1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
28 #include "conf_gfx.h" /* include auto-generated data structure definitions */
29 #include "conf_snd.h" /* include auto-generated data structure definitions */
30 #include "conf_mus.h" /* include auto-generated data structure definitions */
32 #define IMG_UNDEFINED (-1)
33 #define IMG_EMPTY IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START IMG_CUSTOM_1
39 #define SND_UNDEFINED (-1)
40 #define MUS_UNDEFINED (-1)
45 #define DEFAULT_FULLSCREEN_MODE "800x600"
49 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
50 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
51 #define MIN_LEV_FIELDX 3
52 #define MIN_LEV_FIELDY 3
53 #define STD_LEV_FIELDX 64
54 #define STD_LEV_FIELDY 32
55 #define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH
56 #define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
58 #define SCREENX(a) ((a) - scroll_x)
59 #define SCREENY(a) ((a) - scroll_y)
60 #define LEVELX(a) ((a) + scroll_x)
61 #define LEVELY(a) ((a) + scroll_y)
62 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
63 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
64 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
66 /* values for configurable properties (custom elem's only, else pre-defined) */
68 #define EP_COLLECTIBLE_ONLY 1
69 #define EP_DONT_RUN_INTO 2
70 #define EP_DONT_COLLIDE_WITH 3
71 #define EP_DONT_TOUCH 4
72 #define EP_INDESTRUCTIBLE 5
74 #define EP_CAN_CHANGE 7
77 #define EP_CAN_SMASH_PLAYER 10
78 #define EP_CAN_SMASH_ENEMIES 11
79 #define EP_CAN_SMASH_EVERYTHING 12
80 #define EP_EXPLODES_BY_FIRE 13
81 #define EP_EXPLODES_SMASHED 14
82 #define EP_EXPLODES_IMPACT 15
83 #define EP_WALKABLE_OVER 16
84 #define EP_WALKABLE_INSIDE 17
85 #define EP_WALKABLE_UNDER 18
86 #define EP_PASSABLE_OVER 19
87 #define EP_PASSABLE_INSIDE 20
88 #define EP_PASSABLE_UNDER 21
89 #define EP_DROPPABLE 22
90 #define EP_EXPLODES_1X1_OLD 23
91 #define EP_PUSHABLE 24
92 #define EP_EXPLODES_CROSS_OLD 25
93 #define EP_PROTECTED 26
94 #define EP_CAN_MOVE_INTO_ACID 27
95 #define EP_THROWABLE 28
96 #define EP_CAN_EXPLODE 29
97 #define EP_GRAVITY_REACHABLE 30
99 /* values for pre-defined properties */
101 #define EP_CAN_PASS_MAGIC_WALL 33
102 #define EP_SWITCHABLE 34
103 #define EP_BD_ELEMENT 35
104 #define EP_SP_ELEMENT 36
105 #define EP_SB_ELEMENT 37
107 #define EP_FOOD_DARK_YAMYAM 39
108 #define EP_FOOD_PENGUIN 40
109 #define EP_FOOD_PIG 41
110 #define EP_HISTORIC_WALL 42
111 #define EP_HISTORIC_SOLID 43
112 #define EP_CLASSIC_ENEMY 44
114 #define EP_BELT_ACTIVE 46
115 #define EP_BELT_SWITCH 47
117 #define EP_KEYGATE 49
118 #define EP_AMOEBOID 50
119 #define EP_AMOEBALIVE 51
120 #define EP_HAS_EDITOR_CONTENT 52
121 #define EP_CAN_TURN_EACH_MOVE 53
122 #define EP_CAN_GROW 54
123 #define EP_ACTIVE_BOMB 55
124 #define EP_INACTIVE 56
126 /* values for special configurable properties (depending on level settings) */
127 #define EP_EM_SLIPPERY_WALL 57
129 /* values for special graphics properties (no effect on game engine) */
130 #define EP_GFX_CRUMBLED 58
132 /* values for derived properties (determined from properties above) */
133 #define EP_ACCESSIBLE_OVER 59
134 #define EP_ACCESSIBLE_INSIDE 60
135 #define EP_ACCESSIBLE_UNDER 61
136 #define EP_WALKABLE 62
137 #define EP_PASSABLE 63
138 #define EP_ACCESSIBLE 64
139 #define EP_COLLECTIBLE 65
140 #define EP_SNAPPABLE 66
142 #define EP_SOLID_FOR_PUSHING 68
143 #define EP_DRAGONFIRE_PROOF 69
144 #define EP_EXPLOSION_PROOF 70
145 #define EP_CAN_SMASH 71
146 #define EP_EXPLODES_3X3_OLD 72
147 #define EP_CAN_EXPLODE_BY_FIRE 73
148 #define EP_CAN_EXPLODE_SMASHED 74
149 #define EP_CAN_EXPLODE_IMPACT 75
150 #define EP_SP_PORT 76
151 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
152 #define EP_CAN_EXPLODE_BY_EXPLOSION 78
153 #define EP_COULD_MOVE_INTO_ACID 79
154 #define EP_MAYBE_DONT_COLLIDE_WITH 80
155 #define EP_CAN_BE_CLONED_BY_ANDROID 81
157 /* values for internal purpose only (level editor) */
158 #define EP_WALK_TO_OBJECT 82
160 #define EP_EDITOR_CASCADE 84
161 #define EP_EDITOR_CASCADE_ACTIVE 85
162 #define EP_EDITOR_CASCADE_INACTIVE 86
164 /* values for internal purpose only (game engine) */
165 #define EP_HAS_ACTION 87
166 #define EP_CAN_CHANGE_OR_HAS_ACTION 88
168 /* values for internal purpose only (other) */
169 #define EP_OBSOLETE 89
171 #define NUM_ELEMENT_PROPERTIES 90
173 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
174 #define EP_BITFIELD_BASE_NR 0
176 #define EP_BITMASK_BASE_DEFAULT (1 << EP_CAN_MOVE_INTO_ACID)
177 #define EP_BITMASK_DEFAULT 0
179 #define PROPERTY_BIT(p) (1 << ((p) % 32))
180 #define PROPERTY_VAR(e,p) (element_info[e].properties[(p) / 32])
181 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
182 #define SET_PROPERTY(e,p,v) ((v) ? \
183 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
184 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
187 /* values for change events for custom elements (stored in level file) */
189 #define CE_TOUCHED_BY_PLAYER 1
190 #define CE_PRESSED_BY_PLAYER 2
191 #define CE_PUSHED_BY_PLAYER 3
192 #define CE_DROPPED_BY_PLAYER 4
193 #define CE_HITTING_SOMETHING 5
196 #define CE_TOUCHING_X 8
197 #define CE_CHANGE_OF_X 9
198 #define CE_EXPLOSION_OF_X 10
199 #define CE_PLAYER_TOUCHES_X 11
200 #define CE_PLAYER_PRESSES_X 12
201 #define CE_PLAYER_PUSHES_X 13
202 #define CE_PLAYER_COLLECTS_X 14
203 #define CE_PLAYER_DROPS_X 15
204 #define CE_VALUE_GETS_ZERO 16
205 #define CE_VALUE_GETS_ZERO_OF_X 17
206 #define CE_BY_OTHER_ACTION 18
207 #define CE_BY_DIRECT_ACTION 19
208 #define CE_PLAYER_DIGS_X 20
209 #define CE_ENTERED_BY_PLAYER 21
210 #define CE_LEFT_BY_PLAYER 22
211 #define CE_PLAYER_ENTERS_X 23
212 #define CE_PLAYER_LEAVES_X 24
213 #define CE_SWITCHED 25
214 #define CE_SWITCH_OF_X 26
215 #define CE_HIT_BY_SOMETHING 27
216 #define CE_HITTING_X 28
217 #define CE_HIT_BY_X 29
218 #define CE_BLOCKED 30
219 #define CE_SWITCHED_BY_PLAYER 31
220 #define CE_PLAYER_SWITCHES_X 32
221 #define CE_SNAPPED_BY_PLAYER 33
222 #define CE_PLAYER_SNAPS_X 34
223 #define CE_MOVE_OF_X 35
224 #define CE_DIGGING_X 36
225 #define CE_CREATION_OF_X 37
226 #define CE_SCORE_GETS_ZERO 38
227 #define CE_SCORE_GETS_ZERO_OF_X 39
228 #define CE_VALUE_CHANGES 40
229 #define CE_VALUE_CHANGES_OF_X 41
230 #define CE_SCORE_CHANGES 42
231 #define CE_SCORE_CHANGES_OF_X 43
233 #define NUM_CHANGE_EVENTS 44
235 #define NUM_CE_BITFIELDS ((NUM_CHANGE_EVENTS + 31) / 32)
237 #define CE_BITMASK_DEFAULT 0
239 #define CH_EVENT_BITFIELD_NR(e) (e / 32)
240 #define CH_EVENT_BIT(e) (1 << ((e) % 32))
242 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
243 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
245 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
246 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
248 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
249 CH_ANY_EVENT_VAR(e,c))
251 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
252 CH_EVENT_VAR(e,c) = (v) : 0)
253 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
254 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
256 /* values for player bitmasks */
257 #define PLAYER_BITS_NONE 0
258 #define PLAYER_BITS_1 (1 << 0)
259 #define PLAYER_BITS_2 (1 << 1)
260 #define PLAYER_BITS_3 (1 << 2)
261 #define PLAYER_BITS_4 (1 << 3)
262 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
266 #define PLAYER_BITS_TRIGGER (1 << 4)
268 /* values for move directions (bits 0 - 3: basic move directions) */
269 #define MV_BIT_PREVIOUS 4
270 #define MV_BIT_TRIGGER 5
271 #define MV_BIT_TRIGGER_BACK 6
272 #define MV_BIT_NORMAL MV_BIT_TRIGGER
273 #define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK
275 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
276 #define MV_TRIGGER (1 << MV_BIT_TRIGGER)
277 #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK)
278 #define MV_NORMAL (1 << MV_BIT_NORMAL)
279 #define MV_REVERSE (1 << MV_BIT_REVERSE)
281 /* values for move stepsize */
282 #define STEPSIZE_NOT_MOVING 0
283 #define STEPSIZE_VERY_SLOW 1
284 #define STEPSIZE_SLOW 2
285 #define STEPSIZE_NORMAL 4
286 #define STEPSIZE_FAST 8
287 #define STEPSIZE_VERY_FAST 16
288 #define STEPSIZE_EVEN_FASTER 32
289 #define STEPSIZE_SLOWER 50 /* (symbolic value only) */
290 #define STEPSIZE_FASTER 200 /* (symbolic value only) */
291 #define STEPSIZE_RESET 100 /* (symbolic value only) */
293 /* values for change side for custom elements */
294 #define CH_SIDE_NONE MV_NONE
295 #define CH_SIDE_LEFT MV_LEFT
296 #define CH_SIDE_RIGHT MV_RIGHT
297 #define CH_SIDE_TOP MV_UP
298 #define CH_SIDE_BOTTOM MV_DOWN
299 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
300 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
301 #define CH_SIDE_ANY MV_ANY_DIRECTION
303 /* values for change player for custom elements */
304 #define CH_PLAYER_NONE PLAYER_BITS_NONE
305 #define CH_PLAYER_1 PLAYER_BITS_1
306 #define CH_PLAYER_2 PLAYER_BITS_2
307 #define CH_PLAYER_3 PLAYER_BITS_3
308 #define CH_PLAYER_4 PLAYER_BITS_4
309 #define CH_PLAYER_ANY PLAYER_BITS_ANY
311 /* values for change page for custom elements */
312 #define CH_PAGE_ANY_FILE (0xff)
313 #define CH_PAGE_ANY (0xffffffff)
315 /* values for change power for custom elements */
316 #define CP_WHEN_EMPTY 0
317 #define CP_WHEN_DIGGABLE 1
318 #define CP_WHEN_DESTRUCTIBLE 2
319 #define CP_WHEN_COLLECTIBLE 3
320 #define CP_WHEN_REMOVABLE 4
321 #define CP_WHEN_WALKABLE 5
323 /* values for change actions for custom elements */
324 #define CA_NO_ACTION 0
325 #define CA_EXIT_PLAYER 1
326 #define CA_KILL_PLAYER 2
327 #define CA_MOVE_PLAYER 3
328 #define CA_RESTART_LEVEL 4
329 #define CA_SHOW_ENVELOPE 5
330 #define CA_SET_LEVEL_TIME 6
331 #define CA_SET_LEVEL_GEMS 7
332 #define CA_SET_LEVEL_SCORE 8
333 #define CA_SET_LEVEL_WIND 9
334 #define CA_SET_PLAYER_GRAVITY 10
335 #define CA_SET_PLAYER_KEYS 11
336 #define CA_SET_PLAYER_SPEED 12
337 #define CA_SET_PLAYER_SHIELD 13
338 #define CA_SET_PLAYER_ARTWORK 14
339 #define CA_SET_CE_SCORE 15
340 #define CA_SET_CE_VALUE 16
341 #define CA_SET_ENGINE_SCAN_MODE 17
343 #define CA_HEADLINE_LEVEL_ACTIONS 250
344 #define CA_HEADLINE_PLAYER_ACTIONS 251
345 #define CA_HEADLINE_CE_ACTIONS 252
346 #define CA_HEADLINE_ENGINE_ACTIONS 253
347 #define CA_UNDEFINED 255
349 /* values for change action mode for custom elements */
350 #define CA_MODE_UNDEFINED 0
351 #define CA_MODE_SET 1
352 #define CA_MODE_ADD 2
353 #define CA_MODE_SUBTRACT 3
354 #define CA_MODE_MULTIPLY 4
355 #define CA_MODE_DIVIDE 5
356 #define CA_MODE_MODULO 6
358 /* values for change action parameters for custom elements */
371 #define CA_ARG_100 100
372 #define CA_ARG_1000 1000
373 #define CA_ARG_MAX 9999
374 #define CA_ARG_PLAYER 10000
375 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
376 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
377 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
378 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
379 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
380 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
381 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
382 #define CA_ARG_NUMBER 11000
383 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
384 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
385 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
386 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
387 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
388 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
389 #define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6)
390 #define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7)
391 #define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8)
392 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
393 #define CA_ARG_ELEMENT 12000
394 #define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
395 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
396 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
397 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 997)
398 #define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET)
399 #define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER)
400 #define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE)
401 #define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3)
402 #define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4)
403 #define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 998)
404 #define CA_ARG_ELEMENT_CS_TARGET (CA_ARG_ELEMENT + 5)
405 #define CA_ARG_ELEMENT_CS_TRIGGER (CA_ARG_ELEMENT + 6)
406 #define CA_ARG_ELEMENT_CS_HEADLINE (CA_ARG_ELEMENT + 999)
407 #define CA_ARG_SPEED 13000
408 #define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
409 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW)
410 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW)
411 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL)
412 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST)
413 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST)
414 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER)
415 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER)
416 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER)
417 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET)
418 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
419 #define CA_ARG_GRAVITY 14000
420 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
421 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
422 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
423 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
424 #define CA_ARG_DIRECTION 15000
425 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
426 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
427 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
428 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
429 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
430 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER)
431 #define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
432 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
433 #define CA_ARG_SHIELD 16000
434 #define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0)
435 #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1)
436 #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2)
437 #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999)
438 #define CA_ARG_SCAN_MODE 17000
439 #define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
440 #define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
441 #define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
442 #define CA_ARG_UNDEFINED 65535
444 /* values for custom move patterns (bits 0 - 3: basic move directions) */
445 #define MV_BIT_TOWARDS_PLAYER 4
446 #define MV_BIT_AWAY_FROM_PLAYER 5
447 #define MV_BIT_ALONG_LEFT_SIDE 6
448 #define MV_BIT_ALONG_RIGHT_SIDE 7
449 #define MV_BIT_TURNING_LEFT 8
450 #define MV_BIT_TURNING_RIGHT 9
451 #define MV_BIT_WHEN_PUSHED 10
452 #define MV_BIT_MAZE_RUNNER 11
453 #define MV_BIT_MAZE_HUNTER 12
454 #define MV_BIT_WHEN_DROPPED 13
455 #define MV_BIT_TURNING_LEFT_RIGHT 14
456 #define MV_BIT_TURNING_RIGHT_LEFT 15
457 #define MV_BIT_TURNING_RANDOM 16
458 #define MV_BIT_WIND_DIRECTION 17
460 /* values for custom move patterns */
461 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
462 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
463 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
464 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
465 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
466 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
467 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
468 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
469 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
470 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
471 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
472 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
473 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
474 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
475 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
477 /* values for initial move direction */
478 #define MV_START_NONE (MV_NONE)
479 #define MV_START_AUTOMATIC (MV_NONE)
480 #define MV_START_LEFT (MV_LEFT)
481 #define MV_START_RIGHT (MV_RIGHT)
482 #define MV_START_UP (MV_UP)
483 #define MV_START_DOWN (MV_DOWN)
484 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
485 #define MV_START_PREVIOUS (MV_PREVIOUS)
487 /* values for elements left behind by custom elements */
488 #define LEAVE_TYPE_UNLIMITED 0
489 #define LEAVE_TYPE_LIMITED 1
491 /* values for slippery property for custom elements */
492 #define SLIPPERY_ANY_RANDOM 0
493 #define SLIPPERY_ANY_LEFT_RIGHT 1
494 #define SLIPPERY_ANY_RIGHT_LEFT 2
495 #define SLIPPERY_ONLY_LEFT 3
496 #define SLIPPERY_ONLY_RIGHT 4
498 /* values for explosion type for custom elements */
499 #define EXPLODES_3X3 0
500 #define EXPLODES_1X1 1
501 #define EXPLODES_CROSS 2
503 /* macros for configurable properties */
504 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
505 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
506 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
507 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
508 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
509 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
510 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
511 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
512 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
513 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
514 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
515 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
516 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
517 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
518 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
519 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
520 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
521 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
522 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
523 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
524 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
525 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
526 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
527 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
528 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
529 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
530 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
531 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
532 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
533 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
534 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
536 /* macros for special configurable properties */
537 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
539 /* macros for special graphics properties */
540 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
542 /* macros for pre-defined properties */
543 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
544 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
545 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
546 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
547 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
548 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
549 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
550 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
551 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
552 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
553 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
554 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
555 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
556 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
557 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
558 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
559 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
560 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
561 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
562 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
563 #define HAS_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT)
564 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
565 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
566 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
567 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
569 /* macros for derived properties */
570 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
571 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
572 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
573 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
574 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
575 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
576 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
577 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
578 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
579 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
580 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
581 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
582 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
583 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
584 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
585 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
586 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
587 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
588 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
589 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
590 #define CAN_EXPLODE_BY_EXPLOSION(e) \
591 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
592 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
593 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
594 #define CAN_BE_CLONED_BY_ANDROID(e) \
595 HAS_PROPERTY(e, EP_CAN_BE_CLONED_BY_ANDROID)
597 #define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE)
598 #define IS_EDITOR_CASCADE_ACTIVE(e) \
599 HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
600 #define IS_EDITOR_CASCADE_INACTIVE(e) \
601 HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
603 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
604 #define CAN_CHANGE_OR_HAS_ACTION(e) \
605 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
607 #define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE)
609 /* special macros used in game engine */
610 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
611 (e) <= EL_CUSTOM_END)
613 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
616 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
617 (e) <= EL_INTERNAL_CLIPBOARD_END)
619 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
620 (e) <= EL_INTERNAL_END)
622 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
623 (e) <= EL_ENVELOPE_4)
625 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
627 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
629 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
631 #define IS_KEY(e) (IS_RND_KEY(e) || \
634 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
635 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
636 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
637 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
638 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
639 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
641 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
643 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
645 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
646 (e) <= EL_EMC_GATE_8)
647 #define IS_GATE(e) (IS_RND_GATE(e) || \
650 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
651 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
652 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
653 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
654 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
655 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
657 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
658 (e) <= EL_GATE_4_GRAY)
659 #define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \
660 (e) <= EL_GATE_4_GRAY_ACTIVE)
661 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
662 (e) <= EL_EM_GATE_4_GRAY)
663 #define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \
664 (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
665 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
666 (e) <= EL_EMC_GATE_8_GRAY)
667 #define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
668 (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
669 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
670 IS_EM_GATE_GRAY(e) || \
672 #define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
673 IS_EM_GATE_GRAY_ACTIVE(e) || \
674 IS_EMC_GATE_GRAY_ACTIVE(e))
675 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
676 #define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
677 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
678 #define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
679 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
680 #define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
681 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
682 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
683 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
685 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
686 element_info[e].gfx_element : e)
688 /* !!! CHECK THIS !!! */
690 #define TILE_GFX_ELEMENT(x, y) \
691 (GfxElement[x][y] != EL_UNDEFINED && \
692 Feld[x][y] != EL_EXPLOSION ? \
693 GfxElement[x][y] : Feld[x][y])
695 #define TILE_GFX_ELEMENT(x, y) \
696 GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
697 Feld[x][y] != EL_EXPLOSION ? \
698 GfxElement[x][y] : Feld[x][y])
701 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
702 /* (solution: add separate "use sound of element" to level file and editor) */
704 #define SND_ELEMENT(e) GFX_ELEMENT(e)
706 #define SND_ELEMENT(e) (e)
709 #define GROUP_NR(e) ((e) - EL_GROUP_START)
710 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
711 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
713 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
714 (ge == EL_ANY_ELEMENT ? TRUE : \
715 IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
717 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
719 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
720 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
722 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
723 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
724 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
726 #define IS_MV_DIAGONAL(x) ((x) & MV_HORIZONTAL && (x) & MV_VERTICAL)
728 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
729 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
730 (e) == EL_EMERALD ? EL_DIAMOND : \
731 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
732 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
733 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
735 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
736 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
738 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
739 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
740 #define TAPE_IS_EMPTY(x) ((x).length == 0)
741 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
743 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
744 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
746 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
747 IS_PROTECTED(Back[x][y]))
748 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
749 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
750 ENEMY_PROTECTED_FIELD(x, y))
751 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
752 EXPLOSION_PROTECTED_FIELD(x, y))
754 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
755 (p)->switch_x == (x) && (p)->switch_y == (y))
757 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
758 (p)->drop_x == (x) && (p)->drop_y == (y))
760 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
762 #define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
765 #define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)
767 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
768 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
769 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
771 #define IS_ANIM_MODE_CE(g) (graphic_info[g].anim_mode & (ANIM_CE_VALUE | \
774 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
775 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
776 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
777 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
779 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
781 #define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
782 #define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
783 #define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
784 IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
786 #define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)")
787 #define MV_TEXT(d) ((d) == MV_NONE ? "MV_NONE" : \
788 (d) == MV_LEFT ? "MV_LEFT" : \
789 (d) == MV_RIGHT ? "MV_RIGHT" : \
790 (d) == MV_UP ? "MV_UP" : \
791 (d) == MV_DOWN ? "MV_DOWN" : "(various)")
793 /* fundamental game speed values */
794 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
795 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
797 /* boundaries of arrays etc. */
798 #define MAX_LEVEL_NAME_LEN 32
799 #define MAX_LEVEL_AUTHOR_LEN 32
800 #define MAX_ELEMENT_NAME_LEN 32
801 #define MAX_TAPES_PER_SET 1024
802 #define MAX_SCORE_ENTRIES 100
803 #define MAX_NUM_TITLE_SCREENS 5
805 #define MAX_NUM_AMOEBA 100
808 #define NUM_BELT_PARTS 3
809 #define NUM_ENVELOPES 4
810 #define MIN_ENVELOPE_XSIZE 1
811 #define MIN_ENVELOPE_YSIZE 1
812 #define MAX_ENVELOPE_XSIZE 30
813 #define MAX_ENVELOPE_YSIZE 20
814 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
815 #define MIN_CHANGE_PAGES 1
816 #define MAX_CHANGE_PAGES 32
817 #define MIN_ELEMENTS_IN_GROUP 1
818 #define MAX_ELEMENTS_IN_GROUP 16
819 #define MIN_ANDROID_ELEMENTS 1
820 #define MAX_ANDROID_ELEMENTS 16
822 /* values for elements with content */
823 #define MIN_ELEMENT_CONTENTS 1
824 #define STD_ELEMENT_CONTENTS 4
825 #define MAX_ELEMENT_CONTENTS 8
827 /* often used screen positions */
830 #define REAL_SX (SX - 2)
831 #define REAL_SY (SY - 2)
839 #define TILEX TILESIZE
840 #define TILEY TILESIZE
841 #define MINI_TILESIZE (TILESIZE / 2)
842 #define MINI_TILEX MINI_TILESIZE
843 #define MINI_TILEY MINI_TILESIZE
844 #define MICRO_TILESIZE (TILESIZE / 8)
845 #define MICRO_TILEX MICRO_TILESIZE
846 #define MICRO_TILEY MICRO_TILESIZE
847 #define MIDPOSX (SCR_FIELDX / 2)
848 #define MIDPOSY (SCR_FIELDY / 2)
849 #define SXSIZE (SCR_FIELDX * TILEX)
850 #define SYSIZE (SCR_FIELDY * TILEY)
851 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
852 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
855 #define VXSIZE DXSIZE
857 #define EXSIZE DXSIZE
858 #define EYSIZE (VYSIZE + 44)
859 #define FULL_SXSIZE (2 + SXSIZE + 2)
860 #define FULL_SYSIZE (2 + SYSIZE + 2)
861 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
862 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
863 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
864 #define MICROLEVEL_YPOS (SY + 12 * TILEY - MICRO_TILEY)
865 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
866 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
869 /* score for elements */
873 #define SC_SPACESHIP 3
878 #define SC_DYNAMITE 8
880 #define SC_TIME_BONUS 10
881 #define SC_CRYSTAL 11
884 #define SC_UNKNOWN_14 14
885 #define SC_UNKNOWN_15 15
887 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
890 /* "real" level file elements */
891 #define EL_UNDEFINED -1
893 #define EL_EMPTY_SPACE 0
894 #define EL_EMPTY EL_EMPTY_SPACE
897 #define EL_WALL_SLIPPERY 3
899 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
901 #define EL_EXIT_CLOSED 7
902 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
904 #define EL_SPACESHIP 10
907 #define EL_STEELWALL 13
908 #define EL_DIAMOND 14
909 #define EL_AMOEBA_DEAD 15
910 #define EL_QUICKSAND_EMPTY 16
911 #define EL_QUICKSAND_FULL 17
912 #define EL_AMOEBA_DROP 18
914 #define EL_MAGIC_WALL 20
915 #define EL_SPEED_PILL 21
917 #define EL_AMOEBA_WET 23
918 #define EL_AMOEBA_DRY 24
920 #define EL_GAME_OF_LIFE 26
921 #define EL_BIOMAZE 27
922 #define EL_DYNAMITE_ACTIVE 28
923 #define EL_STONEBLOCK 29
924 #define EL_ROBOT_WHEEL 30
925 #define EL_ROBOT_WHEEL_ACTIVE 31
934 #define EL_GATE_1_GRAY 40
935 #define EL_GATE_2_GRAY 41
936 #define EL_GATE_3_GRAY 42
937 #define EL_GATE_4_GRAY 43
938 #define EL_DYNAMITE 44
940 #define EL_INVISIBLE_WALL 46
942 #define EL_LAMP_ACTIVE 48
943 #define EL_WALL_EMERALD 49
944 #define EL_WALL_DIAMOND 50
945 #define EL_AMOEBA_FULL 51
946 #define EL_BD_AMOEBA 52
947 #define EL_TIME_ORB_FULL 53
948 #define EL_TIME_ORB_EMPTY 54
949 #define EL_EXPANDABLE_WALL 55
950 #define EL_BD_DIAMOND 56
951 #define EL_EMERALD_YELLOW 57
952 #define EL_WALL_BD_DIAMOND 58
953 #define EL_WALL_EMERALD_YELLOW 59
954 #define EL_DARK_YAMYAM 60
955 #define EL_BD_MAGIC_WALL 61
956 #define EL_INVISIBLE_STEELWALL 62
957 #define EL_SOKOBAN_FIELD_PLAYER 63
958 #define EL_DYNABOMB_INCREASE_NUMBER 64
959 #define EL_DYNABOMB_INCREASE_SIZE 65
960 #define EL_DYNABOMB_INCREASE_POWER 66
961 #define EL_SOKOBAN_OBJECT 67
962 #define EL_SOKOBAN_FIELD_EMPTY 68
963 #define EL_SOKOBAN_FIELD_FULL 69
964 #define EL_BD_BUTTERFLY_RIGHT 70
965 #define EL_BD_BUTTERFLY_UP 71
966 #define EL_BD_BUTTERFLY_LEFT 72
967 #define EL_BD_BUTTERFLY_DOWN 73
968 #define EL_BD_FIREFLY_RIGHT 74
969 #define EL_BD_FIREFLY_UP 75
970 #define EL_BD_FIREFLY_LEFT 76
971 #define EL_BD_FIREFLY_DOWN 77
972 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
973 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
974 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
975 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
976 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
977 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
978 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
979 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
980 #define EL_BD_BUTTERFLY 78
981 #define EL_BD_FIREFLY 79
982 #define EL_PLAYER_1 80
983 #define EL_PLAYER_2 81
984 #define EL_PLAYER_3 82
985 #define EL_PLAYER_4 83
986 #define EL_BUG_RIGHT 84
988 #define EL_BUG_LEFT 86
989 #define EL_BUG_DOWN 87
990 #define EL_SPACESHIP_RIGHT 88
991 #define EL_SPACESHIP_UP 89
992 #define EL_SPACESHIP_LEFT 90
993 #define EL_SPACESHIP_DOWN 91
994 #define EL_PACMAN_RIGHT 92
995 #define EL_PACMAN_UP 93
996 #define EL_PACMAN_LEFT 94
997 #define EL_PACMAN_DOWN 95
998 #define EL_EMERALD_RED 96
999 #define EL_EMERALD_PURPLE 97
1000 #define EL_WALL_EMERALD_RED 98
1001 #define EL_WALL_EMERALD_PURPLE 99
1002 #define EL_ACID_POOL_TOPLEFT 100
1003 #define EL_ACID_POOL_TOPRIGHT 101
1004 #define EL_ACID_POOL_BOTTOMLEFT 102
1005 #define EL_ACID_POOL_BOTTOM 103
1006 #define EL_ACID_POOL_BOTTOMRIGHT 104
1007 #define EL_BD_WALL 105
1008 #define EL_BD_ROCK 106
1009 #define EL_EXIT_OPEN 107
1010 #define EL_BLACK_ORB 108
1011 #define EL_AMOEBA_TO_DIAMOND 109
1013 #define EL_PENGUIN 111
1014 #define EL_SATELLITE 112
1015 #define EL_ARROW_LEFT 113
1016 #define EL_ARROW_RIGHT 114
1017 #define EL_ARROW_UP 115
1018 #define EL_ARROW_DOWN 116
1020 #define EL_DRAGON 118
1022 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
1024 #define EL_CHAR_START 120
1025 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
1026 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
1028 #include "conf_chr.h" /* include auto-generated data structure definitions */
1030 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
1031 #define EL_CHAR_END (EL_CHAR_START + 79)
1033 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
1035 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
1036 #define EL_EXPANDABLE_WALL_VERTICAL 201
1037 #define EL_EXPANDABLE_WALL_ANY 202
1039 #define EL_EM_GATE_1 203
1040 #define EL_EM_GATE_2 204
1041 #define EL_EM_GATE_3 205
1042 #define EL_EM_GATE_4 206
1044 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
1045 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
1046 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
1048 #define EL_SP_START 210
1049 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
1050 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
1051 #define EL_SP_ZONK (EL_SP_START + 1)
1052 #define EL_SP_BASE (EL_SP_START + 2)
1053 #define EL_SP_MURPHY (EL_SP_START + 3)
1054 #define EL_SP_INFOTRON (EL_SP_START + 4)
1055 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
1056 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
1057 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
1058 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
1059 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
1060 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
1061 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
1062 #define EL_SP_PORT_UP (EL_SP_START + 12)
1063 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
1064 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
1065 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
1066 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
1067 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
1068 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
1069 #define EL_SP_TERMINAL (EL_SP_START + 19)
1070 #define EL_SP_DISK_RED (EL_SP_START + 20)
1071 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
1072 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
1073 #define EL_SP_PORT_ANY (EL_SP_START + 23)
1074 #define EL_SP_ELECTRON (EL_SP_START + 24)
1075 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
1076 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
1077 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
1078 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
1079 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
1080 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
1081 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
1082 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
1083 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
1084 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
1085 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
1086 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
1087 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
1088 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
1089 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
1090 #define EL_SP_END (EL_SP_START + 39)
1092 #define EL_EM_GATE_1_GRAY 250
1093 #define EL_EM_GATE_2_GRAY 251
1094 #define EL_EM_GATE_3_GRAY 252
1095 #define EL_EM_GATE_4_GRAY 253
1097 #define EL_EM_DYNAMITE 254
1098 #define EL_EM_DYNAMITE_ACTIVE 255
1100 #define EL_PEARL 256
1101 #define EL_CRYSTAL 257
1102 #define EL_WALL_PEARL 258
1103 #define EL_WALL_CRYSTAL 259
1104 #define EL_DOOR_WHITE 260
1105 #define EL_DOOR_WHITE_GRAY 261
1106 #define EL_KEY_WHITE 262
1107 #define EL_SHIELD_NORMAL 263
1108 #define EL_EXTRA_TIME 264
1109 #define EL_SWITCHGATE_OPEN 265
1110 #define EL_SWITCHGATE_CLOSED 266
1111 #define EL_SWITCHGATE_SWITCH_UP 267
1112 #define EL_SWITCHGATE_SWITCH_DOWN 268
1114 #define EL_UNUSED_269 269
1115 #define EL_UNUSED_270 270
1117 #define EL_CONVEYOR_BELT_1_LEFT 271
1118 #define EL_CONVEYOR_BELT_1_MIDDLE 272
1119 #define EL_CONVEYOR_BELT_1_RIGHT 273
1120 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
1121 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
1122 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
1123 #define EL_CONVEYOR_BELT_2_LEFT 277
1124 #define EL_CONVEYOR_BELT_2_MIDDLE 278
1125 #define EL_CONVEYOR_BELT_2_RIGHT 279
1126 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
1127 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
1128 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
1129 #define EL_CONVEYOR_BELT_3_LEFT 283
1130 #define EL_CONVEYOR_BELT_3_MIDDLE 284
1131 #define EL_CONVEYOR_BELT_3_RIGHT 285
1132 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
1133 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
1134 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
1135 #define EL_CONVEYOR_BELT_4_LEFT 289
1136 #define EL_CONVEYOR_BELT_4_MIDDLE 290
1137 #define EL_CONVEYOR_BELT_4_RIGHT 291
1138 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
1139 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1140 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1141 #define EL_LANDMINE 295
1142 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1143 #define EL_LIGHT_SWITCH 297
1144 #define EL_LIGHT_SWITCH_ACTIVE 298
1145 #define EL_SIGN_EXCLAMATION 299
1146 #define EL_SIGN_RADIOACTIVITY 300
1147 #define EL_SIGN_STOP 301
1148 #define EL_SIGN_WHEELCHAIR 302
1149 #define EL_SIGN_PARKING 303
1150 #define EL_SIGN_ONEWAY 304
1151 #define EL_SIGN_HEART 305
1152 #define EL_SIGN_TRIANGLE 306
1153 #define EL_SIGN_ROUND 307
1154 #define EL_SIGN_EXIT 308
1155 #define EL_SIGN_YINYANG 309
1156 #define EL_SIGN_OTHER 310
1157 #define EL_MOLE_LEFT 311
1158 #define EL_MOLE_RIGHT 312
1159 #define EL_MOLE_UP 313
1160 #define EL_MOLE_DOWN 314
1161 #define EL_STEELWALL_SLIPPERY 315
1162 #define EL_INVISIBLE_SAND 316
1163 #define EL_DX_UNKNOWN_15 317
1164 #define EL_DX_UNKNOWN_42 318
1166 #define EL_UNUSED_319 319
1167 #define EL_UNUSED_320 320
1169 #define EL_SHIELD_DEADLY 321
1170 #define EL_TIMEGATE_OPEN 322
1171 #define EL_TIMEGATE_CLOSED 323
1172 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1173 #define EL_TIMEGATE_SWITCH 325
1175 #define EL_BALLOON 326
1176 #define EL_BALLOON_SWITCH_LEFT 327
1177 #define EL_BALLOON_SWITCH_RIGHT 328
1178 #define EL_BALLOON_SWITCH_UP 329
1179 #define EL_BALLOON_SWITCH_DOWN 330
1180 #define EL_BALLOON_SWITCH_ANY 331
1182 #define EL_EMC_STEELWALL_1 332
1183 #define EL_EMC_STEELWALL_2 333
1184 #define EL_EMC_STEELWALL_3 334
1185 #define EL_EMC_STEELWALL_4 335
1186 #define EL_EMC_WALL_1 336
1187 #define EL_EMC_WALL_2 337
1188 #define EL_EMC_WALL_3 338
1189 #define EL_EMC_WALL_4 339
1190 #define EL_EMC_WALL_5 340
1191 #define EL_EMC_WALL_6 341
1192 #define EL_EMC_WALL_7 342
1193 #define EL_EMC_WALL_8 343
1195 #define EL_TUBE_ANY 344
1196 #define EL_TUBE_VERTICAL 345
1197 #define EL_TUBE_HORIZONTAL 346
1198 #define EL_TUBE_VERTICAL_LEFT 347
1199 #define EL_TUBE_VERTICAL_RIGHT 348
1200 #define EL_TUBE_HORIZONTAL_UP 349
1201 #define EL_TUBE_HORIZONTAL_DOWN 350
1202 #define EL_TUBE_LEFT_UP 351
1203 #define EL_TUBE_LEFT_DOWN 352
1204 #define EL_TUBE_RIGHT_UP 353
1205 #define EL_TUBE_RIGHT_DOWN 354
1206 #define EL_SPRING 355
1208 #define EL_DX_SUPABOMB 357
1210 #define EL_UNUSED_358 358
1211 #define EL_UNUSED_359 359
1213 /* ---------- begin of custom elements section ----------------------------- */
1214 #define EL_CUSTOM_START 360
1216 #include "conf_cus.h" /* include auto-generated data structure definitions */
1218 #define NUM_CUSTOM_ELEMENTS 256
1219 #define EL_CUSTOM_END 615
1220 /* ---------- end of custom elements section ------------------------------- */
1222 #define EL_EM_KEY_1 616
1223 #define EL_EM_KEY_2 617
1224 #define EL_EM_KEY_3 618
1225 #define EL_EM_KEY_4 619
1226 #define EL_ENVELOPE_1 620
1227 #define EL_ENVELOPE_2 621
1228 #define EL_ENVELOPE_3 622
1229 #define EL_ENVELOPE_4 623
1231 /* ---------- begin of group elements section ------------------------------ */
1232 #define EL_GROUP_START 624
1234 #include "conf_grp.h" /* include auto-generated data structure definitions */
1236 #define NUM_GROUP_ELEMENTS 32
1237 #define EL_GROUP_END 655
1238 /* ---------- end of custom elements section ------------------------------- */
1240 #define EL_UNKNOWN 656
1241 #define EL_TRIGGER_ELEMENT 657
1242 #define EL_TRIGGER_PLAYER 658
1244 /* SP style elements */
1245 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1246 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1247 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1248 #define EL_SP_GRAVITY_ON_PORT_UP 662
1249 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1250 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1251 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1252 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1254 /* EMC style elements */
1255 #define EL_BALLOON_SWITCH_NONE 667
1256 #define EL_EMC_GATE_5 668
1257 #define EL_EMC_GATE_6 669
1258 #define EL_EMC_GATE_7 670
1259 #define EL_EMC_GATE_8 671
1260 #define EL_EMC_GATE_5_GRAY 672
1261 #define EL_EMC_GATE_6_GRAY 673
1262 #define EL_EMC_GATE_7_GRAY 674
1263 #define EL_EMC_GATE_8_GRAY 675
1264 #define EL_EMC_KEY_5 676
1265 #define EL_EMC_KEY_6 677
1266 #define EL_EMC_KEY_7 678
1267 #define EL_EMC_KEY_8 679
1268 #define EL_EMC_ANDROID 680
1269 #define EL_EMC_GRASS 681
1270 #define EL_EMC_MAGIC_BALL 682
1271 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1272 #define EL_EMC_MAGIC_BALL_SWITCH 684
1273 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1274 #define EL_EMC_SPRING_BUMPER 686
1275 #define EL_EMC_PLANT 687
1276 #define EL_EMC_LENSES 688
1277 #define EL_EMC_MAGNIFIER 689
1278 #define EL_EMC_WALL_9 690
1279 #define EL_EMC_WALL_10 691
1280 #define EL_EMC_WALL_11 692
1281 #define EL_EMC_WALL_12 693
1282 #define EL_EMC_WALL_13 694
1283 #define EL_EMC_WALL_14 695
1284 #define EL_EMC_WALL_15 696
1285 #define EL_EMC_WALL_16 697
1286 #define EL_EMC_WALL_SLIPPERY_1 698
1287 #define EL_EMC_WALL_SLIPPERY_2 699
1288 #define EL_EMC_WALL_SLIPPERY_3 700
1289 #define EL_EMC_WALL_SLIPPERY_4 701
1290 #define EL_EMC_FAKE_GRASS 702
1291 #define EL_EMC_FAKE_ACID 703
1292 #define EL_EMC_DRIPPER 704
1294 #define EL_TRIGGER_CE_VALUE 705
1295 #define EL_TRIGGER_CE_SCORE 706
1296 #define EL_CURRENT_CE_VALUE 707
1297 #define EL_CURRENT_CE_SCORE 708
1299 #define EL_YAMYAM_LEFT 709
1300 #define EL_YAMYAM_RIGHT 710
1301 #define EL_YAMYAM_UP 711
1302 #define EL_YAMYAM_DOWN 712
1304 #define EL_BD_EXPANDABLE_WALL 713
1306 #define EL_LAST_CE_8 714
1307 #define EL_LAST_CE_7 715
1308 #define EL_LAST_CE_6 716
1309 #define EL_LAST_CE_5 717
1310 #define EL_LAST_CE_4 718
1311 #define EL_LAST_CE_3 719
1312 #define EL_LAST_CE_2 720
1313 #define EL_LAST_CE_1 721
1315 #define EL_NEXT_CE_1 723
1316 #define EL_NEXT_CE_2 724
1317 #define EL_NEXT_CE_3 725
1318 #define EL_NEXT_CE_4 726
1319 #define EL_NEXT_CE_5 727
1320 #define EL_NEXT_CE_6 728
1321 #define EL_NEXT_CE_7 729
1322 #define EL_NEXT_CE_8 730
1323 #define EL_ANY_ELEMENT 731
1325 #define NUM_FILE_ELEMENTS 732
1328 /* "real" (and therefore drawable) runtime elements */
1329 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1331 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1332 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1333 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1334 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1335 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1336 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1337 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1338 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1339 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1340 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1341 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1342 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1343 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1344 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1345 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1346 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1347 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1348 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1349 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1350 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1351 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1352 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1353 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1354 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1355 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1356 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1357 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1358 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1359 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1360 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1361 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1362 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1363 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1364 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1365 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1366 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1367 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1368 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1369 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1370 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1371 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1372 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1373 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1374 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1375 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1376 #define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
1377 #define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
1378 #define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 47)
1379 #define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 48)
1380 #define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 49)
1381 #define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 50)
1382 #define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 51)
1383 #define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 52)
1384 #define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 53)
1385 #define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 54)
1386 #define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 55)
1387 #define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
1388 #define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
1389 #define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
1390 #define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
1392 /* "unreal" (and therefore not drawable) runtime elements */
1393 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 60)
1395 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1396 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1397 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1398 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1399 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1400 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1401 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1402 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1403 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1404 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1405 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1406 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1407 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1408 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1409 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1410 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1411 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1412 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1413 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18)
1414 #define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 19)
1415 #define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 20)
1417 #define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 21)
1419 /* dummy elements (never used as game elements, only used as graphics) */
1420 #define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS
1422 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1423 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1424 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1425 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1426 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1427 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1428 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1429 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1430 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1431 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1432 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1433 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1434 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1435 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1436 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1437 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1438 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1439 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1440 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1441 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1442 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1443 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1444 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1445 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1446 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1448 /* internal elements (only used for internal purposes like copying) */
1449 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1451 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1452 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1453 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1454 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1456 #define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
1457 #define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
1458 #define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
1459 #define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
1460 #define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
1461 #define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
1462 #define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
1463 #define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
1464 #define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
1465 #define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
1466 #define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
1467 #define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
1468 #define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
1469 #define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
1470 #define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
1471 #define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
1472 #define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
1473 #define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
1474 #define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 22)
1475 #define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 23)
1476 #define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 24)
1477 #define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 25)
1478 #define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 26)
1479 #define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 27)
1480 #define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 28)
1481 #define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 29)
1482 #define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 30)
1483 #define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 31)
1485 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1486 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1487 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1488 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 31)
1490 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 32)
1493 /* values for graphics/sounds action types */
1494 #define ACTION_DEFAULT 0
1495 #define ACTION_WAITING 1
1496 #define ACTION_FALLING 2
1497 #define ACTION_MOVING 3
1498 #define ACTION_DIGGING 4
1499 #define ACTION_SNAPPING 5
1500 #define ACTION_COLLECTING 6
1501 #define ACTION_DROPPING 7
1502 #define ACTION_PUSHING 8
1503 #define ACTION_WALKING 9
1504 #define ACTION_PASSING 10
1505 #define ACTION_IMPACT 11
1506 #define ACTION_BREAKING 12
1507 #define ACTION_ACTIVATING 13
1508 #define ACTION_DEACTIVATING 14
1509 #define ACTION_OPENING 15
1510 #define ACTION_CLOSING 16
1511 #define ACTION_ATTACKING 17
1512 #define ACTION_GROWING 18
1513 #define ACTION_SHRINKING 19
1514 #define ACTION_ACTIVE 20
1515 #define ACTION_FILLING 21
1516 #define ACTION_EMPTYING 22
1517 #define ACTION_CHANGING 23
1518 #define ACTION_EXPLODING 24
1519 #define ACTION_BORING 25
1520 #define ACTION_BORING_1 26
1521 #define ACTION_BORING_2 27
1522 #define ACTION_BORING_3 28
1523 #define ACTION_BORING_4 29
1524 #define ACTION_BORING_5 30
1525 #define ACTION_BORING_6 31
1526 #define ACTION_BORING_7 32
1527 #define ACTION_BORING_8 33
1528 #define ACTION_BORING_9 34
1529 #define ACTION_BORING_10 35
1530 #define ACTION_SLEEPING 36
1531 #define ACTION_SLEEPING_1 37
1532 #define ACTION_SLEEPING_2 38
1533 #define ACTION_SLEEPING_3 39
1534 #define ACTION_AWAKENING 40
1535 #define ACTION_DYING 41
1536 #define ACTION_TURNING 42
1537 #define ACTION_TURNING_FROM_LEFT 43
1538 #define ACTION_TURNING_FROM_RIGHT 44
1539 #define ACTION_TURNING_FROM_UP 45
1540 #define ACTION_TURNING_FROM_DOWN 46
1541 #define ACTION_SMASHED_BY_ROCK 47
1542 #define ACTION_SMASHED_BY_SPRING 48
1543 #define ACTION_EATING 49
1544 #define ACTION_TWINKLING 50
1545 #define ACTION_SPLASHING 51
1546 #define ACTION_PAGE_1 52
1547 #define ACTION_PAGE_2 53
1548 #define ACTION_PAGE_3 54
1549 #define ACTION_PAGE_4 55
1550 #define ACTION_PAGE_5 56
1551 #define ACTION_PAGE_6 57
1552 #define ACTION_PAGE_7 58
1553 #define ACTION_PAGE_8 59
1554 #define ACTION_PAGE_9 60
1555 #define ACTION_PAGE_10 61
1556 #define ACTION_PAGE_11 62
1557 #define ACTION_PAGE_12 63
1558 #define ACTION_PAGE_13 64
1559 #define ACTION_PAGE_14 65
1560 #define ACTION_PAGE_15 66
1561 #define ACTION_PAGE_16 67
1562 #define ACTION_PAGE_17 68
1563 #define ACTION_PAGE_18 69
1564 #define ACTION_PAGE_19 70
1565 #define ACTION_PAGE_20 71
1566 #define ACTION_PAGE_21 72
1567 #define ACTION_PAGE_22 73
1568 #define ACTION_PAGE_23 74
1569 #define ACTION_PAGE_24 75
1570 #define ACTION_PAGE_25 76
1571 #define ACTION_PAGE_26 77
1572 #define ACTION_PAGE_27 78
1573 #define ACTION_PAGE_28 79
1574 #define ACTION_PAGE_29 80
1575 #define ACTION_PAGE_30 81
1576 #define ACTION_PAGE_31 82
1577 #define ACTION_PAGE_32 83
1578 #define ACTION_OTHER 84
1580 #define NUM_ACTIONS 85
1582 #define ACTION_BORING_LAST ACTION_BORING_10
1583 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1586 /* values for special image configuration suffixes (must match game mode) */
1587 #define GFX_SPECIAL_ARG_DEFAULT 0
1588 #define GFX_SPECIAL_ARG_TITLE 1
1589 #define GFX_SPECIAL_ARG_MAIN 2
1590 #define GFX_SPECIAL_ARG_LEVELS 3
1591 #define GFX_SPECIAL_ARG_SCORES 4
1592 #define GFX_SPECIAL_ARG_EDITOR 5
1593 #define GFX_SPECIAL_ARG_INFO 6
1594 #define GFX_SPECIAL_ARG_SETUP 7
1595 #define GFX_SPECIAL_ARG_PLAYING 8
1596 #define GFX_SPECIAL_ARG_DOOR 9
1597 #define GFX_SPECIAL_ARG_PREVIEW 10
1598 #define GFX_SPECIAL_ARG_CRUMBLED 11
1600 #define NUM_SPECIAL_GFX_ARGS 12
1603 /* values for image configuration suffixes */
1606 #define GFX_ARG_XPOS 2
1607 #define GFX_ARG_YPOS 3
1608 #define GFX_ARG_WIDTH 4
1609 #define GFX_ARG_HEIGHT 5
1610 #define GFX_ARG_VERTICAL 6
1611 #define GFX_ARG_OFFSET 7
1612 #define GFX_ARG_XOFFSET 8
1613 #define GFX_ARG_YOFFSET 9
1614 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1615 #define GFX_ARG_2ND_VERTICAL 11
1616 #define GFX_ARG_2ND_OFFSET 12
1617 #define GFX_ARG_2ND_XOFFSET 13
1618 #define GFX_ARG_2ND_YOFFSET 14
1619 #define GFX_ARG_2ND_SWAP_TILES 15
1620 #define GFX_ARG_FRAMES 16
1621 #define GFX_ARG_FRAMES_PER_LINE 17
1622 #define GFX_ARG_START_FRAME 18
1623 #define GFX_ARG_DELAY 19
1624 #define GFX_ARG_ANIM_MODE 20
1625 #define GFX_ARG_GLOBAL_SYNC 21
1626 #define GFX_ARG_CRUMBLED_LIKE 22
1627 #define GFX_ARG_DIGGABLE_LIKE 23
1628 #define GFX_ARG_BORDER_SIZE 24
1629 #define GFX_ARG_STEP_OFFSET 25
1630 #define GFX_ARG_STEP_DELAY 26
1631 #define GFX_ARG_DIRECTION 27
1632 #define GFX_ARG_POSITION 28
1633 #define GFX_ARG_DRAW_XOFFSET 29
1634 #define GFX_ARG_DRAW_YOFFSET 30
1635 #define GFX_ARG_DRAW_MASKED 31
1636 #define GFX_ARG_ANIM_DELAY_FIXED 32
1637 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1638 #define GFX_ARG_POST_DELAY_FIXED 34
1639 #define GFX_ARG_POST_DELAY_RANDOM 35
1640 #define GFX_ARG_NAME 36
1641 #define GFX_ARG_SCALE_UP_FACTOR 37
1642 #define GFX_ARG_CLONE_FROM 38
1644 #define NUM_GFX_ARGS 39
1647 /* values for sound configuration suffixes */
1648 #define SND_ARG_MODE_LOOP 0
1649 #define SND_ARG_VOLUME 1
1650 #define SND_ARG_PRIORITY 2
1652 #define NUM_SND_ARGS 3
1655 /* values for music configuration suffixes */
1656 #define MUS_ARG_MODE_LOOP 0
1658 #define NUM_MUS_ARGS 1
1661 /* values for font configuration */
1662 #define FONT_INITIAL_1 0
1663 #define FONT_INITIAL_2 1
1664 #define FONT_INITIAL_3 2
1665 #define FONT_INITIAL_4 3
1666 #define FONT_TITLE_1 4
1667 #define FONT_TITLE_2 5
1668 #define FONT_MENU_1 6
1669 #define FONT_MENU_2 7
1670 #define FONT_TEXT_1_ACTIVE 8
1671 #define FONT_TEXT_2_ACTIVE 9
1672 #define FONT_TEXT_3_ACTIVE 10
1673 #define FONT_TEXT_4_ACTIVE 11
1674 #define FONT_TEXT_1 12
1675 #define FONT_TEXT_2 13
1676 #define FONT_TEXT_3 14
1677 #define FONT_TEXT_4 15
1678 #define FONT_ENVELOPE_1 16
1679 #define FONT_ENVELOPE_2 17
1680 #define FONT_ENVELOPE_3 18
1681 #define FONT_ENVELOPE_4 19
1682 #define FONT_INPUT_1_ACTIVE 20
1683 #define FONT_INPUT_2_ACTIVE 21
1684 #define FONT_INPUT_1 22
1685 #define FONT_INPUT_2 23
1686 #define FONT_OPTION_OFF 24
1687 #define FONT_OPTION_ON 25
1688 #define FONT_VALUE_1 26
1689 #define FONT_VALUE_2 27
1690 #define FONT_VALUE_OLD 28
1691 #define FONT_LEVEL_NUMBER_ACTIVE 29
1692 #define FONT_LEVEL_NUMBER 30
1693 #define FONT_TAPE_RECORDER 31
1694 #define FONT_GAME_INFO 32
1696 #define NUM_FONTS 33
1697 #define NUM_INITIAL_FONTS 4
1699 /* values for game_status (must match special image configuration suffixes) */
1700 #define GAME_MODE_DEFAULT 0
1701 #define GAME_MODE_TITLE 1
1702 #define GAME_MODE_MAIN 2
1703 #define GAME_MODE_LEVELS 3
1704 #define GAME_MODE_SCORES 4
1705 #define GAME_MODE_EDITOR 5
1706 #define GAME_MODE_INFO 6
1707 #define GAME_MODE_SETUP 7
1708 #define GAME_MODE_PLAYING 8
1709 #define GAME_MODE_PSEUDO_DOOR 9
1710 #define GAME_MODE_PSEUDO_PREVIEW 10
1711 #define GAME_MODE_PSEUDO_CRUMBLED 11
1713 /* there are no special config file suffixes for these modes */
1714 #define GAME_MODE_PSEUDO_TYPENAME 12
1715 #define GAME_MODE_QUIT 13
1717 /* special definitions currently only used for custom artwork configuration */
1718 #define MUSIC_PREFIX_BACKGROUND 0
1719 #define NUM_MUSIC_PREFIXES 1
1720 #define MAX_LEVELS 1000
1722 /* definitions for demo animation lists */
1723 #define HELPANIM_LIST_NEXT -1
1724 #define HELPANIM_LIST_END -999
1727 /* program information and versioning definitions */
1728 #define PROGRAM_VERSION_MAJOR 3
1729 #define PROGRAM_VERSION_MINOR 2
1730 #define PROGRAM_VERSION_PATCH 1
1731 #define PROGRAM_VERSION_BUILD 0
1733 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1734 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1735 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2006 by Holger Schemel"
1736 #define PROGRAM_EMAIL_STRING "info@artsoft.org"
1737 #define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/"
1739 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1740 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1741 #define FILENAME_PREFIX "Rocks"
1743 #define USERDATA_DIRECTORY_WIN32 PROGRAM_TITLE_STRING
1744 #define USERDATA_DIRECTORY_MACOSX PROGRAM_TITLE_STRING
1745 #define USERDATA_DIRECTORY_UNIX ".rocksndiamonds"
1746 #define USERDATA_DIRECTORY_DOS "userdata"
1748 #if defined(PLATFORM_WIN32)
1749 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_WIN32
1750 #elif defined(PLATFORM_MACOSX)
1751 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_MACOSX
1752 #elif defined(PLATFORM_UNIX)
1753 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_UNIX
1755 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_DOS
1758 #define X11_ICON_FILENAME "rocks_icon.xbm"
1759 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1760 #define SDL_ICON_FILENAME "rocks_icon_32x32.pcx"
1761 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1763 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1764 ** currently supported/known file version numbers:
1766 ** 1.2 (still in use)
1767 ** 1.4 (still in use)
1770 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1771 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1772 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1773 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1774 #define FILE_VERSION_3_0 VERSION_IDENT(3,0,0,0)
1776 /* file version does not change for every program version, but is changed
1777 when new features are introduced that are incompatible with older file
1778 versions, so that they can be treated accordingly */
1779 #define FILE_VERSION_ACTUAL FILE_VERSION_3_0
1781 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1782 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1783 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1784 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1785 #define GAME_VERSION_3_0 FILE_VERSION_3_0
1787 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1788 PROGRAM_VERSION_MINOR, \
1789 PROGRAM_VERSION_PATCH, \
1790 PROGRAM_VERSION_BUILD)
1792 /* values for game_emulation */
1794 #define EMU_BOULDERDASH 1
1795 #define EMU_SOKOBAN 2
1796 #define EMU_SUPAPLEX 3
1798 /* values for level file type identifier */
1799 #define LEVEL_FILE_TYPE_UNKNOWN 0
1800 #define LEVEL_FILE_TYPE_RND 1
1801 #define LEVEL_FILE_TYPE_BD 2
1802 #define LEVEL_FILE_TYPE_EM 3
1803 #define LEVEL_FILE_TYPE_SP 4
1804 #define LEVEL_FILE_TYPE_DX 5
1805 #define LEVEL_FILE_TYPE_SB 6
1806 #define LEVEL_FILE_TYPE_DC 7
1808 #define NUM_LEVEL_FILE_TYPES 8
1810 /* values for game engine type identifier */
1811 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1812 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1813 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1815 #define NUM_ENGINE_TYPES 3
1820 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1821 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1823 int scrollbar_xoffset;
1825 int list_size[NUM_SPECIAL_GFX_ARGS];
1830 int sound[NUM_SPECIAL_GFX_ARGS];
1831 int music[NUM_SPECIAL_GFX_ARGS];
1854 char Name[MAX_PLAYER_NAME_LEN + 1];
1868 char text[MAX_ENVELOPE_TEXT_LEN + 1];
1873 int music[MAX_LEVELS];
1876 struct LevelFileInfo
1894 struct LevelFileInfo file_info;
1896 int game_engine_type;
1898 /* level stored in native format for the alternative native game engines */
1899 struct LevelInfo_EM *native_em_level;
1901 int file_version; /* file format version the level is stored with */
1902 int game_version; /* game release version the level was created with */
1904 struct DateInfo creation_date;
1906 boolean encoding_16bit_field; /* level contains 16-bit elements */
1907 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1908 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1912 int time; /* available time (seconds) */
1915 char name[MAX_LEVEL_NAME_LEN + 1];
1916 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1918 struct EnvelopeInfo envelope[NUM_ENVELOPES];
1920 int score[LEVEL_SCORE_ELEMENTS];
1922 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1923 int num_yamyam_contents;
1928 int game_of_life[4];
1931 int time_magic_wall;
1936 int shield_normal_time;
1937 int shield_deadly_time;
1942 int extra_time_score;
1944 int start_element[MAX_PLAYERS];
1945 boolean use_start_element[MAX_PLAYERS];
1947 int artwork_element[MAX_PLAYERS];
1948 boolean use_artwork_element[MAX_PLAYERS];
1950 int explosion_element[MAX_PLAYERS];
1951 boolean use_explosion_element[MAX_PLAYERS];
1953 /* values for the new EMC elements */
1954 int android_move_time;
1955 int android_clone_time;
1956 boolean ball_random;
1957 boolean ball_state_initial;
1964 int wind_direction_initial;
1966 struct Content ball_content[MAX_ELEMENT_CONTENTS];
1967 int num_ball_contents;
1969 int num_android_clone_elements;
1970 int android_clone_element[MAX_ANDROID_ELEMENTS];
1972 int can_move_into_acid_bits; /* bitfield to store property for elements */
1973 int dont_collide_with_bits; /* bitfield to store property for elements */
1975 int initial_player_stepsize[MAX_PLAYERS]; /* initial player speed */
1976 boolean initial_player_gravity[MAX_PLAYERS];
1978 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1979 boolean use_spring_bug; /* for compatibility with old levels */
1980 boolean use_time_orb_bug; /* for compatibility with old levels */
1981 boolean instant_relocation; /* no visual delay when relocating player */
1982 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1983 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1985 boolean continuous_snapping; /* repeated snapping without releasing key */
1986 boolean block_snap_field; /* snapping blocks field to show animation */
1987 boolean block_last_field; /* player blocks previous field while moving */
1988 boolean sp_block_last_field; /* player blocks previous field while moving */
1990 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1991 int use_step_counter; /* count steps instead of seconds for level */
1993 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1995 boolean use_custom_template; /* use custom properties from template file */
1997 boolean no_valid_file; /* set when level file missing or invalid */
1999 boolean changed; /* set when level was changed in the editor */
2004 char *autoplay_leveldir;
2005 int autoplay_level[MAX_TAPES_PER_SET];
2006 boolean autoplay_all;
2008 char *convert_leveldir;
2009 int convert_level_nr;
2013 float frames_per_second;
2014 boolean fps_slowdown;
2015 int fps_slowdown_factor;
2018 struct ElementChangeInfo
2020 boolean can_change; /* use or ignore this change info */
2022 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
2024 int trigger_player; /* player triggering change */
2025 int trigger_side; /* side triggering change */
2026 int trigger_page; /* page triggering change */
2028 int target_element; /* target element after change */
2030 int delay_fixed; /* added frame delay before changed (fixed) */
2031 int delay_random; /* added frame delay before changed (random) */
2032 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
2034 int trigger_element; /* element triggering change */
2036 struct Content target_content;/* elements for extended change target */
2037 boolean use_target_content; /* use extended change target */
2038 boolean only_if_complete; /* only use complete target content */
2039 boolean use_random_replace; /* use random value for replacing elements */
2040 int random_percentage; /* random value for replacing elements */
2041 int replace_when; /* type of elements that can be replaced */
2043 boolean explode; /* explode instead of change */
2045 boolean has_action; /* execute action on specified condition */
2046 int action_type; /* type of action */
2047 int action_mode; /* mode of action */
2048 int action_arg; /* parameter of action */
2050 /* ---------- internal values used at runtime when playing ---------- */
2052 /* functions that are called before, while and after the change of an
2053 element -- currently only used for non-custom elements */
2054 void (*pre_change_function)(int x, int y);
2055 void (*change_function)(int x, int y);
2056 void (*post_change_function)(int x, int y);
2058 short actual_trigger_element; /* element that actually triggered change */
2059 int actual_trigger_side; /* element side that triggered the change */
2060 int actual_trigger_player; /* player which actually triggered change */
2061 int actual_trigger_ce_value; /* CE value of element that triggered change */
2062 int actual_trigger_ce_score; /* CE score of element that triggered change */
2064 boolean can_change_or_has_action; /* can_change | has_action */
2066 /* ---------- internal values used in level editor ---------- */
2068 int direct_action; /* change triggered by actions on element */
2069 int other_action; /* change triggered by other element actions */
2072 struct ElementGroupInfo
2074 int num_elements; /* number of elements in this group */
2075 int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
2077 int choice_mode; /* how to choose element from group */
2079 /* ---------- internal values used at runtime when playing ---------- */
2081 /* the following is the same as above, but with recursively resolved group
2082 elements (group elements may also contain further group elements!) */
2083 int num_elements_resolved;
2084 short element_resolved[NUM_FILE_ELEMENTS];
2086 int choice_pos; /* current element choice position */
2089 struct ElementNameInfo
2091 /* ---------- token and description strings ---------- */
2093 char *token_name; /* element token used in config files */
2094 char *class_name; /* element class used in config files */
2095 char *editor_description; /* pre-defined description for level editor */
2100 /* ---------- token and description strings ---------- */
2102 char *token_name; /* element token used in config files */
2103 char *class_name; /* element class used in config files */
2104 char *editor_description; /* pre-defined description for level editor */
2105 char *custom_description; /* alternative description from config file */
2106 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2108 /* ---------- graphic and sound definitions ---------- */
2110 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2111 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2112 /* special graphics for left/right/up/down */
2114 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2115 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2116 /* crumbled graphics for left/right/up/down */
2118 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2119 /* special graphics for certain screens */
2121 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2123 /* ---------- special element property values ---------- */
2125 unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */
2127 boolean use_gfx_element; /* use custom graphic element */
2128 int gfx_element; /* optional custom graphic element */
2130 int access_direction; /* accessible from which direction */
2132 int collect_score_initial; /* initial score value for collecting */
2133 int collect_count_initial; /* initial count value for collecting */
2135 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2136 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2137 boolean use_last_ce_value; /* use value from element before change */
2139 int push_delay_fixed; /* constant delay before pushing */
2140 int push_delay_random; /* additional random delay before pushing */
2141 int drop_delay_fixed; /* constant delay after dropping */
2142 int drop_delay_random; /* additional random delay after dropping */
2143 int move_delay_fixed; /* constant delay after moving */
2144 int move_delay_random; /* additional random delay after moving */
2146 int move_pattern; /* direction movable element moves to */
2147 int move_direction_initial; /* initial direction element moves to */
2148 int move_stepsize; /* step size element moves with */
2150 int move_enter_element; /* element that can be entered (and removed) */
2151 int move_leave_element; /* element that can be left behind */
2152 int move_leave_type; /* change (limited) or leave (unlimited) */
2154 int slippery_type; /* how/where other elements slip away */
2156 struct Content content; /* new elements after explosion */
2158 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2159 int explosion_delay; /* duration of explosion of this element */
2160 int ignition_delay; /* delay for explosion by other explosion */
2162 struct ElementChangeInfo *change_page; /* actual list of change pages */
2163 struct ElementChangeInfo *change; /* pointer to current change page */
2165 int num_change_pages; /* actual number of change pages */
2166 int current_change_page; /* currently edited change page */
2168 struct ElementGroupInfo *group; /* pointer to element group info */
2170 /* ---------- internal values used at runtime when playing ---------- */
2172 boolean has_change_event[NUM_CHANGE_EVENTS];
2174 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2175 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2177 boolean in_group[NUM_GROUP_ELEMENTS];
2179 int collect_score; /* runtime score value for collecting */
2181 /* ---------- internal values used in level editor ---------- */
2183 int access_type; /* walkable or passable */
2184 int access_layer; /* accessible over/inside/under */
2185 int access_protected; /* protection against deadly elements */
2186 int walk_to_action; /* diggable/collectible/pushable */
2187 int smash_targets; /* can smash player/enemies/everything */
2188 int deadliness; /* deadly when running/colliding/touching */
2190 boolean can_explode_by_fire; /* element explodes by fire */
2191 boolean can_explode_smashed; /* element explodes when smashed */
2192 boolean can_explode_impact; /* element explodes on impact */
2194 boolean modified_settings; /* set for all modified custom elements */
2199 char *token_name; /* font token used in config files */
2201 int graphic; /* default graphic for this font */
2202 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2203 /* special graphics for certain screens */
2204 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2205 /* internal bitmap ID for special graphics */
2211 int src_image_width; /* scaled bitmap size, but w/o small images */
2212 int src_image_height; /* scaled bitmap size, but w/o small images */
2214 int src_x, src_y; /* start position of animation frames */
2215 int width, height; /* width/height of each animation frame */
2217 int offset_x, offset_y; /* x/y offset to next animation frame */
2218 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2220 boolean double_movement; /* animation has second movement tile */
2221 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2224 int anim_frames_per_line;
2225 int anim_start_frame;
2226 int anim_delay; /* important: delay of 1 means "no delay"! */
2229 boolean anim_global_sync;
2231 int crumbled_like; /* element for cloning crumble graphics */
2232 int diggable_like; /* element for cloning digging graphics */
2234 int border_size; /* border size for "crumbled" graphics */
2236 int scale_up_factor; /* optional factor for scaling image up */
2238 int clone_from; /* graphic for cloning *all* settings */
2240 int anim_delay_fixed; /* optional delay values for bored and */
2241 int anim_delay_random; /* sleeping player animations (animation */
2242 int post_delay_fixed; /* intervall and following pause before */
2243 int post_delay_random; /* next intervall (bored animation only) */
2245 int step_offset; /* optional step offset of toon animations */
2246 int step_delay; /* optional step delay of toon animations */
2248 int draw_xoffset; /* optional offset for drawing font chars */
2249 int draw_yoffset; /* optional offset for drawing font chars */
2251 int draw_masked; /* optional setting for drawing envelope gfx */
2253 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2254 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2255 GC clip_gc; /* single-graphic-only clip gc for X11 */
2271 struct MusicPrefixInfo
2274 boolean is_loop_music;
2277 struct MusicFileInfo
2282 char *artist_header;
2295 struct MusicFileInfo *next;
2298 struct ElementActionInfo
2302 boolean is_loop_sound;
2305 struct ElementDirectionInfo
2311 struct SpecialSuffixInfo
2327 extern Bitmap *bitmap_db_cross;
2328 extern Bitmap *bitmap_db_field;
2329 extern Bitmap *bitmap_db_panel;
2330 extern Bitmap *bitmap_db_door;
2331 extern Pixmap tile_clipmask[];
2332 extern DrawBuffer *fieldbuffer;
2333 extern DrawBuffer *drawto_field;
2335 extern int game_status;
2336 extern boolean level_editor_test_game;
2337 extern boolean network_playing;
2339 #if defined(TARGET_SDL)
2340 extern boolean network_server;
2341 extern SDL_Thread *server_thread;
2344 extern int key_joystick_mapping;
2346 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2347 extern int redraw_x1, redraw_y1;
2349 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2350 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2351 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2352 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2353 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2354 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2355 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2356 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2357 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2358 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2359 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2360 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2361 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2362 extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2363 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2364 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2365 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2366 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2367 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2368 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2369 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2370 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2371 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2372 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2373 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2374 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2376 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2377 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2378 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2379 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2380 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2382 extern int lev_fieldx, lev_fieldy;
2383 extern int scroll_x, scroll_y;
2386 extern int ScrollStepSize;
2387 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2388 extern int BorderElement;
2389 extern int GameFrameDelay;
2390 extern int FfwdFrameDelay;
2391 extern int BX1, BY1;
2392 extern int BX2, BY2;
2393 extern int SBX_Left, SBX_Right;
2394 extern int SBY_Upper, SBY_Lower;
2396 extern int ExitX, ExitY;
2397 extern int AllPlayersGone;
2399 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2400 extern boolean SiebAktiv;
2401 extern int SiebCount;
2403 extern boolean network_player_action_received;
2405 extern int graphics_action_mapping[];
2407 extern struct LevelSetInfo levelset;
2408 extern struct LevelInfo level, level_template;
2409 extern struct HiScore highscore[];
2410 extern struct TapeInfo tape;
2411 extern struct GlobalInfo global;
2412 extern struct MenuInfo menu;
2413 extern struct DoorInfo door_1, door_2;
2414 extern struct PreviewInfo preview;
2415 extern struct ElementInfo element_info[];
2416 extern struct ElementNameInfo element_name_info[];
2417 extern struct ElementActionInfo element_action_info[];
2418 extern struct ElementDirectionInfo element_direction_info[];
2419 extern struct SpecialSuffixInfo special_suffix_info[];
2420 extern struct TokenIntPtrInfo image_config_vars[];
2421 extern struct FontInfo font_info[];
2422 extern struct MusicPrefixInfo music_prefix_info[];
2423 extern struct GraphicInfo *graphic_info;
2424 extern struct SoundInfo *sound_info;
2425 extern struct MusicInfo *music_info;
2426 extern struct MusicFileInfo *music_file_info;
2427 extern struct HelpAnimInfo *helpanim_info;
2428 extern SetupFileHash *helptext_info;
2429 extern struct ConfigTypeInfo image_config_suffix[];
2430 extern struct ConfigTypeInfo sound_config_suffix[];
2431 extern struct ConfigTypeInfo music_config_suffix[];
2432 extern struct ConfigInfo image_config[];
2433 extern struct ConfigInfo sound_config[];
2434 extern struct ConfigInfo music_config[];
2435 extern struct ConfigInfo helpanim_config[];
2436 extern struct ConfigInfo helptext_config[];