* side triggering change */
1895 int trigger_page; /* page triggering change */
1897 short target_element; /* target element after change */
1899 int delay_fixed; /* added frame delay before changed (fixed) */
1900 int delay_random; /* added frame delay before changed (random) */
1901 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1903 short trigger_element; /* element triggering change */
1905 struct Content target_content;/* elements for extended change target */
1906 boolean use_target_content; /* use extended change target */
1907 boolean only_if_complete; /* only use complete target content */
1908 boolean use_random_replace; /* use random value for replacing elements */
1909 int random_percentage; /* random value for replacing elements */
1910 int replace_when; /* type of elements that can be replaced */
1912 boolean explode; /* explode instead of change */
1914 boolean has_action; /* execute action on specified condition */
1915 int action_type; /* type of action */
1916 int action_mode; /* mode of action */
1917 int action_arg; /* parameter of action */
1919 /* ---------- internal values used at runtime when playing ---------- */
1921 /* functions that are called before, while and after the change of an
1922 element -- currently only used for non-custom elements */
1923 void (*pre_change_function)(int x, int y);
1924 void (*change_function)(int x, int y);
1925 void (*post_change_function)(int x, int y);
1927 short actual_trigger_element; /* element that actually triggered change */
1928 int actual_trigger_player; /* player which actually triggered change */
1930 boolean can_change_or_has_action; /* can_change | has_action */
1932 /* ---------- internal values used in level editor ---------- */
1934 int direct_action; /* change triggered by actions on element */
1935 int other_action; /* change triggered by other element actions */
1938 struct ElementGroupInfo
1940 int num_elements; /* number of elements in this group */
1941 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1943 int choice_mode; /* how to choose element from group */
1945 /* ---------- internal values used at runtime when playing ---------- */
1947 /* the following is the same as above, but with recursively resolved group
1948 elements (group elements may also contain further group elements!) */
1949 int num_elements_resolved;
1950 short element_resolved[NUM_FILE_ELEMENTS];
1952 int choice_pos; /* current element choice position */
1955 struct ElementNameInfo
1957 /* ---------- token and description strings ---------- */
1959 char *token_name; /* element token used in config files */
1960 char *class_name; /* element class used in config files */
1961 char *editor_description; /* pre-defined description for level editor */
1966 /* ---------- token and description strings ---------- */
1968 char *token_name; /* element token used in config files */
1969 char *class_name; /* element class used in config files */
1970 char *editor_description; /* pre-defined description for level editor */
1971 char *custom_description; /* alternative description from config file */
1972 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1974 /* ---------- graphic and sound definitions ---------- */
1976 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1977 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1978 /* special graphics for left/right/up/down */
1980 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1981 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1982 /* crumbled graphics for left/right/up/down */
1984 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1985 /* special graphics for certain screens */
1987 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1989 /* ---------- special element property values ---------- */
1991 boolean use_gfx_element; /* use custom graphic element */
1992 short gfx_element; /* optional custom graphic element */
1994 int access_direction; /* accessible from which direction */
1996 int collect_score_initial; /* initial score value for collecting */
1997 int collect_count_initial; /* initial count value for collecting */
1999 int push_delay_fixed; /* constant delay before pushing */
2000 int push_delay_random; /* additional random delay before pushing */
2001 int drop_delay_fixed; /* constant delay after dropping */
2002 int drop_delay_random; /* additional random delay after dropping */
2003 int move_delay_fixed; /* constant delay after moving */
2004 int move_delay_random; /* additional random delay after moving */
2006 int move_pattern; /* direction movable element moves to */
2007 int move_direction_initial; /* initial direction element moves to */
2008 int move_stepsize; /* step size element moves with */
2010 int move_enter_element; /* element that can be entered (and removed) */
2011 int move_leave_element; /* element that can be left behind */
2012 int move_leave_type; /* change (limited) or leave (unlimited) */
2014 int slippery_type; /* how/where other elements slip away */
2016 struct Content content; /* new elements after explosion */
2018 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2019 int explosion_delay; /* duration of explosion of this element */
2020 int ignition_delay; /* delay for explosion by other explosion */
2022 struct ElementChangeInfo *change_page; /* actual list of change pages */
2023 struct ElementChangeInfo *change; /* pointer to current change page */
2025 int num_change_pages; /* actual number of change pages */
2026 int current_change_page; /* currently edited change page */
2028 struct ElementGroupInfo *group; /* pointer to element group info */
2030 /* ---------- internal values used at runtime when playing ---------- */
2032 boolean has_change_event[NUM_CHANGE_EVENTS];
2034 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2035 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2037 boolean in_group[NUM_GROUP_ELEMENTS];
2039 int collect_score; /* runtime score value for collecting */
2041 /* ---------- internal values used in level editor ---------- */
2043 int access_type; /* walkable or passable */
2044 int access_layer; /* accessible over/inside/under */
2045 int access_protected; /* protection against deadly elements */
2046 int walk_to_action; /* diggable/collectible/pushable */
2047 int smash_targets; /* can smash player/enemies/everything */
2048 int deadliness; /* deadly when running/colliding/touching */
2050 boolean can_explode_by_fire; /* element explodes by fire */
2051 boolean can_explode_smashed; /* element explodes when smashed */
2052 boolean can_explode_impact; /* element explodes on impact */
2054 boolean modified_settings; /* set for all modified custom elements */
2059 char *token_name; /* font token used in config files */
2061 int graphic; /* default graphic for this font */
2062 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2063 /* special graphics for certain screens */
2064 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2065 /* internal bitmap ID for special graphics */
2071 int src_image_width; /* scaled bitmap size, but w/o small images */
2072 int src_image_height; /* scaled bitmap size, but w/o small images */
2074 int src_x, src_y; /* start position of animation frames */
2075 int width, height; /* width/height of each animation frame */
2076 int offset_x, offset_y; /* x/y offset to next animation frame */
2077 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2078 boolean double_movement; /* animation has second movement tile */
2079 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2081 int anim_frames_per_line;
2082 int anim_start_frame;
2083 int anim_delay; /* important: delay of 1 means "no delay"! */
2085 boolean anim_global_sync;
2086 int crumbled_like; /* element for cloning crumble graphics */
2087 int diggable_like; /* element for cloning digging graphics */
2088 int border_size; /* border size for "crumbled" graphics */
2089 int scale_up_factor; /* optional factor for scaling image up */
2090 int clone_from; /* graphic for cloning *all* settings */
2092 int anim_delay_fixed; /* optional delay values for bored and */
2093 int anim_delay_random; /* sleeping player animations (animation */
2094 int post_delay_fixed; /* intervall and following pause before */
2095 int post_delay_random; /* next intervall (bored animation only) */
2097 int step_offset; /* optional step offset of toon animations */
2098 int step_delay; /* optional step delay of toon animations */
2100 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2102 int draw_masked; /* optional setting for drawing envelope gfx */
2104 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2105 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2106 GC clip_gc; /* single-graphic-only clip gc for X11 */
2122 struct MusicPrefixInfo
2125 boolean is_loop_music;
2128 struct MusicFileInfo
2133 char *artist_header;
2146 struct MusicFileInfo *next;
2149 struct ElementActionInfo
2153 boolean is_loop_sound;
2156 struct ElementDirectionInfo
2162 struct SpecialSuffixInfo
2178 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2179 extern Pixmap tile_clipmask[];
2180 extern DrawBuffer *fieldbuffer;
2181 extern DrawBuffer *drawto_field;
2183 extern int game_status;
2184 extern boolean level_editor_test_game;
2185 extern boolean network_playing;
2187 #if defined(TARGET_SDL)
2188 extern boolean network_server;
2189 extern SDL_Thread *server_thread;
2192 extern int key_joystick_mapping;
2194 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2195 extern int redraw_x1, redraw_y1;
2197 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2198 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2199 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2200 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2201 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2202 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2203 extern short Count[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2204 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2205 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2206 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2207 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2208 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2209 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2210 extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2211 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2212 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2213 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2214 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2215 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2216 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2217 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2218 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2219 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2220 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2221 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2222 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2224 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2226 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2227 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2228 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2229 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2230 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2232 extern int lev_fieldx, lev_fieldy;
2233 extern int scroll_x, scroll_y;
2236 extern int ScrollStepSize;
2237 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2238 extern int BorderElement;
2239 extern int GameFrameDelay;
2240 extern int FfwdFrameDelay;
2241 extern int BX1, BY1;
2242 extern int BX2, BY2;
2243 extern int SBX_Left, SBX_Right;
2244 extern int SBY_Upper, SBY_Lower;
2246 extern int ExitX, ExitY;
2247 extern int AllPlayersGone;
2249 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2250 extern boolean SiebAktiv;
2251 extern int SiebCount;
2253 extern boolean network_player_action_received;
2255 extern int graphics_action_mapping[];
2257 extern struct LevelSetInfo levelset;
2258 extern struct LevelInfo level, level_template;
2259 extern struct PlayerInfo stored_player[], *local_player;
2260 extern struct HiScore highscore[];
2261 extern struct TapeInfo tape;
2262 extern struct GameInfo game;
2263 extern struct GlobalInfo global;
2264 extern struct MenuInfo menu;
2265 extern struct DoorInfo door_1, door_2;
2266 extern struct ElementInfo element_info[];
2267 extern struct ElementNameInfo element_name_info[];
2268 extern struct ElementActionInfo element_action_info[];
2269 extern struct ElementDirectionInfo element_direction_info[];
2270 extern struct SpecialSuffixInfo special_suffix_info[];
2271 extern struct TokenIntPtrInfo image_config_vars[];
2272 extern struct FontInfo font_info[];
2273 extern struct MusicPrefixInfo music_prefix_info[];
2274 extern struct GraphicInfo *graphic_info;
2275 extern struct SoundInfo *sound_info;
2276 extern struct MusicInfo *music_info;
2277 extern struct MusicFileInfo *music_file_info;
2278 extern struct HelpAnimInfo *helpanim_info;
2279 extern SetupFileHash *helptext_info;
2280 extern struct ConfigTypeInfo image_config_suffix[];
2281 extern struct ConfigTypeInfo sound_config_suffix[];
2282 extern struct ConfigTypeInfo music_config_suffix[];
2283 extern struct ConfigInfo image_config[];
2284 extern struct ConfigInfo sound_config[];
2285 extern struct ConfigInfo music_config[];
2286 extern struct ConfigInfo helpanim_config[];
2287 extern struct ConfigInfo helptext_config[];