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 MAX_PLAYFIELD_WIDTH
54 #define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
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_EDITOR_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
153 #define EP_CAN_BE_CLONED_BY_ANDROID 81
155 /* values for internal purpose only (level editor) */
156 #define EP_WALK_TO_OBJECT 82
158 #define EP_EDITOR_CASCADE 84
159 #define EP_EDITOR_CASCADE_ACTIVE 85
160 #define EP_EDITOR_CASCADE_INACTIVE 86
162 /* values for internal purpose only (game engine) */
163 #define EP_HAS_ACTION 87
164 #define EP_CAN_CHANGE_OR_HAS_ACTION 88
166 #define NUM_ELEMENT_PROPERTIES 89
168 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
169 #define EP_BITFIELD_BASE 0
171 #define EP_BITMASK_DEFAULT 0
173 #define PROPERTY_BIT(p) (1 << ((p) % 32))
175 #define PROPERTY_VAR(e,p) (element_info[e].properties[(p) / 32])
177 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
179 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
180 #define SET_PROPERTY(e,p,v) ((v) ? \
181 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
182 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
185 /* values for change events for custom elements (stored in level file) */
187 #define CE_TOUCHED_BY_PLAYER 1
188 #define CE_PRESSED_BY_PLAYER 2
189 #define CE_PUSHED_BY_PLAYER 3
190 #define CE_DROPPED_BY_PLAYER 4
191 #define CE_HITTING_SOMETHING 5
194 #define CE_TOUCHING_X 8
195 #define CE_CHANGE_OF_X 9
196 #define CE_EXPLOSION_OF_X 10
197 #define CE_PLAYER_TOUCHES_X 11
198 #define CE_PLAYER_PRESSES_X 12
199 #define CE_PLAYER_PUSHES_X 13
200 #define CE_PLAYER_COLLECTS_X 14
201 #define CE_PLAYER_DROPS_X 15
202 #define CE_VALUE_GETS_ZERO 16
203 #define CE_VALUE_GETS_ZERO_OF_X 17
204 #define CE_BY_OTHER_ACTION 18
205 #define CE_BY_DIRECT_ACTION 19
206 #define CE_PLAYER_DIGS_X 20
207 #define CE_ENTERED_BY_PLAYER 21
208 #define CE_LEFT_BY_PLAYER 22
209 #define CE_PLAYER_ENTERS_X 23
210 #define CE_PLAYER_LEAVES_X 24
211 #define CE_SWITCHED 25
212 #define CE_SWITCH_OF_X 26
213 #define CE_HIT_BY_SOMETHING 27
214 #define CE_HITTING_X 28
215 #define CE_HIT_BY_X 29
216 #define CE_BLOCKED 30
217 #define CE_SWITCHED_BY_PLAYER 31
218 #define CE_PLAYER_SWITCHES_X 32
219 #define CE_SNAPPED_BY_PLAYER 33
220 #define CE_PLAYER_SNAPS_X 34
221 #define CE_MOVE_OF_X 35
222 #define CE_DIGGING_X 36
223 #define CE_CREATION_OF_X 37
225 #define NUM_CHANGE_EVENTS 38
227 #define CE_BITMASK_DEFAULT 0
229 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
230 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
232 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
233 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
235 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
236 CH_ANY_EVENT_VAR(e,c))
238 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
239 CH_EVENT_VAR(e,c) = (v) : 0)
240 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
241 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
243 /* values for player bitmasks */
244 #define PLAYER_BITS_NONE 0
245 #define PLAYER_BITS_1 (1 << 0)
246 #define PLAYER_BITS_2 (1 << 1)
247 #define PLAYER_BITS_3 (1 << 2)
248 #define PLAYER_BITS_4 (1 << 3)
249 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
253 #define PLAYER_BITS_TRIGGER (1 << 4)
255 /* values for move directions (bits 0 - 3: basic move directions) */
256 #define MV_BIT_PREVIOUS 4
257 #define MV_BIT_TRIGGER 5
258 #define MV_BIT_TRIGGER_BACK 6
259 #define MV_BIT_NORMAL MV_BIT_TRIGGER
260 #define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK
262 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
263 #define MV_TRIGGER (1 << MV_BIT_TRIGGER)
264 #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK)
265 #define MV_NORMAL (1 << MV_BIT_NORMAL)
266 #define MV_REVERSE (1 << MV_BIT_REVERSE)
268 /* values for move stepsize */
269 #define STEPSIZE_NOT_MOVING 0
270 #define STEPSIZE_VERY_SLOW 1
271 #define STEPSIZE_SLOW 2
272 #define STEPSIZE_NORMAL 4
273 #define STEPSIZE_FAST 8
274 #define STEPSIZE_VERY_FAST 16
275 #define STEPSIZE_EVEN_FASTER 32
276 #define STEPSIZE_SLOWER 50 /* (symbolic value only) */
277 #define STEPSIZE_FASTER 200 /* (symbolic value only) */
278 #define STEPSIZE_RESET 100 /* (symbolic value only) */
280 /* values for change side for custom elements */
281 #define CH_SIDE_NONE MV_NONE
282 #define CH_SIDE_LEFT MV_LEFT
283 #define CH_SIDE_RIGHT MV_RIGHT
284 #define CH_SIDE_TOP MV_UP
285 #define CH_SIDE_BOTTOM MV_DOWN
286 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
287 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
288 #define CH_SIDE_ANY MV_ANY_DIRECTION
290 /* values for change player for custom elements */
291 #define CH_PLAYER_NONE PLAYER_BITS_NONE
292 #define CH_PLAYER_1 PLAYER_BITS_1
293 #define CH_PLAYER_2 PLAYER_BITS_2
294 #define CH_PLAYER_3 PLAYER_BITS_3
295 #define CH_PLAYER_4 PLAYER_BITS_4
296 #define CH_PLAYER_ANY PLAYER_BITS_ANY
298 /* values for change page for custom elements */
299 #define CH_PAGE_ANY_FILE (0xff)
300 #define CH_PAGE_ANY (0xffffffff)
302 /* values for change power for custom elements */
303 #define CP_WHEN_EMPTY 0
304 #define CP_WHEN_DIGGABLE 1
305 #define CP_WHEN_DESTRUCTIBLE 2
306 #define CP_WHEN_COLLECTIBLE 3
307 #define CP_WHEN_REMOVABLE 4
308 #define CP_WHEN_WALKABLE 5
310 /* values for change actions for custom elements */
311 #define CA_NO_ACTION 0
312 #define CA_EXIT_PLAYER 1
313 #define CA_KILL_PLAYER 2
314 #define CA_MOVE_PLAYER 3
315 #define CA_RESTART_LEVEL 4
316 #define CA_SHOW_ENVELOPE 5
317 #define CA_SET_LEVEL_TIME 6
318 #define CA_SET_LEVEL_GEMS 7
319 #define CA_SET_LEVEL_SCORE 8
320 #define CA_SET_LEVEL_WIND 9
321 #define CA_SET_LEVEL_GRAVITY 10
322 #define CA_SET_PLAYER_KEYS 11
323 #define CA_SET_PLAYER_SPEED 12
324 #define CA_SET_PLAYER_SHIELD 13
325 #define CA_SET_PLAYER_ARTWORK 14
326 #define CA_SET_CE_SCORE 15
327 #define CA_SET_CE_VALUE 16
328 #define CA_SET_ENGINE_SCAN_MODE 17
330 #define CA_HEADLINE_LEVEL_ACTIONS 250
331 #define CA_HEADLINE_PLAYER_ACTIONS 251
332 #define CA_HEADLINE_CE_ACTIONS 252
333 #define CA_HEADLINE_ENGINE_ACTIONS 253
334 #define CA_UNDEFINED 255
336 /* values for change action mode for custom elements */
337 #define CA_MODE_UNDEFINED 0
338 #define CA_MODE_SET 1
339 #define CA_MODE_ADD 2
340 #define CA_MODE_SUBTRACT 3
341 #define CA_MODE_MULTIPLY 4
342 #define CA_MODE_DIVIDE 5
343 #define CA_MODE_MODULO 6
345 /* values for change action parameters for custom elements */
358 #define CA_ARG_100 100
359 #define CA_ARG_1000 1000
360 #define CA_ARG_MAX 9999
361 #define CA_ARG_PLAYER 10000
362 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
363 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
364 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
365 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
366 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
367 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
368 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
369 #define CA_ARG_NUMBER 11000
370 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
371 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
372 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
373 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
374 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
375 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
376 #define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6)
377 #define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7)
378 #define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8)
379 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
380 #define CA_ARG_ELEMENT 12000
381 #define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
382 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
383 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
384 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 998)
385 #define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET)
386 #define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER)
387 #define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE)
388 #define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3)
389 #define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4)
390 #define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 999)
391 #define CA_ARG_SPEED 13000
392 #define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
393 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW)
394 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW)
395 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL)
396 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST)
397 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST)
398 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER)
399 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER)
400 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER)
401 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET)
402 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
403 #define CA_ARG_GRAVITY 14000
404 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
405 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
406 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
407 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
408 #define CA_ARG_DIRECTION 15000
409 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
410 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
411 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
412 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
413 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
414 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER)
415 #define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
416 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
417 #define CA_ARG_SHIELD 16000
418 #define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0)
419 #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1)
420 #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2)
421 #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999)
422 #define CA_ARG_SCAN_MODE 17000
423 #define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
424 #define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
425 #define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
426 #define CA_ARG_UNDEFINED 65535
428 /* values for custom move patterns (bits 0 - 3: basic move directions) */
429 #define MV_BIT_TOWARDS_PLAYER 4
430 #define MV_BIT_AWAY_FROM_PLAYER 5
431 #define MV_BIT_ALONG_LEFT_SIDE 6
432 #define MV_BIT_ALONG_RIGHT_SIDE 7
433 #define MV_BIT_TURNING_LEFT 8
434 #define MV_BIT_TURNING_RIGHT 9
435 #define MV_BIT_WHEN_PUSHED 10
436 #define MV_BIT_MAZE_RUNNER 11
437 #define MV_BIT_MAZE_HUNTER 12
438 #define MV_BIT_WHEN_DROPPED 13
439 #define MV_BIT_TURNING_LEFT_RIGHT 14
440 #define MV_BIT_TURNING_RIGHT_LEFT 15
441 #define MV_BIT_TURNING_RANDOM 16
442 #define MV_BIT_WIND_DIRECTION 17
444 /* values for custom move patterns */
445 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
446 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
447 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
448 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
449 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
450 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
451 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
452 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
453 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
454 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
455 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
456 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
457 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
458 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
459 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
461 /* values for initial move direction */
462 #define MV_START_NONE (MV_NONE)
463 #define MV_START_AUTOMATIC (MV_NONE)
464 #define MV_START_LEFT (MV_LEFT)
465 #define MV_START_RIGHT (MV_RIGHT)
466 #define MV_START_UP (MV_UP)
467 #define MV_START_DOWN (MV_DOWN)
468 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
469 #define MV_START_PREVIOUS (MV_PREVIOUS)
471 /* values for elements left behind by custom elements */
472 #define LEAVE_TYPE_UNLIMITED 0
473 #define LEAVE_TYPE_LIMITED 1
475 /* values for slippery property for custom elements */
476 #define SLIPPERY_ANY_RANDOM 0
477 #define SLIPPERY_ANY_LEFT_RIGHT 1
478 #define SLIPPERY_ANY_RIGHT_LEFT 2
479 #define SLIPPERY_ONLY_LEFT 3
480 #define SLIPPERY_ONLY_RIGHT 4
482 /* values for explosion type for custom elements */
483 #define EXPLODES_3X3 0
484 #define EXPLODES_1X1 1
485 #define EXPLODES_CROSS 2
487 /* macros for configurable properties */
488 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
489 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
490 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
491 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
492 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
493 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
494 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
495 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
496 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
497 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
498 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
499 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
500 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
501 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
502 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
503 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
504 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
505 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
506 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
507 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
508 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
509 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
510 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
511 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
512 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
513 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
514 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
515 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
516 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
517 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
518 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
520 /* macros for special configurable properties */
521 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
523 /* macros for special graphics properties */
524 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
526 /* macros for pre-defined properties */
527 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
528 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
529 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
530 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
531 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
532 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
533 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
534 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
535 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
536 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
537 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
538 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
539 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
540 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
541 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
542 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
543 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
544 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
545 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
546 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
547 #define HAS_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT)
548 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
549 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
550 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
551 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
553 /* macros for derived properties */
554 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
555 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
556 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
557 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
558 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
559 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
560 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
561 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
562 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
563 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
564 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
565 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
566 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
567 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
568 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
569 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
570 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
571 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
572 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
573 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
574 #define CAN_EXPLODE_BY_EXPLOSION(e) \
575 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
576 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
577 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
578 #define CAN_BE_CLONED_BY_ANDROID(e) \
579 HAS_PROPERTY(e, EP_CAN_BE_CLONED_BY_ANDROID)
581 #define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE)
582 #define IS_EDITOR_CASCADE_ACTIVE(e) \
583 HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
584 #define IS_EDITOR_CASCADE_INACTIVE(e) \
585 HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
587 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
588 #define CAN_CHANGE_OR_HAS_ACTION(e) \
589 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
591 /* special macros used in game engine */
592 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
593 (e) <= EL_CUSTOM_END)
595 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
598 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
599 (e) <= EL_INTERNAL_CLIPBOARD_END)
601 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
602 (e) <= EL_INTERNAL_END)
604 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
605 (e) <= EL_ENVELOPE_4)
607 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
609 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
611 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
613 #define IS_KEY(e) (IS_RND_KEY(e) || \
616 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
617 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
618 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
619 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
620 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
621 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
623 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
625 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
627 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
628 (e) <= EL_EMC_GATE_8)
629 #define IS_GATE(e) (IS_RND_GATE(e) || \
632 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
633 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
634 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
635 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
636 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
637 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
639 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
640 (e) <= EL_GATE_4_GRAY)
641 #define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \
642 (e) <= EL_GATE_4_GRAY_ACTIVE)
643 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
644 (e) <= EL_EM_GATE_4_GRAY)
645 #define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \
646 (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
647 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
648 (e) <= EL_EMC_GATE_8_GRAY)
649 #define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
650 (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
651 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
652 IS_EM_GATE_GRAY(e) || \
654 #define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
655 IS_EM_GATE_GRAY_ACTIVE(e) || \
656 IS_EMC_GATE_GRAY_ACTIVE(e))
657 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
658 #define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
659 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
660 #define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
661 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
662 #define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
663 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
664 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
665 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
667 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
668 element_info[e].gfx_element : e)
671 #define TILE_GFX_ELEMENT(x, y) \
672 (GfxElement[x][y] != EL_UNDEFINED && \
673 Feld[x][y] != EL_EXPLOSION ? \
674 GfxElement[x][y] : Feld[x][y])
676 #define TILE_GFX_ELEMENT(x, y) \
677 GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
678 Feld[x][y] != EL_EXPLOSION ? \
679 GfxElement[x][y] : Feld[x][y])
682 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
683 /* (solution: add separate "use sound of element" to level file and editor) */
685 #define SND_ELEMENT(e) GFX_ELEMENT(e)
687 #define SND_ELEMENT(e) (e)
691 #define GROUP_NR(e) ((e) - EL_GROUP_START)
692 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
693 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
695 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
696 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
699 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
701 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
702 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
704 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
705 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
706 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
708 #define IS_MV_DIAGONAL(x) ((x) & MV_HORIZONTAL && (x) & MV_VERTICAL)
710 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
711 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
712 (e) == EL_EMERALD ? EL_DIAMOND : \
713 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
714 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
715 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
717 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
718 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
720 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
721 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
722 #define TAPE_IS_EMPTY(x) ((x).length == 0)
723 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
725 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
726 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
728 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
729 IS_PROTECTED(Back[x][y]))
730 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
731 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
732 ENEMY_PROTECTED_FIELD(x, y))
733 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
734 EXPLOSION_PROTECTED_FIELD(x, y))
736 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
737 (p)->switch_x == (x) && (p)->switch_y == (y))
739 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
740 (p)->drop_x == (x) && (p)->drop_y == (y))
742 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
744 #define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
747 #define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)
749 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
750 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
751 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
753 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
754 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
755 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
756 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
758 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
760 #define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
761 #define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
762 #define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
763 IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
765 #define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)")
767 /* fundamental game speed values */
768 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
769 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
770 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
771 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
772 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
773 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
775 /* boundaries of arrays etc. */
776 #define MAX_LEVEL_NAME_LEN 32
777 #define MAX_LEVEL_AUTHOR_LEN 32
778 #define MAX_ELEMENT_NAME_LEN 32
779 #define MAX_TAPE_LEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
780 #define MAX_TAPES_PER_SET 1024
781 #define MAX_SCORE_ENTRIES 100
782 #define MAX_NUM_AMOEBA 100
783 #define MAX_INVENTORY_SIZE 1000
784 #define STD_NUM_KEYS 4
785 #define MAX_NUM_KEYS 8
787 #define NUM_BELT_PARTS 3
788 #define MIN_ENVELOPE_XSIZE 1
789 #define MIN_ENVELOPE_YSIZE 1
790 #define MAX_ENVELOPE_XSIZE 30
791 #define MAX_ENVELOPE_YSIZE 20
792 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
793 #define MIN_CHANGE_PAGES 1
794 #define MAX_CHANGE_PAGES 32
795 #define MIN_ELEMENTS_IN_GROUP 1
796 #define MAX_ELEMENTS_IN_GROUP 16
797 #define MIN_ANDROID_ELEMENTS 1
798 #define MAX_ANDROID_ELEMENTS 16
800 /* values for elements with content */
801 #define MIN_ELEMENT_CONTENTS 1
802 #define STD_ELEMENT_CONTENTS 4
803 #define MAX_ELEMENT_CONTENTS 8
805 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
807 /* often used screen positions */
810 #define REAL_SX (SX - 2)
811 #define REAL_SY (SY - 2)
819 #define TILEX TILESIZE
820 #define TILEY TILESIZE
821 #define MINI_TILESIZE (TILESIZE / 2)
822 #define MINI_TILEX MINI_TILESIZE
823 #define MINI_TILEY MINI_TILESIZE
824 #define MICRO_TILESIZE (TILESIZE / 8)
825 #define MICRO_TILEX MICRO_TILESIZE
826 #define MICRO_TILEY MICRO_TILESIZE
827 #define MIDPOSX (SCR_FIELDX / 2)
828 #define MIDPOSY (SCR_FIELDY / 2)
829 #define SXSIZE (SCR_FIELDX * TILEX)
830 #define SYSIZE (SCR_FIELDY * TILEY)
831 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
832 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
835 #define VXSIZE DXSIZE
837 #define EXSIZE DXSIZE
838 #define EYSIZE (VYSIZE + 44)
839 #define FULL_SXSIZE (2 + SXSIZE + 2)
840 #define FULL_SYSIZE (2 + SYSIZE + 2)
841 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
842 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
843 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
844 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
845 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
846 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
849 /* score for elements */
853 #define SC_SPACESHIP 3
858 #define SC_DYNAMITE 8
860 #define SC_TIME_BONUS 10
861 #define SC_CRYSTAL 11
866 /* "real" level file elements */
867 #define EL_UNDEFINED -1
869 #define EL_EMPTY_SPACE 0
870 #define EL_EMPTY EL_EMPTY_SPACE
873 #define EL_WALL_SLIPPERY 3
875 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
877 #define EL_EXIT_CLOSED 7
878 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
880 #define EL_SPACESHIP 10
883 #define EL_STEELWALL 13
884 #define EL_DIAMOND 14
885 #define EL_AMOEBA_DEAD 15
886 #define EL_QUICKSAND_EMPTY 16
887 #define EL_QUICKSAND_FULL 17
888 #define EL_AMOEBA_DROP 18
890 #define EL_MAGIC_WALL 20
891 #define EL_SPEED_PILL 21
893 #define EL_AMOEBA_WET 23
894 #define EL_AMOEBA_DRY 24
896 #define EL_GAME_OF_LIFE 26
897 #define EL_BIOMAZE 27
898 #define EL_DYNAMITE_ACTIVE 28
899 #define EL_STONEBLOCK 29
900 #define EL_ROBOT_WHEEL 30
901 #define EL_ROBOT_WHEEL_ACTIVE 31
910 #define EL_GATE_1_GRAY 40
911 #define EL_GATE_2_GRAY 41
912 #define EL_GATE_3_GRAY 42
913 #define EL_GATE_4_GRAY 43
914 #define EL_DYNAMITE 44
916 #define EL_INVISIBLE_WALL 46
918 #define EL_LAMP_ACTIVE 48
919 #define EL_WALL_EMERALD 49
920 #define EL_WALL_DIAMOND 50
921 #define EL_AMOEBA_FULL 51
922 #define EL_BD_AMOEBA 52
923 #define EL_TIME_ORB_FULL 53
924 #define EL_TIME_ORB_EMPTY 54
925 #define EL_EXPANDABLE_WALL 55
926 #define EL_BD_DIAMOND 56
927 #define EL_EMERALD_YELLOW 57
928 #define EL_WALL_BD_DIAMOND 58
929 #define EL_WALL_EMERALD_YELLOW 59
930 #define EL_DARK_YAMYAM 60
931 #define EL_BD_MAGIC_WALL 61
932 #define EL_INVISIBLE_STEELWALL 62
933 #define EL_SOKOBAN_FIELD_PLAYER 63
934 #define EL_DYNABOMB_INCREASE_NUMBER 64
935 #define EL_DYNABOMB_INCREASE_SIZE 65
936 #define EL_DYNABOMB_INCREASE_POWER 66
937 #define EL_SOKOBAN_OBJECT 67
938 #define EL_SOKOBAN_FIELD_EMPTY 68
939 #define EL_SOKOBAN_FIELD_FULL 69
940 #define EL_BD_BUTTERFLY_RIGHT 70
941 #define EL_BD_BUTTERFLY_UP 71
942 #define EL_BD_BUTTERFLY_LEFT 72
943 #define EL_BD_BUTTERFLY_DOWN 73
944 #define EL_BD_FIREFLY_RIGHT 74
945 #define EL_BD_FIREFLY_UP 75
946 #define EL_BD_FIREFLY_LEFT 76
947 #define EL_BD_FIREFLY_DOWN 77
948 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
949 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
950 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
951 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
952 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
953 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
954 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
955 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
956 #define EL_BD_BUTTERFLY 78
957 #define EL_BD_FIREFLY 79
958 #define EL_PLAYER_1 80
959 #define EL_PLAYER_2 81
960 #define EL_PLAYER_3 82
961 #define EL_PLAYER_4 83
962 #define EL_BUG_RIGHT 84
964 #define EL_BUG_LEFT 86
965 #define EL_BUG_DOWN 87
966 #define EL_SPACESHIP_RIGHT 88
967 #define EL_SPACESHIP_UP 89
968 #define EL_SPACESHIP_LEFT 90
969 #define EL_SPACESHIP_DOWN 91
970 #define EL_PACMAN_RIGHT 92
971 #define EL_PACMAN_UP 93
972 #define EL_PACMAN_LEFT 94
973 #define EL_PACMAN_DOWN 95
974 #define EL_EMERALD_RED 96
975 #define EL_EMERALD_PURPLE 97
976 #define EL_WALL_EMERALD_RED 98
977 #define EL_WALL_EMERALD_PURPLE 99
978 #define EL_ACID_POOL_TOPLEFT 100
979 #define EL_ACID_POOL_TOPRIGHT 101
980 #define EL_ACID_POOL_BOTTOMLEFT 102
981 #define EL_ACID_POOL_BOTTOM 103
982 #define EL_ACID_POOL_BOTTOMRIGHT 104
983 #define EL_BD_WALL 105
984 #define EL_BD_ROCK 106
985 #define EL_EXIT_OPEN 107
986 #define EL_BLACK_ORB 108
987 #define EL_AMOEBA_TO_DIAMOND 109
989 #define EL_PENGUIN 111
990 #define EL_SATELLITE 112
991 #define EL_ARROW_LEFT 113
992 #define EL_ARROW_RIGHT 114
993 #define EL_ARROW_UP 115
994 #define EL_ARROW_DOWN 116
996 #define EL_DRAGON 118
998 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
1000 #define EL_CHAR_START 120
1001 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
1002 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
1004 #include "conf_chr.h" /* include auto-generated data structure definitions */
1006 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
1007 #define EL_CHAR_END (EL_CHAR_START + 79)
1009 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
1011 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
1012 #define EL_EXPANDABLE_WALL_VERTICAL 201
1013 #define EL_EXPANDABLE_WALL_ANY 202
1015 #define EL_EM_GATE_1 203
1016 #define EL_EM_GATE_2 204
1017 #define EL_EM_GATE_3 205
1018 #define EL_EM_GATE_4 206
1020 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
1021 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
1022 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
1024 #define EL_SP_START 210
1025 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
1026 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
1027 #define EL_SP_ZONK (EL_SP_START + 1)
1028 #define EL_SP_BASE (EL_SP_START + 2)
1029 #define EL_SP_MURPHY (EL_SP_START + 3)
1030 #define EL_SP_INFOTRON (EL_SP_START + 4)
1031 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
1032 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
1033 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
1034 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
1035 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
1036 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
1037 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
1038 #define EL_SP_PORT_UP (EL_SP_START + 12)
1039 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
1040 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
1041 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
1042 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
1043 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
1044 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
1045 #define EL_SP_TERMINAL (EL_SP_START + 19)
1046 #define EL_SP_DISK_RED (EL_SP_START + 20)
1047 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
1048 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
1049 #define EL_SP_PORT_ANY (EL_SP_START + 23)
1050 #define EL_SP_ELECTRON (EL_SP_START + 24)
1051 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
1052 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
1053 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
1054 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
1055 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
1056 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
1057 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
1058 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
1059 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
1060 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
1061 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
1062 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
1063 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
1064 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
1065 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
1066 #define EL_SP_END (EL_SP_START + 39)
1068 #define EL_EM_GATE_1_GRAY 250
1069 #define EL_EM_GATE_2_GRAY 251
1070 #define EL_EM_GATE_3_GRAY 252
1071 #define EL_EM_GATE_4_GRAY 253
1073 #define EL_EM_DYNAMITE 254
1074 #define EL_EM_DYNAMITE_ACTIVE 255
1076 #define EL_PEARL 256
1077 #define EL_CRYSTAL 257
1078 #define EL_WALL_PEARL 258
1079 #define EL_WALL_CRYSTAL 259
1080 #define EL_DOOR_WHITE 260
1081 #define EL_DOOR_WHITE_GRAY 261
1082 #define EL_KEY_WHITE 262
1083 #define EL_SHIELD_NORMAL 263
1084 #define EL_EXTRA_TIME 264
1085 #define EL_SWITCHGATE_OPEN 265
1086 #define EL_SWITCHGATE_CLOSED 266
1087 #define EL_SWITCHGATE_SWITCH_UP 267
1088 #define EL_SWITCHGATE_SWITCH_DOWN 268
1090 #define EL_UNUSED_269 269
1091 #define EL_UNUSED_270 270
1093 #define EL_CONVEYOR_BELT_1_LEFT 271
1094 #define EL_CONVEYOR_BELT_1_MIDDLE 272
1095 #define EL_CONVEYOR_BELT_1_RIGHT 273
1096 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
1097 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
1098 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
1099 #define EL_CONVEYOR_BELT_2_LEFT 277
1100 #define EL_CONVEYOR_BELT_2_MIDDLE 278
1101 #define EL_CONVEYOR_BELT_2_RIGHT 279
1102 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
1103 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
1104 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
1105 #define EL_CONVEYOR_BELT_3_LEFT 283
1106 #define EL_CONVEYOR_BELT_3_MIDDLE 284
1107 #define EL_CONVEYOR_BELT_3_RIGHT 285
1108 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
1109 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
1110 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
1111 #define EL_CONVEYOR_BELT_4_LEFT 289
1112 #define EL_CONVEYOR_BELT_4_MIDDLE 290
1113 #define EL_CONVEYOR_BELT_4_RIGHT 291
1114 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
1115 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1116 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1117 #define EL_LANDMINE 295
1118 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1119 #define EL_LIGHT_SWITCH 297
1120 #define EL_LIGHT_SWITCH_ACTIVE 298
1121 #define EL_SIGN_EXCLAMATION 299
1122 #define EL_SIGN_RADIOACTIVITY 300
1123 #define EL_SIGN_STOP 301
1124 #define EL_SIGN_WHEELCHAIR 302
1125 #define EL_SIGN_PARKING 303
1126 #define EL_SIGN_ONEWAY 304
1127 #define EL_SIGN_HEART 305
1128 #define EL_SIGN_TRIANGLE 306
1129 #define EL_SIGN_ROUND 307
1130 #define EL_SIGN_EXIT 308
1131 #define EL_SIGN_YINYANG 309
1132 #define EL_SIGN_OTHER 310
1133 #define EL_MOLE_LEFT 311
1134 #define EL_MOLE_RIGHT 312
1135 #define EL_MOLE_UP 313
1136 #define EL_MOLE_DOWN 314
1137 #define EL_STEELWALL_SLIPPERY 315
1138 #define EL_INVISIBLE_SAND 316
1139 #define EL_DX_UNKNOWN_15 317
1140 #define EL_DX_UNKNOWN_42 318
1142 #define EL_UNUSED_319 319
1143 #define EL_UNUSED_320 320
1145 #define EL_SHIELD_DEADLY 321
1146 #define EL_TIMEGATE_OPEN 322
1147 #define EL_TIMEGATE_CLOSED 323
1148 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1149 #define EL_TIMEGATE_SWITCH 325
1151 #define EL_BALLOON 326
1152 #define EL_BALLOON_SWITCH_LEFT 327
1153 #define EL_BALLOON_SWITCH_RIGHT 328
1154 #define EL_BALLOON_SWITCH_UP 329
1155 #define EL_BALLOON_SWITCH_DOWN 330
1156 #define EL_BALLOON_SWITCH_ANY 331
1158 #define EL_EMC_STEELWALL_1 332
1159 #define EL_EMC_STEELWALL_2 333
1160 #define EL_EMC_STEELWALL_3 334
1161 #define EL_EMC_STEELWALL_4 335
1162 #define EL_EMC_WALL_1 336
1163 #define EL_EMC_WALL_2 337
1164 #define EL_EMC_WALL_3 338
1165 #define EL_EMC_WALL_4 339
1166 #define EL_EMC_WALL_5 340
1167 #define EL_EMC_WALL_6 341
1168 #define EL_EMC_WALL_7 342
1169 #define EL_EMC_WALL_8 343
1171 #define EL_TUBE_ANY 344
1172 #define EL_TUBE_VERTICAL 345
1173 #define EL_TUBE_HORIZONTAL 346
1174 #define EL_TUBE_VERTICAL_LEFT 347
1175 #define EL_TUBE_VERTICAL_RIGHT 348
1176 #define EL_TUBE_HORIZONTAL_UP 349
1177 #define EL_TUBE_HORIZONTAL_DOWN 350
1178 #define EL_TUBE_LEFT_UP 351
1179 #define EL_TUBE_LEFT_DOWN 352
1180 #define EL_TUBE_RIGHT_UP 353
1181 #define EL_TUBE_RIGHT_DOWN 354
1182 #define EL_SPRING 355
1184 #define EL_DX_SUPABOMB 357
1186 #define EL_UNUSED_358 358
1187 #define EL_UNUSED_359 359
1189 /* ---------- begin of custom elements section ----------------------------- */
1190 #define EL_CUSTOM_START 360
1192 #include "conf_cus.h" /* include auto-generated data structure definitions */
1194 #define NUM_CUSTOM_ELEMENTS 256
1195 #define EL_CUSTOM_END 615
1196 /* ---------- end of custom elements section ------------------------------- */
1198 #define EL_EM_KEY_1 616
1199 #define EL_EM_KEY_2 617
1200 #define EL_EM_KEY_3 618
1201 #define EL_EM_KEY_4 619
1202 #define EL_ENVELOPE_1 620
1203 #define EL_ENVELOPE_2 621
1204 #define EL_ENVELOPE_3 622
1205 #define EL_ENVELOPE_4 623
1207 /* ---------- begin of group elements section ------------------------------ */
1208 #define EL_GROUP_START 624
1210 #include "conf_grp.h" /* include auto-generated data structure definitions */
1212 #define NUM_GROUP_ELEMENTS 32
1213 #define EL_GROUP_END 655
1214 /* ---------- end of custom elements section ------------------------------- */
1216 #define EL_UNKNOWN 656
1217 #define EL_TRIGGER_ELEMENT 657
1218 #define EL_TRIGGER_PLAYER 658
1220 /* SP style elements */
1221 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1222 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1223 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1224 #define EL_SP_GRAVITY_ON_PORT_UP 662
1225 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1226 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1227 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1228 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1230 /* EMC style elements */
1231 #define EL_BALLOON_SWITCH_NONE 667
1232 #define EL_EMC_GATE_5 668
1233 #define EL_EMC_GATE_6 669
1234 #define EL_EMC_GATE_7 670
1235 #define EL_EMC_GATE_8 671
1236 #define EL_EMC_GATE_5_GRAY 672
1237 #define EL_EMC_GATE_6_GRAY 673
1238 #define EL_EMC_GATE_7_GRAY 674
1239 #define EL_EMC_GATE_8_GRAY 675
1240 #define EL_EMC_KEY_5 676
1241 #define EL_EMC_KEY_6 677
1242 #define EL_EMC_KEY_7 678
1243 #define EL_EMC_KEY_8 679
1244 #define EL_EMC_ANDROID 680
1245 #define EL_EMC_GRASS 681
1246 #define EL_EMC_MAGIC_BALL 682
1247 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1248 #define EL_EMC_MAGIC_BALL_SWITCH 684
1249 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1250 #define EL_EMC_SPRING_BUMPER 686
1251 #define EL_EMC_PLANT 687
1252 #define EL_EMC_LENSES 688
1253 #define EL_EMC_MAGNIFIER 689
1254 #define EL_EMC_WALL_9 690
1255 #define EL_EMC_WALL_10 691
1256 #define EL_EMC_WALL_11 692
1257 #define EL_EMC_WALL_12 693
1258 #define EL_EMC_WALL_13 694
1259 #define EL_EMC_WALL_14 695
1260 #define EL_EMC_WALL_15 696
1261 #define EL_EMC_WALL_16 697
1262 #define EL_EMC_WALL_SLIPPERY_1 698
1263 #define EL_EMC_WALL_SLIPPERY_2 699
1264 #define EL_EMC_WALL_SLIPPERY_3 700
1265 #define EL_EMC_WALL_SLIPPERY_4 701
1266 #define EL_EMC_FAKE_GRASS 702
1267 #define EL_EMC_FAKE_ACID 703
1268 #define EL_EMC_DRIPPER 704
1270 #define EL_TRIGGER_CE_VALUE 705
1272 #define EL_YAMYAM_LEFT 706
1273 #define EL_YAMYAM_RIGHT 707
1274 #define EL_YAMYAM_UP 708
1275 #define EL_YAMYAM_DOWN 709
1277 #define NUM_FILE_ELEMENTS 710
1280 /* "real" (and therefore drawable) runtime elements */
1281 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1283 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1284 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1285 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1286 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1287 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1288 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1289 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1290 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1291 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1292 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1293 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1294 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1295 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1296 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1297 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1298 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1299 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1300 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1301 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1302 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1303 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1304 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1305 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1306 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1307 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1308 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1309 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1310 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1311 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1312 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1313 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1314 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1315 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1316 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1317 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1318 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1319 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1320 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1321 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1322 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1323 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1324 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1325 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1326 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1327 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1328 #define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
1329 #define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
1330 #define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 47)
1331 #define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 48)
1332 #define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 49)
1333 #define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 50)
1334 #define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 51)
1335 #define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 52)
1336 #define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 53)
1337 #define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 54)
1338 #define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 55)
1339 #define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
1340 #define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
1341 #define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
1342 #define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
1344 /* "unreal" (and therefore not drawable) runtime elements */
1345 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 60)
1347 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1348 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1349 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1350 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1351 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1352 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1353 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1354 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1355 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1356 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1357 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1358 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1359 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1360 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1361 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1362 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1363 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1364 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1365 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18)
1366 #define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 19)
1367 #define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 20)
1369 #define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 21)
1371 /* dummy elements (never used as game elements, only used as graphics) */
1372 #define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS
1374 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1375 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1376 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1377 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1378 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1379 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1380 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1381 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1382 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1383 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1384 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1385 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1386 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1387 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1388 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1389 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1390 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1391 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1392 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1393 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1394 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1395 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1396 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1397 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1398 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1400 /* internal elements (only used for internal purposes like copying) */
1401 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1403 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1404 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1405 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1406 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1408 #define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
1409 #define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
1410 #define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
1411 #define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
1412 #define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
1413 #define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
1414 #define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
1415 #define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
1416 #define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
1417 #define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
1418 #define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
1419 #define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
1420 #define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
1421 #define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
1422 #define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
1423 #define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
1424 #define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
1425 #define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
1426 #define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 22)
1427 #define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 23)
1428 #define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 24)
1429 #define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 25)
1430 #define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 26)
1431 #define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 27)
1432 #define EL_INTERNAL_CASCADE_GENERIC (EL_FIRST_INTERNAL + 28)
1433 #define EL_INTERNAL_CASCADE_GENERIC_ACTIVE (EL_FIRST_INTERNAL + 29)
1434 #define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 30)
1435 #define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 31)
1437 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1438 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1439 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1440 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 31)
1442 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 32)
1445 /* values for graphics/sounds action types */
1446 #define ACTION_DEFAULT 0
1447 #define ACTION_WAITING 1
1448 #define ACTION_FALLING 2
1449 #define ACTION_MOVING 3
1450 #define ACTION_DIGGING 4
1451 #define ACTION_SNAPPING 5
1452 #define ACTION_COLLECTING 6
1453 #define ACTION_DROPPING 7
1454 #define ACTION_PUSHING 8
1455 #define ACTION_WALKING 9
1456 #define ACTION_PASSING 10
1457 #define ACTION_IMPACT 11
1458 #define ACTION_BREAKING 12
1459 #define ACTION_ACTIVATING 13
1460 #define ACTION_DEACTIVATING 14
1461 #define ACTION_OPENING 15
1462 #define ACTION_CLOSING 16
1463 #define ACTION_ATTACKING 17
1464 #define ACTION_GROWING 18
1465 #define ACTION_SHRINKING 19
1466 #define ACTION_ACTIVE 20
1467 #define ACTION_FILLING 21
1468 #define ACTION_EMPTYING 22
1469 #define ACTION_CHANGING 23
1470 #define ACTION_EXPLODING 24
1471 #define ACTION_BORING 25
1472 #define ACTION_BORING_1 26
1473 #define ACTION_BORING_2 27
1474 #define ACTION_BORING_3 28
1475 #define ACTION_BORING_4 29
1476 #define ACTION_BORING_5 30
1477 #define ACTION_BORING_6 31
1478 #define ACTION_BORING_7 32
1479 #define ACTION_BORING_8 33
1480 #define ACTION_BORING_9 34
1481 #define ACTION_BORING_10 35
1482 #define ACTION_SLEEPING 36
1483 #define ACTION_SLEEPING_1 37
1484 #define ACTION_SLEEPING_2 38
1485 #define ACTION_SLEEPING_3 39
1486 #define ACTION_AWAKENING 40
1487 #define ACTION_DYING 41
1488 #define ACTION_TURNING 42
1489 #define ACTION_TURNING_FROM_LEFT 43
1490 #define ACTION_TURNING_FROM_RIGHT 44
1491 #define ACTION_TURNING_FROM_UP 45
1492 #define ACTION_TURNING_FROM_DOWN 46
1493 #define ACTION_SMASHED_BY_ROCK 47
1494 #define ACTION_SMASHED_BY_SPRING 48
1495 #define ACTION_EATING 49
1496 #define ACTION_TWINKLING 50
1497 #define ACTION_SPLASHING 51
1498 #define ACTION_PAGE_1 52
1499 #define ACTION_PAGE_2 53
1500 #define ACTION_PAGE_3 54
1501 #define ACTION_PAGE_4 55
1502 #define ACTION_PAGE_5 56
1503 #define ACTION_PAGE_6 57
1504 #define ACTION_PAGE_7 58
1505 #define ACTION_PAGE_8 59
1506 #define ACTION_PAGE_9 60
1507 #define ACTION_PAGE_10 61
1508 #define ACTION_PAGE_11 62
1509 #define ACTION_PAGE_12 63
1510 #define ACTION_PAGE_13 64
1511 #define ACTION_PAGE_14 65
1512 #define ACTION_PAGE_15 66
1513 #define ACTION_PAGE_16 67
1514 #define ACTION_PAGE_17 68
1515 #define ACTION_PAGE_18 69
1516 #define ACTION_PAGE_19 70
1517 #define ACTION_PAGE_20 71
1518 #define ACTION_PAGE_21 72
1519 #define ACTION_PAGE_22 73
1520 #define ACTION_PAGE_23 74
1521 #define ACTION_PAGE_24 75
1522 #define ACTION_PAGE_25 76
1523 #define ACTION_PAGE_26 77
1524 #define ACTION_PAGE_27 78
1525 #define ACTION_PAGE_28 79
1526 #define ACTION_PAGE_29 80
1527 #define ACTION_PAGE_30 81
1528 #define ACTION_PAGE_31 82
1529 #define ACTION_PAGE_32 83
1530 #define ACTION_OTHER 84
1532 #define NUM_ACTIONS 85
1534 #define ACTION_BORING_LAST ACTION_BORING_10
1535 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1538 /* values for special image configuration suffixes (must match game mode) */
1539 #define GFX_SPECIAL_ARG_DEFAULT 0
1540 #define GFX_SPECIAL_ARG_MAIN 1
1541 #define GFX_SPECIAL_ARG_LEVELS 2
1542 #define GFX_SPECIAL_ARG_SCORES 3
1543 #define GFX_SPECIAL_ARG_EDITOR 4
1544 #define GFX_SPECIAL_ARG_INFO 5
1545 #define GFX_SPECIAL_ARG_SETUP 6
1546 #define GFX_SPECIAL_ARG_PLAYING 7
1547 #define GFX_SPECIAL_ARG_DOOR 8
1548 #define GFX_SPECIAL_ARG_PREVIEW 9
1549 #define GFX_SPECIAL_ARG_CRUMBLED 10
1551 #define NUM_SPECIAL_GFX_ARGS 11
1554 /* values for image configuration suffixes */
1557 #define GFX_ARG_XPOS 2
1558 #define GFX_ARG_YPOS 3
1559 #define GFX_ARG_WIDTH 4
1560 #define GFX_ARG_HEIGHT 5
1561 #define GFX_ARG_VERTICAL 6
1562 #define GFX_ARG_OFFSET 7
1563 #define GFX_ARG_XOFFSET 8
1564 #define GFX_ARG_YOFFSET 9
1565 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1566 #define GFX_ARG_2ND_VERTICAL 11
1567 #define GFX_ARG_2ND_OFFSET 12
1568 #define GFX_ARG_2ND_XOFFSET 13
1569 #define GFX_ARG_2ND_YOFFSET 14
1570 #define GFX_ARG_2ND_SWAP_TILES 15
1571 #define GFX_ARG_FRAMES 16
1572 #define GFX_ARG_FRAMES_PER_LINE 17
1573 #define GFX_ARG_START_FRAME 18
1574 #define GFX_ARG_DELAY 19
1575 #define GFX_ARG_ANIM_MODE 20
1576 #define GFX_ARG_GLOBAL_SYNC 21
1577 #define GFX_ARG_CRUMBLED_LIKE 22
1578 #define GFX_ARG_DIGGABLE_LIKE 23
1579 #define GFX_ARG_BORDER_SIZE 24
1580 #define GFX_ARG_STEP_OFFSET 25
1581 #define GFX_ARG_STEP_DELAY 26
1582 #define GFX_ARG_DIRECTION 27
1583 #define GFX_ARG_POSITION 28
1584 #define GFX_ARG_DRAW_XOFFSET 29
1585 #define GFX_ARG_DRAW_YOFFSET 30
1586 #define GFX_ARG_DRAW_MASKED 31
1587 #define GFX_ARG_ANIM_DELAY_FIXED 32
1588 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1589 #define GFX_ARG_POST_DELAY_FIXED 34
1590 #define GFX_ARG_POST_DELAY_RANDOM 35
1591 #define GFX_ARG_NAME 36
1592 #define GFX_ARG_SCALE_UP_FACTOR 37
1593 #define GFX_ARG_CLONE_FROM 38
1595 #define NUM_GFX_ARGS 39
1598 /* values for sound configuration suffixes */
1599 #define SND_ARG_MODE_LOOP 0
1600 #define SND_ARG_VOLUME 1
1601 #define SND_ARG_PRIORITY 2
1603 #define NUM_SND_ARGS 3
1606 /* values for music configuration suffixes */
1607 #define MUS_ARG_MODE_LOOP 0
1609 #define NUM_MUS_ARGS 1
1612 /* values for font configuration */
1613 #define FONT_INITIAL_1 0
1614 #define FONT_INITIAL_2 1
1615 #define FONT_INITIAL_3 2
1616 #define FONT_INITIAL_4 3
1617 #define FONT_TITLE_1 4
1618 #define FONT_TITLE_2 5
1619 #define FONT_MENU_1 6
1620 #define FONT_MENU_2 7
1621 #define FONT_TEXT_1_ACTIVE 8
1622 #define FONT_TEXT_2_ACTIVE 9
1623 #define FONT_TEXT_3_ACTIVE 10
1624 #define FONT_TEXT_4_ACTIVE 11
1625 #define FONT_TEXT_1 12
1626 #define FONT_TEXT_2 13
1627 #define FONT_TEXT_3 14
1628 #define FONT_TEXT_4 15
1629 #define FONT_ENVELOPE_1 16
1630 #define FONT_ENVELOPE_2 17
1631 #define FONT_ENVELOPE_3 18
1632 #define FONT_ENVELOPE_4 19
1633 #define FONT_INPUT_1_ACTIVE 20
1634 #define FONT_INPUT_2_ACTIVE 21
1635 #define FONT_INPUT_1 22
1636 #define FONT_INPUT_2 23
1637 #define FONT_OPTION_OFF 24
1638 #define FONT_OPTION_ON 25
1639 #define FONT_VALUE_1 26
1640 #define FONT_VALUE_2 27
1641 #define FONT_VALUE_OLD 28
1642 #define FONT_LEVEL_NUMBER 29
1643 #define FONT_TAPE_RECORDER 30
1644 #define FONT_GAME_INFO 31
1646 #define NUM_FONTS 32
1647 #define NUM_INITIAL_FONTS 4
1649 /* values for game_status (must match special image configuration suffixes) */
1650 #define GAME_MODE_DEFAULT 0
1651 #define GAME_MODE_MAIN 1
1652 #define GAME_MODE_LEVELS 2
1653 #define GAME_MODE_SCORES 3
1654 #define GAME_MODE_EDITOR 4
1655 #define GAME_MODE_INFO 5
1656 #define GAME_MODE_SETUP 6
1657 #define GAME_MODE_PLAYING 7
1658 #define GAME_MODE_PSEUDO_DOOR 8
1659 #define GAME_MODE_PSEUDO_PREVIEW 9
1660 #define GAME_MODE_PSEUDO_CRUMBLED 10
1662 /* there are no special config file suffixes for these modes */
1663 #define GAME_MODE_PSEUDO_TYPENAME 11
1664 #define GAME_MODE_QUIT 12
1666 /* special definitions currently only used for custom artwork configuration */
1667 #define MUSIC_PREFIX_BACKGROUND 0
1668 #define NUM_MUSIC_PREFIXES 1
1669 #define MAX_LEVELS 1000
1671 /* definitions for demo animation lists */
1672 #define HELPANIM_LIST_NEXT -1
1673 #define HELPANIM_LIST_END -999
1676 /* program information and versioning definitions */
1677 #define PROGRAM_VERSION_MAJOR 3
1678 #define PROGRAM_VERSION_MINOR 2
1679 #define PROGRAM_VERSION_PATCH 0
1680 #define PROGRAM_VERSION_BUILD 7
1682 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1683 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1684 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2006 by Holger Schemel"
1686 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1687 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1688 #define FILENAME_PREFIX "Rocks"
1690 #if defined(PLATFORM_UNIX)
1691 #define USERDATA_DIRECTORY ".rocksndiamonds"
1692 #elif defined(PLATFORM_WIN32)
1693 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1695 #define USERDATA_DIRECTORY "userdata"
1698 #define X11_ICON_FILENAME "rocks_icon.xbm"
1699 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1700 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1702 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1703 ** currently supported/known file version numbers:
1705 ** 1.2 (still in use)
1706 ** 1.4 (still in use)
1709 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1710 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1711 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1712 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1714 /* file version does not change for every program version, but is changed
1715 when new features are introduced that are incompatible with older file
1716 versions, so that they can be treated accordingly */
1717 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1719 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1720 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1721 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1722 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1724 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1725 PROGRAM_VERSION_MINOR, \
1726 PROGRAM_VERSION_PATCH, \
1727 PROGRAM_VERSION_BUILD)
1729 /* values for game_emulation */
1731 #define EMU_BOULDERDASH 1
1732 #define EMU_SOKOBAN 2
1733 #define EMU_SUPAPLEX 3
1735 /* values for level file type identifier */
1736 #define LEVEL_FILE_TYPE_UNKNOWN 0
1737 #define LEVEL_FILE_TYPE_RND 1
1738 #define LEVEL_FILE_TYPE_BD 2
1739 #define LEVEL_FILE_TYPE_EM 3
1740 #define LEVEL_FILE_TYPE_SP 4
1741 #define LEVEL_FILE_TYPE_DX 5
1742 #define LEVEL_FILE_TYPE_SB 6
1743 #define LEVEL_FILE_TYPE_DC 7
1745 #define NUM_LEVEL_FILE_TYPES 8
1747 /* values for game engine type identifier */
1748 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1749 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1750 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1752 #define NUM_ENGINE_TYPES 3
1757 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1758 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1760 int scrollbar_xoffset;
1762 int list_size[NUM_SPECIAL_GFX_ARGS];
1764 int sound[NUM_SPECIAL_GFX_ARGS];
1765 int music[NUM_SPECIAL_GFX_ARGS];
1779 char Name[MAX_PLAYER_NAME_LEN + 1];
1790 boolean present; /* player present in level playfield */
1791 boolean connected; /* player connected (locally or via network) */
1792 boolean active; /* player present and connected */
1794 int index_nr; /* player number (0 to 3) */
1795 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1796 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1797 int client_nr; /* network client identifier */
1799 byte action; /* action from local input device */
1800 byte effective_action; /* action acknowledged from network server
1801 or summarized over all configured input
1802 devices when in single player mode */
1803 byte programmed_action; /* action forced by game itself (like moving
1804 through doors); overrides other actions */
1806 int jx, jy, last_jx, last_jy;
1807 int MovDir, MovPos, GfxDir, GfxPos;
1808 int Frame, StepFrame;
1813 int artwork_element;
1815 boolean block_last_field;
1816 int block_delay_adjustment; /* needed for different engine versions */
1818 boolean can_fall_into_acid;
1820 boolean LevelSolved, GameOver;
1826 boolean is_auto_moving;
1828 boolean is_snapping;
1829 boolean is_collecting;
1831 boolean is_switching;
1832 boolean is_dropping;
1833 boolean is_dropping_pressed;
1836 boolean is_sleeping;
1838 boolean cannot_move;
1840 int frame_counter_bored;
1841 int frame_counter_sleeping;
1843 int anim_delay_counter;
1844 int post_delay_counter;
1847 int action_waiting, last_action_waiting;
1848 int special_action_bored;
1849 int special_action_sleeping;
1851 int num_special_action_bored;
1852 int num_special_action_sleeping;
1854 int switch_x, switch_y;
1860 int move_delay_value;
1861 int move_delay_value_next;
1862 int move_delay_reset_counter;
1865 int push_delay_value;
1867 unsigned long actual_frame_counter;
1870 int drop_pressed_delay;
1875 int gems_still_needed;
1876 int sokobanfields_still_needed;
1877 int lights_still_needed;
1878 int friends_still_needed;
1879 int key[MAX_NUM_KEYS];
1880 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1881 int shield_normal_time_left;
1882 int shield_deadly_time_left;
1884 int inventory_element[MAX_INVENTORY_SIZE];
1885 int inventory_infinite_element;
1891 int music[MAX_LEVELS];
1894 struct LevelFileInfo
1905 struct LevelFileInfo file_info;
1907 int game_engine_type;
1909 /* level stored in native format for the alternative native game engines */
1910 struct LevelInfo_EM *native_em_level;
1912 int file_version; /* file format version the level is stored with */
1913 int game_version; /* game release version the level was created with */
1915 boolean encoding_16bit_field; /* level contains 16-bit elements */
1916 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1917 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1921 int time; /* available time (seconds) */
1924 char name[MAX_LEVEL_NAME_LEN + 1];
1925 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1927 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1928 int envelope_xsize[4], envelope_ysize[4];
1930 int score[LEVEL_SCORE_ELEMENTS];
1932 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1933 int num_yamyam_contents;
1938 int game_of_life[4];
1941 int time_magic_wall;
1946 int shield_normal_time;
1947 int shield_deadly_time;
1952 int extra_time_score;
1954 int start_element[MAX_PLAYERS];
1955 boolean use_start_element[MAX_PLAYERS];
1957 int artwork_element[MAX_PLAYERS];
1958 boolean use_artwork_element[MAX_PLAYERS];
1960 int explosion_element[MAX_PLAYERS];
1961 boolean use_explosion_element[MAX_PLAYERS];
1964 /* values for the new EMC elements */
1965 int android_move_time;
1966 int android_clone_time;
1967 boolean ball_random;
1968 boolean ball_state_initial;
1975 int wind_direction_initial;
1977 struct Content ball_content[MAX_ELEMENT_CONTENTS];
1978 int num_ball_contents;
1981 boolean android_array[16];
1983 int num_android_clone_elements;
1984 int android_clone_element[MAX_ANDROID_ELEMENTS];
1987 int can_move_into_acid_bits; /* bitfield to store property for elements */
1988 int dont_collide_with_bits; /* bitfield to store property for elements */
1990 int initial_player_stepsize; /* initial player speed */
1992 boolean initial_gravity;
1993 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1994 boolean use_spring_bug; /* for compatibility with old levels */
1995 boolean use_time_orb_bug; /* for compatibility with old levels */
1996 boolean instant_relocation; /* no visual delay when relocating player */
1997 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1998 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
2000 boolean continuous_snapping; /* repeated snapping without releasing key */
2001 boolean block_snap_field; /* snapping blocks field to show animation */
2002 boolean block_last_field; /* player blocks previous field while moving */
2003 boolean sp_block_last_field; /* player blocks previous field while moving */
2005 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
2006 int use_step_counter; /* count steps instead of seconds for level */
2008 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2010 boolean use_custom_template; /* use custom properties from template file */
2012 boolean no_valid_file; /* set when level file missing or invalid */
2014 boolean changed; /* set when level was changed in the editor */
2019 int file_version; /* file format version the tape is stored with */
2020 int game_version; /* game release version the tape was created with */
2021 int engine_version; /* game engine version the tape was recorded with */
2023 char *level_identifier;
2025 unsigned long random_seed;
2027 unsigned long counter;
2028 unsigned long length;
2029 unsigned long length_seconds;
2030 unsigned int delay_played;
2031 boolean pause_before_death;
2032 boolean recording, playing, pausing;
2033 boolean fast_forward;
2034 boolean warp_forward;
2035 boolean deactivate_display;
2037 boolean auto_play_level_solved;
2038 boolean quick_resume;
2039 boolean single_step;
2041 boolean player_participates[MAX_PLAYERS];
2042 int num_participating_players;
2046 byte action[MAX_PLAYERS];
2048 } pos[MAX_TAPE_LEN];
2050 boolean no_valid_file; /* set when tape file missing or invalid */
2055 /* values for engine initialization */
2056 int default_push_delay_fixed;
2057 int default_push_delay_random;
2059 /* constant within running game */
2062 int initial_move_delay;
2063 int initial_move_delay_value;
2064 int initial_push_delay_value;
2066 /* flags to handle bugs in and changes between different engine versions */
2067 /* (for the latest engine version, these flags should always be "FALSE") */
2068 boolean use_change_when_pushing_bug;
2069 boolean use_block_last_field_bug;
2070 boolean max_num_changes_per_frame;
2071 boolean use_reverse_scan_direction;
2073 /* variable within running game */
2074 int yamyam_content_nr;
2075 boolean magic_wall_active;
2076 int magic_wall_time_left;
2077 int light_time_left;
2078 int timegate_time_left;
2084 boolean explosions_delayed;
2085 boolean envelope_active;
2088 /* values for the new EMC elements */
2089 int lenses_time_left;
2090 int magnify_time_left;
2092 int ball_content_nr;
2095 /* values for player idle animation (no effect on engine) */
2096 int player_boring_delay_fixed;
2097 int player_boring_delay_random;
2098 int player_sleeping_delay_fixed;
2099 int player_sleeping_delay_random;
2101 /* values for special game initialization control */
2102 boolean restart_level;
2104 /* values for special game control */
2105 int centered_player_nr;
2106 int centered_player_nr_next;
2107 boolean set_centered_player;
2112 char *autoplay_leveldir;
2113 int autoplay_level[MAX_TAPES_PER_SET];
2114 boolean autoplay_all;
2116 char *convert_leveldir;
2117 int convert_level_nr;
2121 float frames_per_second;
2122 boolean fps_slowdown;
2123 int fps_slowdown_factor;
2126 struct ElementChangeInfo
2128 boolean can_change; /* use or ignore this change info */
2130 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
2132 int trigger_player; /* player triggering change */
2133 int trigger_side; /* side triggering change */
2134 int trigger_page; /* page triggering change */
2136 int target_element; /* target element after change */
2138 int delay_fixed; /* added frame delay before changed (fixed) */
2139 int delay_random; /* added frame delay before changed (random) */
2140 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
2142 int trigger_element; /* element triggering change */
2144 struct Content target_content;/* elements for extended change target */
2145 boolean use_target_content; /* use extended change target */
2146 boolean only_if_complete; /* only use complete target content */
2147 boolean use_random_replace; /* use random value for replacing elements */
2148 int random_percentage; /* random value for replacing elements */
2149 int replace_when; /* type of elements that can be replaced */
2151 boolean explode; /* explode instead of change */
2153 boolean has_action; /* execute action on specified condition */
2154 int action_type; /* type of action */
2155 int action_mode; /* mode of action */
2156 int action_arg; /* parameter of action */
2158 /* ---------- internal values used at runtime when playing ---------- */
2160 /* functions that are called before, while and after the change of an
2161 element -- currently only used for non-custom elements */
2162 void (*pre_change_function)(int x, int y);
2163 void (*change_function)(int x, int y);
2164 void (*post_change_function)(int x, int y);
2166 short actual_trigger_element; /* element that actually triggered change */
2167 int actual_trigger_side; /* element side that triggered the change */
2168 int actual_trigger_player; /* player which actually triggered change */
2169 int actual_trigger_ce_value; /* CE value of element that triggered change */
2171 boolean can_change_or_has_action; /* can_change | has_action */
2173 /* ---------- internal values used in level editor ---------- */
2175 int direct_action; /* change triggered by actions on element */
2176 int other_action; /* change triggered by other element actions */
2179 struct ElementGroupInfo
2181 int num_elements; /* number of elements in this group */
2182 int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
2184 int choice_mode; /* how to choose element from group */
2186 /* ---------- internal values used at runtime when playing ---------- */
2188 /* the following is the same as above, but with recursively resolved group
2189 elements (group elements may also contain further group elements!) */
2190 int num_elements_resolved;
2191 short element_resolved[NUM_FILE_ELEMENTS];
2193 int choice_pos; /* current element choice position */
2196 struct ElementNameInfo
2198 /* ---------- token and description strings ---------- */
2200 char *token_name; /* element token used in config files */
2201 char *class_name; /* element class used in config files */
2202 char *editor_description; /* pre-defined description for level editor */
2207 /* ---------- token and description strings ---------- */
2209 char *token_name; /* element token used in config files */
2210 char *class_name; /* element class used in config files */
2211 char *editor_description; /* pre-defined description for level editor */
2212 char *custom_description; /* alternative description from config file */
2213 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2215 /* ---------- graphic and sound definitions ---------- */
2217 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2218 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2219 /* special graphics for left/right/up/down */
2221 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2222 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2223 /* crumbled graphics for left/right/up/down */
2225 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2226 /* special graphics for certain screens */
2228 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2230 /* ---------- special element property values ---------- */
2232 unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */
2234 boolean use_gfx_element; /* use custom graphic element */
2235 int gfx_element; /* optional custom graphic element */
2237 int access_direction; /* accessible from which direction */
2239 int collect_score_initial; /* initial score value for collecting */
2240 int collect_count_initial; /* initial count value for collecting */
2242 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2243 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2244 boolean use_last_ce_value; /* use value from element before change */
2246 int push_delay_fixed; /* constant delay before pushing */
2247 int push_delay_random; /* additional random delay before pushing */
2248 int drop_delay_fixed; /* constant delay after dropping */
2249 int drop_delay_random; /* additional random delay after dropping */
2250 int move_delay_fixed; /* constant delay after moving */
2251 int move_delay_random; /* additional random delay after moving */
2253 int move_pattern; /* direction movable element moves to */
2254 int move_direction_initial; /* initial direction element moves to */
2255 int move_stepsize; /* step size element moves with */
2257 int move_enter_element; /* element that can be entered (and removed) */
2258 int move_leave_element; /* element that can be left behind */
2259 int move_leave_type; /* change (limited) or leave (unlimited) */
2261 int slippery_type; /* how/where other elements slip away */
2263 struct Content content; /* new elements after explosion */
2265 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2266 int explosion_delay; /* duration of explosion of this element */
2267 int ignition_delay; /* delay for explosion by other explosion */
2269 struct ElementChangeInfo *change_page; /* actual list of change pages */
2270 struct ElementChangeInfo *change; /* pointer to current change page */
2272 int num_change_pages; /* actual number of change pages */
2273 int current_change_page; /* currently edited change page */
2275 struct ElementGroupInfo *group; /* pointer to element group info */
2277 /* ---------- internal values used at runtime when playing ---------- */
2279 boolean has_change_event[NUM_CHANGE_EVENTS];
2281 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2282 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2284 boolean in_group[NUM_GROUP_ELEMENTS];
2286 int collect_score; /* runtime score value for collecting */
2288 /* ---------- internal values used in level editor ---------- */
2290 int access_type; /* walkable or passable */
2291 int access_layer; /* accessible over/inside/under */
2292 int access_protected; /* protection against deadly elements */
2293 int walk_to_action; /* diggable/collectible/pushable */
2294 int smash_targets; /* can smash player/enemies/everything */
2295 int deadliness; /* deadly when running/colliding/touching */
2297 boolean can_explode_by_fire; /* element explodes by fire */
2298 boolean can_explode_smashed; /* element explodes when smashed */
2299 boolean can_explode_impact; /* element explodes on impact */
2301 boolean modified_settings; /* set for all modified custom elements */
2306 char *token_name; /* font token used in config files */
2308 int graphic; /* default graphic for this font */
2309 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2310 /* special graphics for certain screens */
2311 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2312 /* internal bitmap ID for special graphics */
2318 int src_image_width; /* scaled bitmap size, but w/o small images */
2319 int src_image_height; /* scaled bitmap size, but w/o small images */
2321 int src_x, src_y; /* start position of animation frames */
2322 int width, height; /* width/height of each animation frame */
2323 int offset_x, offset_y; /* x/y offset to next animation frame */
2324 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2325 boolean double_movement; /* animation has second movement tile */
2326 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2328 int anim_frames_per_line;
2329 int anim_start_frame;
2330 int anim_delay; /* important: delay of 1 means "no delay"! */
2332 boolean anim_global_sync;
2333 int crumbled_like; /* element for cloning crumble graphics */
2334 int diggable_like; /* element for cloning digging graphics */
2335 int border_size; /* border size for "crumbled" graphics */
2336 int scale_up_factor; /* optional factor for scaling image up */
2337 int clone_from; /* graphic for cloning *all* settings */
2339 int anim_delay_fixed; /* optional delay values for bored and */
2340 int anim_delay_random; /* sleeping player animations (animation */
2341 int post_delay_fixed; /* intervall and following pause before */
2342 int post_delay_random; /* next intervall (bored animation only) */
2344 int step_offset; /* optional step offset of toon animations */
2345 int step_delay; /* optional step delay of toon animations */
2347 int draw_x, draw_y; /* optional offset for drawing fonts chars */
2349 int draw_masked; /* optional setting for drawing envelope gfx */
2351 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2352 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2353 GC clip_gc; /* single-graphic-only clip gc for X11 */
2369 struct MusicPrefixInfo
2372 boolean is_loop_music;
2375 struct MusicFileInfo
2380 char *artist_header;
2393 struct MusicFileInfo *next;
2396 struct ElementActionInfo
2400 boolean is_loop_sound;
2403 struct ElementDirectionInfo
2409 struct SpecialSuffixInfo
2425 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2426 extern Pixmap tile_clipmask[];
2427 extern DrawBuffer *fieldbuffer;
2428 extern DrawBuffer *drawto_field;
2430 extern int game_status;
2431 extern boolean level_editor_test_game;
2432 extern boolean network_playing;
2434 #if defined(TARGET_SDL)
2435 extern boolean network_server;
2436 extern SDL_Thread *server_thread;
2439 extern int key_joystick_mapping;
2441 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2442 extern int redraw_x1, redraw_y1;
2444 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2445 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2446 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2447 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2448 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2449 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2450 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2451 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2452 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2453 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2454 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2455 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2456 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2457 extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2458 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2459 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2460 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2461 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2462 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2463 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2464 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2465 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2466 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2467 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2468 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2469 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2472 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2475 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2476 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2477 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2478 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2479 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2481 extern int lev_fieldx, lev_fieldy;
2482 extern int scroll_x, scroll_y;
2485 extern int ScrollStepSize;
2486 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2487 extern int BorderElement;
2488 extern int GameFrameDelay;
2489 extern int FfwdFrameDelay;
2490 extern int BX1, BY1;
2491 extern int BX2, BY2;
2492 extern int SBX_Left, SBX_Right;
2493 extern int SBY_Upper, SBY_Lower;
2495 extern int ExitX, ExitY;
2496 extern int AllPlayersGone;
2498 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2499 extern boolean SiebAktiv;
2500 extern int SiebCount;
2502 extern boolean network_player_action_received;
2504 extern int graphics_action_mapping[];
2506 extern struct LevelSetInfo levelset;
2507 extern struct LevelInfo level, level_template;
2508 extern struct PlayerInfo stored_player[], *local_player;
2509 extern struct HiScore highscore[];
2510 extern struct TapeInfo tape;
2511 extern struct GameInfo game;
2512 extern struct GlobalInfo global;
2513 extern struct MenuInfo menu;
2514 extern struct DoorInfo door_1, door_2;
2515 extern struct ElementInfo element_info[];
2516 extern struct ElementNameInfo element_name_info[];
2517 extern struct ElementActionInfo element_action_info[];
2518 extern struct ElementDirectionInfo element_direction_info[];
2519 extern struct SpecialSuffixInfo special_suffix_info[];
2520 extern struct TokenIntPtrInfo image_config_vars[];
2521 extern struct FontInfo font_info[];
2522 extern struct MusicPrefixInfo music_prefix_info[];
2523 extern struct GraphicInfo *graphic_info;
2524 extern struct SoundInfo *sound_info;
2525 extern struct MusicInfo *music_info;
2526 extern struct MusicFileInfo *music_file_info;
2527 extern struct HelpAnimInfo *helpanim_info;
2528 extern SetupFileHash *helptext_info;
2529 extern struct ConfigTypeInfo image_config_suffix[];
2530 extern struct ConfigTypeInfo sound_config_suffix[];
2531 extern struct ConfigTypeInfo music_config_suffix[];
2532 extern struct ConfigInfo image_config[];
2533 extern struct ConfigInfo sound_config[];
2534 extern struct ConfigInfo music_config[];
2535 extern struct ConfigInfo helpanim_config[];
2536 extern struct ConfigInfo helptext_config[];