1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
29 #include "conf_mus.h" /* include auto-generated data structure definitions */
31 #define IMG_UNDEFINED (-1)
32 #define IMG_EMPTY IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START IMG_CUSTOM_1
38 #define SND_UNDEFINED (-1)
39 #define MUS_UNDEFINED (-1)
46 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX 3
49 #define MIN_LEV_FIELDY 3
50 #define STD_LEV_FIELDX 64
51 #define STD_LEV_FIELDY 32
52 #define MAX_LEV_FIELDX 128
53 #define MAX_LEV_FIELDY 128
55 #define SCREENX(a) ((a) - scroll_x)
56 #define SCREENY(a) ((a) - scroll_y)
57 #define LEVELX(a) ((a) + scroll_x)
58 #define LEVELY(a) ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_COLLECTIBLE_ONLY 1
66 #define EP_DONT_RUN_INTO 2
67 #define EP_DONT_COLLIDE_WITH 3
68 #define EP_DONT_TOUCH 4
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_CHANGE 7
74 #define EP_CAN_SMASH_PLAYER 10
75 #define EP_CAN_SMASH_ENEMIES 11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE 13
78 #define EP_CAN_EXPLODE_SMASHED 14
79 #define EP_CAN_EXPLODE_IMPACT 15
80 #define EP_WALKABLE_OVER 16
81 #define EP_WALKABLE_INSIDE 17
82 #define EP_WALKABLE_UNDER 18
83 #define EP_PASSABLE_OVER 19
84 #define EP_PASSABLE_INSIDE 20
85 #define EP_PASSABLE_UNDER 21
86 #define EP_DROPPABLE 22
87 #define EP_CAN_EXPLODE_1X1 23
88 #define EP_PUSHABLE 24
90 /* values for pre-defined properties */
92 #define EP_CAN_PASS_MAGIC_WALL 33
93 #define EP_SWITCHABLE 34
94 #define EP_BD_ELEMENT 35
95 #define EP_SP_ELEMENT 36
96 #define EP_SB_ELEMENT 37
98 #define EP_FOOD_DARK_YAMYAM 39
99 #define EP_FOOD_PENGUIN 40
100 #define EP_FOOD_PIG 41
101 #define EP_HISTORIC_WALL 42
102 #define EP_HISTORIC_SOLID 43
103 #define EP_CLASSIC_ENEMY 44
105 #define EP_BELT_ACTIVE 46
106 #define EP_BELT_SWITCH 47
108 #define EP_KEYGATE 49
109 #define EP_AMOEBOID 50
110 #define EP_AMOEBALIVE 51
111 #define EP_HAS_CONTENT 52
112 #define EP_ACTIVE_BOMB 53
113 #define EP_INACTIVE 54
115 /* values for special configurable properties (depending on level settings) */
116 #define EP_EM_SLIPPERY_WALL 55
118 /* values for special graphics properties (no effect on game engine) */
119 #define EP_GFX_CRUMBLED 56
121 /* values for derived properties (determined from properties above) */
122 #define EP_ACCESSIBLE_OVER 57
123 #define EP_ACCESSIBLE_INSIDE 58
124 #define EP_ACCESSIBLE_UNDER 59
125 #define EP_WALKABLE 60
126 #define EP_PASSABLE 61
127 #define EP_ACCESSIBLE 62
128 #define EP_COLLECTIBLE 63
129 #define EP_SNAPPABLE 64
131 #define EP_SOLID_FOR_PUSHING 66
132 #define EP_DRAGONFIRE_PROOF 67
133 #define EP_EXPLOSION_PROOF 68
134 #define EP_CAN_SMASH 69
135 #define EP_CAN_EXPLODE 70
136 #define EP_CAN_EXPLODE_3X3 71
138 /* values for internal purpose only (level editor) */
139 #define EP_EXPLODE_RESULT 72
140 #define EP_WALK_TO_OBJECT 73
143 #define NUM_ELEMENT_PROPERTIES 75
145 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
146 #define EP_BITFIELD_BASE 0
148 #define EP_BITMASK_DEFAULT 0
150 #define PROPERTY_BIT(p) (1 << ((p) % 32))
151 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
152 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
153 #define SET_PROPERTY(e,p,v) ((v) ? \
154 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
155 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
158 /* values for change events for custom elements (stored in level file) */
160 #define CE_TOUCHED_BY_PLAYER 1
161 #define CE_PRESSED_BY_PLAYER 2
162 #define CE_PUSHED_BY_PLAYER 3
163 #define CE_DROPPED_BY_PLAYER 4
164 #define CE_COLLISION_ACTIVE 5
167 #define CE_OTHER_IS_TOUCHING 8
168 #define CE_OTHER_IS_CHANGING 9
169 #define CE_OTHER_IS_EXPLODING 10
170 #define CE_OTHER_GETS_TOUCHED 11
171 #define CE_OTHER_GETS_PRESSED 12
172 #define CE_OTHER_GETS_PUSHED 13
173 #define CE_OTHER_GETS_COLLECTED 14
174 #define CE_OTHER_GETS_DROPPED 15
175 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
176 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
177 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
178 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
179 #define CE_OTHER_GETS_DIGGED 20
180 #define CE_ENTERED_BY_PLAYER 21
181 #define CE_LEFT_BY_PLAYER 22
182 #define CE_OTHER_GETS_ENTERED 23
183 #define CE_OTHER_GETS_LEFT 24
184 #define CE_SWITCHED 25
185 #define CE_OTHER_IS_SWITCHING 26
186 #define CE_COLLISION_PASSIVE 27
187 #define CE_OTHER_IS_COLL_ACTIVE 28
188 #define CE_OTHER_IS_COLL_PASSIVE 29
190 #define NUM_CHANGE_EVENTS 30
192 #define CE_BITMASK_DEFAULT 0
194 #define CH_EVENT_BIT(c) (1 << (c))
195 #define CH_EVENT_VAR(e) (element_info[e].change->events)
196 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
198 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
199 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
200 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
201 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
202 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
204 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
205 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
207 /* values for change sides for custom elements */
208 #define CH_SIDE_NONE MV_NO_MOVING
209 #define CH_SIDE_LEFT MV_LEFT
210 #define CH_SIDE_RIGHT MV_RIGHT
211 #define CH_SIDE_TOP MV_UP
212 #define CH_SIDE_BOTTOM MV_DOWN
213 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
214 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
215 #define CH_SIDE_ANY MV_ANY_DIRECTION
217 /* values for change power for custom elements */
218 #define CP_NON_DESTRUCTIVE 0
219 #define CP_HALF_DESTRUCTIVE 1
220 #define CP_FULL_DESTRUCTIVE 2
222 /* values for special move patterns (bits 0-3: basic move directions) */
223 #define MV_BIT_TOWARDS_PLAYER 4
224 #define MV_BIT_AWAY_FROM_PLAYER 5
225 #define MV_BIT_ALONG_LEFT_SIDE 6
226 #define MV_BIT_ALONG_RIGHT_SIDE 7
227 #define MV_BIT_TURNING_LEFT 8
228 #define MV_BIT_TURNING_RIGHT 9
229 #define MV_BIT_WHEN_PUSHED 10
230 #define MV_BIT_MAZE_RUNNER 11
231 #define MV_BIT_MAZE_HUNTER 12
233 /* values for special move patterns for custom elements */
234 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
235 #define MV_VERTICAL (MV_UP | MV_DOWN)
236 #define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
237 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
238 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
239 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
240 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
241 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
242 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
243 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
244 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
245 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
246 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
247 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
249 /* values for slippery property for custom elements */
250 #define SLIPPERY_ANY_RANDOM 0
251 #define SLIPPERY_ANY_LEFT_RIGHT 1
252 #define SLIPPERY_ANY_RIGHT_LEFT 2
253 #define SLIPPERY_ONLY_LEFT 3
254 #define SLIPPERY_ONLY_RIGHT 4
256 /* macros for configurable properties */
257 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
258 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
259 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
260 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
261 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
262 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
263 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
264 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
265 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
266 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
267 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
268 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
269 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
270 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
271 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
272 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
273 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
274 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
275 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
276 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
277 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
278 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
279 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
280 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
281 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
283 /* macros for special configurable properties */
284 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
286 /* macros for special graphics properties */
287 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
289 /* macros for pre-defined properties */
290 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
291 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
292 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
293 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
294 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
295 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
296 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
297 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
298 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
299 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
300 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
301 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
302 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
303 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
304 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
305 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
306 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
307 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
308 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
309 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
310 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
311 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
312 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
314 /* macros for derived properties */
315 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
316 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
317 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
318 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
319 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
320 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
321 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
322 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
323 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
324 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
325 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
326 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
327 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
328 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
329 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
331 /* special macros used in game engine */
332 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
333 (e) <= EL_CUSTOM_END)
335 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
336 (e) <= EL_ENVELOPE_4)
338 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
339 element_info[e].gfx_element : e)
341 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
343 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
344 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
346 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
347 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
348 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
350 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
351 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
352 (e) == EL_EMERALD ? EL_DIAMOND : \
353 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
354 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
355 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
357 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
358 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
360 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
361 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
362 #define TAPE_IS_EMPTY(x) ((x).length == 0)
363 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
365 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
366 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
367 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
368 IS_INDESTRUCTIBLE(Feld[x][y]))
369 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
370 PROTECTED_FIELD(x, y))
372 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
373 (p)->switch_x == (x) && (p)->switch_y == (y))
375 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
377 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
378 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
379 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
381 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
382 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
383 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
384 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
386 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
389 /* fundamental game speed values */
390 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
391 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
392 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
393 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
394 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
396 /* boundaries of arrays etc. */
397 #define MAX_LEVEL_NAME_LEN 32
398 #define MAX_LEVEL_AUTHOR_LEN 32
399 #define MAX_ELEMENT_NAME_LEN 32
400 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
401 #define MAX_SCORE_ENTRIES 100
402 #define MAX_NUM_AMOEBA 100
403 #define MAX_INVENTORY_SIZE 1000
404 #define MIN_ENVELOPE_XSIZE 1
405 #define MIN_ENVELOPE_YSIZE 1
406 #define MAX_ENVELOPE_XSIZE 30
407 #define MAX_ENVELOPE_YSIZE 20
408 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
409 #define MIN_CHANGE_PAGES 1
410 #define MAX_CHANGE_PAGES 16
412 /* values for elements with content */
413 #define MIN_ELEMENT_CONTENTS 1
414 #define STD_ELEMENT_CONTENTS 4
415 #define MAX_ELEMENT_CONTENTS 8
417 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
419 /* often used screen positions */
422 #define REAL_SX (SX - 2)
423 #define REAL_SY (SY - 2)
432 #define MINI_TILEX (TILEX / 2)
433 #define MINI_TILEY (TILEY / 2)
434 #define MICRO_TILEX (TILEX / 8)
435 #define MICRO_TILEY (TILEY / 8)
436 #define MIDPOSX (SCR_FIELDX / 2)
437 #define MIDPOSY (SCR_FIELDY / 2)
438 #define SXSIZE (SCR_FIELDX * TILEX)
439 #define SYSIZE (SCR_FIELDY * TILEY)
440 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
441 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
444 #define VXSIZE DXSIZE
446 #define EXSIZE DXSIZE
447 #define EYSIZE (VYSIZE + 44)
448 #define FULL_SXSIZE (2 + SXSIZE + 2)
449 #define FULL_SYSIZE (2 + SYSIZE + 2)
450 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
451 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
452 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
453 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
454 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
457 /* "real" level file elements */
458 #define EL_UNDEFINED -1
460 #define EL_EMPTY_SPACE 0
461 #define EL_EMPTY EL_EMPTY_SPACE
464 #define EL_WALL_SLIPPERY 3
466 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
468 #define EL_EXIT_CLOSED 7
469 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
471 #define EL_SPACESHIP 10
474 #define EL_STEELWALL 13
475 #define EL_DIAMOND 14
476 #define EL_AMOEBA_DEAD 15
477 #define EL_QUICKSAND_EMPTY 16
478 #define EL_QUICKSAND_FULL 17
479 #define EL_AMOEBA_DROP 18
481 #define EL_MAGIC_WALL 20
482 #define EL_SPEED_PILL 21
484 #define EL_AMOEBA_WET 23
485 #define EL_AMOEBA_DRY 24
487 #define EL_GAME_OF_LIFE 26
488 #define EL_BIOMAZE 27
489 #define EL_DYNAMITE_ACTIVE 28
490 #define EL_STONEBLOCK 29
491 #define EL_ROBOT_WHEEL 30
492 #define EL_ROBOT_WHEEL_ACTIVE 31
501 #define EL_GATE_1_GRAY 40
502 #define EL_GATE_2_GRAY 41
503 #define EL_GATE_3_GRAY 42
504 #define EL_GATE_4_GRAY 43
505 #define EL_DYNAMITE 44
507 #define EL_INVISIBLE_WALL 46
509 #define EL_LAMP_ACTIVE 48
510 #define EL_WALL_EMERALD 49
511 #define EL_WALL_DIAMOND 50
512 #define EL_AMOEBA_FULL 51
513 #define EL_BD_AMOEBA 52
514 #define EL_TIME_ORB_FULL 53
515 #define EL_TIME_ORB_EMPTY 54
516 #define EL_EXPANDABLE_WALL 55
517 #define EL_BD_DIAMOND 56
518 #define EL_EMERALD_YELLOW 57
519 #define EL_WALL_BD_DIAMOND 58
520 #define EL_WALL_EMERALD_YELLOW 59
521 #define EL_DARK_YAMYAM 60
522 #define EL_BD_MAGIC_WALL 61
523 #define EL_INVISIBLE_STEELWALL 62
525 #define EL_MAZE_RUNNER 63
527 #define EL_DYNABOMB_INCREASE_NUMBER 64
528 #define EL_DYNABOMB_INCREASE_SIZE 65
529 #define EL_DYNABOMB_INCREASE_POWER 66
530 #define EL_SOKOBAN_OBJECT 67
531 #define EL_SOKOBAN_FIELD_EMPTY 68
532 #define EL_SOKOBAN_FIELD_FULL 69
533 #define EL_BD_BUTTERFLY_RIGHT 70
534 #define EL_BD_BUTTERFLY_UP 71
535 #define EL_BD_BUTTERFLY_LEFT 72
536 #define EL_BD_BUTTERFLY_DOWN 73
537 #define EL_BD_FIREFLY_RIGHT 74
538 #define EL_BD_FIREFLY_UP 75
539 #define EL_BD_FIREFLY_LEFT 76
540 #define EL_BD_FIREFLY_DOWN 77
541 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
542 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
543 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
544 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
545 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
546 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
547 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
548 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
549 #define EL_BD_BUTTERFLY 78
550 #define EL_BD_FIREFLY 79
551 #define EL_PLAYER_1 80
552 #define EL_PLAYER_2 81
553 #define EL_PLAYER_3 82
554 #define EL_PLAYER_4 83
555 #define EL_BUG_RIGHT 84
557 #define EL_BUG_LEFT 86
558 #define EL_BUG_DOWN 87
559 #define EL_SPACESHIP_RIGHT 88
560 #define EL_SPACESHIP_UP 89
561 #define EL_SPACESHIP_LEFT 90
562 #define EL_SPACESHIP_DOWN 91
563 #define EL_PACMAN_RIGHT 92
564 #define EL_PACMAN_UP 93
565 #define EL_PACMAN_LEFT 94
566 #define EL_PACMAN_DOWN 95
567 #define EL_EMERALD_RED 96
568 #define EL_EMERALD_PURPLE 97
569 #define EL_WALL_EMERALD_RED 98
570 #define EL_WALL_EMERALD_PURPLE 99
571 #define EL_ACID_POOL_TOPLEFT 100
572 #define EL_ACID_POOL_TOPRIGHT 101
573 #define EL_ACID_POOL_BOTTOMLEFT 102
574 #define EL_ACID_POOL_BOTTOM 103
575 #define EL_ACID_POOL_BOTTOMRIGHT 104
576 #define EL_BD_WALL 105
577 #define EL_BD_ROCK 106
578 #define EL_EXIT_OPEN 107
579 #define EL_BLACK_ORB 108
580 #define EL_AMOEBA_TO_DIAMOND 109
582 #define EL_PENGUIN 111
583 #define EL_SATELLITE 112
584 #define EL_ARROW_LEFT 113
585 #define EL_ARROW_RIGHT 114
586 #define EL_ARROW_UP 115
587 #define EL_ARROW_DOWN 116
589 #define EL_DRAGON 118
591 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
593 #define EL_CHAR_START 120
594 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
595 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
597 #include "conf_chr.h" /* include auto-generated data structure definitions */
599 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
600 #define EL_CHAR_END (EL_CHAR_START + 79)
602 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
604 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
605 #define EL_EXPANDABLE_WALL_VERTICAL 201
606 #define EL_EXPANDABLE_WALL_ANY 202
608 #define EL_EM_GATE_1 203
609 #define EL_EM_GATE_2 204
610 #define EL_EM_GATE_3 205
611 #define EL_EM_GATE_4 206
613 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
614 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
615 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
617 #define EL_SP_START 210
618 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
619 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
620 #define EL_SP_ZONK (EL_SP_START + 1)
621 #define EL_SP_BASE (EL_SP_START + 2)
622 #define EL_SP_MURPHY (EL_SP_START + 3)
623 #define EL_SP_INFOTRON (EL_SP_START + 4)
624 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
625 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
626 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
627 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
628 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
629 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
630 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
631 #define EL_SP_PORT_UP (EL_SP_START + 12)
632 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
633 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
634 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
635 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
636 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
637 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
638 #define EL_SP_TERMINAL (EL_SP_START + 19)
639 #define EL_SP_DISK_RED (EL_SP_START + 20)
640 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
641 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
642 #define EL_SP_PORT_ANY (EL_SP_START + 23)
643 #define EL_SP_ELECTRON (EL_SP_START + 24)
644 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
645 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
646 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
647 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
648 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
649 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
650 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
651 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
652 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
653 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
654 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
655 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
656 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
657 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
658 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
659 #define EL_SP_END (EL_SP_START + 39)
661 #define EL_EM_GATE_1_GRAY 250
662 #define EL_EM_GATE_2_GRAY 251
663 #define EL_EM_GATE_3_GRAY 252
664 #define EL_EM_GATE_4_GRAY 253
666 #define EL_UNUSED_254 254
667 #define EL_UNUSED_255 255
670 #define EL_CRYSTAL 257
671 #define EL_WALL_PEARL 258
672 #define EL_WALL_CRYSTAL 259
673 #define EL_DOOR_WHITE 260
674 #define EL_DOOR_WHITE_GRAY 261
675 #define EL_KEY_WHITE 262
676 #define EL_SHIELD_NORMAL 263
677 #define EL_EXTRA_TIME 264
678 #define EL_SWITCHGATE_OPEN 265
679 #define EL_SWITCHGATE_CLOSED 266
680 #define EL_SWITCHGATE_SWITCH_UP 267
681 #define EL_SWITCHGATE_SWITCH_DOWN 268
683 #define EL_UNUSED_269 269
684 #define EL_UNUSED_270 270
686 #define EL_CONVEYOR_BELT_1_LEFT 271
687 #define EL_CONVEYOR_BELT_1_MIDDLE 272
688 #define EL_CONVEYOR_BELT_1_RIGHT 273
689 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
690 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
691 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
692 #define EL_CONVEYOR_BELT_2_LEFT 277
693 #define EL_CONVEYOR_BELT_2_MIDDLE 278
694 #define EL_CONVEYOR_BELT_2_RIGHT 279
695 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
696 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
697 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
698 #define EL_CONVEYOR_BELT_3_LEFT 283
699 #define EL_CONVEYOR_BELT_3_MIDDLE 284
700 #define EL_CONVEYOR_BELT_3_RIGHT 285
701 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
702 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
703 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
704 #define EL_CONVEYOR_BELT_4_LEFT 289
705 #define EL_CONVEYOR_BELT_4_MIDDLE 290
706 #define EL_CONVEYOR_BELT_4_RIGHT 291
707 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
708 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
709 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
710 #define EL_LANDMINE 295
711 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
712 #define EL_LIGHT_SWITCH 297
713 #define EL_LIGHT_SWITCH_ACTIVE 298
714 #define EL_SIGN_EXCLAMATION 299
715 #define EL_SIGN_RADIOACTIVITY 300
716 #define EL_SIGN_STOP 301
717 #define EL_SIGN_WHEELCHAIR 302
718 #define EL_SIGN_PARKING 303
719 #define EL_SIGN_ONEWAY 304
720 #define EL_SIGN_HEART 305
721 #define EL_SIGN_TRIANGLE 306
722 #define EL_SIGN_ROUND 307
723 #define EL_SIGN_EXIT 308
724 #define EL_SIGN_YINYANG 309
725 #define EL_SIGN_OTHER 310
726 #define EL_MOLE_LEFT 311
727 #define EL_MOLE_RIGHT 312
728 #define EL_MOLE_UP 313
729 #define EL_MOLE_DOWN 314
730 #define EL_STEELWALL_SLIPPERY 315
731 #define EL_INVISIBLE_SAND 316
732 #define EL_DX_UNKNOWN_15 317
733 #define EL_DX_UNKNOWN_42 318
735 #define EL_UNUSED_319 319
736 #define EL_UNUSED_320 320
738 #define EL_SHIELD_DEADLY 321
739 #define EL_TIMEGATE_OPEN 322
740 #define EL_TIMEGATE_CLOSED 323
741 #define EL_TIMEGATE_SWITCH_ACTIVE 324
742 #define EL_TIMEGATE_SWITCH 325
744 #define EL_BALLOON 326
745 #define EL_BALLOON_SWITCH_LEFT 327
746 #define EL_BALLOON_SWITCH_RIGHT 328
747 #define EL_BALLOON_SWITCH_UP 329
748 #define EL_BALLOON_SWITCH_DOWN 330
749 #define EL_BALLOON_SWITCH_ANY 331
751 #define EL_EMC_STEELWALL_1 332
752 #define EL_EMC_STEELWALL_2 333
753 #define EL_EMC_STEELWALL_3 334
754 #define EL_EMC_STEELWALL_4 335
755 #define EL_EMC_WALL_1 336
756 #define EL_EMC_WALL_2 337
757 #define EL_EMC_WALL_3 338
758 #define EL_EMC_WALL_4 339
759 #define EL_EMC_WALL_5 340
760 #define EL_EMC_WALL_6 341
761 #define EL_EMC_WALL_7 342
762 #define EL_EMC_WALL_8 343
764 #define EL_TUBE_ANY 344
765 #define EL_TUBE_VERTICAL 345
766 #define EL_TUBE_HORIZONTAL 346
767 #define EL_TUBE_VERTICAL_LEFT 347
768 #define EL_TUBE_VERTICAL_RIGHT 348
769 #define EL_TUBE_HORIZONTAL_UP 349
770 #define EL_TUBE_HORIZONTAL_DOWN 350
771 #define EL_TUBE_LEFT_UP 351
772 #define EL_TUBE_LEFT_DOWN 352
773 #define EL_TUBE_RIGHT_UP 353
774 #define EL_TUBE_RIGHT_DOWN 354
775 #define EL_SPRING 355
777 #define EL_DX_SUPABOMB 357
779 #define EL_UNUSED_358 358
780 #define EL_UNUSED_359 359
782 /* ---------- begin of custom elements section ----------------------------- */
783 #define EL_CUSTOM_START 360
785 #include "conf_cus.h" /* include auto-generated data structure definitions */
787 #define NUM_CUSTOM_ELEMENTS 256
788 #define EL_CUSTOM_END 615
789 /* ---------- end of custom elements section ------------------------------- */
791 #define EL_EM_KEY_1 616
792 #define EL_EM_KEY_2 617
793 #define EL_EM_KEY_3 618
794 #define EL_EM_KEY_4 619
795 #define EL_ENVELOPE_1 620
796 #define EL_ENVELOPE_2 621
797 #define EL_ENVELOPE_3 622
798 #define EL_ENVELOPE_4 623
800 #define NUM_FILE_ELEMENTS 624
803 /* "real" (and therefore drawable) runtime elements */
804 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
806 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
807 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
808 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
809 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
810 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
811 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
812 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
813 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
814 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
815 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
816 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
817 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
818 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
819 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
820 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
821 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
822 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
823 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
824 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
825 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
826 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
827 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
828 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
829 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
830 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
831 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
832 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
833 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
834 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
835 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
836 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
837 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
838 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
839 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
840 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
841 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
842 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
843 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
844 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
845 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
846 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
847 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
848 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
849 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
850 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
852 /* "unreal" (and therefore not drawable) runtime elements */
853 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
855 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
856 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
857 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
858 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
859 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
860 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
861 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
862 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
863 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
864 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
865 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
866 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
867 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
868 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
870 /* dummy elements (never used as game elements, only used as graphics) */
871 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
873 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
874 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
875 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
876 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
877 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
878 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
879 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
880 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
881 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
882 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
883 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
884 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
885 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
886 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
887 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
888 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
889 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
890 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
891 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
892 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
893 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
894 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
895 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
896 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
897 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
898 #define EL_DUMMY (EL_FIRST_DUMMY + 25)
900 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 26)
903 /* values for graphics/sounds action types */
904 #define ACTION_DEFAULT 0
905 #define ACTION_WAITING 1
906 #define ACTION_FALLING 2
907 #define ACTION_MOVING 3
908 #define ACTION_DIGGING 4
909 #define ACTION_SNAPPING 5
910 #define ACTION_COLLECTING 6
911 #define ACTION_DROPPING 7
912 #define ACTION_PUSHING 8
913 #define ACTION_WALKING 9
914 #define ACTION_PASSING 10
915 #define ACTION_IMPACT 11
916 #define ACTION_BREAKING 12
917 #define ACTION_ACTIVATING 13
918 #define ACTION_DEACTIVATING 14
919 #define ACTION_OPENING 15
920 #define ACTION_CLOSING 16
921 #define ACTION_ATTACKING 17
922 #define ACTION_GROWING 18
923 #define ACTION_SHRINKING 19
924 #define ACTION_ACTIVE 20
925 #define ACTION_FILLING 21
926 #define ACTION_EMPTYING 22
927 #define ACTION_CHANGING 23
928 #define ACTION_EXPLODING 24
929 #define ACTION_BORING 25
930 #define ACTION_BORING_1 26
931 #define ACTION_BORING_2 27
932 #define ACTION_BORING_3 28
933 #define ACTION_BORING_4 29
934 #define ACTION_BORING_5 30
935 #define ACTION_BORING_6 31
936 #define ACTION_BORING_7 32
937 #define ACTION_BORING_8 33
938 #define ACTION_BORING_9 34
939 #define ACTION_BORING_10 35
940 #define ACTION_SLEEPING 36
941 #define ACTION_SLEEPING_1 37
942 #define ACTION_SLEEPING_2 38
943 #define ACTION_SLEEPING_3 39
944 #define ACTION_AWAKENING 40
945 #define ACTION_DYING 41
946 #define ACTION_TURNING 42
947 #define ACTION_TURNING_FROM_LEFT 43
948 #define ACTION_TURNING_FROM_RIGHT 44
949 #define ACTION_TURNING_FROM_UP 45
950 #define ACTION_TURNING_FROM_DOWN 46
951 #define ACTION_OTHER 47
953 #define NUM_ACTIONS 48
955 #define ACTION_BORING_LAST ACTION_BORING_10
956 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
959 /* values for special image configuration suffixes (must match game mode) */
960 #define GFX_SPECIAL_ARG_DEFAULT 0
961 #define GFX_SPECIAL_ARG_MAIN 1
962 #define GFX_SPECIAL_ARG_LEVELS 2
963 #define GFX_SPECIAL_ARG_SCORES 3
964 #define GFX_SPECIAL_ARG_EDITOR 4
965 #define GFX_SPECIAL_ARG_INFO 5
966 #define GFX_SPECIAL_ARG_SETUP 6
967 #define GFX_SPECIAL_ARG_PLAYING 7
968 #define GFX_SPECIAL_ARG_DOOR 8
969 #define GFX_SPECIAL_ARG_PREVIEW 9
970 #define GFX_SPECIAL_ARG_CRUMBLED 10
972 #define NUM_SPECIAL_GFX_ARGS 11
975 /* values for image configuration suffixes */
978 #define GFX_ARG_XPOS 2
979 #define GFX_ARG_YPOS 3
980 #define GFX_ARG_WIDTH 4
981 #define GFX_ARG_HEIGHT 5
982 #define GFX_ARG_OFFSET 6
983 #define GFX_ARG_VERTICAL 7
984 #define GFX_ARG_XOFFSET 8
985 #define GFX_ARG_YOFFSET 9
986 #define GFX_ARG_FRAMES 10
987 #define GFX_ARG_FRAMES_PER_LINE 11
988 #define GFX_ARG_START_FRAME 12
989 #define GFX_ARG_DELAY 13
990 #define GFX_ARG_ANIM_MODE 14
991 #define GFX_ARG_GLOBAL_SYNC 15
992 #define GFX_ARG_CRUMBLED_LIKE 16
993 #define GFX_ARG_DIGGABLE_LIKE 17
994 #define GFX_ARG_BORDER_SIZE 18
995 #define GFX_ARG_STEP_OFFSET 19
996 #define GFX_ARG_STEP_DELAY 20
997 #define GFX_ARG_DIRECTION 21
998 #define GFX_ARG_POSITION 22
999 #define GFX_ARG_DRAW_XOFFSET 23
1000 #define GFX_ARG_DRAW_YOFFSET 24
1001 #define GFX_ARG_DRAW_MASKED 25
1002 #define GFX_ARG_ANIM_DELAY_FIXED 26
1003 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1004 #define GFX_ARG_POST_DELAY_FIXED 28
1005 #define GFX_ARG_POST_DELAY_RANDOM 29
1006 #define GFX_ARG_NAME 30
1008 #define NUM_GFX_ARGS 31
1011 /* values for sound configuration suffixes */
1012 #define SND_ARG_MODE_LOOP 0
1014 #define NUM_SND_ARGS 1
1017 /* values for music configuration suffixes */
1018 #define MUS_ARG_MODE_LOOP 0
1020 #define NUM_MUS_ARGS 1
1023 /* values for font configuration */
1024 #define FONT_INITIAL_1 0
1025 #define FONT_INITIAL_2 1
1026 #define FONT_INITIAL_3 2
1027 #define FONT_INITIAL_4 3
1028 #define FONT_TITLE_1 4
1029 #define FONT_TITLE_2 5
1030 #define FONT_MENU_1 6
1031 #define FONT_MENU_2 7
1032 #define FONT_TEXT_1_ACTIVE 8
1033 #define FONT_TEXT_2_ACTIVE 9
1034 #define FONT_TEXT_3_ACTIVE 10
1035 #define FONT_TEXT_4_ACTIVE 11
1036 #define FONT_TEXT_1 12
1037 #define FONT_TEXT_2 13
1038 #define FONT_TEXT_3 14
1039 #define FONT_TEXT_4 15
1040 #define FONT_ENVELOPE_1 16
1041 #define FONT_ENVELOPE_2 17
1042 #define FONT_ENVELOPE_3 18
1043 #define FONT_ENVELOPE_4 19
1044 #define FONT_INPUT_1_ACTIVE 20
1045 #define FONT_INPUT_2_ACTIVE 21
1046 #define FONT_INPUT_1 22
1047 #define FONT_INPUT_2 23
1048 #define FONT_OPTION_OFF 24
1049 #define FONT_OPTION_ON 25
1050 #define FONT_VALUE_1 26
1051 #define FONT_VALUE_2 27
1052 #define FONT_VALUE_OLD 28
1053 #define FONT_LEVEL_NUMBER 29
1054 #define FONT_TAPE_RECORDER 30
1055 #define FONT_GAME_INFO 31
1057 #define NUM_FONTS 32
1058 #define NUM_INITIAL_FONTS 4
1060 /* values for game_status (must match special image configuration suffixes) */
1061 #define GAME_MODE_DEFAULT 0
1062 #define GAME_MODE_MAIN 1
1063 #define GAME_MODE_LEVELS 2
1064 #define GAME_MODE_SCORES 3
1065 #define GAME_MODE_EDITOR 4
1066 #define GAME_MODE_INFO 5
1067 #define GAME_MODE_SETUP 6
1068 #define GAME_MODE_PLAYING 7
1069 #define GAME_MODE_PSEUDO_DOOR 8
1070 #define GAME_MODE_PSEUDO_PREVIEW 9
1071 #define GAME_MODE_PSEUDO_CRUMBLED 10
1073 /* there are no special config file suffixes for these modes */
1074 #define GAME_MODE_PSEUDO_TYPENAME 11
1075 #define GAME_MODE_QUIT 12
1077 /* special definitions currently only used for custom artwork configuration */
1078 #define MUSIC_PREFIX_BACKGROUND 0
1079 #define NUM_MUSIC_PREFIXES 1
1080 #define MAX_LEVELS 1000
1082 /* definitions for demo animation lists */
1083 #define HELPANIM_LIST_NEXT -1
1084 #define HELPANIM_LIST_END -999
1087 /* program information and versioning definitions */
1089 #define PROGRAM_VERSION_MAJOR 3
1090 #define PROGRAM_VERSION_MINOR 0
1091 #define PROGRAM_VERSION_PATCH 8
1092 #define PROGRAM_VERSION_BUILD 3
1094 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1095 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1096 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
1098 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1099 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1100 #define FILENAME_PREFIX "Rocks"
1102 #if defined(PLATFORM_UNIX)
1103 #define USERDATA_DIRECTORY ".rocksndiamonds"
1104 #elif defined(PLATFORM_WIN32)
1105 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1107 #define USERDATA_DIRECTORY "userdata"
1110 #define X11_ICON_FILENAME "rocks_icon.xbm"
1111 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1112 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1114 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1115 ** currently supported/known file version numbers:
1117 ** 1.2 (still in use)
1118 ** 1.4 (still in use)
1121 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1122 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1123 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1124 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1126 /* file version does not change for every program version, but is changed
1127 when new features are introduced that are incompatible with older file
1128 versions, so that they can be treated accordingly */
1129 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1131 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1132 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1133 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1134 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1136 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1137 PROGRAM_VERSION_MINOR, \
1138 PROGRAM_VERSION_PATCH, \
1139 PROGRAM_VERSION_BUILD)
1141 /* values for game_emulation */
1143 #define EMU_BOULDERDASH 1
1144 #define EMU_SOKOBAN 2
1145 #define EMU_SUPAPLEX 3
1149 int draw_xoffset_default;
1150 int draw_yoffset_default;
1151 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1152 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1154 int scrollbar_xoffset;
1156 int list_size_default;
1157 int list_size[NUM_SPECIAL_GFX_ARGS];
1159 int sound[NUM_SPECIAL_GFX_ARGS];
1160 int music[NUM_SPECIAL_GFX_ARGS];
1172 char Name[MAX_PLAYER_NAME_LEN + 1];
1178 boolean present; /* player present in level playfield */
1179 boolean connected; /* player connected (locally or via network) */
1180 boolean active; /* player (present && connected) */
1182 int index_nr, client_nr, element_nr;
1184 byte action; /* action from local input device */
1185 byte effective_action; /* action acknowledged from network server
1186 or summarized over all configured input
1187 devices when in single player mode */
1188 byte programmed_action; /* action forced by game itself (like moving
1189 through doors); overrides other actions */
1191 int jx, jy, last_jx, last_jy;
1192 int MovDir, MovPos, GfxDir, GfxPos;
1193 int Frame, StepFrame;
1197 boolean use_murphy_graphic;
1199 boolean LevelSolved, GameOver;
1206 boolean is_snapping;
1207 boolean is_collecting;
1209 boolean is_switching;
1212 boolean is_sleeping;
1214 int frame_counter_bored;
1215 int frame_counter_sleeping;
1217 int anim_delay_counter;
1218 int post_delay_counter;
1220 int action_waiting, last_action_waiting;
1221 int special_action_bored;
1222 int special_action_sleeping;
1224 int num_special_action_bored;
1225 int num_special_action_sleeping;
1227 int switch_x, switch_y;
1231 unsigned long move_delay;
1232 int move_delay_value;
1234 unsigned long push_delay;
1235 unsigned long push_delay_value;
1237 unsigned long actual_frame_counter;
1242 int gems_still_needed;
1243 int sokobanfields_still_needed;
1244 int lights_still_needed;
1245 int friends_still_needed;
1247 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1248 int shield_normal_time_left;
1249 int shield_deadly_time_left;
1251 int inventory_element[MAX_INVENTORY_SIZE];
1257 int music[MAX_LEVELS];
1262 int file_version; /* file format version the level is stored with */
1263 int game_version; /* game release version the level was created with */
1265 boolean encoding_16bit_field; /* level contains 16-bit elements */
1266 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1267 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1272 char name[MAX_LEVEL_NAME_LEN + 1];
1273 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1274 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1275 int envelope_xsize[4], envelope_ysize[4];
1276 int score[LEVEL_SCORE_ELEMENTS];
1277 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1278 int num_yamyam_contents;
1281 int time_magic_wall;
1285 boolean double_speed;
1286 boolean initial_gravity;
1287 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1289 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1291 boolean use_custom_template; /* use custom properties from template file */
1293 boolean no_level_file; /* set for currently undefined levels */
1298 int file_version; /* file format version the tape is stored with */
1299 int game_version; /* game release version the tape was created with */
1300 int engine_version; /* game engine version the tape was recorded with */
1302 char *level_identifier;
1304 unsigned long random_seed;
1306 unsigned long counter;
1307 unsigned long length;
1308 unsigned long length_seconds;
1309 unsigned int delay_played;
1310 boolean pause_before_death;
1311 boolean recording, playing, pausing;
1312 boolean fast_forward;
1313 boolean index_search;
1315 boolean auto_play_level_solved;
1316 boolean quick_resume;
1317 boolean single_step;
1319 boolean player_participates[MAX_PLAYERS];
1320 int num_participating_players;
1324 byte action[MAX_PLAYERS];
1331 /* values for engine initialization */
1332 int default_push_delay_fixed;
1333 int default_push_delay_random;
1335 /* constant within running game */
1338 int initial_move_delay;
1339 int initial_move_delay_value;
1340 int initial_push_delay_value;
1342 /* variable within running game */
1343 int yamyam_content_nr;
1344 boolean magic_wall_active;
1345 int magic_wall_time_left;
1346 int light_time_left;
1347 int timegate_time_left;
1353 boolean explosions_delayed;
1354 boolean envelope_active;
1356 /* values for player idle animation (no effect on engine) */
1357 int player_boring_delay_fixed;
1358 int player_boring_delay_random;
1359 int player_sleeping_delay_fixed;
1360 int player_sleeping_delay_random;
1365 char *autoplay_leveldir;
1366 int autoplay_level_nr;
1370 float frames_per_second;
1371 boolean fps_slowdown;
1372 int fps_slowdown_factor;
1375 struct ElementChangeInfo
1377 boolean can_change; /* use or ignore this change info */
1379 unsigned long events; /* change events */
1380 int sides; /* change sides */
1382 short target_element; /* target element after change */
1384 int delay_fixed; /* added frame delay before changed (fixed) */
1385 int delay_random; /* added frame delay before changed (random) */
1386 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1388 short trigger_element; /* custom element triggering change */
1390 int content[3][3]; /* new elements after extended change */
1391 boolean use_content; /* use extended change content */
1392 boolean only_complete; /* only use complete content */
1393 boolean use_random_change; /* use random value for setting content */
1394 int random; /* random value for setting content */
1395 int power; /* power of extended change */
1397 boolean explode; /* explode instead of change */
1399 /* functions that are called before, while and after the change of an
1400 element -- currently only used for non-custom elements */
1401 void (*pre_change_function)(int x, int y);
1402 void (*change_function)(int x, int y);
1403 void (*post_change_function)(int x, int y);
1405 /* ---------- internal values used in level editor ---------- */
1407 int direct_action; /* change triggered by actions on element */
1408 int other_action; /* change triggered by other element actions */
1413 /* ---------- token and description strings ---------- */
1415 char *token_name; /* element token used in config files */
1416 char *class_name; /* element class used in config files */
1417 char *editor_description; /* pre-defined description for level editor */
1418 char *custom_description; /* alternative description from config file */
1419 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */
1421 /* ---------- graphic and sound definitions ---------- */
1423 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1424 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1425 /* special graphics for left/right/up/down */
1427 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1428 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1429 /* crumbled graphics for left/right/up/down */
1431 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1432 /* special graphics for certain screens */
1434 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1436 /* ---------- special element property values ---------- */
1438 boolean use_gfx_element; /* use custom graphic element */
1439 short gfx_element; /* optional custom graphic element */
1441 int collect_score; /* score value for collecting */
1442 int collect_count; /* count value for collecting */
1444 int push_delay_fixed; /* constant frame delay for pushing */
1445 int push_delay_random; /* additional random frame delay for pushing */
1446 int move_delay_fixed; /* constant frame delay for moving */
1447 int move_delay_random; /* additional random frame delay for moving */
1449 int move_pattern; /* direction movable element moves to */
1450 int move_direction_initial; /* initial direction element moves to */
1451 int move_stepsize; /* step size element moves with */
1453 int slippery_type; /* how/where other elements slip away */
1455 int content[3][3]; /* new elements after explosion */
1457 struct ElementChangeInfo *change_page; /* actual list of change pages */
1458 struct ElementChangeInfo *change; /* pointer to current change page */
1460 int num_change_pages; /* actual number of change pages */
1461 int current_change_page; /* currently edited change page */
1463 /* ---------- internal values used at runtime when playing ---------- */
1465 unsigned long change_events; /* bitfield for combined change events */
1467 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1468 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1470 /* ---------- internal values used in level editor ---------- */
1472 int access_type; /* walkable or passable */
1473 int access_layer; /* accessible over/inside/under */
1474 int walk_to_action; /* diggable/collectible/pushable */
1475 int smash_targets; /* can smash player/enemies/everything */
1476 int deadliness; /* deadly when running/colliding/touching */
1477 int consistency; /* indestructible/can explode */
1479 boolean can_explode_by_fire; /* element explodes by fire */
1480 boolean can_explode_smashed; /* element explodes when smashed */
1481 boolean can_explode_impact; /* element explodes on impact */
1483 boolean modified_settings; /* set for all modified custom elements */
1488 char *token_name; /* font token used in config files */
1490 int graphic; /* default graphic for this font */
1491 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1492 /* special graphics for certain screens */
1493 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1494 /* internal bitmap ID for special graphics */
1500 int src_x, src_y; /* start position of animation frames */
1501 int width, height; /* width/height of each animation frame */
1502 int offset_x, offset_y; /* x/y offset to next animation frame */
1504 int anim_frames_per_line;
1505 int anim_start_frame;
1506 int anim_delay; /* important: delay of 1 means "no delay"! */
1508 boolean anim_global_sync;
1509 int crumbled_like; /* element for cloning crumble graphics */
1510 int diggable_like; /* element for cloning digging graphics */
1511 int border_size; /* border size for "crumbled" graphics */
1513 int anim_delay_fixed; /* optional delay values for bored and */
1514 int anim_delay_random; /* sleeping player animations (animation */
1515 int post_delay_fixed; /* intervall and following pause before */
1516 int post_delay_random; /* next intervall (bored animation only) */
1518 int step_offset; /* optional step offset of toon animations */
1519 int step_delay; /* optional step delay of toon animations */
1521 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1523 int draw_masked; /* optional setting for drawing envelope gfx */
1525 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1526 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1527 GC clip_gc; /* single-graphic-only clip gc for X11 */
1541 struct MusicPrefixInfo
1544 boolean is_loop_music;
1547 struct MusicFileInfo
1552 char *artist_header;
1565 struct MusicFileInfo *next;
1568 struct ElementActionInfo
1572 boolean is_loop_sound;
1575 struct ElementDirectionInfo
1581 struct SpecialSuffixInfo
1598 extern GC tile_clip_gc;
1599 extern Bitmap *pix[];
1601 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1602 extern Pixmap tile_clipmask[];
1603 extern DrawBuffer *fieldbuffer;
1604 extern DrawBuffer *drawto_field;
1606 extern int game_status;
1607 extern boolean level_editor_test_game;
1608 extern boolean network_playing;
1610 extern int key_joystick_mapping;
1612 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1613 extern int redraw_x1, redraw_y1;
1615 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1616 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1617 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1618 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1619 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1620 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1621 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1622 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1623 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1624 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1625 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1626 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1627 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1628 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1629 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1630 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1631 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1632 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1633 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1634 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1635 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1636 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1637 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1639 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1641 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1642 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1643 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1644 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1645 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1647 extern int lev_fieldx, lev_fieldy;
1648 extern int scroll_x, scroll_y;
1651 extern int ScrollStepSize;
1652 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1653 extern int BorderElement;
1654 extern int GameFrameDelay;
1655 extern int FfwdFrameDelay;
1656 extern int BX1, BY1;
1657 extern int BX2, BY2;
1658 extern int SBX_Left, SBX_Right;
1659 extern int SBY_Upper, SBY_Lower;
1661 extern int ExitX, ExitY;
1662 extern int AllPlayersGone;
1664 extern int TimeFrames, TimePlayed, TimeLeft;
1665 extern boolean SiebAktiv;
1666 extern int SiebCount;
1668 extern boolean network_player_action_received;
1670 extern int graphics_action_mapping[];
1672 extern struct LevelSetInfo levelset;
1673 extern struct LevelInfo level, level_template;
1674 extern struct PlayerInfo stored_player[], *local_player;
1675 extern struct HiScore highscore[];
1676 extern struct TapeInfo tape;
1677 extern struct GameInfo game;
1678 extern struct GlobalInfo global;
1679 extern struct MenuInfo menu;
1680 extern struct DoorInfo door_1, door_2;
1681 extern struct ElementInfo element_info[];
1682 extern struct ElementActionInfo element_action_info[];
1683 extern struct ElementDirectionInfo element_direction_info[];
1684 extern struct SpecialSuffixInfo special_suffix_info[];
1685 extern struct TokenIntPtrInfo image_config_vars[];
1686 extern struct FontInfo font_info[];
1687 extern struct MusicPrefixInfo music_prefix_info[];
1688 extern struct GraphicInfo *graphic_info;
1689 extern struct SoundInfo *sound_info;
1690 extern struct MusicInfo *music_info;
1691 extern struct MusicFileInfo *music_file_info;
1692 extern struct HelpAnimInfo *helpanim_info;
1693 extern SetupFileHash *helptext_info;
1694 extern struct ConfigInfo image_config[];
1695 extern struct ConfigInfo sound_config[];
1696 extern struct ConfigInfo music_config[];
1697 extern struct ConfigInfo image_config_suffix[];
1698 extern struct ConfigInfo sound_config_suffix[];
1699 extern struct ConfigInfo music_config_suffix[];
1700 extern struct ConfigInfo helpanim_config[];
1701 extern struct ConfigInfo helptext_config[];