#define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
#define IMG_CHAR_START IMG_CHAR_SPACE
-#define IMG_STEELCHAR_START IMG_STEELCHAR_SPACE
+#define IMG_STEEL_CHAR_START IMG_STEEL_CHAR_SPACE
#define IMG_CUSTOM_START IMG_CUSTOM_1
#define SND_UNDEFINED (-1)
#define SCREENY(a) ((a) - scroll_y)
#define LEVELX(a) ((a) + scroll_x)
#define LEVELY(a) ((a) + scroll_y)
-#define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
-#define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
-#define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
+
+#define IN_FIELD(x, y, xsize, ysize) ((x) >= 0 && (x) < (xsize) && \
+ (y) >= 0 && (y) < (ysize))
+#define IN_FIELD_MINMAX(x, y, xmin, ymin, xmax, ymax) \
+ ((x) >= (xmin) && (x) <= (xmax) && \
+ (y) >= (ymin) && (y) <= (ymax))
+
+#define IN_VIS_FIELD(x, y) IN_FIELD(x, y, SCR_FIELDX, SCR_FIELDY)
+#define IN_LEV_FIELD(x, y) IN_FIELD(x, y, lev_fieldx, lev_fieldy)
+#define IN_SCR_FIELD(x, y) IN_FIELD_MINMAX(x,y, BX1,BY1, BX2,BY2)
/* values for configurable properties (custom elem's only, else pre-defined) */
+/* (never change these values, as they are stored in level files!) */
#define EP_DIGGABLE 0
#define EP_COLLECTIBLE_ONLY 1
#define EP_DONT_RUN_INTO 2
#define EP_GRAVITY_REACHABLE 30
/* values for pre-defined properties */
+/* (from here on, values can be changed by inserting new values) */
#define EP_PLAYER 32
#define EP_CAN_PASS_MAGIC_WALL 33
-#define EP_SWITCHABLE 34
-#define EP_BD_ELEMENT 35
-#define EP_SP_ELEMENT 36
-#define EP_SB_ELEMENT 37
-#define EP_GEM 38
-#define EP_FOOD_DARK_YAMYAM 39
-#define EP_FOOD_PENGUIN 40
-#define EP_FOOD_PIG 41
-#define EP_HISTORIC_WALL 42
-#define EP_HISTORIC_SOLID 43
-#define EP_CLASSIC_ENEMY 44
-#define EP_BELT 45
-#define EP_BELT_ACTIVE 46
-#define EP_BELT_SWITCH 47
-#define EP_TUBE 48
-#define EP_KEYGATE 49
-#define EP_AMOEBOID 50
-#define EP_AMOEBALIVE 51
-#define EP_HAS_EDITOR_CONTENT 52
-#define EP_CAN_TURN_EACH_MOVE 53
-#define EP_CAN_GROW 54
-#define EP_ACTIVE_BOMB 55
-#define EP_INACTIVE 56
+#define EP_CAN_PASS_DC_MAGIC_WALL 34
+#define EP_SWITCHABLE 35
+#define EP_BD_ELEMENT 36
+#define EP_SP_ELEMENT 37
+#define EP_SB_ELEMENT 38
+#define EP_GEM 39
+#define EP_FOOD_DARK_YAMYAM 40
+#define EP_FOOD_PENGUIN 41
+#define EP_FOOD_PIG 42
+#define EP_HISTORIC_WALL 43
+#define EP_HISTORIC_SOLID 44
+#define EP_CLASSIC_ENEMY 45
+#define EP_BELT 46
+#define EP_BELT_ACTIVE 47
+#define EP_BELT_SWITCH 48
+#define EP_TUBE 49
+#define EP_ACID_POOL 50
+#define EP_KEYGATE 51
+#define EP_AMOEBOID 52
+#define EP_AMOEBALIVE 53
+#define EP_HAS_EDITOR_CONTENT 54
+#define EP_CAN_TURN_EACH_MOVE 55
+#define EP_CAN_GROW 56
+#define EP_ACTIVE_BOMB 57
+#define EP_INACTIVE 58
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 57
+#define EP_EM_SLIPPERY_WALL 59
/* values for special graphics properties (no effect on game engine) */
-#define EP_GFX_CRUMBLED 58
+#define EP_GFX_CRUMBLED 60
/* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER 59
-#define EP_ACCESSIBLE_INSIDE 60
-#define EP_ACCESSIBLE_UNDER 61
-#define EP_WALKABLE 62
-#define EP_PASSABLE 63
-#define EP_ACCESSIBLE 64
-#define EP_COLLECTIBLE 65
-#define EP_SNAPPABLE 66
-#define EP_WALL 67
-#define EP_SOLID_FOR_PUSHING 68
-#define EP_DRAGONFIRE_PROOF 69
-#define EP_EXPLOSION_PROOF 70
-#define EP_CAN_SMASH 71
-#define EP_EXPLODES_3X3_OLD 72
-#define EP_CAN_EXPLODE_BY_FIRE 73
-#define EP_CAN_EXPLODE_SMASHED 74
-#define EP_CAN_EXPLODE_IMPACT 75
-#define EP_SP_PORT 76
-#define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
-#define EP_CAN_EXPLODE_BY_EXPLOSION 78
-#define EP_COULD_MOVE_INTO_ACID 79
-#define EP_MAYBE_DONT_COLLIDE_WITH 80
-#define EP_CAN_BE_CLONED_BY_ANDROID 81
+#define EP_ACCESSIBLE_OVER 61
+#define EP_ACCESSIBLE_INSIDE 62
+#define EP_ACCESSIBLE_UNDER 63
+#define EP_WALKABLE 64
+#define EP_PASSABLE 65
+#define EP_ACCESSIBLE 66
+#define EP_COLLECTIBLE 67
+#define EP_SNAPPABLE 68
+#define EP_WALL 69
+#define EP_SOLID_FOR_PUSHING 70
+#define EP_DRAGONFIRE_PROOF 71
+#define EP_EXPLOSION_PROOF 72
+#define EP_CAN_SMASH 73
+#define EP_EXPLODES_3X3_OLD 74
+#define EP_CAN_EXPLODE_BY_FIRE 75
+#define EP_CAN_EXPLODE_SMASHED 76
+#define EP_CAN_EXPLODE_IMPACT 77
+#define EP_SP_PORT 78
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 79
+#define EP_CAN_EXPLODE_BY_EXPLOSION 80
+#define EP_COULD_MOVE_INTO_ACID 81
+#define EP_MAYBE_DONT_COLLIDE_WITH 82
+#define EP_CAN_BE_CLONED_BY_ANDROID 83
/* values for internal purpose only (level editor) */
-#define EP_WALK_TO_OBJECT 82
-#define EP_DEADLY 83
-#define EP_EDITOR_CASCADE 84
-#define EP_EDITOR_CASCADE_ACTIVE 85
-#define EP_EDITOR_CASCADE_INACTIVE 86
+#define EP_WALK_TO_OBJECT 84
+#define EP_DEADLY 85
+#define EP_EDITOR_CASCADE 86
+#define EP_EDITOR_CASCADE_ACTIVE 87
+#define EP_EDITOR_CASCADE_INACTIVE 88
/* values for internal purpose only (game engine) */
-#define EP_HAS_ACTION 87
-#define EP_CAN_CHANGE_OR_HAS_ACTION 88
+#define EP_HAS_ACTION 89
+#define EP_CAN_CHANGE_OR_HAS_ACTION 90
/* values for internal purpose only (other) */
-#define EP_OBSOLETE 89
+#define EP_OBSOLETE 91
-#define NUM_ELEMENT_PROPERTIES 90
+#define NUM_ELEMENT_PROPERTIES 92
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE_NR 0
/* macros for pre-defined properties */
#define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
#define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
+#define CAN_PASS_DC_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_DC_MAGIC_WALL)
#define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
#define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
#define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
#define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
#define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
#define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
+#define IS_ACID_POOL(e) HAS_PROPERTY(e, EP_ACID_POOL)
#define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
#define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
#define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
+#define IS_ACID_POOL_OR_ACID(e) (IS_ACID_POOL(e) || (e) == EL_ACID)
+
+#define IS_EMC_PILLAR(e) ((e) >= EL_EMC_WALL_1 && \
+ (e) <= EL_EMC_WALL_3)
+#define IS_SP_CHIP(e) ((e) == EL_SP_CHIP_SINGLE || \
+ (e) == EL_SP_CHIP_LEFT || \
+ (e) == EL_SP_CHIP_RIGHT || \
+ (e) == EL_SP_CHIP_TOP || \
+ (e) == EL_SP_CHIP_BOTTOM)
+#define IS_SP_HARDWARE_BASE(e) ((e) == EL_SP_HARDWARE_BASE_1 || \
+ (e) == EL_SP_HARDWARE_BASE_2 || \
+ (e) == EL_SP_HARDWARE_BASE_3 || \
+ (e) == EL_SP_HARDWARE_BASE_4 || \
+ (e) == EL_SP_HARDWARE_BASE_5 || \
+ (e) == EL_SP_HARDWARE_BASE_6)
+
+#define IS_DC_STEELWALL_2(e) ((e) >= EL_DC_STEELWALL_2_LEFT && \
+ (e) <= EL_DC_STEELWALL_2_SINGLE)
+
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
(e) == EL_EMERALD_RED ? EL_DIAMOND : \
(e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
EL_ROCK)
-#define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
+#define EL_CHANGED_BD(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
(e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
EL_BD_ROCK)
+#define EL_CHANGED_DC(e) ((e) == EL_ROCK ? EL_EMERALD : \
+ (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
+ (e) == EL_EMERALD ? EL_DIAMOND : \
+ (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
+ (e) == EL_EMERALD_RED ? EL_DIAMOND : \
+ (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
+ (e) == EL_PEARL ? EL_BOMB : \
+ (e) == EL_CRYSTAL ? EL_CRYSTAL : \
+ EL_ROCK)
#define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
#define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
#define TAPE_IS_EMPTY(x) ((x).length == 0)
#define IS_LOOP_SOUND(s) (sound_info[s].loop)
+#define IS_SPECIAL_GFX_ARG(a) ((a) >= 0 && (a) < NUM_SPECIAL_GFX_ARGS)
+
#define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e))
#define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e))
#define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \
#define MAX_ELEMENT_NAME_LEN 32
#define MAX_TAPES_PER_SET 1024
#define MAX_SCORE_ENTRIES 100
-#define MAX_NUM_TITLE_SCREENS 5
+#define MAX_NUM_TITLE_IMAGES 5
+#define MAX_NUM_TITLE_MESSAGES 5
#define MAX_NUM_AMOEBA 100
#define EL_CRYSTAL 257
#define EL_WALL_PEARL 258
#define EL_WALL_CRYSTAL 259
-#define EL_DOOR_WHITE 260
-#define EL_DOOR_WHITE_GRAY 261
-#define EL_KEY_WHITE 262
+#define EL_DC_GATE_WHITE 260
+#define EL_DC_GATE_WHITE_GRAY 261
+#define EL_DC_KEY_WHITE 262
#define EL_SHIELD_NORMAL 263
#define EL_EXTRA_TIME 264
#define EL_SWITCHGATE_OPEN 265
#define EL_SIGN_STOP 301
#define EL_SIGN_WHEELCHAIR 302
#define EL_SIGN_PARKING 303
-#define EL_SIGN_ONEWAY 304
-#define EL_SIGN_HEART 305
-#define EL_SIGN_TRIANGLE 306
-#define EL_SIGN_ROUND 307
-#define EL_SIGN_EXIT 308
-#define EL_SIGN_YINYANG 309
-#define EL_SIGN_OTHER 310
+#define EL_SIGN_NO_ENTRY 304
+#define EL_SIGN_UNUSED_1 305
+#define EL_SIGN_GIVE_WAY 306
+#define EL_SIGN_ENTRY_FORBIDDEN 307
+#define EL_SIGN_EMERGENCY_EXIT 308
+#define EL_SIGN_YIN_YANG 309
+#define EL_SIGN_UNUSED_2 310
#define EL_MOLE_LEFT 311
#define EL_MOLE_RIGHT 312
#define EL_MOLE_UP 313
#define EL_NEXT_CE_8 730
#define EL_ANY_ELEMENT 731
-#define EL_STEELCHAR_START 732
-#define EL_STEELCHAR_ASCII0 (EL_STEELCHAR_START - 32)
-#define EL_STEELCHAR_ASCII0_START (EL_STEELCHAR_ASCII0 + 32)
+#define EL_STEEL_CHAR_START 732
+#define EL_STEEL_CHAR_ASCII0 (EL_STEEL_CHAR_START - 32)
+#define EL_STEEL_CHAR_ASCII0_START (EL_STEEL_CHAR_ASCII0 + 32)
/* (auto-generated data structure definitions included with normal chars) */
-#define EL_STEELCHAR_ASCII0_END (EL_STEELCHAR_ASCII0 + 111)
-#define EL_STEELCHAR_END (EL_STEELCHAR_START + 79)
-
-#define EL_STEELCHAR(c) (EL_STEELCHAR_ASCII0 +MAP_FONT_ASCII(c))
-
-#define NUM_FILE_ELEMENTS 812
+#define EL_STEEL_CHAR_ASCII0_END (EL_STEEL_CHAR_ASCII0 + 111)
+#define EL_STEEL_CHAR_END (EL_STEEL_CHAR_START + 79)
+
+#define EL_STEEL_CHAR(c) (EL_STEEL_CHAR_ASCII0+MAP_FONT_ASCII(c))
+
+#define EL_SPERMS 812
+#define EL_BULLET 813
+#define EL_HEART 814
+#define EL_CROSS 815
+#define EL_FRANKIE 816
+#define EL_SIGN_SPERMS 817
+#define EL_SIGN_BULLET 818
+#define EL_SIGN_HEART 819
+#define EL_SIGN_CROSS 820
+#define EL_SIGN_FRANKIE 821
+
+#define EL_STEEL_EXIT_CLOSED 822
+#define EL_STEEL_EXIT_OPEN 823
+
+#define EL_DC_STEELWALL_1_LEFT 824
+#define EL_DC_STEELWALL_1_RIGHT 825
+#define EL_DC_STEELWALL_1_TOP 826
+#define EL_DC_STEELWALL_1_BOTTOM 827
+#define EL_DC_STEELWALL_1_HORIZONTAL 828
+#define EL_DC_STEELWALL_1_VERTICAL 829
+#define EL_DC_STEELWALL_1_TOPLEFT 830
+#define EL_DC_STEELWALL_1_TOPRIGHT 831
+#define EL_DC_STEELWALL_1_BOTTOMLEFT 832
+#define EL_DC_STEELWALL_1_BOTTOMRIGHT 833
+#define EL_DC_STEELWALL_1_TOPLEFT_2 834
+#define EL_DC_STEELWALL_1_TOPRIGHT_2 835
+#define EL_DC_STEELWALL_1_BOTTOMLEFT_2 836
+#define EL_DC_STEELWALL_1_BOTTOMRIGHT_2 837
+
+#define EL_DC_STEELWALL_2_LEFT 838
+#define EL_DC_STEELWALL_2_RIGHT 839
+#define EL_DC_STEELWALL_2_TOP 840
+#define EL_DC_STEELWALL_2_BOTTOM 841
+#define EL_DC_STEELWALL_2_HORIZONTAL 842
+#define EL_DC_STEELWALL_2_VERTICAL 843
+#define EL_DC_STEELWALL_2_MIDDLE 844
+#define EL_DC_STEELWALL_2_SINGLE 845
+
+#define EL_DC_SWITCHGATE_SWITCH_UP 846
+#define EL_DC_SWITCHGATE_SWITCH_DOWN 847
+#define EL_DC_TIMEGATE_SWITCH 848
+#define EL_DC_TIMEGATE_SWITCH_ACTIVE 849
+
+#define EL_DC_LANDMINE 850
+
+#define EL_EXPANDABLE_STEELWALL 851
+#define EL_EXPANDABLE_STEELWALL_HORIZONTAL 852
+#define EL_EXPANDABLE_STEELWALL_VERTICAL 853
+#define EL_EXPANDABLE_STEELWALL_ANY 854
+
+#define EL_EM_EXIT_CLOSED 855
+#define EL_EM_EXIT_OPEN 856
+#define EL_EM_STEEL_EXIT_CLOSED 857
+#define EL_EM_STEEL_EXIT_OPEN 858
+
+#define EL_DC_GATE_FAKE_GRAY 859
+
+#define EL_DC_MAGIC_WALL 860
+
+#define EL_QUICKSAND_FAST_EMPTY 861
+#define EL_QUICKSAND_FAST_FULL 862
+
+#define NUM_FILE_ELEMENTS 863
/* "real" (and therefore drawable) runtime elements */
#define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
#define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
#define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
-#define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
-#define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
-#define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
-#define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
-#define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
-#define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
-#define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
-#define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
-#define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
-#define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
-#define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
-#define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
-#define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
-#define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
-#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
-#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
-#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
-#define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
-#define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
-#define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 47)
-#define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 48)
-#define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 49)
-#define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 50)
-#define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 51)
-#define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 52)
-#define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 53)
-#define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 54)
-#define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 55)
-#define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
-#define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
-#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
-#define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
+#define EL_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
+#define EL_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
+#define EL_EM_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
+#define EL_EM_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 31)
+#define EL_EM_STEEL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 32)
+#define EL_EM_STEEL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 33)
+#define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 34)
+#define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 35)
+#define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 36)
+#define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
+#define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 38)
+#define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
+#define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 40)
+#define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 41)
+#define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
+#define EL_QUICKSAND_FAST_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
+#define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 44)
+#define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_DC_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 46)
+#define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 47)
+#define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 48)
+#define EL_DC_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 49)
+#define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 50)
+#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 51)
+#define EL_DC_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 52)
+#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 53)
+#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 54)
+#define EL_DC_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 55)
+#define EL_EMC_FAKE_GRASS_ACTIVE (EL_FIRST_RUNTIME_REAL + 56)
+#define EL_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 57)
+#define EL_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 58)
+#define EL_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 59)
+#define EL_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 60)
+#define EL_EM_GATE_1_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 61)
+#define EL_EM_GATE_2_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 62)
+#define EL_EM_GATE_3_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 63)
+#define EL_EM_GATE_4_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 64)
+#define EL_EMC_GATE_5_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 65)
+#define EL_EMC_GATE_6_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 66)
+#define EL_EMC_GATE_7_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 67)
+#define EL_EMC_GATE_8_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 68)
+#define EL_DC_GATE_WHITE_GRAY_ACTIVE (EL_FIRST_RUNTIME_REAL + 69)
+#define EL_EMC_DRIPPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 70)
+#define EL_EMC_SPRING_BUMPER_ACTIVE (EL_FIRST_RUNTIME_REAL + 71)
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 60)
+#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 72)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
#define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
-#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
-#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
-#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
-#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
-#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
-#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
-#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
-#define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 18)
-#define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 19)
-#define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 20)
-
-#define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 21)
+#define EL_EXPANDABLE_STEELWALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 9)
+#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 10)
+#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 15)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
+#define EL_QUICKSAND_FAST_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 18)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 19)
+#define EL_DC_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 20)
+#define EL_ELEMENT_SNAPPING (EL_FIRST_RUNTIME_UNREAL + 21)
+#define EL_DIAGONAL_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 22)
+#define EL_DIAGONAL_GROWING (EL_FIRST_RUNTIME_UNREAL + 23)
+
+#define NUM_RUNTIME_ELEMENTS (EL_FIRST_RUNTIME_UNREAL + 24)
/* dummy elements (never used as game elements, only used as graphics) */
#define EL_FIRST_DUMMY NUM_RUNTIME_ELEMENTS
#define EL_INTERNAL_CASCADE_DX_ACTIVE (EL_FIRST_INTERNAL + 19)
#define EL_INTERNAL_CASCADE_CHARS (EL_FIRST_INTERNAL + 20)
#define EL_INTERNAL_CASCADE_CHARS_ACTIVE (EL_FIRST_INTERNAL + 21)
-#define EL_INTERNAL_CASCADE_STEELCHARS (EL_FIRST_INTERNAL + 22)
-#define EL_INTERNAL_CASCADE_STEELCHARS_ACTIVE (EL_FIRST_INTERNAL + 23)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS (EL_FIRST_INTERNAL + 22)
+#define EL_INTERNAL_CASCADE_STEEL_CHARS_ACTIVE (EL_FIRST_INTERNAL + 23)
#define EL_INTERNAL_CASCADE_CE (EL_FIRST_INTERNAL + 24)
#define EL_INTERNAL_CASCADE_CE_ACTIVE (EL_FIRST_INTERNAL + 25)
#define EL_INTERNAL_CASCADE_GE (EL_FIRST_INTERNAL + 26)
#define GFX_SPECIAL_ARG_INFO_MUSIC 3
#define GFX_SPECIAL_ARG_INFO_CREDITS 4
#define GFX_SPECIAL_ARG_INFO_PROGRAM 5
-#define GFX_SPECIAL_ARG_INFO_LEVELSET 6
+#define GFX_SPECIAL_ARG_INFO_VERSION 6
+#define GFX_SPECIAL_ARG_INFO_LEVELSET 7
-#define NUM_SPECIAL_GFX_INFO_ARGS 7
+#define NUM_SPECIAL_GFX_INFO_ARGS 8
/* values for image configuration suffixes */
#define GFX_ARG_FADE_DELAY 39
#define GFX_ARG_POST_DELAY 40
#define GFX_ARG_AUTO_DELAY 41
+#define GFX_ARG_ALIGN 42
+#define GFX_ARG_SORT_PRIORITY 43
-#define NUM_GFX_ARGS 42
+#define NUM_GFX_ARGS 44
/* values for sound configuration suffixes */
#define FONT_LEVEL_NUMBER 32
#define FONT_TAPE_RECORDER 33
#define FONT_GAME_INFO 34
+#define FONT_INFO_ELEMENTS 35
+#define FONT_INFO_LEVELSET 36
-#define NUM_FONTS 35
+#define NUM_FONTS 37
#define NUM_INITIAL_FONTS 4
#define FONT_ACTIVE(f) \
struct BorderInfo
{
- int draw_masked[NUM_SPECIAL_GFX_ARGS];
+ boolean draw_masked[NUM_SPECIAL_GFX_ARGS];
};
+#if 0
struct MenuPosInfo
{
int x, y;
int width, height;
int align;
};
+#endif
struct MenuMainButtonInfo
{
struct MenuMainTextInfo
{
- struct MenuPosInfo name;
- struct MenuPosInfo levels;
- struct MenuPosInfo scores;
- struct MenuPosInfo editor;
- struct MenuPosInfo info;
- struct MenuPosInfo game;
- struct MenuPosInfo setup;
- struct MenuPosInfo quit;
-
- struct MenuPosInfo current_level;
- struct MenuPosInfo first_level;
- struct MenuPosInfo last_level;
- struct MenuPosInfo level_info_1;
- struct MenuPosInfo level_info_2;
- struct MenuPosInfo title_1;
- struct MenuPosInfo title_2;
- struct MenuPosInfo title_3;
+ struct TextPosInfo name;
+ struct TextPosInfo levels;
+ struct TextPosInfo scores;
+ struct TextPosInfo editor;
+ struct TextPosInfo info;
+ struct TextPosInfo game;
+ struct TextPosInfo setup;
+ struct TextPosInfo quit;
+
+ struct TextPosInfo current_level;
+ struct TextPosInfo first_level;
+ struct TextPosInfo last_level;
+ struct TextPosInfo level_info_1;
+ struct TextPosInfo level_info_2;
+ struct TextPosInfo level_name;
+ struct TextPosInfo level_author;
+ struct TextPosInfo level_year;
+ struct TextPosInfo level_imported_from;
+ struct TextPosInfo level_imported_by;
+ struct TextPosInfo level_tested_by;
+ struct TextPosInfo title_1;
+ struct TextPosInfo title_2;
+ struct TextPosInfo title_3;
};
struct MenuMainInputInfo
{
- struct MenuPosInfo name;
+ struct TextPosInfo name;
};
struct MenuMainInfo
int auto_delay_final;
};
+struct TitleMessageInfo
+{
+ int x;
+ int y;
+ int width;
+ int height;
+ int chars;
+ int lines;
+ int align;
+ int font;
+ boolean autowrap;
+ boolean centered;
+ boolean skip_comments;
+ int sort_priority;
+};
+
struct MenuInfo
{
int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
int xsize;
int ysize;
+ boolean autowrap;
+ boolean centered;
+
char text[MAX_ENVELOPE_TEXT_LEN + 1];
};
int fade_delay; /* optional setting for drawing title screens */
int post_delay; /* optional setting for drawing title screens */
int auto_delay; /* optional setting for drawing title screens */
+ int align; /* optional setting for drawing title screens */
+ int sort_priority; /* optional setting for drawing title screens */
boolean use_image_size; /* use image size as default width and height */
extern struct GlobalInfo global;
extern struct BorderInfo border;
extern struct TitleInfo title;
+extern struct TitleMessageInfo titlemessage_initial[];
+extern struct TitleMessageInfo titlemessage[];
+extern struct TitleMessageInfo readme;
extern struct MenuInfo menu;
extern struct DoorInfo door_1, door_2;
extern struct PreviewInfo preview;