1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
28 #include "conf_gfx.h" /* include auto-generated data structure definitions */
29 #include "conf_snd.h" /* include auto-generated data structure definitions */
30 #include "conf_mus.h" /* include auto-generated data structure definitions */
32 #define IMG_UNDEFINED (-1)
33 #define IMG_EMPTY IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START IMG_CUSTOM_1
39 #define SND_UNDEFINED (-1)
40 #define MUS_UNDEFINED (-1)
47 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX 3
50 #define MIN_LEV_FIELDY 3
51 #define STD_LEV_FIELDX 64
52 #define STD_LEV_FIELDY 32
53 #define MAX_LEV_FIELDX 128
54 #define MAX_LEV_FIELDY 128
56 #define SCREENX(a) ((a) - scroll_x)
57 #define SCREENY(a) ((a) - scroll_y)
58 #define LEVELX(a) ((a) + scroll_x)
59 #define LEVELY(a) ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
64 /* values for configurable properties (custom elem's only, else pre-defined) */
66 #define EP_COLLECTIBLE_ONLY 1
67 #define EP_DONT_RUN_INTO 2
68 #define EP_DONT_COLLIDE_WITH 3
69 #define EP_DONT_TOUCH 4
70 #define EP_INDESTRUCTIBLE 5
72 #define EP_CAN_CHANGE 7
75 #define EP_CAN_SMASH_PLAYER 10
76 #define EP_CAN_SMASH_ENEMIES 11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_EXPLODES_BY_FIRE 13
79 #define EP_EXPLODES_SMASHED 14
80 #define EP_EXPLODES_IMPACT 15
81 #define EP_WALKABLE_OVER 16
82 #define EP_WALKABLE_INSIDE 17
83 #define EP_WALKABLE_UNDER 18
84 #define EP_PASSABLE_OVER 19
85 #define EP_PASSABLE_INSIDE 20
86 #define EP_PASSABLE_UNDER 21
87 #define EP_DROPPABLE 22
88 #define EP_EXPLODES_1X1_OLD 23
89 #define EP_PUSHABLE 24
90 #define EP_EXPLODES_CROSS_OLD 25
91 #define EP_PROTECTED 26
92 #define EP_CAN_MOVE_INTO_ACID 27
93 #define EP_THROWABLE 28
94 #define EP_CAN_EXPLODE 29
95 #define EP_GRAVITY_REACHABLE 30
97 /* values for pre-defined properties */
99 #define EP_CAN_PASS_MAGIC_WALL 33
100 #define EP_SWITCHABLE 34
101 #define EP_BD_ELEMENT 35
102 #define EP_SP_ELEMENT 36
103 #define EP_SB_ELEMENT 37
105 #define EP_FOOD_DARK_YAMYAM 39
106 #define EP_FOOD_PENGUIN 40
107 #define EP_FOOD_PIG 41
108 #define EP_HISTORIC_WALL 42
109 #define EP_HISTORIC_SOLID 43
110 #define EP_CLASSIC_ENEMY 44
112 #define EP_BELT_ACTIVE 46
113 #define EP_BELT_SWITCH 47
115 #define EP_KEYGATE 49
116 #define EP_AMOEBOID 50
117 #define EP_AMOEBALIVE 51
118 #define EP_HAS_CONTENT 52
119 #define EP_CAN_TURN_EACH_MOVE 53
120 #define EP_CAN_GROW 54
121 #define EP_ACTIVE_BOMB 55
122 #define EP_INACTIVE 56
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL 57
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED 58
130 /* values for derived properties (determined from properties above) */
131 #define EP_ACCESSIBLE_OVER 59
132 #define EP_ACCESSIBLE_INSIDE 60
133 #define EP_ACCESSIBLE_UNDER 61
134 #define EP_WALKABLE 62
135 #define EP_PASSABLE 63
136 #define EP_ACCESSIBLE 64
137 #define EP_COLLECTIBLE 65
138 #define EP_SNAPPABLE 66
140 #define EP_SOLID_FOR_PUSHING 68
141 #define EP_DRAGONFIRE_PROOF 69
142 #define EP_EXPLOSION_PROOF 70
143 #define EP_CAN_SMASH 71
144 #define EP_EXPLODES_3X3_OLD 72
145 #define EP_CAN_EXPLODE_BY_FIRE 73
146 #define EP_CAN_EXPLODE_SMASHED 74
147 #define EP_CAN_EXPLODE_IMPACT 75
148 #define EP_SP_PORT 76
149 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
150 #define EP_CAN_EXPLODE_BY_EXPLOSION 78
151 #define EP_COULD_MOVE_INTO_ACID 79
152 #define EP_MAYBE_DONT_COLLIDE_WITH 80
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT 81
158 /* values for internal purpose only (game engine) */
159 #define EP_HAS_ACTION 83
160 #define EP_CAN_CHANGE_OR_HAS_ACTION 84
162 #define NUM_ELEMENT_PROPERTIES 85
164 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
165 #define EP_BITFIELD_BASE 0
167 #define EP_BITMASK_DEFAULT 0
169 #define PROPERTY_BIT(p) (1 << ((p) % 32))
170 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
171 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
172 #define SET_PROPERTY(e,p,v) ((v) ? \
173 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
174 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
177 /* values for change events for custom elements (stored in level file) */
179 #define CE_TOUCHED_BY_PLAYER 1
180 #define CE_PRESSED_BY_PLAYER 2
181 #define CE_PUSHED_BY_PLAYER 3
182 #define CE_DROPPED_BY_PLAYER 4
183 #define CE_HITTING_SOMETHING 5
186 #define CE_TOUCHING_X 8
187 #define CE_CHANGE_OF_X 9
188 #define CE_EXPLOSION_OF_X 10
189 #define CE_PLAYER_TOUCHES_X 11
190 #define CE_PLAYER_PRESSES_X 12
191 #define CE_PLAYER_PUSHES_X 13
192 #define CE_PLAYER_COLLECTS_X 14
193 #define CE_PLAYER_DROPS_X 15
194 #define CE_COUNT_AT_ZERO 16
195 #define CE_COUNT_AT_ZERO_OF_X 17
196 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
197 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
198 #define CE_PLAYER_DIGS_X 20
199 #define CE_ENTERED_BY_PLAYER 21
200 #define CE_LEFT_BY_PLAYER 22
201 #define CE_PLAYER_ENTERS_X 23
202 #define CE_PLAYER_LEAVES_X 24
203 #define CE_SWITCHED 25
204 #define CE_SWITCH_OF_X 26
205 #define CE_HIT_BY_SOMETHING 27
206 #define CE_HITTING_X 28
207 #define CE_HIT_BY_X 29
208 #define CE_BLOCKED 30
210 #define NUM_CHANGE_EVENTS 31
212 #define CE_BITMASK_DEFAULT 0
214 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
215 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
217 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
218 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
220 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
221 CH_ANY_EVENT_VAR(e,c))
223 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
224 CH_EVENT_VAR(e,c) = (v) : 0)
225 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
226 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
228 /* values for player bitmasks */
229 #define PLAYER_BITS_NONE 0
230 #define PLAYER_BITS_1 (1 << 0)
231 #define PLAYER_BITS_2 (1 << 1)
232 #define PLAYER_BITS_3 (1 << 2)
233 #define PLAYER_BITS_4 (1 << 3)
234 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
238 #define PLAYER_BITS_TRIGGER (1 << 4)
240 /* values for change side for custom elements */
241 #define CH_SIDE_NONE MV_NO_MOVING
242 #define CH_SIDE_LEFT MV_LEFT
243 #define CH_SIDE_RIGHT MV_RIGHT
244 #define CH_SIDE_TOP MV_UP
245 #define CH_SIDE_BOTTOM MV_DOWN
246 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
247 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
248 #define CH_SIDE_ANY MV_ANY_DIRECTION
250 /* values for change player for custom elements */
251 #define CH_PLAYER_NONE PLAYER_BITS_NONE
252 #define CH_PLAYER_1 PLAYER_BITS_1
253 #define CH_PLAYER_2 PLAYER_BITS_2
254 #define CH_PLAYER_3 PLAYER_BITS_3
255 #define CH_PLAYER_4 PLAYER_BITS_4
256 #define CH_PLAYER_ANY PLAYER_BITS_ANY
258 /* values for change page for custom elements */
259 #define CH_PAGE_ANY_FILE (0xff)
260 #define CH_PAGE_ANY (0xffffffff)
262 /* values for change power for custom elements */
263 #define CP_WHEN_EMPTY 0
264 #define CP_WHEN_DIGGABLE 1
265 #define CP_WHEN_DESTRUCTIBLE 2
266 #define CP_WHEN_COLLECTIBLE 3
267 #define CP_WHEN_REMOVABLE 4
268 #define CP_WHEN_WALKABLE 5
270 /* values for change actions for custom elements */
271 #define CA_NO_ACTION 0
272 #define CA_EXIT_PLAYER 1
273 #define CA_KILL_PLAYER 2
274 #define CA_RESTART_LEVEL 3
275 #define CA_SHOW_ENVELOPE 4
278 #define CA_SET_PLAYER_SPEED 7
279 #define CA_SET_GEMS 8
280 #define CA_SET_TIME 9
281 #define CA_SET_SCORE 10
282 #define CA_SET_CE_SCORE 11
283 #define CA_SET_CE_COUNT 12
284 #define CA_SET_DYNABOMB_NUMBER 13
285 #define CA_SET_DYNABOMB_SIZE 14
286 #define CA_SET_DYNABOMB_POWER 15
287 #define CA_TOGGLE_PLAYER_GRAVITY 16
288 #define CA_ENABLE_PLAYER_GRAVITY 17
289 #define CA_DISABLE_PLAYER_GRAVITY 18
291 /* values for change action mode for custom elements */
292 #define CA_MODE_UNDEFINED 0
293 #define CA_MODE_ADD 1
294 #define CA_MODE_SUBTRACT 2
295 #define CA_MODE_MULTIPLY 3
296 #define CA_MODE_DIVIDE 4
297 #define CA_MODE_SET 5
299 /* values for change action parameters for custom elements */
308 #define CA_ARG_100 100
309 #define CA_ARG_1000 1000
310 #define CA_ARG_MAX 9999
311 #define CA_ARG_PLAYER 10000
312 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 0)
313 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
314 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
315 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
316 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
317 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
318 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
319 #define CA_ARG_NUMBER 20000
320 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 0)
321 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 1)
322 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 2)
323 #define CA_ARG_NUMBER_NORMAL (CA_ARG_NUMBER + 3)
324 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 4)
325 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 5)
326 #define CA_ARG_NUMBER_CE_COUNT (CA_ARG_NUMBER + 6)
327 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 7)
328 #define CA_ARG_ELEMENT 30000
329 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 0)
330 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
331 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
332 #define CA_ARG_UNDEFINED 30999
334 /* values for custom move patterns (bits 0 - 3: basic move directions) */
335 #define MV_BIT_TOWARDS_PLAYER 4
336 #define MV_BIT_AWAY_FROM_PLAYER 5
337 #define MV_BIT_ALONG_LEFT_SIDE 6
338 #define MV_BIT_ALONG_RIGHT_SIDE 7
339 #define MV_BIT_TURNING_LEFT 8
340 #define MV_BIT_TURNING_RIGHT 9
341 #define MV_BIT_WHEN_PUSHED 10
342 #define MV_BIT_MAZE_RUNNER 11
343 #define MV_BIT_MAZE_HUNTER 12
344 #define MV_BIT_WHEN_DROPPED 13
345 #define MV_BIT_TURNING_LEFT_RIGHT 14
346 #define MV_BIT_TURNING_RIGHT_LEFT 15
347 #define MV_BIT_TURNING_RANDOM 16
349 /* values for custom move patterns */
350 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
351 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
352 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
353 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
354 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
355 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
356 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
357 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
358 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
359 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
360 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
361 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
362 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
363 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
365 /* values for initial move direction (bits 0 - 3: basic move directions) */
366 #define MV_START_BIT_PREVIOUS 4
368 /* values for initial move direction */
369 #define MV_START_AUTOMATIC (MV_NO_MOVING)
370 #define MV_START_LEFT (MV_LEFT)
371 #define MV_START_RIGHT (MV_RIGHT)
372 #define MV_START_UP (MV_UP)
373 #define MV_START_DOWN (MV_DOWN)
374 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
375 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
377 /* values for elements left behind by custom elements */
378 #define LEAVE_TYPE_UNLIMITED 0
379 #define LEAVE_TYPE_LIMITED 1
381 /* values for slippery property for custom elements */
382 #define SLIPPERY_ANY_RANDOM 0
383 #define SLIPPERY_ANY_LEFT_RIGHT 1
384 #define SLIPPERY_ANY_RIGHT_LEFT 2
385 #define SLIPPERY_ONLY_LEFT 3
386 #define SLIPPERY_ONLY_RIGHT 4
388 /* values for explosion type for custom elements */
389 #define EXPLODES_3X3 0
390 #define EXPLODES_1X1 1
391 #define EXPLODES_CROSS 2
393 /* macros for configurable properties */
394 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
395 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
396 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
397 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
398 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
399 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
400 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
401 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
402 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
403 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
404 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
405 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
406 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
407 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
408 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
409 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
410 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
411 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
412 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
413 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
414 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
415 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
416 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
417 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
418 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
419 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
420 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
421 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
422 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
423 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
424 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
426 /* macros for special configurable properties */
427 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
429 /* macros for special graphics properties */
430 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
432 /* macros for pre-defined properties */
433 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
434 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
435 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
436 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
437 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
438 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
439 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
440 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
441 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
442 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
443 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
444 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
445 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
446 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
447 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
448 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
449 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
450 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
451 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
452 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
453 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
454 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
455 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
456 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
457 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
459 /* macros for derived properties */
460 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
461 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
462 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
463 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
464 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
465 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
466 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
467 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
468 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
469 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
470 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
471 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
472 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
473 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
474 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
475 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
476 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
477 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
478 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
479 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
480 #define CAN_EXPLODE_BY_EXPLOSION(e) \
481 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
482 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
483 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
484 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
485 #define CAN_CHANGE_OR_HAS_ACTION(e) \
486 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
488 /* special macros used in game engine */
489 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
490 (e) <= EL_CUSTOM_END)
492 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
495 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
496 (e) <= EL_INTERNAL_CLIPBOARD_END)
498 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
499 (e) <= EL_INTERNAL_END)
501 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
502 (e) <= EL_ENVELOPE_4)
504 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
506 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
508 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
510 #define IS_KEY(e) (IS_RND_KEY(e) || \
513 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
514 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
515 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
516 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
517 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
518 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
520 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
522 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
524 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
525 (e) <= EL_EMC_GATE_8)
526 #define IS_GATE(e) (IS_RND_GATE(e) || \
529 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
530 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
531 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
532 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
533 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
534 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
536 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
537 (e) <= EL_GATE_4_GRAY)
538 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
539 (e) <= EL_EM_GATE_4_GRAY)
540 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
541 (e) <= EL_EMC_GATE_8_GRAY)
542 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
543 IS_EM_GATE_GRAY(e) || \
545 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
546 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
547 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
548 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
549 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
550 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
552 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
553 element_info[e].gfx_element : e)
555 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
556 /* (solution: add separate "use sound of element" to level file and editor) */
558 #define SND_ELEMENT(e) GFX_ELEMENT(e)
560 #define SND_ELEMENT(e) (e)
563 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
565 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
566 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
568 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
569 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
570 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
572 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
573 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
574 (e) == EL_EMERALD ? EL_DIAMOND : \
575 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
576 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
577 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
579 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
580 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
582 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
583 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
584 #define TAPE_IS_EMPTY(x) ((x).length == 0)
585 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
587 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
588 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
590 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
591 IS_PROTECTED(Back[x][y]))
592 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
593 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
594 ENEMY_PROTECTED_FIELD(x, y))
595 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
596 EXPLOSION_PROTECTED_FIELD(x, y))
598 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
599 (p)->switch_x == (x) && (p)->switch_y == (y))
601 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
602 (p)->drop_x == (x) && (p)->drop_y == (y))
604 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
606 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
607 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
608 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
610 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
611 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
612 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
613 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
615 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
618 /* fundamental game speed values */
619 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
620 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
621 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
622 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
623 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
624 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
626 /* boundaries of arrays etc. */
627 #define MAX_LEVEL_NAME_LEN 32
628 #define MAX_LEVEL_AUTHOR_LEN 32
629 #define MAX_ELEMENT_NAME_LEN 32
630 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
631 #define MAX_TAPES_PER_SET 1024
632 #define MAX_SCORE_ENTRIES 100
633 #define MAX_NUM_AMOEBA 100
634 #define MAX_INVENTORY_SIZE 1000
635 #define STD_NUM_KEYS 4
636 #define MAX_NUM_KEYS 8
638 #define NUM_BELT_PARTS 3
639 #define MIN_ENVELOPE_XSIZE 1
640 #define MIN_ENVELOPE_YSIZE 1
641 #define MAX_ENVELOPE_XSIZE 30
642 #define MAX_ENVELOPE_YSIZE 20
643 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
644 #define MIN_CHANGE_PAGES 1
645 #define MAX_CHANGE_PAGES 32
646 #define MIN_ELEMENTS_IN_GROUP 1
647 #define MAX_ELEMENTS_IN_GROUP 16
649 /* values for elements with content */
650 #define MIN_ELEMENT_CONTENTS 1
651 #define STD_ELEMENT_CONTENTS 4
652 #define MAX_ELEMENT_CONTENTS 8
653 #define NUM_MAGIC_BALL_CONTENTS 8
655 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
657 /* often used screen positions */
660 #define REAL_SX (SX - 2)
661 #define REAL_SY (SY - 2)
669 #define TILEX TILESIZE
670 #define TILEY TILESIZE
671 #define MINI_TILESIZE (TILESIZE / 2)
672 #define MINI_TILEX MINI_TILESIZE
673 #define MINI_TILEY MINI_TILESIZE
674 #define MICRO_TILESIZE (TILESIZE / 8)
675 #define MICRO_TILEX MICRO_TILESIZE
676 #define MICRO_TILEY MICRO_TILESIZE
677 #define MIDPOSX (SCR_FIELDX / 2)
678 #define MIDPOSY (SCR_FIELDY / 2)
679 #define SXSIZE (SCR_FIELDX * TILEX)
680 #define SYSIZE (SCR_FIELDY * TILEY)
681 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
682 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
685 #define VXSIZE DXSIZE
687 #define EXSIZE DXSIZE
688 #define EYSIZE (VYSIZE + 44)
689 #define FULL_SXSIZE (2 + SXSIZE + 2)
690 #define FULL_SYSIZE (2 + SYSIZE + 2)
691 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
692 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
693 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
694 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
695 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
696 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
699 /* score for elements */
703 #define SC_SPACESHIP 3
708 #define SC_DYNAMITE 8
710 #define SC_TIME_BONUS 10
711 #define SC_CRYSTAL 11
716 /* "real" level file elements */
717 #define EL_UNDEFINED -1
719 #define EL_EMPTY_SPACE 0
720 #define EL_EMPTY EL_EMPTY_SPACE
723 #define EL_WALL_SLIPPERY 3
725 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
727 #define EL_EXIT_CLOSED 7
728 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
730 #define EL_SPACESHIP 10
733 #define EL_STEELWALL 13
734 #define EL_DIAMOND 14
735 #define EL_AMOEBA_DEAD 15
736 #define EL_QUICKSAND_EMPTY 16
737 #define EL_QUICKSAND_FULL 17
738 #define EL_AMOEBA_DROP 18
740 #define EL_MAGIC_WALL 20
741 #define EL_SPEED_PILL 21
743 #define EL_AMOEBA_WET 23
744 #define EL_AMOEBA_DRY 24
746 #define EL_GAME_OF_LIFE 26
747 #define EL_BIOMAZE 27
748 #define EL_DYNAMITE_ACTIVE 28
749 #define EL_STONEBLOCK 29
750 #define EL_ROBOT_WHEEL 30
751 #define EL_ROBOT_WHEEL_ACTIVE 31
760 #define EL_GATE_1_GRAY 40
761 #define EL_GATE_2_GRAY 41
762 #define EL_GATE_3_GRAY 42
763 #define EL_GATE_4_GRAY 43
764 #define EL_DYNAMITE 44
766 #define EL_INVISIBLE_WALL 46
768 #define EL_LAMP_ACTIVE 48
769 #define EL_WALL_EMERALD 49
770 #define EL_WALL_DIAMOND 50
771 #define EL_AMOEBA_FULL 51
772 #define EL_BD_AMOEBA 52
773 #define EL_TIME_ORB_FULL 53
774 #define EL_TIME_ORB_EMPTY 54
775 #define EL_EXPANDABLE_WALL 55
776 #define EL_BD_DIAMOND 56
777 #define EL_EMERALD_YELLOW 57
778 #define EL_WALL_BD_DIAMOND 58
779 #define EL_WALL_EMERALD_YELLOW 59
780 #define EL_DARK_YAMYAM 60
781 #define EL_BD_MAGIC_WALL 61
782 #define EL_INVISIBLE_STEELWALL 62
783 #define EL_SOKOBAN_FIELD_PLAYER 63
784 #define EL_DYNABOMB_INCREASE_NUMBER 64
785 #define EL_DYNABOMB_INCREASE_SIZE 65
786 #define EL_DYNABOMB_INCREASE_POWER 66
787 #define EL_SOKOBAN_OBJECT 67
788 #define EL_SOKOBAN_FIELD_EMPTY 68
789 #define EL_SOKOBAN_FIELD_FULL 69
790 #define EL_BD_BUTTERFLY_RIGHT 70
791 #define EL_BD_BUTTERFLY_UP 71
792 #define EL_BD_BUTTERFLY_LEFT 72
793 #define EL_BD_BUTTERFLY_DOWN 73
794 #define EL_BD_FIREFLY_RIGHT 74
795 #define EL_BD_FIREFLY_UP 75
796 #define EL_BD_FIREFLY_LEFT 76
797 #define EL_BD_FIREFLY_DOWN 77
798 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
799 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
800 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
801 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
802 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
803 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
804 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
805 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
806 #define EL_BD_BUTTERFLY 78
807 #define EL_BD_FIREFLY 79
808 #define EL_PLAYER_1 80
809 #define EL_PLAYER_2 81
810 #define EL_PLAYER_3 82
811 #define EL_PLAYER_4 83
812 #define EL_BUG_RIGHT 84
814 #define EL_BUG_LEFT 86
815 #define EL_BUG_DOWN 87
816 #define EL_SPACESHIP_RIGHT 88
817 #define EL_SPACESHIP_UP 89
818 #define EL_SPACESHIP_LEFT 90
819 #define EL_SPACESHIP_DOWN 91
820 #define EL_PACMAN_RIGHT 92
821 #define EL_PACMAN_UP 93
822 #define EL_PACMAN_LEFT 94
823 #define EL_PACMAN_DOWN 95
824 #define EL_EMERALD_RED 96
825 #define EL_EMERALD_PURPLE 97
826 #define EL_WALL_EMERALD_RED 98
827 #define EL_WALL_EMERALD_PURPLE 99
828 #define EL_ACID_POOL_TOPLEFT 100
829 #define EL_ACID_POOL_TOPRIGHT 101
830 #define EL_ACID_POOL_BOTTOMLEFT 102
831 #define EL_ACID_POOL_BOTTOM 103
832 #define EL_ACID_POOL_BOTTOMRIGHT 104
833 #define EL_BD_WALL 105
834 #define EL_BD_ROCK 106
835 #define EL_EXIT_OPEN 107
836 #define EL_BLACK_ORB 108
837 #define EL_AMOEBA_TO_DIAMOND 109
839 #define EL_PENGUIN 111
840 #define EL_SATELLITE 112
841 #define EL_ARROW_LEFT 113
842 #define EL_ARROW_RIGHT 114
843 #define EL_ARROW_UP 115
844 #define EL_ARROW_DOWN 116
846 #define EL_DRAGON 118
848 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
850 #define EL_CHAR_START 120
851 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
852 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
854 #include "conf_chr.h" /* include auto-generated data structure definitions */
856 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
857 #define EL_CHAR_END (EL_CHAR_START + 79)
859 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
861 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
862 #define EL_EXPANDABLE_WALL_VERTICAL 201
863 #define EL_EXPANDABLE_WALL_ANY 202
865 #define EL_EM_GATE_1 203
866 #define EL_EM_GATE_2 204
867 #define EL_EM_GATE_3 205
868 #define EL_EM_GATE_4 206
870 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
871 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
872 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
874 #define EL_SP_START 210
875 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
876 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
877 #define EL_SP_ZONK (EL_SP_START + 1)
878 #define EL_SP_BASE (EL_SP_START + 2)
879 #define EL_SP_MURPHY (EL_SP_START + 3)
880 #define EL_SP_INFOTRON (EL_SP_START + 4)
881 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
882 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
883 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
884 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
885 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
886 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
887 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
888 #define EL_SP_PORT_UP (EL_SP_START + 12)
889 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
890 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
891 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
892 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
893 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
894 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
895 #define EL_SP_TERMINAL (EL_SP_START + 19)
896 #define EL_SP_DISK_RED (EL_SP_START + 20)
897 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
898 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
899 #define EL_SP_PORT_ANY (EL_SP_START + 23)
900 #define EL_SP_ELECTRON (EL_SP_START + 24)
901 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
902 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
903 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
904 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
905 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
906 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
907 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
908 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
909 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
910 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
911 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
912 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
913 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
914 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
915 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
916 #define EL_SP_END (EL_SP_START + 39)
918 #define EL_EM_GATE_1_GRAY 250
919 #define EL_EM_GATE_2_GRAY 251
920 #define EL_EM_GATE_3_GRAY 252
921 #define EL_EM_GATE_4_GRAY 253
923 #define EL_UNUSED_254 254
924 #define EL_UNUSED_255 255
927 #define EL_CRYSTAL 257
928 #define EL_WALL_PEARL 258
929 #define EL_WALL_CRYSTAL 259
930 #define EL_DOOR_WHITE 260
931 #define EL_DOOR_WHITE_GRAY 261
932 #define EL_KEY_WHITE 262
933 #define EL_SHIELD_NORMAL 263
934 #define EL_EXTRA_TIME 264
935 #define EL_SWITCHGATE_OPEN 265
936 #define EL_SWITCHGATE_CLOSED 266
937 #define EL_SWITCHGATE_SWITCH_UP 267
938 #define EL_SWITCHGATE_SWITCH_DOWN 268
940 #define EL_UNUSED_269 269
941 #define EL_UNUSED_270 270
943 #define EL_CONVEYOR_BELT_1_LEFT 271
944 #define EL_CONVEYOR_BELT_1_MIDDLE 272
945 #define EL_CONVEYOR_BELT_1_RIGHT 273
946 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
947 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
948 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
949 #define EL_CONVEYOR_BELT_2_LEFT 277
950 #define EL_CONVEYOR_BELT_2_MIDDLE 278
951 #define EL_CONVEYOR_BELT_2_RIGHT 279
952 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
953 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
954 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
955 #define EL_CONVEYOR_BELT_3_LEFT 283
956 #define EL_CONVEYOR_BELT_3_MIDDLE 284
957 #define EL_CONVEYOR_BELT_3_RIGHT 285
958 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
959 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
960 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
961 #define EL_CONVEYOR_BELT_4_LEFT 289
962 #define EL_CONVEYOR_BELT_4_MIDDLE 290
963 #define EL_CONVEYOR_BELT_4_RIGHT 291
964 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
965 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
966 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
967 #define EL_LANDMINE 295
968 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
969 #define EL_LIGHT_SWITCH 297
970 #define EL_LIGHT_SWITCH_ACTIVE 298
971 #define EL_SIGN_EXCLAMATION 299
972 #define EL_SIGN_RADIOACTIVITY 300
973 #define EL_SIGN_STOP 301
974 #define EL_SIGN_WHEELCHAIR 302
975 #define EL_SIGN_PARKING 303
976 #define EL_SIGN_ONEWAY 304
977 #define EL_SIGN_HEART 305
978 #define EL_SIGN_TRIANGLE 306
979 #define EL_SIGN_ROUND 307
980 #define EL_SIGN_EXIT 308
981 #define EL_SIGN_YINYANG 309
982 #define EL_SIGN_OTHER 310
983 #define EL_MOLE_LEFT 311
984 #define EL_MOLE_RIGHT 312
985 #define EL_MOLE_UP 313
986 #define EL_MOLE_DOWN 314
987 #define EL_STEELWALL_SLIPPERY 315
988 #define EL_INVISIBLE_SAND 316
989 #define EL_DX_UNKNOWN_15 317
990 #define EL_DX_UNKNOWN_42 318
992 #define EL_UNUSED_319 319
993 #define EL_UNUSED_320 320
995 #define EL_SHIELD_DEADLY 321
996 #define EL_TIMEGATE_OPEN 322
997 #define EL_TIMEGATE_CLOSED 323
998 #define EL_TIMEGATE_SWITCH_ACTIVE 324
999 #define EL_TIMEGATE_SWITCH 325
1001 #define EL_BALLOON 326
1002 #define EL_BALLOON_SWITCH_LEFT 327
1003 #define EL_BALLOON_SWITCH_RIGHT 328
1004 #define EL_BALLOON_SWITCH_UP 329
1005 #define EL_BALLOON_SWITCH_DOWN 330
1006 #define EL_BALLOON_SWITCH_ANY 331
1008 #define EL_EMC_STEELWALL_1 332
1009 #define EL_EMC_STEELWALL_2 333
1010 #define EL_EMC_STEELWALL_3 334
1011 #define EL_EMC_STEELWALL_4 335
1012 #define EL_EMC_WALL_1 336
1013 #define EL_EMC_WALL_2 337
1014 #define EL_EMC_WALL_3 338
1015 #define EL_EMC_WALL_4 339
1016 #define EL_EMC_WALL_5 340
1017 #define EL_EMC_WALL_6 341
1018 #define EL_EMC_WALL_7 342
1019 #define EL_EMC_WALL_8 343
1021 #define EL_TUBE_ANY 344
1022 #define EL_TUBE_VERTICAL 345
1023 #define EL_TUBE_HORIZONTAL 346
1024 #define EL_TUBE_VERTICAL_LEFT 347
1025 #define EL_TUBE_VERTICAL_RIGHT 348
1026 #define EL_TUBE_HORIZONTAL_UP 349
1027 #define EL_TUBE_HORIZONTAL_DOWN 350
1028 #define EL_TUBE_LEFT_UP 351
1029 #define EL_TUBE_LEFT_DOWN 352
1030 #define EL_TUBE_RIGHT_UP 353
1031 #define EL_TUBE_RIGHT_DOWN 354
1032 #define EL_SPRING 355
1034 #define EL_DX_SUPABOMB 357
1036 #define EL_UNUSED_358 358
1037 #define EL_UNUSED_359 359
1039 /* ---------- begin of custom elements section ----------------------------- */
1040 #define EL_CUSTOM_START 360
1042 #include "conf_cus.h" /* include auto-generated data structure definitions */
1044 #define NUM_CUSTOM_ELEMENTS 256
1045 #define EL_CUSTOM_END 615
1046 /* ---------- end of custom elements section ------------------------------- */
1048 #define EL_EM_KEY_1 616
1049 #define EL_EM_KEY_2 617
1050 #define EL_EM_KEY_3 618
1051 #define EL_EM_KEY_4 619
1052 #define EL_ENVELOPE_1 620
1053 #define EL_ENVELOPE_2 621
1054 #define EL_ENVELOPE_3 622
1055 #define EL_ENVELOPE_4 623
1057 /* ---------- begin of group elements section ------------------------------ */
1058 #define EL_GROUP_START 624
1060 #include "conf_grp.h" /* include auto-generated data structure definitions */
1062 #define NUM_GROUP_ELEMENTS 32
1063 #define EL_GROUP_END 655
1064 /* ---------- end of custom elements section ------------------------------- */
1066 #define EL_UNKNOWN 656
1067 #define EL_TRIGGER_ELEMENT 657
1068 #define EL_TRIGGER_PLAYER 658
1070 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1071 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1072 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1073 #define EL_SP_GRAVITY_ON_PORT_UP 662
1074 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1075 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1076 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1077 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1080 /* the following EMC style elements are currently not implemented in R'n'D */
1081 #define EL_BALLOON_SWITCH_NONE 667
1082 #define EL_EMC_GATE_5 668
1083 #define EL_EMC_GATE_6 669
1084 #define EL_EMC_GATE_7 670
1085 #define EL_EMC_GATE_8 671
1086 #define EL_EMC_GATE_5_GRAY 672
1087 #define EL_EMC_GATE_6_GRAY 673
1088 #define EL_EMC_GATE_7_GRAY 674
1089 #define EL_EMC_GATE_8_GRAY 675
1090 #define EL_EMC_KEY_5 676
1091 #define EL_EMC_KEY_6 677
1092 #define EL_EMC_KEY_7 678
1093 #define EL_EMC_KEY_8 679
1094 #define EL_EMC_ANDROID 680
1095 #define EL_EMC_GRASS 681
1096 #define EL_EMC_MAGIC_BALL 682
1097 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1098 #define EL_EMC_MAGIC_BALL_SWITCH 684
1099 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1100 #define EL_EMC_SPRING_BUMPER 686
1101 #define EL_EMC_PLANT 687
1102 #define EL_EMC_LENSES 688
1103 #define EL_EMC_MAGNIFIER 689
1104 #define EL_EMC_WALL_9 690
1105 #define EL_EMC_WALL_10 691
1106 #define EL_EMC_WALL_11 692
1107 #define EL_EMC_WALL_12 693
1108 #define EL_EMC_WALL_13 694
1109 #define EL_EMC_WALL_14 695
1110 #define EL_EMC_WALL_15 696
1111 #define EL_EMC_WALL_16 697
1112 #define EL_EMC_WALL_SLIPPERY_1 698
1113 #define EL_EMC_WALL_SLIPPERY_2 699
1114 #define EL_EMC_WALL_SLIPPERY_3 700
1115 #define EL_EMC_WALL_SLIPPERY_4 701
1116 #define EL_EMC_FAKE_GRASS 702
1117 #define EL_EMC_FAKE_ACID 703
1118 #define EL_EMC_DRIPPER 704
1120 #define NUM_FILE_ELEMENTS 705
1123 /* "real" (and therefore drawable) runtime elements */
1124 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1126 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1127 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1128 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1129 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1130 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1131 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1132 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1133 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1134 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1135 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1136 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1137 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1138 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1139 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1140 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1141 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1142 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1143 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1144 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1145 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1146 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1147 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1148 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1149 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1150 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1151 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1152 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1153 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1154 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1155 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1156 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1157 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1158 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1159 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1160 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1161 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1162 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1163 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1164 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1165 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1166 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1167 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1168 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1169 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1170 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1172 /* "unreal" (and therefore not drawable) runtime elements */
1173 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1175 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1176 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1177 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1178 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1179 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1180 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1181 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1182 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1183 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1184 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1185 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1186 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1187 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1188 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1189 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1190 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1191 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1192 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1194 /* dummy elements (never used as game elements, only used as graphics) */
1195 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1197 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1198 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1199 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1200 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1201 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1202 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1203 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1204 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1205 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1206 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1207 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1208 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1209 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1210 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1211 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1212 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1213 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1214 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1215 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1216 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1217 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1218 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1219 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1220 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1221 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1223 /* internal elements (only used for internal purposes like copying) */
1224 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1226 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1227 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1228 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1229 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1231 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1232 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1233 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1234 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1236 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1239 /* values for graphics/sounds action types */
1240 #define ACTION_DEFAULT 0
1241 #define ACTION_WAITING 1
1242 #define ACTION_FALLING 2
1243 #define ACTION_MOVING 3
1244 #define ACTION_DIGGING 4
1245 #define ACTION_SNAPPING 5
1246 #define ACTION_COLLECTING 6
1247 #define ACTION_DROPPING 7
1248 #define ACTION_PUSHING 8
1249 #define ACTION_WALKING 9
1250 #define ACTION_PASSING 10
1251 #define ACTION_IMPACT 11
1252 #define ACTION_BREAKING 12
1253 #define ACTION_ACTIVATING 13
1254 #define ACTION_DEACTIVATING 14
1255 #define ACTION_OPENING 15
1256 #define ACTION_CLOSING 16
1257 #define ACTION_ATTACKING 17
1258 #define ACTION_GROWING 18
1259 #define ACTION_SHRINKING 19
1260 #define ACTION_ACTIVE 20
1261 #define ACTION_FILLING 21
1262 #define ACTION_EMPTYING 22
1263 #define ACTION_CHANGING 23
1264 #define ACTION_EXPLODING 24
1265 #define ACTION_BORING 25
1266 #define ACTION_BORING_1 26
1267 #define ACTION_BORING_2 27
1268 #define ACTION_BORING_3 28
1269 #define ACTION_BORING_4 29
1270 #define ACTION_BORING_5 30
1271 #define ACTION_BORING_6 31
1272 #define ACTION_BORING_7 32
1273 #define ACTION_BORING_8 33
1274 #define ACTION_BORING_9 34
1275 #define ACTION_BORING_10 35
1276 #define ACTION_SLEEPING 36
1277 #define ACTION_SLEEPING_1 37
1278 #define ACTION_SLEEPING_2 38
1279 #define ACTION_SLEEPING_3 39
1280 #define ACTION_AWAKENING 40
1281 #define ACTION_DYING 41
1282 #define ACTION_TURNING 42
1283 #define ACTION_TURNING_FROM_LEFT 43
1284 #define ACTION_TURNING_FROM_RIGHT 44
1285 #define ACTION_TURNING_FROM_UP 45
1286 #define ACTION_TURNING_FROM_DOWN 46
1287 #define ACTION_SMASHED_BY_ROCK 47
1288 #define ACTION_SMASHED_BY_SPRING 48
1289 #define ACTION_SLURPED_BY_SPRING 49
1290 #define ACTION_TWINKLING 50
1291 #define ACTION_SPLASHING 51
1292 #define ACTION_OTHER 52
1294 #define NUM_ACTIONS 53
1296 #define ACTION_BORING_LAST ACTION_BORING_10
1297 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1300 /* values for special image configuration suffixes (must match game mode) */
1301 #define GFX_SPECIAL_ARG_DEFAULT 0
1302 #define GFX_SPECIAL_ARG_MAIN 1
1303 #define GFX_SPECIAL_ARG_LEVELS 2
1304 #define GFX_SPECIAL_ARG_SCORES 3
1305 #define GFX_SPECIAL_ARG_EDITOR 4
1306 #define GFX_SPECIAL_ARG_INFO 5
1307 #define GFX_SPECIAL_ARG_SETUP 6
1308 #define GFX_SPECIAL_ARG_PLAYING 7
1309 #define GFX_SPECIAL_ARG_DOOR 8
1310 #define GFX_SPECIAL_ARG_PREVIEW 9
1311 #define GFX_SPECIAL_ARG_CRUMBLED 10
1313 #define NUM_SPECIAL_GFX_ARGS 11
1316 /* values for image configuration suffixes */
1319 #define GFX_ARG_XPOS 2
1320 #define GFX_ARG_YPOS 3
1321 #define GFX_ARG_WIDTH 4
1322 #define GFX_ARG_HEIGHT 5
1323 #define GFX_ARG_VERTICAL 6
1324 #define GFX_ARG_OFFSET 7
1325 #define GFX_ARG_XOFFSET 8
1326 #define GFX_ARG_YOFFSET 9
1327 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1328 #define GFX_ARG_2ND_VERTICAL 11
1329 #define GFX_ARG_2ND_OFFSET 12
1330 #define GFX_ARG_2ND_XOFFSET 13
1331 #define GFX_ARG_2ND_YOFFSET 14
1332 #define GFX_ARG_2ND_SWAP_TILES 15
1333 #define GFX_ARG_FRAMES 16
1334 #define GFX_ARG_FRAMES_PER_LINE 17
1335 #define GFX_ARG_START_FRAME 18
1336 #define GFX_ARG_DELAY 19
1337 #define GFX_ARG_ANIM_MODE 20
1338 #define GFX_ARG_GLOBAL_SYNC 21
1339 #define GFX_ARG_CRUMBLED_LIKE 22
1340 #define GFX_ARG_DIGGABLE_LIKE 23
1341 #define GFX_ARG_BORDER_SIZE 24
1342 #define GFX_ARG_STEP_OFFSET 25
1343 #define GFX_ARG_STEP_DELAY 26
1344 #define GFX_ARG_DIRECTION 27
1345 #define GFX_ARG_POSITION 28
1346 #define GFX_ARG_DRAW_XOFFSET 29
1347 #define GFX_ARG_DRAW_YOFFSET 30
1348 #define GFX_ARG_DRAW_MASKED 31
1349 #define GFX_ARG_ANIM_DELAY_FIXED 32
1350 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1351 #define GFX_ARG_POST_DELAY_FIXED 34
1352 #define GFX_ARG_POST_DELAY_RANDOM 35
1353 #define GFX_ARG_NAME 36
1354 #define GFX_ARG_SCALE_UP_FACTOR 37
1356 #define NUM_GFX_ARGS 38
1359 /* values for sound configuration suffixes */
1360 #define SND_ARG_MODE_LOOP 0
1361 #define SND_ARG_VOLUME 1
1362 #define SND_ARG_PRIORITY 2
1364 #define NUM_SND_ARGS 3
1367 /* values for music configuration suffixes */
1368 #define MUS_ARG_MODE_LOOP 0
1370 #define NUM_MUS_ARGS 1
1373 /* values for font configuration */
1374 #define FONT_INITIAL_1 0
1375 #define FONT_INITIAL_2 1
1376 #define FONT_INITIAL_3 2
1377 #define FONT_INITIAL_4 3
1378 #define FONT_TITLE_1 4
1379 #define FONT_TITLE_2 5
1380 #define FONT_MENU_1 6
1381 #define FONT_MENU_2 7
1382 #define FONT_TEXT_1_ACTIVE 8
1383 #define FONT_TEXT_2_ACTIVE 9
1384 #define FONT_TEXT_3_ACTIVE 10
1385 #define FONT_TEXT_4_ACTIVE 11
1386 #define FONT_TEXT_1 12
1387 #define FONT_TEXT_2 13
1388 #define FONT_TEXT_3 14
1389 #define FONT_TEXT_4 15
1390 #define FONT_ENVELOPE_1 16
1391 #define FONT_ENVELOPE_2 17
1392 #define FONT_ENVELOPE_3 18
1393 #define FONT_ENVELOPE_4 19
1394 #define FONT_INPUT_1_ACTIVE 20
1395 #define FONT_INPUT_2_ACTIVE 21
1396 #define FONT_INPUT_1 22
1397 #define FONT_INPUT_2 23
1398 #define FONT_OPTION_OFF 24
1399 #define FONT_OPTION_ON 25
1400 #define FONT_VALUE_1 26
1401 #define FONT_VALUE_2 27
1402 #define FONT_VALUE_OLD 28
1403 #define FONT_LEVEL_NUMBER 29
1404 #define FONT_TAPE_RECORDER 30
1405 #define FONT_GAME_INFO 31
1407 #define NUM_FONTS 32
1408 #define NUM_INITIAL_FONTS 4
1410 /* values for game_status (must match special image configuration suffixes) */
1411 #define GAME_MODE_DEFAULT 0
1412 #define GAME_MODE_MAIN 1
1413 #define GAME_MODE_LEVELS 2
1414 #define GAME_MODE_SCORES 3
1415 #define GAME_MODE_EDITOR 4
1416 #define GAME_MODE_INFO 5
1417 #define GAME_MODE_SETUP 6
1418 #define GAME_MODE_PLAYING 7
1419 #define GAME_MODE_PSEUDO_DOOR 8
1420 #define GAME_MODE_PSEUDO_PREVIEW 9
1421 #define GAME_MODE_PSEUDO_CRUMBLED 10
1423 /* there are no special config file suffixes for these modes */
1424 #define GAME_MODE_PSEUDO_TYPENAME 11
1425 #define GAME_MODE_QUIT 12
1427 /* special definitions currently only used for custom artwork configuration */
1428 #define MUSIC_PREFIX_BACKGROUND 0
1429 #define NUM_MUSIC_PREFIXES 1
1430 #define MAX_LEVELS 1000
1432 /* definitions for demo animation lists */
1433 #define HELPANIM_LIST_NEXT -1
1434 #define HELPANIM_LIST_END -999
1437 /* program information and versioning definitions */
1439 #define RELEASE_311 FALSE
1442 #define PROGRAM_VERSION_MAJOR 3
1443 #define PROGRAM_VERSION_MINOR 1
1444 #define PROGRAM_VERSION_PATCH 2
1445 #define PROGRAM_VERSION_BUILD 0
1447 /* !!! make sure that packaging script can find unique version number !!! */
1448 #define PROGRAM_VERSION_MAJOR 3
1449 #define PROGRAM_VERSION_MINOR 2
1450 #define PROGRAM_VERSION_PATCH 0
1451 #define PROGRAM_VERSION_BUILD 3
1454 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1455 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1456 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
1458 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1459 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1460 #define FILENAME_PREFIX "Rocks"
1462 #if defined(PLATFORM_UNIX)
1463 #define USERDATA_DIRECTORY ".rocksndiamonds"
1464 #elif defined(PLATFORM_WIN32)
1465 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1467 #define USERDATA_DIRECTORY "userdata"
1470 #define X11_ICON_FILENAME "rocks_icon.xbm"
1471 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1472 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1474 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1475 ** currently supported/known file version numbers:
1477 ** 1.2 (still in use)
1478 ** 1.4 (still in use)
1481 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1482 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1483 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1484 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1486 /* file version does not change for every program version, but is changed
1487 when new features are introduced that are incompatible with older file
1488 versions, so that they can be treated accordingly */
1489 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1491 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1492 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1493 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1494 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1496 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1497 PROGRAM_VERSION_MINOR, \
1498 PROGRAM_VERSION_PATCH, \
1499 PROGRAM_VERSION_BUILD)
1501 /* values for game_emulation */
1503 #define EMU_BOULDERDASH 1
1504 #define EMU_SOKOBAN 2
1505 #define EMU_SUPAPLEX 3
1507 /* values for level file type identifier */
1508 #define LEVEL_FILE_TYPE_UNKNOWN 0
1509 #define LEVEL_FILE_TYPE_RND 1
1510 #define LEVEL_FILE_TYPE_BD 2
1511 #define LEVEL_FILE_TYPE_EM 3
1512 #define LEVEL_FILE_TYPE_SP 4
1513 #define LEVEL_FILE_TYPE_DX 5
1514 #define LEVEL_FILE_TYPE_SB 6
1515 #define LEVEL_FILE_TYPE_DC 7
1517 #define NUM_LEVEL_FILE_TYPES 8
1519 /* values for game engine type identifier */
1520 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1521 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1522 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1524 #define NUM_ENGINE_TYPES 3
1529 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1530 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1532 int scrollbar_xoffset;
1534 int list_size[NUM_SPECIAL_GFX_ARGS];
1536 int sound[NUM_SPECIAL_GFX_ARGS];
1537 int music[NUM_SPECIAL_GFX_ARGS];
1549 char Name[MAX_PLAYER_NAME_LEN + 1];
1555 boolean present; /* player present in level playfield */
1556 boolean connected; /* player connected (locally or via network) */
1557 boolean active; /* player present and connected */
1559 int index_nr; /* player number (0 to 3) */
1560 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1561 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1562 int client_nr; /* network client identifier */
1564 byte action; /* action from local input device */
1565 byte effective_action; /* action acknowledged from network server
1566 or summarized over all configured input
1567 devices when in single player mode */
1568 byte programmed_action; /* action forced by game itself (like moving
1569 through doors); overrides other actions */
1571 int jx, jy, last_jx, last_jy;
1572 int MovDir, MovPos, GfxDir, GfxPos;
1573 int Frame, StepFrame;
1577 boolean use_murphy_graphic;
1579 boolean block_last_field;
1580 int block_delay_adjustment; /* needed for different engine versions */
1582 boolean can_fall_into_acid;
1584 boolean LevelSolved, GameOver;
1590 boolean is_auto_moving;
1592 boolean is_snapping;
1593 boolean is_collecting;
1595 boolean is_switching;
1596 boolean is_dropping;
1599 boolean is_sleeping;
1601 int frame_counter_bored;
1602 int frame_counter_sleeping;
1604 int anim_delay_counter;
1605 int post_delay_counter;
1607 int action_waiting, last_action_waiting;
1608 int special_action_bored;
1609 int special_action_sleeping;
1611 int num_special_action_bored;
1612 int num_special_action_sleeping;
1614 int switch_x, switch_y;
1620 int move_delay_value;
1621 int move_delay_reset_counter;
1624 int push_delay_value;
1626 unsigned long actual_frame_counter;
1633 int gems_still_needed;
1634 int sokobanfields_still_needed;
1635 int lights_still_needed;
1636 int friends_still_needed;
1637 int key[MAX_NUM_KEYS];
1638 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1639 int shield_normal_time_left;
1640 int shield_deadly_time_left;
1642 int inventory_element[MAX_INVENTORY_SIZE];
1643 int inventory_infinite_element;
1649 int music[MAX_LEVELS];
1652 struct LevelFileInfo
1663 struct LevelFileInfo file_info;
1665 int game_engine_type;
1667 /* level stored in native format for the alternative native game engines */
1668 struct LevelInfo_EM *native_em_level;
1670 int file_version; /* file format version the level is stored with */
1671 int game_version; /* game release version the level was created with */
1673 boolean encoding_16bit_field; /* level contains 16-bit elements */
1674 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1675 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1679 int time; /* available time (seconds) */
1682 char name[MAX_LEVEL_NAME_LEN + 1];
1683 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1685 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1686 int envelope_xsize[4], envelope_ysize[4];
1688 int score[LEVEL_SCORE_ELEMENTS];
1690 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1691 int num_yamyam_contents;
1696 int time_magic_wall;
1701 /* values for the new EMC elements */
1702 int android_move_time;
1703 int android_clone_time;
1704 boolean ball_random;
1705 boolean ball_state_initial;
1712 int wind_direction_initial;
1713 int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1714 boolean android_array[16];
1716 int can_move_into_acid_bits; /* bitfield to store property for elements */
1717 int dont_collide_with_bits; /* bitfield to store property for elements */
1719 boolean double_speed;
1720 boolean initial_gravity;
1721 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1722 boolean use_spring_bug; /* for compatibility with old levels */
1723 boolean instant_relocation; /* no visual delay when relocating player */
1724 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1725 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1727 boolean block_last_field; /* player blocks previous field while moving */
1728 boolean sp_block_last_field; /* player blocks previous field while moving */
1730 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1731 int use_step_counter; /* count steps instead of seconds for level */
1733 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1735 boolean use_custom_template; /* use custom properties from template file */
1737 boolean no_valid_file; /* set when level file missing or invalid */
1739 boolean changed; /* set when level was changed in the editor */
1744 int file_version; /* file format version the tape is stored with */
1745 int game_version; /* game release version the tape was created with */
1746 int engine_version; /* game engine version the tape was recorded with */
1748 char *level_identifier;
1750 unsigned long random_seed;
1752 unsigned long counter;
1753 unsigned long length;
1754 unsigned long length_seconds;
1755 unsigned int delay_played;
1756 boolean pause_before_death;
1757 boolean recording, playing, pausing;
1758 boolean fast_forward;
1759 boolean warp_forward;
1760 boolean deactivate_display;
1762 boolean auto_play_level_solved;
1763 boolean quick_resume;
1764 boolean single_step;
1766 boolean player_participates[MAX_PLAYERS];
1767 int num_participating_players;
1771 byte action[MAX_PLAYERS];
1773 } pos[MAX_TAPE_LEN];
1775 boolean no_valid_file; /* set when tape file missing or invalid */
1780 /* values for engine initialization */
1781 int default_push_delay_fixed;
1782 int default_push_delay_random;
1784 /* constant within running game */
1787 int initial_move_delay;
1788 int initial_move_delay_value;
1789 int initial_push_delay_value;
1791 /* flags to handle bugs in and changes between different engine versions */
1792 /* (for the latest engine version, these flags should always be "FALSE") */
1793 boolean use_change_when_pushing_bug;
1794 boolean use_block_last_field_bug;
1796 /* variable within running game */
1797 int yamyam_content_nr;
1798 boolean magic_wall_active;
1799 int magic_wall_time_left;
1800 int light_time_left;
1801 int timegate_time_left;
1807 boolean explosions_delayed;
1808 boolean envelope_active;
1810 /* values for player idle animation (no effect on engine) */
1811 int player_boring_delay_fixed;
1812 int player_boring_delay_random;
1813 int player_sleeping_delay_fixed;
1814 int player_sleeping_delay_random;
1816 /* values for special game initialization control */
1817 boolean restart_level;
1822 char *autoplay_leveldir;
1823 int autoplay_level[MAX_TAPES_PER_SET];
1824 boolean autoplay_all;
1826 char *convert_leveldir;
1827 int convert_level_nr;
1831 float frames_per_second;
1832 boolean fps_slowdown;
1833 int fps_slowdown_factor;
1836 struct ElementChangeInfo
1838 boolean can_change; /* use or ignore this change info */
1840 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
1842 int trigger_player; /* player triggering change */
1843 int trigger_side; /* side triggering change */
1844 int trigger_page; /* page triggering change */
1846 short target_element; /* target element after change */
1848 int delay_fixed; /* added frame delay before changed (fixed) */
1849 int delay_random; /* added frame delay before changed (random) */
1850 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1852 short trigger_element; /* element triggering change */
1854 int target_content[3][3]; /* elements for extended change target */
1855 boolean use_target_content; /* use extended change target */
1856 boolean only_if_complete; /* only use complete target content */
1857 boolean use_random_replace; /* use random value for replacing elements */
1858 int random_percentage; /* random value for replacing elements */
1859 int replace_when; /* type of elements that can be replaced */
1861 boolean explode; /* explode instead of change */
1863 boolean has_action; /* execute action on specified condition */
1864 int action_type; /* type of action */
1865 int action_mode; /* mode of action */
1866 int action_arg; /* parameter of action */
1868 /* ---------- internal values used at runtime when playing ---------- */
1870 /* functions that are called before, while and after the change of an
1871 element -- currently only used for non-custom elements */
1872 void (*pre_change_function)(int x, int y);
1873 void (*change_function)(int x, int y);
1874 void (*post_change_function)(int x, int y);
1876 short actual_trigger_element; /* element that actually triggered change */
1877 int actual_trigger_player; /* player which actually triggered change */
1879 boolean can_change_or_has_action; /* can_change | has_action */
1881 /* ---------- internal values used in level editor ---------- */
1883 int direct_action; /* change triggered by actions on element */
1884 int other_action; /* change triggered by other element actions */
1887 struct ElementGroupInfo
1889 int num_elements; /* number of elements in this group */
1890 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1892 int choice_mode; /* how to choose element from group */
1894 /* ---------- internal values used at runtime when playing ---------- */
1896 /* the following is the same as above, but with recursively resolved group
1897 elements (group elements may also contain further group elements!) */
1898 int num_elements_resolved;
1899 short element_resolved[NUM_FILE_ELEMENTS];
1901 int choice_pos; /* current element choice position */
1904 struct ElementNameInfo
1906 /* ---------- token and description strings ---------- */
1908 char *token_name; /* element token used in config files */
1909 char *class_name; /* element class used in config files */
1910 char *editor_description; /* pre-defined description for level editor */
1915 /* ---------- token and description strings ---------- */
1917 char *token_name; /* element token used in config files */
1918 char *class_name; /* element class used in config files */
1919 char *editor_description; /* pre-defined description for level editor */
1920 char *custom_description; /* alternative description from config file */
1921 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1923 /* ---------- graphic and sound definitions ---------- */
1925 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1926 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1927 /* special graphics for left/right/up/down */
1929 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1930 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1931 /* crumbled graphics for left/right/up/down */
1933 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1934 /* special graphics for certain screens */
1936 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1938 /* ---------- special element property values ---------- */
1940 boolean use_gfx_element; /* use custom graphic element */
1941 short gfx_element; /* optional custom graphic element */
1943 int access_direction; /* accessible from which direction */
1945 int collect_score_initial; /* initial score value for collecting */
1946 int collect_count_initial; /* initial count value for collecting */
1948 int push_delay_fixed; /* constant delay before pushing */
1949 int push_delay_random; /* additional random delay before pushing */
1950 int drop_delay_fixed; /* constant delay after dropping */
1951 int drop_delay_random; /* additional random delay after dropping */
1952 int move_delay_fixed; /* constant delay after moving */
1953 int move_delay_random; /* additional random delay after moving */
1955 int move_pattern; /* direction movable element moves to */
1956 int move_direction_initial; /* initial direction element moves to */
1957 int move_stepsize; /* step size element moves with */
1959 int move_enter_element; /* element that can be entered (and removed) */
1960 int move_leave_element; /* element that can be left behind */
1961 int move_leave_type; /* change (limited) or leave (unlimited) */
1963 int slippery_type; /* how/where other elements slip away */
1965 int content[3][3]; /* new elements after explosion */
1967 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
1968 int explosion_delay; /* duration of explosion of this element */
1969 int ignition_delay; /* delay for explosion by other explosion */
1971 struct ElementChangeInfo *change_page; /* actual list of change pages */
1972 struct ElementChangeInfo *change; /* pointer to current change page */
1974 int num_change_pages; /* actual number of change pages */
1975 int current_change_page; /* currently edited change page */
1977 struct ElementGroupInfo *group; /* pointer to element group info */
1979 /* ---------- internal values used at runtime when playing ---------- */
1981 boolean has_change_event[NUM_CHANGE_EVENTS];
1983 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1984 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1986 boolean in_group[NUM_GROUP_ELEMENTS];
1988 int collect_score; /* runtime score value for collecting */
1990 /* ---------- internal values used in level editor ---------- */
1992 int access_type; /* walkable or passable */
1993 int access_layer; /* accessible over/inside/under */
1994 int access_protected; /* protection against deadly elements */
1995 int walk_to_action; /* diggable/collectible/pushable */
1996 int smash_targets; /* can smash player/enemies/everything */
1997 int deadliness; /* deadly when running/colliding/touching */
1999 boolean can_explode_by_fire; /* element explodes by fire */
2000 boolean can_explode_smashed; /* element explodes when smashed */
2001 boolean can_explode_impact; /* element explodes on impact */
2003 boolean modified_settings; /* set for all modified custom elements */
2008 char *token_name; /* font token used in config files */
2010 int graphic; /* default graphic for this font */
2011 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2012 /* special graphics for certain screens */
2013 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2014 /* internal bitmap ID for special graphics */
2020 int src_x, src_y; /* start position of animation frames */
2021 int width, height; /* width/height of each animation frame */
2022 int offset_x, offset_y; /* x/y offset to next animation frame */
2023 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2024 boolean double_movement; /* animation has second movement tile */
2025 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2027 int anim_frames_per_line;
2028 int anim_start_frame;
2029 int anim_delay; /* important: delay of 1 means "no delay"! */
2031 boolean anim_global_sync;
2032 int crumbled_like; /* element for cloning crumble graphics */
2033 int diggable_like; /* element for cloning digging graphics */
2034 int border_size; /* border size for "crumbled" graphics */
2035 int scale_up_factor; /* optional factor for scaling image up */
2037 int anim_delay_fixed; /* optional delay values for bored and */
2038 int anim_delay_random; /* sleeping player animations (animation */
2039 int post_delay_fixed; /* intervall and following pause before */
2040 int post_delay_random; /* next intervall (bored animation only) */
2042 int step_offset; /* optional step offset of toon animations */
2043 int step_delay; /* optional step delay of toon animations */
2045 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2047 int draw_masked; /* optional setting for drawing envelope gfx */
2049 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2050 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2051 GC clip_gc; /* single-graphic-only clip gc for X11 */
2067 struct MusicPrefixInfo
2070 boolean is_loop_music;
2073 struct MusicFileInfo
2078 char *artist_header;
2091 struct MusicFileInfo *next;
2094 struct ElementActionInfo
2098 boolean is_loop_sound;
2101 struct ElementDirectionInfo
2107 struct SpecialSuffixInfo
2123 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2124 extern Pixmap tile_clipmask[];
2125 extern DrawBuffer *fieldbuffer;
2126 extern DrawBuffer *drawto_field;
2128 extern int game_status;
2129 extern boolean level_editor_test_game;
2130 extern boolean network_playing;
2132 #if defined(TARGET_SDL)
2133 extern boolean network_server;
2134 extern SDL_Thread *server_thread;
2137 extern int key_joystick_mapping;
2139 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2140 extern int redraw_x1, redraw_y1;
2142 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2143 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2144 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2145 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2146 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2147 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2148 extern short Count[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2149 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2150 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2151 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2152 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2153 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2154 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2155 extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2156 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2157 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2158 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2159 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2160 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2161 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2162 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2163 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2164 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2165 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2166 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2167 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2169 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2171 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2172 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2173 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2174 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2175 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2177 extern int lev_fieldx, lev_fieldy;
2178 extern int scroll_x, scroll_y;
2181 extern int ScrollStepSize;
2182 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2183 extern int BorderElement;
2184 extern int GameFrameDelay;
2185 extern int FfwdFrameDelay;
2186 extern int BX1, BY1;
2187 extern int BX2, BY2;
2188 extern int SBX_Left, SBX_Right;
2189 extern int SBY_Upper, SBY_Lower;
2191 extern int ExitX, ExitY;
2192 extern int AllPlayersGone;
2194 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2195 extern boolean SiebAktiv;
2196 extern int SiebCount;
2198 extern boolean network_player_action_received;
2200 extern int graphics_action_mapping[];
2202 extern struct LevelSetInfo levelset;
2203 extern struct LevelInfo level, level_template;
2204 extern struct PlayerInfo stored_player[], *local_player;
2205 extern struct HiScore highscore[];
2206 extern struct TapeInfo tape;
2207 extern struct GameInfo game;
2208 extern struct GlobalInfo global;
2209 extern struct MenuInfo menu;
2210 extern struct DoorInfo door_1, door_2;
2211 extern struct ElementInfo element_info[];
2212 extern struct ElementNameInfo element_name_info[];
2213 extern struct ElementActionInfo element_action_info[];
2214 extern struct ElementDirectionInfo element_direction_info[];
2215 extern struct SpecialSuffixInfo special_suffix_info[];
2216 extern struct TokenIntPtrInfo image_config_vars[];
2217 extern struct FontInfo font_info[];
2218 extern struct MusicPrefixInfo music_prefix_info[];
2219 extern struct GraphicInfo *graphic_info;
2220 extern struct SoundInfo *sound_info;
2221 extern struct MusicInfo *music_info;
2222 extern struct MusicFileInfo *music_file_info;
2223 extern struct HelpAnimInfo *helpanim_info;
2224 extern SetupFileHash *helptext_info;
2225 extern struct ConfigTypeInfo image_config_suffix[];
2226 extern struct ConfigTypeInfo sound_config_suffix[];
2227 extern struct ConfigTypeInfo music_config_suffix[];
2228 extern struct ConfigInfo image_config[];
2229 extern struct ConfigInfo sound_config[];
2230 extern struct ConfigInfo music_config[];
2231 extern struct ConfigInfo helpanim_config[];
2232 extern struct ConfigInfo helptext_config[];