1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
30 #define IMG_UNDEFINED (-1)
31 #define IMG_EMPTY IMG_EMPTY_SPACE
32 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
33 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
34 #define IMG_CHAR_START IMG_CHAR_SPACE
35 #define IMG_CUSTOM_START IMG_CUSTOM_1
37 #define SND_UNDEFINED (-1)
44 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
45 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
46 #define MIN_LEV_FIELDX 3
47 #define MIN_LEV_FIELDY 3
48 #define STD_LEV_FIELDX 64
49 #define STD_LEV_FIELDY 32
50 #define MAX_LEV_FIELDX 128
51 #define MAX_LEV_FIELDY 128
53 #define SCREENX(a) ((a) - scroll_x)
54 #define SCREENY(a) ((a) - scroll_y)
55 #define LEVELX(a) ((a) + scroll_x)
56 #define LEVELY(a) ((a) + scroll_y)
57 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
58 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
59 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
61 /* values for configurable properties (custom elem's only, else pre-defined) */
63 #define EP_COLLECTIBLE_ONLY 1
64 #define EP_DONT_RUN_INTO 2
65 #define EP_DONT_COLLIDE_WITH 3
66 #define EP_DONT_TOUCH 4
67 #define EP_INDESTRUCTIBLE 5
69 #define EP_CAN_CHANGE 7
72 #define EP_CAN_SMASH_PLAYER 10
73 #define EP_CAN_SMASH_ENEMIES 11
74 #define EP_CAN_SMASH_EVERYTHING 12
75 #define EP_CAN_EXPLODE_BY_FIRE 13
76 #define EP_CAN_EXPLODE_SMASHED 14
77 #define EP_CAN_EXPLODE_IMPACT 15
78 #define EP_WALKABLE_OVER 16
79 #define EP_WALKABLE_INSIDE 17
80 #define EP_WALKABLE_UNDER 18
81 #define EP_PASSABLE_OVER 19
82 #define EP_PASSABLE_INSIDE 20
83 #define EP_PASSABLE_UNDER 21
84 #define EP_DROPPABLE 22
85 #define EP_CAN_EXPLODE_1X1 23
86 #define EP_PUSHABLE 24
88 /* values for pre-defined properties */
90 #define EP_CAN_PASS_MAGIC_WALL 33
91 #define EP_SWITCHABLE 34
92 #define EP_BD_ELEMENT 35
93 #define EP_SP_ELEMENT 36
94 #define EP_SB_ELEMENT 37
96 #define EP_FOOD_DARK_YAMYAM 39
97 #define EP_FOOD_PENGUIN 40
98 #define EP_FOOD_PIG 41
99 #define EP_HISTORIC_WALL 42
100 #define EP_HISTORIC_SOLID 43
101 #define EP_CLASSIC_ENEMY 44
103 #define EP_BELT_ACTIVE 46
104 #define EP_BELT_SWITCH 47
106 #define EP_KEYGATE 49
107 #define EP_AMOEBOID 50
108 #define EP_AMOEBALIVE 51
109 #define EP_HAS_CONTENT 52
110 #define EP_ACTIVE_BOMB 53
111 #define EP_INACTIVE 54
113 /* values for special configurable properties (depending on level settings) */
114 #define EP_EM_SLIPPERY_WALL 55
116 /* values for special graphics properties (no effect on game engine) */
117 #define EP_GFX_CRUMBLED 56
119 /* values for derived properties (determined from properties above) */
120 #define EP_ACCESSIBLE_OVER 57
121 #define EP_ACCESSIBLE_INSIDE 58
122 #define EP_ACCESSIBLE_UNDER 59
123 #define EP_WALKABLE 60
124 #define EP_PASSABLE 61
125 #define EP_ACCESSIBLE 62
126 #define EP_COLLECTIBLE 63
127 #define EP_SNAPPABLE 64
129 #define EP_SOLID_FOR_PUSHING 66
130 #define EP_DRAGONFIRE_PROOF 67
131 #define EP_EXPLOSION_PROOF 68
132 #define EP_CAN_SMASH 69
133 #define EP_CAN_EXPLODE 70
134 #define EP_CAN_EXPLODE_3X3 71
136 /* values for internal purpose only (level editor) */
137 #define EP_EXPLODE_RESULT 72
138 #define EP_WALK_TO_OBJECT 73
141 #define NUM_ELEMENT_PROPERTIES 75
143 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
144 #define EP_BITFIELD_BASE 0
146 #define EP_BITMASK_DEFAULT 0
148 #define PROPERTY_BIT(p) (1 << ((p) % 32))
149 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
150 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
151 #define SET_PROPERTY(e,p,v) ((v) ? \
152 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
153 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
156 /* values for change events for custom elements (stored in level file) */
158 #define CE_TOUCHED_BY_PLAYER 1
159 #define CE_PRESSED_BY_PLAYER 2
160 #define CE_PUSHED_BY_PLAYER 3
161 #define CE_DROPPED_BY_PLAYER 4
162 #define CE_COLLISION 5
165 #define CE_OTHER_IS_TOUCHING 8
166 #define CE_OTHER_IS_CHANGING 9
167 #define CE_OTHER_IS_EXPLODING 10
168 #define CE_OTHER_GETS_TOUCHED 11
169 #define CE_OTHER_GETS_PRESSED 12
170 #define CE_OTHER_GETS_PUSHED 13
171 #define CE_OTHER_GETS_COLLECTED 14
172 #define CE_OTHER_GETS_DROPPED 15
173 #define CE_BY_PLAYER 16 /* obsolete; now CE_BY_DIRECT_ACTION */
174 #define CE_BY_COLLISION 17 /* obsolete; now CE_BY_DIRECT_ACTION */
175 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
176 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
177 #define CE_OTHER_GETS_DIGGED 20
178 #define CE_ENTERED_BY_PLAYER 21
179 #define CE_LEFT_BY_PLAYER 22
180 #define CE_OTHER_GETS_ENTERED 23
181 #define CE_OTHER_GETS_LEFT 24
182 #define CE_SWITCHED 25
183 #define CE_OTHER_IS_SWITCHING 26
185 #define NUM_CHANGE_EVENTS 27
187 #define CE_BITMASK_DEFAULT 0
189 #define CH_EVENT_BIT(c) (1 << (c))
190 #define CH_EVENT_VAR(e) (element_info[e].change->events)
191 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
193 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
194 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
195 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
196 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
197 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
199 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
200 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
202 /* values for change sides for custom elements */
203 #define CH_SIDE_NONE MV_NO_MOVING
204 #define CH_SIDE_LEFT MV_LEFT
205 #define CH_SIDE_RIGHT MV_RIGHT
206 #define CH_SIDE_TOP MV_UP
207 #define CH_SIDE_BOTTOM MV_DOWN
208 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
209 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
210 #define CH_SIDE_ANY MV_ANY_DIRECTION
212 /* values for change power for custom elements */
213 #define CP_NON_DESTRUCTIVE 0
214 #define CP_HALF_DESTRUCTIVE 1
215 #define CP_FULL_DESTRUCTIVE 2
217 /* values for special move patterns (bits 0-3: basic move directions) */
218 #define MV_BIT_TOWARDS_PLAYER 4
219 #define MV_BIT_AWAY_FROM_PLAYER 5
220 #define MV_BIT_ALONG_LEFT_SIDE 6
221 #define MV_BIT_ALONG_RIGHT_SIDE 7
222 #define MV_BIT_TURNING_LEFT 8
223 #define MV_BIT_TURNING_RIGHT 9
224 #define MV_BIT_WHEN_PUSHED 10
226 /* values for special move patterns for custom elements */
227 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
228 #define MV_VERTICAL (MV_UP | MV_DOWN)
229 #define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
230 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
231 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
232 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
233 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
234 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
235 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
236 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
237 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
239 /* values for slippery property for custom elements */
240 #define SLIPPERY_ANY_RANDOM 0
241 #define SLIPPERY_ANY_LEFT_RIGHT 1
242 #define SLIPPERY_ANY_RIGHT_LEFT 2
243 #define SLIPPERY_ONLY_LEFT 3
244 #define SLIPPERY_ONLY_RIGHT 4
246 /* macros for configurable properties */
247 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
248 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
249 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
250 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
251 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
252 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
253 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
254 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
255 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
256 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
257 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
258 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
259 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
260 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
261 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
262 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
263 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
264 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
265 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
266 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
267 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
268 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
269 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
270 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
271 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
273 /* macros for special configurable properties */
274 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
276 /* macros for special graphics properties */
277 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
279 /* macros for pre-defined properties */
280 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
281 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
282 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
283 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
284 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
285 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
286 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
287 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
288 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
289 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
290 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
291 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
292 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
293 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
294 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
295 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
296 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
297 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
298 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
299 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
300 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
301 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
302 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
304 /* macros for derived properties */
305 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
306 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
307 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
308 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
309 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
310 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
311 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
312 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
313 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
314 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
315 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
316 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
317 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
318 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
319 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
321 /* special macros used in game engine */
322 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
323 (e) <= EL_CUSTOM_END)
325 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
326 (e) <= EL_ENVELOPE_4)
328 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
329 element_info[e].gfx_element : e)
331 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
333 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
334 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
336 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
337 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
338 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
340 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
341 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
342 (e) == EL_EMERALD ? EL_DIAMOND : \
343 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
344 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
345 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
347 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
348 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
350 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
351 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
352 #define TAPE_IS_EMPTY(x) ((x).length == 0)
353 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
355 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
356 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
357 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
358 IS_INDESTRUCTIBLE(Feld[x][y]))
359 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
360 PROTECTED_FIELD(x, y))
362 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
363 (p)->switch_x == (x) && (p)->switch_y == (y))
365 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
367 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
368 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
369 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
371 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
372 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
373 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
374 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
376 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
379 /* fundamental game speed values */
380 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
381 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
382 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
383 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
384 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
386 /* boundaries of arrays etc. */
387 #define MAX_LEVEL_NAME_LEN 32
388 #define MAX_LEVEL_AUTHOR_LEN 32
389 #define MAX_ELEMENT_NAME_LEN 32
390 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
391 #define MAX_SCORE_ENTRIES 100
392 #define MAX_NUM_AMOEBA 100
393 #define MAX_INVENTORY_SIZE 1000
394 #define MIN_ENVELOPE_XSIZE 1
395 #define MIN_ENVELOPE_YSIZE 1
396 #define MAX_ENVELOPE_XSIZE 30
397 #define MAX_ENVELOPE_YSIZE 20
398 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
399 #define MIN_CHANGE_PAGES 1
400 #define MAX_CHANGE_PAGES 16
402 /* values for elements with content */
403 #define MIN_ELEMENT_CONTENTS 1
404 #define STD_ELEMENT_CONTENTS 4
405 #define MAX_ELEMENT_CONTENTS 8
407 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
409 /* often used screen positions */
412 #define REAL_SX (SX - 2)
413 #define REAL_SY (SY - 2)
422 #define MINI_TILEX (TILEX / 2)
423 #define MINI_TILEY (TILEY / 2)
424 #define MICRO_TILEX (TILEX / 8)
425 #define MICRO_TILEY (TILEY / 8)
426 #define MIDPOSX (SCR_FIELDX / 2)
427 #define MIDPOSY (SCR_FIELDY / 2)
428 #define SXSIZE (SCR_FIELDX * TILEX)
429 #define SYSIZE (SCR_FIELDY * TILEY)
430 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
431 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
434 #define VXSIZE DXSIZE
436 #define EXSIZE DXSIZE
437 #define EYSIZE (VYSIZE + 44)
438 #define FULL_SXSIZE (2 + SXSIZE + 2)
439 #define FULL_SYSIZE (2 + SYSIZE + 2)
440 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
441 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
442 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
443 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
444 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
447 /* "real" level file elements */
448 #define EL_UNDEFINED -1
450 #define EL_EMPTY_SPACE 0
451 #define EL_EMPTY EL_EMPTY_SPACE
454 #define EL_WALL_SLIPPERY 3
456 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
458 #define EL_EXIT_CLOSED 7
459 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
461 #define EL_SPACESHIP 10
464 #define EL_STEELWALL 13
465 #define EL_DIAMOND 14
466 #define EL_AMOEBA_DEAD 15
467 #define EL_QUICKSAND_EMPTY 16
468 #define EL_QUICKSAND_FULL 17
469 #define EL_AMOEBA_DROP 18
471 #define EL_MAGIC_WALL 20
472 #define EL_SPEED_PILL 21
474 #define EL_AMOEBA_WET 23
475 #define EL_AMOEBA_DRY 24
477 #define EL_GAME_OF_LIFE 26
478 #define EL_BIOMAZE 27
479 #define EL_DYNAMITE_ACTIVE 28
480 #define EL_STONEBLOCK 29
481 #define EL_ROBOT_WHEEL 30
482 #define EL_ROBOT_WHEEL_ACTIVE 31
491 #define EL_GATE_1_GRAY 40
492 #define EL_GATE_2_GRAY 41
493 #define EL_GATE_3_GRAY 42
494 #define EL_GATE_4_GRAY 43
495 #define EL_DYNAMITE 44
497 #define EL_INVISIBLE_WALL 46
499 #define EL_LAMP_ACTIVE 48
500 #define EL_WALL_EMERALD 49
501 #define EL_WALL_DIAMOND 50
502 #define EL_AMOEBA_FULL 51
503 #define EL_BD_AMOEBA 52
504 #define EL_TIME_ORB_FULL 53
505 #define EL_TIME_ORB_EMPTY 54
506 #define EL_EXPANDABLE_WALL 55
507 #define EL_BD_DIAMOND 56
508 #define EL_EMERALD_YELLOW 57
509 #define EL_WALL_BD_DIAMOND 58
510 #define EL_WALL_EMERALD_YELLOW 59
511 #define EL_DARK_YAMYAM 60
512 #define EL_BD_MAGIC_WALL 61
513 #define EL_INVISIBLE_STEELWALL 62
515 #define EL_UNUSED_63 63
517 #define EL_DYNABOMB_INCREASE_NUMBER 64
518 #define EL_DYNABOMB_INCREASE_SIZE 65
519 #define EL_DYNABOMB_INCREASE_POWER 66
520 #define EL_SOKOBAN_OBJECT 67
521 #define EL_SOKOBAN_FIELD_EMPTY 68
522 #define EL_SOKOBAN_FIELD_FULL 69
523 #define EL_BD_BUTTERFLY_RIGHT 70
524 #define EL_BD_BUTTERFLY_UP 71
525 #define EL_BD_BUTTERFLY_LEFT 72
526 #define EL_BD_BUTTERFLY_DOWN 73
527 #define EL_BD_FIREFLY_RIGHT 74
528 #define EL_BD_FIREFLY_UP 75
529 #define EL_BD_FIREFLY_LEFT 76
530 #define EL_BD_FIREFLY_DOWN 77
531 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
532 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
533 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
534 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
535 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
536 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
537 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
538 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
539 #define EL_BD_BUTTERFLY 78
540 #define EL_BD_FIREFLY 79
541 #define EL_PLAYER_1 80
542 #define EL_PLAYER_2 81
543 #define EL_PLAYER_3 82
544 #define EL_PLAYER_4 83
545 #define EL_BUG_RIGHT 84
547 #define EL_BUG_LEFT 86
548 #define EL_BUG_DOWN 87
549 #define EL_SPACESHIP_RIGHT 88
550 #define EL_SPACESHIP_UP 89
551 #define EL_SPACESHIP_LEFT 90
552 #define EL_SPACESHIP_DOWN 91
553 #define EL_PACMAN_RIGHT 92
554 #define EL_PACMAN_UP 93
555 #define EL_PACMAN_LEFT 94
556 #define EL_PACMAN_DOWN 95
557 #define EL_EMERALD_RED 96
558 #define EL_EMERALD_PURPLE 97
559 #define EL_WALL_EMERALD_RED 98
560 #define EL_WALL_EMERALD_PURPLE 99
561 #define EL_ACID_POOL_TOPLEFT 100
562 #define EL_ACID_POOL_TOPRIGHT 101
563 #define EL_ACID_POOL_BOTTOMLEFT 102
564 #define EL_ACID_POOL_BOTTOM 103
565 #define EL_ACID_POOL_BOTTOMRIGHT 104
566 #define EL_BD_WALL 105
567 #define EL_BD_ROCK 106
568 #define EL_EXIT_OPEN 107
569 #define EL_BLACK_ORB 108
570 #define EL_AMOEBA_TO_DIAMOND 109
572 #define EL_PENGUIN 111
573 #define EL_SATELLITE 112
574 #define EL_ARROW_LEFT 113
575 #define EL_ARROW_RIGHT 114
576 #define EL_ARROW_UP 115
577 #define EL_ARROW_DOWN 116
579 #define EL_DRAGON 118
581 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
583 #define EL_CHAR_START 120
584 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
585 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
587 #include "conf_chr.h" /* include auto-generated data structure definitions */
589 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
590 #define EL_CHAR_END (EL_CHAR_START + 79)
592 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
594 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
595 #define EL_EXPANDABLE_WALL_VERTICAL 201
596 #define EL_EXPANDABLE_WALL_ANY 202
598 #define EL_EM_GATE_1 203
599 #define EL_EM_GATE_2 204
600 #define EL_EM_GATE_3 205
601 #define EL_EM_GATE_4 206
603 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
604 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
605 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
607 #define EL_SP_START 210
608 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
609 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
610 #define EL_SP_ZONK (EL_SP_START + 1)
611 #define EL_SP_BASE (EL_SP_START + 2)
612 #define EL_SP_MURPHY (EL_SP_START + 3)
613 #define EL_SP_INFOTRON (EL_SP_START + 4)
614 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
615 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
616 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
617 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
618 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
619 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
620 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
621 #define EL_SP_PORT_UP (EL_SP_START + 12)
622 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
623 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
624 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
625 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
626 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
627 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
628 #define EL_SP_TERMINAL (EL_SP_START + 19)
629 #define EL_SP_DISK_RED (EL_SP_START + 20)
630 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
631 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
632 #define EL_SP_PORT_ANY (EL_SP_START + 23)
633 #define EL_SP_ELECTRON (EL_SP_START + 24)
634 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
635 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
636 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
637 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
638 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
639 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
640 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
641 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
642 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
643 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
644 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
645 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
646 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
647 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
648 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
649 #define EL_SP_END (EL_SP_START + 39)
651 #define EL_EM_GATE_1_GRAY 250
652 #define EL_EM_GATE_2_GRAY 251
653 #define EL_EM_GATE_3_GRAY 252
654 #define EL_EM_GATE_4_GRAY 253
656 #define EL_UNUSED_254 254
657 #define EL_UNUSED_255 255
660 #define EL_CRYSTAL 257
661 #define EL_WALL_PEARL 258
662 #define EL_WALL_CRYSTAL 259
663 #define EL_DOOR_WHITE 260
664 #define EL_DOOR_WHITE_GRAY 261
665 #define EL_KEY_WHITE 262
666 #define EL_SHIELD_NORMAL 263
667 #define EL_EXTRA_TIME 264
668 #define EL_SWITCHGATE_OPEN 265
669 #define EL_SWITCHGATE_CLOSED 266
670 #define EL_SWITCHGATE_SWITCH_UP 267
671 #define EL_SWITCHGATE_SWITCH_DOWN 268
673 #define EL_UNUSED_269 269
674 #define EL_UNUSED_270 270
676 #define EL_CONVEYOR_BELT_1_LEFT 271
677 #define EL_CONVEYOR_BELT_1_MIDDLE 272
678 #define EL_CONVEYOR_BELT_1_RIGHT 273
679 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
680 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
681 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
682 #define EL_CONVEYOR_BELT_2_LEFT 277
683 #define EL_CONVEYOR_BELT_2_MIDDLE 278
684 #define EL_CONVEYOR_BELT_2_RIGHT 279
685 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
686 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
687 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
688 #define EL_CONVEYOR_BELT_3_LEFT 283
689 #define EL_CONVEYOR_BELT_3_MIDDLE 284
690 #define EL_CONVEYOR_BELT_3_RIGHT 285
691 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
692 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
693 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
694 #define EL_CONVEYOR_BELT_4_LEFT 289
695 #define EL_CONVEYOR_BELT_4_MIDDLE 290
696 #define EL_CONVEYOR_BELT_4_RIGHT 291
697 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
698 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
699 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
700 #define EL_LANDMINE 295
701 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
702 #define EL_LIGHT_SWITCH 297
703 #define EL_LIGHT_SWITCH_ACTIVE 298
704 #define EL_SIGN_EXCLAMATION 299
705 #define EL_SIGN_RADIOACTIVITY 300
706 #define EL_SIGN_STOP 301
707 #define EL_SIGN_WHEELCHAIR 302
708 #define EL_SIGN_PARKING 303
709 #define EL_SIGN_ONEWAY 304
710 #define EL_SIGN_HEART 305
711 #define EL_SIGN_TRIANGLE 306
712 #define EL_SIGN_ROUND 307
713 #define EL_SIGN_EXIT 308
714 #define EL_SIGN_YINYANG 309
715 #define EL_SIGN_OTHER 310
716 #define EL_MOLE_LEFT 311
717 #define EL_MOLE_RIGHT 312
718 #define EL_MOLE_UP 313
719 #define EL_MOLE_DOWN 314
720 #define EL_STEELWALL_SLIPPERY 315
721 #define EL_INVISIBLE_SAND 316
722 #define EL_DX_UNKNOWN_15 317
723 #define EL_DX_UNKNOWN_42 318
725 #define EL_UNUSED_319 319
726 #define EL_UNUSED_320 320
728 #define EL_SHIELD_DEADLY 321
729 #define EL_TIMEGATE_OPEN 322
730 #define EL_TIMEGATE_CLOSED 323
731 #define EL_TIMEGATE_SWITCH_ACTIVE 324
732 #define EL_TIMEGATE_SWITCH 325
734 #define EL_BALLOON 326
735 #define EL_BALLOON_SWITCH_LEFT 327
736 #define EL_BALLOON_SWITCH_RIGHT 328
737 #define EL_BALLOON_SWITCH_UP 329
738 #define EL_BALLOON_SWITCH_DOWN 330
739 #define EL_BALLOON_SWITCH_ANY 331
741 #define EL_EMC_STEELWALL_1 332
742 #define EL_EMC_STEELWALL_2 333
743 #define EL_EMC_STEELWALL_3 334
744 #define EL_EMC_STEELWALL_4 335
745 #define EL_EMC_WALL_1 336
746 #define EL_EMC_WALL_2 337
747 #define EL_EMC_WALL_3 338
748 #define EL_EMC_WALL_4 339
749 #define EL_EMC_WALL_5 340
750 #define EL_EMC_WALL_6 341
751 #define EL_EMC_WALL_7 342
752 #define EL_EMC_WALL_8 343
754 #define EL_TUBE_ANY 344
755 #define EL_TUBE_VERTICAL 345
756 #define EL_TUBE_HORIZONTAL 346
757 #define EL_TUBE_VERTICAL_LEFT 347
758 #define EL_TUBE_VERTICAL_RIGHT 348
759 #define EL_TUBE_HORIZONTAL_UP 349
760 #define EL_TUBE_HORIZONTAL_DOWN 350
761 #define EL_TUBE_LEFT_UP 351
762 #define EL_TUBE_LEFT_DOWN 352
763 #define EL_TUBE_RIGHT_UP 353
764 #define EL_TUBE_RIGHT_DOWN 354
765 #define EL_SPRING 355
767 #define EL_DX_SUPABOMB 357
769 #define EL_UNUSED_358 358
770 #define EL_UNUSED_359 359
772 /* ---------- begin of custom elements section ----------------------------- */
773 #define EL_CUSTOM_START 360
775 #include "conf_cus.h" /* include auto-generated data structure definitions */
777 #define NUM_CUSTOM_ELEMENTS 256
778 #define EL_CUSTOM_END 615
779 /* ---------- end of custom elements section ------------------------------- */
781 #define EL_EM_KEY_1 616
782 #define EL_EM_KEY_2 617
783 #define EL_EM_KEY_3 618
784 #define EL_EM_KEY_4 619
785 #define EL_ENVELOPE_1 620
786 #define EL_ENVELOPE_2 621
787 #define EL_ENVELOPE_3 622
788 #define EL_ENVELOPE_4 623
790 #define NUM_FILE_ELEMENTS 624
793 /* "real" (and therefore drawable) runtime elements */
794 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
796 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
797 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
798 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
799 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
800 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
801 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
802 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
803 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
804 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
805 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
806 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
807 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
808 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
809 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
810 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
811 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
812 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
813 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
814 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
815 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
816 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
817 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
818 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
819 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
820 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
821 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
822 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
823 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
824 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
825 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
826 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
827 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
828 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
829 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
830 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
831 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
832 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
833 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
834 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
835 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
836 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
837 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
838 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
839 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
840 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
842 /* "unreal" (and therefore not drawable) runtime elements */
843 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
845 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
846 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
847 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
848 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
849 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
850 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
851 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
852 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
853 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
854 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
855 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
856 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
857 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
858 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
860 /* dummy elements (never used as game elements, only used as graphics) */
861 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
863 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
864 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
865 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
866 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
867 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
868 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
869 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
870 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
871 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
872 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
873 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
874 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
875 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
876 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
877 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
878 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
879 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
880 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
881 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
882 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
883 #define EL_DEFAULT (EL_FIRST_DUMMY + 20)
884 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 21)
885 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 22)
886 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 23)
888 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 24)
891 /* values for graphics/sounds action types */
892 #define ACTION_DEFAULT 0
893 #define ACTION_WAITING 1
894 #define ACTION_FALLING 2
895 #define ACTION_MOVING 3
896 #define ACTION_DIGGING 4
897 #define ACTION_SNAPPING 5
898 #define ACTION_COLLECTING 6
899 #define ACTION_DROPPING 7
900 #define ACTION_PUSHING 8
901 #define ACTION_WALKING 9
902 #define ACTION_PASSING 10
903 #define ACTION_IMPACT 11
904 #define ACTION_BREAKING 12
905 #define ACTION_ACTIVATING 13
906 #define ACTION_DEACTIVATING 14
907 #define ACTION_OPENING 15
908 #define ACTION_CLOSING 16
909 #define ACTION_ATTACKING 17
910 #define ACTION_GROWING 18
911 #define ACTION_SHRINKING 19
912 #define ACTION_ACTIVE 20
913 #define ACTION_FILLING 21
914 #define ACTION_EMPTYING 22
915 #define ACTION_CHANGING 23
916 #define ACTION_EXPLODING 24
917 #define ACTION_DYING 25
918 #define ACTION_OTHER 26
920 #define NUM_ACTIONS 27
922 /* values for special image configuration suffixes (must match game mode) */
923 #define GFX_SPECIAL_ARG_MAIN 0
924 #define GFX_SPECIAL_ARG_LEVELS 1
925 #define GFX_SPECIAL_ARG_SCORES 2
926 #define GFX_SPECIAL_ARG_EDITOR 3
927 #define GFX_SPECIAL_ARG_INFO 4
928 #define GFX_SPECIAL_ARG_SETUP 5
929 #define GFX_SPECIAL_ARG_PLAYING 6
930 #define GFX_SPECIAL_ARG_DOOR 7
931 #define GFX_SPECIAL_ARG_PREVIEW 8
932 #define GFX_SPECIAL_ARG_CRUMBLED 9
934 #define NUM_SPECIAL_GFX_ARGS 10
937 /* values for image configuration suffixes */
940 #define GFX_ARG_XPOS 2
941 #define GFX_ARG_YPOS 3
942 #define GFX_ARG_WIDTH 4
943 #define GFX_ARG_HEIGHT 5
944 #define GFX_ARG_OFFSET 6
945 #define GFX_ARG_VERTICAL 7
946 #define GFX_ARG_XOFFSET 8
947 #define GFX_ARG_YOFFSET 9
948 #define GFX_ARG_FRAMES 10
949 #define GFX_ARG_FRAMES_PER_LINE 11
950 #define GFX_ARG_START_FRAME 12
951 #define GFX_ARG_DELAY 13
952 #define GFX_ARG_ANIM_MODE 14
953 #define GFX_ARG_GLOBAL_SYNC 15
954 #define GFX_ARG_CRUMBLED_LIKE 16
955 #define GFX_ARG_DIGGABLE_LIKE 17
956 #define GFX_ARG_BORDER_SIZE 18
957 #define GFX_ARG_STEP_OFFSET 19
958 #define GFX_ARG_STEP_DELAY 20
959 #define GFX_ARG_DIRECTION 21
960 #define GFX_ARG_POSITION 22
961 #define GFX_ARG_DRAW_XOFFSET 23
962 #define GFX_ARG_DRAW_YOFFSET 24
963 #define GFX_ARG_DRAW_MASKED 25
964 #define GFX_ARG_NAME 26
966 #define NUM_GFX_ARGS 27
969 /* values for sound configuration suffixes */
970 #define SND_ARG_MODE_LOOP 0
972 #define NUM_SND_ARGS 1
975 /* values for font configuration */
977 #define FONT_INITIAL_1 0
978 #define FONT_INITIAL_2 1
979 #define FONT_INITIAL_3 2
980 #define FONT_INITIAL_4 3
981 #define FONT_TITLE_1 4
982 #define FONT_TITLE_2 5
983 #define FONT_MENU_1 6
984 #define FONT_MENU_2 7
985 #define FONT_TEXT_1_ACTIVE 8
986 #define FONT_TEXT_2_ACTIVE 9
987 #define FONT_TEXT_3_ACTIVE 10
988 #define FONT_TEXT_4_ACTIVE 11
989 #define FONT_TEXT_1 12
990 #define FONT_TEXT_2 13
991 #define FONT_TEXT_3 14
992 #define FONT_TEXT_4 15
993 #define FONT_ENVELOPE_1 16
994 #define FONT_ENVELOPE_2 17
995 #define FONT_ENVELOPE_3 18
996 #define FONT_ENVELOPE_4 19
997 #define FONT_INPUT_1_ACTIVE 20
998 #define FONT_INPUT_2_ACTIVE 21
999 #define FONT_INPUT_1 22
1000 #define FONT_INPUT_2 23
1001 #define FONT_OPTION_OFF 24
1002 #define FONT_OPTION_ON 25
1003 #define FONT_VALUE_1 26
1004 #define FONT_VALUE_2 27
1005 #define FONT_VALUE_OLD 28
1006 #define FONT_LEVEL_NUMBER 29
1007 #define FONT_TAPE_RECORDER 30
1008 #define FONT_GAME_INFO 31
1010 #define NUM_FONTS 32
1011 #define NUM_INITIAL_FONTS 4
1013 /* values for game_status (must match special image configuration suffixes) */
1014 #define GAME_MODE_MAIN 0
1015 #define GAME_MODE_LEVELS 1
1016 #define GAME_MODE_SCORES 2
1017 #define GAME_MODE_EDITOR 3
1018 #define GAME_MODE_INFO 4
1019 #define GAME_MODE_SETUP 5
1020 #define GAME_MODE_PLAYING 6
1021 #define GAME_MODE_PSEUDO_DOOR 7
1022 #define GAME_MODE_PSEUDO_PREVIEW 8
1023 #define GAME_MODE_PSEUDO_CRUMBLED 9
1025 /* there are no special config file suffixes for these modes */
1026 #define GAME_MODE_PSEUDO_TYPENAME 10
1027 #define GAME_MODE_QUIT 11
1029 #define PROGRAM_VERSION_MAJOR 3
1030 #define PROGRAM_VERSION_MINOR 0
1031 #define PROGRAM_VERSION_PATCH 7
1032 #define PROGRAM_VERSION_RELEASE 0
1033 #define PROGRAM_VERSION_STRING "3.0.7"
1035 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1036 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1037 #define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
1038 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
1039 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
1040 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
1041 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
1042 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1043 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1044 #define FILENAME_PREFIX "Rocks"
1046 #if defined(PLATFORM_UNIX)
1047 #define USERDATA_DIRECTORY ".rocksndiamonds"
1048 #elif defined(PLATFORM_WIN32)
1049 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1051 #define USERDATA_DIRECTORY "userdata"
1054 #define X11_ICON_FILENAME "rocks_icon.xbm"
1055 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1056 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1058 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1059 ** currently supported/known file version numbers:
1061 ** 1.2 (still in use)
1062 ** 1.4 (still in use)
1065 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
1066 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
1067 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
1068 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
1070 /* file version does not change for every program version, but is changed
1071 when new features are introduced that are incompatible with older file
1072 versions, so that they can be treated accordingly */
1073 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1075 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1076 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1077 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1078 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1080 #define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
1081 PROGRAM_VERSION_MINOR, \
1082 PROGRAM_VERSION_PATCH, \
1083 PROGRAM_VERSION_RELEASE)
1085 /* values for game_emulation */
1087 #define EMU_BOULDERDASH 1
1088 #define EMU_SOKOBAN 2
1089 #define EMU_SUPAPLEX 3
1093 int draw_xoffset_default;
1094 int draw_yoffset_default;
1095 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1096 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1098 int scrollbar_xoffset;
1100 int list_size_default;
1101 int list_size[NUM_SPECIAL_GFX_ARGS];
1113 char Name[MAX_PLAYER_NAME_LEN + 1];
1119 boolean present; /* player present in level playfield */
1120 boolean connected; /* player connected (locally or via network) */
1121 boolean active; /* player (present && connected) */
1123 int index_nr, client_nr, element_nr;
1125 byte action; /* action from local input device */
1126 byte effective_action; /* action acknowledged from network server
1127 or summarized over all configured input
1128 devices when in single player mode */
1129 byte programmed_action; /* action forced by game itself (like moving
1130 through doors); overrides other actions */
1132 int jx,jy, last_jx,last_jy;
1133 int MovDir, MovPos, GfxDir, GfxPos;
1134 int Frame, StepFrame;
1138 boolean use_murphy_graphic;
1140 boolean LevelSolved, GameOver;
1147 boolean is_snapping;
1148 boolean is_collecting;
1150 boolean is_switching;
1152 int switch_x, switch_y;
1156 unsigned long move_delay;
1157 int move_delay_value;
1159 unsigned long push_delay;
1160 unsigned long push_delay_value;
1162 unsigned long actual_frame_counter;
1165 int gems_still_needed;
1166 int sokobanfields_still_needed;
1167 int lights_still_needed;
1168 int friends_still_needed;
1170 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1171 int shield_normal_time_left;
1172 int shield_deadly_time_left;
1174 int inventory_element[MAX_INVENTORY_SIZE];
1180 int file_version; /* file format version the level is stored with */
1181 int game_version; /* game release version the level was created with */
1183 boolean encoding_16bit_field; /* level contains 16-bit elements */
1184 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1185 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1190 char name[MAX_LEVEL_NAME_LEN + 1];
1191 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1192 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1193 int envelope_xsize[4], envelope_ysize[4];
1194 int score[LEVEL_SCORE_ELEMENTS];
1195 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1196 int num_yamyam_contents;
1199 int time_magic_wall;
1203 boolean double_speed;
1204 boolean initial_gravity;
1205 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1207 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1209 boolean use_custom_template; /* use custom properties from template file */
1211 boolean no_level_file; /* set for currently undefined levels */
1216 int file_version; /* file format version the tape is stored with */
1217 int game_version; /* game release version the tape was created with */
1218 int engine_version; /* game engine version the tape was recorded with */
1220 char *level_identifier;
1222 unsigned long random_seed;
1224 unsigned long counter;
1225 unsigned long length;
1226 unsigned long length_seconds;
1227 unsigned int delay_played;
1228 boolean pause_before_death;
1229 boolean recording, playing, pausing;
1230 boolean fast_forward;
1231 boolean index_search;
1233 boolean auto_play_level_solved;
1234 boolean quick_resume;
1235 boolean single_step;
1237 boolean player_participates[MAX_PLAYERS];
1238 int num_participating_players;
1242 byte action[MAX_PLAYERS];
1249 /* values for engine initialization */
1250 int default_push_delay_fixed;
1251 int default_push_delay_random;
1253 /* constant within running game */
1256 int initial_move_delay;
1257 int initial_move_delay_value;
1259 /* variable within running game */
1260 int yamyam_content_nr;
1261 boolean magic_wall_active;
1262 int magic_wall_time_left;
1263 int light_time_left;
1264 int timegate_time_left;
1270 boolean explosions_delayed;
1271 boolean envelope_active;
1276 char *autoplay_leveldir;
1277 int autoplay_level_nr;
1281 float frames_per_second;
1282 boolean fps_slowdown;
1283 int fps_slowdown_factor;
1286 struct ElementChangeInfo
1288 boolean can_change; /* use or ignore this change info */
1290 unsigned long events; /* change events */
1291 int sides; /* change sides */
1293 short target_element; /* target element after change */
1295 int delay_fixed; /* added frame delay before changed (fixed) */
1296 int delay_random; /* added frame delay before changed (random) */
1297 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1299 short trigger_element; /* custom element triggering change */
1301 int content[3][3]; /* new elements after extended change */
1302 boolean use_content; /* use extended change content */
1303 boolean only_complete; /* only use complete content */
1304 boolean use_random_change; /* use random value for setting content */
1305 int random; /* random value for setting content */
1306 int power; /* power of extended change */
1308 boolean explode; /* explode instead of change */
1310 /* functions that are called before, while and after the change of an
1311 element -- currently only used for non-custom elements */
1312 void (*pre_change_function)(int x, int y);
1313 void (*change_function)(int x, int y);
1314 void (*post_change_function)(int x, int y);
1316 /* ---------- internal values used in level editor ---------- */
1318 int direct_action; /* change triggered by actions on element */
1319 int other_action; /* change triggered by other element actions */
1324 /* ---------- token and description strings ---------- */
1326 char *token_name; /* element token used in config files */
1327 char *class_name; /* element class used in config files */
1328 char *editor_description; /* pre-defined description for level editor */
1329 char *custom_description; /* alternative description from config file */
1330 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */
1332 /* ---------- graphic and sound definitions ---------- */
1334 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1335 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1336 /* special graphics for left/right/up/down */
1338 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1339 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1340 /* crumbled graphics for left/right/up/down */
1342 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1343 /* special graphics for certain screens */
1345 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1347 /* ---------- special element property values ---------- */
1349 boolean use_gfx_element; /* use custom graphic element */
1350 short gfx_element; /* optional custom graphic element */
1352 int collect_score; /* score value for collecting */
1353 int collect_count; /* count value for collecting */
1355 int push_delay_fixed; /* constant frame delay for pushing */
1356 int push_delay_random; /* additional random frame delay for pushing */
1357 int move_delay_fixed; /* constant frame delay for moving */
1358 int move_delay_random; /* additional random frame delay for moving */
1360 int move_pattern; /* direction movable element moves to */
1361 int move_direction_initial; /* initial direction element moves to */
1362 int move_stepsize; /* step size element moves with */
1364 int slippery_type; /* how/where other elements slip away */
1366 int content[3][3]; /* new elements after explosion */
1368 struct ElementChangeInfo *change_page; /* actual list of change pages */
1369 struct ElementChangeInfo *change; /* pointer to current change page */
1371 int num_change_pages; /* actual number of change pages */
1372 int current_change_page; /* currently edited change page */
1374 /* ---------- internal values used at runtime when playing ---------- */
1376 unsigned long change_events; /* bitfield for combined change events */
1378 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1379 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1381 /* ---------- internal values used in level editor ---------- */
1383 int access_type; /* walkable or passable */
1384 int access_layer; /* accessible over/inside/under */
1385 int walk_to_action; /* diggable/collectible/pushable */
1386 int smash_targets; /* can smash player/enemies/everything */
1387 int deadliness; /* deadly when running/colliding/touching */
1388 int consistency; /* indestructible/can explode */
1390 boolean can_explode_by_fire; /* element explodes by fire */
1391 boolean can_explode_smashed; /* element explodes when smashed */
1392 boolean can_explode_impact; /* element explodes on impact */
1394 boolean modified_settings; /* set for all modified custom elements */
1399 char *token_name; /* font token used in config files */
1401 int graphic; /* default graphic for this font */
1402 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1403 /* special graphics for certain screens */
1404 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1405 /* internal bitmap ID for special graphics */
1411 int src_x, src_y; /* start position of animation frames */
1412 int width, height; /* width/height of each animation frame */
1413 int offset_x, offset_y; /* x/y offset to next animation frame */
1415 int anim_frames_per_line;
1416 int anim_start_frame;
1417 int anim_delay; /* important: delay of 1 means "no delay"! */
1419 boolean anim_global_sync;
1420 int crumbled_like; /* element for cloning crumble graphics */
1421 int diggable_like; /* element for cloning digging graphics */
1422 int border_size; /* border size for "crumbled" graphics */
1424 int step_offset; /* optional step offset of toon animations */
1425 int step_delay; /* optional step delay of toon animations */
1427 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1429 int draw_masked; /* optional setting for drawing envelope gfx */
1431 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1432 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1433 GC clip_gc; /* single-graphic-only clip gc for X11 */
1442 struct ElementActionInfo
1446 boolean is_loop_sound;
1449 struct ElementDirectionInfo
1455 struct SpecialSuffixInfo
1463 extern GC tile_clip_gc;
1464 extern Bitmap *pix[];
1466 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1467 extern Pixmap tile_clipmask[];
1468 extern DrawBuffer *fieldbuffer;
1469 extern DrawBuffer *drawto_field;
1471 extern int game_status;
1472 extern boolean level_editor_test_game;
1473 extern boolean network_playing;
1475 extern int key_joystick_mapping;
1477 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1478 extern int redraw_x1, redraw_y1;
1480 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1481 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1482 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1483 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1484 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1485 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1486 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1487 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1488 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1489 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1490 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1491 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1492 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1493 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1494 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1495 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1496 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1497 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1498 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1499 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1500 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1502 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1504 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1505 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1506 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1507 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1509 extern int lev_fieldx, lev_fieldy;
1510 extern int scroll_x, scroll_y;
1513 extern int ScrollStepSize;
1514 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1515 extern int BorderElement;
1516 extern int GameFrameDelay;
1517 extern int FfwdFrameDelay;
1518 extern int BX1, BY1;
1519 extern int BX2, BY2;
1520 extern int SBX_Left, SBX_Right;
1521 extern int SBY_Upper, SBY_Lower;
1523 extern int ExitX, ExitY;
1524 extern int AllPlayersGone;
1526 extern int TimeFrames, TimePlayed, TimeLeft;
1527 extern boolean SiebAktiv;
1528 extern int SiebCount;
1530 extern boolean network_player_action_received;
1532 extern int graphics_action_mapping[];
1534 extern struct LevelInfo level, level_template;
1535 extern struct PlayerInfo stored_player[], *local_player;
1536 extern struct HiScore highscore[];
1537 extern struct TapeInfo tape;
1538 extern struct GameInfo game;
1539 extern struct GlobalInfo global;
1540 extern struct MenuInfo menu;
1541 extern struct DoorInfo door_1, door_2;
1542 extern struct ElementInfo element_info[];
1543 extern struct ElementActionInfo element_action_info[];
1544 extern struct ElementDirectionInfo element_direction_info[];
1545 extern struct SpecialSuffixInfo special_suffix_info[];
1546 extern struct TokenIntPtrInfo image_config_vars[];
1547 extern struct FontInfo font_info[];
1548 extern struct GraphicInfo *graphic_info;
1549 extern struct SoundInfo *sound_info;
1550 extern struct ConfigInfo image_config[], sound_config[];
1551 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];