#ifndef MAIN_H
#define MAIN_H
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
#include <time.h>
#include <sys/time.h>
#include <sys/types.h>
#include "conf_gfx.h" /* include auto-generated data structure definitions */
#include "conf_snd.h" /* include auto-generated data structure definitions */
+#include "conf_mus.h" /* include auto-generated data structure definitions */
#define IMG_UNDEFINED (-1)
#define IMG_EMPTY IMG_EMPTY_SPACE
#define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
+#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
#define IMG_CHAR_START IMG_CHAR_SPACE
#define IMG_CUSTOM_START IMG_CUSTOM_1
#define SND_UNDEFINED (-1)
+#define MUS_UNDEFINED (-1)
#define WIN_XSIZE 672
#define WIN_YSIZE 560
/* values for configurable properties (custom elem's only, else pre-defined) */
#define EP_DIGGABLE 0
-#define EP_COLLECTIBLE 1
-#define EP_DONT_GO_TO 2
-#define EP_ENEMY 3
+#define EP_COLLECTIBLE_ONLY 1
+#define EP_DONT_RUN_INTO 2
+#define EP_DONT_COLLIDE_WITH 3
#define EP_DONT_TOUCH 4
#define EP_INDESTRUCTIBLE 5
#define EP_SLIPPERY 6
-#define EP_CAN_EXPLODE 7
+#define EP_CAN_CHANGE 7
#define EP_CAN_MOVE 8
#define EP_CAN_FALL 9
-#define EP_CAN_SMASH 10
-#define EP_WALKABLE_OVER 11
-#define EP_WALKABLE_INSIDE 12
-#define EP_WALKABLE_UNDER 13
-#define EP_PASSABLE_OVER 14
-#define EP_PASSABLE_INSIDE 15
-#define EP_PASSABLE_UNDER 16
-#define EP_CHANGEABLE 17
-#define EP_UNUSED_18 18
-#define EP_UNUSED_19 19
-#define EP_UNUSED_20 20
-#define EP_UNUSED_21 21
-#define EP_UNUSED_22 22
-#define EP_UNUSED_23 23
+#define EP_CAN_SMASH_PLAYER 10
+#define EP_CAN_SMASH_ENEMIES 11
+#define EP_CAN_SMASH_EVERYTHING 12
+#define EP_CAN_EXPLODE_BY_FIRE 13
+#define EP_CAN_EXPLODE_SMASHED 14
+#define EP_CAN_EXPLODE_IMPACT 15
+#define EP_WALKABLE_OVER 16
+#define EP_WALKABLE_INSIDE 17
+#define EP_WALKABLE_UNDER 18
+#define EP_PASSABLE_OVER 19
+#define EP_PASSABLE_INSIDE 20
+#define EP_PASSABLE_UNDER 21
+#define EP_DROPPABLE 22
+#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
+/* values for pre-defined properties */
+#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_CONTENT 52
+#define EP_ACTIVE_BOMB 53
+#define EP_INACTIVE 54
+
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 25
+#define EP_EM_SLIPPERY_WALL 55
/* values for special graphics properties (no effect on game engine) */
-#define EP_CAN_BE_CRUMBLED 26
-
-/* values for pre-defined properties */
-#define EP_PLAYER 27
-#define EP_CAN_PASS_MAGIC_WALL 28
-#define EP_SWITCHABLE 29
-#define EP_BD_ELEMENT 30
-#define EP_SP_ELEMENT 31
-#define EP_SB_ELEMENT 32
-#define EP_GEM 33
-#define EP_FOOD_DARK_YAMYAM 34
-#define EP_FOOD_PENGUIN 35
-#define EP_FOOD_PIG 36
-#define EP_HISTORIC_WALL 37
-#define EP_HISTORIC_SOLID 38
-#define EP_BELT 39
-#define EP_BELT_ACTIVE 40
-#define EP_BELT_SWITCH 41
-#define EP_TUBE 42
-#define EP_KEYGATE 43
-#define EP_AMOEBOID 44
-#define EP_AMOEBALIVE 45
-#define EP_HAS_CONTENT 46
-#define EP_ACTIVE_BOMB 47
-#define EP_INACTIVE 48
+#define EP_GFX_CRUMBLED 56
/* values for derived properties (determined from properties above) */
-#define EP_ACCESSIBLE_OVER 49
-#define EP_ACCESSIBLE_INSIDE 50
-#define EP_ACCESSIBLE_UNDER 51
-#define EP_WALKABLE 52
-#define EP_PASSABLE 53
-#define EP_ACCESSIBLE 54
-#define EP_SNAPPABLE 55
-#define EP_WALL 56
-#define EP_SOLID_FOR_PUSHING 57
-#define EP_DRAGONFIRE_PROOF 58
-#define EP_EXPLOSION_PROOF 59
+#define EP_ACCESSIBLE_OVER 57
+#define EP_ACCESSIBLE_INSIDE 58
+#define EP_ACCESSIBLE_UNDER 59
+#define EP_WALKABLE 60
+#define EP_PASSABLE 61
+#define EP_ACCESSIBLE 62
+#define EP_COLLECTIBLE 63
+#define EP_SNAPPABLE 64
+#define EP_WALL 65
+#define EP_SOLID_FOR_PUSHING 66
+#define EP_DRAGONFIRE_PROOF 67
+#define EP_EXPLOSION_PROOF 68
+#define EP_CAN_SMASH 69
+#define EP_CAN_EXPLODE 70
+#define EP_CAN_EXPLODE_3X3 71
/* values for internal purpose only (level editor) */
-#define EP_WALK_TO_OBJECT 60
-#define EP_DEADLY 61
+#define EP_EXPLODE_RESULT 72
+#define EP_WALK_TO_OBJECT 73
+#define EP_DEADLY 74
-#define NUM_ELEMENT_PROPERTIES 62
+#define NUM_ELEMENT_PROPERTIES 75
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
(PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
-/* values for change events for custom elements */
+/* values for change events for custom elements (stored in level file) */
#define CE_DELAY 0
-
-#define NUM_CHANGE_EVENTS 1
+#define CE_TOUCHED_BY_PLAYER 1
+#define CE_PRESSED_BY_PLAYER 2
+#define CE_PUSHED_BY_PLAYER 3
+#define CE_DROPPED_BY_PLAYER 4
+#define CE_COLLISION_ACTIVE 5
+#define CE_IMPACT 6
+#define CE_SMASHED 7
+#define CE_OTHER_IS_TOUCHING 8
+#define CE_OTHER_IS_CHANGING 9
+#define CE_OTHER_IS_EXPLODING 10
+#define CE_OTHER_GETS_TOUCHED 11
+#define CE_OTHER_GETS_PRESSED 12
+#define CE_OTHER_GETS_PUSHED 13
+#define CE_OTHER_GETS_COLLECTED 14
+#define CE_OTHER_GETS_DROPPED 15
+#define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
+#define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
+#define CE_BY_OTHER_ACTION 18 /* activates other element events */
+#define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
+#define CE_OTHER_GETS_DIGGED 20
+#define CE_ENTERED_BY_PLAYER 21
+#define CE_LEFT_BY_PLAYER 22
+#define CE_OTHER_GETS_ENTERED 23
+#define CE_OTHER_GETS_LEFT 24
+#define CE_SWITCHED 25
+#define CE_OTHER_IS_SWITCHING 26
+#define CE_COLLISION_PASSIVE 27
+#define CE_OTHER_IS_COLL_ACTIVE 28
+#define CE_OTHER_IS_COLL_PASSIVE 29
+
+#define NUM_CHANGE_EVENTS 30
#define CE_BITMASK_DEFAULT 0
#define CH_EVENT_BIT(c) (1 << (c))
-#define CH_EVENT_VAR(e) (element_info[e].change.events)
+#define CH_EVENT_VAR(e) (element_info[e].change->events)
+#define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
(CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
+#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
+ (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
((v) ? \
(CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
(CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
+/* values for change sides for custom elements */
+#define CH_SIDE_NONE MV_NO_MOVING
+#define CH_SIDE_LEFT MV_LEFT
+#define CH_SIDE_RIGHT MV_RIGHT
+#define CH_SIDE_TOP MV_UP
+#define CH_SIDE_BOTTOM MV_DOWN
+#define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
+#define CH_SIDE_TOP_BOTTOM MV_VERTICAL
+#define CH_SIDE_ANY MV_ANY_DIRECTION
+
+/* values for change power for custom elements */
+#define CP_NON_DESTRUCTIVE 0
+#define CP_HALF_DESTRUCTIVE 1
+#define CP_FULL_DESTRUCTIVE 2
+
+/* values for special move patterns (bits 0-3: basic move directions) */
+#define MV_BIT_TOWARDS_PLAYER 4
+#define MV_BIT_AWAY_FROM_PLAYER 5
+#define MV_BIT_ALONG_LEFT_SIDE 6
+#define MV_BIT_ALONG_RIGHT_SIDE 7
+#define MV_BIT_TURNING_LEFT 8
+#define MV_BIT_TURNING_RIGHT 9
+#define MV_BIT_WHEN_PUSHED 10
+#define MV_BIT_MAZE_RUNNER 11
+#define MV_BIT_MAZE_HUNTER 12
+
+/* values for special move patterns for custom elements */
+#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
+#define MV_VERTICAL (MV_UP | MV_DOWN)
+#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
+#define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
+#define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
+#define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
+#define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
+#define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
+#define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
+#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
+#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
+#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
+#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
+#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
+
+/* values for slippery property for custom elements */
+#define SLIPPERY_ANY_RANDOM 0
+#define SLIPPERY_ANY_LEFT_RIGHT 1
+#define SLIPPERY_ANY_RIGHT_LEFT 2
+#define SLIPPERY_ONLY_LEFT 3
+#define SLIPPERY_ONLY_RIGHT 4
/* macros for configurable properties */
#define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
-#define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
-#define DONT_GO_TO(e) HAS_PROPERTY(e, EP_DONT_GO_TO)
-#define IS_ENEMY(e) HAS_PROPERTY(e, EP_ENEMY)
+#define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
+#define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
+#define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
#define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
#define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
#define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
-#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
+#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
#define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
#define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
-#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
+#define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
+#define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
+#define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
+#define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
+#define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
#define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
#define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
#define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
#define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
#define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
#define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
-#define IS_CHANGEABLE(e) HAS_PROPERTY(e, EP_CHANGEABLE)
+#define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
+#define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
/* macros for special graphics properties */
-#define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
+#define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
/* macros for pre-defined properties */
#define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
#define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
#define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
#define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
+#define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
#define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
#define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
#define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
#define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
#define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
#define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
-#define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
#define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
#define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
#define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
+#define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
+#define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
#define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
#define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
#define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
#define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
+#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
+#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
+#define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
+/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
+#define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
+ (e) <= EL_ENVELOPE_4)
+
#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
element_info[e].gfx_element : e)
#define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
PROTECTED_FIELD(x, y))
+#define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
+ (p)->switch_x == (x) && (p)->switch_y == (y))
+
#define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
#define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
#define IS_LOOP_SOUND(s) (sound_info[s].loop)
+/* fundamental game speed values */
+#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
+#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
+#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
+#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
+
/* boundaries of arrays etc. */
#define MAX_LEVEL_NAME_LEN 32
#define MAX_LEVEL_AUTHOR_LEN 32
-#define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
+#define MAX_ELEMENT_NAME_LEN 32
+#define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
#define MAX_SCORE_ENTRIES 100
#define MAX_NUM_AMOEBA 100
+#define MAX_INVENTORY_SIZE 1000
+#define MIN_ENVELOPE_XSIZE 1
+#define MIN_ENVELOPE_YSIZE 1
+#define MAX_ENVELOPE_XSIZE 30
+#define MAX_ENVELOPE_YSIZE 20
+#define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
+#define MIN_CHANGE_PAGES 1
+#define MAX_CHANGE_PAGES 16
/* values for elements with content */
#define MIN_ELEMENT_CONTENTS 1
#define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
-/* fundamental game speed values */
-#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
-#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
-#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
-#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
-
/* often used screen positions */
#define SX 8
#define SY 8
#define EL_EMPTY EL_EMPTY_SPACE
#define EL_SAND 1
#define EL_WALL 2
-#define EL_WALL_CRUMBLED 3
+#define EL_WALL_SLIPPERY 3
#define EL_ROCK 4
-#define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
+#define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
#define EL_EMERALD 6
#define EL_EXIT_CLOSED 7
-#define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
+#define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
#define EL_BUG 9
#define EL_SPACESHIP 10
#define EL_YAMYAM 11
#define EL_BD_MAGIC_WALL 61
#define EL_INVISIBLE_STEELWALL 62
-#define EL_UNUSED_63 63
+#define EL_MAZE_RUNNER 63
#define EL_DYNABOMB_INCREASE_NUMBER 64
#define EL_DYNABOMB_INCREASE_SIZE 65
#define EL_PIG 117
#define EL_DRAGON 118
-#define EL_EM_KEY_1_FILE 119
+#define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
#define EL_CHAR_START 120
#define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
#define EL_EM_GATE_3 205
#define EL_EM_GATE_4 206
-#define EL_EM_KEY_2_FILE 207
-#define EL_EM_KEY_3_FILE 208
-#define EL_EM_KEY_4_FILE 209
+#define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
+#define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
+#define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
#define EL_SP_START 210
#define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
#define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
#define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
#define EL_LANDMINE 295
-#define EL_ENVELOPE 296
+#define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
#define EL_LIGHT_SWITCH 297
#define EL_LIGHT_SWITCH_ACTIVE 298
#define EL_SIGN_EXCLAMATION 299
#define EL_MOLE_RIGHT 312
#define EL_MOLE_UP 313
#define EL_MOLE_DOWN 314
-#define EL_STEELWALL_SLANTED 315
+#define EL_STEELWALL_SLIPPERY 315
#define EL_INVISIBLE_SAND 316
#define EL_DX_UNKNOWN_15 317
#define EL_DX_UNKNOWN_42 318
#define EL_UNUSED_358 358
#define EL_UNUSED_359 359
+/* ---------- begin of custom elements section ----------------------------- */
#define EL_CUSTOM_START 360
#include "conf_cus.h" /* include auto-generated data structure definitions */
-#define EL_CUSTOM_END (EL_CUSTOM_START + 127)
+#define NUM_CUSTOM_ELEMENTS 256
+#define EL_CUSTOM_END 615
+/* ---------- end of custom elements section ------------------------------- */
+
+#define EL_EM_KEY_1 616
+#define EL_EM_KEY_2 617
+#define EL_EM_KEY_3 618
+#define EL_EM_KEY_4 619
+#define EL_ENVELOPE_1 620
+#define EL_ENVELOPE_2 621
+#define EL_ENVELOPE_3 622
+#define EL_ENVELOPE_4 623
-#define NUM_CUSTOM_ELEMENTS 128
-#define NUM_FILE_ELEMENTS 488
+#define NUM_FILE_ELEMENTS 624
/* "real" (and therefore drawable) runtime elements */
#define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
-#define EL_EM_KEY_1 (EL_FIRST_RUNTIME_REAL + 0)
-#define EL_EM_KEY_2 (EL_FIRST_RUNTIME_REAL + 1)
-#define EL_EM_KEY_3 (EL_FIRST_RUNTIME_REAL + 2)
-#define EL_EM_KEY_4 (EL_FIRST_RUNTIME_REAL + 3)
-#define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
-#define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
-#define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
-#define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
-#define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
-#define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 9)
-#define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 10)
-#define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 11)
-#define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 12)
-#define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 13)
-#define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
-#define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
-#define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
-#define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
-#define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
-#define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
-#define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
-#define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
-#define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
-#define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
-#define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
-#define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
-#define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
-#define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
-#define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
-#define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
-#define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
-#define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
-#define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
-#define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
-#define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
-#define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
-#define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
-#define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
-#define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
-#define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
-#define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
-#define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
-#define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
-#define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
-#define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
-#define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
+#define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
+#define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
+#define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
+#define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
+#define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
+#define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
+#define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
+#define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
+#define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
+#define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
+#define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
+#define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
+#define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
+#define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
+#define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
+#define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
+#define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
+#define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
+#define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
+#define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
+#define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
+#define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
+#define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
+#define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
+#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)
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
+#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
#define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
-#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 3)
-#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 7)
-#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 8)
-#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 9)
-#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 10)
-#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
-#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
+#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
+#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
+#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_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
/* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
#define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
#define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
#define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
-#define EL_SAND_CRUMBLED (EL_FIRST_DUMMY + 12)
+#define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
#define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
-#define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14)
-#define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15)
-
-#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 16)
+#define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
+#define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
+#define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
+#define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
+#define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
+#define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
+#define EL_AMOEBA (EL_FIRST_DUMMY + 20)
+#define EL_DEFAULT (EL_FIRST_DUMMY + 21)
+#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
+#define EL_DUMMY (EL_FIRST_DUMMY + 25)
+
+#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 26)
/* values for graphics/sounds action types */
#define ACTION_COLLECTING 6
#define ACTION_DROPPING 7
#define ACTION_PUSHING 8
-#define ACTION_PASSING 9
-#define ACTION_IMPACT 10
-#define ACTION_BREAKING 11
-#define ACTION_ACTIVATING 12
-#define ACTION_DEACTIVATING 13
-#define ACTION_OPENING 14
-#define ACTION_CLOSING 15
-#define ACTION_ATTACKING 16
-#define ACTION_GROWING 17
-#define ACTION_SHRINKING 18
-#define ACTION_ACTIVE 19
-#define ACTION_FILLING 20
-#define ACTION_EMPTYING 21
-#define ACTION_CHANGING 22
-#define ACTION_EXPLODING 23
-#define ACTION_DYING 24
-#define ACTION_OTHER 25
-
-#define NUM_ACTIONS 26
+#define ACTION_WALKING 9
+#define ACTION_PASSING 10
+#define ACTION_IMPACT 11
+#define ACTION_BREAKING 12
+#define ACTION_ACTIVATING 13
+#define ACTION_DEACTIVATING 14
+#define ACTION_OPENING 15
+#define ACTION_CLOSING 16
+#define ACTION_ATTACKING 17
+#define ACTION_GROWING 18
+#define ACTION_SHRINKING 19
+#define ACTION_ACTIVE 20
+#define ACTION_FILLING 21
+#define ACTION_EMPTYING 22
+#define ACTION_CHANGING 23
+#define ACTION_EXPLODING 24
+#define ACTION_BORING 25
+#define ACTION_BORING_1 26
+#define ACTION_BORING_2 27
+#define ACTION_BORING_3 28
+#define ACTION_BORING_4 29
+#define ACTION_BORING_5 30
+#define ACTION_BORING_6 31
+#define ACTION_BORING_7 32
+#define ACTION_BORING_8 33
+#define ACTION_BORING_9 34
+#define ACTION_BORING_10 35
+#define ACTION_SLEEPING 36
+#define ACTION_SLEEPING_1 37
+#define ACTION_SLEEPING_2 38
+#define ACTION_SLEEPING_3 39
+#define ACTION_AWAKENING 40
+#define ACTION_DYING 41
+#define ACTION_TURNING 42
+#define ACTION_TURNING_FROM_LEFT 43
+#define ACTION_TURNING_FROM_RIGHT 44
+#define ACTION_TURNING_FROM_UP 45
+#define ACTION_TURNING_FROM_DOWN 46
+#define ACTION_OTHER 47
+
+#define NUM_ACTIONS 48
+
+#define ACTION_BORING_LAST ACTION_BORING_10
+#define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
+
/* values for special image configuration suffixes (must match game mode) */
-#define GFX_SPECIAL_ARG_MAIN 0
-#define GFX_SPECIAL_ARG_LEVELS 1
-#define GFX_SPECIAL_ARG_SCORES 2
-#define GFX_SPECIAL_ARG_EDITOR 3
-#define GFX_SPECIAL_ARG_INFO 4
-#define GFX_SPECIAL_ARG_SETUP 5
-#define GFX_SPECIAL_ARG_DOOR 6
-#define GFX_SPECIAL_ARG_PREVIEW 7
+#define GFX_SPECIAL_ARG_DEFAULT 0
+#define GFX_SPECIAL_ARG_MAIN 1
+#define GFX_SPECIAL_ARG_LEVELS 2
+#define GFX_SPECIAL_ARG_SCORES 3
+#define GFX_SPECIAL_ARG_EDITOR 4
+#define GFX_SPECIAL_ARG_INFO 5
+#define GFX_SPECIAL_ARG_SETUP 6
+#define GFX_SPECIAL_ARG_PLAYING 7
+#define GFX_SPECIAL_ARG_DOOR 8
+#define GFX_SPECIAL_ARG_PREVIEW 9
+#define GFX_SPECIAL_ARG_CRUMBLED 10
-#define NUM_SPECIAL_GFX_ARGS 8
+#define NUM_SPECIAL_GFX_ARGS 11
/* values for image configuration suffixes */
#define GFX_ARG_DELAY 13
#define GFX_ARG_ANIM_MODE 14
#define GFX_ARG_GLOBAL_SYNC 15
-#define GFX_ARG_STEP_OFFSET 16
-#define GFX_ARG_STEP_DELAY 17
-#define GFX_ARG_DIRECTION 18
-#define GFX_ARG_POSITION 19
-#define GFX_ARG_DRAW_XOFFSET 20
-#define GFX_ARG_DRAW_YOFFSET 21
-#define GFX_ARG_NAME 22
-
-#define NUM_GFX_ARGS 23
+#define GFX_ARG_CRUMBLED_LIKE 16
+#define GFX_ARG_DIGGABLE_LIKE 17
+#define GFX_ARG_BORDER_SIZE 18
+#define GFX_ARG_STEP_OFFSET 19
+#define GFX_ARG_STEP_DELAY 20
+#define GFX_ARG_DIRECTION 21
+#define GFX_ARG_POSITION 22
+#define GFX_ARG_DRAW_XOFFSET 23
+#define GFX_ARG_DRAW_YOFFSET 24
+#define GFX_ARG_DRAW_MASKED 25
+#define GFX_ARG_ANIM_DELAY_FIXED 26
+#define GFX_ARG_ANIM_DELAY_RANDOM 27
+#define GFX_ARG_POST_DELAY_FIXED 28
+#define GFX_ARG_POST_DELAY_RANDOM 29
+#define GFX_ARG_NAME 30
+
+#define NUM_GFX_ARGS 31
/* values for sound configuration suffixes */
#define NUM_SND_ARGS 1
-/* values for font configuration */
+/* values for music configuration suffixes */
+#define MUS_ARG_MODE_LOOP 0
+#define NUM_MUS_ARGS 1
+
+
+/* values for font configuration */
#define FONT_INITIAL_1 0
#define FONT_INITIAL_2 1
#define FONT_INITIAL_3 2
#define FONT_TEXT_2 13
#define FONT_TEXT_3 14
#define FONT_TEXT_4 15
-#define FONT_INPUT_1_ACTIVE 16
-#define FONT_INPUT_2_ACTIVE 17
-#define FONT_INPUT_1 18
-#define FONT_INPUT_2 19
-#define FONT_OPTION_OFF 20
-#define FONT_OPTION_ON 21
-#define FONT_VALUE_1 22
-#define FONT_VALUE_2 23
-#define FONT_VALUE_OLD 24
-#define FONT_LEVEL_NUMBER 25
-#define FONT_TAPE_RECORDER 26
-#define FONT_GAME_INFO 27
-
-#define NUM_FONTS 28
+#define FONT_ENVELOPE_1 16
+#define FONT_ENVELOPE_2 17
+#define FONT_ENVELOPE_3 18
+#define FONT_ENVELOPE_4 19
+#define FONT_INPUT_1_ACTIVE 20
+#define FONT_INPUT_2_ACTIVE 21
+#define FONT_INPUT_1 22
+#define FONT_INPUT_2 23
+#define FONT_OPTION_OFF 24
+#define FONT_OPTION_ON 25
+#define FONT_VALUE_1 26
+#define FONT_VALUE_2 27
+#define FONT_VALUE_OLD 28
+#define FONT_LEVEL_NUMBER 29
+#define FONT_TAPE_RECORDER 30
+#define FONT_GAME_INFO 31
+
+#define NUM_FONTS 32
#define NUM_INITIAL_FONTS 4
/* values for game_status (must match special image configuration suffixes) */
-#define GAME_MODE_MAIN 0
-#define GAME_MODE_LEVELS 1
-#define GAME_MODE_SCORES 2
-#define GAME_MODE_EDITOR 3
-#define GAME_MODE_INFO 4
-#define GAME_MODE_SETUP 5
-#define GAME_MODE_PSEUDO_DOOR 6
-#define GAME_MODE_PSEUDO_PREVIEW 7
+#define GAME_MODE_DEFAULT 0
+#define GAME_MODE_MAIN 1
+#define GAME_MODE_LEVELS 2
+#define GAME_MODE_SCORES 3
+#define GAME_MODE_EDITOR 4
+#define GAME_MODE_INFO 5
+#define GAME_MODE_SETUP 6
+#define GAME_MODE_PLAYING 7
+#define GAME_MODE_PSEUDO_DOOR 8
+#define GAME_MODE_PSEUDO_PREVIEW 9
+#define GAME_MODE_PSEUDO_CRUMBLED 10
/* there are no special config file suffixes for these modes */
-#define GAME_MODE_PLAYING 8
-#define GAME_MODE_PSEUDO_TYPENAME 9
-#define GAME_MODE_QUIT 10
+#define GAME_MODE_PSEUDO_TYPENAME 11
+#define GAME_MODE_QUIT 12
+
+/* special definitions currently only used for custom artwork configuration */
+#define MUSIC_PREFIX_BACKGROUND 0
+#define NUM_MUSIC_PREFIXES 1
+#define MAX_LEVELS 1000
+
+/* definitions for demo animation lists */
+#define HELPANIM_LIST_NEXT -1
+#define HELPANIM_LIST_END -999
-#define PROGRAM_VERSION_MAJOR 2
-#define PROGRAM_VERSION_MINOR 2
-#define PROGRAM_VERSION_PATCH 0
-#define PROGRAM_VERSION_RELEASE 7
-#define PROGRAM_VERSION_STRING "2.2.0rc7"
+
+/* program information and versioning definitions */
+
+#define PROGRAM_VERSION_MAJOR 3
+#define PROGRAM_VERSION_MINOR 0
+#define PROGRAM_VERSION_PATCH 8
+#define PROGRAM_VERSION_BUILD 3
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
-#define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
-#define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
-#define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
-#define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
+#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
+
#define ICON_TITLE_STRING PROGRAM_TITLE_STRING
#define COOKIE_PREFIX "ROCKSNDIAMONDS"
#define FILENAME_PREFIX "Rocks"
** 1.4 (still in use)
** 2.0 (actual)
*/
-#define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
-#define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
-#define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
-#define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
+#define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
+#define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
+#define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
+#define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
/* file version does not change for every program version, but is changed
when new features are introduced that are incompatible with older file
#define GAME_VERSION_1_4 FILE_VERSION_1_4
#define GAME_VERSION_2_0 FILE_VERSION_2_0
-#define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
+#define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
PROGRAM_VERSION_MINOR, \
PROGRAM_VERSION_PATCH, \
- PROGRAM_VERSION_RELEASE)
+ PROGRAM_VERSION_BUILD)
/* values for game_emulation */
#define EMU_NONE 0
#define EMU_SOKOBAN 2
#define EMU_SUPAPLEX 3
+struct MenuInfo
+{
+ int draw_xoffset_default;
+ int draw_yoffset_default;
+ int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
+ int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
+
+ int scrollbar_xoffset;
+
+ int list_size_default;
+ int list_size[NUM_SPECIAL_GFX_ARGS];
+
+ int sound[NUM_SPECIAL_GFX_ARGS];
+ int music[NUM_SPECIAL_GFX_ARGS];
+};
+
+struct DoorInfo
+{
+ int step_offset;
+ int step_delay;
+ int anim_mode;
+};
+
struct HiScore
{
char Name[MAX_PLAYER_NAME_LEN + 1];
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
- int jx,jy, last_jx,last_jy;
+ int jx, jy, last_jx, last_jy;
int MovDir, MovPos, GfxDir, GfxPos;
int Frame, StepFrame;
int GfxAction;
boolean use_murphy_graphic;
- boolean use_disk_red_graphic;
- boolean Pushing;
- boolean Switching;
boolean LevelSolved, GameOver;
- boolean snapped;
int last_move_dir;
- boolean is_moving;
+
boolean is_waiting;
+ boolean is_moving;
boolean is_digging;
+ boolean is_snapping;
boolean is_collecting;
+ boolean is_pushing;
+ boolean is_switching;
+
+ boolean is_bored;
+ boolean is_sleeping;
+
+ int frame_counter_bored;
+ int frame_counter_sleeping;
+
+ int anim_delay_counter;
+ int post_delay_counter;
+
+ int action_waiting, last_action_waiting;
+ int special_action_bored;
+ int special_action_sleeping;
+
+ int num_special_action_bored;
+ int num_special_action_sleeping;
+
+ int switch_x, switch_y;
+
+ int show_envelope;
unsigned long move_delay;
int move_delay_value;
unsigned long actual_frame_counter;
+ int step_counter;
+
int score;
int gems_still_needed;
int sokobanfields_still_needed;
int lights_still_needed;
int friends_still_needed;
int key[4];
- int dynamite;
int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
int shield_normal_time_left;
int shield_deadly_time_left;
+
+ int inventory_element[MAX_INVENTORY_SIZE];
+ int inventory_size;
+};
+
+struct LevelSetInfo
+{
+ int music[MAX_LEVELS];
};
struct LevelInfo
boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
- int fieldx;
- int fieldy;
+ int fieldx, fieldy;
int time;
int gems_needed;
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+ char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
+ int envelope_xsize[4], envelope_ysize[4];
int score[LEVEL_SCORE_ELEMENTS];
int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
int num_yamyam_contents;
int time_light;
int time_timegate;
boolean double_speed;
- boolean gravity;
+ boolean initial_gravity;
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
- boolean no_level_file;
+ short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+ boolean use_custom_template; /* use custom properties from template file */
+
+ boolean no_level_file; /* set for currently undefined levels */
};
struct TapeInfo
struct GameInfo
{
+ /* values for engine initialization */
+ int default_push_delay_fixed;
+ int default_push_delay_random;
+
/* constant within running game */
int engine_version;
int emulation;
int initial_move_delay;
int initial_move_delay_value;
+ int initial_push_delay_value;
/* variable within running game */
int yamyam_content_nr;
int belt_dir_nr[4];
int switchgate_pos;
int balloon_dir;
+ boolean gravity;
boolean explosions_delayed;
+ boolean envelope_active;
+
+ /* values for player idle animation (no effect on engine) */
+ int player_boring_delay_fixed;
+ int player_boring_delay_random;
+ int player_sleeping_delay_fixed;
+ int player_sleeping_delay_random;
};
struct GlobalInfo
int fps_slowdown_factor;
};
-struct MenuInfo
+struct ElementChangeInfo
{
- int draw_xoffset_default;
- int draw_yoffset_default;
- int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
- int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
-};
+ boolean can_change; /* use or ignore this change info */
-struct DoorInfo
-{
- int step_offset;
- int step_delay;
-};
+ unsigned long events; /* change events */
+ int sides; /* change sides */
-struct ElementChangeInfo
-{
- unsigned long events; /* bitfield for change events */
+ short target_element; /* target element after change */
int delay_fixed; /* added frame delay before changed (fixed) */
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- short successor; /* new custom element after change */
+ short trigger_element; /* custom element triggering change */
+
+ int content[3][3]; /* new elements after extended change */
+ boolean use_content; /* use extended change content */
+ boolean only_complete; /* only use complete content */
+ boolean use_random_change; /* use random value for setting content */
+ int random; /* random value for setting content */
+ int power; /* power of extended change */
+
+ boolean explode; /* explode instead of change */
+
+ /* functions that are called before, while and after the change of an
+ element -- currently only used for non-custom elements */
+ void (*pre_change_function)(int x, int y);
+ void (*change_function)(int x, int y);
+ void (*post_change_function)(int x, int y);
+
+ /* ---------- internal values used in level editor ---------- */
+
+ int direct_action; /* change triggered by actions on element */
+ int other_action; /* change triggered by other element actions */
};
struct ElementInfo
char *token_name; /* element token used in config files */
char *class_name; /* element class used in config files */
- char *editor_description; /* short description for level editor */
- char *custom_description; /* custom description for level editor */
+ char *editor_description; /* pre-defined description for level editor */
+ char *custom_description; /* alternative description from config file */
+ char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom elements */
/* ---------- graphic and sound definitions ---------- */
int graphic[NUM_ACTIONS]; /* default graphics for several actions */
int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
/* special graphics for left/right/up/down */
+
+ int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
+ int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
+ /* crumbled graphics for left/right/up/down */
+
int special_graphic[NUM_SPECIAL_GFX_ARGS];
/* special graphics for certain screens */
/* ---------- special element property values ---------- */
- boolean use_template; /* use all properties from template file */
-
- boolean use_gfx_element;
+ boolean use_gfx_element; /* use custom graphic element */
short gfx_element; /* optional custom graphic element */
- int score; /* score for collection, smashing, ... */
+ int collect_score; /* score value for collecting */
+ int collect_count; /* count value for collecting */
int push_delay_fixed; /* constant frame delay for pushing */
int push_delay_random; /* additional random frame delay for pushing */
int move_pattern; /* direction movable element moves to */
int move_direction_initial; /* initial direction element moves to */
+ int move_stepsize; /* step size element moves with */
- int walk_to_action; /* only for level editor; not stored */
- int deadliness; /* only for level editor; not stored */
- int walkable_layer; /* only for level editor; not stored */
+ int slippery_type; /* how/where other elements slip away */
int content[3][3]; /* new elements after explosion */
- struct ElementChangeInfo change;
+ struct ElementChangeInfo *change_page; /* actual list of change pages */
+ struct ElementChangeInfo *change; /* pointer to current change page */
+
+ int num_change_pages; /* actual number of change pages */
+ int current_change_page; /* currently edited change page */
+
+ /* ---------- internal values used at runtime when playing ---------- */
+
+ unsigned long change_events; /* bitfield for combined change events */
+
+ int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
+ struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
+
+ /* ---------- internal values used in level editor ---------- */
+
+ int access_type; /* walkable or passable */
+ int access_layer; /* accessible over/inside/under */
+ int walk_to_action; /* diggable/collectible/pushable */
+ int smash_targets; /* can smash player/enemies/everything */
+ int deadliness; /* deadly when running/colliding/touching */
+ int consistency; /* indestructible/can explode */
+
+ boolean can_explode_by_fire; /* element explodes by fire */
+ boolean can_explode_smashed; /* element explodes when smashed */
+ boolean can_explode_impact; /* element explodes on impact */
+
+ boolean modified_settings; /* set for all modified custom elements */
};
struct FontInfo
int anim_delay; /* important: delay of 1 means "no delay"! */
int anim_mode;
boolean anim_global_sync;
+ int crumbled_like; /* element for cloning crumble graphics */
+ int diggable_like; /* element for cloning digging graphics */
+ int border_size; /* border size for "crumbled" graphics */
+
+ int anim_delay_fixed; /* optional delay values for bored and */
+ int anim_delay_random; /* sleeping player animations (animation */
+ int post_delay_fixed; /* intervall and following pause before */
+ int post_delay_random; /* next intervall (bored animation only) */
int step_offset; /* optional step offset of toon animations */
int step_delay; /* optional step delay of toon animations */
int draw_x, draw_y; /* optional offset for drawing fonts chars */
+ int draw_masked; /* optional setting for drawing envelope gfx */
+
#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
GC clip_gc; /* single-graphic-only clip gc for X11 */
boolean loop;
};
+struct MusicInfo
+{
+ boolean loop;
+};
+
+struct MusicPrefixInfo
+{
+ char *prefix;
+ boolean is_loop_music;
+};
+
+struct MusicFileInfo
+{
+ char *basename;
+
+ char *title_header;
+ char *artist_header;
+ char *album_header;
+ char *year_header;
+
+ char *title;
+ char *artist;
+ char *album;
+ char *year;
+
+ int music;
+
+ boolean is_sound;
+
+ struct MusicFileInfo *next;
+};
+
struct ElementActionInfo
{
char *suffix;
int value;
};
+struct HelpAnimInfo
+{
+ int element;
+ int action;
+ int direction;
+
+ int delay;
+};
+
#if 0
extern GC tile_clip_gc;
extern int redraw_x1, redraw_y1;
extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaCnt[MAX_NUM_AMOEBA];
extern short AmoebaCnt2[MAX_NUM_AMOEBA];
extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int lev_fieldx, lev_fieldy;
extern int scroll_x, scroll_y;
extern int graphics_action_mapping[];
-extern struct LevelInfo level;
+extern struct LevelSetInfo levelset;
+extern struct LevelInfo level, level_template;
extern struct PlayerInfo stored_player[], *local_player;
extern struct HiScore highscore[];
extern struct TapeInfo tape;
extern struct GameInfo game;
extern struct GlobalInfo global;
extern struct MenuInfo menu;
-extern struct DoorInfo door;
+extern struct DoorInfo door_1, door_2;
extern struct ElementInfo element_info[];
extern struct ElementActionInfo element_action_info[];
extern struct ElementDirectionInfo element_direction_info[];
extern struct SpecialSuffixInfo special_suffix_info[];
extern struct TokenIntPtrInfo image_config_vars[];
extern struct FontInfo font_info[];
+extern struct MusicPrefixInfo music_prefix_info[];
extern struct GraphicInfo *graphic_info;
extern struct SoundInfo *sound_info;
-extern struct ConfigInfo image_config[], sound_config[];
-extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];
+extern struct MusicInfo *music_info;
+extern struct MusicFileInfo *music_file_info;
+extern struct HelpAnimInfo *helpanim_info;
+extern SetupFileHash *helptext_info;
+extern struct ConfigInfo image_config[];
+extern struct ConfigInfo sound_config[];
+extern struct ConfigInfo music_config[];
+extern struct ConfigInfo image_config_suffix[];
+extern struct ConfigInfo sound_config_suffix[];
+extern struct ConfigInfo music_config_suffix[];
+extern struct ConfigInfo helpanim_config[];
+extern struct ConfigInfo helptext_config[];
#endif /* MAIN_H */