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 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
33 #define IMG_EMPTY IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
35 #define IMG_CHAR_START IMG_CHAR_SPACE
42 #define MAX_BUF_XSIZE (SCR_FIELDX + 2)
43 #define MAX_BUF_YSIZE (SCR_FIELDY + 2)
44 #define MIN_LEV_FIELDX 3
45 #define MIN_LEV_FIELDY 3
46 #define STD_LEV_FIELDX 64
47 #define STD_LEV_FIELDY 32
48 #define MAX_LEV_FIELDX 128
49 #define MAX_LEV_FIELDY 128
51 #define SCREENX(a) ((a) - scroll_x)
52 #define SCREENY(a) ((a) - scroll_y)
53 #define LEVELX(a) ((a) + scroll_x)
54 #define LEVELY(a) ((a) + scroll_y)
55 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
56 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
57 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
59 /* values for 'Elementeigenschaften1' */
60 #define EP_BIT_AMOEBALIVE (1 << 0)
61 #define EP_BIT_AMOEBOID (1 << 1)
62 #define EP_BIT_SCHLUESSEL (1 << 2)
63 #define EP_BIT_PFORTE (1 << 3)
64 #define EP_BIT_SOLID (1 << 4)
65 #define EP_BIT_MASSIVE (1 << 5)
66 #define EP_BIT_SLIPPERY (1 << 6)
67 #define EP_BIT_ENEMY (1 << 7)
68 #define EP_BIT_MAUER (1 << 8)
69 #define EP_BIT_CAN_FALL (1 << 9)
70 #define EP_BIT_CAN_SMASH (1 << 10)
71 #define EP_BIT_CAN_CHANGE (1 << 11)
72 #define EP_BIT_CAN_MOVE (1 << 12)
73 #define EP_BIT_COULD_MOVE (1 << 13)
74 #define EP_BIT_DONT_TOUCH (1 << 14)
75 #define EP_BIT_DONT_GO_TO (1 << 15)
76 #define EP_BIT_MAMPF2 (1 << 16)
77 #define EP_BIT_CHAR (1 << 17)
78 #define EP_BIT_BD_ELEMENT (1 << 18)
79 #define EP_BIT_SB_ELEMENT (1 << 19)
80 #define EP_BIT_GEM (1 << 20)
81 #define EP_BIT_INACTIVE (1 << 21)
82 #define EP_BIT_EXPLOSIVE (1 << 22)
83 #define EP_BIT_MAMPF3 (1 << 23)
84 #define EP_BIT_PUSHABLE (1 << 24)
85 #define EP_BIT_PLAYER (1 << 25)
86 #define EP_BIT_HAS_CONTENT (1 << 26)
87 #define EP_BIT_EATABLE (1 << 27)
88 #define EP_BIT_SP_ELEMENT (1 << 28)
89 #define EP_BIT_QUICK_GATE (1 << 29)
90 #define EP_BIT_OVER_PLAYER (1 << 30)
91 #define EP_BIT_ACTIVE_BOMB (1 << 31)
93 /* values for 'Elementeigenschaften2' */
94 #define EP_BIT_BELT (1 << 0)
95 #define EP_BIT_BELT_ACTIVE (1 << 1)
96 #define EP_BIT_BELT_SWITCH (1 << 2)
97 #define EP_BIT_TUBE (1 << 3)
98 #define EP_BIT_EM_SLIPPERY_WALL (1 << 4)
100 #define IS_AMOEBALIVE(e) (Elementeigenschaften1[e] & EP_BIT_AMOEBALIVE)
101 #define IS_AMOEBOID(e) (Elementeigenschaften1[e] & EP_BIT_AMOEBOID)
102 #define IS_SCHLUESSEL(e) (Elementeigenschaften1[e] & EP_BIT_SCHLUESSEL)
103 #define IS_PFORTE(e) (Elementeigenschaften1[e] & EP_BIT_PFORTE)
104 #define IS_SOLID(e) (Elementeigenschaften1[e] & EP_BIT_SOLID)
105 #define IS_MASSIVE(e) (Elementeigenschaften1[e] & EP_BIT_MASSIVE)
106 #define IS_SLIPPERY(e) (Elementeigenschaften1[e] & EP_BIT_SLIPPERY)
107 #define IS_ENEMY(e) (Elementeigenschaften1[e] & EP_BIT_ENEMY)
108 #define IS_MAUER(e) (Elementeigenschaften1[e] & EP_BIT_MAUER)
109 #define CAN_FALL(e) (Elementeigenschaften1[e] & EP_BIT_CAN_FALL)
110 #define CAN_SMASH(e) (Elementeigenschaften1[e] & EP_BIT_CAN_SMASH)
111 #define CAN_CHANGE(e) (Elementeigenschaften1[e] & EP_BIT_CAN_CHANGE)
112 #define CAN_MOVE(e) (Elementeigenschaften1[e] & EP_BIT_CAN_MOVE)
113 #define COULD_MOVE(e) (Elementeigenschaften1[e] & EP_BIT_COULD_MOVE)
114 #define DONT_TOUCH(e) (Elementeigenschaften1[e] & EP_BIT_DONT_TOUCH)
115 #define DONT_GO_TO(e) (Elementeigenschaften1[e] & EP_BIT_DONT_GO_TO)
116 #define IS_MAMPF2(e) (Elementeigenschaften1[e] & EP_BIT_MAMPF2)
117 #define IS_CHAR(e) (Elementeigenschaften1[e] & EP_BIT_CHAR)
118 #define IS_BD_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_BD_ELEMENT)
119 #define IS_SB_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_SB_ELEMENT)
120 #define IS_GEM(e) (Elementeigenschaften1[e] & EP_BIT_GEM)
121 #define IS_INACTIVE(e) (Elementeigenschaften1[e] & EP_BIT_INACTIVE)
122 #define IS_EXPLOSIVE(e) (Elementeigenschaften1[e] & EP_BIT_EXPLOSIVE)
123 #define IS_MAMPF3(e) (Elementeigenschaften1[e] & EP_BIT_MAMPF3)
124 #define IS_PUSHABLE(e) (Elementeigenschaften1[e] & EP_BIT_PUSHABLE)
125 #define ELEM_IS_PLAYER(e) (Elementeigenschaften1[e] & EP_BIT_PLAYER)
126 #define HAS_CONTENT(e) (Elementeigenschaften1[e] & EP_BIT_HAS_CONTENT)
127 #define IS_EATABLE(e) (Elementeigenschaften1[e] & EP_BIT_EATABLE)
128 #define IS_SP_ELEMENT(e) (Elementeigenschaften1[e] & EP_BIT_SP_ELEMENT)
129 #define IS_QUICK_GATE(e) (Elementeigenschaften1[e] & EP_BIT_QUICK_GATE)
130 #define IS_OVER_PLAYER(e) (Elementeigenschaften1[e] & EP_BIT_OVER_PLAYER)
131 #define IS_ACTIVE_BOMB(e) (Elementeigenschaften1[e] & EP_BIT_ACTIVE_BOMB)
133 #define IS_BELT(e) (Elementeigenschaften2[e] & EP_BIT_BELT)
134 #define IS_BELT_ACTIVE(e) (Elementeigenschaften2[e] & EP_BIT_BELT_ACTIVE)
135 #define IS_BELT_SWITCH(e) (Elementeigenschaften2[e] & EP_BIT_BELT_SWITCH)
136 #define IS_TUBE(e) (Elementeigenschaften2[e] & EP_BIT_TUBE)
137 #define IS_EM_SLIPPERY_WALL(e) (Elementeigenschaften2[e] & EP_BIT_EM_SLIPPERY_WALL)
139 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
141 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
142 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
144 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
145 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
146 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
148 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
149 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
150 (e) == EL_EMERALD ? EL_DIAMOND : \
151 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
152 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
153 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
155 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
156 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
158 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
159 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
160 #define TAPE_IS_EMPTY(x) ((x).length == 0)
161 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
163 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER1])
164 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
165 #define PROTECTED_FIELD(x,y) (IS_TUBE(Feld[x][y]))
166 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
167 PROTECTED_FIELD(x, y))
169 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER2 - IMG_PLAYER1))
174 /* Bitmaps with graphic file */
178 #define PIX_FONT_BIG 3
179 #define PIX_FONT_SMALL 4
180 #define PIX_FONT_MEDIUM 5
181 #define PIX_FONT_EM 6
182 /* Bitmaps without graphic file */
183 #define PIX_DB_DOOR 7
184 #define PIX_DB_FIELD 8
186 #define NUM_PICTURES 7
187 #define NUM_BITMAPS 9
191 /* Bitmaps with graphic file */
193 #define PIX_ELEMENTS 1
200 #define PIX_FONT_BIG 8
201 #define PIX_FONT_SMALL 9
202 #define PIX_FONT_MEDIUM 10
203 #define PIX_FONT_EM 11
204 /* Bitmaps without graphic file */
205 #define PIX_DB_DOOR 12
206 #define PIX_DB_FIELD 13
208 #define NUM_PICTURES 12
209 #define NUM_BITMAPS 14
213 /* boundaries of arrays etc. */
214 #define MAX_LEVEL_NAME_LEN 32
215 #define MAX_LEVEL_AUTHOR_LEN 32
216 #define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
217 #define MAX_SCORE_ENTRIES 100
218 #define MAX_ELEMENTS 700 /* 500 static + 200 runtime */
219 #define MAX_GRAPHICS 1536 /* see below: NUM_TILES */
220 #define MAX_NUM_AMOEBA 100
222 /* values for elements with content */
223 #define MIN_ELEMENT_CONTENTS 1
224 #define STD_ELEMENT_CONTENTS 4
225 #define MAX_ELEMENT_CONTENTS 8
227 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
229 /* fundamental game speed values */
230 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
231 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
232 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
233 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
234 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
236 /* often used screen positions */
239 #define REAL_SX (SX - 2)
240 #define REAL_SY (SY - 2)
249 #define MINI_TILEX (TILEX / 2)
250 #define MINI_TILEY (TILEY / 2)
251 #define MICRO_TILEX (TILEX / 8)
252 #define MICRO_TILEY (TILEY / 8)
253 #define MIDPOSX (SCR_FIELDX / 2)
254 #define MIDPOSY (SCR_FIELDY / 2)
255 #define SXSIZE (SCR_FIELDX * TILEX)
256 #define SYSIZE (SCR_FIELDY * TILEY)
257 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
258 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
261 #define VXSIZE DXSIZE
263 #define EXSIZE DXSIZE
264 #define EYSIZE (VXSIZE + 44)
265 #define FULL_SXSIZE (2 + SXSIZE + 2)
266 #define FULL_SYSIZE (2 + SYSIZE + 2)
267 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
268 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
269 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
270 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
271 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
273 #define MINI_GFX_STARTX 0
274 #define MINI_GFX_STARTY 448
275 #define MICRO_GFX_STARTX 384
276 #define MICRO_GFX_STARTY 448
277 #define GFX_PER_LINE 16
278 #define MINI_GFX_PER_LINE 16
279 #define MICRO_GFX_PER_LINE 16
281 #define MINI_FONT_STARTX 0
282 #define MINI_FONT_STARTY 160
283 #define MICRO_FONT_STARTX 384
284 #define MICRO_FONT_STARTY 160
286 #define HEROES_PER_LINE 16
288 #define MINI_SP_STARTX 0
289 #define MINI_SP_STARTY 512
290 #define MICRO_SP_STARTX 384
291 #define MICRO_SP_STARTY 512
292 #define SP_PER_LINE 16
293 #define MINI_SP_PER_LINE 16
294 #define MICRO_SP_PER_LINE 16
296 #define MINI_DC_STARTX 0
297 #define MINI_DC_STARTY 512
298 #define MICRO_DC_STARTX 384
299 #define MICRO_DC_STARTY 512
300 #define DC_PER_LINE 16
301 #define MINI_DC_PER_LINE 16
302 #define MICRO_DC_PER_LINE 16
304 #define MINI_MORE_STARTX 0
305 #define MINI_MORE_STARTY 256
306 #define MICRO_MORE_STARTX 384
307 #define MICRO_MORE_STARTY 256
308 #define MORE_PER_LINE 16
309 #define MINI_MORE_PER_LINE 16
310 #define MICRO_MORE_PER_LINE 16
313 ** 0 <= element < xxx: real elements, stored in level file
314 ** xxx <= element < yyy: flag elements, only used at runtime
316 /* "real" level elements */
317 #define EL_EMPTY_SPACE 0
318 #define EL_EMPTY EL_EMPTY_SPACE
321 #define EL_WALL_CRUMBLED 3
323 #define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY1 */
325 #define EL_EXIT_CLOSED 7
326 #define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER1 */
328 #define EL_SPACESHIP 10
331 #define EL_STEELWALL 13
332 #define EL_DIAMOND 14
333 #define EL_AMOEBA_DEAD 15
334 #define EL_QUICKSAND_EMPTY 16
335 #define EL_QUICKSAND_FULL 17
336 #define EL_AMOEBA_DROP 18
338 #define EL_MAGIC_WALL 20
339 #define EL_SPEED_PILL 21
341 #define EL_AMOEBA_WET 23
342 #define EL_AMOEBA_DRY 24
344 #define EL_GAMEOFLIFE 26
345 #define EL_BIOMAZE 27
346 #define EL_DYNAMITE_ACTIVE 28
347 #define EL_STONEBLOCK 29
348 #define EL_ROBOT_WHEEL 30
349 #define EL_ROBOT_WHEEL_ACTIVE 31
358 #define EL_GATE1_GRAY 40
359 #define EL_GATE2_GRAY 41
360 #define EL_GATE3_GRAY 42
361 #define EL_GATE4_GRAY 43
362 #define EL_DYNAMITE 44
364 #define EL_INVISIBLE_WALL 46
366 #define EL_LAMP_ACTIVE 48
367 #define EL_WALL_EMERALD 49
368 #define EL_WALL_DIAMOND 50
369 #define EL_AMOEBA_FULL 51
370 #define EL_BD_AMOEBA 52
371 #define EL_TIME_ORB_FULL 53
372 #define EL_TIME_ORB_EMPTY 54
373 #define EL_WALL_GROWING 55
374 #define EL_BD_DIAMOND 56
375 #define EL_EMERALD_YELLOW 57
376 #define EL_WALL_BD_DIAMOND 58
377 #define EL_WALL_EMERALD_YELLOW 59
378 #define EL_DARK_YAMYAM 60
379 #define EL_BD_MAGIC_WALL 61
380 #define EL_INVISIBLE_STEELWALL 62
382 #define EL_UNUSED_63 63
384 #define EL_DYNABOMB_NR 64
385 #define EL_DYNABOMB_SZ 65
386 #define EL_DYNABOMB_XL 66
387 #define EL_SOKOBAN_OBJECT 67
388 #define EL_SOKOBAN_FIELD_EMPTY 68
389 #define EL_SOKOBAN_FIELD_FULL 69
390 #define EL_BD_BUTTERFLY_RIGHT 70
391 #define EL_BD_BUTTERFLY_UP 71
392 #define EL_BD_BUTTERFLY_LEFT 72
393 #define EL_BD_BUTTERFLY_DOWN 73
394 #define EL_BD_FIREFLY_RIGHT 74
395 #define EL_BD_FIREFLY_UP 75
396 #define EL_BD_FIREFLY_LEFT 76
397 #define EL_BD_FIREFLY_DOWN 77
398 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
399 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
400 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
401 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
402 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
403 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
404 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
405 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
406 #define EL_BD_BUTTERFLY 78
407 #define EL_BD_FIREFLY 79
408 #define EL_PLAYER1 80
409 #define EL_PLAYER2 81
410 #define EL_PLAYER3 82
411 #define EL_PLAYER4 83
412 #define EL_BUG_RIGHT 84
414 #define EL_BUG_LEFT 86
415 #define EL_BUG_DOWN 87
416 #define EL_SPACESHIP_RIGHT 88
417 #define EL_SPACESHIP_UP 89
418 #define EL_SPACESHIP_LEFT 90
419 #define EL_SPACESHIP_DOWN 91
420 #define EL_PACMAN_RIGHT 92
421 #define EL_PACMAN_UP 93
422 #define EL_PACMAN_LEFT 94
423 #define EL_PACMAN_DOWN 95
424 #define EL_EMERALD_RED 96
425 #define EL_EMERALD_PURPLE 97
426 #define EL_WALL_EMERALD_RED 98
427 #define EL_WALL_EMERALD_PURPLE 99
428 #define EL_ACIDPOOL_TOPLEFT 100
429 #define EL_ACIDPOOL_TOPRIGHT 101
430 #define EL_ACIDPOOL_BOTTOMLEFT 102
431 #define EL_ACIDPOOL_BOTTOM 103
432 #define EL_ACIDPOOL_BOTTOMRIGHT 104
433 #define EL_BD_WALL 105
434 #define EL_BD_ROCK 106
435 #define EL_EXIT_OPEN 107
436 #define EL_BLACK_ORB 108
437 #define EL_AMOEBA_TO_DIAMOND 109
439 #define EL_PENGUIN 111
440 #define EL_SATELLITE 112
441 #define EL_ARROW_BLUE_LEFT 113
442 #define EL_ARROW_BLUE_RIGHT 114
443 #define EL_ARROW_BLUE_UP 115
444 #define EL_ARROW_BLUE_DOWN 116
446 #define EL_DRAGON 118
448 #define EL_EM_KEY1_FILE 119
450 #define EL_CHAR_START 120
451 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
452 #define EL_CHAR_EXCLAM (EL_CHAR_ASCII0 + 33)
453 #define EL_CHAR_QUOTEDBL (EL_CHAR_ASCII0 + 34)
454 #define EL_CHAR_NUMBERSIGN (EL_CHAR_ASCII0 + 35)
455 #define EL_CHAR_DOLLAR (EL_CHAR_ASCII0 + 36)
456 #define EL_CHAR_PROCENT (EL_CHAR_ASCII0 + 37)
457 #define EL_CHAR_AMPERSAND (EL_CHAR_ASCII0 + 38)
458 #define EL_CHAR_APOSTROPHE (EL_CHAR_ASCII0 + 39)
459 #define EL_CHAR_PARENLEFT (EL_CHAR_ASCII0 + 40)
460 #define EL_CHAR_PARENRIGHT (EL_CHAR_ASCII0 + 41)
461 #define EL_CHAR_ASTERISK (EL_CHAR_ASCII0 + 42)
462 #define EL_CHAR_PLUS (EL_CHAR_ASCII0 + 43)
463 #define EL_CHAR_COMMA (EL_CHAR_ASCII0 + 44)
464 #define EL_CHAR_MINUS (EL_CHAR_ASCII0 + 45)
465 #define EL_CHAR_PERIOD (EL_CHAR_ASCII0 + 46)
466 #define EL_CHAR_SLASH (EL_CHAR_ASCII0 + 47)
467 #define EL_CHAR_0 (EL_CHAR_ASCII0 + 48)
468 #define EL_CHAR_9 (EL_CHAR_ASCII0 + 57)
469 #define EL_CHAR_COLON (EL_CHAR_ASCII0 + 58)
470 #define EL_CHAR_SEMICOLON (EL_CHAR_ASCII0 + 59)
471 #define EL_CHAR_LESS (EL_CHAR_ASCII0 + 60)
472 #define EL_CHAR_EQUAL (EL_CHAR_ASCII0 + 61)
473 #define EL_CHAR_GREATER (EL_CHAR_ASCII0 + 62)
474 #define EL_CHAR_QUESTION (EL_CHAR_ASCII0 + 63)
475 #define EL_CHAR_AT (EL_CHAR_ASCII0 + 64)
476 #define EL_CHAR_A (EL_CHAR_ASCII0 + 65)
477 #define EL_CHAR_Z (EL_CHAR_ASCII0 + 90)
478 #define EL_CHAR_AE (EL_CHAR_ASCII0 + 91)
479 #define EL_CHAR_OE (EL_CHAR_ASCII0 + 92)
480 #define EL_CHAR_UE (EL_CHAR_ASCII0 + 93)
481 #define EL_CHAR_COPYRIGHT (EL_CHAR_ASCII0 + 94)
482 #define EL_CHAR_END (EL_CHAR_START + 79)
484 #define EL_CHAR(x) ((x) == 'Ä' ? EL_CHAR_AE : \
485 (x) == 'Ö' ? EL_CHAR_OE : \
486 (x) == 'Ü' ? EL_CHAR_UE : \
487 EL_CHAR_A + (x) - 'A')
489 #define EL_WALL_GROWING_X 200
490 #define EL_WALL_GROWING_Y 201
491 #define EL_WALL_GROWING_XY 202
493 #define EL_EM_GATE1 203
494 #define EL_EM_GATE2 204
495 #define EL_EM_GATE3 205
496 #define EL_EM_GATE4 206
498 #define EL_EM_KEY2_FILE 207
499 #define EL_EM_KEY3_FILE 208
500 #define EL_EM_KEY4_FILE 209
502 #define EL_SP_START 210
503 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
504 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
505 #define EL_SP_ZONK (EL_SP_START + 1)
506 #define EL_SP_BASE (EL_SP_START + 2)
507 #define EL_SP_MURPHY (EL_SP_START + 3)
508 #define EL_SP_INFOTRON (EL_SP_START + 4)
509 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
510 #define EL_SP_HARD_GRAY (EL_SP_START + 6)
511 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
512 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
513 #define EL_SP_PORT1_RIGHT (EL_SP_START + 9)
514 #define EL_SP_PORT1_DOWN (EL_SP_START + 10)
515 #define EL_SP_PORT1_LEFT (EL_SP_START + 11)
516 #define EL_SP_PORT1_UP (EL_SP_START + 12)
517 #define EL_SP_PORT2_RIGHT (EL_SP_START + 13)
518 #define EL_SP_PORT2_DOWN (EL_SP_START + 14)
519 #define EL_SP_PORT2_LEFT (EL_SP_START + 15)
520 #define EL_SP_PORT2_UP (EL_SP_START + 16)
521 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
522 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
523 #define EL_SP_TERMINAL (EL_SP_START + 19)
524 #define EL_SP_DISK_RED (EL_SP_START + 20)
525 #define EL_SP_PORT_Y (EL_SP_START + 21)
526 #define EL_SP_PORT_X (EL_SP_START + 22)
527 #define EL_SP_PORT_XY (EL_SP_START + 23)
528 #define EL_SP_ELECTRON (EL_SP_START + 24)
529 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
530 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
531 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
532 #define EL_SP_HARD_BASE1 (EL_SP_START + 28)
533 #define EL_SP_HARD_GREEN (EL_SP_START + 29)
534 #define EL_SP_HARD_BLUE (EL_SP_START + 30)
535 #define EL_SP_HARD_RED (EL_SP_START + 31)
536 #define EL_SP_HARD_YELLOW (EL_SP_START + 32)
537 #define EL_SP_HARD_BASE2 (EL_SP_START + 33)
538 #define EL_SP_HARD_BASE3 (EL_SP_START + 34)
539 #define EL_SP_HARD_BASE4 (EL_SP_START + 35)
540 #define EL_SP_HARD_BASE5 (EL_SP_START + 36)
541 #define EL_SP_HARD_BASE6 (EL_SP_START + 37)
542 #define EL_SP_CHIP_UPPER (EL_SP_START + 38)
543 #define EL_SP_CHIP_LOWER (EL_SP_START + 39)
544 #define EL_SP_END (EL_SP_START + 39)
546 #define EL_EM_GATE1_GRAY 250
547 #define EL_EM_GATE2_GRAY 251
548 #define EL_EM_GATE3_GRAY 252
549 #define EL_EM_GATE4_GRAY 253
551 #define EL_UNUSED_254 254
552 #define EL_UNUSED_255 255
555 #define EL_CRYSTAL 257
556 #define EL_WALL_PEARL 258
557 #define EL_WALL_CRYSTAL 259
558 #define EL_DOOR_WHITE 260
559 #define EL_DOOR_WHITE_GRAY 261
560 #define EL_KEY_WHITE 262
561 #define EL_SHIELD_NORMAL 263
562 #define EL_EXTRA_TIME 264
563 #define EL_SWITCHGATE_OPEN 265
564 #define EL_SWITCHGATE_CLOSED 266
565 #define EL_SWITCHGATE_SWITCH_UP 267
566 #define EL_SWITCHGATE_SWITCH_DOWN 268
568 #define EL_UNUSED_269 269
569 #define EL_UNUSED_270 270
571 #define EL_CONVEYOR_BELT1_LEFT 271
572 #define EL_CONVEYOR_BELT1_MIDDLE 272
573 #define EL_CONVEYOR_BELT1_RIGHT 273
574 #define EL_CONVEYOR_BELT1_SWITCH_LEFT 274
575 #define EL_CONVEYOR_BELT1_SWITCH_MIDDLE 275
576 #define EL_CONVEYOR_BELT1_SWITCH_RIGHT 276
577 #define EL_CONVEYOR_BELT2_LEFT 277
578 #define EL_CONVEYOR_BELT2_MIDDLE 278
579 #define EL_CONVEYOR_BELT2_RIGHT 279
580 #define EL_CONVEYOR_BELT2_SWITCH_LEFT 280
581 #define EL_CONVEYOR_BELT2_SWITCH_MIDDLE 281
582 #define EL_CONVEYOR_BELT2_SWITCH_RIGHT 282
583 #define EL_CONVEYOR_BELT3_LEFT 283
584 #define EL_CONVEYOR_BELT3_MIDDLE 284
585 #define EL_CONVEYOR_BELT3_RIGHT 285
586 #define EL_CONVEYOR_BELT3_SWITCH_LEFT 286
587 #define EL_CONVEYOR_BELT3_SWITCH_MIDDLE 287
588 #define EL_CONVEYOR_BELT3_SWITCH_RIGHT 288
589 #define EL_CONVEYOR_BELT4_LEFT 289
590 #define EL_CONVEYOR_BELT4_MIDDLE 290
591 #define EL_CONVEYOR_BELT4_RIGHT 291
592 #define EL_CONVEYOR_BELT4_SWITCH_LEFT 292
593 #define EL_CONVEYOR_BELT4_SWITCH_MIDDLE 293
594 #define EL_CONVEYOR_BELT4_SWITCH_RIGHT 294
595 #define EL_LANDMINE 295
596 #define EL_ENVELOPE 296
597 #define EL_LIGHT_SWITCH 297
598 #define EL_LIGHT_SWITCH_ACTIVE 298
599 #define EL_SIGN_EXCLAMATION 299
600 #define EL_SIGN_RADIOACTIVITY 300
601 #define EL_SIGN_STOP 301
602 #define EL_SIGN_WHEELCHAIR 302
603 #define EL_SIGN_PARKING 303
604 #define EL_SIGN_ONEWAY 304
605 #define EL_SIGN_HEART 305
606 #define EL_SIGN_TRIANGLE 306
607 #define EL_SIGN_ROUND 307
608 #define EL_SIGN_EXIT 308
609 #define EL_SIGN_YINYANG 309
610 #define EL_SIGN_OTHER 310
611 #define EL_MOLE_LEFT 311
612 #define EL_MOLE_RIGHT 312
613 #define EL_MOLE_UP 313
614 #define EL_MOLE_DOWN 314
615 #define EL_STEELWALL_SLANTED 315
616 #define EL_INVISIBLE_SAND 316
617 #define EL_DX_UNKNOWN_15 317
618 #define EL_DX_UNKNOWN_42 318
620 #define EL_UNUSED_319 319
621 #define EL_UNUSED_320 320
623 #define EL_SHIELD_DEADLY 321
624 #define EL_TIMEGATE_OPEN 322
625 #define EL_TIMEGATE_CLOSED 323
626 #define EL_TIMEGATE_SWITCH_ACTIVE 324
627 #define EL_TIMEGATE_SWITCH 325
629 #define EL_BALLOON 326
630 #define EL_BALLOON_SEND_LEFT 327
631 #define EL_BALLOON_SEND_RIGHT 328
632 #define EL_BALLOON_SEND_UP 329
633 #define EL_BALLOON_SEND_DOWN 330
634 #define EL_BALLOON_SEND_ANY_DIRECTION 331
636 #define EL_EMC_STEELWALL1 332
637 #define EL_EMC_STEELWALL2 333
638 #define EL_EMC_STEELWALL3 334
639 #define EL_EMC_STEELWALL4 335
640 #define EL_EMC_WALL_PILLAR_UPPER 336
641 #define EL_EMC_WALL_PILLAR_MIDDLE 337
642 #define EL_EMC_WALL_PILLAR_LOWER 338
643 #define EL_EMC_WALL4 339
644 #define EL_EMC_WALL5 340
645 #define EL_EMC_WALL6 341
646 #define EL_EMC_WALL7 342
647 #define EL_EMC_WALL8 343
649 #define EL_TUBE_ALL 344
650 #define EL_TUBE_VERTICAL 345
651 #define EL_TUBE_HORIZONTAL 346
652 #define EL_TUBE_VERTICAL_LEFT 347
653 #define EL_TUBE_VERTICAL_RIGHT 348
654 #define EL_TUBE_HORIZONTAL_UP 349
655 #define EL_TUBE_HORIZONTAL_DOWN 350
656 #define EL_TUBE_LEFT_UP 351
657 #define EL_TUBE_LEFT_DOWN 352
658 #define EL_TUBE_RIGHT_UP 353
659 #define EL_TUBE_RIGHT_DOWN 354
660 #define EL_SPRING 355
662 #define EL_DX_SUPABOMB 357
664 #define NUM_FILE_ELEMENTS 358
667 /* "real" (and therefore drawable) runtime elements */
668 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
670 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
671 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
672 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 2)
673 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 3)
674 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 4)
675 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 5)
676 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 6)
677 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
678 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
679 #define EL_EM_KEY1 (EL_FIRST_RUNTIME_REAL + 9)
680 #define EL_EM_KEY2 (EL_FIRST_RUNTIME_REAL + 10)
681 #define EL_EM_KEY3 (EL_FIRST_RUNTIME_REAL + 11)
682 #define EL_EM_KEY4 (EL_FIRST_RUNTIME_REAL + 12)
683 #define EL_DYNABOMB_PLAYER1_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
684 #define EL_DYNABOMB_PLAYER2_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
685 #define EL_DYNABOMB_PLAYER3_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
686 #define EL_DYNABOMB_PLAYER4_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
687 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 17)
688 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 18)
689 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 19)
690 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 20)
691 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 21)
692 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
693 #define EL_SPRING_MOVING (EL_FIRST_RUNTIME_REAL + 23)
694 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 24)
695 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 25)
696 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 26)
697 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 27)
698 #define EL_AMOEBA_DRIPPING (EL_FIRST_RUNTIME_REAL + 28)
699 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 29)
700 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 30)
701 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
702 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
703 #define EL_CONVEYOR_BELT1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
704 #define EL_CONVEYOR_BELT1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
705 #define EL_CONVEYOR_BELT1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 35)
706 #define EL_CONVEYOR_BELT2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 36)
707 #define EL_CONVEYOR_BELT2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
708 #define EL_CONVEYOR_BELT2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
709 #define EL_CONVEYOR_BELT3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
710 #define EL_CONVEYOR_BELT3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 40)
711 #define EL_CONVEYOR_BELT3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 41)
712 #define EL_CONVEYOR_BELT4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 42)
713 #define EL_CONVEYOR_BELT4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 43)
714 #define EL_CONVEYOR_BELT4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 44)
716 /* "unreal" (and therefore not drawable) runtime elements */
717 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
719 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
720 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
721 #define EL_NUT_CRACKING (EL_FIRST_RUNTIME_UNREAL + 2)
722 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 3)
723 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 4)
724 #define EL_AMOEBA_CREATING (EL_FIRST_RUNTIME_UNREAL + 5)
725 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 6)
726 #define EL_WALL_GROWING_ACTIVE (EL_FIRST_RUNTIME_UNREAL + 7)
727 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 8)
728 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 9)
729 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 10)
730 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
731 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
733 /* dummy (not drawable) runtime elements (internal use only) */
734 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 13)
736 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
737 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
738 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
739 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
740 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
741 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
742 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
743 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
744 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
745 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
746 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
747 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
748 #define EL_SAND_CRUMBLED (EL_FIRST_DUMMY + 12)
749 #define EL_BD_AMOEBA_PART1 (EL_FIRST_DUMMY + 13)
750 #define EL_BD_AMOEBA_PART2 (EL_FIRST_DUMMY + 14)
751 #define EL_BD_AMOEBA_PART3 (EL_FIRST_DUMMY + 15)
752 #define EL_BD_AMOEBA_PART4 (EL_FIRST_DUMMY + 16)
753 #define EL_AMOEBA_WET_PART1 (EL_FIRST_DUMMY + 17)
754 #define EL_AMOEBA_WET_PART2 (EL_FIRST_DUMMY + 18)
755 #define EL_AMOEBA_WET_PART3 (EL_FIRST_DUMMY + 19)
756 #define EL_AMOEBA_WET_PART4 (EL_FIRST_DUMMY + 20)
757 #define EL_AMOEBA_DRY_PART1 (EL_FIRST_DUMMY + 21)
758 #define EL_AMOEBA_DRY_PART2 (EL_FIRST_DUMMY + 22)
759 #define EL_AMOEBA_DRY_PART3 (EL_FIRST_DUMMY + 23)
760 #define EL_AMOEBA_DRY_PART4 (EL_FIRST_DUMMY + 24)
761 #define EL_AMOEBA_DEAD_PART1 (EL_FIRST_DUMMY + 25)
762 #define EL_AMOEBA_DEAD_PART2 (EL_FIRST_DUMMY + 26)
763 #define EL_AMOEBA_DEAD_PART3 (EL_FIRST_DUMMY + 27)
764 #define EL_AMOEBA_DEAD_PART4 (EL_FIRST_DUMMY + 28)
765 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 29)
766 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 30)
767 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 31)
768 #define EL_ARROW_RED_LEFT (EL_FIRST_DUMMY + 32)
769 #define EL_ARROW_RED_RIGHT (EL_FIRST_DUMMY + 33)
770 #define EL_ARROW_RED_UP (EL_FIRST_DUMMY + 34)
771 #define EL_ARROW_RED_DOWN (EL_FIRST_DUMMY + 35)
773 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 36)
777 ** 0 - 255: graphics from "RocksElements"
778 ** 256 - 511: graphics from "RocksFont"
779 ** 512 - 767: graphics from "RocksHeroes"
780 ** 768 - 1023: graphics from "RocksSP"
781 ** 1024 - 1279: graphics from "RocksDC"
782 ** 1280 - 1535: graphics from "RocksMore"
785 #define GFX_START_ROCKSELEMENTS 0
786 #define GFX_END_ROCKSELEMENTS 255
787 #define GFX_START_ROCKSFONT 256
788 #define GFX_END_ROCKSFONT 511
789 #define GFX_START_ROCKSHEROES 512
790 #define GFX_END_ROCKSHEROES 767
791 #define GFX_START_ROCKSSP 768
792 #define GFX_END_ROCKSSP 1023
793 #define GFX_START_ROCKSDC 1024
794 #define GFX_END_ROCKSDC 1279
795 #define GFX_START_ROCKSMORE 1280
796 #define GFX_END_ROCKSMORE 1535
798 #define NUM_TILES 1536 /* see above: MAX_GRAPHICS */
800 /* graphics from "RocksScreen" */
802 #define GFX_LEERRAUM (-1)
803 #define GFX_ERDREICH 0
804 #define GFX_ERDENRAND 1
805 #define GFX_MORAST_LEER 2
806 #define GFX_MORAST_VOLL 3
808 #define GFX_MAUERWERK 5
809 #define GFX_FELSBODEN 6
810 #define GFX_EDELSTEIN 8
811 #define GFX_DIAMANT 10
812 #define GFX_FELSBROCKEN 12
814 #define GFX_BADEWANNE1 16
815 #define GFX_SALZSAEURE 17
816 #define GFX_BADEWANNE2 18
819 #define GFX_UNSICHTBAR 19
822 #define GFX_SCHLUESSEL1 20
823 #define GFX_SCHLUESSEL2 21
824 #define GFX_SCHLUESSEL3 22
825 #define GFX_SCHLUESSEL4 23
827 #define GFX_LIFE_ASYNC 25
828 #define GFX_BADEWANNE 26
830 #define GFX_KOKOSNUSS 28
831 #define GFX_CRACKINGNUT 29
833 #define GFX_BADEWANNE3 32
834 #define GFX_BADEWANNE4 33
835 #define GFX_BADEWANNE5 34
836 #define GFX_SMILEY 35
837 #define GFX_PFORTE1 36
838 #define GFX_PFORTE2 37
839 #define GFX_PFORTE3 38
840 #define GFX_PFORTE4 39
841 #define GFX_PFORTE1X 40
842 #define GFX_PFORTE2X 41
843 #define GFX_PFORTE3X 42
844 #define GFX_PFORTE4X 43
846 #define GFX_DYNAMIT_AUS 48
847 #define GFX_DYNAMIT 49
848 #define GFX_FLIEGER 56
849 #define GFX_FLIEGER_RIGHT 56
850 #define GFX_FLIEGER_UP 58
851 #define GFX_FLIEGER_LEFT 60
852 #define GFX_FLIEGER_DOWN 62
854 #define GFX_EXPLOSION 64
855 #define GFX_KAEFER 72
856 #define GFX_KAEFER_RIGHT 72
857 #define GFX_KAEFER_UP 74
858 #define GFX_KAEFER_LEFT 76
859 #define GFX_KAEFER_DOWN 78
861 #define GFX_MAMPFER 80
863 #define GFX_PACMAN 88
864 #define GFX_PACMAN_RIGHT 88
865 #define GFX_PACMAN_UP 90
866 #define GFX_PACMAN_LEFT 92
867 #define GFX_PACMAN_DOWN 94
869 #define GFX_ABLENK 96
870 #define GFX_ABLENK_EIN GFX_ABLENK
871 #define GFX_ABLENK_AUS GFX_ABLENK
872 #define GFX_AMOEBE_NASS 100
873 #define GFX_TROPFEN 101
874 #define GFX_AMOEBING GFX_TROPFEN
875 #define GFX_AMOEBE_LEBT 104
876 #define GFX_AMOEBE_NORM GFX_AMOEBE_LEBT
877 #define GFX_AMOEBE_TOT 108
878 #define GFX_AMOEBA2DIAM GFX_AMOEBE_TOT
880 #define GFX_BIRNE_AUS 112
881 #define GFX_BIRNE_EIN 113
882 #define GFX_ZEIT_VOLL 114
883 #define GFX_ZEIT_LEER 115
884 #define GFX_SPIELER1 116
885 #define GFX_SPIELER2 117
886 #define GFX_SPIELER3 118
887 #define GFX_SPIELER4 119
888 #define GFX_AMOEBE_VOLL 120
889 #define GFX_AMOEBE_BD GFX_AMOEBE_VOLL
890 #define GFX_SOKOBAN_OBJEKT 121
891 #define GFX_SOKOBAN_FELD_LEER 122
892 #define GFX_SOKOBAN_FELD_VOLL 123
893 #define GFX_GEBLUBBER 124
895 #define GFX_MAGIC_WALL_OFF 128
896 #define GFX_MAGIC_WALL_EMPTY GFX_MAGIC_WALL_OFF
897 #define GFX_MAGIC_WALL_FULL GFX_MAGIC_WALL_OFF
898 #define GFX_MAGIC_WALL_DEAD GFX_MAGIC_WALL_OFF
899 #define GFX_ERZ_EDEL 132
900 #define GFX_ERZ_DIAM 133
901 #define GFX_ERZ_EDEL_ROT 134
902 #define GFX_ERZ_EDEL_LILA 135
903 #define GFX_ERZ_EDEL_GELB 136
904 #define GFX_ERZ_EDEL_BD 137
905 #define GFX_EDELSTEIN_GELB 138
906 #define GFX_KUGEL_ROT 140
907 #define GFX_KUGEL_BLAU 141
908 #define GFX_KUGEL_GELB 142
909 #define GFX_KUGEL_GRAU 143
911 #define GFX_PINGUIN 144
913 #define GFX_SCHWEIN 146
914 #define GFX_DRACHE 147
915 #define GFX_MAUER_XY 148
916 #define GFX_MAUER_X 149
917 #define GFX_MAUER_Y 150
918 #define GFX_EDELSTEIN_ROT 152
919 #define GFX_EDELSTEIN_LILA 154
920 #define GFX_DYNABOMB_XL 156
921 #define GFX_BLACK_ORB 157
922 #define GFX_SPEED_PILL 158
923 #define GFX_SONDE 159
925 #define GFX_EDELSTEIN_BD 163
926 #define GFX_MAUER_RIGHT 165
927 #define GFX_MAUER_R1 GFX_MAUER_RIGHT
928 #define GFX_MAUER_R 167
929 #define GFX_MAUER_LEFT 168
930 #define GFX_MAUER_L1 GFX_MAUER_LEFT
931 #define GFX_MAUER_L 170
932 #define GFX_MAUER_LEBT 171
933 #define GFX_MAGIC_WALL_BD_OFF 172
934 #define GFX_MAGIC_WALL_BD_EMPTY GFX_MAGIC_WALL_BD_OFF
935 #define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
936 #define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
938 #define GFX_AUSGANG_ZU 176
939 #define GFX_AUSGANG_ACT 177
940 #define GFX_AUSGANG_AUF 180
941 #define GFX_MAMPFER2 184
942 #define GFX_DYNABOMB 188
943 #define GFX_DYNABOMB_NR 188
944 #define GFX_DYNABOMB_SZ 191
946 #define GFX_PFEIL_LEFT 192
947 #define GFX_PFEIL_RIGHT 193
948 #define GFX_PFEIL_UP 194
949 #define GFX_PFEIL_DOWN 195
950 #define GFX_BUTTERFLY 196
951 #define GFX_FIREFLY 198
952 #define GFX_BUTTERFLY_RIGHT 200
953 #define GFX_BUTTERFLY_UP 201
954 #define GFX_BUTTERFLY_LEFT 202
955 #define GFX_BUTTERFLY_DOWN 203
956 #define GFX_FIREFLY_RIGHT 204
957 #define GFX_FIREFLY_UP 205
958 #define GFX_FIREFLY_LEFT 206
959 #define GFX_FIREFLY_DOWN 207
961 /* only available as size MINI_TILE */
962 #define GFX_VSTEEL_UPPER_LEFT 208
963 #define GFX_VSTEEL_UPPER_RIGHT 209
964 #define GFX_VSTEEL_LOWER_LEFT 210
965 #define GFX_VSTEEL_LOWER_RIGHT 211
966 #define GFX_VSTEEL_HORIZONTAL 212
967 #define GFX_VSTEEL_VERTICAL 213
968 #define GFX_ISTEEL_UPPER_LEFT 214
969 #define GFX_ISTEEL_UPPER_RIGHT 215
970 #define GFX_ISTEEL_LOWER_LEFT 216
971 #define GFX_ISTEEL_LOWER_RIGHT 217
972 #define GFX_ISTEEL_HORIZONTAL 218
973 #define GFX_ISTEEL_VERTICAL 219
975 /* elements with graphics borrowed from other elements */
976 #define GFX_SCHLUESSEL GFX_SCHLUESSEL1
977 #define GFX_SPIELFIGUR GFX_SPIELER1
979 /* graphics from "RocksHeroes" */
980 #define GFX_SPIELER1_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
981 #define GFX_SPIELER1_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
982 #define GFX_SPIELER1_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
983 #define GFX_SPIELER1_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
984 #define GFX_SPIELER1_PUSH_RIGHT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
985 #define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
986 #define GFX_SPIELER2_DOWN (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
987 #define GFX_SPIELER2_UP (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
988 #define GFX_SPIELER2_LEFT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
989 #define GFX_SPIELER2_RIGHT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
990 #define GFX_SPIELER2_PUSH_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
991 #define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
992 #define GFX_SPIELER3_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
993 #define GFX_SPIELER3_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
994 #define GFX_SPIELER3_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
995 #define GFX_SPIELER3_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
996 #define GFX_SPIELER3_PUSH_RIGHT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
997 #define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
998 #define GFX_SPIELER4_DOWN (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
999 #define GFX_SPIELER4_UP (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
1000 #define GFX_SPIELER4_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
1001 #define GFX_SPIELER4_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
1002 #define GFX_SPIELER4_PUSH_RIGHT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
1003 #define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
1004 #define GFX_MAUER_DOWN (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
1005 #define GFX_MAUER_UP (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
1006 #define GFX2_SHIELD_PASSIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
1007 #define GFX2_SHIELD_ACTIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
1009 #define GFX_SONDE_START (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
1010 #define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
1011 #define GFX_SCHWEIN_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
1012 #define GFX_SCHWEIN_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
1013 #define GFX_SCHWEIN_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
1014 #define GFX_DRACHE_DOWN (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
1015 #define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
1016 #define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
1017 #define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
1019 #define GFX_MOLE_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
1020 #define GFX_MOLE_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
1021 #define GFX_MOLE_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
1022 #define GFX_MOLE_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
1024 #define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
1025 #define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
1026 #define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
1027 #define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
1028 #define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
1029 #define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
1030 #define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
1031 #define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
1032 #define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
1033 #define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
1034 #define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
1035 #define GFX_FLAMMEN_DOWN (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
1037 /* graphics from "RocksSP" */
1038 #define GFX_SP_EMPTY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 0)
1040 #define GFX_SP_ZONK (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 1)
1042 #define GFX_SP_BASE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 2)
1043 #define GFX_SP_MURPHY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
1044 #define GFX_SP_INFOTRON (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 4)
1045 #define GFX_SP_CHIP_SINGLE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 5)
1046 #define GFX_SP_HARD_GRAY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 6)
1047 #define GFX_SP_EXIT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 7)
1048 #define GFX_SP_DISK_ORANGE (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 0)
1049 #define GFX_SP_PORT1_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 1)
1050 #define GFX_SP_PORT1_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 2)
1051 #define GFX_SP_PORT1_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 3)
1052 #define GFX_SP_PORT1_UP (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 4)
1053 #define GFX_SP_PORT2_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 5)
1054 #define GFX_SP_PORT2_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 6)
1055 #define GFX_SP_PORT2_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 7)
1056 #define GFX_SP_PORT2_UP (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 0)
1057 #define GFX_SP_SNIKSNAK (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 1)
1058 #define GFX_SP_DISK_YELLOW (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 2)
1059 #define GFX_SP_TERMINAL (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 3)
1060 #define GFX_SP_DISK_RED (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 4)
1061 #define GFX_SP_PORT_Y (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 5)
1062 #define GFX_SP_PORT_X (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 6)
1063 #define GFX_SP_PORT_XY (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 7)
1064 #define GFX_SP_ELECTRON (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 0)
1065 #define GFX_SP_BUG (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 1)
1066 #define GFX_SP_CHIP_LEFT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 2)
1067 #define GFX_SP_CHIP_RIGHT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 3)
1068 #define GFX_SP_HARD_BASE1 (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 4)
1069 #define GFX_SP_HARD_GREEN (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 5)
1070 #define GFX_SP_HARD_BLUE (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 6)
1071 #define GFX_SP_HARD_RED (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 7)
1072 #define GFX_SP_HARD_YELLOW (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 0)
1073 #define GFX_SP_HARD_BASE2 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 1)
1074 #define GFX_SP_HARD_BASE3 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 2)
1075 #define GFX_SP_HARD_BASE4 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 3)
1076 #define GFX_SP_HARD_BASE5 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 4)
1077 #define GFX_SP_HARD_BASE6 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 5)
1078 #define GFX_SP_CHIP_UPPER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 6)
1079 #define GFX_SP_CHIP_LOWER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 7)
1081 #define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 1)
1082 #define GFX_SAND_INVISIBLE_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 2)
1083 #define GFX_INVISIBLE_STEEL (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 3)
1084 #define GFX_UNSICHTBAR_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 5)
1085 #define GFX_SAND_INVISIBLE (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 6)
1086 #define GFX_UNSICHTBAR (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 7)
1088 #define GFX_SP_ZONK (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 0)
1090 #define GFX_EM_KEY_1 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 4)
1091 #define GFX_EM_KEY_2 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 5)
1092 #define GFX_EM_KEY_3 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 6)
1093 #define GFX_EM_KEY_4 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 7)
1094 #define GFX_EM_GATE_1 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 0)
1095 #define GFX_EM_GATE_2 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 1)
1096 #define GFX_EM_GATE_3 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 2)
1097 #define GFX_EM_GATE_4 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 3)
1098 #define GFX_EM_GATE_1X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 4)
1099 #define GFX_EM_GATE_2X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 5)
1100 #define GFX_EM_GATE_3X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 6)
1101 #define GFX_EM_GATE_4X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 7)
1103 #define GFX_MURPHY_GO_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 8)
1104 #define GFX_MURPHY_ANY_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 9)
1105 #define GFX_MURPHY_GO_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 11)
1106 #define GFX_MURPHY_ANY_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 12)
1107 #define GFX_MURPHY_SNAP_UP (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 14)
1108 #define GFX_MURPHY_SNAP_DOWN (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 15)
1109 #define GFX_MURPHY_SNAP_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 8)
1110 #define GFX_MURPHY_SNAP_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 9)
1111 #define GFX_MURPHY_PUSH_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 10)
1112 #define GFX_MURPHY_PUSH_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 11)
1114 #define GFX_SP_BUG_WARNING (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 15)
1115 #define GFX_SP_EXPLODE_EMPTY (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 8)
1116 #define GFX_SP_EXPLODE_INFOTRON (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 8)
1117 #define GFX_SP_BUG_ACTIVE (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 8)
1118 #define GFX_SP_SNIKSNAK_LEFT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 8)
1119 #define GFX_SP_SNIKSNAK_RIGHT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 12)
1120 #define GFX_SP_SNIKSNAK_UP (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 8)
1121 #define GFX_SP_SNIKSNAK_DOWN (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 12)
1123 #define GFX2_SP_ELECTRON (GFX_START_ROCKSSP + 10 * SP_PER_LINE + 8)
1124 #define GFX2_SP_TERMINAL (GFX_START_ROCKSSP + 11 * SP_PER_LINE + 8)
1125 #define GFX2_SP_TERMINAL_ACTIVE (GFX_START_ROCKSSP + 12 * SP_PER_LINE + 8)
1127 #define GFX_SP_MURPHY_CLONE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
1129 /* graphics from "RocksDC" */
1130 #define GFX_BELT1_MIDDLE (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 0)
1131 #define GFX_BELT1_LEFT (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 0)
1132 #define GFX_BELT1_RIGHT (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 0)
1133 #define GFX_BELT2_MIDDLE (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 0)
1134 #define GFX_BELT2_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 0)
1135 #define GFX_BELT2_RIGHT (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 0)
1136 #define GFX_BELT3_MIDDLE (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 0)
1137 #define GFX_BELT3_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 0)
1138 #define GFX_BELT3_RIGHT (GFX_START_ROCKSDC + 8 * DC_PER_LINE + 0)
1139 #define GFX_BELT4_MIDDLE (GFX_START_ROCKSDC + 9 * DC_PER_LINE + 0)
1140 #define GFX_BELT4_LEFT (GFX_START_ROCKSDC + 10 * DC_PER_LINE + 0)
1141 #define GFX_BELT4_RIGHT (GFX_START_ROCKSDC + 11 * DC_PER_LINE + 0)
1142 #define GFX_BELT1_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 0)
1143 #define GFX_BELT2_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 1)
1144 #define GFX_BELT3_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 2)
1145 #define GFX_BELT4_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 3)
1146 #define GFX_BELT1_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 0)
1147 #define GFX_BELT2_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 1)
1148 #define GFX_BELT3_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 2)
1149 #define GFX_BELT4_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 3)
1150 #define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 0)
1151 #define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 1)
1152 #define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 2)
1153 #define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 3)
1155 #define GFX_SWITCHGATE_SWITCH_1 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 4)
1156 #define GFX_SWITCHGATE_SWITCH_2 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 5)
1157 #define GFX_LIGHT_SWITCH_OFF (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 6)
1158 #define GFX_LIGHT_SWITCH_ON (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 7)
1159 #define GFX_TIMEGATE_SWITCH (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
1161 #define GFX_ENVELOPE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 4)
1162 #define GFX_SIGN_EXCLAMATION (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 5)
1163 #define GFX_SIGN_STOP (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 6)
1164 #define GFX_LANDMINE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 7)
1165 #define GFX_STEEL_SLANTED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 5)
1167 #define GFX_EXTRA_TIME (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 8)
1168 #define GFX_SHIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
1169 #define GFX_SHIELD_PASSIVE (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 8)
1170 #define GFX_MOLE_DOWN (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 8)
1171 #define GFX_MOLE_UP (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 12)
1172 #define GFX_MOLE_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 8)
1173 #define GFX_MOLE_RIGHT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 12)
1174 #define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 8)
1175 #define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 12)
1176 #define GFX_TIMEGATE_CLOSED (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 8)
1177 #define GFX_TIMEGATE_OPEN (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 12)
1178 #define GFX_BALLOON_SEND_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 8)
1179 #define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 9)
1180 #define GFX_BALLOON_SEND_UP (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 10)
1181 #define GFX_BALLOON_SEND_DOWN (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 11)
1182 #define GFX_BALLOON (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 12)
1183 #define GFX_BALLOON_SEND_ANY (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 15)
1185 #define GFX_EMC_STEEL_WALL_1 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1186 #define GFX_EMC_STEEL_WALL_2 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1187 #define GFX_EMC_STEEL_WALL_3 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1188 #define GFX_EMC_STEEL_WALL_4 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
1189 #define GFX_EMC_WALL_1 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 13)
1190 #define GFX_EMC_WALL_2 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 14)
1191 #define GFX_EMC_WALL_3 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 15)
1192 #define GFX_EMC_WALL_4 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
1193 #define GFX_EMC_WALL_5 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 15)
1194 #define GFX_EMC_WALL_6 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 14)
1195 #define GFX_EMC_WALL_7 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 15)
1196 #define GFX_EMC_WALL_8 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
1198 /* graphics from "RocksMore" */
1199 #define GFX_ARROW_BLUE_LEFT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 0)
1200 #define GFX_ARROW_BLUE_RIGHT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 1)
1201 #define GFX_ARROW_BLUE_UP (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 2)
1202 #define GFX_ARROW_BLUE_DOWN (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 3)
1203 #define GFX_ARROW_RED_LEFT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 0)
1204 #define GFX_ARROW_RED_RIGHT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 1)
1205 #define GFX_ARROW_RED_UP (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 2)
1206 #define GFX_ARROW_RED_DOWN (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 3)
1207 #define GFX_SCROLLBAR_BLUE (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 0)
1208 #define GFX_SCROLLBAR_RED (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 1)
1209 #define GFX_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 0)
1210 #define GFX_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 1)
1211 #define GFX_WALL_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 2)
1212 #define GFX_WALL_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 3)
1213 #define GFX_PEARL_BREAKING (GFX_START_ROCKSMORE + 4 * MORE_PER_LINE + 0)
1214 #define GFX_SPRING (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 0)
1215 #define GFX_TUBE_RIGHT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 1)
1216 #define GFX_TUBE_HORIZ_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 2)
1217 #define GFX_TUBE_LEFT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 3)
1218 #define GFX_TUBE_HORIZONTAL (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 0)
1219 #define GFX_TUBE_VERT_RIGHT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 1)
1220 #define GFX_TUBE_CROSS (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 2)
1221 #define GFX_TUBE_VERT_LEFT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 3)
1222 #define GFX_TUBE_VERTICAL (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 0)
1223 #define GFX_TUBE_RIGHT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 1)
1224 #define GFX_TUBE_HORIZ_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 2)
1225 #define GFX_TUBE_LEFT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 3)
1227 #define GFX_TRAP_INACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 4)
1228 #define GFX_TRAP_ACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 7)
1229 #define GFX_BD_WALL (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 4)
1230 #define GFX_BD_ROCK (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 4)
1231 #define GFX_DX_SUPABOMB (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 7)
1233 /* graphics from "RocksFont" */
1234 #define GFX_CHAR_START (GFX_START_ROCKSFONT)
1235 #define GFX_CHAR_ASCII0 (GFX_CHAR_START - 32)
1236 #define GFX_CHAR_AUSRUF (GFX_CHAR_ASCII0 + 33)
1237 #define GFX_CHAR_ZOLL (GFX_CHAR_ASCII0 + 34)
1238 #define GFX_CHAR_DOLLAR (GFX_CHAR_ASCII0 + 36)
1239 #define GFX_CHAR_PROZ (GFX_CHAR_ASCII0 + 37)
1240 #define GFX_CHAR_APOSTR (GFX_CHAR_ASCII0 + 39)
1241 #define GFX_CHAR_KLAMM1 (GFX_CHAR_ASCII0 + 40)
1242 #define GFX_CHAR_KLAMM2 (GFX_CHAR_ASCII0 + 41)
1243 #define GFX_CHAR_PLUS (GFX_CHAR_ASCII0 + 43)
1244 #define GFX_CHAR_KOMMA (GFX_CHAR_ASCII0 + 44)
1245 #define GFX_CHAR_MINUS (GFX_CHAR_ASCII0 + 45)
1246 #define GFX_CHAR_PUNKT (GFX_CHAR_ASCII0 + 46)
1247 #define GFX_CHAR_SLASH (GFX_CHAR_ASCII0 + 47)
1248 #define GFX_CHAR_0 (GFX_CHAR_ASCII0 + 48)
1249 #define GFX_CHAR_9 (GFX_CHAR_ASCII0 + 57)
1250 #define GFX_CHAR_DOPPEL (GFX_CHAR_ASCII0 + 58)
1251 #define GFX_CHAR_SEMIKL (GFX_CHAR_ASCII0 + 59)
1252 #define GFX_CHAR_LT (GFX_CHAR_ASCII0 + 60)
1253 #define GFX_CHAR_GLEICH (GFX_CHAR_ASCII0 + 61)
1254 #define GFX_CHAR_GT (GFX_CHAR_ASCII0 + 62)
1255 #define GFX_CHAR_FRAGE (GFX_CHAR_ASCII0 + 63)
1256 #define GFX_CHAR_AT (GFX_CHAR_ASCII0 + 64)
1257 #define GFX_CHAR_A (GFX_CHAR_ASCII0 + 65)
1258 #define GFX_CHAR_Z (GFX_CHAR_ASCII0 + 90)
1259 #define GFX_CHAR_AE (GFX_CHAR_ASCII0 + 91)
1260 #define GFX_CHAR_OE (GFX_CHAR_ASCII0 + 92)
1261 #define GFX_CHAR_UE (GFX_CHAR_ASCII0 + 93)
1262 #define GFX_CHAR_COPY (GFX_CHAR_ASCII0 + 94)
1263 #define GFX_CHAR_END (GFX_CHAR_START + 79)
1265 /* new elements which still have no graphic */
1266 #define GFX_DOOR_WHITE GFX_CHAR_FRAGE
1267 #define GFX_DOOR_WHITE_GRAY GFX_CHAR_FRAGE
1268 #define GFX_KEY_WHITE GFX_CHAR_FRAGE
1269 #define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
1270 #define GFX_SIGN_WHEELCHAIR GFX_CHAR_FRAGE
1271 #define GFX_SIGN_PARKING GFX_CHAR_FRAGE
1272 #define GFX_SIGN_ONEWAY GFX_CHAR_FRAGE
1273 #define GFX_SIGN_HEART GFX_CHAR_FRAGE
1274 #define GFX_SIGN_TRIANGLE GFX_CHAR_FRAGE
1275 #define GFX_SIGN_ROUND GFX_CHAR_FRAGE
1276 #define GFX_SIGN_EXIT GFX_CHAR_FRAGE
1277 #define GFX_SIGN_YINYANG GFX_CHAR_FRAGE
1278 #define GFX_SIGN_OTHER GFX_CHAR_FRAGE
1279 #define GFX_DX_UNKNOWN_15 GFX_CHAR_FRAGE
1280 #define GFX_DX_UNKNOWN_42 GFX_CHAR_FRAGE
1283 /* the names of the sounds */
1284 #define SND_AMOEBE 0
1285 #define SND_ANTIGRAV 1
1286 #define SND_AUTSCH 2
1293 #define SND_HALLOFFAME 9
1296 #define SND_KABUMM 12
1298 #define SND_KLAPPER 14
1299 #define SND_KLING 15
1300 #define SND_KLOPF 16
1301 #define SND_KLUMPF 17
1302 #define SND_KNACK 18
1303 #define SND_KNURK 19
1304 #define SND_KRACH 20
1305 #define SND_LACHEN 21
1306 #define SND_LASER 22
1309 #define SND_OEFFNEN 25
1310 #define SND_PLING 26
1312 #define SND_PUSCH 28
1313 #define SND_QUIEK 29
1314 #define SND_QUIRK 30
1315 #define SND_RHYTHMLOOP 31
1316 #define SND_ROAAAR 32
1317 #define SND_ROEHR 33
1318 #define SND_RUMMS 34
1319 #define SND_SCHLOPP 35
1320 #define SND_SCHLURF 36
1321 #define SND_SCHRFF 37
1322 #define SND_SCHWIRR 38
1324 #define SND_SLURP 40
1325 #define SND_SPROING 41
1326 #define SND_WARNTON 42
1327 #define SND_WHOOSH 43
1328 #define SND_ZISCH 44
1329 #define SND_SP_BASE 45
1330 #define SND_SP_INFOTRON 46
1331 #define SND_SP_ZONKDOWN 47
1332 #define SND_SP_ZONKPUSH 48
1333 #define SND_SP_BUG 49
1334 #define SND_SP_BOOM 50
1335 #define SND_SP_BOOOM 51
1336 #define SND_SP_EXIT 52
1337 #define SND_EMPTY 53
1340 #define NUM_SOUNDS 55
1343 /* values for animation action types */
1344 #define GFX_ACTION_DEFAULT 0
1345 #define GFX_ACTION_WAITING 1
1346 #define GFX_ACTION_FALLING 2
1347 #define GFX_ACTION_MOVING 3
1348 #define GFX_ACTION_DIGGING 4
1349 #define GFX_ACTION_SNAPPING 5
1350 #define GFX_ACTION_COLLECTING 6
1351 #define GFX_ACTION_PUSHING 7
1352 #define GFX_ACTION_PASSING 8
1353 #define GFX_ACTION_IMPACT 9
1354 #define GFX_ACTION_CRACKING 10
1355 #define GFX_ACTION_BREAKING 11
1356 #define GFX_ACTION_ACTIVATING 12
1357 #define GFX_ACTION_OPENING 13
1358 #define GFX_ACTION_CLOSING 14
1359 #define GFX_ACTION_EATING 15
1360 #define GFX_ACTION_ATTACKING 16
1361 #define GFX_ACTION_GROWING 17
1362 #define GFX_ACTION_SHRINKING 18
1363 #define GFX_ACTION_OTHER 19
1365 #define NUM_GFX_ACTIONS 20
1366 #define NUM_GFX_ACTIONS_MAPPED 8
1369 /* values for image configuration suffixes */
1370 #define GFX_ARG_XPOS 0
1371 #define GFX_ARG_YPOS 1
1372 #define GFX_ARG_OFFSET 2
1373 #define GFX_ARG_VERTICAL 3
1374 #define GFX_ARG_FRAMES 4
1375 #define GFX_ARG_START_FRAME 5
1376 #define GFX_ARG_DELAY 6
1377 #define GFX_ARG_MODE_LOOP 7
1378 #define GFX_ARG_MODE_LINEAR 8
1379 #define GFX_ARG_MODE_PINGPONG 9
1380 #define GFX_ARG_MODE_PINGPONG2 10
1381 #define GFX_ARG_MODE_REVERSE 11
1382 #define GFX_ARG_GLOBAL_SYNC 12
1384 /* values for sound configuration suffixes */
1385 /* (currently none) */
1388 /* values for game_status */
1393 #define HELPSCREEN 4
1394 #define CHOOSELEVEL 5
1396 #define HALLOFFAME 7
1399 #define PROGRAM_VERSION_MAJOR 2
1400 #define PROGRAM_VERSION_MINOR 1
1401 #define PROGRAM_VERSION_PATCH 2
1402 #define PROGRAM_VERSION_STRING "2.1.2"
1404 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1405 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1406 #define PROGRAM_RIGHTS_STRING "Copyright ^1995-2002 by"
1407 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
1408 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
1409 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
1410 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
1411 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1412 #define UNIX_USERDATA_DIRECTORY ".rocksndiamonds"
1413 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1414 #define FILENAME_PREFIX "Rocks"
1416 #define X11_ICON_FILENAME "rocks_icon.xbm"
1417 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1418 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1420 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1421 ** currently supported/known file version numbers:
1423 ** 1.2 (still in use)
1424 ** 1.4 (still in use)
1427 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
1428 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
1429 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
1430 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
1432 /* file version does not change for every program version, but is changed
1433 when new features are introduced that are incompatible with older file
1434 versions, so that they can be treated accordingly */
1435 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1437 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1438 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1439 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1440 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1442 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1443 PROGRAM_VERSION_MINOR, \
1444 PROGRAM_VERSION_PATCH)
1446 /* values for game_emulation */
1448 #define EMU_BOULDERDASH 1
1449 #define EMU_SOKOBAN 2
1450 #define EMU_SUPAPLEX 3
1454 char Name[MAX_PLAYER_NAME_LEN + 1];
1460 boolean present; /* player present in level playfield */
1461 boolean connected; /* player connected (locally or via network) */
1462 boolean active; /* player (present && connected) */
1464 int index_nr, client_nr, element_nr;
1466 byte action; /* action from local input device */
1467 byte effective_action; /* action acknowledged from network server
1468 or summarized over all configured input
1469 devices when in single player mode */
1470 byte programmed_action; /* action forced by game itself (like moving
1471 through doors); overrides other actions */
1473 int jx,jy, last_jx,last_jy;
1474 int MovDir, MovPos, GfxPos;
1479 boolean LevelSolved, GameOver;
1485 unsigned long move_delay;
1486 int move_delay_value;
1488 unsigned long push_delay;
1489 unsigned long push_delay_value;
1491 int frame_reset_delay;
1493 unsigned long actual_frame_counter;
1496 int gems_still_needed;
1497 int sokobanfields_still_needed;
1498 int lights_still_needed;
1499 int friends_still_needed;
1502 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1503 int shield_normal_time_left;
1504 int shield_deadly_time_left;
1509 int file_version; /* file format version the level is stored with */
1510 int game_version; /* game release version the level was created with */
1512 boolean encoding_16bit_field; /* level contains 16-bit elements */
1513 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1514 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1520 char name[MAX_LEVEL_NAME_LEN + 1];
1521 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1522 int score[LEVEL_SCORE_ELEMENTS];
1523 int yam_content[MAX_ELEMENT_CONTENTS][3][3];
1524 int num_yam_contents;
1527 int time_magic_wall;
1531 boolean double_speed;
1533 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1538 int file_version; /* file format version the tape is stored with */
1539 int game_version; /* game release version the tape was created with */
1540 int engine_version; /* game engine version the tape was recorded with */
1543 unsigned long random_seed;
1545 unsigned long counter;
1546 unsigned long length;
1547 unsigned long length_seconds;
1548 unsigned int delay_played;
1549 boolean pause_before_death;
1550 boolean recording, playing, pausing;
1551 boolean fast_forward;
1552 boolean index_search;
1553 boolean quick_resume;
1554 boolean single_step;
1556 boolean player_participates[MAX_PLAYERS];
1557 int num_participating_players;
1561 byte action[MAX_PLAYERS];
1568 /* constant within running game */
1571 int initial_move_delay;
1572 int initial_move_delay_value;
1574 /* variable within running game */
1576 boolean magic_wall_active;
1577 int magic_wall_time_left;
1578 int light_time_left;
1579 int timegate_time_left;
1584 boolean explosions_delayed;
1589 float frames_per_second;
1590 boolean fps_slowdown;
1591 int fps_slowdown_factor;
1596 char *sound_class_name; /* classification for custom sound effects */
1597 char *editor_description; /* short description for level editor */
1599 /* default graphics for several actions */
1600 int graphic[NUM_GFX_ACTIONS_MAPPED];
1602 /* special graphics for left/right/up/down */
1603 int direction_graphic[NUM_GFX_ACTIONS_MAPPED][NUM_MV_DIRECTIONS];
1612 struct NewGraphicInfo
1615 int src_x, src_y; /* derived from (tile sized) .xpos/.ypos */
1616 int offset_x, offset_y; /* x/y offset to next animation frame */
1618 int anim_start_frame;
1619 int anim_delay; /* important: delay of 1 means "no delay"! */
1621 boolean anim_global_sync;
1624 extern GC tile_clip_gc;
1625 extern Bitmap *pix[];
1626 extern Pixmap tile_clipmask[];
1627 extern DrawBuffer *fieldbuffer;
1628 extern DrawBuffer *drawto_field;
1630 extern int game_status;
1631 extern boolean level_editor_test_game;
1632 extern boolean network_playing;
1634 extern int key_joystick_mapping;
1636 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1637 extern int redraw_x1, redraw_y1;
1639 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1640 extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1641 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1642 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1643 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1644 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1645 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1646 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1647 extern short Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1648 extern short GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1649 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1650 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1651 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1652 extern short AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
1653 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1654 extern unsigned long Elementeigenschaften1[MAX_ELEMENTS];
1655 extern unsigned long Elementeigenschaften2[MAX_ELEMENTS];
1657 extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
1659 extern int FX,FY, ScrollStepSize;
1660 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1661 extern int BorderElement;
1662 extern int GameFrameDelay;
1663 extern int FfwdFrameDelay;
1664 extern int BX1,BY1, BX2,BY2;
1665 extern int SBX_Left, SBX_Right;
1666 extern int SBY_Upper, SBY_Lower;
1667 extern int ZX,ZY, ExitX,ExitY;
1668 extern int AllPlayersGone;
1670 extern int TimeFrames, TimePlayed, TimeLeft;
1671 extern boolean SiebAktiv;
1672 extern int SiebCount;
1674 extern boolean network_player_action_received;
1676 extern int graphics_action_mapping[];
1678 extern struct LevelInfo level;
1679 extern struct PlayerInfo stored_player[], *local_player;
1680 extern struct HiScore highscore[];
1681 extern struct TapeInfo tape;
1682 extern struct GameInfo game;
1683 extern struct GlobalInfo global;
1684 extern struct ElementInfo element_info[];
1685 extern struct GraphicInfo graphic_info[];
1686 extern struct NewGraphicInfo new_graphic_info[];
1687 extern struct ConfigInfo image_config[], sound_config[];
1688 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];
1689 extern struct FileInfo *image_files, *sound_files;