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_VALUE_GETS_ZERO 16
195 #define CE_VALUE_GETS_ZERO_OF_X 17
196 #define CE_BY_OTHER_ACTION 18
197 #define CE_BY_DIRECT_ACTION 19
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_NONE
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
277 #define CA_REMOVE_KEY 6
278 #define CA_SET_PLAYER_SPEED 7
279 #define CA_SET_PLAYER_GRAVITY 8
280 #define CA_SET_WIND_DIRECTION 9
281 #define CA_SET_LEVEL_GEMS 10
282 #define CA_SET_LEVEL_TIME 11
283 #define CA_SET_LEVEL_SCORE 12
284 #define CA_SET_CE_SCORE 13
285 #define CA_SET_CE_VALUE 14
287 #define CA_SET_DYNABOMB_NUMBER 15
288 #define CA_SET_DYNABOMB_SIZE 16
289 #define CA_SET_DYNABOMB_POWER 17
292 /* values for change action mode for custom elements */
293 #define CA_MODE_UNDEFINED 0
294 #define CA_MODE_SET 1
295 #define CA_MODE_ADD 2
296 #define CA_MODE_SUBTRACT 3
297 #define CA_MODE_MULTIPLY 4
298 #define CA_MODE_DIVIDE 5
299 #define CA_MODE_MODULO 6
301 /* values for change action parameters for custom elements */
314 #define CA_ARG_100 100
315 #define CA_ARG_1000 1000
316 #define CA_ARG_MAX 9999
317 #define CA_ARG_PLAYER 10000
318 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
319 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
320 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
321 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
322 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
323 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
324 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
325 #define CA_ARG_NUMBER 11000
326 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
327 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
328 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
329 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
330 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
331 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
332 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
333 #define CA_ARG_ELEMENT 12000
334 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 0)
335 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 1)
336 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 999)
337 #define CA_ARG_SPEED 13000
338 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + 1)
339 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + 2)
340 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + 4)
341 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + 8)
342 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + 16)
343 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + 32)
344 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + 50)
345 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + 200)
346 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + 0)
347 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
348 #define CA_ARG_GRAVITY 14000
349 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
350 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
351 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
352 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
353 #define CA_ARG_DIRECTION 15000
354 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
355 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
356 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
357 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
358 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
359 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_ANY_DIRECTION)
360 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
361 #define CA_ARG_UNDEFINED 19999
363 /* values for custom move patterns (bits 0 - 3: basic move directions) */
364 #define MV_BIT_TOWARDS_PLAYER 4
365 #define MV_BIT_AWAY_FROM_PLAYER 5
366 #define MV_BIT_ALONG_LEFT_SIDE 6
367 #define MV_BIT_ALONG_RIGHT_SIDE 7
368 #define MV_BIT_TURNING_LEFT 8
369 #define MV_BIT_TURNING_RIGHT 9
370 #define MV_BIT_WHEN_PUSHED 10
371 #define MV_BIT_MAZE_RUNNER 11
372 #define MV_BIT_MAZE_HUNTER 12
373 #define MV_BIT_WHEN_DROPPED 13
374 #define MV_BIT_TURNING_LEFT_RIGHT 14
375 #define MV_BIT_TURNING_RIGHT_LEFT 15
376 #define MV_BIT_TURNING_RANDOM 16
377 #define MV_BIT_WIND_DIRECTION 17
379 /* values for custom move patterns */
380 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
381 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
382 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
383 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
384 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
385 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
386 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
387 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
388 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
389 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
390 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
391 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
392 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
393 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
394 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
396 /* values for initial move direction (bits 0 - 3: basic move directions) */
397 #define MV_START_BIT_PREVIOUS 4
399 /* values for initial move direction */
400 #define MV_START_NONE (MV_NONE)
401 #define MV_START_AUTOMATIC (MV_NONE)
402 #define MV_START_LEFT (MV_LEFT)
403 #define MV_START_RIGHT (MV_RIGHT)
404 #define MV_START_UP (MV_UP)
405 #define MV_START_DOWN (MV_DOWN)
406 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
407 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
409 /* values for elements left behind by custom elements */
410 #define LEAVE_TYPE_UNLIMITED 0
411 #define LEAVE_TYPE_LIMITED 1
413 /* values for slippery property for custom elements */
414 #define SLIPPERY_ANY_RANDOM 0
415 #define SLIPPERY_ANY_LEFT_RIGHT 1
416 #define SLIPPERY_ANY_RIGHT_LEFT 2
417 #define SLIPPERY_ONLY_LEFT 3
418 #define SLIPPERY_ONLY_RIGHT 4
420 /* values for explosion type for custom elements */
421 #define EXPLODES_3X3 0
422 #define EXPLODES_1X1 1
423 #define EXPLODES_CROSS 2
425 /* macros for configurable properties */
426 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
427 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
428 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
429 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
430 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
431 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
432 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
433 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
434 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
435 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
436 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
437 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
438 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
439 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
440 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
441 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
442 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
443 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
444 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
445 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
446 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
447 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
448 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
449 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
450 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
451 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
452 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
453 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
454 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
455 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
456 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
458 /* macros for special configurable properties */
459 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
461 /* macros for special graphics properties */
462 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
464 /* macros for pre-defined properties */
465 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
466 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
467 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
468 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
469 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
470 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
471 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
472 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
473 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
474 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
475 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
476 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
477 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
478 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
479 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
480 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
481 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
482 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
483 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
484 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
485 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
486 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
487 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
488 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
489 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
491 /* macros for derived properties */
492 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
493 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
494 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
495 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
496 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
497 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
498 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
499 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
500 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
501 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
502 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
503 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
504 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
505 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
506 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
507 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
508 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
509 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
510 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
511 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
512 #define CAN_EXPLODE_BY_EXPLOSION(e) \
513 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
514 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
515 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
516 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
517 #define CAN_CHANGE_OR_HAS_ACTION(e) \
518 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
520 /* special macros used in game engine */
521 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
522 (e) <= EL_CUSTOM_END)
524 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
527 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
528 (e) <= EL_INTERNAL_CLIPBOARD_END)
530 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
531 (e) <= EL_INTERNAL_END)
533 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
534 (e) <= EL_ENVELOPE_4)
536 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
538 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
540 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
542 #define IS_KEY(e) (IS_RND_KEY(e) || \
545 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
546 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
547 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
548 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
549 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
550 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
552 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
554 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
556 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
557 (e) <= EL_EMC_GATE_8)
558 #define IS_GATE(e) (IS_RND_GATE(e) || \
561 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
562 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
563 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
564 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
565 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
566 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
568 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
569 (e) <= EL_GATE_4_GRAY)
570 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
571 (e) <= EL_EM_GATE_4_GRAY)
572 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
573 (e) <= EL_EMC_GATE_8_GRAY)
574 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
575 IS_EM_GATE_GRAY(e) || \
577 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
578 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
579 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
580 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
581 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
582 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
584 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
585 element_info[e].gfx_element : e)
587 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
588 /* (solution: add separate "use sound of element" to level file and editor) */
590 #define SND_ELEMENT(e) GFX_ELEMENT(e)
592 #define SND_ELEMENT(e) (e)
595 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
597 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
598 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
600 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
601 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
602 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
604 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
605 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
606 (e) == EL_EMERALD ? EL_DIAMOND : \
607 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
608 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
609 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
611 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
612 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
614 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
615 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
616 #define TAPE_IS_EMPTY(x) ((x).length == 0)
617 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
619 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
620 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
622 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
623 IS_PROTECTED(Back[x][y]))
624 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
625 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
626 ENEMY_PROTECTED_FIELD(x, y))
627 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
628 EXPLOSION_PROTECTED_FIELD(x, y))
630 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
631 (p)->switch_x == (x) && (p)->switch_y == (y))
633 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
634 (p)->drop_x == (x) && (p)->drop_y == (y))
636 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
638 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
639 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
640 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
642 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
643 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
644 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
645 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
647 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
650 /* fundamental game speed values */
651 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
652 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
653 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
654 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
655 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
656 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
658 /* boundaries of arrays etc. */
659 #define MAX_LEVEL_NAME_LEN 32
660 #define MAX_LEVEL_AUTHOR_LEN 32
661 #define MAX_ELEMENT_NAME_LEN 32
662 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
663 #define MAX_TAPES_PER_SET 1024
664 #define MAX_SCORE_ENTRIES 100
665 #define MAX_NUM_AMOEBA 100
666 #define MAX_INVENTORY_SIZE 1000
667 #define STD_NUM_KEYS 4
668 #define MAX_NUM_KEYS 8
670 #define NUM_BELT_PARTS 3
671 #define MIN_ENVELOPE_XSIZE 1
672 #define MIN_ENVELOPE_YSIZE 1
673 #define MAX_ENVELOPE_XSIZE 30
674 #define MAX_ENVELOPE_YSIZE 20
675 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
676 #define MIN_CHANGE_PAGES 1
677 #define MAX_CHANGE_PAGES 32
678 #define MIN_ELEMENTS_IN_GROUP 1
679 #define MAX_ELEMENTS_IN_GROUP 16
681 /* values for elements with content */
682 #define MIN_ELEMENT_CONTENTS 1
683 #define STD_ELEMENT_CONTENTS 4
684 #define MAX_ELEMENT_CONTENTS 8
686 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
688 /* often used screen positions */
691 #define REAL_SX (SX - 2)
692 #define REAL_SY (SY - 2)
700 #define TILEX TILESIZE
701 #define TILEY TILESIZE
702 #define MINI_TILESIZE (TILESIZE / 2)
703 #define MINI_TILEX MINI_TILESIZE
704 #define MINI_TILEY MINI_TILESIZE
705 #define MICRO_TILESIZE (TILESIZE / 8)
706 #define MICRO_TILEX MICRO_TILESIZE
707 #define MICRO_TILEY MICRO_TILESIZE
708 #define MIDPOSX (SCR_FIELDX / 2)
709 #define MIDPOSY (SCR_FIELDY / 2)
710 #define SXSIZE (SCR_FIELDX * TILEX)
711 #define SYSIZE (SCR_FIELDY * TILEY)
712 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
713 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
716 #define VXSIZE DXSIZE
718 #define EXSIZE DXSIZE
719 #define EYSIZE (VYSIZE + 44)
720 #define FULL_SXSIZE (2 + SXSIZE + 2)
721 #define FULL_SYSIZE (2 + SYSIZE + 2)
722 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
723 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
724 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
725 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
726 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
727 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
730 /* score for elements */
734 #define SC_SPACESHIP 3
739 #define SC_DYNAMITE 8
741 #define SC_TIME_BONUS 10
742 #define SC_CRYSTAL 11
747 /* "real" level file elements */
748 #define EL_UNDEFINED -1
750 #define EL_EMPTY_SPACE 0
751 #define EL_EMPTY EL_EMPTY_SPACE
754 #define EL_WALL_SLIPPERY 3
756 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
758 #define EL_EXIT_CLOSED 7
759 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
761 #define EL_SPACESHIP 10
764 #define EL_STEELWALL 13
765 #define EL_DIAMOND 14
766 #define EL_AMOEBA_DEAD 15
767 #define EL_QUICKSAND_EMPTY 16
768 #define EL_QUICKSAND_FULL 17
769 #define EL_AMOEBA_DROP 18
771 #define EL_MAGIC_WALL 20
772 #define EL_SPEED_PILL 21
774 #define EL_AMOEBA_WET 23
775 #define EL_AMOEBA_DRY 24
777 #define EL_GAME_OF_LIFE 26
778 #define EL_BIOMAZE 27
779 #define EL_DYNAMITE_ACTIVE 28
780 #define EL_STONEBLOCK 29
781 #define EL_ROBOT_WHEEL 30
782 #define EL_ROBOT_WHEEL_ACTIVE 31
791 #define EL_GATE_1_GRAY 40
792 #define EL_GATE_2_GRAY 41
793 #define EL_GATE_3_GRAY 42
794 #define EL_GATE_4_GRAY 43
795 #define EL_DYNAMITE 44
797 #define EL_INVISIBLE_WALL 46
799 #define EL_LAMP_ACTIVE 48
800 #define EL_WALL_EMERALD 49
801 #define EL_WALL_DIAMOND 50
802 #define EL_AMOEBA_FULL 51
803 #define EL_BD_AMOEBA 52
804 #define EL_TIME_ORB_FULL 53
805 #define EL_TIME_ORB_EMPTY 54
806 #define EL_EXPANDABLE_WALL 55
807 #define EL_BD_DIAMOND 56
808 #define EL_EMERALD_YELLOW 57
809 #define EL_WALL_BD_DIAMOND 58
810 #define EL_WALL_EMERALD_YELLOW 59
811 #define EL_DARK_YAMYAM 60
812 #define EL_BD_MAGIC_WALL 61
813 #define EL_INVISIBLE_STEELWALL 62
814 #define EL_SOKOBAN_FIELD_PLAYER 63
815 #define EL_DYNABOMB_INCREASE_NUMBER 64
816 #define EL_DYNABOMB_INCREASE_SIZE 65
817 #define EL_DYNABOMB_INCREASE_POWER 66
818 #define EL_SOKOBAN_OBJECT 67
819 #define EL_SOKOBAN_FIELD_EMPTY 68
820 #define EL_SOKOBAN_FIELD_FULL 69
821 #define EL_BD_BUTTERFLY_RIGHT 70
822 #define EL_BD_BUTTERFLY_UP 71
823 #define EL_BD_BUTTERFLY_LEFT 72
824 #define EL_BD_BUTTERFLY_DOWN 73
825 #define EL_BD_FIREFLY_RIGHT 74
826 #define EL_BD_FIREFLY_UP 75
827 #define EL_BD_FIREFLY_LEFT 76
828 #define EL_BD_FIREFLY_DOWN 77
829 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
830 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
831 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
832 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
833 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
834 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
835 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
836 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
837 #define EL_BD_BUTTERFLY 78
838 #define EL_BD_FIREFLY 79
839 #define EL_PLAYER_1 80
840 #define EL_PLAYER_2 81
841 #define EL_PLAYER_3 82
842 #define EL_PLAYER_4 83
843 #define EL_BUG_RIGHT 84
845 #define EL_BUG_LEFT 86
846 #define EL_BUG_DOWN 87
847 #define EL_SPACESHIP_RIGHT 88
848 #define EL_SPACESHIP_UP 89
849 #define EL_SPACESHIP_LEFT 90
850 #define EL_SPACESHIP_DOWN 91
851 #define EL_PACMAN_RIGHT 92
852 #define EL_PACMAN_UP 93
853 #define EL_PACMAN_LEFT 94
854 #define EL_PACMAN_DOWN 95
855 #define EL_EMERALD_RED 96
856 #define EL_EMERALD_PURPLE 97
857 #define EL_WALL_EMERALD_RED 98
858 #define EL_WALL_EMERALD_PURPLE 99
859 #define EL_ACID_POOL_TOPLEFT 100
860 #define EL_ACID_POOL_TOPRIGHT 101
861 #define EL_ACID_POOL_BOTTOMLEFT 102
862 #define EL_ACID_POOL_BOTTOM 103
863 #define EL_ACID_POOL_BOTTOMRIGHT 104
864 #define EL_BD_WALL 105
865 #define EL_BD_ROCK 106
866 #define EL_EXIT_OPEN 107
867 #define EL_BLACK_ORB 108
868 #define EL_AMOEBA_TO_DIAMOND 109
870 #define EL_PENGUIN 111
871 #define EL_SATELLITE 112
872 #define EL_ARROW_LEFT 113
873 #define EL_ARROW_RIGHT 114
874 #define EL_ARROW_UP 115
875 #define EL_ARROW_DOWN 116
877 #define EL_DRAGON 118
879 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
881 #define EL_CHAR_START 120
882 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
883 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
885 #include "conf_chr.h" /* include auto-generated data structure definitions */
887 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
888 #define EL_CHAR_END (EL_CHAR_START + 79)
890 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
892 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
893 #define EL_EXPANDABLE_WALL_VERTICAL 201
894 #define EL_EXPANDABLE_WALL_ANY 202
896 #define EL_EM_GATE_1 203
897 #define EL_EM_GATE_2 204
898 #define EL_EM_GATE_3 205
899 #define EL_EM_GATE_4 206
901 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
902 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
903 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
905 #define EL_SP_START 210
906 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
907 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
908 #define EL_SP_ZONK (EL_SP_START + 1)
909 #define EL_SP_BASE (EL_SP_START + 2)
910 #define EL_SP_MURPHY (EL_SP_START + 3)
911 #define EL_SP_INFOTRON (EL_SP_START + 4)
912 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
913 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
914 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
915 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
916 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
917 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
918 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
919 #define EL_SP_PORT_UP (EL_SP_START + 12)
920 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
921 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
922 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
923 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
924 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
925 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
926 #define EL_SP_TERMINAL (EL_SP_START + 19)
927 #define EL_SP_DISK_RED (EL_SP_START + 20)
928 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
929 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
930 #define EL_SP_PORT_ANY (EL_SP_START + 23)
931 #define EL_SP_ELECTRON (EL_SP_START + 24)
932 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
933 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
934 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
935 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
936 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
937 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
938 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
939 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
940 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
941 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
942 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
943 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
944 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
945 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
946 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
947 #define EL_SP_END (EL_SP_START + 39)
949 #define EL_EM_GATE_1_GRAY 250
950 #define EL_EM_GATE_2_GRAY 251
951 #define EL_EM_GATE_3_GRAY 252
952 #define EL_EM_GATE_4_GRAY 253
954 #define EL_UNUSED_254 254
955 #define EL_UNUSED_255 255
958 #define EL_CRYSTAL 257
959 #define EL_WALL_PEARL 258
960 #define EL_WALL_CRYSTAL 259
961 #define EL_DOOR_WHITE 260
962 #define EL_DOOR_WHITE_GRAY 261
963 #define EL_KEY_WHITE 262
964 #define EL_SHIELD_NORMAL 263
965 #define EL_EXTRA_TIME 264
966 #define EL_SWITCHGATE_OPEN 265
967 #define EL_SWITCHGATE_CLOSED 266
968 #define EL_SWITCHGATE_SWITCH_UP 267
969 #define EL_SWITCHGATE_SWITCH_DOWN 268
971 #define EL_UNUSED_269 269
972 #define EL_UNUSED_270 270
974 #define EL_CONVEYOR_BELT_1_LEFT 271
975 #define EL_CONVEYOR_BELT_1_MIDDLE 272
976 #define EL_CONVEYOR_BELT_1_RIGHT 273
977 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
978 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
979 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
980 #define EL_CONVEYOR_BELT_2_LEFT 277
981 #define EL_CONVEYOR_BELT_2_MIDDLE 278
982 #define EL_CONVEYOR_BELT_2_RIGHT 279
983 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
984 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
985 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
986 #define EL_CONVEYOR_BELT_3_LEFT 283
987 #define EL_CONVEYOR_BELT_3_MIDDLE 284
988 #define EL_CONVEYOR_BELT_3_RIGHT 285
989 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
990 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
991 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
992 #define EL_CONVEYOR_BELT_4_LEFT 289
993 #define EL_CONVEYOR_BELT_4_MIDDLE 290
994 #define EL_CONVEYOR_BELT_4_RIGHT 291
995 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
996 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
997 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
998 #define EL_LANDMINE 295
999 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1000 #define EL_LIGHT_SWITCH 297
1001 #define EL_LIGHT_SWITCH_ACTIVE 298
1002 #define EL_SIGN_EXCLAMATION 299
1003 #define EL_SIGN_RADIOACTIVITY 300
1004 #define EL_SIGN_STOP 301
1005 #define EL_SIGN_WHEELCHAIR 302
1006 #define EL_SIGN_PARKING 303
1007 #define EL_SIGN_ONEWAY 304
1008 #define EL_SIGN_HEART 305
1009 #define EL_SIGN_TRIANGLE 306
1010 #define EL_SIGN_ROUND 307
1011 #define EL_SIGN_EXIT 308
1012 #define EL_SIGN_YINYANG 309
1013 #define EL_SIGN_OTHER 310
1014 #define EL_MOLE_LEFT 311
1015 #define EL_MOLE_RIGHT 312
1016 #define EL_MOLE_UP 313
1017 #define EL_MOLE_DOWN 314
1018 #define EL_STEELWALL_SLIPPERY 315
1019 #define EL_INVISIBLE_SAND 316
1020 #define EL_DX_UNKNOWN_15 317
1021 #define EL_DX_UNKNOWN_42 318
1023 #define EL_UNUSED_319 319
1024 #define EL_UNUSED_320 320
1026 #define EL_SHIELD_DEADLY 321
1027 #define EL_TIMEGATE_OPEN 322
1028 #define EL_TIMEGATE_CLOSED 323
1029 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1030 #define EL_TIMEGATE_SWITCH 325
1032 #define EL_BALLOON 326
1033 #define EL_BALLOON_SWITCH_LEFT 327
1034 #define EL_BALLOON_SWITCH_RIGHT 328
1035 #define EL_BALLOON_SWITCH_UP 329
1036 #define EL_BALLOON_SWITCH_DOWN 330
1037 #define EL_BALLOON_SWITCH_ANY 331
1039 #define EL_EMC_STEELWALL_1 332
1040 #define EL_EMC_STEELWALL_2 333
1041 #define EL_EMC_STEELWALL_3 334
1042 #define EL_EMC_STEELWALL_4 335
1043 #define EL_EMC_WALL_1 336
1044 #define EL_EMC_WALL_2 337
1045 #define EL_EMC_WALL_3 338
1046 #define EL_EMC_WALL_4 339
1047 #define EL_EMC_WALL_5 340
1048 #define EL_EMC_WALL_6 341
1049 #define EL_EMC_WALL_7 342
1050 #define EL_EMC_WALL_8 343
1052 #define EL_TUBE_ANY 344
1053 #define EL_TUBE_VERTICAL 345
1054 #define EL_TUBE_HORIZONTAL 346
1055 #define EL_TUBE_VERTICAL_LEFT 347
1056 #define EL_TUBE_VERTICAL_RIGHT 348
1057 #define EL_TUBE_HORIZONTAL_UP 349
1058 #define EL_TUBE_HORIZONTAL_DOWN 350
1059 #define EL_TUBE_LEFT_UP 351
1060 #define EL_TUBE_LEFT_DOWN 352
1061 #define EL_TUBE_RIGHT_UP 353
1062 #define EL_TUBE_RIGHT_DOWN 354
1063 #define EL_SPRING 355
1065 #define EL_DX_SUPABOMB 357
1067 #define EL_UNUSED_358 358
1068 #define EL_UNUSED_359 359
1070 /* ---------- begin of custom elements section ----------------------------- */
1071 #define EL_CUSTOM_START 360
1073 #include "conf_cus.h" /* include auto-generated data structure definitions */
1075 #define NUM_CUSTOM_ELEMENTS 256
1076 #define EL_CUSTOM_END 615
1077 /* ---------- end of custom elements section ------------------------------- */
1079 #define EL_EM_KEY_1 616
1080 #define EL_EM_KEY_2 617
1081 #define EL_EM_KEY_3 618
1082 #define EL_EM_KEY_4 619
1083 #define EL_ENVELOPE_1 620
1084 #define EL_ENVELOPE_2 621
1085 #define EL_ENVELOPE_3 622
1086 #define EL_ENVELOPE_4 623
1088 /* ---------- begin of group elements section ------------------------------ */
1089 #define EL_GROUP_START 624
1091 #include "conf_grp.h" /* include auto-generated data structure definitions */
1093 #define NUM_GROUP_ELEMENTS 32
1094 #define EL_GROUP_END 655
1095 /* ---------- end of custom elements section ------------------------------- */
1097 #define EL_UNKNOWN 656
1098 #define EL_TRIGGER_ELEMENT 657
1099 #define EL_TRIGGER_PLAYER 658
1101 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1102 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1103 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1104 #define EL_SP_GRAVITY_ON_PORT_UP 662
1105 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1106 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1107 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1108 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1111 /* the following EMC style elements are currently not implemented in R'n'D */
1112 #define EL_BALLOON_SWITCH_NONE 667
1113 #define EL_EMC_GATE_5 668
1114 #define EL_EMC_GATE_6 669
1115 #define EL_EMC_GATE_7 670
1116 #define EL_EMC_GATE_8 671
1117 #define EL_EMC_GATE_5_GRAY 672
1118 #define EL_EMC_GATE_6_GRAY 673
1119 #define EL_EMC_GATE_7_GRAY 674
1120 #define EL_EMC_GATE_8_GRAY 675
1121 #define EL_EMC_KEY_5 676
1122 #define EL_EMC_KEY_6 677
1123 #define EL_EMC_KEY_7 678
1124 #define EL_EMC_KEY_8 679
1125 #define EL_EMC_ANDROID 680
1126 #define EL_EMC_GRASS 681
1127 #define EL_EMC_MAGIC_BALL 682
1128 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1129 #define EL_EMC_MAGIC_BALL_SWITCH 684
1130 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1131 #define EL_EMC_SPRING_BUMPER 686
1132 #define EL_EMC_PLANT 687
1133 #define EL_EMC_LENSES 688
1134 #define EL_EMC_MAGNIFIER 689
1135 #define EL_EMC_WALL_9 690
1136 #define EL_EMC_WALL_10 691
1137 #define EL_EMC_WALL_11 692
1138 #define EL_EMC_WALL_12 693
1139 #define EL_EMC_WALL_13 694
1140 #define EL_EMC_WALL_14 695
1141 #define EL_EMC_WALL_15 696
1142 #define EL_EMC_WALL_16 697
1143 #define EL_EMC_WALL_SLIPPERY_1 698
1144 #define EL_EMC_WALL_SLIPPERY_2 699
1145 #define EL_EMC_WALL_SLIPPERY_3 700
1146 #define EL_EMC_WALL_SLIPPERY_4 701
1147 #define EL_EMC_FAKE_GRASS 702
1148 #define EL_EMC_FAKE_ACID 703
1149 #define EL_EMC_DRIPPER 704
1151 #define NUM_FILE_ELEMENTS 705
1154 /* "real" (and therefore drawable) runtime elements */
1155 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1157 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1158 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1159 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1160 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1161 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1162 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1163 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1164 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1165 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1166 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1167 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1168 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1169 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1170 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1171 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1172 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1173 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1174 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1175 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1176 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1177 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1178 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1179 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1180 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1181 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1182 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1183 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1184 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1185 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1186 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1187 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1188 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1189 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1190 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1191 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1192 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1193 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1194 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1195 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1196 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1197 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1198 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1199 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1200 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1201 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1203 /* "unreal" (and therefore not drawable) runtime elements */
1204 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1206 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1207 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1208 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1209 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1210 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1211 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1212 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1213 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1214 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1215 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1216 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1217 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1218 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1219 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1220 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1221 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1222 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1223 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1224 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18)
1226 /* dummy elements (never used as game elements, only used as graphics) */
1227 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 19)
1229 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1230 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1231 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1232 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1233 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1234 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1235 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1236 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1237 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1238 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1239 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1240 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1241 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1242 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1243 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1244 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1245 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1246 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1247 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1248 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1249 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1250 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1251 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1252 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1253 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1255 /* internal elements (only used for internal purposes like copying) */
1256 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1258 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1259 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1260 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1261 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1263 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1264 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1265 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1266 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1268 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1271 /* values for graphics/sounds action types */
1272 #define ACTION_DEFAULT 0
1273 #define ACTION_WAITING 1
1274 #define ACTION_FALLING 2
1275 #define ACTION_MOVING 3
1276 #define ACTION_DIGGING 4
1277 #define ACTION_SNAPPING 5
1278 #define ACTION_COLLECTING 6
1279 #define ACTION_DROPPING 7
1280 #define ACTION_PUSHING 8
1281 #define ACTION_WALKING 9
1282 #define ACTION_PASSING 10
1283 #define ACTION_IMPACT 11
1284 #define ACTION_BREAKING 12
1285 #define ACTION_ACTIVATING 13
1286 #define ACTION_DEACTIVATING 14
1287 #define ACTION_OPENING 15
1288 #define ACTION_CLOSING 16
1289 #define ACTION_ATTACKING 17
1290 #define ACTION_GROWING 18
1291 #define ACTION_SHRINKING 19
1292 #define ACTION_ACTIVE 20
1293 #define ACTION_FILLING 21
1294 #define ACTION_EMPTYING 22
1295 #define ACTION_CHANGING 23
1296 #define ACTION_EXPLODING 24
1297 #define ACTION_BORING 25
1298 #define ACTION_BORING_1 26
1299 #define ACTION_BORING_2 27
1300 #define ACTION_BORING_3 28
1301 #define ACTION_BORING_4 29
1302 #define ACTION_BORING_5 30
1303 #define ACTION_BORING_6 31
1304 #define ACTION_BORING_7 32
1305 #define ACTION_BORING_8 33
1306 #define ACTION_BORING_9 34
1307 #define ACTION_BORING_10 35
1308 #define ACTION_SLEEPING 36
1309 #define ACTION_SLEEPING_1 37
1310 #define ACTION_SLEEPING_2 38
1311 #define ACTION_SLEEPING_3 39
1312 #define ACTION_AWAKENING 40
1313 #define ACTION_DYING 41
1314 #define ACTION_TURNING 42
1315 #define ACTION_TURNING_FROM_LEFT 43
1316 #define ACTION_TURNING_FROM_RIGHT 44
1317 #define ACTION_TURNING_FROM_UP 45
1318 #define ACTION_TURNING_FROM_DOWN 46
1319 #define ACTION_SMASHED_BY_ROCK 47
1320 #define ACTION_SMASHED_BY_SPRING 48
1321 #define ACTION_SLURPED_BY_SPRING 49
1322 #define ACTION_TWINKLING 50
1323 #define ACTION_SPLASHING 51
1324 #define ACTION_PAGE_1 52
1325 #define ACTION_PAGE_2 53
1326 #define ACTION_PAGE_3 54
1327 #define ACTION_PAGE_4 55
1328 #define ACTION_PAGE_5 56
1329 #define ACTION_PAGE_6 57
1330 #define ACTION_PAGE_7 58
1331 #define ACTION_PAGE_8 59
1332 #define ACTION_PAGE_9 60
1333 #define ACTION_PAGE_10 61
1334 #define ACTION_PAGE_11 62
1335 #define ACTION_PAGE_12 63
1336 #define ACTION_PAGE_13 64
1337 #define ACTION_PAGE_14 65
1338 #define ACTION_PAGE_15 66
1339 #define ACTION_PAGE_16 67
1340 #define ACTION_PAGE_17 68
1341 #define ACTION_PAGE_18 69
1342 #define ACTION_PAGE_19 70
1343 #define ACTION_PAGE_20 71
1344 #define ACTION_PAGE_21 72
1345 #define ACTION_PAGE_22 73
1346 #define ACTION_PAGE_23 74
1347 #define ACTION_PAGE_24 75
1348 #define ACTION_PAGE_25 76
1349 #define ACTION_PAGE_26 77
1350 #define ACTION_PAGE_27 78
1351 #define ACTION_PAGE_28 79
1352 #define ACTION_PAGE_29 80
1353 #define ACTION_PAGE_30 81
1354 #define ACTION_PAGE_31 82
1355 #define ACTION_PAGE_32 83
1356 #define ACTION_OTHER 84
1358 #define NUM_ACTIONS 85
1360 #define ACTION_BORING_LAST ACTION_BORING_10
1361 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1364 /* values for special image configuration suffixes (must match game mode) */
1365 #define GFX_SPECIAL_ARG_DEFAULT 0
1366 #define GFX_SPECIAL_ARG_MAIN 1
1367 #define GFX_SPECIAL_ARG_LEVELS 2
1368 #define GFX_SPECIAL_ARG_SCORES 3
1369 #define GFX_SPECIAL_ARG_EDITOR 4
1370 #define GFX_SPECIAL_ARG_INFO 5
1371 #define GFX_SPECIAL_ARG_SETUP 6
1372 #define GFX_SPECIAL_ARG_PLAYING 7
1373 #define GFX_SPECIAL_ARG_DOOR 8
1374 #define GFX_SPECIAL_ARG_PREVIEW 9
1375 #define GFX_SPECIAL_ARG_CRUMBLED 10
1377 #define NUM_SPECIAL_GFX_ARGS 11
1380 /* values for image configuration suffixes */
1383 #define GFX_ARG_XPOS 2
1384 #define GFX_ARG_YPOS 3
1385 #define GFX_ARG_WIDTH 4
1386 #define GFX_ARG_HEIGHT 5
1387 #define GFX_ARG_VERTICAL 6
1388 #define GFX_ARG_OFFSET 7
1389 #define GFX_ARG_XOFFSET 8
1390 #define GFX_ARG_YOFFSET 9
1391 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1392 #define GFX_ARG_2ND_VERTICAL 11
1393 #define GFX_ARG_2ND_OFFSET 12
1394 #define GFX_ARG_2ND_XOFFSET 13
1395 #define GFX_ARG_2ND_YOFFSET 14
1396 #define GFX_ARG_2ND_SWAP_TILES 15
1397 #define GFX_ARG_FRAMES 16
1398 #define GFX_ARG_FRAMES_PER_LINE 17
1399 #define GFX_ARG_START_FRAME 18
1400 #define GFX_ARG_DELAY 19
1401 #define GFX_ARG_ANIM_MODE 20
1402 #define GFX_ARG_GLOBAL_SYNC 21
1403 #define GFX_ARG_CRUMBLED_LIKE 22
1404 #define GFX_ARG_DIGGABLE_LIKE 23
1405 #define GFX_ARG_BORDER_SIZE 24
1406 #define GFX_ARG_STEP_OFFSET 25
1407 #define GFX_ARG_STEP_DELAY 26
1408 #define GFX_ARG_DIRECTION 27
1409 #define GFX_ARG_POSITION 28
1410 #define GFX_ARG_DRAW_XOFFSET 29
1411 #define GFX_ARG_DRAW_YOFFSET 30
1412 #define GFX_ARG_DRAW_MASKED 31
1413 #define GFX_ARG_ANIM_DELAY_FIXED 32
1414 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1415 #define GFX_ARG_POST_DELAY_FIXED 34
1416 #define GFX_ARG_POST_DELAY_RANDOM 35
1417 #define GFX_ARG_NAME 36
1418 #define GFX_ARG_SCALE_UP_FACTOR 37
1419 #define GFX_ARG_CLONE_FROM 38
1421 #define NUM_GFX_ARGS 39
1424 /* values for sound configuration suffixes */
1425 #define SND_ARG_MODE_LOOP 0
1426 #define SND_ARG_VOLUME 1
1427 #define SND_ARG_PRIORITY 2
1429 #define NUM_SND_ARGS 3
1432 /* values for music configuration suffixes */
1433 #define MUS_ARG_MODE_LOOP 0
1435 #define NUM_MUS_ARGS 1
1438 /* values for font configuration */
1439 #define FONT_INITIAL_1 0
1440 #define FONT_INITIAL_2 1
1441 #define FONT_INITIAL_3 2
1442 #define FONT_INITIAL_4 3
1443 #define FONT_TITLE_1 4
1444 #define FONT_TITLE_2 5
1445 #define FONT_MENU_1 6
1446 #define FONT_MENU_2 7
1447 #define FONT_TEXT_1_ACTIVE 8
1448 #define FONT_TEXT_2_ACTIVE 9
1449 #define FONT_TEXT_3_ACTIVE 10
1450 #define FONT_TEXT_4_ACTIVE 11
1451 #define FONT_TEXT_1 12
1452 #define FONT_TEXT_2 13
1453 #define FONT_TEXT_3 14
1454 #define FONT_TEXT_4 15
1455 #define FONT_ENVELOPE_1 16
1456 #define FONT_ENVELOPE_2 17
1457 #define FONT_ENVELOPE_3 18
1458 #define FONT_ENVELOPE_4 19
1459 #define FONT_INPUT_1_ACTIVE 20
1460 #define FONT_INPUT_2_ACTIVE 21
1461 #define FONT_INPUT_1 22
1462 #define FONT_INPUT_2 23
1463 #define FONT_OPTION_OFF 24
1464 #define FONT_OPTION_ON 25
1465 #define FONT_VALUE_1 26
1466 #define FONT_VALUE_2 27
1467 #define FONT_VALUE_OLD 28
1468 #define FONT_LEVEL_NUMBER 29
1469 #define FONT_TAPE_RECORDER 30
1470 #define FONT_GAME_INFO 31
1472 #define NUM_FONTS 32
1473 #define NUM_INITIAL_FONTS 4
1475 /* values for game_status (must match special image configuration suffixes) */
1476 #define GAME_MODE_DEFAULT 0
1477 #define GAME_MODE_MAIN 1
1478 #define GAME_MODE_LEVELS 2
1479 #define GAME_MODE_SCORES 3
1480 #define GAME_MODE_EDITOR 4
1481 #define GAME_MODE_INFO 5
1482 #define GAME_MODE_SETUP 6
1483 #define GAME_MODE_PLAYING 7
1484 #define GAME_MODE_PSEUDO_DOOR 8
1485 #define GAME_MODE_PSEUDO_PREVIEW 9
1486 #define GAME_MODE_PSEUDO_CRUMBLED 10
1488 /* there are no special config file suffixes for these modes */
1489 #define GAME_MODE_PSEUDO_TYPENAME 11
1490 #define GAME_MODE_QUIT 12
1492 /* special definitions currently only used for custom artwork configuration */
1493 #define MUSIC_PREFIX_BACKGROUND 0
1494 #define NUM_MUSIC_PREFIXES 1
1495 #define MAX_LEVELS 1000
1497 /* definitions for demo animation lists */
1498 #define HELPANIM_LIST_NEXT -1
1499 #define HELPANIM_LIST_END -999
1502 /* program information and versioning definitions */
1504 #define RELEASE_3_1_2 FALSE
1507 #define PROGRAM_VERSION_MAJOR 3
1508 #define PROGRAM_VERSION_MINOR 1
1509 #define PROGRAM_VERSION_PATCH 2
1510 #define PROGRAM_VERSION_BUILD 0
1512 /* !!! make sure that packaging script can find unique version number !!! */
1513 #define PROGRAM_VERSION_MAJOR 3
1514 #define PROGRAM_VERSION_MINOR 2
1515 #define PROGRAM_VERSION_PATCH 0
1516 #define PROGRAM_VERSION_BUILD 5
1519 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1520 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1521 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2005 by Holger Schemel"
1523 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1524 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1525 #define FILENAME_PREFIX "Rocks"
1527 #if defined(PLATFORM_UNIX)
1528 #define USERDATA_DIRECTORY ".rocksndiamonds"
1529 #elif defined(PLATFORM_WIN32)
1530 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1532 #define USERDATA_DIRECTORY "userdata"
1535 #define X11_ICON_FILENAME "rocks_icon.xbm"
1536 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1537 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1539 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1540 ** currently supported/known file version numbers:
1542 ** 1.2 (still in use)
1543 ** 1.4 (still in use)
1546 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1547 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1548 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1549 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1551 /* file version does not change for every program version, but is changed
1552 when new features are introduced that are incompatible with older file
1553 versions, so that they can be treated accordingly */
1554 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1556 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1557 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1558 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1559 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1561 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1562 PROGRAM_VERSION_MINOR, \
1563 PROGRAM_VERSION_PATCH, \
1564 PROGRAM_VERSION_BUILD)
1566 /* values for game_emulation */
1568 #define EMU_BOULDERDASH 1
1569 #define EMU_SOKOBAN 2
1570 #define EMU_SUPAPLEX 3
1572 /* values for level file type identifier */
1573 #define LEVEL_FILE_TYPE_UNKNOWN 0
1574 #define LEVEL_FILE_TYPE_RND 1
1575 #define LEVEL_FILE_TYPE_BD 2
1576 #define LEVEL_FILE_TYPE_EM 3
1577 #define LEVEL_FILE_TYPE_SP 4
1578 #define LEVEL_FILE_TYPE_DX 5
1579 #define LEVEL_FILE_TYPE_SB 6
1580 #define LEVEL_FILE_TYPE_DC 7
1582 #define NUM_LEVEL_FILE_TYPES 8
1584 /* values for game engine type identifier */
1585 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1586 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1587 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1589 #define NUM_ENGINE_TYPES 3
1594 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1595 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1597 int scrollbar_xoffset;
1599 int list_size[NUM_SPECIAL_GFX_ARGS];
1601 int sound[NUM_SPECIAL_GFX_ARGS];
1602 int music[NUM_SPECIAL_GFX_ARGS];
1614 char Name[MAX_PLAYER_NAME_LEN + 1];
1625 boolean present; /* player present in level playfield */
1626 boolean connected; /* player connected (locally or via network) */
1627 boolean active; /* player present and connected */
1629 int index_nr; /* player number (0 to 3) */
1630 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1631 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1632 int client_nr; /* network client identifier */
1634 byte action; /* action from local input device */
1635 byte effective_action; /* action acknowledged from network server
1636 or summarized over all configured input
1637 devices when in single player mode */
1638 byte programmed_action; /* action forced by game itself (like moving
1639 through doors); overrides other actions */
1641 int jx, jy, last_jx, last_jy;
1642 int MovDir, MovPos, GfxDir, GfxPos;
1643 int Frame, StepFrame;
1647 boolean use_murphy_graphic;
1649 boolean block_last_field;
1650 int block_delay_adjustment; /* needed for different engine versions */
1652 boolean can_fall_into_acid;
1654 boolean LevelSolved, GameOver;
1660 boolean is_auto_moving;
1662 boolean is_snapping;
1663 boolean is_collecting;
1665 boolean is_switching;
1666 boolean is_dropping;
1669 boolean is_sleeping;
1671 int frame_counter_bored;
1672 int frame_counter_sleeping;
1674 int anim_delay_counter;
1675 int post_delay_counter;
1677 int action_waiting, last_action_waiting;
1678 int special_action_bored;
1679 int special_action_sleeping;
1681 int num_special_action_bored;
1682 int num_special_action_sleeping;
1684 int switch_x, switch_y;
1690 int move_delay_value;
1691 int move_delay_value_next;
1692 int move_delay_reset_counter;
1695 int push_delay_value;
1697 unsigned long actual_frame_counter;
1704 int gems_still_needed;
1705 int sokobanfields_still_needed;
1706 int lights_still_needed;
1707 int friends_still_needed;
1708 int key[MAX_NUM_KEYS];
1709 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1710 int shield_normal_time_left;
1711 int shield_deadly_time_left;
1713 int inventory_element[MAX_INVENTORY_SIZE];
1714 int inventory_infinite_element;
1720 int music[MAX_LEVELS];
1723 struct LevelFileInfo
1734 struct LevelFileInfo file_info;
1736 int game_engine_type;
1738 /* level stored in native format for the alternative native game engines */
1739 struct LevelInfo_EM *native_em_level;
1741 int file_version; /* file format version the level is stored with */
1742 int game_version; /* game release version the level was created with */
1744 boolean encoding_16bit_field; /* level contains 16-bit elements */
1745 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1746 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1750 int time; /* available time (seconds) */
1753 char name[MAX_LEVEL_NAME_LEN + 1];
1754 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1756 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1757 int envelope_xsize[4], envelope_ysize[4];
1759 int score[LEVEL_SCORE_ELEMENTS];
1761 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1762 int num_yamyam_contents;
1767 int game_of_life[4];
1770 int time_magic_wall;
1775 int shield_normal_time;
1776 int shield_deadly_time;
1781 /* values for the new EMC elements */
1782 int android_move_time;
1783 int android_clone_time;
1784 boolean ball_random;
1785 boolean ball_state_initial;
1792 int wind_direction_initial;
1793 struct Content ball_content[MAX_ELEMENT_CONTENTS];
1794 boolean android_array[16];
1796 int can_move_into_acid_bits; /* bitfield to store property for elements */
1797 int dont_collide_with_bits; /* bitfield to store property for elements */
1799 boolean double_speed;
1800 boolean initial_gravity;
1801 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1802 boolean use_spring_bug; /* for compatibility with old levels */
1803 boolean use_time_orb_bug; /* for compatibility with old levels */
1804 boolean instant_relocation; /* no visual delay when relocating player */
1805 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1806 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1808 boolean block_snap_field; /* snapping blocks field to show animation */
1809 boolean block_last_field; /* player blocks previous field while moving */
1810 boolean sp_block_last_field; /* player blocks previous field while moving */
1812 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1813 int use_step_counter; /* count steps instead of seconds for level */
1815 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1817 boolean use_custom_template; /* use custom properties from template file */
1819 boolean no_valid_file; /* set when level file missing or invalid */
1821 boolean changed; /* set when level was changed in the editor */
1826 int file_version; /* file format version the tape is stored with */
1827 int game_version; /* game release version the tape was created with */
1828 int engine_version; /* game engine version the tape was recorded with */
1830 char *level_identifier;
1832 unsigned long random_seed;
1834 unsigned long counter;
1835 unsigned long length;
1836 unsigned long length_seconds;
1837 unsigned int delay_played;
1838 boolean pause_before_death;
1839 boolean recording, playing, pausing;
1840 boolean fast_forward;
1841 boolean warp_forward;
1842 boolean deactivate_display;
1844 boolean auto_play_level_solved;
1845 boolean quick_resume;
1846 boolean single_step;
1848 boolean player_participates[MAX_PLAYERS];
1849 int num_participating_players;
1853 byte action[MAX_PLAYERS];
1855 } pos[MAX_TAPE_LEN];
1857 boolean no_valid_file; /* set when tape file missing or invalid */
1862 /* values for engine initialization */
1863 int default_push_delay_fixed;
1864 int default_push_delay_random;
1866 /* constant within running game */
1869 int initial_move_delay;
1870 int initial_move_delay_value;
1871 int initial_push_delay_value;
1873 /* flags to handle bugs in and changes between different engine versions */
1874 /* (for the latest engine version, these flags should always be "FALSE") */
1875 boolean use_change_when_pushing_bug;
1876 boolean use_block_last_field_bug;
1878 /* variable within running game */
1879 int yamyam_content_nr;
1880 boolean magic_wall_active;
1881 int magic_wall_time_left;
1882 int light_time_left;
1883 int timegate_time_left;
1889 boolean explosions_delayed;
1890 boolean envelope_active;
1892 /* values for player idle animation (no effect on engine) */
1893 int player_boring_delay_fixed;
1894 int player_boring_delay_random;
1895 int player_sleeping_delay_fixed;
1896 int player_sleeping_delay_random;
1898 /* values for special game initialization control */
1899 boolean restart_level;
1904 char *autoplay_leveldir;
1905 int autoplay_level[MAX_TAPES_PER_SET];
1906 boolean autoplay_all;
1908 char *convert_leveldir;
1909 int convert_level_nr;
1913 float frames_per_second;
1914 boolean fps_slowdown;
1915 int fps_slowdown_factor;
1918 struct ElementChangeInfo
1920 boolean can_change; /* use or ignore this change info */
1922 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
1924 int trigger_player; /* player triggering change */
1925 int trigger_side; /* side triggering change */
1926 int trigger_page; /* page triggering change */
1928 short target_element; /* target element after change */
1930 int delay_fixed; /* added frame delay before changed (fixed) */
1931 int delay_random; /* added frame delay before changed (random) */
1932 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1934 short trigger_element; /* element triggering change */
1936 struct Content target_content;/* elements for extended change target */
1937 boolean use_target_content; /* use extended change target */
1938 boolean only_if_complete; /* only use complete target content */
1939 boolean use_random_replace; /* use random value for replacing elements */
1940 int random_percentage; /* random value for replacing elements */
1941 int replace_when; /* type of elements that can be replaced */
1943 boolean explode; /* explode instead of change */
1945 boolean has_action; /* execute action on specified condition */
1946 int action_type; /* type of action */
1947 int action_mode; /* mode of action */
1948 int action_arg; /* parameter of action */
1950 /* ---------- internal values used at runtime when playing ---------- */
1952 /* functions that are called before, while and after the change of an
1953 element -- currently only used for non-custom elements */
1954 void (*pre_change_function)(int x, int y);
1955 void (*change_function)(int x, int y);
1956 void (*post_change_function)(int x, int y);
1958 short actual_trigger_element; /* element that actually triggered change */
1959 int actual_trigger_side; /* element side that triggered the change */
1960 int actual_trigger_player; /* player which actually triggered change */
1961 int actual_trigger_ce_value; /* CE value of element that triggered change */
1963 boolean can_change_or_has_action; /* can_change | has_action */
1965 /* ---------- internal values used in level editor ---------- */
1967 int direct_action; /* change triggered by actions on element */
1968 int other_action; /* change triggered by other element actions */
1971 struct ElementGroupInfo
1973 int num_elements; /* number of elements in this group */
1974 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1976 int choice_mode; /* how to choose element from group */
1978 /* ---------- internal values used at runtime when playing ---------- */
1980 /* the following is the same as above, but with recursively resolved group
1981 elements (group elements may also contain further group elements!) */
1982 int num_elements_resolved;
1983 short element_resolved[NUM_FILE_ELEMENTS];
1985 int choice_pos; /* current element choice position */
1988 struct ElementNameInfo
1990 /* ---------- token and description strings ---------- */
1992 char *token_name; /* element token used in config files */
1993 char *class_name; /* element class used in config files */
1994 char *editor_description; /* pre-defined description for level editor */
1999 /* ---------- token and description strings ---------- */
2001 char *token_name; /* element token used in config files */
2002 char *class_name; /* element class used in config files */
2003 char *editor_description; /* pre-defined description for level editor */
2004 char *custom_description; /* alternative description from config file */
2005 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2007 /* ---------- graphic and sound definitions ---------- */
2009 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2010 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
2011 /* special graphics for left/right/up/down */
2013 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2014 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
2015 /* crumbled graphics for left/right/up/down */
2017 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2018 /* special graphics for certain screens */
2020 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2022 /* ---------- special element property values ---------- */
2024 boolean use_gfx_element; /* use custom graphic element */
2025 short gfx_element; /* optional custom graphic element */
2027 int access_direction; /* accessible from which direction */
2029 int collect_score_initial; /* initial score value for collecting */
2030 int collect_count_initial; /* initial count value for collecting */
2032 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2033 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2034 boolean use_last_ce_value; /* use value from element before change */
2036 int push_delay_fixed; /* constant delay before pushing */
2037 int push_delay_random; /* additional random delay before pushing */
2038 int drop_delay_fixed; /* constant delay after dropping */
2039 int drop_delay_random; /* additional random delay after dropping */
2040 int move_delay_fixed; /* constant delay after moving */
2041 int move_delay_random; /* additional random delay after moving */
2043 int move_pattern; /* direction movable element moves to */
2044 int move_direction_initial; /* initial direction element moves to */
2045 int move_stepsize; /* step size element moves with */
2047 int move_enter_element; /* element that can be entered (and removed) */
2048 int move_leave_element; /* element that can be left behind */
2049 int move_leave_type; /* change (limited) or leave (unlimited) */
2051 int slippery_type; /* how/where other elements slip away */
2053 struct Content content; /* new elements after explosion */
2055 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2056 int explosion_delay; /* duration of explosion of this element */
2057 int ignition_delay; /* delay for explosion by other explosion */
2059 struct ElementChangeInfo *change_page; /* actual list of change pages */
2060 struct ElementChangeInfo *change; /* pointer to current change page */
2062 int num_change_pages; /* actual number of change pages */
2063 int current_change_page; /* currently edited change page */
2065 struct ElementGroupInfo *group; /* pointer to element group info */
2067 /* ---------- internal values used at runtime when playing ---------- */
2069 boolean has_change_event[NUM_CHANGE_EVENTS];
2071 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2072 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2074 boolean in_group[NUM_GROUP_ELEMENTS];
2076 int collect_score; /* runtime score value for collecting */
2078 /* ---------- internal values used in level editor ---------- */
2080 int access_type; /* walkable or passable */
2081 int access_layer; /* accessible over/inside/under */
2082 int access_protected; /* protection against deadly elements */
2083 int walk_to_action; /* diggable/collectible/pushable */
2084 int smash_targets; /* can smash player/enemies/everything */
2085 int deadliness; /* deadly when running/colliding/touching */
2087 boolean can_explode_by_fire; /* element explodes by fire */
2088 boolean can_explode_smashed; /* element explodes when smashed */
2089 boolean can_explode_impact; /* element explodes on impact */
2091 boolean modified_settings; /* set for all modified custom elements */
2096 char *token_name; /* font token used in config files */
2098 int graphic; /* default graphic for this font */
2099 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2100 /* special graphics for certain screens */
2101 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2102 /* internal bitmap ID for special graphics */
2108 int src_image_width; /* scaled bitmap size, but w/o small images */
2109 int src_image_height; /* scaled bitmap size, but w/o small images */
2111 int src_x, src_y; /* start position of animation frames */
2112 int width, height; /* width/height of each animation frame */
2113 int offset_x, offset_y; /* x/y offset to next animation frame */
2114 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2115 boolean double_movement; /* animation has second movement tile */
2116 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2118 int anim_frames_per_line;
2119 int anim_start_frame;
2120 int anim_delay; /* important: delay of 1 means "no delay"! */
2122 boolean anim_global_sync;
2123 int crumbled_like; /* element for cloning crumble graphics */
2124 int diggable_like; /* element for cloning digging graphics */
2125 int border_size; /* border size for "crumbled" graphics */
2126 int scale_up_factor; /* optional factor for scaling image up */
2127 int clone_from; /* graphic for cloning *all* settings */
2129 int anim_delay_fixed; /* optional delay values for bored and */
2130 int anim_delay_random; /* sleeping player animations (animation */
2131 int post_delay_fixed; /* intervall and following pause before */
2132 int post_delay_random; /* next intervall (bored animation only) */
2134 int step_offset; /* optional step offset of toon animations */
2135 int step_delay; /* optional step delay of toon animations */
2137 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2139 int draw_masked; /* optional setting for drawing envelope gfx */
2141 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2142 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2143 GC clip_gc; /* single-graphic-only clip gc for X11 */
2159 struct MusicPrefixInfo
2162 boolean is_loop_music;
2165 struct MusicFileInfo
2170 char *artist_header;
2183 struct MusicFileInfo *next;
2186 struct ElementActionInfo
2190 boolean is_loop_sound;
2193 struct ElementDirectionInfo
2199 struct SpecialSuffixInfo
2215 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2216 extern Pixmap tile_clipmask[];
2217 extern DrawBuffer *fieldbuffer;
2218 extern DrawBuffer *drawto_field;
2220 extern int game_status;
2221 extern boolean level_editor_test_game;
2222 extern boolean network_playing;
2224 #if defined(TARGET_SDL)
2225 extern boolean network_server;
2226 extern SDL_Thread *server_thread;
2229 extern int key_joystick_mapping;
2231 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2232 extern int redraw_x1, redraw_y1;
2234 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2235 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2236 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2237 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2238 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2239 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2240 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2241 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2242 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2243 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2244 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2245 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2246 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2247 extern boolean Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2248 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2249 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2250 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2251 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2252 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2253 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2254 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2255 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2256 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2257 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2258 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2259 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2261 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2263 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2264 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2265 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2266 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2267 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2269 extern int lev_fieldx, lev_fieldy;
2270 extern int scroll_x, scroll_y;
2273 extern int ScrollStepSize;
2274 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2275 extern int BorderElement;
2276 extern int GameFrameDelay;
2277 extern int FfwdFrameDelay;
2278 extern int BX1, BY1;
2279 extern int BX2, BY2;
2280 extern int SBX_Left, SBX_Right;
2281 extern int SBY_Upper, SBY_Lower;
2283 extern int ExitX, ExitY;
2284 extern int AllPlayersGone;
2286 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2287 extern boolean SiebAktiv;
2288 extern int SiebCount;
2290 extern boolean network_player_action_received;
2292 extern int graphics_action_mapping[];
2294 extern struct LevelSetInfo levelset;
2295 extern struct LevelInfo level, level_template;
2296 extern struct PlayerInfo stored_player[], *local_player;
2297 extern struct HiScore highscore[];
2298 extern struct TapeInfo tape;
2299 extern struct GameInfo game;
2300 extern struct GlobalInfo global;
2301 extern struct MenuInfo menu;
2302 extern struct DoorInfo door_1, door_2;
2303 extern struct ElementInfo element_info[];
2304 extern struct ElementNameInfo element_name_info[];
2305 extern struct ElementActionInfo element_action_info[];
2306 extern struct ElementDirectionInfo element_direction_info[];
2307 extern struct SpecialSuffixInfo special_suffix_info[];
2308 extern struct TokenIntPtrInfo image_config_vars[];
2309 extern struct FontInfo font_info[];
2310 extern struct MusicPrefixInfo music_prefix_info[];
2311 extern struct GraphicInfo *graphic_info;
2312 extern struct SoundInfo *sound_info;
2313 extern struct MusicInfo *music_info;
2314 extern struct MusicFileInfo *music_file_info;
2315 extern struct HelpAnimInfo *helpanim_info;
2316 extern SetupFileHash *helptext_info;
2317 extern struct ConfigTypeInfo image_config_suffix[];
2318 extern struct ConfigTypeInfo sound_config_suffix[];
2319 extern struct ConfigTypeInfo music_config_suffix[];
2320 extern struct ConfigInfo image_config[];
2321 extern struct ConfigInfo sound_config[];
2322 extern struct ConfigInfo music_config[];
2323 extern struct ConfigInfo helpanim_config[];
2324 extern struct ConfigInfo helptext_config[];