1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2006 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
28 #include "conf_gfx.h" /* include auto-generated data structure definitions */
29 #include "conf_snd.h" /* include auto-generated data structure definitions */
30 #include "conf_mus.h" /* include auto-generated data structure definitions */
32 #define IMG_UNDEFINED (-1)
33 #define IMG_EMPTY IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START IMG_CHAR_SPACE
37 #define IMG_STEEL_CHAR_START IMG_STEEL_CHAR_SPACE
38 #define IMG_CUSTOM_START IMG_CUSTOM_1
40 #define SND_UNDEFINED (-1)
41 #define MUS_UNDEFINED (-1)
46 #define DEFAULT_FULLSCREEN_MODE "800x600"
50 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
51 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
52 #define MIN_LEV_FIELDX 3
53 #define MIN_LEV_FIELDY 3
54 #define STD_LEV_FIELDX 64
55 #define STD_LEV_FIELDY 32
56 #define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH
57 #define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT
59 #define MIN_SCROLL_DELAY 0
60 #define STD_SCROLL_DELAY 3
61 #define MAX_SCROLL_DELAY 8
63 #define SCREENX(a) ((a) - scroll_x)
64 #define SCREENY(a) ((a) - scroll_y)
65 #define LEVELX(a) ((a) + scroll_x)
66 #define LEVELY(a) ((a) + scroll_y)
68 #define IN_FIELD(x, y, xsize, ysize) ((x) >= 0 && (x) < (xsize) && \
69 (y) >= 0 && (y) < (ysize))
70 #define IN_FIELD_MINMAX(x, y, xmin, ymin, xmax, ymax) \
71 ((x) >= (xmin) && (x) <= (xmax) && \
72 (y) >= (ymin) && (y) <= (ymax))
74 #define IN_VIS_FIELD(x, y) IN_FIELD(x, y, SCR_FIELDX, SCR_FIELDY)
75 #define IN_LEV_FIELD(x, y) IN_FIELD(x, y, lev_fieldx, lev_fieldy)
76 #define IN_SCR_FIELD(x, y) IN_FIELD_MINMAX(x,y, BX1,BY1, BX2,BY2)
78 /* values for configurable properties (custom elem's only, else pre-defined) */
79 /* (never change these values, as they are stored in level files!) */
81 #define EP_COLLECTIBLE_ONLY 1
82 #define EP_DONT_RUN_INTO 2
83 #define EP_DONT_COLLIDE_WITH 3
84 #define EP_DONT_TOUCH 4
85 #define EP_INDESTRUCTIBLE 5
87 #define EP_CAN_CHANGE 7
90 #define EP_CAN_SMASH_PLAYER 10
91 #define EP_CAN_SMASH_ENEMIES 11
92 #define EP_CAN_SMASH_EVERYTHING 12
93 #define EP_EXPLODES_BY_FIRE 13
94 #define EP_EXPLODES_SMASHED 14
95 #define EP_EXPLODES_IMPACT 15
96 #define EP_WALKABLE_OVER 16
97 #define EP_WALKABLE_INSIDE 17
98 #define EP_WALKABLE_UNDER 18
99 #define EP_PASSABLE_OVER 19
100 #define EP_PASSABLE_INSIDE 20
101 #define EP_PASSABLE_UNDER 21
102 #define EP_DROPPABLE 22
103 #define EP_EXPLODES_1X1_OLD 23
104 #define EP_PUSHABLE 24
105 #define EP_EXPLODES_CROSS_OLD 25
106 #define EP_PROTECTED 26
107 #define EP_CAN_MOVE_INTO_ACID 27
108 #define EP_THROWABLE 28
109 #define EP_CAN_EXPLODE 29
110 #define EP_GRAVITY_REACHABLE 30
111 #define EP_DONT_GET_HIT_BY 31
113 /* values for pre-defined properties */
114 /* (from here on, values can be changed by inserting new values) */
116 #define EP_CAN_PASS_MAGIC_WALL 33
117 #define EP_CAN_PASS_DC_MAGIC_WALL 34
118 #define EP_SWITCHABLE 35
119 #define EP_BD_ELEMENT 36
120 #define EP_SP_ELEMENT 37
121 #define EP_SB_ELEMENT 38
123 #define EP_FOOD_DARK_YAMYAM 40
124 #define EP_FOOD_PENGUIN 41
125 #define EP_FOOD_PIG 42
126 #define EP_HISTORIC_WALL 43
127 #define EP_HISTORIC_SOLID 44
128 #define EP_CLASSIC_ENEMY 45
130 #define EP_BELT_ACTIVE 47
131 #define EP_BELT_SWITCH 48
133 #define EP_ACID_POOL 50
134 #define EP_KEYGATE 51
135 #define EP_AMOEBOID 52
136 #define EP_AMOEBALIVE 53
137 #define EP_HAS_EDITOR_CONTENT 54
138 #define EP_CAN_TURN_EACH_MOVE 55
139 #define EP_CAN_GROW 56
140 #define EP_ACTIVE_BOMB 57
141 #define EP_INACTIVE 58
143 /* values for special configurable properties (depending on level settings) */
144 #define EP_EM_SLIPPERY_WALL 59
146 /* values for special graphics properties (no effect on game engine) */
147 #define EP_GFX_CRUMBLED 60
149 /* values for derived properties (determined from properties above) */
150 #define EP_ACCESSIBLE_OVER 61
151 #define EP_ACCESSIBLE_INSIDE 62
152 #define EP_ACCESSIBLE_UNDER 63
153 #define EP_WALKABLE 64
154 #define EP_PASSABLE 65
155 #define EP_ACCESSIBLE 66
156 #define EP_COLLECTIBLE 67
157 #define EP_SNAPPABLE 68
159 #define EP_SOLID_FOR_PUSHING 70
160 #define EP_DRAGONFIRE_PROOF 71
161 #define EP_EXPLOSION_PROOF 72
162 #define EP_CAN_SMASH 73
163 #define EP_EXPLODES_3X3_OLD 74
164 #define EP_CAN_EXPLODE_BY_FIRE 75
165 #define EP_CAN_EXPLODE_SMASHED 76
166 #define EP_CAN_EXPLODE_IMPACT 77
167 #define EP_SP_PORT 78
168 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 79
169 #define EP_CAN_EXPLODE_BY_EXPLOSION 80
170 #define EP_COULD_MOVE_INTO_ACID 81
171 #define EP_MAYBE_DONT_COLLIDE_WITH 82
172 #define EP_CAN_BE_CLONED_BY_ANDROID 83
174 /* values for internal purpose only (level editor) */
175 #define EP_WALK_TO_OBJECT 84
177 #define EP_EDITOR_CASCADE 86
178 #define EP_EDITOR_CASCADE_ACTIVE 87
179 #define EP_EDITOR_CASCADE_INACTIVE 88
181 /* values for internal purpose only (game engine) */
182 #define EP_HAS_ACTION 89
183 #define EP_CAN_CHANGE_OR_HAS_ACTION 90
185 /* values for internal purpose only (other) */
186 #define EP_OBSOLETE 91
188 #define NUM_ELEMENT_PROPERTIES 92
190 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
191 #define EP_BITFIELD_BASE_NR 0
193 #define EP_BITMASK_BASE_DEFAULT (1 << EP_CAN_MOVE_INTO_ACID)
194 #define EP_BITMASK_DEFAULT 0
196 #define PROPERTY_BIT(p) (1 << ((p) % 32))
197 #define PROPERTY_VAR(e,p) (element_info[e].properties[(p) / 32])
198 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
199 #define SET_PROPERTY(e,p,v) ((v) ? \
200 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
201 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
204 /* values for change events for custom elements (stored in level file) */
206 #define CE_TOUCHED_BY_PLAYER 1
207 #define CE_PRESSED_BY_PLAYER 2
208 #define CE_PUSHED_BY_PLAYER 3
209 #define CE_DROPPED_BY_PLAYER 4
210 #define CE_HITTING_SOMETHING 5
213 #define CE_TOUCHING_X 8
214 #define CE_CHANGE_OF_X 9
215 #define CE_EXPLOSION_OF_X 10
216 #define CE_PLAYER_TOUCHES_X 11
217 #define CE_PLAYER_PRESSES_X 12
218 #define CE_PLAYER_PUSHES_X 13
219 #define CE_PLAYER_COLLECTS_X 14
220 #define CE_PLAYER_DROPS_X 15
221 #define CE_VALUE_GETS_ZERO 16
222 #define CE_VALUE_GETS_ZERO_OF_X 17
223 #define CE_BY_OTHER_ACTION 18
224 #define CE_BY_DIRECT_ACTION 19
225 #define CE_PLAYER_DIGS_X 20
226 #define CE_ENTERED_BY_PLAYER 21
227 #define CE_LEFT_BY_PLAYER 22
228 #define CE_PLAYER_ENTERS_X 23
229 #define CE_PLAYER_LEAVES_X 24
230 #define CE_SWITCHED 25
231 #define CE_SWITCH_OF_X 26
232 #define CE_HIT_BY_SOMETHING 27
233 #define CE_HITTING_X 28
234 #define CE_HIT_BY_X 29
235 #define CE_BLOCKED 30
236 #define CE_SWITCHED_BY_PLAYER 31
237 #define CE_PLAYER_SWITCHES_X 32
238 #define CE_SNAPPED_BY_PLAYER 33
239 #define CE_PLAYER_SNAPS_X 34
240 #define CE_MOVE_OF_X 35
241 #define CE_DIGGING_X 36
242 #define CE_CREATION_OF_X 37
243 #define CE_SCORE_GETS_ZERO 38
244 #define CE_SCORE_GETS_ZERO_OF_X 39
245 #define CE_VALUE_CHANGES 40
246 #define CE_VALUE_CHANGES_OF_X 41
247 #define CE_SCORE_CHANGES 42
248 #define CE_SCORE_CHANGES_OF_X 43
250 #define NUM_CHANGE_EVENTS 44
252 #define NUM_CE_BITFIELDS ((NUM_CHANGE_EVENTS + 31) / 32)
254 #define CE_BITMASK_DEFAULT 0
256 #define CH_EVENT_BITFIELD_NR(e) (e / 32)
257 #define CH_EVENT_BIT(e) (1 << ((e) % 32))
259 #define CH_EVENT_VAR(e,c) (element_info[e].change->has_event[c])
260 #define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c])
262 #define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c])
263 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
265 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
266 CH_ANY_EVENT_VAR(e,c))
268 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
269 CH_EVENT_VAR(e,c) = (v) : 0)
270 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
271 CH_ANY_EVENT_VAR(e,c) = (v) : 0)
273 /* values for player bitmasks */
274 #define PLAYER_BITS_NONE 0
275 #define PLAYER_BITS_1 (1 << 0)
276 #define PLAYER_BITS_2 (1 << 1)
277 #define PLAYER_BITS_3 (1 << 2)
278 #define PLAYER_BITS_4 (1 << 3)
279 #define PLAYER_BITS_ANY (PLAYER_BITS_1 | \
283 #define PLAYER_BITS_TRIGGER (1 << 4)
284 #define PLAYER_BITS_ACTION (1 << 5)
286 /* values for move directions (bits 0 - 3: basic move directions) */
287 #define MV_BIT_PREVIOUS 4
288 #define MV_BIT_TRIGGER 5
289 #define MV_BIT_TRIGGER_BACK 6
290 #define MV_BIT_NORMAL MV_BIT_TRIGGER
291 #define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK
293 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
294 #define MV_TRIGGER (1 << MV_BIT_TRIGGER)
295 #define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK)
296 #define MV_NORMAL (1 << MV_BIT_NORMAL)
297 #define MV_REVERSE (1 << MV_BIT_REVERSE)
299 /* values for move stepsize */
300 #define STEPSIZE_NOT_MOVING 0
301 #define STEPSIZE_VERY_SLOW 1
302 #define STEPSIZE_SLOW 2
303 #define STEPSIZE_NORMAL 4
304 #define STEPSIZE_FAST 8
305 #define STEPSIZE_VERY_FAST 16
306 #define STEPSIZE_EVEN_FASTER 32
307 #define STEPSIZE_SLOWER 50 /* (symbolic value only) */
308 #define STEPSIZE_FASTER 200 /* (symbolic value only) */
309 #define STEPSIZE_RESET 100 /* (symbolic value only) */
311 /* values for change side for custom elements */
312 #define CH_SIDE_NONE MV_NONE
313 #define CH_SIDE_LEFT MV_LEFT
314 #define CH_SIDE_RIGHT MV_RIGHT
315 #define CH_SIDE_TOP MV_UP
316 #define CH_SIDE_BOTTOM MV_DOWN
317 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
318 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
319 #define CH_SIDE_ANY MV_ANY_DIRECTION
321 /* values for change player for custom elements */
322 #define CH_PLAYER_NONE PLAYER_BITS_NONE
323 #define CH_PLAYER_1 PLAYER_BITS_1
324 #define CH_PLAYER_2 PLAYER_BITS_2
325 #define CH_PLAYER_3 PLAYER_BITS_3
326 #define CH_PLAYER_4 PLAYER_BITS_4
327 #define CH_PLAYER_ANY PLAYER_BITS_ANY
329 /* values for change page for custom elements */
330 #define CH_PAGE_ANY_FILE (0xff)
331 #define CH_PAGE_ANY (0xffffffff)
333 /* values for change power for custom elements */
334 #define CP_WHEN_EMPTY 0
335 #define CP_WHEN_DIGGABLE 1
336 #define CP_WHEN_DESTRUCTIBLE 2
337 #define CP_WHEN_COLLECTIBLE 3
338 #define CP_WHEN_REMOVABLE 4
339 #define CP_WHEN_WALKABLE 5
341 /* values for change actions for custom elements (stored in level file) */
342 #define CA_NO_ACTION 0
343 #define CA_EXIT_PLAYER 1
344 #define CA_KILL_PLAYER 2
345 #define CA_MOVE_PLAYER 3
346 #define CA_RESTART_LEVEL 4
347 #define CA_SHOW_ENVELOPE 5
348 #define CA_SET_LEVEL_TIME 6
349 #define CA_SET_LEVEL_GEMS 7
350 #define CA_SET_LEVEL_SCORE 8
351 #define CA_SET_LEVEL_WIND 9
352 #define CA_SET_PLAYER_GRAVITY 10
353 #define CA_SET_PLAYER_KEYS 11
354 #define CA_SET_PLAYER_SPEED 12
355 #define CA_SET_PLAYER_SHIELD 13
356 #define CA_SET_PLAYER_ARTWORK 14
357 #define CA_SET_CE_SCORE 15
358 #define CA_SET_CE_VALUE 16
359 #define CA_SET_ENGINE_SCAN_MODE 17
360 #define CA_SET_PLAYER_INVENTORY 18
361 #define CA_SET_CE_ARTWORK 19
362 #define CA_SET_LEVEL_RANDOM_SEED 20
364 #define CA_HEADLINE_LEVEL_ACTIONS 250
365 #define CA_HEADLINE_PLAYER_ACTIONS 251
366 #define CA_HEADLINE_CE_ACTIONS 252
367 #define CA_HEADLINE_ENGINE_ACTIONS 253
368 #define CA_UNDEFINED 255
370 /* values for change action mode for custom elements */
371 #define CA_MODE_UNDEFINED 0
372 #define CA_MODE_SET 1
373 #define CA_MODE_ADD 2
374 #define CA_MODE_SUBTRACT 3
375 #define CA_MODE_MULTIPLY 4
376 #define CA_MODE_DIVIDE 5
377 #define CA_MODE_MODULO 6
379 /* values for change action parameters for custom elements */
392 #define CA_ARG_100 100
393 #define CA_ARG_1000 1000
394 #define CA_ARG_MAX 9999
395 #define CA_ARG_PLAYER 10000
396 #define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1)
397 #define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2)
398 #define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3)
399 #define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4)
400 #define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY)
401 #define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
402 #define CA_ARG_PLAYER_ACTION (CA_ARG_PLAYER + PLAYER_BITS_ACTION)
403 #define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999)
404 #define CA_ARG_NUMBER 11000
405 #define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0)
406 #define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1)
407 #define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2)
408 #define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3)
409 #define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4)
410 #define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5)
411 #define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6)
412 #define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7)
413 #define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8)
414 #define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999)
415 #define CA_ARG_ELEMENT 12000
416 #define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0)
417 #define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1)
418 #define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2)
419 #define CA_ARG_ELEMENT_ACTION (CA_ARG_ELEMENT + 7)
420 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 997)
421 #define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET)
422 #define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER)
423 #define CA_ARG_ELEMENT_CV_ACTION (CA_ARG_ELEMENT_ACTION)
424 #define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE)
425 #define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3)
426 #define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4)
427 #define CA_ARG_ELEMENT_NR_ACTION (CA_ARG_ELEMENT + 8)
428 #define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 998)
429 #define CA_ARG_ELEMENT_CS_TARGET (CA_ARG_ELEMENT + 5)
430 #define CA_ARG_ELEMENT_CS_TRIGGER (CA_ARG_ELEMENT + 6)
431 #define CA_ARG_ELEMENT_CS_ACTION (CA_ARG_ELEMENT + 9)
432 #define CA_ARG_ELEMENT_CS_HEADLINE (CA_ARG_ELEMENT + 999)
433 #define CA_ARG_SPEED 13000
434 #define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING)
435 #define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW)
436 #define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW)
437 #define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL)
438 #define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST)
439 #define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST)
440 #define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER)
441 #define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER)
442 #define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER)
443 #define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET)
444 #define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999)
445 #define CA_ARG_GRAVITY 14000
446 #define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0)
447 #define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1)
448 #define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2)
449 #define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999)
450 #define CA_ARG_DIRECTION 15000
451 #define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE)
452 #define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT)
453 #define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT)
454 #define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP)
455 #define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN)
456 #define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER)
457 #define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK)
458 #define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999)
459 #define CA_ARG_SHIELD 16000
460 #define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0)
461 #define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1)
462 #define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2)
463 #define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999)
464 #define CA_ARG_SCAN_MODE 17000
465 #define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL)
466 #define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE)
467 #define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999)
468 #define CA_ARG_INVENTORY 18000
469 #define CA_ARG_INVENTORY_RESET (CA_ARG_INVENTORY + 0)
470 #define CA_ARG_INVENTORY_RM_TARGET (CA_ARG_INVENTORY + 1)
471 #define CA_ARG_INVENTORY_RM_TRIGGER (CA_ARG_INVENTORY + 2)
472 #define CA_ARG_INVENTORY_RM_ACTION (CA_ARG_INVENTORY + 3)
473 #define CA_ARG_INVENTORY_RM_FIRST (CA_ARG_INVENTORY + 4)
474 #define CA_ARG_INVENTORY_RM_LAST (CA_ARG_INVENTORY + 5)
475 #define CA_ARG_INVENTORY_RM_ALL (CA_ARG_INVENTORY + 6)
476 #define CA_ARG_INVENTORY_HEADLINE (CA_ARG_INVENTORY + 998)
477 #define CA_ARG_INVENTORY_RM_HEADLINE (CA_ARG_INVENTORY + 999)
478 #define CA_ARG_UNDEFINED 65535
480 /* values for custom move patterns (bits 0 - 3: basic move directions) */
481 #define MV_BIT_TOWARDS_PLAYER 4
482 #define MV_BIT_AWAY_FROM_PLAYER 5
483 #define MV_BIT_ALONG_LEFT_SIDE 6
484 #define MV_BIT_ALONG_RIGHT_SIDE 7
485 #define MV_BIT_TURNING_LEFT 8
486 #define MV_BIT_TURNING_RIGHT 9
487 #define MV_BIT_WHEN_PUSHED 10
488 #define MV_BIT_MAZE_RUNNER 11
489 #define MV_BIT_MAZE_HUNTER 12
490 #define MV_BIT_WHEN_DROPPED 13
491 #define MV_BIT_TURNING_LEFT_RIGHT 14
492 #define MV_BIT_TURNING_RIGHT_LEFT 15
493 #define MV_BIT_TURNING_RANDOM 16
494 #define MV_BIT_WIND_DIRECTION 17
496 /* values for custom move patterns */
497 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
498 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
499 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
500 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
501 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
502 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
503 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
504 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
505 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
506 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
507 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
508 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
509 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
510 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
511 #define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION)
513 /* values for initial move direction */
514 #define MV_START_NONE (MV_NONE)
515 #define MV_START_AUTOMATIC (MV_NONE)
516 #define MV_START_LEFT (MV_LEFT)
517 #define MV_START_RIGHT (MV_RIGHT)
518 #define MV_START_UP (MV_UP)
519 #define MV_START_DOWN (MV_DOWN)
520 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
521 #define MV_START_PREVIOUS (MV_PREVIOUS)
523 /* values for elements left behind by custom elements */
524 #define LEAVE_TYPE_UNLIMITED 0
525 #define LEAVE_TYPE_LIMITED 1
527 /* values for slippery property for custom elements */
528 #define SLIPPERY_ANY_RANDOM 0
529 #define SLIPPERY_ANY_LEFT_RIGHT 1
530 #define SLIPPERY_ANY_RIGHT_LEFT 2
531 #define SLIPPERY_ONLY_LEFT 3
532 #define SLIPPERY_ONLY_RIGHT 4
534 /* values for explosion type for custom elements */
535 #define EXPLODES_3X3 0
536 #define EXPLODES_1X1 1
537 #define EXPLODES_CROSS 2
539 /* macros for configurable properties */
540 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
541 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
542 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
543 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
544 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
545 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
546 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
547 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
548 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
549 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
550 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
551 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
552 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
553 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
554 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
555 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
556 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
557 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
558 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
559 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
560 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
561 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
562 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
563 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
564 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
565 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
566 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
567 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
568 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
569 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
570 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
571 #define DONT_GET_HIT_BY(e) HAS_PROPERTY(e, EP_DONT_GET_HIT_BY)
573 /* macros for special configurable properties */
574 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
576 /* macros for special graphics properties */
577 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
579 /* macros for pre-defined properties */
580 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
581 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
582 #define CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_MAGIC_WALL)
583 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
584 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
585 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
586 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
587 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
588 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
589 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
590 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
591 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
592 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
593 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
594 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
595 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
596 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
597 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
598 #define IS_ACID_POOL(e) HAS_PROPERTY(e, EP_ACID_POOL)
599 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
600 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
601 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
602 #define HAS_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_CONTENT)
603 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
604 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
605 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
606 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
608 /* macros for derived properties */
609 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
610 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
611 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
612 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
613 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
614 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
615 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
616 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
617 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
618 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
619 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
620 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
621 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
622 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
623 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
624 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
625 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
626 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
627 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
628 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
629 #define CAN_EXPLODE_BY_EXPLOSION(e) \
630 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
631 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
632 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
633 #define CAN_BE_CLONED_BY_ANDROID(e) \
634 HAS_PROPERTY(e, EP_CAN_BE_CLONED_BY_ANDROID)
636 #define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE)
637 #define IS_EDITOR_CASCADE_ACTIVE(e) \
638 HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE)
639 #define IS_EDITOR_CASCADE_INACTIVE(e) \
640 HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE)
642 #define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION)
643 #define CAN_CHANGE_OR_HAS_ACTION(e) \
644 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
646 #define IS_OBSOLETE(e) HAS_PROPERTY(e, EP_OBSOLETE)
648 /* special macros used in game engine */
649 #define IS_FILE_ELEMENT(e) ((e) >= 0 && \
650 (e) <= NUM_FILE_ELEMENTS)
652 #define IS_DRAWABLE_ELEMENT(e) ((e) >= 0 && \
653 (e) <= NUM_DRAWABLE_ELEMENTS)
655 #define IS_RUNTIME_ELEMENT(e) ((e) >= 0 && \
656 (e) <= NUM_RUNTIME_ELEMENTS)
658 #define IS_VALID_ELEMENT(e) ((e) >= 0 && \
659 (e) <= MAX_NUM_ELEMENTS)
661 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
662 (e) <= EL_CUSTOM_END)
664 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
667 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
668 (e) <= EL_INTERNAL_CLIPBOARD_END)
670 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
671 (e) <= EL_INTERNAL_END)
673 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
674 (e) <= EL_ENVELOPE_4)
676 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
678 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
680 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
682 #define IS_KEY(e) (IS_RND_KEY(e) || \
685 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
686 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
687 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
688 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
689 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
690 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
692 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
694 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
696 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
697 (e) <= EL_EMC_GATE_8)
698 #define IS_DC_GATE(e) ((e) == EL_DC_GATE_WHITE)
699 #define IS_GATE(e) (IS_RND_GATE(e) || \
703 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
704 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
705 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
706 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
707 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
708 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
710 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
711 (e) <= EL_GATE_4_GRAY)
712 #define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \
713 (e) <= EL_GATE_4_GRAY_ACTIVE)
714 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
715 (e) <= EL_EM_GATE_4_GRAY)
716 #define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \
717 (e) <= EL_EM_GATE_4_GRAY_ACTIVE)
718 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
719 (e) <= EL_EMC_GATE_8_GRAY)
720 #define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \
721 (e) <= EL_EMC_GATE_8_GRAY_ACTIVE)
722 #define IS_DC_GATE_GRAY(e) ((e) == EL_DC_GATE_WHITE_GRAY)
723 #define IS_DC_GATE_GRAY_ACTIVE(e) ((e) == EL_DC_GATE_WHITE_GRAY_ACTIVE)
725 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
726 IS_EM_GATE_GRAY(e) || \
727 IS_EMC_GATE_GRAY(e) || \
729 #define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \
730 IS_EM_GATE_GRAY_ACTIVE(e) || \
731 IS_EMC_GATE_GRAY_ACTIVE(e) || \
732 IS_DC_GATE_GRAY_ACTIVE(e))
733 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
734 #define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE)
735 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
736 #define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE)
737 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
738 #define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4)
739 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
740 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
741 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
743 #define IS_ACID_POOL_OR_ACID(e) (IS_ACID_POOL(e) || (e) == EL_ACID)
745 #define IS_EMC_PILLAR(e) ((e) >= EL_EMC_WALL_1 && \
746 (e) <= EL_EMC_WALL_3)
747 #define IS_SP_CHIP(e) ((e) == EL_SP_CHIP_SINGLE || \
748 (e) == EL_SP_CHIP_LEFT || \
749 (e) == EL_SP_CHIP_RIGHT || \
750 (e) == EL_SP_CHIP_TOP || \
751 (e) == EL_SP_CHIP_BOTTOM)
752 #define IS_SP_HARDWARE_BASE(e) ((e) == EL_SP_HARDWARE_BASE_1 || \
753 (e) == EL_SP_HARDWARE_BASE_2 || \
754 (e) == EL_SP_HARDWARE_BASE_3 || \
755 (e) == EL_SP_HARDWARE_BASE_4 || \
756 (e) == EL_SP_HARDWARE_BASE_5 || \
757 (e) == EL_SP_HARDWARE_BASE_6)
759 #define IS_DC_STEELWALL_2(e) ((e) >= EL_DC_STEELWALL_2_LEFT && \
760 (e) <= EL_DC_STEELWALL_2_SINGLE)
763 #define GFX_ELEMENT(e) (element_info[e].gfx_element)
765 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
766 element_info[e].gfx_element : e)
769 /* !!! CHECK THIS !!! */
771 #define TILE_GFX_ELEMENT(x, y) \
772 (GfxElement[x][y] != EL_UNDEFINED && \
773 Feld[x][y] != EL_EXPLOSION ? \
774 GfxElement[x][y] : Feld[x][y])
776 #define TILE_GFX_ELEMENT(x, y) \
777 GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \
778 Feld[x][y] != EL_EXPLOSION ? \
779 GfxElement[x][y] : Feld[x][y])
782 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
783 /* (solution: add separate "use sound of element" to level file and editor) */
785 #define SND_ELEMENT(e) GFX_ELEMENT(e)
787 #define SND_ELEMENT(e) (e)
790 #define GROUP_NR(e) ((e) - EL_GROUP_START)
791 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
792 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
794 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
795 (ge == EL_ANY_ELEMENT ? TRUE : \
796 IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
798 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
800 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
801 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
803 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
804 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
805 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
807 #define IS_MV_DIAGONAL(x) ((x) & MV_HORIZONTAL && (x) & MV_VERTICAL)
809 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
810 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
811 (e) == EL_EMERALD ? EL_DIAMOND : \
812 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
813 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
814 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
816 #define EL_CHANGED_BD(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
817 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
819 #define EL_CHANGED_DC(e) ((e) == EL_ROCK ? EL_EMERALD : \
820 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
821 (e) == EL_EMERALD ? EL_DIAMOND : \
822 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
823 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
824 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
825 (e) == EL_PEARL ? EL_BOMB : \
826 (e) == EL_CRYSTAL ? EL_CRYSTAL : \
828 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
829 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
830 #define TAPE_IS_EMPTY(x) ((x).length == 0)
831 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
833 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
834 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
836 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
837 IS_PROTECTED(Back[x][y]))
838 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
839 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
840 ENEMY_PROTECTED_FIELD(x, y))
841 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
842 EXPLOSION_PROTECTED_FIELD(x, y))
844 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
845 (p)->switch_x == (x) && (p)->switch_y == (y))
847 #define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \
848 (p)->drop_x == (x) && (p)->drop_y == (y))
850 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
852 #define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \
855 #define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1)
857 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
858 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
859 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
861 #define IS_ANIM_MODE_CE(g) (graphic_info[g].anim_mode & (ANIM_CE_VALUE | \
864 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
865 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
866 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
867 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
869 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
871 #define IS_SPECIAL_GFX_ARG(a) ((a) >= 0 && (a) < NUM_SPECIAL_GFX_ARGS)
873 #define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
874 #define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
875 #define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
876 IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
878 #define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)")
879 #define MV_TEXT(d) ((d) == MV_NONE ? "MV_NONE" : \
880 (d) == MV_LEFT ? "MV_LEFT" : \
881 (d) == MV_RIGHT ? "MV_RIGHT" : \
882 (d) == MV_UP ? "MV_UP" : \
883 (d) == MV_DOWN ? "MV_DOWN" : "(various)")
885 #define ELEMENT_ACTIVE(e) (ActiveElement[e])
886 #define BUTTON_ACTIVE(b) (ActiveButton[b])
887 #define FONT_ACTIVE(f) (ActiveFont[f])
890 /* fundamental game speed values */
891 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
892 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
894 /* boundaries of arrays etc. */
895 #define MAX_LEVEL_NAME_LEN 32
896 #define MAX_LEVEL_AUTHOR_LEN 32
897 #define MAX_ELEMENT_NAME_LEN 32
898 #define MAX_TAPES_PER_SET 1024
899 #define MAX_SCORE_ENTRIES 100
900 #define MAX_NUM_TITLE_IMAGES 5
901 #define MAX_NUM_TITLE_MESSAGES 5
903 #define MAX_NUM_AMOEBA 100
905 #define NUM_ENVELOPES 4
906 #define MIN_ENVELOPE_XSIZE 1
907 #define MIN_ENVELOPE_YSIZE 1
908 #define MAX_ENVELOPE_XSIZE 30
909 #define MAX_ENVELOPE_YSIZE 20
910 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
911 #define MIN_CHANGE_PAGES 1
912 #define MAX_CHANGE_PAGES 32
913 #define MIN_ELEMENTS_IN_GROUP 1
914 #define MAX_ELEMENTS_IN_GROUP 16
915 #define MIN_ANDROID_ELEMENTS 1
916 #define MAX_ANDROID_ELEMENTS 16
918 /* values for elements with content */
919 #define MIN_ELEMENT_CONTENTS 1
920 #define STD_ELEMENT_CONTENTS 4
921 #define MAX_ELEMENT_CONTENTS 8
923 /* values for initial player inventory */
924 #define MIN_INITIAL_INVENTORY_SIZE 1
925 #define MAX_INITIAL_INVENTORY_SIZE 8
927 /* often used screen positions */
930 #define REAL_SX (SX - 2)
931 #define REAL_SY (SY - 2)
939 #define TILEX TILESIZE
940 #define TILEY TILESIZE
941 #define MINI_TILESIZE (TILESIZE / 2)
942 #define MINI_TILEX MINI_TILESIZE
943 #define MINI_TILEY MINI_TILESIZE
944 #define MICRO_TILESIZE (TILESIZE / 8)
945 #define MICRO_TILEX MICRO_TILESIZE
946 #define MICRO_TILEY MICRO_TILESIZE
947 #define MIDPOSX (SCR_FIELDX / 2)
948 #define MIDPOSY (SCR_FIELDY / 2)
949 #define SXSIZE (SCR_FIELDX * TILEX)
950 #define SYSIZE (SCR_FIELDY * TILEY)
951 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
952 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
955 #define VXSIZE DXSIZE
957 #define EXSIZE DXSIZE
958 #define EYSIZE (VYSIZE + 44)
959 #define FULL_SXSIZE (2 + SXSIZE + 2)
960 #define FULL_SYSIZE (2 + SYSIZE + 2)
961 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
962 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
963 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
964 #define MICROLEVEL_YPOS (SY + 12 * TILEY - MICRO_TILEY)
965 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
966 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
968 /* values for GfxRedraw */
969 #define GFX_REDRAW_NONE (0)
970 #define GFX_REDRAW_TILE (1 << 0)
971 #define GFX_REDRAW_TILE_CRUMBLED (1 << 1)
972 #define GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS (1 << 2)
973 #define GFX_REDRAW_TILE_TWINKLED (1 << 3)
975 /* score for elements */
979 #define SC_SPACESHIP 3
984 #define SC_DYNAMITE 8
986 #define SC_TIME_BONUS 10
987 #define SC_CRYSTAL 11
990 #define SC_UNKNOWN_14 14
991 #define SC_UNKNOWN_15 15
993 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
996 /* "real" level file elements */
997 #define EL_UNDEFINED -1
999 #define EL_EMPTY_SPACE 0
1000 #define EL_EMPTY EL_EMPTY_SPACE
1003 #define EL_WALL_SLIPPERY 3
1005 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
1006 #define EL_EMERALD 6
1007 #define EL_EXIT_CLOSED 7
1008 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
1010 #define EL_SPACESHIP 10
1011 #define EL_YAMYAM 11
1013 #define EL_STEELWALL 13
1014 #define EL_DIAMOND 14
1015 #define EL_AMOEBA_DEAD 15
1016 #define EL_QUICKSAND_EMPTY 16
1017 #define EL_QUICKSAND_FULL 17
1018 #define EL_AMOEBA_DROP 18
1020 #define EL_MAGIC_WALL 20
1021 #define EL_SPEED_PILL 21
1023 #define EL_AMOEBA_WET 23
1024 #define EL_AMOEBA_DRY 24
1026 #define EL_GAME_OF_LIFE 26
1027 #define EL_BIOMAZE 27
1028 #define EL_DYNAMITE_ACTIVE 28
1029 #define EL_STONEBLOCK 29
1030 #define EL_ROBOT_WHEEL 30
1031 #define EL_ROBOT_WHEEL_ACTIVE 31
1036 #define EL_GATE_1 36
1037 #define EL_GATE_2 37
1038 #define EL_GATE_3 38
1039 #define EL_GATE_4 39
1040 #define EL_GATE_1_GRAY 40
1041 #define EL_GATE_2_GRAY 41
1042 #define EL_GATE_3_GRAY 42
1043 #define EL_GATE_4_GRAY 43
1044 #define EL_DYNAMITE 44
1045 #define EL_PACMAN 45
1046 #define EL_INVISIBLE_WALL 46
1048 #define EL_LAMP_ACTIVE 48
1049 #define EL_WALL_EMERALD 49
1050 #define EL_WALL_DIAMOND 50
1051 #define EL_AMOEBA_FULL 51
1052 #define EL_BD_AMOEBA 52
1053 #define EL_TIME_ORB_FULL 53
1054 #define EL_TIME_ORB_EMPTY 54
1055 #define EL_EXPANDABLE_WALL 55
1056 #define EL_BD_DIAMOND 56
1057 #define EL_EMERALD_YELLOW 57
1058 #define EL_WALL_BD_DIAMOND 58
1059 #define EL_WALL_EMERALD_YELLOW 59
1060 #define EL_DARK_YAMYAM 60
1061 #define EL_BD_MAGIC_WALL 61
1062 #define EL_INVISIBLE_STEELWALL 62
1063 #define EL_SOKOBAN_FIELD_PLAYER 63
1064 #define EL_DYNABOMB_INCREASE_NUMBER 64
1065 #define EL_DYNABOMB_INCREASE_SIZE 65
1066 #define EL_DYNABOMB_INCREASE_POWER 66
1067 #define EL_SOKOBAN_OBJECT 67
1068 #define EL_SOKOBAN_FIELD_EMPTY 68
1069 #define EL_SOKOBAN_FIELD_FULL 69
1070 #define EL_BD_BUTTERFLY_RIGHT 70
1071 #define EL_BD_BUTTERFLY_UP 71
1072 #define EL_BD_BUTTERFLY_LEFT 72
1073 #define EL_BD_BUTTERFLY_DOWN 73
1074 #define EL_BD_FIREFLY_RIGHT 74
1075 #define EL_BD_FIREFLY_UP 75
1076 #define EL_BD_FIREFLY_LEFT 76
1077 #define EL_BD_FIREFLY_DOWN 77
1078 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
1079 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
1080 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
1081 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
1082 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
1083 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
1084 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
1085 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
1086 #define EL_BD_BUTTERFLY 78
1087 #define EL_BD_FIREFLY 79
1088 #define EL_PLAYER_1 80
1089 #define EL_PLAYER_2 81
1090 #define EL_PLAYER_3 82
1091 #define EL_PLAYER_4 83
1092 #define EL_BUG_RIGHT 84
1093 #define EL_BUG_UP 85
1094 #define EL_BUG_LEFT 86
1095 #define EL_BUG_DOWN 87
1096 #define EL_SPACESHIP_RIGHT 88
1097 #define EL_SPACESHIP_UP 89
1098 #define EL_SPACESHIP_LEFT 90
1099 #define EL_SPACESHIP_DOWN 91
1100 #define EL_PACMAN_RIGHT 92
1101 #define EL_PACMAN_UP 93
1102 #define EL_PACMAN_LEFT 94
1103 #define EL_PACMAN_DOWN 95
1104 #define EL_EMERALD_RED 96
1105 #define EL_EMERALD_PURPLE 97
1106 #define EL_WALL_EMERALD_RED 98
1107 #define EL_WALL_EMERALD_PURPLE 99
1108 #define EL_ACID_POOL_TOPLEFT 100
1109 #define EL_ACID_POOL_TOPRIGHT 101
1110 #define EL_ACID_POOL_BOTTOMLEFT 102
1111 #define EL_ACID_POOL_BOTTOM 103
1112 #define EL_ACID_POOL_BOTTOMRIGHT 104
1113 #define EL_BD_WALL 105
1114 #define EL_BD_ROCK 106
1115 #define EL_EXIT_OPEN 107
1116 #define EL_BLACK_ORB 108
1117 #define EL_AMOEBA_TO_DIAMOND 109
1119 #define EL_PENGUIN 111
1120 #define EL_SATELLITE 112
1121 #define EL_ARROW_LEFT 113
1122 #define EL_ARROW_RIGHT 114
1123 #define EL_ARROW_UP 115
1124 #define EL_ARROW_DOWN 116
1126 #define EL_DRAGON 118
1128 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
1130 #define EL_CHAR_START 120
1131 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
1132 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
1134 #include "conf_chr.h" /* include auto-generated data structure definitions */
1136 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
1137 #define EL_CHAR_END (EL_CHAR_START + 79)
1139 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
1141 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
1142 #define EL_EXPANDABLE_WALL_VERTICAL 201
1143 #define EL_EXPANDABLE_WALL_ANY 202
1145 #define EL_EM_GATE_1 203
1146 #define EL_EM_GATE_2 204
1147 #define EL_EM_GATE_3 205
1148 #define EL_EM_GATE_4 206
1150 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
1151 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
1152 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
1154 #define EL_SP_START 210
1155 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
1156 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
1157 #define EL_SP_ZONK (EL_SP_START + 1)
1158 #define EL_SP_BASE (EL_SP_START + 2)
1159 #define EL_SP_MURPHY (EL_SP_START + 3)
1160 #define EL_SP_INFOTRON (EL_SP_START + 4)
1161 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
1162 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
1163 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
1164 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
1165 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
1166 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
1167 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
1168 #define EL_SP_PORT_UP (EL_SP_START + 12)
1169 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
1170 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
1171 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
1172 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
1173 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
1174 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
1175 #define EL_SP_TERMINAL (EL_SP_START + 19)
1176 #define EL_SP_DISK_RED (EL_SP_START + 20)
1177 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
1178 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
1179 #define EL_SP_PORT_ANY (EL_SP_START + 23)
1180 #define EL_SP_ELECTRON (EL_SP_START + 24)
1181 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
1182 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
1183 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
1184 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
1185 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
1186 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
1187 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
1188 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
1189 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
1190 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
1191 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
1192 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
1193 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
1194 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
1195 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
1196 #define EL_SP_END (EL_SP_START + 39)
1198 #define EL_EM_GATE_1_GRAY 250
1199 #define EL_EM_GATE_2_GRAY 251
1200 #define EL_EM_GATE_3_GRAY 252
1201 #define EL_EM_GATE_4_GRAY 253
1203 #define EL_EM_DYNAMITE 254
1204 #define EL_EM_DYNAMITE_ACTIVE 255
1206 #define EL_PEARL 256
1207 #define EL_CRYSTAL 257
1208 #define EL_WALL_PEARL 258
1209 #define EL_WALL_CRYSTAL 259
1210 #define EL_DC_GATE_WHITE 260
1211 #define EL_DC_GATE_WHITE_GRAY 261
1212 #define EL_DC_KEY_WHITE 262
1213 #define EL_SHIELD_NORMAL 263
1214 #define EL_EXTRA_TIME 264
1215 #define EL_SWITCHGATE_OPEN 265
1216 #define EL_SWITCHGATE_CLOSED 266
1217 #define EL_SWITCHGATE_SWITCH_UP 267
1218 #define EL_SWITCHGATE_SWITCH_DOWN 268
1220 #define EL_UNUSED_269 269
1221 #define EL_UNUSED_270 270
1223 #define EL_CONVEYOR_BELT_1_LEFT 271
1224 #define EL_CONVEYOR_BELT_1_MIDDLE 272
1225 #define EL_CONVEYOR_BELT_1_RIGHT 273
1226 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
1227 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
1228 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
1229 #define EL_CONVEYOR_BELT_2_LEFT 277
1230 #define EL_CONVEYOR_BELT_2_MIDDLE 278
1231 #define EL_CONVEYOR_BELT_2_RIGHT 279
1232 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
1233 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
1234 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
1235 #define EL_CONVEYOR_BELT_3_LEFT 283
1236 #define EL_CONVEYOR_BELT_3_MIDDLE 284
1237 #define EL_CONVEYOR_BELT_3_RIGHT 285
1238 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
1239 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
1240 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
1241 #define EL_CONVEYOR_BELT_4_LEFT 289
1242 #define EL_CONVEYOR_BELT_4_MIDDLE 290
1243 #define EL_CONVEYOR_BELT_4_RIGHT 291
1244 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
1245 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1246 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
1247 #define EL_LANDMINE 295
1248 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
1249 #define EL_LIGHT_SWITCH 297
1250 #define EL_LIGHT_SWITCH_ACTIVE 298
1251 #define EL_SIGN_EXCLAMATION 299
1252 #define EL_SIGN_RADIOACTIVITY 300
1253 #define EL_SIGN_STOP 301
1254 #define EL_SIGN_WHEELCHAIR 302
1255 #define EL_SIGN_PARKING 303
1256 #define EL_SIGN_NO_ENTRY 304
1257 #define EL_SIGN_UNUSED_1 305
1258 #define EL_SIGN_GIVE_WAY 306
1259 #define EL_SIGN_ENTRY_FORBIDDEN 307
1260 #define EL_SIGN_EMERGENCY_EXIT 308
1261 #define EL_SIGN_YIN_YANG 309
1262 #define EL_SIGN_UNUSED_2 310
1263 #define EL_MOLE_LEFT 311
1264 #define EL_MOLE_RIGHT 312
1265 #define EL_MOLE_UP 313
1266 #define EL_MOLE_DOWN 314
1267 #define EL_STEELWALL_SLIPPERY 315
1268 #define EL_INVISIBLE_SAND 316
1269 #define EL_DX_UNKNOWN_15 317
1270 #define EL_DX_UNKNOWN_42 318
1272 #define EL_UNUSED_319 319
1273 #define EL_UNUSED_320 320
1275 #define EL_SHIELD_DEADLY 321
1276 #define EL_TIMEGATE_OPEN 322
1277 #define EL_TIMEGATE_CLOSED 323
1278 #define EL_TIMEGATE_SWITCH_ACTIVE 324
1279 #define EL_TIMEGATE_SWITCH 325
1281 #define EL_BALLOON 326
1282 #define EL_BALLOON_SWITCH_LEFT 327
1283 #define EL_BALLOON_SWITCH_RIGHT 328
1284 #define EL_BALLOON_SWITCH_UP 329
1285 #define EL_BALLOON_SWITCH_DOWN 330
1286 #define EL_BALLOON_SWITCH_ANY 331
1288 #define EL_EMC_STEELWALL_1 332
1289 #define EL_EMC_STEELWALL_2 333
1290 #define EL_EMC_STEELWALL_3 334
1291 #define EL_EMC_STEELWALL_4 335
1292 #define EL_EMC_WALL_1 336
1293 #define EL_EMC_WALL_2 337
1294 #define EL_EMC_WALL_3 338
1295 #define EL_EMC_WALL_4 339
1296 #define EL_EMC_WALL_5 340
1297 #define EL_EMC_WALL_6 341
1298 #define EL_EMC_WALL_7 342
1299 #define EL_EMC_WALL_8 343
1301 #define EL_TUBE_ANY 344
1302 #define EL_TUBE_VERTICAL 345
1303 #define EL_TUBE_HORIZONTAL 346
1304 #define EL_TUBE_VERTICAL_LEFT 347
1305 #define EL_TUBE_VERTICAL_RIGHT 348
1306 #define EL_TUBE_HORIZONTAL_UP 349
1307 #define EL_TUBE_HORIZONTAL_DOWN 350
1308 #define EL_TUBE_LEFT_UP 351
1309 #define EL_TUBE_LEFT_DOWN 352
1310 #define EL_TUBE_RIGHT_UP 353
1311 #define EL_TUBE_RIGHT_DOWN 354
1312 #define EL_SPRING 355
1314 #define EL_DX_SUPABOMB 357
1316 #define EL_UNUSED_358 358
1317 #define EL_UNUSED_359 359
1319 /* ---------- begin of custom elements section ----------------------------- */
1320 #define EL_CUSTOM_START 360
1322 #include "conf_cus.h" /* include auto-generated data structure definitions */
1324 #define NUM_CUSTOM_ELEMENTS 256
1325 #define EL_CUSTOM_END 615
1326 /* ---------- end of custom elements section ------------------------------- */
1328 #define EL_EM_KEY_1 616
1329 #define EL_EM_KEY_2 617
1330 #define EL_EM_KEY_3 618
1331 #define EL_EM_KEY_4 619
1332 #define EL_ENVELOPE_1 620
1333 #define EL_ENVELOPE_2 621
1334 #define EL_ENVELOPE_3 622
1335 #define EL_ENVELOPE_4 623
1337 /* ---------- begin of group elements section ------------------------------ */
1338 #define EL_GROUP_START 624
1340 #include "conf_grp.h" /* include auto-generated data structure definitions */
1342 #define NUM_GROUP_ELEMENTS 32
1343 #define EL_GROUP_END 655
1344 /* ---------- end of custom elements section ------------------------------- */
1346 #define EL_UNKNOWN 656
1347 #define EL_TRIGGER_ELEMENT 657
1348 #define EL_TRIGGER_PLAYER 658
1350 /* SP style elements */
1351 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
1352 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
1353 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
1354 #define EL_SP_GRAVITY_ON_PORT_UP 662
1355 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1356 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1357 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1358 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1360 /* EMC style elements */
1361 #define EL_BALLOON_SWITCH_NONE 667
1362 #define EL_EMC_GATE_5 668
1363 #define EL_EMC_GATE_6 669
1364 #define EL_EMC_GATE_7 670
1365 #define EL_EMC_GATE_8 671
1366 #define EL_EMC_GATE_5_GRAY 672
1367 #define EL_EMC_GATE_6_GRAY 673
1368 #define EL_EMC_GATE_7_GRAY 674
1369 #define EL_EMC_GATE_8_GRAY 675
1370 #define EL_EMC_KEY_5 676
1371 #define EL_EMC_KEY_6 677
1372 #define EL_EMC_KEY_7 678
1373 #define EL_EMC_KEY_8 679
1374 #define EL_EMC_ANDROID 680
1375 #define EL_EMC_GRASS 681
1376 #define EL_EMC_MAGIC_BALL 682
1377 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1378 #define EL_EMC_MAGIC_BALL_SWITCH 684
1379 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1380 #define EL_EMC_SPRING_BUMPER 686
1381 #define EL_EMC_PLANT 687
1382 #define EL_EMC_LENSES 688
1383 #define EL_EMC_MAGNIFIER 689
1384 #define EL_EMC_WALL_9 690
1385 #define EL_EMC_WALL_10 691
1386 #define EL_EMC_WALL_11 692
1387 #define EL_EMC_WALL_12 693
1388 #define EL_EMC_WALL_13 694
1389 #define EL_EMC_WALL_14 695
1390 #define EL_EMC_WALL_15 696
1391 #define EL_EMC_WALL_16 697
1392 #define EL_EMC_WALL_SLIPPERY_1 698
1393 #define EL_EMC_WALL_SLIPPERY_2 699
1394 #define EL_EMC_WALL_SLIPPERY_3 700
1395 #define EL_EMC_WALL_SLIPPERY_4 701
1396 #define EL_EMC_FAKE_GRASS 702
1397 #define EL_EMC_FAKE_ACID 703
1398 #define EL_EMC_DRIPPER 704
1400 #define EL_TRIGGER_CE_VALUE 705
1401 #define EL_TRIGGER_CE_SCORE 706
1402 #define EL_CURRENT_CE_VALUE 707
1403 #define EL_CURRENT_CE_SCORE 708
1405 #define EL_YAMYAM_LEFT 709
1406 #define EL_YAMYAM_RIGHT 710
1407 #define EL_YAMYAM_UP 711
1408 #define EL_YAMYAM_DOWN 712
1410 #define EL_BD_EXPANDABLE_WALL 713
1412 #define EL_PREV_CE_8 714
1413 #define EL_PREV_CE_7 715
1414 #define EL_PREV_CE_6 716
1415 #define EL_PREV_CE_5 717
1416 #define EL_PREV_CE_4 718
1417 #define EL_PREV_CE_3 719
1418 #define EL_PREV_CE_2 720
1419 #define EL_PREV_CE_1 721
1421 #define EL_NEXT_CE_1 723
1422 #define EL_NEXT_CE_2 724
1423 #define EL_NEXT_CE_3 725
1424 #define EL_NEXT_CE_4 726
1425 #define EL_NEXT_CE_5 727
1426 #define EL_NEXT_CE_6 728
1427 #define EL_NEXT_CE_7 729
1428 #define EL_NEXT_CE_8 730
1429 #define EL_ANY_ELEMENT 731
1431 #define EL_STEEL_CHAR_START 732
1432 #define EL_STEEL_CHAR_ASCII0 (EL_STEEL_CHAR_START - 32)
1433 #define EL_STEEL_CHAR_ASCII0_START (EL_STEEL_CHAR_ASCII0 + 32)
1435 /* (auto-generated data structure definitions included with normal chars) */
1437 #define EL_STEEL_CHAR_ASCII0_END (EL_STEEL_CHAR_ASCII0 + 111)
1438 #define EL_STEEL_CHAR_END (EL_STEEL_CHAR_START + 79)
1440 #define EL_STEEL_CHAR(c) (EL_STEEL_CHAR_ASCII0+MAP_FONT_ASCII(c))
1442 #define EL_SPERMS 812
1443 #define EL_BULLET 813
1444 #define EL_HEART 814
1445 #define EL_CROSS 815
1446 #define EL_FRANKIE 816
1447 #define EL_SIGN_SPERMS 817
1448 #define EL_SIGN_BULLET 818
1449 #define EL_SIGN_HEART 819
1450 #define EL_SIGN_CROSS 820
1451 #define EL_SIGN_FRANKIE 821
1453 #define EL_STEEL_EXIT_CLOSED 822
1454 #define EL_STEEL_EXIT_OPEN 823
1456 #define EL_DC_STEELWALL_1_LEFT 824
1457 #define EL_DC_STEELWALL_1_RIGHT 825
1458 #define EL_DC_STEELWALL_1_TOP 826
1459 #define EL_DC_STEELWALL_1_BOTTOM 827
1460 #define EL_DC_STEELWALL_1_HORIZONTAL 828
1461 #define EL_DC_STEELWALL_1_VERTICAL 829
1462 #define EL_DC_STEELWALL_1_TOPLEFT 830
1463 #define EL_DC_STEELWALL_1_TOPRIGHT 831
1464 #define EL_DC_STEELWALL_1_BOTTOMLEFT 832
1465 #define EL_DC_STEELWALL_1_BOTTOMRIGHT 833
1466 #define EL_DC_STEELWALL_1_TOPLEFT_2 834
1467 #define EL_DC_STEELWALL_1_TOPRIGHT_2 835
1468 #define EL_DC_STEELWALL_1_BOTTOMLEFT_2 836
1469 #define EL_DC_STEELWALL_1_BOTTOMRIGHT_2 837
1471 #define EL_DC_STEELWALL_2_LEFT 838
1472 #define EL_DC_STEELWALL_2_RIGHT 839
1473 #define EL_DC_STEELWALL_2_TOP 840
1474 #define EL_DC_STEELWALL_2_BOTTOM 841
1475 #define EL_DC_STEELWALL_2_HORIZONTAL 842
1476 #define EL_DC_STEELWALL_2_VERTICAL 843
1477 #define EL_DC_STEELWALL_2_MIDDLE 844
1478 #define EL_DC_STEELWALL_2_SINGLE 845
1480 #define EL_DC_SWITCHGATE_SWITCH_UP 846
1481 #define EL_DC_SWITCHGATE_SWITCH_DOWN 847
1482 #define EL_DC_TIMEGATE_SWITCH 848
1483 #define EL_DC_TIMEGATE_SWITCH_ACTIVE 849
1485 #define EL_DC_LANDMINE 850
1487 #define EL_EXPANDABLE_STEELWALL 851
1488 #define EL_EXPANDABLE_STEELWALL_HORIZONTAL 852
1489 #define EL_EXPANDABLE_STEELWALL_VERTICAL 853
1490 #define EL_EXPANDABLE_STEELWALL_ANY 854
1492 #define EL_EM_EXIT_CLOSED 855
1493 #define EL_EM_EXIT_OPEN 856
1494 #define EL_EM_STEEL_EXIT_CLOSED 857
1495 #define EL_EM_STEEL_EXIT_OPEN 858
1497 #define EL_DC_GATE_FAKE_GRAY 859
1499 #define EL_DC_MAGIC_WALL 860
1501 #define EL_QUICKSAND_FAST_EMPTY 861
1502 #define EL_QUICKSAND_FAST_FULL 862
1504 #define NUM_FILE_ELEMENTS 863
1507 /* "real" (and therefore drawable) runtime elements */
1508 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1510 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1511 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1512 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1513 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1514 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1515 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1516 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1517 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1518 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1519 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1520 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1521 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1522 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1523 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1524 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1525 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1526 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1527 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1528 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1529 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1530 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1531 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1532 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1533 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1534 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1535 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1536 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1537 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1538 #define EL_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1539 #define EL_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1540 #define EL_EM_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
1541 #define EL_EM_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 31)
1542 #define EL_EM_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 32)
1543 #define EL_EM_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 33)
1544 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 34)
1545 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 35)
1546 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 36)
1547 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1548 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 38)
1549 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
1550 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 40)
1551 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 41)
1552 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1553 #define EL_QUICKSAND_FAST_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
1554 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 44)
1555 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
1556 #define EL_DC_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
1557 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 47)
1558 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 48)
1559 #define EL_DC_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 49)
1560 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 50)
1561 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 51)
1562 #define EL_DC_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 52)
1563 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 53)
1564 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 54)
1565 #define EL_DC_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 55)
1566 #define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
1567 #define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
1568 #define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
1569 #define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
1570 #define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 60)
1571 #define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 61)
1572 #define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 62)
1573 #define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 63)
1574 #define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 64)
1575 #define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 65)
1576 #define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 66)
1577 #define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 67)
1578 #define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 68)
1579 #define EL_DC_GATE_WHITE_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 69)
1580 #define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 70)
1581 #define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 71)
1583 #define NUM_DRAWABLE_ELEMENTS (EL_FIRST_RUNTIME_REAL + 72)
1585 /* "unreal" (and therefore not drawable) runtime elements */
1586 #define EL_FIRST_RUNTIME_UNREAL (NUM_DRAWABLE_ELEMENTS)
1588 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1589 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1590 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1591 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1592 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1593 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1594 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1595 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1596 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1597 #define EL_EXPANDABLE_STEELWALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 9)
1598 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 10)
1599 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 11)
1600 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 12)
1601 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 13)
1602 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 14)
1603 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 15)
1604 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1605 #define EL_QUICKSAND_FAST_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1606 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 18)
1607 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 19)
1608 #define EL_DC_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 20)
1609 #define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 21)
1610 #define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 22)
1611 #define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 23)
1613 #define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 24)
1615 /* dummy elements (never used as game elements, only used as graphics) */
1616 #define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS
1618 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1619 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1620 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1621 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1622 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1623 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1624 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1625 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1626 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1627 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1628 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1629 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1630 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1631 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1632 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1633 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1634 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1635 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1636 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1637 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1638 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1639 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1640 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1641 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1642 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1643 #define EL_GRAPHIC_1 (EL_FIRST_DUMMY + 25)
1644 #define EL_GRAPHIC_2 (EL_FIRST_DUMMY + 26)
1645 #define EL_GRAPHIC_3 (EL_FIRST_DUMMY + 27)
1646 #define EL_GRAPHIC_4 (EL_FIRST_DUMMY + 28)
1647 #define EL_GRAPHIC_5 (EL_FIRST_DUMMY + 29)
1648 #define EL_GRAPHIC_6 (EL_FIRST_DUMMY + 30)
1649 #define EL_GRAPHIC_7 (EL_FIRST_DUMMY + 31)
1650 #define EL_GRAPHIC_8 (EL_FIRST_DUMMY + 32)
1652 /* internal elements (only used for internal purposes like copying) */
1653 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 33)
1655 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1656 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1657 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1658 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1660 #define EL_INTERNAL_CASCADE_BD (EL_FIRST_INTERNAL + 4)
1661 #define EL_INTERNAL_CASCADE_BD_ACTIVE (EL_FIRST_INTERNAL + 5)
1662 #define EL_INTERNAL_CASCADE_EM (EL_FIRST_INTERNAL + 6)
1663 #define EL_INTERNAL_CASCADE_EM_ACTIVE (EL_FIRST_INTERNAL + 7)
1664 #define EL_INTERNAL_CASCADE_EMC (EL_FIRST_INTERNAL + 8)
1665 #define EL_INTERNAL_CASCADE_EMC_ACTIVE (EL_FIRST_INTERNAL + 9)
1666 #define EL_INTERNAL_CASCADE_RND (EL_FIRST_INTERNAL + 10)
1667 #define EL_INTERNAL_CASCADE_RND_ACTIVE (EL_FIRST_INTERNAL + 11)
1668 #define EL_INTERNAL_CASCADE_SB (EL_FIRST_INTERNAL + 12)
1669 #define EL_INTERNAL_CASCADE_SB_ACTIVE (EL_FIRST_INTERNAL + 13)
1670 #define EL_INTERNAL_CASCADE_SP (EL_FIRST_INTERNAL + 14)
1671 #define EL_INTERNAL_CASCADE_SP_ACTIVE (EL_FIRST_INTERNAL + 15)
1672 #define EL_INTERNAL_CASCADE_DC (EL_FIRST_INTERNAL + 16)
1673 #define EL_INTERNAL_CASCADE_DC_ACTIVE (EL_FIRST_INTERNAL + 17)
1674 #define EL_INTERNAL_CASCADE_DX (EL_FIRST_INTERNAL + 18)
1675 #define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
1676 #define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
1677 #define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
1678 #define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 22)
1679 #define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 23)
1680 #define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 24)
1681 #define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 25)
1682 #define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 26)
1683 #define EL_INTERNAL_CASCADE_GE_ACTIVE (EL_FIRST_INTERNAL + 27)
1684 #define EL_INTERNAL_CASCADE_REF (EL_FIRST_INTERNAL + 28)
1685 #define EL_INTERNAL_CASCADE_REF_ACTIVE (EL_FIRST_INTERNAL + 29)
1686 #define EL_INTERNAL_CASCADE_USER (EL_FIRST_INTERNAL + 30)
1687 #define EL_INTERNAL_CASCADE_USER_ACTIVE (EL_FIRST_INTERNAL + 31)
1688 #define EL_INTERNAL_CASCADE_DYNAMIC (EL_FIRST_INTERNAL + 32)
1689 #define EL_INTERNAL_CASCADE_DYNAMIC_ACTIVE (EL_FIRST_INTERNAL + 33)
1691 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1692 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1693 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1694 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 33)
1696 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 34)
1699 /* values for graphics/sounds action types */
1700 #define ACTION_DEFAULT 0
1701 #define ACTION_WAITING 1
1702 #define ACTION_FALLING 2
1703 #define ACTION_MOVING 3
1704 #define ACTION_DIGGING 4
1705 #define ACTION_SNAPPING 5
1706 #define ACTION_COLLECTING 6
1707 #define ACTION_DROPPING 7
1708 #define ACTION_PUSHING 8
1709 #define ACTION_WALKING 9
1710 #define ACTION_PASSING 10
1711 #define ACTION_IMPACT 11
1712 #define ACTION_BREAKING 12
1713 #define ACTION_ACTIVATING 13
1714 #define ACTION_DEACTIVATING 14
1715 #define ACTION_OPENING 15
1716 #define ACTION_CLOSING 16
1717 #define ACTION_ATTACKING 17
1718 #define ACTION_GROWING 18
1719 #define ACTION_SHRINKING 19
1720 #define ACTION_ACTIVE 20
1721 #define ACTION_FILLING 21
1722 #define ACTION_EMPTYING 22
1723 #define ACTION_CHANGING 23
1724 #define ACTION_EXPLODING 24
1725 #define ACTION_BORING 25
1726 #define ACTION_BORING_1 26
1727 #define ACTION_BORING_2 27
1728 #define ACTION_BORING_3 28
1729 #define ACTION_BORING_4 29
1730 #define ACTION_BORING_5 30
1731 #define ACTION_BORING_6 31
1732 #define ACTION_BORING_7 32
1733 #define ACTION_BORING_8 33
1734 #define ACTION_BORING_9 34
1735 #define ACTION_BORING_10 35
1736 #define ACTION_SLEEPING 36
1737 #define ACTION_SLEEPING_1 37
1738 #define ACTION_SLEEPING_2 38
1739 #define ACTION_SLEEPING_3 39
1740 #define ACTION_AWAKENING 40
1741 #define ACTION_DYING 41
1742 #define ACTION_TURNING 42
1743 #define ACTION_TURNING_FROM_LEFT 43
1744 #define ACTION_TURNING_FROM_RIGHT 44
1745 #define ACTION_TURNING_FROM_UP 45
1746 #define ACTION_TURNING_FROM_DOWN 46
1747 #define ACTION_SMASHED_BY_ROCK 47
1748 #define ACTION_SMASHED_BY_SPRING 48
1749 #define ACTION_EATING 49
1750 #define ACTION_TWINKLING 50
1751 #define ACTION_SPLASHING 51
1752 #define ACTION_PAGE_1 52
1753 #define ACTION_PAGE_2 53
1754 #define ACTION_PAGE_3 54
1755 #define ACTION_PAGE_4 55
1756 #define ACTION_PAGE_5 56
1757 #define ACTION_PAGE_6 57
1758 #define ACTION_PAGE_7 58
1759 #define ACTION_PAGE_8 59
1760 #define ACTION_PAGE_9 60
1761 #define ACTION_PAGE_10 61
1762 #define ACTION_PAGE_11 62
1763 #define ACTION_PAGE_12 63
1764 #define ACTION_PAGE_13 64
1765 #define ACTION_PAGE_14 65
1766 #define ACTION_PAGE_15 66
1767 #define ACTION_PAGE_16 67
1768 #define ACTION_PAGE_17 68
1769 #define ACTION_PAGE_18 69
1770 #define ACTION_PAGE_19 70
1771 #define ACTION_PAGE_20 71
1772 #define ACTION_PAGE_21 72
1773 #define ACTION_PAGE_22 73
1774 #define ACTION_PAGE_23 74
1775 #define ACTION_PAGE_24 75
1776 #define ACTION_PAGE_25 76
1777 #define ACTION_PAGE_26 77
1778 #define ACTION_PAGE_27 78
1779 #define ACTION_PAGE_28 79
1780 #define ACTION_PAGE_29 80
1781 #define ACTION_PAGE_30 81
1782 #define ACTION_PAGE_31 82
1783 #define ACTION_PAGE_32 83
1784 #define ACTION_OTHER 84
1786 #define NUM_ACTIONS 85
1788 #define ACTION_BORING_LAST ACTION_BORING_10
1789 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1792 /* values for special image configuration suffixes (must match game mode) */
1793 #define GFX_SPECIAL_ARG_DEFAULT 0
1794 #define GFX_SPECIAL_ARG_LOADING 1
1795 #define GFX_SPECIAL_ARG_TITLE_INITIAL 2
1796 #define GFX_SPECIAL_ARG_TITLE 3
1797 #define GFX_SPECIAL_ARG_MAIN 4
1798 #define GFX_SPECIAL_ARG_LEVELS 5
1799 #define GFX_SPECIAL_ARG_SCORES 6
1800 #define GFX_SPECIAL_ARG_EDITOR 7
1801 #define GFX_SPECIAL_ARG_INFO 8
1802 #define GFX_SPECIAL_ARG_SETUP 9
1803 #define GFX_SPECIAL_ARG_PLAYING 10
1804 #define GFX_SPECIAL_ARG_DOOR 11
1805 #define GFX_SPECIAL_ARG_PANEL 12
1806 #define GFX_SPECIAL_ARG_PREVIEW 13
1807 #define GFX_SPECIAL_ARG_CRUMBLED 14
1809 #define NUM_SPECIAL_GFX_ARGS 15
1811 /* these additional definitions are currently only used for draw offsets */
1812 #define GFX_SPECIAL_ARG_INFO_MAIN 0
1813 #define GFX_SPECIAL_ARG_INFO_TITLE 1
1814 #define GFX_SPECIAL_ARG_INFO_ELEMENTS 2
1815 #define GFX_SPECIAL_ARG_INFO_MUSIC 3
1816 #define GFX_SPECIAL_ARG_INFO_CREDITS 4
1817 #define GFX_SPECIAL_ARG_INFO_PROGRAM 5
1818 #define GFX_SPECIAL_ARG_INFO_VERSION 6
1819 #define GFX_SPECIAL_ARG_INFO_LEVELSET 7
1821 #define NUM_SPECIAL_GFX_INFO_ARGS 8
1823 /* these additional definitions are currently only used for draw offsets */
1824 #define GFX_SPECIAL_ARG_SETUP_MAIN 0
1825 #define GFX_SPECIAL_ARG_SETUP_GAME 1
1826 #define GFX_SPECIAL_ARG_SETUP_EDITOR 2
1827 #define GFX_SPECIAL_ARG_SETUP_GRAPHICS 3
1828 #define GFX_SPECIAL_ARG_SETUP_SOUND 4
1829 #define GFX_SPECIAL_ARG_SETUP_ARTWORK 5
1830 #define GFX_SPECIAL_ARG_SETUP_INPUT 6
1831 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_1 7
1832 #define GFX_SPECIAL_ARG_SETUP_SHORTCUTS_2 8
1833 #define GFX_SPECIAL_ARG_SETUP_CHOOSE_ARTWORK 9
1834 #define GFX_SPECIAL_ARG_SETUP_CHOOSE_OTHER 10
1836 #define NUM_SPECIAL_GFX_SETUP_ARGS 11
1839 /* values for image configuration suffixes */
1842 #define GFX_ARG_XPOS 2
1843 #define GFX_ARG_YPOS 3
1844 #define GFX_ARG_WIDTH 4
1845 #define GFX_ARG_HEIGHT 5
1846 #define GFX_ARG_VERTICAL 6
1847 #define GFX_ARG_OFFSET 7
1848 #define GFX_ARG_XOFFSET 8
1849 #define GFX_ARG_YOFFSET 9
1850 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1851 #define GFX_ARG_2ND_VERTICAL 11
1852 #define GFX_ARG_2ND_OFFSET 12
1853 #define GFX_ARG_2ND_XOFFSET 13
1854 #define GFX_ARG_2ND_YOFFSET 14
1855 #define GFX_ARG_2ND_SWAP_TILES 15
1856 #define GFX_ARG_FRAMES 16
1857 #define GFX_ARG_FRAMES_PER_LINE 17
1858 #define GFX_ARG_START_FRAME 18
1859 #define GFX_ARG_DELAY 19
1860 #define GFX_ARG_ANIM_MODE 20
1861 #define GFX_ARG_GLOBAL_SYNC 21
1862 #define GFX_ARG_CRUMBLED_LIKE 22
1863 #define GFX_ARG_DIGGABLE_LIKE 23
1864 #define GFX_ARG_BORDER_SIZE 24
1865 #define GFX_ARG_STEP_OFFSET 25
1866 #define GFX_ARG_STEP_DELAY 26
1867 #define GFX_ARG_DIRECTION 27
1868 #define GFX_ARG_POSITION 28
1869 #define GFX_ARG_DRAW_XOFFSET 29
1870 #define GFX_ARG_DRAW_YOFFSET 30
1871 #define GFX_ARG_DRAW_MASKED 31
1872 #define GFX_ARG_ANIM_DELAY_FIXED 32
1873 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1874 #define GFX_ARG_POST_DELAY_FIXED 34
1875 #define GFX_ARG_POST_DELAY_RANDOM 35
1876 #define GFX_ARG_NAME 36
1877 #define GFX_ARG_SCALE_UP_FACTOR 37
1878 #define GFX_ARG_CLONE_FROM 38
1879 #define GFX_ARG_FADE_MODE 39
1880 #define GFX_ARG_FADE_DELAY 40
1881 #define GFX_ARG_POST_DELAY 41
1882 #define GFX_ARG_AUTO_DELAY 42
1883 #define GFX_ARG_ALIGN 43
1884 #define GFX_ARG_VALIGN 44
1885 #define GFX_ARG_SORT_PRIORITY 45
1887 #define NUM_GFX_ARGS 46
1890 /* values for sound configuration suffixes */
1891 #define SND_ARG_MODE_LOOP 0
1892 #define SND_ARG_VOLUME 1
1893 #define SND_ARG_PRIORITY 2
1895 #define NUM_SND_ARGS 3
1898 /* values for music configuration suffixes */
1899 #define MUS_ARG_MODE_LOOP 0
1901 #define NUM_MUS_ARGS 1
1904 /* values for font configuration (definitions must match those from main.c) */
1905 #define FONT_INITIAL_1 0
1906 #define FONT_INITIAL_2 1
1907 #define FONT_INITIAL_3 2
1908 #define FONT_INITIAL_4 3
1909 #define FONT_TITLE_1 4
1910 #define FONT_TITLE_2 5
1911 #define FONT_MENU_1_ACTIVE 6
1912 #define FONT_MENU_2_ACTIVE 7
1913 #define FONT_MENU_1 8
1914 #define FONT_MENU_2 9
1915 #define FONT_TEXT_1_ACTIVE 10
1916 #define FONT_TEXT_2_ACTIVE 11
1917 #define FONT_TEXT_3_ACTIVE 12
1918 #define FONT_TEXT_4_ACTIVE 13
1919 #define FONT_TEXT_1 14
1920 #define FONT_TEXT_2 15
1921 #define FONT_TEXT_3 16
1922 #define FONT_TEXT_4 17
1923 #define FONT_ENVELOPE_1 18
1924 #define FONT_ENVELOPE_2 19
1925 #define FONT_ENVELOPE_3 20
1926 #define FONT_ENVELOPE_4 21
1927 #define FONT_INPUT_1_ACTIVE 22
1928 #define FONT_INPUT_2_ACTIVE 23
1929 #define FONT_INPUT_1 24
1930 #define FONT_INPUT_2 25
1931 #define FONT_OPTION_OFF 26
1932 #define FONT_OPTION_ON 27
1933 #define FONT_VALUE_1 28
1934 #define FONT_VALUE_2 29
1935 #define FONT_VALUE_OLD 30
1936 #define FONT_LEVEL_NUMBER_ACTIVE 31
1937 #define FONT_LEVEL_NUMBER 32
1938 #define FONT_TAPE_RECORDER 33
1939 #define FONT_GAME_INFO 34
1940 #define FONT_INFO_ELEMENTS 35
1941 #define FONT_INFO_LEVELSET 36
1943 #define NUM_FONTS 37
1944 #define NUM_INITIAL_FONTS 4
1947 #define FONT_ACTIVE(f) \
1948 ((f) == FONT_MENU_1 ? FONT_MENU_1_ACTIVE : \
1949 (f) == FONT_MENU_2 ? FONT_MENU_2_ACTIVE : \
1950 (f) == FONT_TEXT_1 ? FONT_TEXT_1_ACTIVE : \
1951 (f) == FONT_TEXT_2 ? FONT_TEXT_2_ACTIVE : \
1952 (f) == FONT_TEXT_3 ? FONT_TEXT_3_ACTIVE : \
1953 (f) == FONT_TEXT_4 ? FONT_TEXT_4_ACTIVE : \
1954 (f) == FONT_INPUT_1 ? FONT_INPUT_1_ACTIVE : \
1955 (f) == FONT_INPUT_2 ? FONT_INPUT_2_ACTIVE : \
1956 (f) == FONT_LEVEL_NUMBER ? FONT_LEVEL_NUMBER_ACTIVE : \
1960 /* values for game_status (must match special image configuration suffixes) */
1961 #define GAME_MODE_DEFAULT 0
1962 #define GAME_MODE_LOADING 1
1963 #define GAME_MODE_TITLE_INITIAL 2
1964 #define GAME_MODE_TITLE 3
1965 #define GAME_MODE_MAIN 4
1966 #define GAME_MODE_LEVELS 5
1967 #define GAME_MODE_SCORES 6
1968 #define GAME_MODE_EDITOR 7
1969 #define GAME_MODE_INFO 8
1970 #define GAME_MODE_SETUP 9
1971 #define GAME_MODE_PLAYING 10
1972 #define GAME_MODE_PSEUDO_DOOR 11
1973 #define GAME_MODE_PSEUDO_PANEL 12
1974 #define GAME_MODE_PSEUDO_PREVIEW 13
1975 #define GAME_MODE_PSEUDO_CRUMBLED 14
1977 /* there are no special config file suffixes for these modes */
1978 #define GAME_MODE_PSEUDO_TYPENAME 15
1979 #define GAME_MODE_QUIT 16
1981 /* special definitions currently only used for custom artwork configuration */
1982 #define MUSIC_PREFIX_BACKGROUND 0
1983 #define NUM_MUSIC_PREFIXES 1
1984 #define MAX_LEVELS 1000
1986 /* definitions for demo animation lists */
1987 #define HELPANIM_LIST_NEXT -1
1988 #define HELPANIM_LIST_END -999
1991 /* program information and versioning definitions */
1992 #define PROGRAM_VERSION_MAJOR 3
1993 #define PROGRAM_VERSION_MINOR 2
1994 #define PROGRAM_VERSION_PATCH 6
1995 #define PROGRAM_VERSION_BUILD 0
1997 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1998 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1999 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2008 by Holger Schemel"
2000 #define PROGRAM_EMAIL_STRING "info@artsoft.org"
2001 #define PROGRAM_WEBSITE_STRING "http://www.artsoft.org/"
2002 #define PROGRAM_GAME_BY_STRING "A Game by Artsoft Entertainment"
2003 #define PROGRAM_UNIX_DATADIR_STRING ".rocksndiamonds"
2005 #if defined(CREATE_SPECIAL_EDITION_RND_JUE)
2006 #undef PROGRAM_TITLE_STRING
2007 #define PROGRAM_TITLE_STRING "R'n'D jue"
2008 #undef PROGRAM_UNIX_DATADIR_STRING
2009 #define PROGRAM_UNIX_DATADIR_STRING ".rnd_jue"
2012 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
2013 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
2014 #define FILENAME_PREFIX "Rocks"
2016 #define USERDATA_DIRECTORY_WIN32 PROGRAM_TITLE_STRING
2017 #define USERDATA_DIRECTORY_MACOSX PROGRAM_TITLE_STRING
2018 #define USERDATA_DIRECTORY_UNIX PROGRAM_UNIX_DATADIR_STRING
2019 #define USERDATA_DIRECTORY_DOS "userdata"
2021 #if defined(PLATFORM_WIN32)
2022 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_WIN32
2023 #elif defined(PLATFORM_MACOSX)
2024 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_MACOSX
2025 #elif defined(PLATFORM_UNIX)
2026 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_UNIX
2028 #define USERDATA_DIRECTORY USERDATA_DIRECTORY_DOS
2031 #define X11_ICON_FILENAME "rocks_icon.xbm"
2032 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
2033 #define SDL_ICON_FILENAME "rocks_icon_32x32.pcx"
2034 #define MSDOS_POINTER_FILENAME "mouse.pcx"
2036 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
2037 ** currently supported/known file version numbers:
2039 ** 1.2 (still in use)
2040 ** 1.4 (still in use)
2043 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
2044 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
2045 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
2046 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
2047 #define FILE_VERSION_3_0 VERSION_IDENT(3,0,0,0)
2049 /* file version does not change for every program version, but is changed
2050 when new features are introduced that are incompatible with older file
2051 versions, so that they can be treated accordingly */
2052 #define FILE_VERSION_ACTUAL FILE_VERSION_3_0
2054 #define GAME_VERSION_1_0 FILE_VERSION_1_0
2055 #define GAME_VERSION_1_2 FILE_VERSION_1_2
2056 #define GAME_VERSION_1_4 FILE_VERSION_1_4
2057 #define GAME_VERSION_2_0 FILE_VERSION_2_0
2058 #define GAME_VERSION_3_0 FILE_VERSION_3_0
2060 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
2061 PROGRAM_VERSION_MINOR, \
2062 PROGRAM_VERSION_PATCH, \
2063 PROGRAM_VERSION_BUILD)
2065 /* values for game_emulation */
2067 #define EMU_BOULDERDASH 1
2068 #define EMU_SOKOBAN 2
2069 #define EMU_SUPAPLEX 3
2071 /* values for level file type identifier */
2072 #define LEVEL_FILE_TYPE_UNKNOWN 0
2073 #define LEVEL_FILE_TYPE_RND 1
2074 #define LEVEL_FILE_TYPE_BD 2
2075 #define LEVEL_FILE_TYPE_EM 3
2076 #define LEVEL_FILE_TYPE_SP 4
2077 #define LEVEL_FILE_TYPE_DX 5
2078 #define LEVEL_FILE_TYPE_SB 6
2079 #define LEVEL_FILE_TYPE_DC 7
2081 #define NUM_LEVEL_FILE_TYPES 8
2083 /* values for game engine type identifier */
2084 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
2085 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
2086 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
2088 #define NUM_ENGINE_TYPES 3
2093 boolean draw_masked[NUM_SPECIAL_GFX_ARGS];
2094 boolean draw_masked_when_fading;
2097 struct MenuMainButtonInfo
2099 struct MenuPosInfo name;
2100 struct MenuPosInfo levels;
2101 struct MenuPosInfo scores;
2102 struct MenuPosInfo editor;
2103 struct MenuPosInfo info;
2104 struct MenuPosInfo game;
2105 struct MenuPosInfo setup;
2106 struct MenuPosInfo quit;
2108 struct MenuPosInfo prev_level;
2109 struct MenuPosInfo next_level;
2112 struct MenuMainTextInfo
2114 struct TextPosInfo name;
2115 struct TextPosInfo levels;
2116 struct TextPosInfo scores;
2117 struct TextPosInfo editor;
2118 struct TextPosInfo info;
2119 struct TextPosInfo game;
2120 struct TextPosInfo setup;
2121 struct TextPosInfo quit;
2123 struct TextPosInfo first_level;
2124 struct TextPosInfo last_level;
2125 struct TextPosInfo level_number;
2126 struct TextPosInfo level_info_1;
2127 struct TextPosInfo level_info_2;
2128 struct TextPosInfo level_name;
2129 struct TextPosInfo level_author;
2130 struct TextPosInfo level_year;
2131 struct TextPosInfo level_imported_from;
2132 struct TextPosInfo level_imported_by;
2133 struct TextPosInfo level_tested_by;
2134 struct TextPosInfo title_1;
2135 struct TextPosInfo title_2;
2136 struct TextPosInfo title_3;
2139 struct MenuMainInputInfo
2141 struct TextPosInfo name;
2146 struct MenuMainButtonInfo button;
2147 struct MenuMainTextInfo text;
2148 struct MenuMainInputInfo input;
2151 struct TitleFadingInfo
2159 struct TitleMessageInfo
2168 boolean parse_comments;
2179 struct MenuPosInfo busy;
2184 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
2185 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
2186 int draw_xoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
2187 int draw_yoffset_info[NUM_SPECIAL_GFX_INFO_ARGS];
2188 int draw_xoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
2189 int draw_yoffset_setup[NUM_SPECIAL_GFX_SETUP_ARGS];
2191 int scrollbar_xoffset;
2193 int list_size[NUM_SPECIAL_GFX_ARGS];
2195 struct TitleFadingInfo enter_menu;
2196 struct TitleFadingInfo leave_menu;
2197 struct TitleFadingInfo enter_screen[NUM_SPECIAL_GFX_ARGS];
2198 struct TitleFadingInfo leave_screen[NUM_SPECIAL_GFX_ARGS];
2199 struct TitleFadingInfo next_screen;
2201 int sound[NUM_SPECIAL_GFX_ARGS];
2202 int music[NUM_SPECIAL_GFX_ARGS];
2204 struct MenuMainInfo main;
2221 int xoffset, yoffset;
2230 char Name[MAX_PLAYER_NAME_LEN + 1];
2247 char text[MAX_ENVELOPE_TEXT_LEN + 1];
2252 int music[MAX_LEVELS];
2255 struct LevelFileInfo
2273 struct LevelFileInfo file_info;
2275 int game_engine_type;
2277 /* level stored in native format for the alternative native game engines */
2278 struct LevelInfo_EM *native_em_level;
2280 int file_version; /* file format version the level is stored with */
2281 int game_version; /* game release version the level was created with */
2283 struct DateInfo creation_date;
2285 boolean encoding_16bit_field; /* level contains 16-bit elements */
2286 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
2287 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
2291 int time; /* available time (seconds) */
2294 char name[MAX_LEVEL_NAME_LEN + 1];
2295 char author[MAX_LEVEL_AUTHOR_LEN + 1];
2299 struct EnvelopeInfo envelope[NUM_ENVELOPES];
2301 int score[LEVEL_SCORE_ELEMENTS];
2303 struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
2304 int num_yamyam_contents;
2309 int game_of_life[4];
2312 int time_magic_wall;
2317 int shield_normal_time;
2318 int shield_deadly_time;
2323 int extra_time_score;
2325 int start_element[MAX_PLAYERS];
2326 boolean use_start_element[MAX_PLAYERS];
2328 int artwork_element[MAX_PLAYERS];
2329 boolean use_artwork_element[MAX_PLAYERS];
2331 int explosion_element[MAX_PLAYERS];
2332 boolean use_explosion_element[MAX_PLAYERS];
2334 /* values for the new EMC elements */
2335 int android_move_time;
2336 int android_clone_time;
2337 boolean ball_random;
2338 boolean ball_state_initial;
2345 int wind_direction_initial;
2347 struct Content ball_content[MAX_ELEMENT_CONTENTS];
2348 int num_ball_contents;
2350 int num_android_clone_elements;
2351 int android_clone_element[MAX_ANDROID_ELEMENTS];
2353 int can_move_into_acid_bits; /* bitfield to store property for elements */
2354 int dont_collide_with_bits; /* bitfield to store property for elements */
2356 int initial_player_stepsize[MAX_PLAYERS]; /* initial player speed */
2357 boolean initial_player_gravity[MAX_PLAYERS];
2359 boolean use_initial_inventory[MAX_PLAYERS];
2360 int initial_inventory_size[MAX_PLAYERS];
2361 int initial_inventory_content[MAX_PLAYERS][MAX_INITIAL_INVENTORY_SIZE];
2363 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
2364 boolean em_explodes_by_fire; /* EM style chain explosion behaviour */
2365 boolean use_spring_bug; /* for compatibility with old levels */
2366 boolean use_time_orb_bug; /* for compatibility with old levels */
2367 boolean instant_relocation; /* no visual delay when relocating player */
2368 boolean shifted_relocation; /* no level centering when relocating player */
2369 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
2370 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
2372 boolean continuous_snapping; /* repeated snapping without releasing key */
2373 boolean block_snap_field; /* snapping blocks field to show animation */
2374 boolean block_last_field; /* player blocks previous field while moving */
2375 boolean sp_block_last_field; /* player blocks previous field while moving */
2377 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
2378 int use_step_counter; /* count steps instead of seconds for level */
2380 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2382 boolean use_custom_template; /* use custom properties from template file */
2384 boolean no_valid_file; /* set when level file missing or invalid */
2386 boolean changed; /* set when level was changed in the editor */
2388 /* runtime flags to handle bugs in old levels (not stored in level file) */
2389 boolean use_action_after_change_bug;
2394 char *autoplay_leveldir;
2395 int autoplay_level[MAX_TAPES_PER_SET];
2396 boolean autoplay_all;
2398 char *convert_leveldir;
2399 int convert_level_nr;
2401 char *create_images_dir;
2405 float frames_per_second;
2406 boolean fps_slowdown;
2407 int fps_slowdown_factor;
2409 /* global values for fading screens and masking borders */
2417 struct ElementChangeInfo
2419 boolean can_change; /* use or ignore this change info */
2421 boolean has_event[NUM_CHANGE_EVENTS]; /* change events */
2423 int trigger_player; /* player triggering change */
2424 int trigger_side; /* side triggering change */
2425 int trigger_page; /* page triggering change */
2427 int target_element; /* target element after change */
2429 int delay_fixed; /* added frame delay before changed (fixed) */
2430 int delay_random; /* added frame delay before changed (random) */
2431 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
2433 int initial_trigger_element; /* initial element triggering change */
2435 struct Content target_content;/* elements for extended change target */
2436 boolean use_target_content; /* use extended change target */
2437 boolean only_if_complete; /* only use complete target content */
2438 boolean use_random_replace; /* use random value for replacing elements */
2439 int random_percentage; /* random value for replacing elements */
2440 int replace_when; /* type of elements that can be replaced */
2442 boolean explode; /* explode instead of change */
2444 boolean has_action; /* execute action on specified condition */
2445 int action_type; /* type of action */
2446 int action_mode; /* mode of action */
2447 int action_arg; /* parameter of action */
2448 int action_element; /* element related to action */
2450 /* ---------- internal values used at runtime when playing ---------- */
2452 int trigger_element; /* element triggering change */
2454 /* functions that are called before, while and after the change of an
2455 element -- currently only used for non-custom elements */
2456 void (*pre_change_function)(int x, int y);
2457 void (*change_function)(int x, int y);
2458 void (*post_change_function)(int x, int y);
2460 short actual_trigger_element; /* element that actually triggered change */
2461 int actual_trigger_side; /* element side that triggered the change */
2462 int actual_trigger_player; /* player which actually triggered change */
2463 int actual_trigger_player_bits; /* player bits of triggering players */
2464 int actual_trigger_ce_value; /* CE value of element that triggered change */
2465 int actual_trigger_ce_score; /* CE score of element that triggered change */
2467 boolean can_change_or_has_action; /* can_change | has_action */
2469 /* ---------- internal values used in level editor ---------- */
2471 int direct_action; /* change triggered by actions on element */
2472 int other_action; /* change triggered by other element actions */
2475 struct ElementGroupInfo
2477 int num_elements; /* number of elements in this group */
2478 int element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
2480 int choice_mode; /* how to choose element from group */
2482 /* ---------- internal values used at runtime when playing ---------- */
2484 /* the following is the same as above, but with recursively resolved group
2485 elements (group elements may also contain further group elements!) */
2486 int num_elements_resolved;
2487 short element_resolved[NUM_FILE_ELEMENTS];
2489 int choice_pos; /* current element choice position */
2492 struct ElementNameInfo
2494 /* ---------- token and description strings ---------- */
2496 char *token_name; /* element token used in config files */
2497 char *class_name; /* element class used in config files */
2498 char *editor_description; /* pre-defined description for level editor */
2503 /* ---------- token and description strings ---------- */
2505 char *token_name; /* element token used in config files */
2506 char *class_name; /* element class used in config files */
2507 char *editor_description; /* pre-defined description for level editor */
2508 char *custom_description; /* alternative description from config file */
2509 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
2511 /* ---------- graphic and sound definitions ---------- */
2513 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
2514 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2515 /* special graphics for left/right/up/down */
2517 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
2518 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL];
2519 /* crumbled graphics for left/right/up/down */
2521 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2522 /* special graphics for certain screens */
2524 int sound[NUM_ACTIONS]; /* default sounds for several actions */
2526 /* ---------- special element property values ---------- */
2528 unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */
2530 boolean use_gfx_element; /* use custom graphic element */
2531 int gfx_element_initial; /* initial optional custom graphic element */
2533 int access_direction; /* accessible from which direction */
2535 int collect_score_initial; /* initial score value for collecting */
2536 int collect_count_initial; /* initial count value for collecting */
2538 int ce_value_fixed_initial; /* initial value for custom variable (fix) */
2539 int ce_value_random_initial; /* initial value for custom variable (rnd) */
2540 boolean use_last_ce_value; /* use value from element before change */
2542 int push_delay_fixed; /* constant delay before pushing */
2543 int push_delay_random; /* additional random delay before pushing */
2544 int drop_delay_fixed; /* constant delay after dropping */
2545 int drop_delay_random; /* additional random delay after dropping */
2546 int move_delay_fixed; /* constant delay after moving */
2547 int move_delay_random; /* additional random delay after moving */
2549 int move_pattern; /* direction movable element moves to */
2550 int move_direction_initial; /* initial direction element moves to */
2551 int move_stepsize; /* step size element moves with */
2553 int move_enter_element; /* element that can be entered (and removed) */
2554 int move_leave_element; /* element that can be left behind */
2555 int move_leave_type; /* change (limited) or leave (unlimited) */
2557 int slippery_type; /* how/where other elements slip away */
2559 struct Content content; /* new elements after explosion */
2561 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
2562 int explosion_delay; /* duration of explosion of this element */
2563 int ignition_delay; /* delay for explosion by other explosion */
2565 struct ElementChangeInfo *change_page; /* actual list of change pages */
2566 struct ElementChangeInfo *change; /* pointer to current change page */
2568 int num_change_pages; /* actual number of change pages */
2569 int current_change_page; /* currently edited change page */
2571 struct ElementGroupInfo *group; /* pointer to element group info */
2573 /* ---------- internal values used at runtime when playing ---------- */
2575 boolean has_change_event[NUM_CHANGE_EVENTS];
2577 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2578 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2580 boolean in_group[NUM_GROUP_ELEMENTS];
2582 int gfx_element; /* runtime optional custom graphic element */
2584 int collect_score; /* runtime score value for collecting */
2586 /* count of this element on playfield, calculated after each frame */
2589 /* ---------- internal values used in level editor ---------- */
2591 int access_type; /* walkable or passable */
2592 int access_layer; /* accessible over/inside/under */
2593 int access_protected; /* protection against deadly elements */
2594 int walk_to_action; /* diggable/collectible/pushable */
2595 int smash_targets; /* can smash player/enemies/everything */
2596 int deadliness; /* deadly when running/colliding/touching */
2598 boolean can_explode_by_fire; /* element explodes by fire */
2599 boolean can_explode_smashed; /* element explodes when smashed */
2600 boolean can_explode_impact; /* element explodes on impact */
2602 boolean modified_settings; /* set for all modified custom elements */
2607 char *token_name; /* font token used in config files */
2609 int graphic; /* default graphic for this font */
2610 int special_graphic[NUM_SPECIAL_GFX_ARGS];
2611 /* special graphics for certain screens */
2612 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2613 /* internal bitmap ID for special graphics */
2619 int src_image_width; /* scaled bitmap size, but w/o small images */
2620 int src_image_height; /* scaled bitmap size, but w/o small images */
2622 int src_x, src_y; /* start position of animation frames */
2623 int width, height; /* width/height of each animation frame */
2625 int offset_x, offset_y; /* x/y offset to next animation frame */
2626 int offset2_x, offset2_y; /* x/y offset to second movement tile */
2628 boolean double_movement; /* animation has second movement tile */
2629 int swap_double_tiles; /* explicitely force or forbid tile swapping */
2632 int anim_frames_per_line;
2633 int anim_start_frame;
2634 int anim_delay; /* important: delay of 1 means "no delay"! */
2637 boolean anim_global_sync;
2639 int crumbled_like; /* element for cloning crumble graphics */
2640 int diggable_like; /* element for cloning digging graphics */
2642 int border_size; /* border size for "crumbled" graphics */
2644 int scale_up_factor; /* optional factor for scaling image up */
2646 int clone_from; /* graphic for cloning *all* settings */
2648 int anim_delay_fixed; /* optional delay values for bored and */
2649 int anim_delay_random; /* sleeping player animations (animation */
2650 int post_delay_fixed; /* intervall and following pause before */
2651 int post_delay_random; /* next intervall (bored animation only) */
2653 int step_offset; /* optional step offset of toon animations */
2654 int step_delay; /* optional step delay of toon animations */
2656 int draw_xoffset; /* optional offset for drawing font chars */
2657 int draw_yoffset; /* optional offset for drawing font chars */
2659 int draw_masked; /* optional setting for drawing envelope gfx */
2661 int fade_mode; /* optional setting for drawing title screens */
2662 int fade_delay; /* optional setting for drawing title screens */
2663 int post_delay; /* optional setting for drawing title screens */
2664 int auto_delay; /* optional setting for drawing title screens */
2665 int align, valign; /* optional setting for drawing title screens */
2666 int sort_priority; /* optional setting for drawing title screens */
2668 boolean use_image_size; /* use image size as default width and height */
2670 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2671 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
2672 GC clip_gc; /* single-graphic-only clip gc for X11 */
2688 struct MusicPrefixInfo
2691 boolean is_loop_music;
2694 struct MusicFileInfo
2699 char *artist_header;
2712 struct MusicFileInfo *next;
2715 struct ElementActionInfo
2719 boolean is_loop_sound;
2722 struct ElementDirectionInfo
2728 struct SpecialSuffixInfo
2744 extern Bitmap *bitmap_db_cross;
2745 extern Bitmap *bitmap_db_field;
2746 extern Bitmap *bitmap_db_panel;
2747 extern Bitmap *bitmap_db_door;
2748 extern Bitmap *bitmap_db_toons;
2749 extern Pixmap tile_clipmask[];
2750 extern DrawBuffer *fieldbuffer;
2751 extern DrawBuffer *drawto_field;
2753 extern int game_status;
2754 extern boolean level_editor_test_game;
2755 extern boolean network_playing;
2757 #if defined(TARGET_SDL)
2758 extern boolean network_server;
2759 extern SDL_Thread *server_thread;
2762 extern int key_joystick_mapping;
2764 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2765 extern int redraw_x1, redraw_y1;
2767 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2768 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2769 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2770 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2771 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2772 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2773 extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2774 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2775 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2776 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2777 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2778 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2779 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2780 extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2781 extern short ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2782 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2783 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2784 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2785 extern short CheckImpact[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2786 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2787 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2788 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2789 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2790 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2791 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2792 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2793 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2795 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2796 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2797 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2798 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2799 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2800 extern int GfxRedraw[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2802 extern int ActiveElement[MAX_NUM_ELEMENTS];
2803 extern int ActiveButton[NUM_IMAGE_FILES];
2804 extern int ActiveFont[NUM_FONTS];
2806 extern int lev_fieldx, lev_fieldy;
2807 extern int scroll_x, scroll_y;
2810 extern int ScrollStepSize;
2811 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2812 extern int BorderElement;
2813 extern int GameFrameDelay;
2814 extern int FfwdFrameDelay;
2815 extern int BX1, BY1;
2816 extern int BX2, BY2;
2817 extern int SBX_Left, SBX_Right;
2818 extern int SBY_Upper, SBY_Lower;
2820 extern int ExitX, ExitY;
2821 extern int AllPlayersGone;
2823 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2825 extern boolean network_player_action_received;
2827 extern int graphics_action_mapping[];
2829 extern struct LevelSetInfo levelset;
2830 extern struct LevelInfo level, level_template;
2831 extern struct HiScore highscore[];
2832 extern struct TapeInfo tape;
2833 extern struct GlobalInfo global;
2834 extern struct BorderInfo border;
2835 extern struct TitleFadingInfo fading;
2836 extern struct TitleFadingInfo fading_none;
2837 extern struct TitleFadingInfo title_initial_default;
2838 extern struct TitleFadingInfo title_default;
2839 extern struct TitleMessageInfo titlemessage_initial_default;
2840 extern struct TitleMessageInfo titlemessage_initial[];
2841 extern struct TitleMessageInfo titlemessage_default;
2842 extern struct TitleMessageInfo titlemessage[];
2843 extern struct TitleMessageInfo readme;
2844 extern struct InitInfo init;
2845 extern struct MenuInfo menu;
2846 extern struct DoorInfo door_1, door_2;
2847 extern struct PreviewInfo preview;
2848 extern struct ElementInfo element_info[];
2849 extern struct ElementNameInfo element_name_info[];
2850 extern struct ElementActionInfo element_action_info[];
2851 extern struct ElementDirectionInfo element_direction_info[];
2852 extern struct SpecialSuffixInfo special_suffix_info[];
2853 extern struct TokenIntPtrInfo image_config_vars[];
2854 extern struct FontInfo font_info[];
2855 extern struct MusicPrefixInfo music_prefix_info[];
2856 extern struct GraphicInfo *graphic_info;
2857 extern struct SoundInfo *sound_info;
2858 extern struct MusicInfo *music_info;
2859 extern struct MusicFileInfo *music_file_info;
2860 extern struct HelpAnimInfo *helpanim_info;
2861 extern SetupFileHash *helptext_info;
2862 extern SetupFileHash *image_config_hash;
2863 extern SetupFileHash *element_token_hash;
2864 extern SetupFileHash *graphic_token_hash;
2865 extern SetupFileHash *font_token_hash;
2866 extern struct ConfigTypeInfo image_config_suffix[];
2867 extern struct ConfigTypeInfo sound_config_suffix[];
2868 extern struct ConfigTypeInfo music_config_suffix[];
2869 extern struct ConfigInfo image_config[];
2870 extern struct ConfigInfo sound_config[];
2871 extern struct ConfigInfo music_config[];
2872 extern struct ConfigInfo helpanim_config[];
2873 extern struct ConfigInfo helptext_config[];