1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
27 #include "conf_gfx.h" /* include auto-generated data structure definitions */
28 #include "conf_snd.h" /* include auto-generated data structure definitions */
29 #include "conf_mus.h" /* include auto-generated data structure definitions */
31 #define IMG_UNDEFINED (-1)
32 #define IMG_EMPTY IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START IMG_CUSTOM_1
38 #define SND_UNDEFINED (-1)
39 #define MUS_UNDEFINED (-1)
46 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX 3
49 #define MIN_LEV_FIELDY 3
50 #define STD_LEV_FIELDX 64
51 #define STD_LEV_FIELDY 32
52 #define MAX_LEV_FIELDX 128
53 #define MAX_LEV_FIELDY 128
55 #define SCREENX(a) ((a) - scroll_x)
56 #define SCREENY(a) ((a) - scroll_y)
57 #define LEVELX(a) ((a) + scroll_x)
58 #define LEVELY(a) ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_COLLECTIBLE_ONLY 1
66 #define EP_DONT_RUN_INTO 2
67 #define EP_DONT_COLLIDE_WITH 3
68 #define EP_DONT_TOUCH 4
69 #define EP_INDESTRUCTIBLE 5
71 #define EP_CAN_CHANGE 7
74 #define EP_CAN_SMASH_PLAYER 10
75 #define EP_CAN_SMASH_ENEMIES 11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE 13
78 #define EP_CAN_EXPLODE_SMASHED 14
79 #define EP_CAN_EXPLODE_IMPACT 15
80 #define EP_WALKABLE_OVER 16
81 #define EP_WALKABLE_INSIDE 17
82 #define EP_WALKABLE_UNDER 18
83 #define EP_PASSABLE_OVER 19
84 #define EP_PASSABLE_INSIDE 20
85 #define EP_PASSABLE_UNDER 21
86 #define EP_DROPPABLE 22
87 #define EP_CAN_EXPLODE_1X1 23
88 #define EP_PUSHABLE 24
89 #define EP_CAN_EXPLODE_DYNA 25
90 #define EP_PROTECTED 26
91 #define EP_CAN_MOVE_INTO_ACID 27
93 /* values for pre-defined properties */
95 #define EP_CAN_PASS_MAGIC_WALL 33
96 #define EP_SWITCHABLE 34
97 #define EP_BD_ELEMENT 35
98 #define EP_SP_ELEMENT 36
99 #define EP_SB_ELEMENT 37
101 #define EP_FOOD_DARK_YAMYAM 39
102 #define EP_FOOD_PENGUIN 40
103 #define EP_FOOD_PIG 41
104 #define EP_HISTORIC_WALL 42
105 #define EP_HISTORIC_SOLID 43
106 #define EP_CLASSIC_ENEMY 44
108 #define EP_BELT_ACTIVE 46
109 #define EP_BELT_SWITCH 47
111 #define EP_KEYGATE 49
112 #define EP_AMOEBOID 50
113 #define EP_AMOEBALIVE 51
114 #define EP_HAS_CONTENT 52
115 #define EP_ACTIVE_BOMB 53
116 #define EP_INACTIVE 54
118 /* values for special configurable properties (depending on level settings) */
119 #define EP_EM_SLIPPERY_WALL 55
121 /* values for special graphics properties (no effect on game engine) */
122 #define EP_GFX_CRUMBLED 56
124 /* values for derived properties (determined from properties above) */
125 #define EP_ACCESSIBLE_OVER 57
126 #define EP_ACCESSIBLE_INSIDE 58
127 #define EP_ACCESSIBLE_UNDER 59
128 #define EP_WALKABLE 60
129 #define EP_PASSABLE 61
130 #define EP_ACCESSIBLE 62
131 #define EP_COLLECTIBLE 63
132 #define EP_SNAPPABLE 64
134 #define EP_SOLID_FOR_PUSHING 66
135 #define EP_DRAGONFIRE_PROOF 67
136 #define EP_EXPLOSION_PROOF 68
137 #define EP_CAN_SMASH 69
138 #define EP_CAN_EXPLODE 70
139 #define EP_CAN_EXPLODE_3X3 71
140 #define EP_SP_PORT 72
141 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
142 #define EP_CAN_EXPLODE_BY_EXPLOSION 74
143 #define EP_COULD_MOVE_INTO_ACID 75
145 /* values for internal purpose only (level editor) */
146 #define EP_EXPLODE_RESULT 76
147 #define EP_WALK_TO_OBJECT 77
150 #define NUM_ELEMENT_PROPERTIES 79
152 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
153 #define EP_BITFIELD_BASE 0
155 #define EP_BITMASK_DEFAULT 0
157 #define PROPERTY_BIT(p) (1 << ((p) % 32))
158 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
159 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
160 #define SET_PROPERTY(e,p,v) ((v) ? \
161 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
162 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
165 /* values for change events for custom elements (stored in level file) */
167 #define CE_TOUCHED_BY_PLAYER 1
168 #define CE_PRESSED_BY_PLAYER 2
169 #define CE_PUSHED_BY_PLAYER 3
170 #define CE_DROPPED_BY_PLAYER 4
171 #define CE_HITTING_SOMETHING 5
174 #define CE_OTHER_IS_TOUCHING 8
175 #define CE_OTHER_IS_CHANGING 9
176 #define CE_OTHER_IS_EXPLODING 10
177 #define CE_OTHER_GETS_TOUCHED 11
178 #define CE_OTHER_GETS_PRESSED 12
179 #define CE_OTHER_GETS_PUSHED 13
180 #define CE_OTHER_GETS_COLLECTED 14
181 #define CE_OTHER_GETS_DROPPED 15
182 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
183 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
184 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
185 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
186 #define CE_OTHER_GETS_DIGGED 20
187 #define CE_ENTERED_BY_PLAYER 21
188 #define CE_LEFT_BY_PLAYER 22
189 #define CE_OTHER_GETS_ENTERED 23
190 #define CE_OTHER_GETS_LEFT 24
191 #define CE_SWITCHED 25
192 #define CE_OTHER_IS_SWITCHING 26
193 #define CE_HIT_BY_SOMETHING 27
194 #define CE_OTHER_IS_HITTING 28
195 #define CE_OTHER_GETS_HIT 29
197 #define NUM_CHANGE_EVENTS 30
199 #define CE_BITMASK_DEFAULT 0
201 #define CH_EVENT_BIT(c) (1 << (c))
202 #define CH_EVENT_VAR(e) (element_info[e].change->events)
203 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
205 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
206 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
207 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
208 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
209 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
211 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
212 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
214 /* values for change side for custom elements */
215 #define CH_SIDE_NONE MV_NO_MOVING
216 #define CH_SIDE_LEFT MV_LEFT
217 #define CH_SIDE_RIGHT MV_RIGHT
218 #define CH_SIDE_TOP MV_UP
219 #define CH_SIDE_BOTTOM MV_DOWN
220 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
221 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
222 #define CH_SIDE_ANY MV_ANY_DIRECTION
224 /* values for change player for custom elements */
225 #define CH_PLAYER_NONE 0
226 #define CH_PLAYER_1 (1 << 0)
227 #define CH_PLAYER_2 (1 << 1)
228 #define CH_PLAYER_3 (1 << 2)
229 #define CH_PLAYER_4 (1 << 3)
230 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
233 /* values for change page for custom elements */
234 #define CH_PAGE_ANY_FILE (0xff)
235 #define CH_PAGE_ANY (0xffffffff)
237 /* values for change power for custom elements */
238 #define CP_NON_DESTRUCTIVE 0
239 #define CP_HALF_DESTRUCTIVE 1
240 #define CP_FULL_DESTRUCTIVE 2
242 /* values for custom move patterns (bits 0 - 3: basic move directions) */
243 #define MV_BIT_TOWARDS_PLAYER 4
244 #define MV_BIT_AWAY_FROM_PLAYER 5
245 #define MV_BIT_ALONG_LEFT_SIDE 6
246 #define MV_BIT_ALONG_RIGHT_SIDE 7
247 #define MV_BIT_TURNING_LEFT 8
248 #define MV_BIT_TURNING_RIGHT 9
249 #define MV_BIT_WHEN_PUSHED 10
250 #define MV_BIT_MAZE_RUNNER 11
251 #define MV_BIT_MAZE_HUNTER 12
252 #define MV_BIT_WHEN_DROPPED 13
253 #define MV_BIT_TURNING_LEFT_RIGHT 14
254 #define MV_BIT_TURNING_RIGHT_LEFT 15
255 #define MV_BIT_TURNING_RANDOM 16
257 /* values for custom move patterns */
258 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
259 #define MV_VERTICAL (MV_UP | MV_DOWN)
260 #define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
261 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
262 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
263 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
264 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
265 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
266 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
267 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
268 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
269 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
270 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
271 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
272 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
273 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
274 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
275 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
277 /* values for initial move direction (bits 0 - 3: basic move directions) */
278 #define MV_START_BIT_PREVIOUS 4
280 /* values for initial move direction */
281 #define MV_START_AUTOMATIC (MV_NO_MOVING)
282 #define MV_START_LEFT (MV_LEFT)
283 #define MV_START_RIGHT (MV_RIGHT)
284 #define MV_START_UP (MV_UP)
285 #define MV_START_DOWN (MV_DOWN)
286 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
287 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
289 /* values for elements left behind by custom elements */
290 #define LEAVE_TYPE_UNLIMITED 0
291 #define LEAVE_TYPE_LIMITED 1
293 /* values for slippery property for custom elements */
294 #define SLIPPERY_ANY_RANDOM 0
295 #define SLIPPERY_ANY_LEFT_RIGHT 1
296 #define SLIPPERY_ANY_RIGHT_LEFT 2
297 #define SLIPPERY_ONLY_LEFT 3
298 #define SLIPPERY_ONLY_RIGHT 4
300 /* macros for configurable properties */
301 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
302 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
303 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
304 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
305 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
306 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
307 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
308 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
309 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
310 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
311 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
312 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
313 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
314 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
315 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
316 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
317 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
318 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
319 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
320 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
321 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
322 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
323 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
324 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
325 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
326 #define CAN_EXPLODE_DYNA(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
327 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
328 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
330 /* macros for special configurable properties */
331 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
333 /* macros for special graphics properties */
334 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
336 /* macros for pre-defined properties */
337 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
338 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
339 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
340 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
341 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
342 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
343 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
344 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
345 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
346 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
347 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
348 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
349 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
350 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
351 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
352 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
353 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
354 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
355 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
356 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
357 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
358 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
359 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
361 /* macros for derived properties */
362 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
363 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
364 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
365 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
366 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
367 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
368 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
369 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
370 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
371 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
372 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
373 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
374 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
375 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
376 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
377 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
378 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
379 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
380 #define CAN_EXPLODE_BY_EXPLOSION(e) \
381 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
382 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
384 /* special macros used in game engine */
385 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
386 (e) <= EL_CUSTOM_END)
388 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
391 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
392 (e) <= EL_ENVELOPE_4)
394 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
395 element_info[e].gfx_element : e)
397 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
399 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
400 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
402 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
403 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
404 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
406 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
407 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
408 (e) == EL_EMERALD ? EL_DIAMOND : \
409 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
410 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
411 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
413 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
414 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
416 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
417 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
418 #define TAPE_IS_EMPTY(x) ((x).length == 0)
419 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
421 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
422 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
426 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
427 IS_PROTECTED(Back[x][y]))
428 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
429 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
430 ENEMY_PROTECTED_FIELD(x, y))
431 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
432 EXPLOSION_PROTECTED_FIELD(x, y))
436 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
437 IS_INDESTRUCTIBLE(Feld[x][y]))
438 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
439 PROTECTED_FIELD(x, y))
440 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
441 PROTECTED_FIELD(x, y))
444 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
445 (p)->switch_x == (x) && (p)->switch_y == (y))
447 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
449 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
450 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
451 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
453 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
454 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
455 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
456 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
458 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
461 /* fundamental game speed values */
462 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
463 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
464 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
465 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
466 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
467 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
469 /* boundaries of arrays etc. */
470 #define MAX_LEVEL_NAME_LEN 32
471 #define MAX_LEVEL_AUTHOR_LEN 32
472 #define MAX_ELEMENT_NAME_LEN 32
473 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
474 #define MAX_SCORE_ENTRIES 100
475 #define MAX_NUM_AMOEBA 100
476 #define MAX_INVENTORY_SIZE 1000
479 #define NUM_BELT_PARTS 3
480 #define MIN_ENVELOPE_XSIZE 1
481 #define MIN_ENVELOPE_YSIZE 1
482 #define MAX_ENVELOPE_XSIZE 30
483 #define MAX_ENVELOPE_YSIZE 20
484 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
485 #define MIN_CHANGE_PAGES 1
486 #define MAX_CHANGE_PAGES 32
487 #define MIN_ELEMENTS_IN_GROUP 1
488 #define MAX_ELEMENTS_IN_GROUP 16
490 /* values for elements with content */
491 #define MIN_ELEMENT_CONTENTS 1
492 #define STD_ELEMENT_CONTENTS 4
493 #define MAX_ELEMENT_CONTENTS 8
495 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
497 /* often used screen positions */
500 #define REAL_SX (SX - 2)
501 #define REAL_SY (SY - 2)
510 #define MINI_TILEX (TILEX / 2)
511 #define MINI_TILEY (TILEY / 2)
512 #define MICRO_TILEX (TILEX / 8)
513 #define MICRO_TILEY (TILEY / 8)
514 #define MIDPOSX (SCR_FIELDX / 2)
515 #define MIDPOSY (SCR_FIELDY / 2)
516 #define SXSIZE (SCR_FIELDX * TILEX)
517 #define SYSIZE (SCR_FIELDY * TILEY)
518 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
519 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
522 #define VXSIZE DXSIZE
524 #define EXSIZE DXSIZE
525 #define EYSIZE (VYSIZE + 44)
526 #define FULL_SXSIZE (2 + SXSIZE + 2)
527 #define FULL_SYSIZE (2 + SYSIZE + 2)
528 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
529 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
530 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
531 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
532 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
535 /* score for elements */
539 #define SC_SPACESHIP 3
544 #define SC_DYNAMITE 8
546 #define SC_TIME_BONUS 10
547 #define SC_CRYSTAL 11
552 /* "real" level file elements */
553 #define EL_UNDEFINED -1
555 #define EL_EMPTY_SPACE 0
556 #define EL_EMPTY EL_EMPTY_SPACE
559 #define EL_WALL_SLIPPERY 3
561 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
563 #define EL_EXIT_CLOSED 7
564 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
566 #define EL_SPACESHIP 10
569 #define EL_STEELWALL 13
570 #define EL_DIAMOND 14
571 #define EL_AMOEBA_DEAD 15
572 #define EL_QUICKSAND_EMPTY 16
573 #define EL_QUICKSAND_FULL 17
574 #define EL_AMOEBA_DROP 18
576 #define EL_MAGIC_WALL 20
577 #define EL_SPEED_PILL 21
579 #define EL_AMOEBA_WET 23
580 #define EL_AMOEBA_DRY 24
582 #define EL_GAME_OF_LIFE 26
583 #define EL_BIOMAZE 27
584 #define EL_DYNAMITE_ACTIVE 28
585 #define EL_STONEBLOCK 29
586 #define EL_ROBOT_WHEEL 30
587 #define EL_ROBOT_WHEEL_ACTIVE 31
596 #define EL_GATE_1_GRAY 40
597 #define EL_GATE_2_GRAY 41
598 #define EL_GATE_3_GRAY 42
599 #define EL_GATE_4_GRAY 43
600 #define EL_DYNAMITE 44
602 #define EL_INVISIBLE_WALL 46
604 #define EL_LAMP_ACTIVE 48
605 #define EL_WALL_EMERALD 49
606 #define EL_WALL_DIAMOND 50
607 #define EL_AMOEBA_FULL 51
608 #define EL_BD_AMOEBA 52
609 #define EL_TIME_ORB_FULL 53
610 #define EL_TIME_ORB_EMPTY 54
611 #define EL_EXPANDABLE_WALL 55
612 #define EL_BD_DIAMOND 56
613 #define EL_EMERALD_YELLOW 57
614 #define EL_WALL_BD_DIAMOND 58
615 #define EL_WALL_EMERALD_YELLOW 59
616 #define EL_DARK_YAMYAM 60
617 #define EL_BD_MAGIC_WALL 61
618 #define EL_INVISIBLE_STEELWALL 62
619 #define EL_SOKOBAN_FIELD_PLAYER 63
620 #define EL_DYNABOMB_INCREASE_NUMBER 64
621 #define EL_DYNABOMB_INCREASE_SIZE 65
622 #define EL_DYNABOMB_INCREASE_POWER 66
623 #define EL_SOKOBAN_OBJECT 67
624 #define EL_SOKOBAN_FIELD_EMPTY 68
625 #define EL_SOKOBAN_FIELD_FULL 69
626 #define EL_BD_BUTTERFLY_RIGHT 70
627 #define EL_BD_BUTTERFLY_UP 71
628 #define EL_BD_BUTTERFLY_LEFT 72
629 #define EL_BD_BUTTERFLY_DOWN 73
630 #define EL_BD_FIREFLY_RIGHT 74
631 #define EL_BD_FIREFLY_UP 75
632 #define EL_BD_FIREFLY_LEFT 76
633 #define EL_BD_FIREFLY_DOWN 77
634 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
635 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
636 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
637 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
638 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
639 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
640 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
641 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
642 #define EL_BD_BUTTERFLY 78
643 #define EL_BD_FIREFLY 79
644 #define EL_PLAYER_1 80
645 #define EL_PLAYER_2 81
646 #define EL_PLAYER_3 82
647 #define EL_PLAYER_4 83
648 #define EL_BUG_RIGHT 84
650 #define EL_BUG_LEFT 86
651 #define EL_BUG_DOWN 87
652 #define EL_SPACESHIP_RIGHT 88
653 #define EL_SPACESHIP_UP 89
654 #define EL_SPACESHIP_LEFT 90
655 #define EL_SPACESHIP_DOWN 91
656 #define EL_PACMAN_RIGHT 92
657 #define EL_PACMAN_UP 93
658 #define EL_PACMAN_LEFT 94
659 #define EL_PACMAN_DOWN 95
660 #define EL_EMERALD_RED 96
661 #define EL_EMERALD_PURPLE 97
662 #define EL_WALL_EMERALD_RED 98
663 #define EL_WALL_EMERALD_PURPLE 99
664 #define EL_ACID_POOL_TOPLEFT 100
665 #define EL_ACID_POOL_TOPRIGHT 101
666 #define EL_ACID_POOL_BOTTOMLEFT 102
667 #define EL_ACID_POOL_BOTTOM 103
668 #define EL_ACID_POOL_BOTTOMRIGHT 104
669 #define EL_BD_WALL 105
670 #define EL_BD_ROCK 106
671 #define EL_EXIT_OPEN 107
672 #define EL_BLACK_ORB 108
673 #define EL_AMOEBA_TO_DIAMOND 109
675 #define EL_PENGUIN 111
676 #define EL_SATELLITE 112
677 #define EL_ARROW_LEFT 113
678 #define EL_ARROW_RIGHT 114
679 #define EL_ARROW_UP 115
680 #define EL_ARROW_DOWN 116
682 #define EL_DRAGON 118
684 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
686 #define EL_CHAR_START 120
687 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
688 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
690 #include "conf_chr.h" /* include auto-generated data structure definitions */
692 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
693 #define EL_CHAR_END (EL_CHAR_START + 79)
695 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
697 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
698 #define EL_EXPANDABLE_WALL_VERTICAL 201
699 #define EL_EXPANDABLE_WALL_ANY 202
701 #define EL_EM_GATE_1 203
702 #define EL_EM_GATE_2 204
703 #define EL_EM_GATE_3 205
704 #define EL_EM_GATE_4 206
706 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
707 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
708 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
710 #define EL_SP_START 210
711 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
712 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
713 #define EL_SP_ZONK (EL_SP_START + 1)
714 #define EL_SP_BASE (EL_SP_START + 2)
715 #define EL_SP_MURPHY (EL_SP_START + 3)
716 #define EL_SP_INFOTRON (EL_SP_START + 4)
717 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
718 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
719 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
720 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
721 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
722 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
723 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
724 #define EL_SP_PORT_UP (EL_SP_START + 12)
725 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
726 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
727 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
728 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
729 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
730 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
731 #define EL_SP_TERMINAL (EL_SP_START + 19)
732 #define EL_SP_DISK_RED (EL_SP_START + 20)
733 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
734 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
735 #define EL_SP_PORT_ANY (EL_SP_START + 23)
736 #define EL_SP_ELECTRON (EL_SP_START + 24)
737 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
738 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
739 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
740 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
741 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
742 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
743 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
744 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
745 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
746 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
747 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
748 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
749 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
750 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
751 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
752 #define EL_SP_END (EL_SP_START + 39)
754 #define EL_EM_GATE_1_GRAY 250
755 #define EL_EM_GATE_2_GRAY 251
756 #define EL_EM_GATE_3_GRAY 252
757 #define EL_EM_GATE_4_GRAY 253
759 #define EL_UNUSED_254 254
760 #define EL_UNUSED_255 255
763 #define EL_CRYSTAL 257
764 #define EL_WALL_PEARL 258
765 #define EL_WALL_CRYSTAL 259
766 #define EL_DOOR_WHITE 260
767 #define EL_DOOR_WHITE_GRAY 261
768 #define EL_KEY_WHITE 262
769 #define EL_SHIELD_NORMAL 263
770 #define EL_EXTRA_TIME 264
771 #define EL_SWITCHGATE_OPEN 265
772 #define EL_SWITCHGATE_CLOSED 266
773 #define EL_SWITCHGATE_SWITCH_UP 267
774 #define EL_SWITCHGATE_SWITCH_DOWN 268
776 #define EL_UNUSED_269 269
777 #define EL_UNUSED_270 270
779 #define EL_CONVEYOR_BELT_1_LEFT 271
780 #define EL_CONVEYOR_BELT_1_MIDDLE 272
781 #define EL_CONVEYOR_BELT_1_RIGHT 273
782 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
783 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
784 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
785 #define EL_CONVEYOR_BELT_2_LEFT 277
786 #define EL_CONVEYOR_BELT_2_MIDDLE 278
787 #define EL_CONVEYOR_BELT_2_RIGHT 279
788 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
789 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
790 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
791 #define EL_CONVEYOR_BELT_3_LEFT 283
792 #define EL_CONVEYOR_BELT_3_MIDDLE 284
793 #define EL_CONVEYOR_BELT_3_RIGHT 285
794 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
795 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
796 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
797 #define EL_CONVEYOR_BELT_4_LEFT 289
798 #define EL_CONVEYOR_BELT_4_MIDDLE 290
799 #define EL_CONVEYOR_BELT_4_RIGHT 291
800 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
801 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
802 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
803 #define EL_LANDMINE 295
804 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
805 #define EL_LIGHT_SWITCH 297
806 #define EL_LIGHT_SWITCH_ACTIVE 298
807 #define EL_SIGN_EXCLAMATION 299
808 #define EL_SIGN_RADIOACTIVITY 300
809 #define EL_SIGN_STOP 301
810 #define EL_SIGN_WHEELCHAIR 302
811 #define EL_SIGN_PARKING 303
812 #define EL_SIGN_ONEWAY 304
813 #define EL_SIGN_HEART 305
814 #define EL_SIGN_TRIANGLE 306
815 #define EL_SIGN_ROUND 307
816 #define EL_SIGN_EXIT 308
817 #define EL_SIGN_YINYANG 309
818 #define EL_SIGN_OTHER 310
819 #define EL_MOLE_LEFT 311
820 #define EL_MOLE_RIGHT 312
821 #define EL_MOLE_UP 313
822 #define EL_MOLE_DOWN 314
823 #define EL_STEELWALL_SLIPPERY 315
824 #define EL_INVISIBLE_SAND 316
825 #define EL_DX_UNKNOWN_15 317
826 #define EL_DX_UNKNOWN_42 318
828 #define EL_UNUSED_319 319
829 #define EL_UNUSED_320 320
831 #define EL_SHIELD_DEADLY 321
832 #define EL_TIMEGATE_OPEN 322
833 #define EL_TIMEGATE_CLOSED 323
834 #define EL_TIMEGATE_SWITCH_ACTIVE 324
835 #define EL_TIMEGATE_SWITCH 325
837 #define EL_BALLOON 326
838 #define EL_BALLOON_SWITCH_LEFT 327
839 #define EL_BALLOON_SWITCH_RIGHT 328
840 #define EL_BALLOON_SWITCH_UP 329
841 #define EL_BALLOON_SWITCH_DOWN 330
842 #define EL_BALLOON_SWITCH_ANY 331
844 #define EL_EMC_STEELWALL_1 332
845 #define EL_EMC_STEELWALL_2 333
846 #define EL_EMC_STEELWALL_3 334
847 #define EL_EMC_STEELWALL_4 335
848 #define EL_EMC_WALL_1 336
849 #define EL_EMC_WALL_2 337
850 #define EL_EMC_WALL_3 338
851 #define EL_EMC_WALL_4 339
852 #define EL_EMC_WALL_5 340
853 #define EL_EMC_WALL_6 341
854 #define EL_EMC_WALL_7 342
855 #define EL_EMC_WALL_8 343
857 #define EL_TUBE_ANY 344
858 #define EL_TUBE_VERTICAL 345
859 #define EL_TUBE_HORIZONTAL 346
860 #define EL_TUBE_VERTICAL_LEFT 347
861 #define EL_TUBE_VERTICAL_RIGHT 348
862 #define EL_TUBE_HORIZONTAL_UP 349
863 #define EL_TUBE_HORIZONTAL_DOWN 350
864 #define EL_TUBE_LEFT_UP 351
865 #define EL_TUBE_LEFT_DOWN 352
866 #define EL_TUBE_RIGHT_UP 353
867 #define EL_TUBE_RIGHT_DOWN 354
868 #define EL_SPRING 355
870 #define EL_DX_SUPABOMB 357
872 #define EL_UNUSED_358 358
873 #define EL_UNUSED_359 359
875 /* ---------- begin of custom elements section ----------------------------- */
876 #define EL_CUSTOM_START 360
878 #include "conf_cus.h" /* include auto-generated data structure definitions */
880 #define NUM_CUSTOM_ELEMENTS 256
881 #define EL_CUSTOM_END 615
882 /* ---------- end of custom elements section ------------------------------- */
884 #define EL_EM_KEY_1 616
885 #define EL_EM_KEY_2 617
886 #define EL_EM_KEY_3 618
887 #define EL_EM_KEY_4 619
888 #define EL_ENVELOPE_1 620
889 #define EL_ENVELOPE_2 621
890 #define EL_ENVELOPE_3 622
891 #define EL_ENVELOPE_4 623
893 /* ---------- begin of group elements section ------------------------------ */
894 #define EL_GROUP_START 624
896 #include "conf_grp.h" /* include auto-generated data structure definitions */
898 #define NUM_GROUP_ELEMENTS 32
899 #define EL_GROUP_END 655
900 /* ---------- end of custom elements section ------------------------------- */
902 #define EL_UNKNOWN 656
904 #define NUM_FILE_ELEMENTS 657
907 /* "real" (and therefore drawable) runtime elements */
908 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
910 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
911 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
912 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
913 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
914 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
915 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
916 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
917 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
918 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
919 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
920 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
921 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
922 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
923 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
924 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
925 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
926 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
927 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
928 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
929 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
930 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
931 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
932 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
933 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
934 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
935 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
936 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
937 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
938 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
939 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
940 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
941 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
942 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
943 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
944 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
945 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
946 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
947 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
948 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
949 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
950 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
951 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
952 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
953 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
954 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
956 /* "unreal" (and therefore not drawable) runtime elements */
957 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
959 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
960 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
961 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
962 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
963 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
964 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
965 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
966 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
967 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
968 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
969 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
970 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
971 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
972 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
973 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
974 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
975 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
976 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
978 /* dummy elements (never used as game elements, only used as graphics) */
979 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
981 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
982 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
983 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
984 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
985 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
986 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
987 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
988 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
989 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
990 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
991 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
992 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
993 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
994 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
995 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
996 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
997 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
998 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
999 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1000 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1001 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1002 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1003 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1004 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1005 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1007 /* internal elements (only used for internal purposes like copying) */
1008 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1010 #define EL_INTERNAL_EDITOR (EL_FIRST_INTERNAL + 0)
1011 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 1)
1013 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 2)
1016 /* values for graphics/sounds action types */
1017 #define ACTION_DEFAULT 0
1018 #define ACTION_WAITING 1
1019 #define ACTION_FALLING 2
1020 #define ACTION_MOVING 3
1021 #define ACTION_DIGGING 4
1022 #define ACTION_SNAPPING 5
1023 #define ACTION_COLLECTING 6
1024 #define ACTION_DROPPING 7
1025 #define ACTION_PUSHING 8
1026 #define ACTION_WALKING 9
1027 #define ACTION_PASSING 10
1028 #define ACTION_IMPACT 11
1029 #define ACTION_BREAKING 12
1030 #define ACTION_ACTIVATING 13
1031 #define ACTION_DEACTIVATING 14
1032 #define ACTION_OPENING 15
1033 #define ACTION_CLOSING 16
1034 #define ACTION_ATTACKING 17
1035 #define ACTION_GROWING 18
1036 #define ACTION_SHRINKING 19
1037 #define ACTION_ACTIVE 20
1038 #define ACTION_FILLING 21
1039 #define ACTION_EMPTYING 22
1040 #define ACTION_CHANGING 23
1041 #define ACTION_EXPLODING 24
1042 #define ACTION_BORING 25
1043 #define ACTION_BORING_1 26
1044 #define ACTION_BORING_2 27
1045 #define ACTION_BORING_3 28
1046 #define ACTION_BORING_4 29
1047 #define ACTION_BORING_5 30
1048 #define ACTION_BORING_6 31
1049 #define ACTION_BORING_7 32
1050 #define ACTION_BORING_8 33
1051 #define ACTION_BORING_9 34
1052 #define ACTION_BORING_10 35
1053 #define ACTION_SLEEPING 36
1054 #define ACTION_SLEEPING_1 37
1055 #define ACTION_SLEEPING_2 38
1056 #define ACTION_SLEEPING_3 39
1057 #define ACTION_AWAKENING 40
1058 #define ACTION_DYING 41
1059 #define ACTION_TURNING 42
1060 #define ACTION_TURNING_FROM_LEFT 43
1061 #define ACTION_TURNING_FROM_RIGHT 44
1062 #define ACTION_TURNING_FROM_UP 45
1063 #define ACTION_TURNING_FROM_DOWN 46
1064 #define ACTION_OTHER 47
1066 #define NUM_ACTIONS 48
1068 #define ACTION_BORING_LAST ACTION_BORING_10
1069 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1072 /* values for special image configuration suffixes (must match game mode) */
1073 #define GFX_SPECIAL_ARG_DEFAULT 0
1074 #define GFX_SPECIAL_ARG_MAIN 1
1075 #define GFX_SPECIAL_ARG_LEVELS 2
1076 #define GFX_SPECIAL_ARG_SCORES 3
1077 #define GFX_SPECIAL_ARG_EDITOR 4
1078 #define GFX_SPECIAL_ARG_INFO 5
1079 #define GFX_SPECIAL_ARG_SETUP 6
1080 #define GFX_SPECIAL_ARG_PLAYING 7
1081 #define GFX_SPECIAL_ARG_DOOR 8
1082 #define GFX_SPECIAL_ARG_PREVIEW 9
1083 #define GFX_SPECIAL_ARG_CRUMBLED 10
1085 #define NUM_SPECIAL_GFX_ARGS 11
1088 /* values for image configuration suffixes */
1091 #define GFX_ARG_XPOS 2
1092 #define GFX_ARG_YPOS 3
1093 #define GFX_ARG_WIDTH 4
1094 #define GFX_ARG_HEIGHT 5
1095 #define GFX_ARG_OFFSET 6
1096 #define GFX_ARG_VERTICAL 7
1097 #define GFX_ARG_XOFFSET 8
1098 #define GFX_ARG_YOFFSET 9
1099 #define GFX_ARG_FRAMES 10
1100 #define GFX_ARG_FRAMES_PER_LINE 11
1101 #define GFX_ARG_START_FRAME 12
1102 #define GFX_ARG_DELAY 13
1103 #define GFX_ARG_ANIM_MODE 14
1104 #define GFX_ARG_GLOBAL_SYNC 15
1105 #define GFX_ARG_CRUMBLED_LIKE 16
1106 #define GFX_ARG_DIGGABLE_LIKE 17
1107 #define GFX_ARG_BORDER_SIZE 18
1108 #define GFX_ARG_STEP_OFFSET 19
1109 #define GFX_ARG_STEP_DELAY 20
1110 #define GFX_ARG_DIRECTION 21
1111 #define GFX_ARG_POSITION 22
1112 #define GFX_ARG_DRAW_XOFFSET 23
1113 #define GFX_ARG_DRAW_YOFFSET 24
1114 #define GFX_ARG_DRAW_MASKED 25
1115 #define GFX_ARG_ANIM_DELAY_FIXED 26
1116 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1117 #define GFX_ARG_POST_DELAY_FIXED 28
1118 #define GFX_ARG_POST_DELAY_RANDOM 29
1119 #define GFX_ARG_NAME 30
1121 #define NUM_GFX_ARGS 31
1124 /* values for sound configuration suffixes */
1125 #define SND_ARG_MODE_LOOP 0
1127 #define NUM_SND_ARGS 1
1130 /* values for music configuration suffixes */
1131 #define MUS_ARG_MODE_LOOP 0
1133 #define NUM_MUS_ARGS 1
1136 /* values for font configuration */
1137 #define FONT_INITIAL_1 0
1138 #define FONT_INITIAL_2 1
1139 #define FONT_INITIAL_3 2
1140 #define FONT_INITIAL_4 3
1141 #define FONT_TITLE_1 4
1142 #define FONT_TITLE_2 5
1143 #define FONT_MENU_1 6
1144 #define FONT_MENU_2 7
1145 #define FONT_TEXT_1_ACTIVE 8
1146 #define FONT_TEXT_2_ACTIVE 9
1147 #define FONT_TEXT_3_ACTIVE 10
1148 #define FONT_TEXT_4_ACTIVE 11
1149 #define FONT_TEXT_1 12
1150 #define FONT_TEXT_2 13
1151 #define FONT_TEXT_3 14
1152 #define FONT_TEXT_4 15
1153 #define FONT_ENVELOPE_1 16
1154 #define FONT_ENVELOPE_2 17
1155 #define FONT_ENVELOPE_3 18
1156 #define FONT_ENVELOPE_4 19
1157 #define FONT_INPUT_1_ACTIVE 20
1158 #define FONT_INPUT_2_ACTIVE 21
1159 #define FONT_INPUT_1 22
1160 #define FONT_INPUT_2 23
1161 #define FONT_OPTION_OFF 24
1162 #define FONT_OPTION_ON 25
1163 #define FONT_VALUE_1 26
1164 #define FONT_VALUE_2 27
1165 #define FONT_VALUE_OLD 28
1166 #define FONT_LEVEL_NUMBER 29
1167 #define FONT_TAPE_RECORDER 30
1168 #define FONT_GAME_INFO 31
1170 #define NUM_FONTS 32
1171 #define NUM_INITIAL_FONTS 4
1173 /* values for game_status (must match special image configuration suffixes) */
1174 #define GAME_MODE_DEFAULT 0
1175 #define GAME_MODE_MAIN 1
1176 #define GAME_MODE_LEVELS 2
1177 #define GAME_MODE_SCORES 3
1178 #define GAME_MODE_EDITOR 4
1179 #define GAME_MODE_INFO 5
1180 #define GAME_MODE_SETUP 6
1181 #define GAME_MODE_PLAYING 7
1182 #define GAME_MODE_PSEUDO_DOOR 8
1183 #define GAME_MODE_PSEUDO_PREVIEW 9
1184 #define GAME_MODE_PSEUDO_CRUMBLED 10
1186 /* there are no special config file suffixes for these modes */
1187 #define GAME_MODE_PSEUDO_TYPENAME 11
1188 #define GAME_MODE_QUIT 12
1190 /* special definitions currently only used for custom artwork configuration */
1191 #define MUSIC_PREFIX_BACKGROUND 0
1192 #define NUM_MUSIC_PREFIXES 1
1193 #define MAX_LEVELS 1000
1195 /* definitions for demo animation lists */
1196 #define HELPANIM_LIST_NEXT -1
1197 #define HELPANIM_LIST_END -999
1200 /* program information and versioning definitions */
1202 #define PROGRAM_VERSION_MAJOR 3
1203 #define PROGRAM_VERSION_MINOR 0
1204 #define PROGRAM_VERSION_PATCH 9
1205 #define PROGRAM_VERSION_BUILD 0
1207 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1208 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1209 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
1211 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1212 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1213 #define FILENAME_PREFIX "Rocks"
1215 #if defined(PLATFORM_UNIX)
1216 #define USERDATA_DIRECTORY ".rocksndiamonds"
1217 #elif defined(PLATFORM_WIN32)
1218 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1220 #define USERDATA_DIRECTORY "userdata"
1223 #define X11_ICON_FILENAME "rocks_icon.xbm"
1224 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1225 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1227 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1228 ** currently supported/known file version numbers:
1230 ** 1.2 (still in use)
1231 ** 1.4 (still in use)
1234 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1235 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1236 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1237 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1239 /* file version does not change for every program version, but is changed
1240 when new features are introduced that are incompatible with older file
1241 versions, so that they can be treated accordingly */
1242 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1244 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1245 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1246 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1247 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1249 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1250 PROGRAM_VERSION_MINOR, \
1251 PROGRAM_VERSION_PATCH, \
1252 PROGRAM_VERSION_BUILD)
1254 /* values for game_emulation */
1256 #define EMU_BOULDERDASH 1
1257 #define EMU_SOKOBAN 2
1258 #define EMU_SUPAPLEX 3
1262 int draw_xoffset_default;
1263 int draw_yoffset_default;
1264 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1265 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1267 int scrollbar_xoffset;
1269 int list_size_default;
1270 int list_size[NUM_SPECIAL_GFX_ARGS];
1272 int sound[NUM_SPECIAL_GFX_ARGS];
1273 int music[NUM_SPECIAL_GFX_ARGS];
1285 char Name[MAX_PLAYER_NAME_LEN + 1];
1291 boolean present; /* player present in level playfield */
1292 boolean connected; /* player connected (locally or via network) */
1293 boolean active; /* player present and connected */
1295 int index_nr; /* player number (0 to 3) */
1296 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1297 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1298 int client_nr; /* network client identifier */
1300 byte action; /* action from local input device */
1301 byte effective_action; /* action acknowledged from network server
1302 or summarized over all configured input
1303 devices when in single player mode */
1304 byte programmed_action; /* action forced by game itself (like moving
1305 through doors); overrides other actions */
1307 int jx, jy, last_jx, last_jy;
1308 int MovDir, MovPos, GfxDir, GfxPos;
1309 int Frame, StepFrame;
1313 boolean use_murphy_graphic;
1315 boolean block_last_field;
1317 boolean LevelSolved, GameOver;
1324 boolean is_snapping;
1325 boolean is_collecting;
1327 boolean is_switching;
1328 boolean is_dropping;
1331 boolean is_sleeping;
1333 int frame_counter_bored;
1334 int frame_counter_sleeping;
1336 int anim_delay_counter;
1337 int post_delay_counter;
1339 int action_waiting, last_action_waiting;
1340 int special_action_bored;
1341 int special_action_sleeping;
1343 int num_special_action_bored;
1344 int num_special_action_sleeping;
1346 int switch_x, switch_y;
1350 unsigned long move_delay;
1351 int move_delay_value;
1353 int move_delay_reset_counter;
1355 unsigned long push_delay;
1356 unsigned long push_delay_value;
1358 unsigned long actual_frame_counter;
1365 int gems_still_needed;
1366 int sokobanfields_still_needed;
1367 int lights_still_needed;
1368 int friends_still_needed;
1370 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1371 int shield_normal_time_left;
1372 int shield_deadly_time_left;
1374 int inventory_element[MAX_INVENTORY_SIZE];
1375 int inventory_infinite_element;
1381 int music[MAX_LEVELS];
1384 struct LevelFileInfo
1395 int file_version; /* file format version the level is stored with */
1396 int game_version; /* game release version the level was created with */
1398 boolean encoding_16bit_field; /* level contains 16-bit elements */
1399 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1400 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1407 char name[MAX_LEVEL_NAME_LEN + 1];
1408 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1410 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1411 int envelope_xsize[4], envelope_ysize[4];
1413 int score[LEVEL_SCORE_ELEMENTS];
1415 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1416 int num_yamyam_contents;
1421 int time_magic_wall;
1426 int can_move_into_acid_bits; /* bits indicate property for element groups */
1428 boolean player_can_fall_into_acid;
1430 boolean double_speed;
1431 boolean initial_gravity;
1432 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1433 boolean block_last_field; /* player blocks previous field while moving */
1434 boolean sp_block_last_field; /* player blocks previous field while moving */
1435 boolean use_spring_bug; /* for compatibility with old levels */
1437 int use_step_counter; /* count steps instead of seconds for level */
1439 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1441 boolean use_custom_template; /* use custom properties from template file */
1443 boolean no_valid_file; /* set when level file missing or invalid */
1448 int file_version; /* file format version the tape is stored with */
1449 int game_version; /* game release version the tape was created with */
1450 int engine_version; /* game engine version the tape was recorded with */
1452 char *level_identifier;
1454 unsigned long random_seed;
1456 unsigned long counter;
1457 unsigned long length;
1458 unsigned long length_seconds;
1459 unsigned int delay_played;
1460 boolean pause_before_death;
1461 boolean recording, playing, pausing;
1462 boolean fast_forward;
1463 boolean index_search;
1465 boolean auto_play_level_solved;
1466 boolean quick_resume;
1467 boolean single_step;
1469 boolean player_participates[MAX_PLAYERS];
1470 int num_participating_players;
1474 byte action[MAX_PLAYERS];
1478 boolean no_valid_file; /* set when tape file missing or invalid */
1483 /* values for engine initialization */
1484 int default_push_delay_fixed;
1485 int default_push_delay_random;
1487 /* constant within running game */
1490 int initial_move_delay;
1491 int initial_move_delay_value;
1492 int initial_push_delay_value;
1494 /* variable within running game */
1495 int yamyam_content_nr;
1496 boolean magic_wall_active;
1497 int magic_wall_time_left;
1498 int light_time_left;
1499 int timegate_time_left;
1505 boolean explosions_delayed;
1506 boolean envelope_active;
1508 /* values for player idle animation (no effect on engine) */
1509 int player_boring_delay_fixed;
1510 int player_boring_delay_random;
1511 int player_sleeping_delay_fixed;
1512 int player_sleeping_delay_random;
1517 char *autoplay_leveldir;
1518 int autoplay_level_nr;
1522 float frames_per_second;
1523 boolean fps_slowdown;
1524 int fps_slowdown_factor;
1527 struct ElementChangeInfo
1529 boolean can_change; /* use or ignore this change info */
1531 unsigned long events; /* change events */
1533 int trigger_player; /* player triggering change */
1534 int trigger_side; /* side triggering change */
1535 int trigger_page; /* page triggering change */
1537 short target_element; /* target element after change */
1539 int delay_fixed; /* added frame delay before changed (fixed) */
1540 int delay_random; /* added frame delay before changed (random) */
1541 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1543 short trigger_element; /* custom element triggering change */
1545 int content[3][3]; /* new elements after extended change */
1546 boolean use_content; /* use extended change content */
1547 boolean only_complete; /* only use complete content */
1548 boolean use_random_change; /* use random value for setting content */
1549 int random; /* random value for setting content */
1550 int power; /* power of extended change */
1552 boolean explode; /* explode instead of change */
1554 /* functions that are called before, while and after the change of an
1555 element -- currently only used for non-custom elements */
1556 void (*pre_change_function)(int x, int y);
1557 void (*change_function)(int x, int y);
1558 void (*post_change_function)(int x, int y);
1560 /* ---------- internal values used in level editor ---------- */
1562 int direct_action; /* change triggered by actions on element */
1563 int other_action; /* change triggered by other element actions */
1566 struct ElementGroupInfo
1568 int num_elements; /* number of elements in this group */
1569 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1571 int choice_mode; /* how to choose element from group */
1573 /* ---------- internal values used at runtime when playing ---------- */
1575 /* the following is the same as above, but with recursively resolved group
1576 elements (group elements may also contain further group elements!) */
1577 int num_elements_resolved;
1578 short element_resolved[NUM_FILE_ELEMENTS];
1580 int choice_pos; /* current element choice position */
1585 /* ---------- token and description strings ---------- */
1587 char *token_name; /* element token used in config files */
1588 char *class_name; /* element class used in config files */
1589 char *editor_description; /* pre-defined description for level editor */
1590 char *custom_description; /* alternative description from config file */
1591 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1593 /* ---------- graphic and sound definitions ---------- */
1595 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1596 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1597 /* special graphics for left/right/up/down */
1599 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1600 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1601 /* crumbled graphics for left/right/up/down */
1603 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1604 /* special graphics for certain screens */
1606 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1608 /* ---------- special element property values ---------- */
1610 boolean use_gfx_element; /* use custom graphic element */
1611 short gfx_element; /* optional custom graphic element */
1613 int access_direction; /* accessible from which direction */
1615 int collect_score; /* score value for collecting */
1616 int collect_count; /* count value for collecting */
1618 int push_delay_fixed; /* constant frame delay for pushing */
1619 int push_delay_random; /* additional random frame delay for pushing */
1620 int move_delay_fixed; /* constant frame delay for moving */
1621 int move_delay_random; /* additional random frame delay for moving */
1623 int move_pattern; /* direction movable element moves to */
1624 int move_direction_initial; /* initial direction element moves to */
1625 int move_stepsize; /* step size element moves with */
1626 int move_enter_element; /* element that can be entered (and removed) */
1627 int move_leave_element; /* element that can be left behind */
1628 int move_leave_type; /* change (limited) or leave (unlimited) */
1630 int slippery_type; /* how/where other elements slip away */
1632 int content[3][3]; /* new elements after explosion */
1634 int explosion_delay; /* duration of explosion of this element */
1635 int ignition_delay; /* delay for explosion by other explosion */
1637 struct ElementChangeInfo *change_page; /* actual list of change pages */
1638 struct ElementChangeInfo *change; /* pointer to current change page */
1640 int num_change_pages; /* actual number of change pages */
1641 int current_change_page; /* currently edited change page */
1643 struct ElementGroupInfo *group; /* pointer to element group info */
1645 /* ---------- internal values used at runtime when playing ---------- */
1647 unsigned long change_events; /* bitfield for combined change events */
1649 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1650 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1652 boolean in_group[NUM_GROUP_ELEMENTS];
1654 boolean can_leave_element; /* element can leave other element behind */
1655 boolean can_leave_element_last;
1657 /* ---------- internal values used in level editor ---------- */
1659 int access_type; /* walkable or passable */
1660 int access_layer; /* accessible over/inside/under */
1661 int access_protected; /* protection against deadly elements */
1662 int walk_to_action; /* diggable/collectible/pushable */
1663 int smash_targets; /* can smash player/enemies/everything */
1664 int deadliness; /* deadly when running/colliding/touching */
1665 int consistency; /* indestructible/can explode */
1667 boolean can_explode_by_fire; /* element explodes by fire */
1668 boolean can_explode_smashed; /* element explodes when smashed */
1669 boolean can_explode_impact; /* element explodes on impact */
1671 boolean modified_settings; /* set for all modified custom elements */
1676 char *token_name; /* font token used in config files */
1678 int graphic; /* default graphic for this font */
1679 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1680 /* special graphics for certain screens */
1681 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1682 /* internal bitmap ID for special graphics */
1688 int src_x, src_y; /* start position of animation frames */
1689 int width, height; /* width/height of each animation frame */
1690 int offset_x, offset_y; /* x/y offset to next animation frame */
1692 int anim_frames_per_line;
1693 int anim_start_frame;
1694 int anim_delay; /* important: delay of 1 means "no delay"! */
1696 boolean anim_global_sync;
1697 int crumbled_like; /* element for cloning crumble graphics */
1698 int diggable_like; /* element for cloning digging graphics */
1699 int border_size; /* border size for "crumbled" graphics */
1701 int anim_delay_fixed; /* optional delay values for bored and */
1702 int anim_delay_random; /* sleeping player animations (animation */
1703 int post_delay_fixed; /* intervall and following pause before */
1704 int post_delay_random; /* next intervall (bored animation only) */
1706 int step_offset; /* optional step offset of toon animations */
1707 int step_delay; /* optional step delay of toon animations */
1709 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1711 int draw_masked; /* optional setting for drawing envelope gfx */
1713 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1714 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1715 GC clip_gc; /* single-graphic-only clip gc for X11 */
1729 struct MusicPrefixInfo
1732 boolean is_loop_music;
1735 struct MusicFileInfo
1740 char *artist_header;
1753 struct MusicFileInfo *next;
1756 struct ElementActionInfo
1760 boolean is_loop_sound;
1763 struct ElementDirectionInfo
1769 struct SpecialSuffixInfo
1786 extern GC tile_clip_gc;
1787 extern Bitmap *pix[];
1789 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1790 extern Pixmap tile_clipmask[];
1791 extern DrawBuffer *fieldbuffer;
1792 extern DrawBuffer *drawto_field;
1794 extern int game_status;
1795 extern boolean level_editor_test_game;
1796 extern boolean network_playing;
1798 extern int key_joystick_mapping;
1800 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1801 extern int redraw_x1, redraw_y1;
1803 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1804 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1805 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1806 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1807 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1808 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1809 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1810 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1811 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1812 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1813 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1814 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1815 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1816 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1817 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1818 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1819 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1820 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1821 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1822 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1823 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1824 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1825 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1826 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1828 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1830 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1831 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1832 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1833 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1834 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1836 extern int lev_fieldx, lev_fieldy;
1837 extern int scroll_x, scroll_y;
1840 extern int ScrollStepSize;
1841 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1842 extern int BorderElement;
1843 extern int GameFrameDelay;
1844 extern int FfwdFrameDelay;
1845 extern int BX1, BY1;
1846 extern int BX2, BY2;
1847 extern int SBX_Left, SBX_Right;
1848 extern int SBY_Upper, SBY_Lower;
1850 extern int ExitX, ExitY;
1851 extern int AllPlayersGone;
1853 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
1854 extern boolean SiebAktiv;
1855 extern int SiebCount;
1857 extern boolean network_player_action_received;
1859 extern int graphics_action_mapping[];
1861 extern struct LevelSetInfo levelset;
1862 extern struct LevelInfo level, level_template;
1863 extern struct PlayerInfo stored_player[], *local_player;
1864 extern struct HiScore highscore[];
1865 extern struct TapeInfo tape;
1866 extern struct GameInfo game;
1867 extern struct GlobalInfo global;
1868 extern struct MenuInfo menu;
1869 extern struct DoorInfo door_1, door_2;
1870 extern struct ElementInfo element_info[];
1871 extern struct ElementActionInfo element_action_info[];
1872 extern struct ElementDirectionInfo element_direction_info[];
1873 extern struct SpecialSuffixInfo special_suffix_info[];
1874 extern struct TokenIntPtrInfo image_config_vars[];
1875 extern struct FontInfo font_info[];
1876 extern struct MusicPrefixInfo music_prefix_info[];
1877 extern struct GraphicInfo *graphic_info;
1878 extern struct SoundInfo *sound_info;
1879 extern struct MusicInfo *music_info;
1880 extern struct MusicFileInfo *music_file_info;
1881 extern struct HelpAnimInfo *helpanim_info;
1882 extern SetupFileHash *helptext_info;
1883 extern struct ConfigInfo image_config[];
1884 extern struct ConfigInfo sound_config[];
1885 extern struct ConfigInfo music_config[];
1886 extern struct ConfigInfo image_config_suffix[];
1887 extern struct ConfigInfo sound_config_suffix[];
1888 extern struct ConfigInfo music_config_suffix[];
1889 extern struct ConfigInfo helpanim_config[];
1890 extern struct ConfigInfo helptext_config[];