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 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
30 #include "conf_gfx.h" /* include auto-generated data structure definitions */
31 #include "conf_snd.h" /* include auto-generated data structure definitions */
33 #define IMG_UNDEFINED (-1)
34 #define IMG_EMPTY IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
36 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
37 #define IMG_CHAR_START IMG_CHAR_SPACE
38 #define IMG_CUSTOM_START IMG_CUSTOM_1
40 #define SND_UNDEFINED (-1)
47 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX 3
50 #define MIN_LEV_FIELDY 3
51 #define STD_LEV_FIELDX 64
52 #define STD_LEV_FIELDY 32
53 #define MAX_LEV_FIELDX 128
54 #define MAX_LEV_FIELDY 128
56 #define SCREENX(a) ((a) - scroll_x)
57 #define SCREENY(a) ((a) - scroll_y)
58 #define LEVELX(a) ((a) + scroll_x)
59 #define LEVELY(a) ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
64 /* values for configurable properties (custom elem's only, else pre-defined) */
66 #define EP_COLLECTIBLE 1
67 #define EP_DONT_RUN_INTO 2
68 #define EP_DONT_COLLIDE_WITH 3
69 #define EP_DONT_TOUCH 4
70 #define EP_INDESTRUCTIBLE 5
72 #define EP_CAN_CHANGE 7
75 #define EP_CAN_SMASH_PLAYER 10
76 #define EP_CAN_SMASH_ENEMIES 11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_CAN_EXPLODE_BY_FIRE 13
79 #define EP_CAN_EXPLODE_SMASHED 14
80 #define EP_CAN_EXPLODE_IMPACT 15
81 #define EP_WALKABLE_OVER 16
82 #define EP_WALKABLE_INSIDE 17
83 #define EP_WALKABLE_UNDER 18
84 #define EP_PASSABLE_OVER 19
85 #define EP_PASSABLE_INSIDE 20
86 #define EP_PASSABLE_UNDER 21
87 #define EP_UNUSED_22 22
88 #define EP_UNUSED_23 23
89 #define EP_PUSHABLE 24
91 /* values for special configurable properties (depending on level settings) */
92 #define EP_EM_SLIPPERY_WALL 32
94 /* values for special graphics properties (no effect on game engine) */
95 #define EP_CAN_BE_CRUMBLED 33
97 /* values for pre-defined properties */
99 #define EP_CAN_PASS_MAGIC_WALL 35
100 #define EP_SWITCHABLE 36
101 #define EP_BD_ELEMENT 37
102 #define EP_SP_ELEMENT 38
103 #define EP_SB_ELEMENT 39
105 #define EP_FOOD_DARK_YAMYAM 41
106 #define EP_FOOD_PENGUIN 42
107 #define EP_FOOD_PIG 43
108 #define EP_HISTORIC_WALL 44
109 #define EP_HISTORIC_SOLID 45
110 #define EP_CLASSIC_ENEMY 46
112 #define EP_BELT_ACTIVE 48
113 #define EP_BELT_SWITCH 49
115 #define EP_KEYGATE 51
116 #define EP_AMOEBOID 52
117 #define EP_AMOEBALIVE 53
118 #define EP_HAS_CONTENT 54
119 #define EP_ACTIVE_BOMB 55
120 #define EP_INACTIVE 56
122 /* values for derived properties (determined from properties above) */
123 #define EP_ACCESSIBLE_OVER 57
124 #define EP_ACCESSIBLE_INSIDE 58
125 #define EP_ACCESSIBLE_UNDER 59
126 #define EP_WALKABLE 60
127 #define EP_PASSABLE 61
128 #define EP_ACCESSIBLE 62
129 #define EP_SNAPPABLE 63
131 #define EP_SOLID_FOR_PUSHING 65
132 #define EP_DRAGONFIRE_PROOF 66
133 #define EP_EXPLOSION_PROOF 67
134 #define EP_CAN_SMASH 68
135 #define EP_CAN_EXPLODE 69
137 /* values for internal purpose only (level editor) */
138 #define EP_EXPLODE_RESULT 70
139 #define EP_WALK_TO_OBJECT 71
142 #define NUM_ELEMENT_PROPERTIES 73
144 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
145 #define EP_BITFIELD_BASE 0
147 #define EP_BITMASK_DEFAULT 0
149 #define PROPERTY_BIT(p) (1 << ((p) % 32))
150 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
151 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
152 #define SET_PROPERTY(e,p,v) ((v) ? \
153 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
154 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
157 /* values for change events for custom elements */
159 #define CE_TOUCHED_BY_PLAYER 1
160 #define CE_PRESSED_BY_PLAYER 2
161 #define CE_PUSHED_BY_PLAYER 3
162 #define CE_COLLISION 4
165 #define CE_OTHER_IS_TOUCHING 7
166 #define CE_OTHER_IS_CHANGING 8
167 #define CE_OTHER_IS_EXPLODING 9
168 #define CE_OTHER_GETS_TOUCHED 10
169 #define CE_OTHER_GETS_PRESSED 11
170 #define CE_OTHER_GETS_PUSHED 12
171 #define CE_OTHER_GETS_COLLECTED 13
173 /* values for internal purpose only (level editor) */
174 #define CE_BY_PLAYER 14
175 #define CE_BY_COLLISION 15
176 #define CE_BY_OTHER 16
178 #define NUM_CHANGE_EVENTS 17
180 #define CE_BITMASK_DEFAULT 0
182 #define CH_EVENT_BIT(c) (1 << (c))
183 #define CH_EVENT_VAR(e) (element_info[e].change.events)
185 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
186 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
187 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
189 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
190 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
192 /* values for change power for custom elements */
193 #define CP_NON_DESTRUCTIVE 0
194 #define CP_HALF_DESTRUCTIVE 1
195 #define CP_FULL_DESTRUCTIVE 2
198 /* macros for configurable properties */
199 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
200 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
201 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
202 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
203 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
204 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
205 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
206 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
207 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
208 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
209 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
210 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
211 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
212 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
213 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
214 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
215 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
216 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
217 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
218 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
219 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
220 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
221 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
223 /* macros for special configurable properties */
224 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
226 /* macros for special graphics properties */
227 #define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
229 /* macros for pre-defined properties */
230 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
231 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
232 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
233 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
234 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
235 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
236 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
237 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
238 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
239 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
240 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
241 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
242 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
243 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
244 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
245 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
246 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
247 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
248 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
249 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
250 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
251 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
252 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
254 /* macros for derived properties */
255 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
256 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
257 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
258 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
259 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
260 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
261 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
262 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
263 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
264 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
265 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
266 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
267 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
269 /* special macros used in game engine */
270 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
271 (e) <= EL_CUSTOM_END)
273 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
274 element_info[e].gfx_element : e)
276 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
278 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
279 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
281 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
282 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
283 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
285 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
286 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
287 (e) == EL_EMERALD ? EL_DIAMOND : \
288 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
289 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
290 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
292 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
293 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
295 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
296 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
297 #define TAPE_IS_EMPTY(x) ((x).length == 0)
298 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
300 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
301 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
302 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
303 IS_INDESTRUCTIBLE(Feld[x][y]))
304 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
305 PROTECTED_FIELD(x, y))
307 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
309 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
310 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
311 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
313 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
314 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
315 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
316 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
318 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
321 /* boundaries of arrays etc. */
322 #define MAX_LEVEL_NAME_LEN 32
323 #define MAX_LEVEL_AUTHOR_LEN 32
324 #define MAX_ELEMENT_NAME_LEN 32
325 #define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
326 #define MAX_SCORE_ENTRIES 100
327 #define MAX_NUM_AMOEBA 100
329 /* values for elements with content */
330 #define MIN_ELEMENT_CONTENTS 1
331 #define STD_ELEMENT_CONTENTS 4
332 #define MAX_ELEMENT_CONTENTS 8
334 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
336 /* fundamental game speed values */
337 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
338 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
339 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
340 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
341 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
343 /* often used screen positions */
346 #define REAL_SX (SX - 2)
347 #define REAL_SY (SY - 2)
356 #define MINI_TILEX (TILEX / 2)
357 #define MINI_TILEY (TILEY / 2)
358 #define MICRO_TILEX (TILEX / 8)
359 #define MICRO_TILEY (TILEY / 8)
360 #define MIDPOSX (SCR_FIELDX / 2)
361 #define MIDPOSY (SCR_FIELDY / 2)
362 #define SXSIZE (SCR_FIELDX * TILEX)
363 #define SYSIZE (SCR_FIELDY * TILEY)
364 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
365 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
368 #define VXSIZE DXSIZE
370 #define EXSIZE DXSIZE
371 #define EYSIZE (VYSIZE + 44)
372 #define FULL_SXSIZE (2 + SXSIZE + 2)
373 #define FULL_SYSIZE (2 + SYSIZE + 2)
374 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
375 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
376 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
377 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
378 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
381 /* "real" level file elements */
382 #define EL_UNDEFINED -1
384 #define EL_EMPTY_SPACE 0
385 #define EL_EMPTY EL_EMPTY_SPACE
388 #define EL_WALL_CRUMBLED 3
390 #define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
392 #define EL_EXIT_CLOSED 7
393 #define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
395 #define EL_SPACESHIP 10
398 #define EL_STEELWALL 13
399 #define EL_DIAMOND 14
400 #define EL_AMOEBA_DEAD 15
401 #define EL_QUICKSAND_EMPTY 16
402 #define EL_QUICKSAND_FULL 17
403 #define EL_AMOEBA_DROP 18
405 #define EL_MAGIC_WALL 20
406 #define EL_SPEED_PILL 21
408 #define EL_AMOEBA_WET 23
409 #define EL_AMOEBA_DRY 24
411 #define EL_GAME_OF_LIFE 26
412 #define EL_BIOMAZE 27
413 #define EL_DYNAMITE_ACTIVE 28
414 #define EL_STONEBLOCK 29
415 #define EL_ROBOT_WHEEL 30
416 #define EL_ROBOT_WHEEL_ACTIVE 31
425 #define EL_GATE_1_GRAY 40
426 #define EL_GATE_2_GRAY 41
427 #define EL_GATE_3_GRAY 42
428 #define EL_GATE_4_GRAY 43
429 #define EL_DYNAMITE 44
431 #define EL_INVISIBLE_WALL 46
433 #define EL_LAMP_ACTIVE 48
434 #define EL_WALL_EMERALD 49
435 #define EL_WALL_DIAMOND 50
436 #define EL_AMOEBA_FULL 51
437 #define EL_BD_AMOEBA 52
438 #define EL_TIME_ORB_FULL 53
439 #define EL_TIME_ORB_EMPTY 54
440 #define EL_EXPANDABLE_WALL 55
441 #define EL_BD_DIAMOND 56
442 #define EL_EMERALD_YELLOW 57
443 #define EL_WALL_BD_DIAMOND 58
444 #define EL_WALL_EMERALD_YELLOW 59
445 #define EL_DARK_YAMYAM 60
446 #define EL_BD_MAGIC_WALL 61
447 #define EL_INVISIBLE_STEELWALL 62
449 #define EL_UNUSED_63 63
451 #define EL_DYNABOMB_INCREASE_NUMBER 64
452 #define EL_DYNABOMB_INCREASE_SIZE 65
453 #define EL_DYNABOMB_INCREASE_POWER 66
454 #define EL_SOKOBAN_OBJECT 67
455 #define EL_SOKOBAN_FIELD_EMPTY 68
456 #define EL_SOKOBAN_FIELD_FULL 69
457 #define EL_BD_BUTTERFLY_RIGHT 70
458 #define EL_BD_BUTTERFLY_UP 71
459 #define EL_BD_BUTTERFLY_LEFT 72
460 #define EL_BD_BUTTERFLY_DOWN 73
461 #define EL_BD_FIREFLY_RIGHT 74
462 #define EL_BD_FIREFLY_UP 75
463 #define EL_BD_FIREFLY_LEFT 76
464 #define EL_BD_FIREFLY_DOWN 77
465 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
466 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
467 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
468 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
469 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
470 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
471 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
472 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
473 #define EL_BD_BUTTERFLY 78
474 #define EL_BD_FIREFLY 79
475 #define EL_PLAYER_1 80
476 #define EL_PLAYER_2 81
477 #define EL_PLAYER_3 82
478 #define EL_PLAYER_4 83
479 #define EL_BUG_RIGHT 84
481 #define EL_BUG_LEFT 86
482 #define EL_BUG_DOWN 87
483 #define EL_SPACESHIP_RIGHT 88
484 #define EL_SPACESHIP_UP 89
485 #define EL_SPACESHIP_LEFT 90
486 #define EL_SPACESHIP_DOWN 91
487 #define EL_PACMAN_RIGHT 92
488 #define EL_PACMAN_UP 93
489 #define EL_PACMAN_LEFT 94
490 #define EL_PACMAN_DOWN 95
491 #define EL_EMERALD_RED 96
492 #define EL_EMERALD_PURPLE 97
493 #define EL_WALL_EMERALD_RED 98
494 #define EL_WALL_EMERALD_PURPLE 99
495 #define EL_ACID_POOL_TOPLEFT 100
496 #define EL_ACID_POOL_TOPRIGHT 101
497 #define EL_ACID_POOL_BOTTOMLEFT 102
498 #define EL_ACID_POOL_BOTTOM 103
499 #define EL_ACID_POOL_BOTTOMRIGHT 104
500 #define EL_BD_WALL 105
501 #define EL_BD_ROCK 106
502 #define EL_EXIT_OPEN 107
503 #define EL_BLACK_ORB 108
504 #define EL_AMOEBA_TO_DIAMOND 109
506 #define EL_PENGUIN 111
507 #define EL_SATELLITE 112
508 #define EL_ARROW_LEFT 113
509 #define EL_ARROW_RIGHT 114
510 #define EL_ARROW_UP 115
511 #define EL_ARROW_DOWN 116
513 #define EL_DRAGON 118
515 #define EL_EM_KEY_1_FILE 119
517 #define EL_CHAR_START 120
518 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
519 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
521 #include "conf_chr.h" /* include auto-generated data structure definitions */
523 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
524 #define EL_CHAR_END (EL_CHAR_START + 79)
526 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
528 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
529 #define EL_EXPANDABLE_WALL_VERTICAL 201
530 #define EL_EXPANDABLE_WALL_ANY 202
532 #define EL_EM_GATE_1 203
533 #define EL_EM_GATE_2 204
534 #define EL_EM_GATE_3 205
535 #define EL_EM_GATE_4 206
537 #define EL_EM_KEY_2_FILE 207
538 #define EL_EM_KEY_3_FILE 208
539 #define EL_EM_KEY_4_FILE 209
541 #define EL_SP_START 210
542 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
543 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
544 #define EL_SP_ZONK (EL_SP_START + 1)
545 #define EL_SP_BASE (EL_SP_START + 2)
546 #define EL_SP_MURPHY (EL_SP_START + 3)
547 #define EL_SP_INFOTRON (EL_SP_START + 4)
548 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
549 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
550 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
551 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
552 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
553 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
554 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
555 #define EL_SP_PORT_UP (EL_SP_START + 12)
556 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
557 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
558 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
559 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
560 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
561 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
562 #define EL_SP_TERMINAL (EL_SP_START + 19)
563 #define EL_SP_DISK_RED (EL_SP_START + 20)
564 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
565 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
566 #define EL_SP_PORT_ANY (EL_SP_START + 23)
567 #define EL_SP_ELECTRON (EL_SP_START + 24)
568 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
569 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
570 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
571 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
572 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
573 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
574 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
575 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
576 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
577 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
578 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
579 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
580 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
581 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
582 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
583 #define EL_SP_END (EL_SP_START + 39)
585 #define EL_EM_GATE_1_GRAY 250
586 #define EL_EM_GATE_2_GRAY 251
587 #define EL_EM_GATE_3_GRAY 252
588 #define EL_EM_GATE_4_GRAY 253
590 #define EL_UNUSED_254 254
591 #define EL_UNUSED_255 255
594 #define EL_CRYSTAL 257
595 #define EL_WALL_PEARL 258
596 #define EL_WALL_CRYSTAL 259
597 #define EL_DOOR_WHITE 260
598 #define EL_DOOR_WHITE_GRAY 261
599 #define EL_KEY_WHITE 262
600 #define EL_SHIELD_NORMAL 263
601 #define EL_EXTRA_TIME 264
602 #define EL_SWITCHGATE_OPEN 265
603 #define EL_SWITCHGATE_CLOSED 266
604 #define EL_SWITCHGATE_SWITCH_UP 267
605 #define EL_SWITCHGATE_SWITCH_DOWN 268
607 #define EL_UNUSED_269 269
608 #define EL_UNUSED_270 270
610 #define EL_CONVEYOR_BELT_1_LEFT 271
611 #define EL_CONVEYOR_BELT_1_MIDDLE 272
612 #define EL_CONVEYOR_BELT_1_RIGHT 273
613 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
614 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
615 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
616 #define EL_CONVEYOR_BELT_2_LEFT 277
617 #define EL_CONVEYOR_BELT_2_MIDDLE 278
618 #define EL_CONVEYOR_BELT_2_RIGHT 279
619 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
620 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
621 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
622 #define EL_CONVEYOR_BELT_3_LEFT 283
623 #define EL_CONVEYOR_BELT_3_MIDDLE 284
624 #define EL_CONVEYOR_BELT_3_RIGHT 285
625 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
626 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
627 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
628 #define EL_CONVEYOR_BELT_4_LEFT 289
629 #define EL_CONVEYOR_BELT_4_MIDDLE 290
630 #define EL_CONVEYOR_BELT_4_RIGHT 291
631 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
632 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
633 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
634 #define EL_LANDMINE 295
635 #define EL_ENVELOPE 296
636 #define EL_LIGHT_SWITCH 297
637 #define EL_LIGHT_SWITCH_ACTIVE 298
638 #define EL_SIGN_EXCLAMATION 299
639 #define EL_SIGN_RADIOACTIVITY 300
640 #define EL_SIGN_STOP 301
641 #define EL_SIGN_WHEELCHAIR 302
642 #define EL_SIGN_PARKING 303
643 #define EL_SIGN_ONEWAY 304
644 #define EL_SIGN_HEART 305
645 #define EL_SIGN_TRIANGLE 306
646 #define EL_SIGN_ROUND 307
647 #define EL_SIGN_EXIT 308
648 #define EL_SIGN_YINYANG 309
649 #define EL_SIGN_OTHER 310
650 #define EL_MOLE_LEFT 311
651 #define EL_MOLE_RIGHT 312
652 #define EL_MOLE_UP 313
653 #define EL_MOLE_DOWN 314
654 #define EL_STEELWALL_SLANTED 315
655 #define EL_INVISIBLE_SAND 316
656 #define EL_DX_UNKNOWN_15 317
657 #define EL_DX_UNKNOWN_42 318
659 #define EL_UNUSED_319 319
660 #define EL_UNUSED_320 320
662 #define EL_SHIELD_DEADLY 321
663 #define EL_TIMEGATE_OPEN 322
664 #define EL_TIMEGATE_CLOSED 323
665 #define EL_TIMEGATE_SWITCH_ACTIVE 324
666 #define EL_TIMEGATE_SWITCH 325
668 #define EL_BALLOON 326
669 #define EL_BALLOON_SWITCH_LEFT 327
670 #define EL_BALLOON_SWITCH_RIGHT 328
671 #define EL_BALLOON_SWITCH_UP 329
672 #define EL_BALLOON_SWITCH_DOWN 330
673 #define EL_BALLOON_SWITCH_ANY 331
675 #define EL_EMC_STEELWALL_1 332
676 #define EL_EMC_STEELWALL_2 333
677 #define EL_EMC_STEELWALL_3 334
678 #define EL_EMC_STEELWALL_4 335
679 #define EL_EMC_WALL_1 336
680 #define EL_EMC_WALL_2 337
681 #define EL_EMC_WALL_3 338
682 #define EL_EMC_WALL_4 339
683 #define EL_EMC_WALL_5 340
684 #define EL_EMC_WALL_6 341
685 #define EL_EMC_WALL_7 342
686 #define EL_EMC_WALL_8 343
688 #define EL_TUBE_ANY 344
689 #define EL_TUBE_VERTICAL 345
690 #define EL_TUBE_HORIZONTAL 346
691 #define EL_TUBE_VERTICAL_LEFT 347
692 #define EL_TUBE_VERTICAL_RIGHT 348
693 #define EL_TUBE_HORIZONTAL_UP 349
694 #define EL_TUBE_HORIZONTAL_DOWN 350
695 #define EL_TUBE_LEFT_UP 351
696 #define EL_TUBE_LEFT_DOWN 352
697 #define EL_TUBE_RIGHT_UP 353
698 #define EL_TUBE_RIGHT_DOWN 354
699 #define EL_SPRING 355
701 #define EL_DX_SUPABOMB 357
703 #define EL_UNUSED_358 358
704 #define EL_UNUSED_359 359
706 #define EL_CUSTOM_START 360
708 #include "conf_cus.h" /* include auto-generated data structure definitions */
710 #define EL_CUSTOM_END (EL_CUSTOM_START + 127)
712 #define NUM_CUSTOM_ELEMENTS 128
713 #define NUM_FILE_ELEMENTS 488
716 /* "real" (and therefore drawable) runtime elements */
717 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
719 #define EL_EM_KEY_1 (EL_FIRST_RUNTIME_REAL + 0)
720 #define EL_EM_KEY_2 (EL_FIRST_RUNTIME_REAL + 1)
721 #define EL_EM_KEY_3 (EL_FIRST_RUNTIME_REAL + 2)
722 #define EL_EM_KEY_4 (EL_FIRST_RUNTIME_REAL + 3)
723 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
724 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
725 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
726 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
727 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
728 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 9)
729 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 10)
730 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 11)
731 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 12)
732 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 13)
733 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
734 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
735 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
736 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
737 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
738 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
739 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
740 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
741 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
742 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
743 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
744 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
745 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
746 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
747 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
748 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
749 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
750 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
751 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
752 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
753 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
754 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
755 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
756 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
757 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
758 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
759 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
760 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
761 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
762 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
763 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
764 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
766 /* "unreal" (and therefore not drawable) runtime elements */
767 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
769 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
770 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
771 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
772 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
773 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
774 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
775 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
776 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
777 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
778 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
779 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
780 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
781 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
782 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
784 /* dummy elements (never used as game elements, only used as graphics) */
785 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
787 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
788 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
789 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
790 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
791 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
792 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
793 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
794 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
795 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
796 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
797 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
798 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
799 #define EL_SAND_CRUMBLED (EL_FIRST_DUMMY + 12)
800 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
801 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14)
802 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15)
803 #define EL_DEFAULT (EL_FIRST_DUMMY + 16)
804 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 17)
805 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 18)
806 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 19)
808 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 20)
811 /* values for graphics/sounds action types */
812 #define ACTION_DEFAULT 0
813 #define ACTION_WAITING 1
814 #define ACTION_FALLING 2
815 #define ACTION_MOVING 3
816 #define ACTION_DIGGING 4
817 #define ACTION_SNAPPING 5
818 #define ACTION_COLLECTING 6
819 #define ACTION_DROPPING 7
820 #define ACTION_PUSHING 8
821 #define ACTION_WALKING 9
822 #define ACTION_PASSING 10
823 #define ACTION_IMPACT 11
824 #define ACTION_BREAKING 12
825 #define ACTION_ACTIVATING 13
826 #define ACTION_DEACTIVATING 14
827 #define ACTION_OPENING 15
828 #define ACTION_CLOSING 16
829 #define ACTION_ATTACKING 17
830 #define ACTION_GROWING 18
831 #define ACTION_SHRINKING 19
832 #define ACTION_ACTIVE 20
833 #define ACTION_FILLING 21
834 #define ACTION_EMPTYING 22
835 #define ACTION_CHANGING 23
836 #define ACTION_EXPLODING 24
837 #define ACTION_DYING 25
838 #define ACTION_OTHER 26
840 #define NUM_ACTIONS 27
842 /* values for special image configuration suffixes (must match game mode) */
843 #define GFX_SPECIAL_ARG_MAIN 0
844 #define GFX_SPECIAL_ARG_LEVELS 1
845 #define GFX_SPECIAL_ARG_SCORES 2
846 #define GFX_SPECIAL_ARG_EDITOR 3
847 #define GFX_SPECIAL_ARG_INFO 4
848 #define GFX_SPECIAL_ARG_SETUP 5
849 #define GFX_SPECIAL_ARG_DOOR 6
850 #define GFX_SPECIAL_ARG_PREVIEW 7
852 #define NUM_SPECIAL_GFX_ARGS 8
855 /* values for image configuration suffixes */
858 #define GFX_ARG_XPOS 2
859 #define GFX_ARG_YPOS 3
860 #define GFX_ARG_WIDTH 4
861 #define GFX_ARG_HEIGHT 5
862 #define GFX_ARG_OFFSET 6
863 #define GFX_ARG_VERTICAL 7
864 #define GFX_ARG_XOFFSET 8
865 #define GFX_ARG_YOFFSET 9
866 #define GFX_ARG_FRAMES 10
867 #define GFX_ARG_FRAMES_PER_LINE 11
868 #define GFX_ARG_START_FRAME 12
869 #define GFX_ARG_DELAY 13
870 #define GFX_ARG_ANIM_MODE 14
871 #define GFX_ARG_GLOBAL_SYNC 15
872 #define GFX_ARG_STEP_OFFSET 16
873 #define GFX_ARG_STEP_DELAY 17
874 #define GFX_ARG_DIRECTION 18
875 #define GFX_ARG_POSITION 19
876 #define GFX_ARG_DRAW_XOFFSET 20
877 #define GFX_ARG_DRAW_YOFFSET 21
878 #define GFX_ARG_NAME 22
880 #define NUM_GFX_ARGS 23
883 /* values for sound configuration suffixes */
884 #define SND_ARG_MODE_LOOP 0
886 #define NUM_SND_ARGS 1
889 /* values for font configuration */
891 #define FONT_INITIAL_1 0
892 #define FONT_INITIAL_2 1
893 #define FONT_INITIAL_3 2
894 #define FONT_INITIAL_4 3
895 #define FONT_TITLE_1 4
896 #define FONT_TITLE_2 5
897 #define FONT_MENU_1 6
898 #define FONT_MENU_2 7
899 #define FONT_TEXT_1_ACTIVE 8
900 #define FONT_TEXT_2_ACTIVE 9
901 #define FONT_TEXT_3_ACTIVE 10
902 #define FONT_TEXT_4_ACTIVE 11
903 #define FONT_TEXT_1 12
904 #define FONT_TEXT_2 13
905 #define FONT_TEXT_3 14
906 #define FONT_TEXT_4 15
907 #define FONT_INPUT_1_ACTIVE 16
908 #define FONT_INPUT_2_ACTIVE 17
909 #define FONT_INPUT_1 18
910 #define FONT_INPUT_2 19
911 #define FONT_OPTION_OFF 20
912 #define FONT_OPTION_ON 21
913 #define FONT_VALUE_1 22
914 #define FONT_VALUE_2 23
915 #define FONT_VALUE_OLD 24
916 #define FONT_LEVEL_NUMBER 25
917 #define FONT_TAPE_RECORDER 26
918 #define FONT_GAME_INFO 27
921 #define NUM_INITIAL_FONTS 4
923 /* values for game_status (must match special image configuration suffixes) */
924 #define GAME_MODE_MAIN 0
925 #define GAME_MODE_LEVELS 1
926 #define GAME_MODE_SCORES 2
927 #define GAME_MODE_EDITOR 3
928 #define GAME_MODE_INFO 4
929 #define GAME_MODE_SETUP 5
930 #define GAME_MODE_PSEUDO_DOOR 6
931 #define GAME_MODE_PSEUDO_PREVIEW 7
933 /* there are no special config file suffixes for these modes */
934 #define GAME_MODE_PLAYING 8
935 #define GAME_MODE_PSEUDO_TYPENAME 9
936 #define GAME_MODE_QUIT 10
938 #define PROGRAM_VERSION_MAJOR 2
939 #define PROGRAM_VERSION_MINOR 2
940 #define PROGRAM_VERSION_PATCH 0
941 #define PROGRAM_VERSION_RELEASE 7
942 #define PROGRAM_VERSION_STRING "2.2.0rc7"
944 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
945 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
946 #define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
947 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
948 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
949 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
950 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
951 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
952 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
953 #define FILENAME_PREFIX "Rocks"
955 #if defined(PLATFORM_UNIX)
956 #define USERDATA_DIRECTORY ".rocksndiamonds"
957 #elif defined(PLATFORM_WIN32)
958 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
960 #define USERDATA_DIRECTORY "userdata"
963 #define X11_ICON_FILENAME "rocks_icon.xbm"
964 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
965 #define MSDOS_POINTER_FILENAME "mouse.pcx"
967 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
968 ** currently supported/known file version numbers:
970 ** 1.2 (still in use)
971 ** 1.4 (still in use)
974 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
975 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
976 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
977 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
979 /* file version does not change for every program version, but is changed
980 when new features are introduced that are incompatible with older file
981 versions, so that they can be treated accordingly */
982 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
984 #define GAME_VERSION_1_0 FILE_VERSION_1_0
985 #define GAME_VERSION_1_2 FILE_VERSION_1_2
986 #define GAME_VERSION_1_4 FILE_VERSION_1_4
987 #define GAME_VERSION_2_0 FILE_VERSION_2_0
989 #define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
990 PROGRAM_VERSION_MINOR, \
991 PROGRAM_VERSION_PATCH, \
992 PROGRAM_VERSION_RELEASE)
994 /* values for game_emulation */
996 #define EMU_BOULDERDASH 1
997 #define EMU_SOKOBAN 2
998 #define EMU_SUPAPLEX 3
1002 char Name[MAX_PLAYER_NAME_LEN + 1];
1008 boolean present; /* player present in level playfield */
1009 boolean connected; /* player connected (locally or via network) */
1010 boolean active; /* player (present && connected) */
1012 int index_nr, client_nr, element_nr;
1014 byte action; /* action from local input device */
1015 byte effective_action; /* action acknowledged from network server
1016 or summarized over all configured input
1017 devices when in single player mode */
1018 byte programmed_action; /* action forced by game itself (like moving
1019 through doors); overrides other actions */
1021 int jx,jy, last_jx,last_jy;
1022 int MovDir, MovPos, GfxDir, GfxPos;
1023 int Frame, StepFrame;
1027 boolean use_murphy_graphic;
1028 boolean use_disk_red_graphic;
1032 boolean LevelSolved, GameOver;
1039 boolean is_collecting;
1041 unsigned long move_delay;
1042 int move_delay_value;
1044 unsigned long push_delay;
1045 unsigned long push_delay_value;
1047 unsigned long actual_frame_counter;
1050 int gems_still_needed;
1051 int sokobanfields_still_needed;
1052 int lights_still_needed;
1053 int friends_still_needed;
1056 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1057 int shield_normal_time_left;
1058 int shield_deadly_time_left;
1063 int file_version; /* file format version the level is stored with */
1064 int game_version; /* game release version the level was created with */
1066 boolean encoding_16bit_field; /* level contains 16-bit elements */
1067 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1068 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1074 char name[MAX_LEVEL_NAME_LEN + 1];
1075 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1076 int score[LEVEL_SCORE_ELEMENTS];
1077 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1078 int num_yamyam_contents;
1081 int time_magic_wall;
1085 boolean double_speed;
1087 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1089 boolean use_custom_template; /* use custom properties from template file */
1091 boolean no_level_file;
1096 int file_version; /* file format version the tape is stored with */
1097 int game_version; /* game release version the tape was created with */
1098 int engine_version; /* game engine version the tape was recorded with */
1100 char *level_identifier;
1102 unsigned long random_seed;
1104 unsigned long counter;
1105 unsigned long length;
1106 unsigned long length_seconds;
1107 unsigned int delay_played;
1108 boolean pause_before_death;
1109 boolean recording, playing, pausing;
1110 boolean fast_forward;
1111 boolean index_search;
1113 boolean auto_play_level_solved;
1114 boolean quick_resume;
1115 boolean single_step;
1117 boolean player_participates[MAX_PLAYERS];
1118 int num_participating_players;
1122 byte action[MAX_PLAYERS];
1129 /* constant within running game */
1132 int initial_move_delay;
1133 int initial_move_delay_value;
1135 /* variable within running game */
1136 int yamyam_content_nr;
1137 boolean magic_wall_active;
1138 int magic_wall_time_left;
1139 int light_time_left;
1140 int timegate_time_left;
1145 boolean explosions_delayed;
1150 char *autoplay_leveldir;
1151 int autoplay_level_nr;
1155 float frames_per_second;
1156 boolean fps_slowdown;
1157 int fps_slowdown_factor;
1162 int draw_xoffset_default;
1163 int draw_yoffset_default;
1164 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1165 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1167 int list_size_default;
1168 int list_size[NUM_SPECIAL_GFX_ARGS];
1177 struct ElementChangeInfo
1179 unsigned long events; /* bitfield for change events */
1181 short target_element; /* target element after change */
1183 int delay_fixed; /* added frame delay before changed (fixed) */
1184 int delay_random; /* added frame delay before changed (random) */
1185 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1187 short trigger_element; /* custom element triggering change */
1189 int content[3][3]; /* new elements after extended change */
1190 boolean use_content; /* use extended change content */
1191 boolean only_complete; /* only use complete content */
1192 boolean use_random_change; /* use random value for setting content */
1193 int random; /* random value for setting content */
1194 int power; /* power of extended change */
1196 boolean explode; /* explode instead of change */
1198 /* functions that are called before, while and after the change of an
1199 element -- currently only used for non-custom elements */
1200 void (*pre_change_function)(int x, int y);
1201 void (*change_function)(int x, int y);
1202 void (*post_change_function)(int x, int y);
1207 /* ---------- token and description strings ---------- */
1209 char *token_name; /* element token used in config files */
1210 char *class_name; /* element class used in config files */
1211 char *editor_description; /* pre-defined description for level editor */
1212 char *custom_description; /* alternative description from config file */
1213 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */
1215 /* ---------- graphic and sound definitions ---------- */
1217 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1218 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1219 /* special graphics for left/right/up/down */
1220 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1221 /* special graphics for certain screens */
1223 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1225 /* ---------- special element property values ---------- */
1227 boolean use_gfx_element; /* use custom graphic element */
1228 short gfx_element; /* optional custom graphic element */
1230 int score; /* score value for collecting */
1231 int gem_count; /* gem count value for collecting */
1233 int push_delay_fixed; /* constant frame delay for pushing */
1234 int push_delay_random; /* additional random frame delay for pushing */
1235 int move_delay_fixed; /* constant frame delay for moving */
1236 int move_delay_random; /* additional random frame delay for moving */
1238 int move_pattern; /* direction movable element moves to */
1239 int move_direction_initial; /* initial direction element moves to */
1240 int move_stepsize; /* step size element moves with */
1242 int content[3][3]; /* new elements after explosion */
1244 struct ElementChangeInfo change;
1246 /* ---------- internal values used in level editor ---------- */
1248 int access_type; /* walkable or passable */
1249 int access_layer; /* accessible over/inside/under */
1250 int walk_to_action; /* diggable/collectible/pushable */
1251 int smash_targets; /* can smash player/enemies/everything */
1252 int deadliness; /* deadly when running/colliding/touching */
1253 int consistency; /* indestructible/can explode */
1254 int change_player_action; /* touched/pressed/pushed by player */
1255 int change_collide_action; /* collision/impact/smashed */
1256 int change_other_action; /* various change actions */
1258 boolean can_explode_by_fire; /* element explodes by fire */
1259 boolean can_explode_smashed; /* element explodes when smashed */
1260 boolean can_explode_impact; /* element explodes on impact */
1265 char *token_name; /* font token used in config files */
1267 int graphic; /* default graphic for this font */
1268 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1269 /* special graphics for certain screens */
1270 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1271 /* internal bitmap ID for special graphics */
1277 int src_x, src_y; /* start position of animation frames */
1278 int width, height; /* width/height of each animation frame */
1279 int offset_x, offset_y; /* x/y offset to next animation frame */
1281 int anim_frames_per_line;
1282 int anim_start_frame;
1283 int anim_delay; /* important: delay of 1 means "no delay"! */
1285 boolean anim_global_sync;
1287 int step_offset; /* optional step offset of toon animations */
1288 int step_delay; /* optional step delay of toon animations */
1290 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1292 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1293 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1294 GC clip_gc; /* single-graphic-only clip gc for X11 */
1303 struct ElementActionInfo
1307 boolean is_loop_sound;
1310 struct ElementDirectionInfo
1316 struct SpecialSuffixInfo
1324 extern GC tile_clip_gc;
1325 extern Bitmap *pix[];
1327 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1328 extern Pixmap tile_clipmask[];
1329 extern DrawBuffer *fieldbuffer;
1330 extern DrawBuffer *drawto_field;
1332 extern int game_status;
1333 extern boolean level_editor_test_game;
1334 extern boolean network_playing;
1336 extern int key_joystick_mapping;
1338 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1339 extern int redraw_x1, redraw_y1;
1341 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1342 extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1343 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1344 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1345 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1346 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1347 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1348 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1349 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1350 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1351 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1352 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1353 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1354 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1355 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1356 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1357 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1358 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1360 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1362 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1363 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1364 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1365 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1367 extern int lev_fieldx, lev_fieldy;
1368 extern int scroll_x, scroll_y;
1371 extern int ScrollStepSize;
1372 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1373 extern int BorderElement;
1374 extern int GameFrameDelay;
1375 extern int FfwdFrameDelay;
1376 extern int BX1, BY1;
1377 extern int BX2, BY2;
1378 extern int SBX_Left, SBX_Right;
1379 extern int SBY_Upper, SBY_Lower;
1381 extern int ExitX, ExitY;
1382 extern int AllPlayersGone;
1384 extern int TimeFrames, TimePlayed, TimeLeft;
1385 extern boolean SiebAktiv;
1386 extern int SiebCount;
1388 extern boolean network_player_action_received;
1390 extern int graphics_action_mapping[];
1392 extern struct LevelInfo level;
1393 extern struct PlayerInfo stored_player[], *local_player;
1394 extern struct HiScore highscore[];
1395 extern struct TapeInfo tape;
1396 extern struct GameInfo game;
1397 extern struct GlobalInfo global;
1398 extern struct MenuInfo menu;
1399 extern struct DoorInfo door;
1400 extern struct ElementInfo element_info[];
1401 extern struct ElementActionInfo element_action_info[];
1402 extern struct ElementDirectionInfo element_direction_info[];
1403 extern struct SpecialSuffixInfo special_suffix_info[];
1404 extern struct TokenIntPtrInfo image_config_vars[];
1405 extern struct FontInfo font_info[];
1406 extern struct GraphicInfo *graphic_info;
1407 extern struct SoundInfo *sound_info;
1408 extern struct ConfigInfo image_config[], sound_config[];
1409 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];