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 #define NUM_ELEMENT_PROPERTIES 83
160 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
161 #define EP_BITFIELD_BASE 0
163 #define EP_BITMASK_DEFAULT 0
165 #define PROPERTY_BIT(p) (1 << ((p) % 32))
166 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
167 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
168 #define SET_PROPERTY(e,p,v) ((v) ? \
169 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
170 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
173 /* values for change events for custom elements (stored in level file) */
175 #define CE_TOUCHED_BY_PLAYER 1
176 #define CE_PRESSED_BY_PLAYER 2
177 #define CE_PUSHED_BY_PLAYER 3
178 #define CE_DROPPED_BY_PLAYER 4
179 #define CE_HITTING_SOMETHING 5
182 #define CE_TOUCHING_X 8
183 #define CE_CHANGE_OF_X 9
184 #define CE_EXPLOSION_OF_X 10
185 #define CE_PLAYER_TOUCHES_X 11
186 #define CE_PLAYER_PRESSES_X 12
187 #define CE_PLAYER_PUSHES_X 13
188 #define CE_PLAYER_COLLECTS_X 14
189 #define CE_PLAYER_DROPS_X 15
192 #define CE_COUNT_AT_ZERO 16
193 #define CE_COUNT_AT_ZERO_OF_X 17
195 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
196 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
199 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
200 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
201 #define CE_PLAYER_DIGS_X 20
202 #define CE_ENTERED_BY_PLAYER 21
203 #define CE_LEFT_BY_PLAYER 22
204 #define CE_PLAYER_ENTERS_X 23
205 #define CE_PLAYER_LEAVES_X 24
206 #define CE_SWITCHED 25
207 #define CE_SWITCH_OF_X 26
208 #define CE_HIT_BY_SOMETHING 27
209 #define CE_HITTING_X 28
210 #define CE_HIT_BY_X 29
211 #define CE_BLOCKED 30
213 #define NUM_CHANGE_EVENTS 31
215 #define CE_BITMASK_DEFAULT 0
219 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
220 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
222 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
223 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
225 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
226 CH_ANY_EVENT_VAR(e,c))
228 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
229 CH_EVENT_VAR(e,c) = (v) : 0)
230 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
231 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
235 #define CH_EVENT_BIT(c) (1 << (c))
236 #define CH_EVENT_VAR(e) (element_info[e].change->events)
237 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
239 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
240 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
241 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
242 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
243 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
245 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
246 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
247 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
249 (CH_ANY_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
250 (CH_ANY_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
253 /* values for player bitmasks */
254 #define PLAYER_BITS_NONE 0
255 #define PLAYER_BITS_1 (1 << 0)
256 #define PLAYER_BITS_2 (1 << 1)
257 #define PLAYER_BITS_3 (1 << 2)
258 #define PLAYER_BITS_4 (1 << 3)
259 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
263 #define PLAYER_BITS_TRIGGER (1 << 4)
265 /* values for change side for custom elements */
266 #define CH_SIDE_NONE MV_NO_MOVING
267 #define CH_SIDE_LEFT MV_LEFT
268 #define CH_SIDE_RIGHT MV_RIGHT
269 #define CH_SIDE_TOP MV_UP
270 #define CH_SIDE_BOTTOM MV_DOWN
271 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
272 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
273 #define CH_SIDE_ANY MV_ANY_DIRECTION
275 /* values for change player for custom elements */
276 #define CH_PLAYER_NONE PLAYER_BITS_NONE
277 #define CH_PLAYER_1 PLAYER_BITS_1
278 #define CH_PLAYER_2 PLAYER_BITS_2
279 #define CH_PLAYER_3 PLAYER_BITS_3
280 #define CH_PLAYER_4 PLAYER_BITS_4
281 #define CH_PLAYER_ANY PLAYER_BITS_ANY
283 /* values for change page for custom elements */
284 #define CH_PAGE_ANY_FILE (0xff)
285 #define CH_PAGE_ANY (0xffffffff)
287 /* values for change power for custom elements */
288 #define CP_WHEN_EMPTY 0
289 #define CP_WHEN_DIGGABLE 1
290 #define CP_WHEN_DESTRUCTIBLE 2
291 #define CP_WHEN_COLLECTIBLE 3
292 #define CP_WHEN_REMOVABLE 4
293 #define CP_WHEN_WALKABLE 5
295 /* values for change actions for custom elements */
296 #define CA_NO_ACTION 0
297 #define CA_EXIT_PLAYER 1
298 #define CA_KILL_PLAYER 2
299 #define CA_RESTART_LEVEL 3
300 #define CA_SHOW_ENVELOPE 4
303 #define CA_SET_PLAYER_SPEED 7
304 #define CA_SET_GEMS 8
305 #define CA_SET_TIME 9
306 #define CA_SET_SCORE 10
307 #define CA_SET_CE_SCORE 11
308 #define CA_SET_CE_COUNT 12
309 #define CA_SET_DYNABOMB_NUMBER 13
310 #define CA_SET_DYNABOMB_SIZE 14
311 #define CA_SET_DYNABOMB_POWER 15
312 #define CA_TOGGLE_PLAYER_GRAVITY 16
313 #define CA_ENABLE_PLAYER_GRAVITY 17
314 #define CA_DISABLE_PLAYER_GRAVITY 18
316 /* values for change action mode for custom elements */
317 #define CA_MODE_UNDEFINED 0
318 #define CA_MODE_ADD 1
319 #define CA_MODE_SUBTRACT 2
320 #define CA_MODE_MULTIPLY 3
321 #define CA_MODE_DIVIDE 4
322 #define CA_MODE_SET 5
324 /* values for change action parameters for custom elements */
333 #define CA_ARG_100 100
334 #define CA_ARG_1000 1000
335 #define CA_ARG_MAX 9999
336 #define CA_ARG_PLAYER 10000
337 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 0)
338 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
339 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
340 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
341 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
342 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
343 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
344 #define CA_ARG_NUMBER 20000
345 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 0)
346 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 1)
347 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 2)
348 #define CA_ARG_NUMBER_NORMAL (CA_ARG_NUMBER + 3)
349 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 4)
350 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 5)
351 #define CA_ARG_NUMBER_CE_COUNT (CA_ARG_NUMBER + 6)
352 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 7)
353 #define CA_ARG_ELEMENT 30000
354 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 0)
355 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
356 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
357 #define CA_ARG_UNDEFINED 30999
359 /* values for custom move patterns (bits 0 - 3: basic move directions) */
360 #define MV_BIT_TOWARDS_PLAYER 4
361 #define MV_BIT_AWAY_FROM_PLAYER 5
362 #define MV_BIT_ALONG_LEFT_SIDE 6
363 #define MV_BIT_ALONG_RIGHT_SIDE 7
364 #define MV_BIT_TURNING_LEFT 8
365 #define MV_BIT_TURNING_RIGHT 9
366 #define MV_BIT_WHEN_PUSHED 10
367 #define MV_BIT_MAZE_RUNNER 11
368 #define MV_BIT_MAZE_HUNTER 12
369 #define MV_BIT_WHEN_DROPPED 13
370 #define MV_BIT_TURNING_LEFT_RIGHT 14
371 #define MV_BIT_TURNING_RIGHT_LEFT 15
372 #define MV_BIT_TURNING_RANDOM 16
374 /* values for custom move patterns */
375 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
376 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
377 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
378 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
379 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
380 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
381 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
382 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
383 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
384 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
385 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
386 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
387 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
388 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
390 /* values for initial move direction (bits 0 - 3: basic move directions) */
391 #define MV_START_BIT_PREVIOUS 4
393 /* values for initial move direction */
394 #define MV_START_AUTOMATIC (MV_NO_MOVING)
395 #define MV_START_LEFT (MV_LEFT)
396 #define MV_START_RIGHT (MV_RIGHT)
397 #define MV_START_UP (MV_UP)
398 #define MV_START_DOWN (MV_DOWN)
399 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
400 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
402 /* values for elements left behind by custom elements */
403 #define LEAVE_TYPE_UNLIMITED 0
404 #define LEAVE_TYPE_LIMITED 1
406 /* values for slippery property for custom elements */
407 #define SLIPPERY_ANY_RANDOM 0
408 #define SLIPPERY_ANY_LEFT_RIGHT 1
409 #define SLIPPERY_ANY_RIGHT_LEFT 2
410 #define SLIPPERY_ONLY_LEFT 3
411 #define SLIPPERY_ONLY_RIGHT 4
413 /* values for explosion type for custom elements */
414 #define EXPLODES_3X3 0
415 #define EXPLODES_1X1 1
416 #define EXPLODES_CROSS 2
418 /* macros for configurable properties */
419 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
420 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
421 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
422 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
423 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
424 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
425 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
426 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
427 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
428 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
429 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
430 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
431 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
432 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
433 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
434 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
435 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
436 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
437 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
438 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
439 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
440 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
441 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
442 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
443 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
444 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
445 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
446 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
447 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
448 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
449 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
451 /* macros for special configurable properties */
452 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
454 /* macros for special graphics properties */
455 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
457 /* macros for pre-defined properties */
458 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
459 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
460 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
461 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
462 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
463 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
464 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
465 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
466 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
467 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
468 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
469 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
470 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
471 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
472 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
473 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
474 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
475 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
476 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
477 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
478 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
479 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
480 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
481 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
482 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
484 /* macros for derived properties */
485 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
486 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
487 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
488 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
489 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
490 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
491 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
492 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
493 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
494 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
495 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
496 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
497 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
498 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
499 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
500 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
501 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
502 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
503 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
504 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
505 #define CAN_EXPLODE_BY_EXPLOSION(e) \
506 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
507 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
508 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
510 /* special macros used in game engine */
511 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
512 (e) <= EL_CUSTOM_END)
514 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
517 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
518 (e) <= EL_INTERNAL_CLIPBOARD_END)
520 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
521 (e) <= EL_INTERNAL_END)
523 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
524 (e) <= EL_ENVELOPE_4)
526 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
528 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
530 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
532 #define IS_KEY(e) (IS_RND_KEY(e) || \
535 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
536 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
537 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
538 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
539 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
540 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
542 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
544 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
546 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
547 (e) <= EL_EMC_GATE_8)
548 #define IS_GATE(e) (IS_RND_GATE(e) || \
551 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
552 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
553 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
554 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
555 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
556 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
558 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
559 (e) <= EL_GATE_4_GRAY)
560 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
561 (e) <= EL_EM_GATE_4_GRAY)
562 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
563 (e) <= EL_EMC_GATE_8_GRAY)
564 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
565 IS_EM_GATE_GRAY(e) || \
567 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
568 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
569 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
570 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
571 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
572 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
574 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
575 element_info[e].gfx_element : e)
577 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
578 /* (solution: add separate "use sound of element" to level file and editor) */
580 #define SND_ELEMENT(e) GFX_ELEMENT(e)
582 #define SND_ELEMENT(e) (e)
585 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
587 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
588 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
590 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
591 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
592 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
594 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
595 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
596 (e) == EL_EMERALD ? EL_DIAMOND : \
597 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
598 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
599 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
601 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
602 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
604 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
605 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
606 #define TAPE_IS_EMPTY(x) ((x).length == 0)
607 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
609 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
610 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
614 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
615 IS_PROTECTED(Back[x][y]))
616 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
617 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
618 ENEMY_PROTECTED_FIELD(x, y))
619 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
620 EXPLOSION_PROTECTED_FIELD(x, y))
624 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
625 IS_INDESTRUCTIBLE(Feld[x][y]))
626 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
627 PROTECTED_FIELD(x, y))
628 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
629 PROTECTED_FIELD(x, y))
632 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
633 (p)->switch_x == (x) && (p)->switch_y == (y))
635 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
636 (p)->drop_x == (x) && (p)->drop_y == (y))
638 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
640 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
641 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
642 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
644 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
645 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
646 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
647 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
649 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
652 /* fundamental game speed values */
653 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
654 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
655 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
656 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
657 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
658 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
660 /* boundaries of arrays etc. */
661 #define MAX_LEVEL_NAME_LEN 32
662 #define MAX_LEVEL_AUTHOR_LEN 32
663 #define MAX_ELEMENT_NAME_LEN 32
664 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
665 #define MAX_TAPES_PER_SET 1024
666 #define MAX_SCORE_ENTRIES 100
667 #define MAX_NUM_AMOEBA 100
668 #define MAX_INVENTORY_SIZE 1000
669 #define STD_NUM_KEYS 4
670 #define MAX_NUM_KEYS 8
672 #define NUM_BELT_PARTS 3
673 #define MIN_ENVELOPE_XSIZE 1
674 #define MIN_ENVELOPE_YSIZE 1
675 #define MAX_ENVELOPE_XSIZE 30
676 #define MAX_ENVELOPE_YSIZE 20
677 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
678 #define MIN_CHANGE_PAGES 1
679 #define MAX_CHANGE_PAGES 32
680 #define MIN_ELEMENTS_IN_GROUP 1
681 #define MAX_ELEMENTS_IN_GROUP 16
683 /* values for elements with content */
684 #define MIN_ELEMENT_CONTENTS 1
685 #define STD_ELEMENT_CONTENTS 4
686 #define MAX_ELEMENT_CONTENTS 8
687 #define NUM_MAGIC_BALL_CONTENTS 8
689 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
691 /* often used screen positions */
694 #define REAL_SX (SX - 2)
695 #define REAL_SY (SY - 2)
703 #define TILEX TILESIZE
704 #define TILEY TILESIZE
705 #define MINI_TILESIZE (TILESIZE / 2)
706 #define MINI_TILEX MINI_TILESIZE
707 #define MINI_TILEY MINI_TILESIZE
708 #define MICRO_TILESIZE (TILESIZE / 8)
709 #define MICRO_TILEX MICRO_TILESIZE
710 #define MICRO_TILEY MICRO_TILESIZE
711 #define MIDPOSX (SCR_FIELDX / 2)
712 #define MIDPOSY (SCR_FIELDY / 2)
713 #define SXSIZE (SCR_FIELDX * TILEX)
714 #define SYSIZE (SCR_FIELDY * TILEY)
715 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
716 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
719 #define VXSIZE DXSIZE
721 #define EXSIZE DXSIZE
722 #define EYSIZE (VYSIZE + 44)
723 #define FULL_SXSIZE (2 + SXSIZE + 2)
724 #define FULL_SYSIZE (2 + SYSIZE + 2)
725 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
726 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
727 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
728 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
729 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
730 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
733 /* score for elements */
737 #define SC_SPACESHIP 3
742 #define SC_DYNAMITE 8
744 #define SC_TIME_BONUS 10
745 #define SC_CRYSTAL 11
750 /* "real" level file elements */
751 #define EL_UNDEFINED -1
753 #define EL_EMPTY_SPACE 0
754 #define EL_EMPTY EL_EMPTY_SPACE
757 #define EL_WALL_SLIPPERY 3
759 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
761 #define EL_EXIT_CLOSED 7
762 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
764 #define EL_SPACESHIP 10
767 #define EL_STEELWALL 13
768 #define EL_DIAMOND 14
769 #define EL_AMOEBA_DEAD 15
770 #define EL_QUICKSAND_EMPTY 16
771 #define EL_QUICKSAND_FULL 17
772 #define EL_AMOEBA_DROP 18
774 #define EL_MAGIC_WALL 20
775 #define EL_SPEED_PILL 21
777 #define EL_AMOEBA_WET 23
778 #define EL_AMOEBA_DRY 24
780 #define EL_GAME_OF_LIFE 26
781 #define EL_BIOMAZE 27
782 #define EL_DYNAMITE_ACTIVE 28
783 #define EL_STONEBLOCK 29
784 #define EL_ROBOT_WHEEL 30
785 #define EL_ROBOT_WHEEL_ACTIVE 31
794 #define EL_GATE_1_GRAY 40
795 #define EL_GATE_2_GRAY 41
796 #define EL_GATE_3_GRAY 42
797 #define EL_GATE_4_GRAY 43
798 #define EL_DYNAMITE 44
800 #define EL_INVISIBLE_WALL 46
802 #define EL_LAMP_ACTIVE 48
803 #define EL_WALL_EMERALD 49
804 #define EL_WALL_DIAMOND 50
805 #define EL_AMOEBA_FULL 51
806 #define EL_BD_AMOEBA 52
807 #define EL_TIME_ORB_FULL 53
808 #define EL_TIME_ORB_EMPTY 54
809 #define EL_EXPANDABLE_WALL 55
810 #define EL_BD_DIAMOND 56
811 #define EL_EMERALD_YELLOW 57
812 #define EL_WALL_BD_DIAMOND 58
813 #define EL_WALL_EMERALD_YELLOW 59
814 #define EL_DARK_YAMYAM 60
815 #define EL_BD_MAGIC_WALL 61
816 #define EL_INVISIBLE_STEELWALL 62
817 #define EL_SOKOBAN_FIELD_PLAYER 63
818 #define EL_DYNABOMB_INCREASE_NUMBER 64
819 #define EL_DYNABOMB_INCREASE_SIZE 65
820 #define EL_DYNABOMB_INCREASE_POWER 66
821 #define EL_SOKOBAN_OBJECT 67
822 #define EL_SOKOBAN_FIELD_EMPTY 68
823 #define EL_SOKOBAN_FIELD_FULL 69
824 #define EL_BD_BUTTERFLY_RIGHT 70
825 #define EL_BD_BUTTERFLY_UP 71
826 #define EL_BD_BUTTERFLY_LEFT 72
827 #define EL_BD_BUTTERFLY_DOWN 73
828 #define EL_BD_FIREFLY_RIGHT 74
829 #define EL_BD_FIREFLY_UP 75
830 #define EL_BD_FIREFLY_LEFT 76
831 #define EL_BD_FIREFLY_DOWN 77
832 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
833 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
834 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
835 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
836 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
837 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
838 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
839 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
840 #define EL_BD_BUTTERFLY 78
841 #define EL_BD_FIREFLY 79
842 #define EL_PLAYER_1 80
843 #define EL_PLAYER_2 81
844 #define EL_PLAYER_3 82
845 #define EL_PLAYER_4 83
846 #define EL_BUG_RIGHT 84
848 #define EL_BUG_LEFT 86
849 #define EL_BUG_DOWN 87
850 #define EL_SPACESHIP_RIGHT 88
851 #define EL_SPACESHIP_UP 89
852 #define EL_SPACESHIP_LEFT 90
853 #define EL_SPACESHIP_DOWN 91
854 #define EL_PACMAN_RIGHT 92
855 #define EL_PACMAN_UP 93
856 #define EL_PACMAN_LEFT 94
857 #define EL_PACMAN_DOWN 95
858 #define EL_EMERALD_RED 96
859 #define EL_EMERALD_PURPLE 97
860 #define EL_WALL_EMERALD_RED 98
861 #define EL_WALL_EMERALD_PURPLE 99
862 #define EL_ACID_POOL_TOPLEFT 100
863 #define EL_ACID_POOL_TOPRIGHT 101
864 #define EL_ACID_POOL_BOTTOMLEFT 102
865 #define EL_ACID_POOL_BOTTOM 103
866 #define EL_ACID_POOL_BOTTOMRIGHT 104
867 #define EL_BD_WALL 105
868 #define EL_BD_ROCK 106
869 #define EL_EXIT_OPEN 107
870 #define EL_BLACK_ORB 108
871 #define EL_AMOEBA_TO_DIAMOND 109
873 #define EL_PENGUIN 111
874 #define EL_SATELLITE 112
875 #define EL_ARROW_LEFT 113
876 #define EL_ARROW_RIGHT 114
877 #define EL_ARROW_UP 115
878 #define EL_ARROW_DOWN 116
880 #define EL_DRAGON 118
882 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
884 #define EL_CHAR_START 120
885 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
886 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
888 #include "conf_chr.h" /* include auto-generated data structure definitions */
890 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
891 #define EL_CHAR_END (EL_CHAR_START + 79)
893 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
895 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
896 #define EL_EXPANDABLE_WALL_VERTICAL 201
897 #define EL_EXPANDABLE_WALL_ANY 202
899 #define EL_EM_GATE_1 203
900 #define EL_EM_GATE_2 204
901 #define EL_EM_GATE_3 205
902 #define EL_EM_GATE_4 206
904 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
905 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
906 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
908 #define EL_SP_START 210
909 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
910 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
911 #define EL_SP_ZONK (EL_SP_START + 1)
912 #define EL_SP_BASE (EL_SP_START + 2)
913 #define EL_SP_MURPHY (EL_SP_START + 3)
914 #define EL_SP_INFOTRON (EL_SP_START + 4)
915 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
916 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
917 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
918 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
919 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
920 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
921 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
922 #define EL_SP_PORT_UP (EL_SP_START + 12)
923 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
924 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
925 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
926 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
927 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
928 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
929 #define EL_SP_TERMINAL (EL_SP_START + 19)
930 #define EL_SP_DISK_RED (EL_SP_START + 20)
931 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
932 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
933 #define EL_SP_PORT_ANY (EL_SP_START + 23)
934 #define EL_SP_ELECTRON (EL_SP_START + 24)
935 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
936 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
937 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
938 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
939 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
940 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
941 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
942 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
943 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
944 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
945 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
946 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
947 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
948 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
949 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
950 #define EL_SP_END (EL_SP_START + 39)
952 #define EL_EM_GATE_1_GRAY 250
953 #define EL_EM_GATE_2_GRAY 251
954 #define EL_EM_GATE_3_GRAY 252
955 #define EL_EM_GATE_4_GRAY 253
957 #define EL_UNUSED_254 254
958 #define EL_UNUSED_255 255
961 #define EL_CRYSTAL 257
962 #define EL_WALL_PEARL 258
963 #define EL_WALL_CRYSTAL 259
964 #define EL_DOOR_WHITE 260
965 #define EL_DOOR_WHITE_GRAY 261
966 #define EL_KEY_WHITE 262
967 #define EL_SHIELD_NORMAL 263
968 #define EL_EXTRA_TIME 264
969 #define EL_SWITCHGATE_OPEN 265
970 #define EL_SWITCHGATE_CLOSED 266
971 #define EL_SWITCHGATE_SWITCH_UP 267
972 #define EL_SWITCHGATE_SWITCH_DOWN 268
974 #define EL_UNUSED_269 269
975 #define EL_UNUSED_270 270
977 #define EL_CONVEYOR_BELT_1_LEFT 271
978 #define EL_CONVEYOR_BELT_1_MIDDLE 272
979 #define EL_CONVEYOR_BELT_1_RIGHT 273
980 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
981 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
982 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
983 #define EL_CONVEYOR_BELT_2_LEFT 277
984 #define EL_CONVEYOR_BELT_2_MIDDLE 278
985 #define EL_CONVEYOR_BELT_2_RIGHT 279
986 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
987 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
988 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
989 #define EL_CONVEYOR_BELT_3_LEFT 283
990 #define EL_CONVEYOR_BELT_3_MIDDLE 284
991 #define EL_CONVEYOR_BELT_3_RIGHT 285
992 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
993 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
994 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
995 #define EL_CONVEYOR_BELT_4_LEFT 289
996 #define EL_CONVEYOR_BELT_4_MIDDLE 290
997 #define EL_CONVEYOR_BELT_4_RIGHT 291
998 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
999 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1000 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1001 #define EL_LANDMINE 295
1002 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1003 #define EL_LIGHT_SWITCH 297
1004 #define EL_LIGHT_SWITCH_ACTIVE 298
1005 #define EL_SIGN_EXCLAMATION 299
1006 #define EL_SIGN_RADIOACTIVITY 300
1007 #define EL_SIGN_STOP 301
1008 #define EL_SIGN_WHEELCHAIR 302
1009 #define EL_SIGN_PARKING 303
1010 #define EL_SIGN_ONEWAY 304
1011 #define EL_SIGN_HEART 305
1012 #define EL_SIGN_TRIANGLE 306
1013 #define EL_SIGN_ROUND 307
1014 #define EL_SIGN_EXIT 308
1015 #define EL_SIGN_YINYANG 309
1016 #define EL_SIGN_OTHER 310
1017 #define EL_MOLE_LEFT 311
1018 #define EL_MOLE_RIGHT 312
1019 #define EL_MOLE_UP 313
1020 #define EL_MOLE_DOWN 314
1021 #define EL_STEELWALL_SLIPPERY 315
1022 #define EL_INVISIBLE_SAND 316
1023 #define EL_DX_UNKNOWN_15 317
1024 #define EL_DX_UNKNOWN_42 318
1026 #define EL_UNUSED_319 319
1027 #define EL_UNUSED_320 320
1029 #define EL_SHIELD_DEADLY 321
1030 #define EL_TIMEGATE_OPEN 322
1031 #define EL_TIMEGATE_CLOSED 323
1032 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1033 #define EL_TIMEGATE_SWITCH 325
1035 #define EL_BALLOON 326
1036 #define EL_BALLOON_SWITCH_LEFT 327
1037 #define EL_BALLOON_SWITCH_RIGHT 328
1038 #define EL_BALLOON_SWITCH_UP 329
1039 #define EL_BALLOON_SWITCH_DOWN 330
1040 #define EL_BALLOON_SWITCH_ANY 331
1042 #define EL_EMC_STEELWALL_1 332
1043 #define EL_EMC_STEELWALL_2 333
1044 #define EL_EMC_STEELWALL_3 334
1045 #define EL_EMC_STEELWALL_4 335
1046 #define EL_EMC_WALL_1 336
1047 #define EL_EMC_WALL_2 337
1048 #define EL_EMC_WALL_3 338
1049 #define EL_EMC_WALL_4 339
1050 #define EL_EMC_WALL_5 340
1051 #define EL_EMC_WALL_6 341
1052 #define EL_EMC_WALL_7 342
1053 #define EL_EMC_WALL_8 343
1055 #define EL_TUBE_ANY 344
1056 #define EL_TUBE_VERTICAL 345
1057 #define EL_TUBE_HORIZONTAL 346
1058 #define EL_TUBE_VERTICAL_LEFT 347
1059 #define EL_TUBE_VERTICAL_RIGHT 348
1060 #define EL_TUBE_HORIZONTAL_UP 349
1061 #define EL_TUBE_HORIZONTAL_DOWN 350
1062 #define EL_TUBE_LEFT_UP 351
1063 #define EL_TUBE_LEFT_DOWN 352
1064 #define EL_TUBE_RIGHT_UP 353
1065 #define EL_TUBE_RIGHT_DOWN 354
1066 #define EL_SPRING 355
1068 #define EL_DX_SUPABOMB 357
1070 #define EL_UNUSED_358 358
1071 #define EL_UNUSED_359 359
1073 /* ---------- begin of custom elements section ----------------------------- */
1074 #define EL_CUSTOM_START 360
1076 #include "conf_cus.h" /* include auto-generated data structure definitions */
1078 #define NUM_CUSTOM_ELEMENTS 256
1079 #define EL_CUSTOM_END 615
1080 /* ---------- end of custom elements section ------------------------------- */
1082 #define EL_EM_KEY_1 616
1083 #define EL_EM_KEY_2 617
1084 #define EL_EM_KEY_3 618
1085 #define EL_EM_KEY_4 619
1086 #define EL_ENVELOPE_1 620
1087 #define EL_ENVELOPE_2 621
1088 #define EL_ENVELOPE_3 622
1089 #define EL_ENVELOPE_4 623
1091 /* ---------- begin of group elements section ------------------------------ */
1092 #define EL_GROUP_START 624
1094 #include "conf_grp.h" /* include auto-generated data structure definitions */
1096 #define NUM_GROUP_ELEMENTS 32
1097 #define EL_GROUP_END 655
1098 /* ---------- end of custom elements section ------------------------------- */
1100 #define EL_UNKNOWN 656
1101 #define EL_TRIGGER_ELEMENT 657
1102 #define EL_TRIGGER_PLAYER 658
1104 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1105 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1106 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1107 #define EL_SP_GRAVITY_ON_PORT_UP 662
1108 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1109 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1110 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1111 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1114 /* the following EMC style elements are currently not implemented in R'n'D */
1115 #define EL_BALLOON_SWITCH_NONE 667
1116 #define EL_EMC_GATE_5 668
1117 #define EL_EMC_GATE_6 669
1118 #define EL_EMC_GATE_7 670
1119 #define EL_EMC_GATE_8 671
1120 #define EL_EMC_GATE_5_GRAY 672
1121 #define EL_EMC_GATE_6_GRAY 673
1122 #define EL_EMC_GATE_7_GRAY 674
1123 #define EL_EMC_GATE_8_GRAY 675
1124 #define EL_EMC_KEY_5 676
1125 #define EL_EMC_KEY_6 677
1126 #define EL_EMC_KEY_7 678
1127 #define EL_EMC_KEY_8 679
1128 #define EL_EMC_ANDROID 680
1129 #define EL_EMC_GRASS 681
1130 #define EL_EMC_MAGIC_BALL 682
1131 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1132 #define EL_EMC_MAGIC_BALL_SWITCH 684
1133 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1134 #define EL_EMC_SPRING_BUMPER 686
1135 #define EL_EMC_PLANT 687
1136 #define EL_EMC_LENSES 688
1137 #define EL_EMC_MAGNIFIER 689
1138 #define EL_EMC_WALL_9 690
1139 #define EL_EMC_WALL_10 691
1140 #define EL_EMC_WALL_11 692
1141 #define EL_EMC_WALL_12 693
1142 #define EL_EMC_WALL_13 694
1143 #define EL_EMC_WALL_14 695
1144 #define EL_EMC_WALL_15 696
1145 #define EL_EMC_WALL_16 697
1146 #define EL_EMC_WALL_SLIPPERY_1 698
1147 #define EL_EMC_WALL_SLIPPERY_2 699
1148 #define EL_EMC_WALL_SLIPPERY_3 700
1149 #define EL_EMC_WALL_SLIPPERY_4 701
1150 #define EL_EMC_FAKE_GRASS 702
1151 #define EL_EMC_FAKE_ACID 703
1152 #define EL_EMC_DRIPPER 704
1154 #define NUM_FILE_ELEMENTS 705
1157 /* "real" (and therefore drawable) runtime elements */
1158 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1160 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1161 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1162 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1163 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1164 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1165 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1166 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1167 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1168 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1169 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1170 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1171 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1172 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1173 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1174 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1175 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1176 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1177 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1178 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1179 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1180 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1181 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1182 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1183 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1184 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1185 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1186 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1187 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1188 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1189 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1190 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1191 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1192 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1193 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1194 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1195 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1196 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1197 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1198 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1199 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1200 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1201 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1202 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1203 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1204 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1206 /* "unreal" (and therefore not drawable) runtime elements */
1207 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1209 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1210 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1211 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1212 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1213 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1214 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1215 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1216 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1217 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1218 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1219 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1220 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1221 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1222 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1223 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1224 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1225 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1226 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1228 /* dummy elements (never used as game elements, only used as graphics) */
1229 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1231 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1232 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1233 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1234 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1235 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1236 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1237 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1238 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1239 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1240 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1241 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1242 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1243 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1244 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1245 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1246 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1247 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1248 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1249 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1250 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1251 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1252 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1253 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1254 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1255 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1257 /* internal elements (only used for internal purposes like copying) */
1258 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1260 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1261 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1262 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1263 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1265 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1266 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1267 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1268 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1270 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1273 /* values for graphics/sounds action types */
1274 #define ACTION_DEFAULT 0
1275 #define ACTION_WAITING 1
1276 #define ACTION_FALLING 2
1277 #define ACTION_MOVING 3
1278 #define ACTION_DIGGING 4
1279 #define ACTION_SNAPPING 5
1280 #define ACTION_COLLECTING 6
1281 #define ACTION_DROPPING 7
1282 #define ACTION_PUSHING 8
1283 #define ACTION_WALKING 9
1284 #define ACTION_PASSING 10
1285 #define ACTION_IMPACT 11
1286 #define ACTION_BREAKING 12
1287 #define ACTION_ACTIVATING 13
1288 #define ACTION_DEACTIVATING 14
1289 #define ACTION_OPENING 15
1290 #define ACTION_CLOSING 16
1291 #define ACTION_ATTACKING 17
1292 #define ACTION_GROWING 18
1293 #define ACTION_SHRINKING 19
1294 #define ACTION_ACTIVE 20
1295 #define ACTION_FILLING 21
1296 #define ACTION_EMPTYING 22
1297 #define ACTION_CHANGING 23
1298 #define ACTION_EXPLODING 24
1299 #define ACTION_BORING 25
1300 #define ACTION_BORING_1 26
1301 #define ACTION_BORING_2 27
1302 #define ACTION_BORING_3 28
1303 #define ACTION_BORING_4 29
1304 #define ACTION_BORING_5 30
1305 #define ACTION_BORING_6 31
1306 #define ACTION_BORING_7 32
1307 #define ACTION_BORING_8 33
1308 #define ACTION_BORING_9 34
1309 #define ACTION_BORING_10 35
1310 #define ACTION_SLEEPING 36
1311 #define ACTION_SLEEPING_1 37
1312 #define ACTION_SLEEPING_2 38
1313 #define ACTION_SLEEPING_3 39
1314 #define ACTION_AWAKENING 40
1315 #define ACTION_DYING 41
1316 #define ACTION_TURNING 42
1317 #define ACTION_TURNING_FROM_LEFT 43
1318 #define ACTION_TURNING_FROM_RIGHT 44
1319 #define ACTION_TURNING_FROM_UP 45
1320 #define ACTION_TURNING_FROM_DOWN 46
1321 #define ACTION_SMASHED_BY_ROCK 47
1322 #define ACTION_SMASHED_BY_SPRING 48
1323 #define ACTION_SLURPED_BY_SPRING 49
1324 #define ACTION_TWINKLING 50
1325 #define ACTION_SPLASHING 51
1326 #define ACTION_OTHER 52
1328 #define NUM_ACTIONS 53
1330 #define ACTION_BORING_LAST ACTION_BORING_10
1331 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1334 /* values for special image configuration suffixes (must match game mode) */
1335 #define GFX_SPECIAL_ARG_DEFAULT 0
1336 #define GFX_SPECIAL_ARG_MAIN 1
1337 #define GFX_SPECIAL_ARG_LEVELS 2
1338 #define GFX_SPECIAL_ARG_SCORES 3
1339 #define GFX_SPECIAL_ARG_EDITOR 4
1340 #define GFX_SPECIAL_ARG_INFO 5
1341 #define GFX_SPECIAL_ARG_SETUP 6
1342 #define GFX_SPECIAL_ARG_PLAYING 7
1343 #define GFX_SPECIAL_ARG_DOOR 8
1344 #define GFX_SPECIAL_ARG_PREVIEW 9
1345 #define GFX_SPECIAL_ARG_CRUMBLED 10
1347 #define NUM_SPECIAL_GFX_ARGS 11
1350 /* values for image configuration suffixes */
1353 #define GFX_ARG_XPOS 2
1354 #define GFX_ARG_YPOS 3
1355 #define GFX_ARG_WIDTH 4
1356 #define GFX_ARG_HEIGHT 5
1357 #define GFX_ARG_VERTICAL 6
1358 #define GFX_ARG_OFFSET 7
1359 #define GFX_ARG_XOFFSET 8
1360 #define GFX_ARG_YOFFSET 9
1361 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1362 #define GFX_ARG_2ND_VERTICAL 11
1363 #define GFX_ARG_2ND_OFFSET 12
1364 #define GFX_ARG_2ND_XOFFSET 13
1365 #define GFX_ARG_2ND_YOFFSET 14
1366 #define GFX_ARG_2ND_SWAP_TILES 15
1367 #define GFX_ARG_FRAMES 16
1368 #define GFX_ARG_FRAMES_PER_LINE 17
1369 #define GFX_ARG_START_FRAME 18
1370 #define GFX_ARG_DELAY 19
1371 #define GFX_ARG_ANIM_MODE 20
1372 #define GFX_ARG_GLOBAL_SYNC 21
1373 #define GFX_ARG_CRUMBLED_LIKE 22
1374 #define GFX_ARG_DIGGABLE_LIKE 23
1375 #define GFX_ARG_BORDER_SIZE 24
1376 #define GFX_ARG_STEP_OFFSET 25
1377 #define GFX_ARG_STEP_DELAY 26
1378 #define GFX_ARG_DIRECTION 27
1379 #define GFX_ARG_POSITION 28
1380 #define GFX_ARG_DRAW_XOFFSET 29
1381 #define GFX_ARG_DRAW_YOFFSET 30
1382 #define GFX_ARG_DRAW_MASKED 31
1383 #define GFX_ARG_ANIM_DELAY_FIXED 32
1384 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1385 #define GFX_ARG_POST_DELAY_FIXED 34
1386 #define GFX_ARG_POST_DELAY_RANDOM 35
1387 #define GFX_ARG_NAME 36
1388 #define GFX_ARG_SCALE_UP_FACTOR 37
1390 #define NUM_GFX_ARGS 38
1393 /* values for sound configuration suffixes */
1394 #define SND_ARG_MODE_LOOP 0
1395 #define SND_ARG_VOLUME 1
1396 #define SND_ARG_PRIORITY 2
1398 #define NUM_SND_ARGS 3
1401 /* values for music configuration suffixes */
1402 #define MUS_ARG_MODE_LOOP 0
1404 #define NUM_MUS_ARGS 1
1407 /* values for font configuration */
1408 #define FONT_INITIAL_1 0
1409 #define FONT_INITIAL_2 1
1410 #define FONT_INITIAL_3 2
1411 #define FONT_INITIAL_4 3
1412 #define FONT_TITLE_1 4
1413 #define FONT_TITLE_2 5
1414 #define FONT_MENU_1 6
1415 #define FONT_MENU_2 7
1416 #define FONT_TEXT_1_ACTIVE 8
1417 #define FONT_TEXT_2_ACTIVE 9
1418 #define FONT_TEXT_3_ACTIVE 10
1419 #define FONT_TEXT_4_ACTIVE 11
1420 #define FONT_TEXT_1 12
1421 #define FONT_TEXT_2 13
1422 #define FONT_TEXT_3 14
1423 #define FONT_TEXT_4 15
1424 #define FONT_ENVELOPE_1 16
1425 #define FONT_ENVELOPE_2 17
1426 #define FONT_ENVELOPE_3 18
1427 #define FONT_ENVELOPE_4 19
1428 #define FONT_INPUT_1_ACTIVE 20
1429 #define FONT_INPUT_2_ACTIVE 21
1430 #define FONT_INPUT_1 22
1431 #define FONT_INPUT_2 23
1432 #define FONT_OPTION_OFF 24
1433 #define FONT_OPTION_ON 25
1434 #define FONT_VALUE_1 26
1435 #define FONT_VALUE_2 27
1436 #define FONT_VALUE_OLD 28
1437 #define FONT_LEVEL_NUMBER 29
1438 #define FONT_TAPE_RECORDER 30
1439 #define FONT_GAME_INFO 31
1441 #define NUM_FONTS 32
1442 #define NUM_INITIAL_FONTS 4
1444 /* values for game_status (must match special image configuration suffixes) */
1445 #define GAME_MODE_DEFAULT 0
1446 #define GAME_MODE_MAIN 1
1447 #define GAME_MODE_LEVELS 2
1448 #define GAME_MODE_SCORES 3
1449 #define GAME_MODE_EDITOR 4
1450 #define GAME_MODE_INFO 5
1451 #define GAME_MODE_SETUP 6
1452 #define GAME_MODE_PLAYING 7
1453 #define GAME_MODE_PSEUDO_DOOR 8
1454 #define GAME_MODE_PSEUDO_PREVIEW 9
1455 #define GAME_MODE_PSEUDO_CRUMBLED 10
1457 /* there are no special config file suffixes for these modes */
1458 #define GAME_MODE_PSEUDO_TYPENAME 11
1459 #define GAME_MODE_QUIT 12
1461 /* special definitions currently only used for custom artwork configuration */
1462 #define MUSIC_PREFIX_BACKGROUND 0
1463 #define NUM_MUSIC_PREFIXES 1
1464 #define MAX_LEVELS 1000
1466 /* definitions for demo animation lists */
1467 #define HELPANIM_LIST_NEXT -1
1468 #define HELPANIM_LIST_END -999
1471 /* program information and versioning definitions */
1473 #define RELEASE_311 FALSE
1476 #define PROGRAM_VERSION_MAJOR 3
1477 #define PROGRAM_VERSION_MINOR 1
1478 #define PROGRAM_VERSION_PATCH 2
1479 #define PROGRAM_VERSION_BUILD 0
1481 /* !!! make sure that packaging script can find unique version number !!! */
1482 #define PROGRAM_VERSION_MAJOR 3
1483 #define PROGRAM_VERSION_MINOR 2
1484 #define PROGRAM_VERSION_PATCH 0
1485 #define PROGRAM_VERSION_BUILD 3
1488 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1489 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1490 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
1492 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1493 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1494 #define FILENAME_PREFIX "Rocks"
1496 #if defined(PLATFORM_UNIX)
1497 #define USERDATA_DIRECTORY ".rocksndiamonds"
1498 #elif defined(PLATFORM_WIN32)
1499 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1501 #define USERDATA_DIRECTORY "userdata"
1504 #define X11_ICON_FILENAME "rocks_icon.xbm"
1505 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1506 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1508 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1509 ** currently supported/known file version numbers:
1511 ** 1.2 (still in use)
1512 ** 1.4 (still in use)
1515 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1516 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1517 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1518 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1520 /* file version does not change for every program version, but is changed
1521 when new features are introduced that are incompatible with older file
1522 versions, so that they can be treated accordingly */
1523 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1525 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1526 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1527 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1528 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1530 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1531 PROGRAM_VERSION_MINOR, \
1532 PROGRAM_VERSION_PATCH, \
1533 PROGRAM_VERSION_BUILD)
1535 /* values for game_emulation */
1537 #define EMU_BOULDERDASH 1
1538 #define EMU_SOKOBAN 2
1539 #define EMU_SUPAPLEX 3
1541 /* values for level file type identifier */
1542 #define LEVEL_FILE_TYPE_UNKNOWN 0
1543 #define LEVEL_FILE_TYPE_RND 1
1544 #define LEVEL_FILE_TYPE_BD 2
1545 #define LEVEL_FILE_TYPE_EM 3
1546 #define LEVEL_FILE_TYPE_SP 4
1547 #define LEVEL_FILE_TYPE_DX 5
1548 #define LEVEL_FILE_TYPE_SB 6
1549 #define LEVEL_FILE_TYPE_DC 7
1551 #define NUM_LEVEL_FILE_TYPES 8
1553 /* values for game engine type identifier */
1554 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1555 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1556 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1558 #define NUM_ENGINE_TYPES 3
1563 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1564 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1566 int scrollbar_xoffset;
1568 int list_size[NUM_SPECIAL_GFX_ARGS];
1570 int sound[NUM_SPECIAL_GFX_ARGS];
1571 int music[NUM_SPECIAL_GFX_ARGS];
1583 char Name[MAX_PLAYER_NAME_LEN + 1];
1589 boolean present; /* player present in level playfield */
1590 boolean connected; /* player connected (locally or via network) */
1591 boolean active; /* player present and connected */
1593 int index_nr; /* player number (0 to 3) */
1594 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1595 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1596 int client_nr; /* network client identifier */
1598 byte action; /* action from local input device */
1599 byte effective_action; /* action acknowledged from network server
1600 or summarized over all configured input
1601 devices when in single player mode */
1602 byte programmed_action; /* action forced by game itself (like moving
1603 through doors); overrides other actions */
1605 int jx, jy, last_jx, last_jy;
1606 int MovDir, MovPos, GfxDir, GfxPos;
1607 int Frame, StepFrame;
1611 boolean use_murphy_graphic;
1613 boolean block_last_field;
1614 int block_delay_adjustment; /* needed for different engine versions */
1616 boolean can_fall_into_acid;
1618 boolean LevelSolved, GameOver;
1624 boolean is_auto_moving;
1626 boolean is_snapping;
1627 boolean is_collecting;
1629 boolean is_switching;
1630 boolean is_dropping;
1633 boolean is_sleeping;
1635 int frame_counter_bored;
1636 int frame_counter_sleeping;
1638 int anim_delay_counter;
1639 int post_delay_counter;
1641 int action_waiting, last_action_waiting;
1642 int special_action_bored;
1643 int special_action_sleeping;
1645 int num_special_action_bored;
1646 int num_special_action_sleeping;
1648 int switch_x, switch_y;
1653 #if 1 /* USE_NEW_MOVE_DELAY */
1655 int move_delay_value;
1657 unsigned long move_delay;
1658 int move_delay_value;
1661 int move_delay_reset_counter;
1663 #if 1 /* USE_NEW_PUSH_DELAY */
1665 int push_delay_value;
1667 unsigned long push_delay;
1668 unsigned long push_delay_value;
1671 unsigned long actual_frame_counter;
1678 int gems_still_needed;
1679 int sokobanfields_still_needed;
1680 int lights_still_needed;
1681 int friends_still_needed;
1682 int key[MAX_NUM_KEYS];
1683 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1684 int shield_normal_time_left;
1685 int shield_deadly_time_left;
1687 int inventory_element[MAX_INVENTORY_SIZE];
1688 int inventory_infinite_element;
1694 int music[MAX_LEVELS];
1697 struct LevelFileInfo
1708 struct LevelFileInfo file_info;
1710 int game_engine_type;
1712 /* level stored in native format for the alternative native game engines */
1713 struct LevelInfo_EM *native_em_level;
1715 int file_version; /* file format version the level is stored with */
1716 int game_version; /* game release version the level was created with */
1718 boolean encoding_16bit_field; /* level contains 16-bit elements */
1719 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1720 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1724 int time; /* available time (seconds) */
1727 char name[MAX_LEVEL_NAME_LEN + 1];
1728 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1730 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1731 int envelope_xsize[4], envelope_ysize[4];
1733 int score[LEVEL_SCORE_ELEMENTS];
1735 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1736 int num_yamyam_contents;
1741 int time_magic_wall;
1746 /* values for the new EMC elements */
1747 int android_move_time;
1748 int android_clone_time;
1749 boolean ball_random;
1750 boolean ball_state_initial;
1757 int wind_direction_initial;
1758 int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1759 boolean android_array[16];
1761 int can_move_into_acid_bits; /* bitfield to store property for elements */
1762 int dont_collide_with_bits; /* bitfield to store property for elements */
1764 boolean double_speed;
1765 boolean initial_gravity;
1766 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1767 boolean use_spring_bug; /* for compatibility with old levels */
1768 boolean instant_relocation; /* no visual delay when relocating player */
1769 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1770 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1772 boolean block_last_field; /* player blocks previous field while moving */
1773 boolean sp_block_last_field; /* player blocks previous field while moving */
1775 #if 0 /* !!! THIS IS NOT A LEVEL SETTING => LOGIC MOVED TO "game.c" !!! */
1776 int block_delay; /* delay for blocking previous field */
1777 int sp_block_delay; /* delay for blocking previous field */
1780 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1781 int use_step_counter; /* count steps instead of seconds for level */
1783 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1785 boolean use_custom_template; /* use custom properties from template file */
1787 boolean no_valid_file; /* set when level file missing or invalid */
1789 boolean changed; /* set when level was changed in the editor */
1794 int file_version; /* file format version the tape is stored with */
1795 int game_version; /* game release version the tape was created with */
1796 int engine_version; /* game engine version the tape was recorded with */
1798 char *level_identifier;
1800 unsigned long random_seed;
1802 unsigned long counter;
1803 unsigned long length;
1804 unsigned long length_seconds;
1805 unsigned int delay_played;
1806 boolean pause_before_death;
1807 boolean recording, playing, pausing;
1808 boolean fast_forward;
1809 boolean warp_forward;
1810 boolean deactivate_display;
1812 boolean auto_play_level_solved;
1813 boolean quick_resume;
1814 boolean single_step;
1816 boolean player_participates[MAX_PLAYERS];
1817 int num_participating_players;
1821 byte action[MAX_PLAYERS];
1823 } pos[MAX_TAPE_LEN];
1825 boolean no_valid_file; /* set when tape file missing or invalid */
1830 /* values for engine initialization */
1831 int default_push_delay_fixed;
1832 int default_push_delay_random;
1834 /* constant within running game */
1837 int initial_move_delay;
1838 int initial_move_delay_value;
1839 int initial_push_delay_value;
1841 /* flags to handle bugs in and changes between different engine versions */
1842 /* (for the latest engine version, these flags should always be "FALSE") */
1843 boolean use_change_when_pushing_bug;
1844 boolean use_block_last_field_bug;
1846 /* variable within running game */
1847 int yamyam_content_nr;
1848 boolean magic_wall_active;
1849 int magic_wall_time_left;
1850 int light_time_left;
1851 int timegate_time_left;
1857 boolean explosions_delayed;
1858 boolean envelope_active;
1860 /* values for player idle animation (no effect on engine) */
1861 int player_boring_delay_fixed;
1862 int player_boring_delay_random;
1863 int player_sleeping_delay_fixed;
1864 int player_sleeping_delay_random;
1869 char *autoplay_leveldir;
1870 int autoplay_level[MAX_TAPES_PER_SET];
1871 boolean autoplay_all;
1873 char *convert_leveldir;
1874 int convert_level_nr;
1878 float frames_per_second;
1879 boolean fps_slowdown;
1880 int fps_slowdown_factor;
1883 struct ElementChangeInfo
1885 boolean can_change; /* use or ignore this change info */
1888 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
1890 unsigned long events; /* change events */
1893 int trigger_player; /* player triggering change */
1894 int trigger_side; /* side triggering change */
1895 int trigger_page; /* page triggering change */
1897 short target_element; /* target element after change */
1899 int delay_fixed; /* added frame delay before changed (fixed) */
1900 int delay_random; /* added frame delay before changed (random) */
1901 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1903 short trigger_element; /* element triggering change */
1905 int target_content[3][3]; /* elements for extended change target */
1906 boolean use_target_content; /* use extended change target */
1907 boolean only_if_complete; /* only use complete target content */
1908 boolean use_random_replace; /* use random value for replacing elements */
1909 int random_percentage; /* random value for replacing elements */
1910 int replace_when; /* type of elements that can be replaced */
1912 boolean explode; /* explode instead of change */
1914 boolean use_action; /* execute action on specified condition */
1915 int action_type; /* type of action */
1916 int action_mode; /* mode of action */
1917 int action_arg; /* parameter of action */
1919 /* ---------- internal values used at runtime when playing ---------- */
1921 /* functions that are called before, while and after the change of an
1922 element -- currently only used for non-custom elements */
1923 void (*pre_change_function)(int x, int y);
1924 void (*change_function)(int x, int y);
1925 void (*post_change_function)(int x, int y);
1927 short actual_trigger_element; /* element that actually triggered change */
1928 int actual_trigger_player; /* player which actually triggered change */
1930 /* ---------- internal values used in level editor ---------- */
1932 int direct_action; /* change triggered by actions on element */
1933 int other_action; /* change triggered by other element actions */
1936 struct ElementGroupInfo
1938 int num_elements; /* number of elements in this group */
1939 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1941 int choice_mode; /* how to choose element from group */
1943 /* ---------- internal values used at runtime when playing ---------- */
1945 /* the following is the same as above, but with recursively resolved group
1946 elements (group elements may also contain further group elements!) */
1947 int num_elements_resolved;
1948 short element_resolved[NUM_FILE_ELEMENTS];
1950 int choice_pos; /* current element choice position */
1953 struct ElementNameInfo
1955 /* ---------- token and description strings ---------- */
1957 char *token_name; /* element token used in config files */
1958 char *class_name; /* element class used in config files */
1959 char *editor_description; /* pre-defined description for level editor */
1964 /* ---------- token and description strings ---------- */
1966 char *token_name; /* element token used in config files */
1967 char *class_name; /* element class used in config files */
1968 char *editor_description; /* pre-defined description for level editor */
1969 char *custom_description; /* alternative description from config file */
1970 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1972 /* ---------- graphic and sound definitions ---------- */
1974 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1975 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1976 /* special graphics for left/right/up/down */
1978 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1979 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1980 /* crumbled graphics for left/right/up/down */
1982 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1983 /* special graphics for certain screens */
1985 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1987 /* ---------- special element property values ---------- */
1989 boolean use_gfx_element; /* use custom graphic element */
1990 short gfx_element; /* optional custom graphic element */
1992 int access_direction; /* accessible from which direction */
1994 int collect_score; /* score value for collecting */
1995 int collect_count; /* count value for collecting */
1997 int push_delay_fixed; /* constant delay before pushing */
1998 int push_delay_random; /* additional random delay before pushing */
1999 int drop_delay_fixed; /* constant delay after dropping */
2000 int drop_delay_random; /* additional random delay after dropping */
2001 int move_delay_fixed; /* constant delay after moving */
2002 int move_delay_random; /* additional random delay after moving */
2004 int move_pattern; /* direction movable element moves to */
2005 int move_direction_initial; /* initial direction element moves to */
2006 int move_stepsize; /* step size element moves with */
2008 int move_enter_element; /* element that can be entered (and removed) */
2009 int move_leave_element; /* element that can be left behind */
2010 int move_leave_type; /* change (limited) or leave (unlimited) */
2012 int slippery_type; /* how/where other elements slip away */
2014 int content[3][3]; /* new elements after explosion */
2016 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2017 int explosion_delay; /* duration of explosion of this element */
2018 int ignition_delay; /* delay for explosion by other explosion */
2020 int counter_initial; /* initial value of generic CE counter */
2022 struct ElementChangeInfo *change_page; /* actual list of change pages */
2023 struct ElementChangeInfo *change; /* pointer to current change page */
2025 int num_change_pages; /* actual number of change pages */
2026 int current_change_page; /* currently edited change page */
2028 struct ElementGroupInfo *group; /* pointer to element group info */
2030 /* ---------- internal values used at runtime when playing ---------- */
2033 boolean has_change_event[NUM_CHANGE_EVENTS];
2035 unsigned long change_events; /* bitfield for combined change events */
2038 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2039 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2041 boolean in_group[NUM_GROUP_ELEMENTS];
2044 boolean can_leave_element; /* element can leave other element behind */
2045 boolean can_leave_element_last;
2048 int counter; /* current value of generic CE counter */
2050 /* ---------- internal values used in level editor ---------- */
2052 int access_type; /* walkable or passable */
2053 int access_layer; /* accessible over/inside/under */
2054 int access_protected; /* protection against deadly elements */
2055 int walk_to_action; /* diggable/collectible/pushable */
2056 int smash_targets; /* can smash player/enemies/everything */
2057 int deadliness; /* deadly when running/colliding/touching */
2059 boolean can_explode_by_fire; /* element explodes by fire */
2060 boolean can_explode_smashed; /* element explodes when smashed */
2061 boolean can_explode_impact; /* element explodes on impact */
2063 boolean modified_settings; /* set for all modified custom elements */
2068 char *token_name; /* font token used in config files */
2070 int graphic; /* default graphic for this font */
2071 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2072 /* special graphics for certain screens */
2073 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2074 /* internal bitmap ID for special graphics */
2080 int src_x, src_y; /* start position of animation frames */
2081 int width, height; /* width/height of each animation frame */
2082 int offset_x, offset_y; /* x/y offset to next animation frame */
2083 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2084 boolean double_movement; /* animation has second movement tile */
2085 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2087 int anim_frames_per_line;
2088 int anim_start_frame;
2089 int anim_delay; /* important: delay of 1 means "no delay"! */
2091 boolean anim_global_sync;
2092 int crumbled_like; /* element for cloning crumble graphics */
2093 int diggable_like; /* element for cloning digging graphics */
2094 int border_size; /* border size for "crumbled" graphics */
2095 int scale_up_factor; /* optional factor for scaling image up */
2097 int anim_delay_fixed; /* optional delay values for bored and */
2098 int anim_delay_random; /* sleeping player animations (animation */
2099 int post_delay_fixed; /* intervall and following pause before */
2100 int post_delay_random; /* next intervall (bored animation only) */
2102 int step_offset; /* optional step offset of toon animations */
2103 int step_delay; /* optional step delay of toon animations */
2105 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2107 int draw_masked; /* optional setting for drawing envelope gfx */
2109 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2110 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2111 GC clip_gc; /* single-graphic-only clip gc for X11 */
2127 struct MusicPrefixInfo
2130 boolean is_loop_music;
2133 struct MusicFileInfo
2138 char *artist_header;
2151 struct MusicFileInfo *next;
2154 struct ElementActionInfo
2158 boolean is_loop_sound;
2161 struct ElementDirectionInfo
2167 struct SpecialSuffixInfo
2184 extern GC tile_clip_gc;
2185 extern Bitmap *pix[];
2187 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2188 extern Pixmap tile_clipmask[];
2189 extern DrawBuffer *fieldbuffer;
2190 extern DrawBuffer *drawto_field;
2192 extern int game_status;
2193 extern boolean level_editor_test_game;
2194 extern boolean network_playing;
2196 #if defined(TARGET_SDL)
2197 extern boolean network_server;
2198 extern SDL_Thread *server_thread;
2201 extern int key_joystick_mapping;
2203 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2204 extern int redraw_x1, redraw_y1;
2206 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2207 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2208 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2209 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2210 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2211 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2212 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2213 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2214 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2215 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2216 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2217 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2218 extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2219 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2220 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2221 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2222 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2223 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2224 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2225 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2226 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2227 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2228 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2229 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2230 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2232 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2234 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2235 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2236 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2237 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2238 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2240 extern int lev_fieldx, lev_fieldy;
2241 extern int scroll_x, scroll_y;
2244 extern int ScrollStepSize;
2245 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2246 extern int BorderElement;
2247 extern int GameFrameDelay;
2248 extern int FfwdFrameDelay;
2249 extern int BX1, BY1;
2250 extern int BX2, BY2;
2251 extern int SBX_Left, SBX_Right;
2252 extern int SBY_Upper, SBY_Lower;
2254 extern int ExitX, ExitY;
2255 extern int AllPlayersGone;
2257 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2258 extern boolean SiebAktiv;
2259 extern int SiebCount;
2261 extern boolean network_player_action_received;
2263 extern int graphics_action_mapping[];
2265 extern struct LevelSetInfo levelset;
2266 extern struct LevelInfo level, level_template;
2267 extern struct PlayerInfo stored_player[], *local_player;
2268 extern struct HiScore highscore[];
2269 extern struct TapeInfo tape;
2270 extern struct GameInfo game;
2271 extern struct GlobalInfo global;
2272 extern struct MenuInfo menu;
2273 extern struct DoorInfo door_1, door_2;
2274 extern struct ElementInfo element_info[];
2275 extern struct ElementNameInfo element_name_info[];
2276 extern struct ElementActionInfo element_action_info[];
2277 extern struct ElementDirectionInfo element_direction_info[];
2278 extern struct SpecialSuffixInfo special_suffix_info[];
2279 extern struct TokenIntPtrInfo image_config_vars[];
2280 extern struct FontInfo font_info[];
2281 extern struct MusicPrefixInfo music_prefix_info[];
2282 extern struct GraphicInfo *graphic_info;
2283 extern struct SoundInfo *sound_info;
2284 extern struct MusicInfo *music_info;
2285 extern struct MusicFileInfo *music_file_info;
2286 extern struct HelpAnimInfo *helpanim_info;
2287 extern SetupFileHash *helptext_info;
2288 extern struct ConfigTypeInfo image_config_suffix[];
2289 extern struct ConfigTypeInfo sound_config_suffix[];
2290 extern struct ConfigTypeInfo music_config_suffix[];
2291 extern struct ConfigInfo image_config[];
2292 extern struct ConfigInfo sound_config[];
2293 extern struct ConfigInfo music_config[];
2294 extern struct ConfigInfo helpanim_config[];
2295 extern struct ConfigInfo helptext_config[];