#include "libgame/libgame.h"
-#include "conf_gfx.h"
-#include "conf_snd.h"
+#include "conf_gfx.h" /* include auto-generated data structure definitions */
+#include "conf_snd.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 WIN_XSIZE 672
-#define WIN_YSIZE 560
-
-#define SCR_FIELDX 17
-#define SCR_FIELDY 17
-#define MAX_BUF_XSIZE (SCR_FIELDX + 2)
-#define MAX_BUF_YSIZE (SCR_FIELDY + 2)
-#define MIN_LEV_FIELDX 3
-#define MIN_LEV_FIELDY 3
-#define STD_LEV_FIELDX 64
-#define STD_LEV_FIELDY 32
-#define MAX_LEV_FIELDX 128
-#define MAX_LEV_FIELDY 128
-
-#define SCREENX(a) ((a) - scroll_x)
-#define SCREENY(a) ((a) - scroll_y)
-#define LEVELX(a) ((a) + scroll_x)
-#define LEVELY(a) ((a) + scroll_y)
+#define SND_UNDEFINED (-1)
+
+#define WIN_XSIZE 672
+#define WIN_YSIZE 560
+
+#define SCR_FIELDX 17
+#define SCR_FIELDY 17
+#define MAX_BUF_XSIZE (SCR_FIELDX + 2)
+#define MAX_BUF_YSIZE (SCR_FIELDY + 2)
+#define MIN_LEV_FIELDX 3
+#define MIN_LEV_FIELDY 3
+#define STD_LEV_FIELDX 64
+#define STD_LEV_FIELDY 32
+#define MAX_LEV_FIELDX 128
+#define MAX_LEV_FIELDY 128
+
+#define SCREENX(a) ((a) - scroll_x)
+#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)
-/* values for 'Properties1' */
-#define EP_BIT_AMOEBALIVE (1 << 0)
-#define EP_BIT_AMOEBOID (1 << 1)
-#define EP_BIT_SCHLUESSEL (1 << 2)
-#define EP_BIT_PFORTE (1 << 3)
-#define EP_BIT_SOLID (1 << 4)
-#define EP_BIT_MASSIVE (1 << 5)
-#define EP_BIT_SLIPPERY (1 << 6)
-#define EP_BIT_ENEMY (1 << 7)
-#define EP_BIT_MAUER (1 << 8)
-#define EP_BIT_CAN_FALL (1 << 9)
-#define EP_BIT_CAN_SMASH (1 << 10)
-#define EP_BIT_CAN_CHANGE (1 << 11)
-#define EP_BIT_CAN_MOVE (1 << 12)
-#define EP_BIT_COULD_MOVE (1 << 13)
-#define EP_BIT_DONT_TOUCH (1 << 14)
-#define EP_BIT_DONT_GO_TO (1 << 15)
-#define EP_BIT_MAMPF2 (1 << 16)
-#define EP_BIT_CHAR (1 << 17)
-#define EP_BIT_BD_ELEMENT (1 << 18)
-#define EP_BIT_SB_ELEMENT (1 << 19)
-#define EP_BIT_GEM (1 << 20)
-#define EP_BIT_INACTIVE (1 << 21)
-#define EP_BIT_EXPLOSIVE (1 << 22)
-#define EP_BIT_MAMPF3 (1 << 23)
-#define EP_BIT_PUSHABLE (1 << 24)
-#define EP_BIT_PLAYER (1 << 25)
-#define EP_BIT_HAS_CONTENT (1 << 26)
-#define EP_BIT_EATABLE (1 << 27)
-#define EP_BIT_SP_ELEMENT (1 << 28)
-#define EP_BIT_QUICK_GATE (1 << 29)
-#define EP_BIT_OVER_PLAYER (1 << 30)
-#define EP_BIT_ACTIVE_BOMB (1 << 31)
-
-/* values for 'Properties2' */
-#define EP_BIT_BELT (1 << 0)
-#define EP_BIT_BELT_ACTIVE (1 << 1)
-#define EP_BIT_BELT_SWITCH (1 << 2)
-#define EP_BIT_TUBE (1 << 3)
-#define EP_BIT_EM_SLIPPERY_WALL (1 << 4)
-
-#define IS_AMOEBALIVE(e) (Properties1[e] & EP_BIT_AMOEBALIVE)
-#define IS_AMOEBOID(e) (Properties1[e] & EP_BIT_AMOEBOID)
-#define IS_SCHLUESSEL(e) (Properties1[e] & EP_BIT_SCHLUESSEL)
-#define IS_PFORTE(e) (Properties1[e] & EP_BIT_PFORTE)
-#define IS_SOLID(e) (Properties1[e] & EP_BIT_SOLID)
-#define IS_MASSIVE(e) (Properties1[e] & EP_BIT_MASSIVE)
-#define IS_SLIPPERY(e) (Properties1[e] & EP_BIT_SLIPPERY)
-#define IS_ENEMY(e) (Properties1[e] & EP_BIT_ENEMY)
-#define IS_MAUER(e) (Properties1[e] & EP_BIT_MAUER)
-#define CAN_FALL(e) (Properties1[e] & EP_BIT_CAN_FALL)
-#define CAN_SMASH(e) (Properties1[e] & EP_BIT_CAN_SMASH)
-#define CAN_CHANGE(e) (Properties1[e] & EP_BIT_CAN_CHANGE)
-#define CAN_MOVE(e) (Properties1[e] & EP_BIT_CAN_MOVE)
-#define COULD_MOVE(e) (Properties1[e] & EP_BIT_COULD_MOVE)
-#define DONT_TOUCH(e) (Properties1[e] & EP_BIT_DONT_TOUCH)
-#define DONT_GO_TO(e) (Properties1[e] & EP_BIT_DONT_GO_TO)
-#define IS_MAMPF2(e) (Properties1[e] & EP_BIT_MAMPF2)
-#define IS_CHAR(e) (Properties1[e] & EP_BIT_CHAR)
-#define IS_BD_ELEMENT(e) (Properties1[e] & EP_BIT_BD_ELEMENT)
-#define IS_SB_ELEMENT(e) (Properties1[e] & EP_BIT_SB_ELEMENT)
-#define IS_GEM(e) (Properties1[e] & EP_BIT_GEM)
-#define IS_INACTIVE(e) (Properties1[e] & EP_BIT_INACTIVE)
-#define IS_EXPLOSIVE(e) (Properties1[e] & EP_BIT_EXPLOSIVE)
-#define IS_MAMPF3(e) (Properties1[e] & EP_BIT_MAMPF3)
-#define IS_PUSHABLE(e) (Properties1[e] & EP_BIT_PUSHABLE)
-#define ELEM_IS_PLAYER(e) (Properties1[e] & EP_BIT_PLAYER)
-#define HAS_CONTENT(e) (Properties1[e] & EP_BIT_HAS_CONTENT)
-#define IS_EATABLE(e) (Properties1[e] & EP_BIT_EATABLE)
-#define IS_SP_ELEMENT(e) (Properties1[e] & EP_BIT_SP_ELEMENT)
-#define IS_QUICK_GATE(e) (Properties1[e] & EP_BIT_QUICK_GATE)
-#define IS_OVER_PLAYER(e) (Properties1[e] & EP_BIT_OVER_PLAYER)
-#define IS_ACTIVE_BOMB(e) (Properties1[e] & EP_BIT_ACTIVE_BOMB)
-
-#define IS_BELT(e) (Properties2[e] & EP_BIT_BELT)
-#define IS_BELT_ACTIVE(e) (Properties2[e] & EP_BIT_BELT_ACTIVE)
-#define IS_BELT_SWITCH(e) (Properties2[e] & EP_BIT_BELT_SWITCH)
-#define IS_TUBE(e) (Properties2[e] & EP_BIT_TUBE)
-#define IS_EM_SLIPPERY_WALL(e) (Properties2[e] & EP_BIT_EM_SLIPPERY_WALL)
+/* values for configurable properties (custom elem's only, else pre-defined) */
+#define EP_DIGGABLE 0
+#define EP_COLLECTIBLE 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_CHANGE 7
+#define EP_CAN_MOVE 8
+#define EP_CAN_FALL 9
+#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_UNUSED_22 22
+#define EP_UNUSED_23 23
+#define EP_PUSHABLE 24
+
+/* values for special configurable properties (depending on level settings) */
+#define EP_EM_SLIPPERY_WALL 25
+
+/* 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_CLASSIC_ENEMY 39
+#define EP_BELT 40
+#define EP_BELT_ACTIVE 41
+#define EP_BELT_SWITCH 42
+#define EP_TUBE 43
+#define EP_KEYGATE 44
+#define EP_AMOEBOID 45
+#define EP_AMOEBALIVE 46
+#define EP_HAS_CONTENT 47
+#define EP_ACTIVE_BOMB 48
+#define EP_INACTIVE 49
+
+/* values for derived properties (determined from properties above) */
+#define EP_ACCESSIBLE_OVER 50
+#define EP_ACCESSIBLE_INSIDE 51
+#define EP_ACCESSIBLE_UNDER 52
+#define EP_WALKABLE 53
+#define EP_PASSABLE 54
+#define EP_ACCESSIBLE 55
+#define EP_SNAPPABLE 56
+#define EP_WALL 57
+#define EP_SOLID_FOR_PUSHING 58
+#define EP_DRAGONFIRE_PROOF 59
+#define EP_EXPLOSION_PROOF 60
+#define EP_CAN_SMASH 61
+#define EP_CAN_EXPLODE 62
+
+/* values for internal purpose only (level editor) */
+#define EP_EXPLODE_RESULT 63
+#define EP_WALK_TO_OBJECT 64
+#define EP_DEADLY 65
+
+#define NUM_ELEMENT_PROPERTIES 66
+
+#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
+#define EP_BITFIELD_BASE 0
+
+#define EP_BITMASK_DEFAULT 0
+
+#define PROPERTY_BIT(p) (1 << ((p) % 32))
+#define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
+#define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
+#define SET_PROPERTY(e,p,v) ((v) ? \
+ (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
+ (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
+
+
+/* values for change events for custom elements */
+#define CE_DELAY 0
+#define CE_TOUCHED_BY_PLAYER 1
+#define CE_PRESSED_BY_PLAYER 2
+#define CE_PUSHED_BY_PLAYER 3
+#define CE_IMPACT 4
+#define CE_SMASHED 5
+#define CE_OTHER_COLLECTING 6
+#define CE_OTHER_PUSHING 7
+#define CE_OTHER_CHANGING 8
+#define CE_OTHER_EXPLODING 9
+
+/* values for internal purpose only (level editor) */
+#define CE_BY_PLAYER 10
+#define CE_IMPACT_SMASHED 11
+#define CE_BY_OTHER 12
+
+#define NUM_CHANGE_EVENTS 13
+
+#define CE_BITMASK_DEFAULT 0
+
+#define CH_EVENT_BIT(c) (1 << (c))
+#define CH_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 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)
+
+
+/* macros for configurable properties */
+#define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
+#define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
+#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_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_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_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)
+
+/* 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 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_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
+#define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
+#define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
+#define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
+#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_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
+#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)
+#define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
+#define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
+#define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
+
+/* macros for derived properties */
+#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_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)
+
+/* special macros used in game engine */
+#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
+ (e) <= EL_CUSTOM_END)
+
+#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
+ element_info[e].gfx_element : e)
#define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
#define TAPE_IS_EMPTY(x) ((x).length == 0)
#define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
-#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER1])
+#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
-#define PROTECTED_FIELD(x,y) (IS_TUBE(Feld[x][y]))
+#define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
+ IS_INDESTRUCTIBLE(Feld[x][y]))
#define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
PROTECTED_FIELD(x, y))
-#define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER2 - IMG_PLAYER1))
+#define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
+#define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
+#define ANIM_DELAY(g) (graphic_info[g].anim_delay)
+#define ANIM_MODE(g) (graphic_info[g].anim_mode)
-#if 0
-
-/* Bitmaps with graphic file */
-#define PIX_BACK 0
-#define PIX_DOOR 1
-#define PIX_TOONS 2
-#define PIX_FONT_BIG 3
-#define PIX_FONT_SMALL 4
-#define PIX_FONT_MEDIUM 5
-#define PIX_FONT_EM 6
-/* Bitmaps without graphic file */
-#define PIX_DB_DOOR 7
-#define PIX_DB_FIELD 8
-
-#define NUM_PICTURES 7
-#define NUM_BITMAPS 9
+#define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
+#define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
+#define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
+#define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
-#else
+#define IS_LOOP_SOUND(s) (sound_info[s].loop)
-/* Bitmaps with graphic file */
-#define PIX_BACK 0
-#define PIX_ELEMENTS 1
-#define PIX_DOOR 2
-#define PIX_HEROES 3
-#define PIX_TOONS 4
-#define PIX_SP 5
-#define PIX_DC 6
-#define PIX_MORE 7
-#define PIX_FONT_BIG 8
-#define PIX_FONT_SMALL 9
-#define PIX_FONT_MEDIUM 10
-#define PIX_FONT_EM 11
-/* Bitmaps without graphic file */
-#define PIX_DB_DOOR 12
-#define PIX_DB_FIELD 13
-
-#define NUM_PICTURES 12
-#define NUM_BITMAPS 14
-
-#endif
/* 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_SCORE_ENTRIES 100
-#if 0
-#define MAX_ELEMENTS 700 /* 500 static + 200 runtime */
-#define MAX_GRAPHICS 1536 /* see below: NUM_TILES */
-#endif
#define MAX_NUM_AMOEBA 100
/* values for elements with content */
#define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
#define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
-#define MINI_GFX_STARTX 0
-#define MINI_GFX_STARTY 448
-#define MICRO_GFX_STARTX 384
-#define MICRO_GFX_STARTY 448
-#define GFX_PER_LINE 16
-#define MINI_GFX_PER_LINE 16
-#define MICRO_GFX_PER_LINE 16
-
-#define MINI_FONT_STARTX 0
-#define MINI_FONT_STARTY 160
-#define MICRO_FONT_STARTX 384
-#define MICRO_FONT_STARTY 160
-
-#define HEROES_PER_LINE 16
-
-#define MINI_SP_STARTX 0
-#define MINI_SP_STARTY 512
-#define MICRO_SP_STARTX 384
-#define MICRO_SP_STARTY 512
-#define SP_PER_LINE 16
-#define MINI_SP_PER_LINE 16
-#define MICRO_SP_PER_LINE 16
-
-#define MINI_DC_STARTX 0
-#define MINI_DC_STARTY 512
-#define MICRO_DC_STARTX 384
-#define MICRO_DC_STARTY 512
-#define DC_PER_LINE 16
-#define MINI_DC_PER_LINE 16
-#define MICRO_DC_PER_LINE 16
-
-#define MINI_MORE_STARTX 0
-#define MINI_MORE_STARTY 256
-#define MICRO_MORE_STARTX 384
-#define MICRO_MORE_STARTY 256
-#define MORE_PER_LINE 16
-#define MINI_MORE_PER_LINE 16
-#define MICRO_MORE_PER_LINE 16
-
-/* game elements:
-** 0 <= element < xxx: real elements, stored in level file
-** xxx <= element < yyy: flag elements, only used at runtime
-*/
+
/* "real" level file elements */
#define EL_UNDEFINED -1
#define EL_WALL 2
#define EL_WALL_CRUMBLED 3
#define EL_ROCK 4
-#define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY1 */
+#define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
#define EL_EMERALD 6
#define EL_EXIT_CLOSED 7
-#define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER1 */
+#define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
#define EL_BUG 9
#define EL_SPACESHIP 10
#define EL_YAMYAM 11
#define EL_AMOEBA_WET 23
#define EL_AMOEBA_DRY 24
#define EL_NUT 25
-#define EL_GAMEOFLIFE 26
+#define EL_GAME_OF_LIFE 26
#define EL_BIOMAZE 27
#define EL_DYNAMITE_ACTIVE 28
#define EL_STONEBLOCK 29
#define EL_ROBOT_WHEEL 30
#define EL_ROBOT_WHEEL_ACTIVE 31
-#define EL_KEY1 32
-#define EL_KEY2 33
-#define EL_KEY3 34
-#define EL_KEY4 35
-#define EL_GATE1 36
-#define EL_GATE2 37
-#define EL_GATE3 38
-#define EL_GATE4 39
-#define EL_GATE1_GRAY 40
-#define EL_GATE2_GRAY 41
-#define EL_GATE3_GRAY 42
-#define EL_GATE4_GRAY 43
+#define EL_KEY_1 32
+#define EL_KEY_2 33
+#define EL_KEY_3 34
+#define EL_KEY_4 35
+#define EL_GATE_1 36
+#define EL_GATE_2 37
+#define EL_GATE_3 38
+#define EL_GATE_4 39
+#define EL_GATE_1_GRAY 40
+#define EL_GATE_2_GRAY 41
+#define EL_GATE_3_GRAY 42
+#define EL_GATE_4_GRAY 43
#define EL_DYNAMITE 44
#define EL_PACMAN 45
#define EL_INVISIBLE_WALL 46
#define EL_BD_AMOEBA 52
#define EL_TIME_ORB_FULL 53
#define EL_TIME_ORB_EMPTY 54
-#define EL_WALL_GROWING 55
+#define EL_EXPANDABLE_WALL 55
#define EL_BD_DIAMOND 56
#define EL_EMERALD_YELLOW 57
#define EL_WALL_BD_DIAMOND 58
#define EL_UNUSED_63 63
-#define EL_DYNABOMB_NR 64
-#define EL_DYNABOMB_SZ 65
-#define EL_DYNABOMB_XL 66
+#define EL_DYNABOMB_INCREASE_NUMBER 64
+#define EL_DYNABOMB_INCREASE_SIZE 65
+#define EL_DYNABOMB_INCREASE_POWER 66
#define EL_SOKOBAN_OBJECT 67
#define EL_SOKOBAN_FIELD_EMPTY 68
#define EL_SOKOBAN_FIELD_FULL 69
#define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
#define EL_BD_BUTTERFLY 78
#define EL_BD_FIREFLY 79
-#define EL_PLAYER1 80
-#define EL_PLAYER2 81
-#define EL_PLAYER3 82
-#define EL_PLAYER4 83
+#define EL_PLAYER_1 80
+#define EL_PLAYER_2 81
+#define EL_PLAYER_3 82
+#define EL_PLAYER_4 83
#define EL_BUG_RIGHT 84
#define EL_BUG_UP 85
#define EL_BUG_LEFT 86
#define EL_EMERALD_PURPLE 97
#define EL_WALL_EMERALD_RED 98
#define EL_WALL_EMERALD_PURPLE 99
-#define EL_ACIDPOOL_TOPLEFT 100
-#define EL_ACIDPOOL_TOPRIGHT 101
-#define EL_ACIDPOOL_BOTTOMLEFT 102
-#define EL_ACIDPOOL_BOTTOM 103
-#define EL_ACIDPOOL_BOTTOMRIGHT 104
+#define EL_ACID_POOL_TOPLEFT 100
+#define EL_ACID_POOL_TOPRIGHT 101
+#define EL_ACID_POOL_BOTTOMLEFT 102
+#define EL_ACID_POOL_BOTTOM 103
+#define EL_ACID_POOL_BOTTOMRIGHT 104
#define EL_BD_WALL 105
#define EL_BD_ROCK 106
#define EL_EXIT_OPEN 107
#define EL_MOLE 110
#define EL_PENGUIN 111
#define EL_SATELLITE 112
-#define EL_ARROW_BLUE_LEFT 113
-#define EL_ARROW_BLUE_RIGHT 114
-#define EL_ARROW_BLUE_UP 115
-#define EL_ARROW_BLUE_DOWN 116
+#define EL_ARROW_LEFT 113
+#define EL_ARROW_RIGHT 114
+#define EL_ARROW_UP 115
+#define EL_ARROW_DOWN 116
#define EL_PIG 117
#define EL_DRAGON 118
-#define EL_EM_KEY1_FILE 119
+#define EL_EM_KEY_1_FILE 119
#define EL_CHAR_START 120
#define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
#define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
-#define EL_CHAR_EXCLAM (EL_CHAR_ASCII0 + 33)
-#define EL_CHAR_QUOTEDBL (EL_CHAR_ASCII0 + 34)
-#define EL_CHAR_NUMBERSIGN (EL_CHAR_ASCII0 + 35)
-#define EL_CHAR_DOLLAR (EL_CHAR_ASCII0 + 36)
-#define EL_CHAR_PROCENT (EL_CHAR_ASCII0 + 37)
-#define EL_CHAR_AMPERSAND (EL_CHAR_ASCII0 + 38)
-#define EL_CHAR_APOSTROPHE (EL_CHAR_ASCII0 + 39)
-#define EL_CHAR_PARENLEFT (EL_CHAR_ASCII0 + 40)
-#define EL_CHAR_PARENRIGHT (EL_CHAR_ASCII0 + 41)
-#define EL_CHAR_ASTERISK (EL_CHAR_ASCII0 + 42)
-#define EL_CHAR_PLUS (EL_CHAR_ASCII0 + 43)
-#define EL_CHAR_COMMA (EL_CHAR_ASCII0 + 44)
-#define EL_CHAR_MINUS (EL_CHAR_ASCII0 + 45)
-#define EL_CHAR_PERIOD (EL_CHAR_ASCII0 + 46)
-#define EL_CHAR_SLASH (EL_CHAR_ASCII0 + 47)
-#define EL_CHAR_0 (EL_CHAR_ASCII0 + 48)
-#define EL_CHAR_9 (EL_CHAR_ASCII0 + 57)
-#define EL_CHAR_COLON (EL_CHAR_ASCII0 + 58)
-#define EL_CHAR_SEMICOLON (EL_CHAR_ASCII0 + 59)
-#define EL_CHAR_LESS (EL_CHAR_ASCII0 + 60)
-#define EL_CHAR_EQUAL (EL_CHAR_ASCII0 + 61)
-#define EL_CHAR_GREATER (EL_CHAR_ASCII0 + 62)
-#define EL_CHAR_QUESTION (EL_CHAR_ASCII0 + 63)
-#define EL_CHAR_AT (EL_CHAR_ASCII0 + 64)
-#define EL_CHAR_A (EL_CHAR_ASCII0 + 65)
-#define EL_CHAR_Z (EL_CHAR_ASCII0 + 90)
-#define EL_CHAR_AE (EL_CHAR_ASCII0 + 91)
-#define EL_CHAR_OE (EL_CHAR_ASCII0 + 92)
-#define EL_CHAR_UE (EL_CHAR_ASCII0 + 93)
-#define EL_CHAR_COPYRIGHT (EL_CHAR_ASCII0 + 94)
-#define EL_CHAR_UNDERSCORE (EL_CHAR_ASCII0 + 95)
-#define EL_CHAR_EMPTY (EL_CHAR_ASCII0 + 96)
-#define EL_CHAR_DEGREE (EL_CHAR_ASCII0 + 97)
-#define EL_CHAR_TM (EL_CHAR_ASCII0 + 98)
-#define EL_CHAR_CURSOR (EL_CHAR_ASCII0 + 99)
+
+#include "conf_chr.h" /* include auto-generated data structure definitions */
+
#define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
#define EL_CHAR_END (EL_CHAR_START + 79)
-#define EL_CHAR(x) ((x) == 'Ä' ? EL_CHAR_AE : \
- (x) == 'Ö' ? EL_CHAR_OE : \
- (x) == 'Ü' ? EL_CHAR_UE : \
- (x) == '^' ? EL_CHAR_COPYRIGHT : \
- (x) == '_' ? EL_CHAR_UNDERSCORE : \
- (x) == '°' ? EL_CHAR_DEGREE : \
- (x) == '´' ? EL_CHAR_TM : \
- (x) == '|' ? EL_CHAR_CURSOR : \
- EL_CHAR_A + (x) - 'A')
-
-#define EL_WALL_GROWING_X 200
-#define EL_WALL_GROWING_Y 201
-#define EL_WALL_GROWING_XY 202
-
-#define EL_EM_GATE1 203
-#define EL_EM_GATE2 204
-#define EL_EM_GATE3 205
-#define EL_EM_GATE4 206
-
-#define EL_EM_KEY2_FILE 207
-#define EL_EM_KEY3_FILE 208
-#define EL_EM_KEY4_FILE 209
+#define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
+
+#define EL_EXPANDABLE_WALL_HORIZONTAL 200
+#define EL_EXPANDABLE_WALL_VERTICAL 201
+#define EL_EXPANDABLE_WALL_ANY 202
+
+#define EL_EM_GATE_1 203
+#define EL_EM_GATE_2 204
+#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_SP_START 210
#define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
#define EL_SP_MURPHY (EL_SP_START + 3)
#define EL_SP_INFOTRON (EL_SP_START + 4)
#define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
-#define EL_SP_HARD_GRAY (EL_SP_START + 6)
+#define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
#define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
#define EL_SP_DISK_ORANGE (EL_SP_START + 8)
-#define EL_SP_PORT1_RIGHT (EL_SP_START + 9)
-#define EL_SP_PORT1_DOWN (EL_SP_START + 10)
-#define EL_SP_PORT1_LEFT (EL_SP_START + 11)
-#define EL_SP_PORT1_UP (EL_SP_START + 12)
-#define EL_SP_PORT2_RIGHT (EL_SP_START + 13)
-#define EL_SP_PORT2_DOWN (EL_SP_START + 14)
-#define EL_SP_PORT2_LEFT (EL_SP_START + 15)
-#define EL_SP_PORT2_UP (EL_SP_START + 16)
+#define EL_SP_PORT_RIGHT (EL_SP_START + 9)
+#define EL_SP_PORT_DOWN (EL_SP_START + 10)
+#define EL_SP_PORT_LEFT (EL_SP_START + 11)
+#define EL_SP_PORT_UP (EL_SP_START + 12)
+#define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
+#define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
+#define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
+#define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
#define EL_SP_SNIKSNAK (EL_SP_START + 17)
#define EL_SP_DISK_YELLOW (EL_SP_START + 18)
#define EL_SP_TERMINAL (EL_SP_START + 19)
#define EL_SP_DISK_RED (EL_SP_START + 20)
-#define EL_SP_PORT_Y (EL_SP_START + 21)
-#define EL_SP_PORT_X (EL_SP_START + 22)
-#define EL_SP_PORT_XY (EL_SP_START + 23)
+#define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
+#define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
+#define EL_SP_PORT_ANY (EL_SP_START + 23)
#define EL_SP_ELECTRON (EL_SP_START + 24)
#define EL_SP_BUGGY_BASE (EL_SP_START + 25)
#define EL_SP_CHIP_LEFT (EL_SP_START + 26)
#define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
-#define EL_SP_HARD_BASE1 (EL_SP_START + 28)
-#define EL_SP_HARD_GREEN (EL_SP_START + 29)
-#define EL_SP_HARD_BLUE (EL_SP_START + 30)
-#define EL_SP_HARD_RED (EL_SP_START + 31)
-#define EL_SP_HARD_YELLOW (EL_SP_START + 32)
-#define EL_SP_HARD_BASE2 (EL_SP_START + 33)
-#define EL_SP_HARD_BASE3 (EL_SP_START + 34)
-#define EL_SP_HARD_BASE4 (EL_SP_START + 35)
-#define EL_SP_HARD_BASE5 (EL_SP_START + 36)
-#define EL_SP_HARD_BASE6 (EL_SP_START + 37)
-#define EL_SP_CHIP_UPPER (EL_SP_START + 38)
-#define EL_SP_CHIP_LOWER (EL_SP_START + 39)
+#define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
+#define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
+#define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
+#define EL_SP_HARDWARE_RED (EL_SP_START + 31)
+#define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
+#define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
+#define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
+#define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
+#define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
+#define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
+#define EL_SP_CHIP_TOP (EL_SP_START + 38)
+#define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
#define EL_SP_END (EL_SP_START + 39)
-#define EL_EM_GATE1_GRAY 250
-#define EL_EM_GATE2_GRAY 251
-#define EL_EM_GATE3_GRAY 252
-#define EL_EM_GATE4_GRAY 253
+#define EL_EM_GATE_1_GRAY 250
+#define EL_EM_GATE_2_GRAY 251
+#define EL_EM_GATE_3_GRAY 252
+#define EL_EM_GATE_4_GRAY 253
#define EL_UNUSED_254 254
#define EL_UNUSED_255 255
#define EL_UNUSED_269 269
#define EL_UNUSED_270 270
-#define EL_CONVEYOR_BELT1_LEFT 271
-#define EL_CONVEYOR_BELT1_MIDDLE 272
-#define EL_CONVEYOR_BELT1_RIGHT 273
-#define EL_CONVEYOR_BELT1_SWITCH_LEFT 274
-#define EL_CONVEYOR_BELT1_SWITCH_MIDDLE 275
-#define EL_CONVEYOR_BELT1_SWITCH_RIGHT 276
-#define EL_CONVEYOR_BELT2_LEFT 277
-#define EL_CONVEYOR_BELT2_MIDDLE 278
-#define EL_CONVEYOR_BELT2_RIGHT 279
-#define EL_CONVEYOR_BELT2_SWITCH_LEFT 280
-#define EL_CONVEYOR_BELT2_SWITCH_MIDDLE 281
-#define EL_CONVEYOR_BELT2_SWITCH_RIGHT 282
-#define EL_CONVEYOR_BELT3_LEFT 283
-#define EL_CONVEYOR_BELT3_MIDDLE 284
-#define EL_CONVEYOR_BELT3_RIGHT 285
-#define EL_CONVEYOR_BELT3_SWITCH_LEFT 286
-#define EL_CONVEYOR_BELT3_SWITCH_MIDDLE 287
-#define EL_CONVEYOR_BELT3_SWITCH_RIGHT 288
-#define EL_CONVEYOR_BELT4_LEFT 289
-#define EL_CONVEYOR_BELT4_MIDDLE 290
-#define EL_CONVEYOR_BELT4_RIGHT 291
-#define EL_CONVEYOR_BELT4_SWITCH_LEFT 292
-#define EL_CONVEYOR_BELT4_SWITCH_MIDDLE 293
-#define EL_CONVEYOR_BELT4_SWITCH_RIGHT 294
+#define EL_CONVEYOR_BELT_1_LEFT 271
+#define EL_CONVEYOR_BELT_1_MIDDLE 272
+#define EL_CONVEYOR_BELT_1_RIGHT 273
+#define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
+#define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
+#define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
+#define EL_CONVEYOR_BELT_2_LEFT 277
+#define EL_CONVEYOR_BELT_2_MIDDLE 278
+#define EL_CONVEYOR_BELT_2_RIGHT 279
+#define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
+#define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
+#define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
+#define EL_CONVEYOR_BELT_3_LEFT 283
+#define EL_CONVEYOR_BELT_3_MIDDLE 284
+#define EL_CONVEYOR_BELT_3_RIGHT 285
+#define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
+#define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
+#define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
+#define EL_CONVEYOR_BELT_4_LEFT 289
+#define EL_CONVEYOR_BELT_4_MIDDLE 290
+#define EL_CONVEYOR_BELT_4_RIGHT 291
+#define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
+#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_LIGHT_SWITCH 297
#define EL_TIMEGATE_SWITCH 325
#define EL_BALLOON 326
-#define EL_BALLOON_SEND_LEFT 327
-#define EL_BALLOON_SEND_RIGHT 328
-#define EL_BALLOON_SEND_UP 329
-#define EL_BALLOON_SEND_DOWN 330
-#define EL_BALLOON_SEND_ANY_DIRECTION 331
-
-#define EL_EMC_STEELWALL1 332
-#define EL_EMC_STEELWALL2 333
-#define EL_EMC_STEELWALL3 334
-#define EL_EMC_STEELWALL4 335
-#define EL_EMC_WALL_PILLAR_UPPER 336
-#define EL_EMC_WALL_PILLAR_MIDDLE 337
-#define EL_EMC_WALL_PILLAR_LOWER 338
-#define EL_EMC_WALL4 339
-#define EL_EMC_WALL5 340
-#define EL_EMC_WALL6 341
-#define EL_EMC_WALL7 342
-#define EL_EMC_WALL8 343
-
-#define EL_TUBE_ALL 344
+#define EL_BALLOON_SWITCH_LEFT 327
+#define EL_BALLOON_SWITCH_RIGHT 328
+#define EL_BALLOON_SWITCH_UP 329
+#define EL_BALLOON_SWITCH_DOWN 330
+#define EL_BALLOON_SWITCH_ANY 331
+
+#define EL_EMC_STEELWALL_1 332
+#define EL_EMC_STEELWALL_2 333
+#define EL_EMC_STEELWALL_3 334
+#define EL_EMC_STEELWALL_4 335
+#define EL_EMC_WALL_1 336
+#define EL_EMC_WALL_2 337
+#define EL_EMC_WALL_3 338
+#define EL_EMC_WALL_4 339
+#define EL_EMC_WALL_5 340
+#define EL_EMC_WALL_6 341
+#define EL_EMC_WALL_7 342
+#define EL_EMC_WALL_8 343
+
+#define EL_TUBE_ANY 344
#define EL_TUBE_VERTICAL 345
#define EL_TUBE_HORIZONTAL 346
#define EL_TUBE_VERTICAL_LEFT 347
#define EL_UNUSED_359 359
#define EL_CUSTOM_START 360
-#define EL_CUSTOM_1 (EL_CUSTOM_START + 0)
-#define EL_CUSTOM_128 (EL_CUSTOM_START + 127)
+
+#include "conf_cus.h" /* include auto-generated data structure definitions */
+
#define EL_CUSTOM_END (EL_CUSTOM_START + 127)
+#define NUM_CUSTOM_ELEMENTS 128
#define NUM_FILE_ELEMENTS 488
/* "real" (and therefore drawable) runtime elements */
#define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
-#define EL_EM_KEY1 (EL_FIRST_RUNTIME_REAL + 0)
-#define EL_EM_KEY2 (EL_FIRST_RUNTIME_REAL + 1)
-#define EL_EM_KEY3 (EL_FIRST_RUNTIME_REAL + 2)
-#define EL_EM_KEY4 (EL_FIRST_RUNTIME_REAL + 3)
-#define EL_DYNABOMB_PLAYER1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
-#define EL_DYNABOMB_PLAYER2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
-#define EL_DYNABOMB_PLAYER3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
-#define EL_DYNABOMB_PLAYER4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
-#define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 8)
-#define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 9)
-#define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 10)
-#define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 11)
-#define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 12)
-#define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
-#define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
-#define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
-#define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
-#define EL_CONVEYOR_BELT1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
-#define EL_CONVEYOR_BELT1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
-#define EL_CONVEYOR_BELT1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
-#define EL_CONVEYOR_BELT2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
-#define EL_CONVEYOR_BELT2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
-#define EL_CONVEYOR_BELT2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
-#define EL_CONVEYOR_BELT3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
-#define EL_CONVEYOR_BELT3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
-#define EL_CONVEYOR_BELT3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
-#define EL_CONVEYOR_BELT4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
-#define EL_CONVEYOR_BELT4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
-#define EL_CONVEYOR_BELT4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
-#define EL_EXIT_OPENING (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_DRIPPING (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_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)
/* "unreal" (and therefore not drawable) runtime elements */
-#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
+#define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
#define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
#define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
-#define EL_NUT_CRACKING (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_CREATING (EL_FIRST_RUNTIME_UNREAL + 5)
-#define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 6)
-#define EL_WALL_GROWING_ACTIVE (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)
-
-/* dummy (not drawable) runtime elements (internal use only) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
+#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 + 14)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
#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_BD_AMOEBA_PART1 (EL_FIRST_DUMMY + 13)
-#define EL_BD_AMOEBA_PART2 (EL_FIRST_DUMMY + 14)
-#define EL_BD_AMOEBA_PART3 (EL_FIRST_DUMMY + 15)
-#define EL_BD_AMOEBA_PART4 (EL_FIRST_DUMMY + 16)
-#define EL_AMOEBA_WET_PART1 (EL_FIRST_DUMMY + 17)
-#define EL_AMOEBA_WET_PART2 (EL_FIRST_DUMMY + 18)
-#define EL_AMOEBA_WET_PART3 (EL_FIRST_DUMMY + 19)
-#define EL_AMOEBA_WET_PART4 (EL_FIRST_DUMMY + 20)
-#define EL_AMOEBA_DRY_PART1 (EL_FIRST_DUMMY + 21)
-#define EL_AMOEBA_DRY_PART2 (EL_FIRST_DUMMY + 22)
-#define EL_AMOEBA_DRY_PART3 (EL_FIRST_DUMMY + 23)
-#define EL_AMOEBA_DRY_PART4 (EL_FIRST_DUMMY + 24)
-#define EL_AMOEBA_DEAD_PART1 (EL_FIRST_DUMMY + 25)
-#define EL_AMOEBA_DEAD_PART2 (EL_FIRST_DUMMY + 26)
-#define EL_AMOEBA_DEAD_PART3 (EL_FIRST_DUMMY + 27)
-#define EL_AMOEBA_DEAD_PART4 (EL_FIRST_DUMMY + 28)
-#define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 29)
-#define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 30)
-#define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 31)
-#define EL_ARROW_RED_LEFT (EL_FIRST_DUMMY + 32)
-#define EL_ARROW_RED_RIGHT (EL_FIRST_DUMMY + 33)
-#define EL_ARROW_RED_UP (EL_FIRST_DUMMY + 34)
-#define EL_ARROW_RED_DOWN (EL_FIRST_DUMMY + 35)
-
-#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 36)
-
-
-/* game graphics:
-** 0 - 255: graphics from "RocksElements"
-** 256 - 511: graphics from "RocksFont"
-** 512 - 767: graphics from "RocksHeroes"
-** 768 - 1023: graphics from "RocksSP"
-** 1024 - 1279: graphics from "RocksDC"
-** 1280 - 1535: graphics from "RocksMore"
-*/
-
-#define GFX_START_ROCKSELEMENTS 0
-#define GFX_END_ROCKSELEMENTS 255
-#define GFX_START_ROCKSFONT 256
-#define GFX_END_ROCKSFONT 511
-#define GFX_START_ROCKSHEROES 512
-#define GFX_END_ROCKSHEROES 767
-#define GFX_START_ROCKSSP 768
-#define GFX_END_ROCKSSP 1023
-#define GFX_START_ROCKSDC 1024
-#define GFX_END_ROCKSDC 1279
-#define GFX_START_ROCKSMORE 1280
-#define GFX_END_ROCKSMORE 1535
-
-#if 0
-#define NUM_TILES 1536 /* see above: MAX_GRAPHICS */
-#endif
-
-/* graphics from "RocksScreen" */
-/* Zeile 0 (0) */
-#define GFX_LEERRAUM (-1)
-#define GFX_ERDREICH 0
-#define GFX_ERDENRAND 1
-#define GFX_MORAST_LEER 2
-#define GFX_MORAST_VOLL 3
-#define GFX_BETON 4
-#define GFX_MAUERWERK 5
-#define GFX_FELSBODEN 6
-#define GFX_EDELSTEIN 8
-#define GFX_DIAMANT 10
-#define GFX_FELSBROCKEN 12
-/* Zeile 1 (16) */
-#define GFX_BADEWANNE1 16
-#define GFX_SALZSAEURE 17
-#define GFX_BADEWANNE2 18
-
-/*
-#define GFX_UNSICHTBAR 19
-*/
-
-#define GFX_SCHLUESSEL1 20
-#define GFX_SCHLUESSEL2 21
-#define GFX_SCHLUESSEL3 22
-#define GFX_SCHLUESSEL4 23
-#define GFX_LIFE 24
-#define GFX_LIFE_ASYNC 25
-#define GFX_BADEWANNE 26
-#define GFX_BOMBE 27
-#define GFX_KOKOSNUSS 28
-#define GFX_CRACKINGNUT 29
-/* Zeile 2 (32) */
-#define GFX_BADEWANNE3 32
-#define GFX_BADEWANNE4 33
-#define GFX_BADEWANNE5 34
-#define GFX_SMILEY 35
-#define GFX_PFORTE1 36
-#define GFX_PFORTE2 37
-#define GFX_PFORTE3 38
-#define GFX_PFORTE4 39
-#define GFX_PFORTE1X 40
-#define GFX_PFORTE2X 41
-#define GFX_PFORTE3X 42
-#define GFX_PFORTE4X 43
-/* Zeile 3 (48) */
-#define GFX_DYNAMIT_AUS 48
-#define GFX_DYNAMIT 49
-#define GFX_FLIEGER 56
-#define GFX_FLIEGER_RIGHT 56
-#define GFX_FLIEGER_UP 58
-#define GFX_FLIEGER_LEFT 60
-#define GFX_FLIEGER_DOWN 62
-/* Zeile 4 (64) */
-#define GFX_EXPLOSION 64
-#define GFX_KAEFER 72
-#define GFX_KAEFER_RIGHT 72
-#define GFX_KAEFER_UP 74
-#define GFX_KAEFER_LEFT 76
-#define GFX_KAEFER_DOWN 78
-/* Zeile 5 (80) */
-#define GFX_MAMPFER 80
-#define GFX_ROBOT 84
-#define GFX_PACMAN 88
-#define GFX_PACMAN_RIGHT 88
-#define GFX_PACMAN_UP 90
-#define GFX_PACMAN_LEFT 92
-#define GFX_PACMAN_DOWN 94
-/* Zeile 6 (96) */
-#define GFX_ABLENK 96
-#define GFX_ABLENK_EIN GFX_ABLENK
-#define GFX_ABLENK_AUS GFX_ABLENK
-#define GFX_AMOEBE_NASS 100
-#define GFX_TROPFEN 101
-#define GFX_AMOEBING GFX_TROPFEN
-#define GFX_AMOEBE_LEBT 104
-#define GFX_AMOEBE_NORM GFX_AMOEBE_LEBT
-#define GFX_AMOEBE_TOT 108
-#define GFX_AMOEBA2DIAM GFX_AMOEBE_TOT
-/* Zeile 7 (112) */
-#define GFX_BIRNE_AUS 112
-#define GFX_BIRNE_EIN 113
-#define GFX_ZEIT_VOLL 114
-#define GFX_ZEIT_LEER 115
-#define GFX_SPIELER1 116
-#define GFX_SPIELER2 117
-#define GFX_SPIELER3 118
-#define GFX_SPIELER4 119
-#define GFX_AMOEBE_VOLL 120
-#define GFX_AMOEBE_BD GFX_AMOEBE_VOLL
-#define GFX_SOKOBAN_OBJEKT 121
-#define GFX_SOKOBAN_FELD_LEER 122
-#define GFX_SOKOBAN_FELD_VOLL 123
-#define GFX_GEBLUBBER 124
-/* Zeile 8 (128) */
-#define GFX_MAGIC_WALL_OFF 128
-#define GFX_MAGIC_WALL_EMPTY GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_FULL GFX_MAGIC_WALL_OFF
-#define GFX_MAGIC_WALL_DEAD GFX_MAGIC_WALL_OFF
-#define GFX_ERZ_EDEL 132
-#define GFX_ERZ_DIAM 133
-#define GFX_ERZ_EDEL_ROT 134
-#define GFX_ERZ_EDEL_LILA 135
-#define GFX_ERZ_EDEL_GELB 136
-#define GFX_ERZ_EDEL_BD 137
-#define GFX_EDELSTEIN_GELB 138
-#define GFX_KUGEL_ROT 140
-#define GFX_KUGEL_BLAU 141
-#define GFX_KUGEL_GELB 142
-#define GFX_KUGEL_GRAU 143
-/* Zeile 9 (144) */
-#define GFX_PINGUIN 144
-#define GFX_MOLE 145
-#define GFX_SCHWEIN 146
-#define GFX_DRACHE 147
-#define GFX_MAUER_XY 148
-#define GFX_MAUER_X 149
-#define GFX_MAUER_Y 150
-#define GFX_EDELSTEIN_ROT 152
-#define GFX_EDELSTEIN_LILA 154
-#define GFX_DYNABOMB_XL 156
-#define GFX_BLACK_ORB 157
-#define GFX_SPEED_PILL 158
-#define GFX_SONDE 159
-/* Zeile 10 (160) */
-#define GFX_EDELSTEIN_BD 163
-#define GFX_MAUER_RIGHT 165
-#define GFX_MAUER_R1 GFX_MAUER_RIGHT
-#define GFX_MAUER_R 167
-#define GFX_MAUER_LEFT 168
-#define GFX_MAUER_L1 GFX_MAUER_LEFT
-#define GFX_MAUER_L 170
-#define GFX_MAUER_LEBT 171
-#define GFX_MAGIC_WALL_BD_OFF 172
-#define GFX_MAGIC_WALL_BD_EMPTY GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_FULL GFX_MAGIC_WALL_BD_OFF
-#define GFX_MAGIC_WALL_BD_DEAD GFX_MAGIC_WALL_BD_OFF
-/* Zeile 11 (176) */
-#define GFX_AUSGANG_ZU 176
-#define GFX_AUSGANG_ACT 177
-#define GFX_AUSGANG_AUF 180
-#define GFX_MAMPFER2 184
-#define GFX_DYNABOMB 188
-#define GFX_DYNABOMB_NR 188
-#define GFX_DYNABOMB_SZ 191
-/* Zeile 12 (192) */
-#define GFX_PFEIL_LEFT 192
-#define GFX_PFEIL_RIGHT 193
-#define GFX_PFEIL_UP 194
-#define GFX_PFEIL_DOWN 195
-#define GFX_BUTTERFLY 196
-#define GFX_FIREFLY 198
-#define GFX_BUTTERFLY_RIGHT 200
-#define GFX_BUTTERFLY_UP 201
-#define GFX_BUTTERFLY_LEFT 202
-#define GFX_BUTTERFLY_DOWN 203
-#define GFX_FIREFLY_RIGHT 204
-#define GFX_FIREFLY_UP 205
-#define GFX_FIREFLY_LEFT 206
-#define GFX_FIREFLY_DOWN 207
-
-/* only available as size MINI_TILE */
-#define GFX_VSTEEL_UPPER_LEFT 208
-#define GFX_VSTEEL_UPPER_RIGHT 209
-#define GFX_VSTEEL_LOWER_LEFT 210
-#define GFX_VSTEEL_LOWER_RIGHT 211
-#define GFX_VSTEEL_HORIZONTAL 212
-#define GFX_VSTEEL_VERTICAL 213
-#define GFX_ISTEEL_UPPER_LEFT 214
-#define GFX_ISTEEL_UPPER_RIGHT 215
-#define GFX_ISTEEL_LOWER_LEFT 216
-#define GFX_ISTEEL_LOWER_RIGHT 217
-#define GFX_ISTEEL_HORIZONTAL 218
-#define GFX_ISTEEL_VERTICAL 219
-
-/* elements with graphics borrowed from other elements */
-#define GFX_SCHLUESSEL GFX_SCHLUESSEL1
-#define GFX_SPIELFIGUR GFX_SPIELER1
-
-/* graphics from "RocksHeroes" */
-#define GFX_SPIELER1_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4)
-#define GFX_SPIELER1_PUSH_RIGHT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0)
-#define GFX_SPIELER1_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_DOWN (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_UP (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_LEFT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_RIGHT (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 4)
-#define GFX_SPIELER2_PUSH_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 0)
-#define GFX_SPIELER2_PUSH_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 4)
-#define GFX_SPIELER3_PUSH_RIGHT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0)
-#define GFX_SPIELER3_PUSH_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_DOWN (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_UP (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 4)
-#define GFX_SPIELER4_PUSH_RIGHT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0)
-#define GFX_SPIELER4_PUSH_LEFT (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 4)
-#define GFX_MAUER_DOWN (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 0)
-#define GFX_MAUER_UP (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 3)
-#define GFX2_SHIELD_PASSIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 1)
-#define GFX2_SHIELD_ACTIVE (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 5)
-
-#define GFX_SONDE_START (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12)
-#define GFX_SCHWEIN_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8)
-#define GFX_SCHWEIN_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12)
-#define GFX_DRACHE_DOWN (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12)
-#define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8)
-#define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12)
-/*
-#define GFX_MOLE_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8)
-#define GFX_MOLE_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12)
-#define GFX_MOLE_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8)
-#define GFX_MOLE_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12)
-*/
-#define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 6*HEROES_PER_LINE +12)
-#define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8)
-#define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12)
-#define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 8)
-#define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE +12)
-#define GFX_FUNKELN_BLAU (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 9)
-#define GFX_FUNKELN_WEISS (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE +13)
-#define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES +12*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES +13*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +14*HEROES_PER_LINE + 8)
-#define GFX_FLAMMEN_DOWN (GFX_START_ROCKSHEROES +15*HEROES_PER_LINE + 8)
-
-/* graphics from "RocksSP" */
-#define GFX_SP_EMPTY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 0)
-/*
-#define GFX_SP_ZONK (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 1)
-*/
-#define GFX_SP_BASE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 2)
-#define GFX_SP_MURPHY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
-#define GFX_SP_INFOTRON (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 4)
-#define GFX_SP_CHIP_SINGLE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 5)
-#define GFX_SP_HARD_GRAY (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 6)
-#define GFX_SP_EXIT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 7)
-#define GFX_SP_DISK_ORANGE (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 0)
-#define GFX_SP_PORT1_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 1)
-#define GFX_SP_PORT1_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 2)
-#define GFX_SP_PORT1_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 3)
-#define GFX_SP_PORT1_UP (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 4)
-#define GFX_SP_PORT2_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 5)
-#define GFX_SP_PORT2_DOWN (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 6)
-#define GFX_SP_PORT2_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 7)
-#define GFX_SP_PORT2_UP (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 0)
-#define GFX_SP_SNIKSNAK (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 1)
-#define GFX_SP_DISK_YELLOW (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 2)
-#define GFX_SP_TERMINAL (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 3)
-#define GFX_SP_DISK_RED (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 4)
-#define GFX_SP_PORT_Y (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 5)
-#define GFX_SP_PORT_X (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 6)
-#define GFX_SP_PORT_XY (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 7)
-#define GFX_SP_ELECTRON (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 0)
-#define GFX_SP_BUG (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 1)
-#define GFX_SP_CHIP_LEFT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 2)
-#define GFX_SP_CHIP_RIGHT (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 3)
-#define GFX_SP_HARD_BASE1 (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 4)
-#define GFX_SP_HARD_GREEN (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 5)
-#define GFX_SP_HARD_BLUE (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 6)
-#define GFX_SP_HARD_RED (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 7)
-#define GFX_SP_HARD_YELLOW (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 0)
-#define GFX_SP_HARD_BASE2 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 1)
-#define GFX_SP_HARD_BASE3 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 2)
-#define GFX_SP_HARD_BASE4 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 3)
-#define GFX_SP_HARD_BASE5 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 4)
-#define GFX_SP_HARD_BASE6 (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 5)
-#define GFX_SP_CHIP_UPPER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 6)
-#define GFX_SP_CHIP_LOWER (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 7)
-
-#define GFX_INVISIBLE_STEEL_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 1)
-#define GFX_SAND_INVISIBLE_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 2)
-#define GFX_INVISIBLE_STEEL (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 3)
-#define GFX_UNSICHTBAR_ON (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 5)
-#define GFX_SAND_INVISIBLE (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 6)
-#define GFX_UNSICHTBAR (GFX_START_ROCKSSP + 5 * SP_PER_LINE + 7)
-
-#define GFX_SP_ZONK (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 0)
-
-#define GFX_EM_KEY_1 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 4)
-#define GFX_EM_KEY_2 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 5)
-#define GFX_EM_KEY_3 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 6)
-#define GFX_EM_KEY_4 (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 7)
-#define GFX_EM_GATE_1 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 0)
-#define GFX_EM_GATE_2 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 1)
-#define GFX_EM_GATE_3 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 2)
-#define GFX_EM_GATE_4 (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 3)
-#define GFX_EM_GATE_1X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 4)
-#define GFX_EM_GATE_2X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 5)
-#define GFX_EM_GATE_3X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 6)
-#define GFX_EM_GATE_4X (GFX_START_ROCKSSP + 7 * SP_PER_LINE + 7)
-
-#define GFX_MURPHY_GO_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 8)
-#define GFX_MURPHY_ANY_LEFT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 9)
-#define GFX_MURPHY_GO_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 11)
-#define GFX_MURPHY_ANY_RIGHT (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 12)
-#define GFX_MURPHY_SNAP_UP (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 14)
-#define GFX_MURPHY_SNAP_DOWN (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 15)
-#define GFX_MURPHY_SNAP_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 8)
-#define GFX_MURPHY_SNAP_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 9)
-#define GFX_MURPHY_PUSH_RIGHT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 10)
-#define GFX_MURPHY_PUSH_LEFT (GFX_START_ROCKSSP + 1 * SP_PER_LINE + 11)
-
-#define GFX_SP_BUG_WARNING (GFX_START_ROCKSSP + 2 * SP_PER_LINE + 15)
-#define GFX_SP_EXPLODE_EMPTY (GFX_START_ROCKSSP + 3 * SP_PER_LINE + 8)
-#define GFX_SP_EXPLODE_INFOTRON (GFX_START_ROCKSSP + 4 * SP_PER_LINE + 8)
-#define GFX_SP_BUG_ACTIVE (GFX_START_ROCKSSP + 6 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_LEFT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_RIGHT (GFX_START_ROCKSSP + 8 * SP_PER_LINE + 12)
-#define GFX_SP_SNIKSNAK_UP (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 8)
-#define GFX_SP_SNIKSNAK_DOWN (GFX_START_ROCKSSP + 9 * SP_PER_LINE + 12)
-
-#define GFX2_SP_ELECTRON (GFX_START_ROCKSSP + 10 * SP_PER_LINE + 8)
-#define GFX2_SP_TERMINAL (GFX_START_ROCKSSP + 11 * SP_PER_LINE + 8)
-#define GFX2_SP_TERMINAL_ACTIVE (GFX_START_ROCKSSP + 12 * SP_PER_LINE + 8)
-
-#define GFX_SP_MURPHY_CLONE (GFX_START_ROCKSSP + 0 * SP_PER_LINE + 3)
-
-/* graphics from "RocksDC" */
-#define GFX_BELT1_MIDDLE (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 0)
-#define GFX_BELT1_LEFT (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 0)
-#define GFX_BELT1_RIGHT (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 0)
-#define GFX_BELT2_MIDDLE (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 0)
-#define GFX_BELT2_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 0)
-#define GFX_BELT2_RIGHT (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 0)
-#define GFX_BELT3_MIDDLE (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 0)
-#define GFX_BELT3_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 0)
-#define GFX_BELT3_RIGHT (GFX_START_ROCKSDC + 8 * DC_PER_LINE + 0)
-#define GFX_BELT4_MIDDLE (GFX_START_ROCKSDC + 9 * DC_PER_LINE + 0)
-#define GFX_BELT4_LEFT (GFX_START_ROCKSDC + 10 * DC_PER_LINE + 0)
-#define GFX_BELT4_RIGHT (GFX_START_ROCKSDC + 11 * DC_PER_LINE + 0)
-#define GFX_BELT1_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_LEFT (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 3)
-#define GFX_BELT1_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_MIDDLE (GFX_START_ROCKSDC + 13 * DC_PER_LINE + 3)
-#define GFX_BELT1_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 0)
-#define GFX_BELT2_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 1)
-#define GFX_BELT3_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 2)
-#define GFX_BELT4_SWITCH_RIGHT (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 3)
-
-#define GFX_SWITCHGATE_SWITCH_1 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 4)
-#define GFX_SWITCHGATE_SWITCH_2 (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 5)
-#define GFX_LIGHT_SWITCH_OFF (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 6)
-#define GFX_LIGHT_SWITCH_ON (GFX_START_ROCKSDC + 12 * DC_PER_LINE + 7)
-#define GFX_TIMEGATE_SWITCH (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 0)
-
-#define GFX_ENVELOPE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 4)
-#define GFX_SIGN_EXCLAMATION (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 5)
-#define GFX_SIGN_STOP (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 6)
-#define GFX_LANDMINE (GFX_START_ROCKSDC + 14 * DC_PER_LINE + 7)
-#define GFX_STEEL_SLANTED (GFX_START_ROCKSDC + 15 * DC_PER_LINE + 5)
-
-#define GFX_EXTRA_TIME (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 8)
-#define GFX_SHIELD_ACTIVE (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 8)
-#define GFX_SHIELD_PASSIVE (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 8)
-#define GFX_MOLE_DOWN (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 8)
-#define GFX_MOLE_UP (GFX_START_ROCKSDC + 3 * DC_PER_LINE + 12)
-#define GFX_MOLE_LEFT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 8)
-#define GFX_MOLE_RIGHT (GFX_START_ROCKSDC + 4 * DC_PER_LINE + 12)
-#define GFX_SWITCHGATE_CLOSED (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 8)
-#define GFX_SWITCHGATE_OPEN (GFX_START_ROCKSDC + 5 * DC_PER_LINE + 12)
-#define GFX_TIMEGATE_CLOSED (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 8)
-#define GFX_TIMEGATE_OPEN (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_LEFT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 8)
-#define GFX_BALLOON_SEND_RIGHT (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 9)
-#define GFX_BALLOON_SEND_UP (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 10)
-#define GFX_BALLOON_SEND_DOWN (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 11)
-#define GFX_BALLOON (GFX_START_ROCKSDC + 7 * DC_PER_LINE + 12)
-#define GFX_BALLOON_SEND_ANY (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 15)
-
-#define GFX_EMC_STEEL_WALL_1 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_2 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_3 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_STEEL_WALL_4 (GFX_START_ROCKSDC + 0 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_1 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 13)
-#define GFX_EMC_WALL_2 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_3 (GFX_START_ROCKSDC + 6 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_4 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_5 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_6 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 14)
-#define GFX_EMC_WALL_7 (GFX_START_ROCKSDC + 2 * DC_PER_LINE + 15)
-#define GFX_EMC_WALL_8 (GFX_START_ROCKSDC + 1 * DC_PER_LINE + 14)
-
-/* graphics from "RocksMore" */
-#define GFX_ARROW_BLUE_LEFT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 0)
-#define GFX_ARROW_BLUE_RIGHT (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 1)
-#define GFX_ARROW_BLUE_UP (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 2)
-#define GFX_ARROW_BLUE_DOWN (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 3)
-#define GFX_ARROW_RED_LEFT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 0)
-#define GFX_ARROW_RED_RIGHT (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 1)
-#define GFX_ARROW_RED_UP (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 2)
-#define GFX_ARROW_RED_DOWN (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 3)
-#define GFX_SCROLLBAR_BLUE (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 0)
-#define GFX_SCROLLBAR_RED (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 1)
-#define GFX_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 0)
-#define GFX_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 1)
-#define GFX_WALL_PEARL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 2)
-#define GFX_WALL_CRYSTAL (GFX_START_ROCKSMORE + 3 * MORE_PER_LINE + 3)
-#define GFX_PEARL_BREAKING (GFX_START_ROCKSMORE + 4 * MORE_PER_LINE + 0)
-#define GFX_SPRING (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 0)
-#define GFX_TUBE_RIGHT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 1)
-#define GFX_TUBE_HORIZ_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 2)
-#define GFX_TUBE_LEFT_DOWN (GFX_START_ROCKSMORE + 5 * MORE_PER_LINE + 3)
-#define GFX_TUBE_HORIZONTAL (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 0)
-#define GFX_TUBE_VERT_RIGHT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 1)
-#define GFX_TUBE_CROSS (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 2)
-#define GFX_TUBE_VERT_LEFT (GFX_START_ROCKSMORE + 6 * MORE_PER_LINE + 3)
-#define GFX_TUBE_VERTICAL (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 0)
-#define GFX_TUBE_RIGHT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 1)
-#define GFX_TUBE_HORIZ_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 2)
-#define GFX_TUBE_LEFT_UP (GFX_START_ROCKSMORE + 7 * MORE_PER_LINE + 3)
-
-#define GFX_TRAP_INACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 4)
-#define GFX_TRAP_ACTIVE (GFX_START_ROCKSMORE + 0 * MORE_PER_LINE + 7)
-#define GFX_BD_WALL (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 4)
-#define GFX_BD_ROCK (GFX_START_ROCKSMORE + 2 * MORE_PER_LINE + 4)
-#define GFX_DX_SUPABOMB (GFX_START_ROCKSMORE + 1 * MORE_PER_LINE + 7)
-
-/* graphics from "RocksFont" */
-#define GFX_CHAR_START (GFX_START_ROCKSFONT)
-#define GFX_CHAR_ASCII0 (GFX_CHAR_START - 32)
-#define GFX_CHAR_AUSRUF (GFX_CHAR_ASCII0 + 33)
-#define GFX_CHAR_ZOLL (GFX_CHAR_ASCII0 + 34)
-#define GFX_CHAR_DOLLAR (GFX_CHAR_ASCII0 + 36)
-#define GFX_CHAR_PROZ (GFX_CHAR_ASCII0 + 37)
-#define GFX_CHAR_APOSTR (GFX_CHAR_ASCII0 + 39)
-#define GFX_CHAR_KLAMM1 (GFX_CHAR_ASCII0 + 40)
-#define GFX_CHAR_KLAMM2 (GFX_CHAR_ASCII0 + 41)
-#define GFX_CHAR_PLUS (GFX_CHAR_ASCII0 + 43)
-#define GFX_CHAR_KOMMA (GFX_CHAR_ASCII0 + 44)
-#define GFX_CHAR_MINUS (GFX_CHAR_ASCII0 + 45)
-#define GFX_CHAR_PUNKT (GFX_CHAR_ASCII0 + 46)
-#define GFX_CHAR_SLASH (GFX_CHAR_ASCII0 + 47)
-#define GFX_CHAR_0 (GFX_CHAR_ASCII0 + 48)
-#define GFX_CHAR_9 (GFX_CHAR_ASCII0 + 57)
-#define GFX_CHAR_DOPPEL (GFX_CHAR_ASCII0 + 58)
-#define GFX_CHAR_SEMIKL (GFX_CHAR_ASCII0 + 59)
-#define GFX_CHAR_LT (GFX_CHAR_ASCII0 + 60)
-#define GFX_CHAR_GLEICH (GFX_CHAR_ASCII0 + 61)
-#define GFX_CHAR_GT (GFX_CHAR_ASCII0 + 62)
-#define GFX_CHAR_FRAGE (GFX_CHAR_ASCII0 + 63)
-#define GFX_CHAR_AT (GFX_CHAR_ASCII0 + 64)
-#define GFX_CHAR_A (GFX_CHAR_ASCII0 + 65)
-#define GFX_CHAR_Z (GFX_CHAR_ASCII0 + 90)
-#define GFX_CHAR_AE (GFX_CHAR_ASCII0 + 91)
-#define GFX_CHAR_OE (GFX_CHAR_ASCII0 + 92)
-#define GFX_CHAR_UE (GFX_CHAR_ASCII0 + 93)
-#define GFX_CHAR_COPY (GFX_CHAR_ASCII0 + 94)
-#define GFX_CHAR_END (GFX_CHAR_START + 79)
-
-/* new elements which still have no graphic */
-#define GFX_DOOR_WHITE GFX_CHAR_FRAGE
-#define GFX_DOOR_WHITE_GRAY GFX_CHAR_FRAGE
-#define GFX_KEY_WHITE GFX_CHAR_FRAGE
-#define GFX_SIGN_RADIOACTIVITY GFX_CHAR_FRAGE
-#define GFX_SIGN_WHEELCHAIR GFX_CHAR_FRAGE
-#define GFX_SIGN_PARKING GFX_CHAR_FRAGE
-#define GFX_SIGN_ONEWAY GFX_CHAR_FRAGE
-#define GFX_SIGN_HEART GFX_CHAR_FRAGE
-#define GFX_SIGN_TRIANGLE GFX_CHAR_FRAGE
-#define GFX_SIGN_ROUND GFX_CHAR_FRAGE
-#define GFX_SIGN_EXIT GFX_CHAR_FRAGE
-#define GFX_SIGN_YINYANG GFX_CHAR_FRAGE
-#define GFX_SIGN_OTHER GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_15 GFX_CHAR_FRAGE
-#define GFX_DX_UNKNOWN_42 GFX_CHAR_FRAGE
-
-
-/* the names of the sounds */
-#define SND_AMOEBE 0
-#define SND_ANTIGRAV 1
-#define SND_AUTSCH 2
-#define SND_BLURB 3
-#define SND_BONG 4
-#define SND_BUING 5
-#define SND_DENG 6
-#define SND_FUEL 7
-#define SND_GONG 8
-#define SND_HALLOFFAME 9
-#define SND_HOLZ 10
-#define SND_HUI 11
-#define SND_KABUMM 12
-#define SND_KINK 13
-#define SND_KLAPPER 14
-#define SND_KLING 15
-#define SND_KLOPF 16
-#define SND_KLUMPF 17
-#define SND_KNACK 18
-#define SND_KNURK 19
-#define SND_KRACH 20
-#define SND_LACHEN 21
-#define SND_LASER 22
-#define SND_MIEP 23
-#define SND_NJAM 24
-#define SND_OEFFNEN 25
-#define SND_PLING 26
-#define SND_PONG 27
-#define SND_PUSCH 28
-#define SND_QUIEK 29
-#define SND_QUIRK 30
-#define SND_RHYTHMLOOP 31
-#define SND_ROAAAR 32
-#define SND_ROEHR 33
-#define SND_RUMMS 34
-#define SND_SCHLOPP 35
-#define SND_SCHLURF 36
-#define SND_SCHRFF 37
-#define SND_SCHWIRR 38
-#define SND_SIRR 39
-#define SND_SLURP 40
-#define SND_SPROING 41
-#define SND_WARNTON 42
-#define SND_WHOOSH 43
-#define SND_ZISCH 44
-#define SND_SP_BASE 45
-#define SND_SP_INFOTRON 46
-#define SND_SP_ZONKDOWN 47
-#define SND_SP_ZONKPUSH 48
-#define SND_SP_BUG 49
-#define SND_SP_BOOM 50
-#define SND_SP_BOOOM 51
-#define SND_SP_EXIT 52
-#define SND_EMPTY 53
-#define SND_GATE 54
-
-#define NUM_SOUNDS 55
-
-
-/* values for animation action types */
-#define GFX_ACTION_DEFAULT 0
-#define GFX_ACTION_WAITING 1
-#define GFX_ACTION_FALLING 2
-#define GFX_ACTION_MOVING 3
-#define GFX_ACTION_DIGGING 4
-#define GFX_ACTION_SNAPPING 5
-#define GFX_ACTION_COLLECTING 6
-#define GFX_ACTION_PUSHING 7
-#define GFX_ACTION_PASSING 8
-#define GFX_ACTION_IMPACT 9
-#define GFX_ACTION_CRACKING 10
-#define GFX_ACTION_BREAKING 11
-#define GFX_ACTION_ACTIVATING 12
-#define GFX_ACTION_OPENING 13
-#define GFX_ACTION_CLOSING 14
-#define GFX_ACTION_EATING 15
-#define GFX_ACTION_ATTACKING 16
-#define GFX_ACTION_GROWING 17
-#define GFX_ACTION_SHRINKING 18
-#define GFX_ACTION_OTHER 19
-
-#define NUM_GFX_ACTIONS 20
-#define NUM_GFX_ACTIONS_MAPPED 8
+#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 EL_DEFAULT (EL_FIRST_DUMMY + 16)
+#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 17)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 18)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 19)
+
+#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 20)
+
+
+/* values for graphics/sounds action types */
+#define ACTION_DEFAULT 0
+#define ACTION_WAITING 1
+#define ACTION_FALLING 2
+#define ACTION_MOVING 3
+#define ACTION_DIGGING 4
+#define ACTION_SNAPPING 5
+#define ACTION_COLLECTING 6
+#define ACTION_DROPPING 7
+#define ACTION_PUSHING 8
+#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_DYING 25
+#define ACTION_OTHER 26
+
+#define NUM_ACTIONS 27
+
+/* 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 NUM_SPECIAL_GFX_ARGS 8
/* values for image configuration suffixes */
-#define GFX_ARG_XPOS 0
-#define GFX_ARG_YPOS 1
-#define GFX_ARG_OFFSET 2
-#define GFX_ARG_VERTICAL 3
-#define GFX_ARG_XOFFSET 4
-#define GFX_ARG_YOFFSET 5
-#define GFX_ARG_FRAMES 6
-#define GFX_ARG_START_FRAME 7
-#define GFX_ARG_DELAY 8
-#define GFX_ARG_MODE_LOOP 9
-#define GFX_ARG_MODE_LINEAR 10
-#define GFX_ARG_MODE_PINGPONG 11
-#define GFX_ARG_MODE_PINGPONG2 12
-#define GFX_ARG_MODE_RANDOM 13
-#define GFX_ARG_MODE_REVERSE 14
+#define GFX_ARG_X 0
+#define GFX_ARG_Y 1
+#define GFX_ARG_XPOS 2
+#define GFX_ARG_YPOS 3
+#define GFX_ARG_WIDTH 4
+#define GFX_ARG_HEIGHT 5
+#define GFX_ARG_OFFSET 6
+#define GFX_ARG_VERTICAL 7
+#define GFX_ARG_XOFFSET 8
+#define GFX_ARG_YOFFSET 9
+#define GFX_ARG_FRAMES 10
+#define GFX_ARG_FRAMES_PER_LINE 11
+#define GFX_ARG_START_FRAME 12
+#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 16
-
-#define GFX_ARG_UNDEFINED "-1000000"
-#define GFX_ARG_UNDEFINED_VALUE (atoi(GFX_ARG_UNDEFINED))
+#define NUM_GFX_ARGS 23
/* values for sound configuration suffixes */
-/* (currently none) */
-
-
-/* values for game_status */
-#define EXITGAME 0
-#define MAINMENU 1
-#define PLAYING 2
-#define LEVELED 3
-#define HELPSCREEN 4
-#define CHOOSELEVEL 5
-#define TYPENAME 6
-#define HALLOFFAME 7
-#define SETUP 8
+#define SND_ARG_MODE_LOOP 0
+
+#define NUM_SND_ARGS 1
+
+
+/* values for font configuration */
+
+#define FONT_INITIAL_1 0
+#define FONT_INITIAL_2 1
+#define FONT_INITIAL_3 2
+#define FONT_INITIAL_4 3
+#define FONT_TITLE_1 4
+#define FONT_TITLE_2 5
+#define FONT_MENU_1 6
+#define FONT_MENU_2 7
+#define FONT_TEXT_1_ACTIVE 8
+#define FONT_TEXT_2_ACTIVE 9
+#define FONT_TEXT_3_ACTIVE 10
+#define FONT_TEXT_4_ACTIVE 11
+#define FONT_TEXT_1 12
+#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 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
+
+/* 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 PROGRAM_VERSION_MAJOR 2
#define PROGRAM_VERSION_MINOR 2
#define PROGRAM_VERSION_PATCH 0
-#define PROGRAM_VERSION_STRING "2.2.0rc3"
+#define PROGRAM_VERSION_RELEASE 7
+#define PROGRAM_VERSION_STRING "2.2.0rc7"
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_RIGHTS_STRING "Copyright ^1995-2003 by"
+#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 ICON_TITLE_STRING PROGRAM_TITLE_STRING
-#define UNIX_USERDATA_DIRECTORY ".rocksndiamonds"
#define COOKIE_PREFIX "ROCKSNDIAMONDS"
#define FILENAME_PREFIX "Rocks"
+#if defined(PLATFORM_UNIX)
+#define USERDATA_DIRECTORY ".rocksndiamonds"
+#elif defined(PLATFORM_WIN32)
+#define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
+#else
+#define USERDATA_DIRECTORY "userdata"
+#endif
+
#define X11_ICON_FILENAME "rocks_icon.xbm"
#define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
#define MSDOS_POINTER_FILENAME "mouse.pcx"
#define GAME_VERSION_1_4 FILE_VERSION_1_4
#define GAME_VERSION_2_0 FILE_VERSION_2_0
-#define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
+#define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
PROGRAM_VERSION_MINOR, \
- PROGRAM_VERSION_PATCH)
+ PROGRAM_VERSION_PATCH, \
+ PROGRAM_VERSION_RELEASE)
/* values for game_emulation */
#define EMU_NONE 0
through doors); overrides other actions */
int jx,jy, last_jx,last_jy;
- int MovDir, MovPos, GfxPos;
- int Frame;
+ int MovDir, MovPos, GfxDir, GfxPos;
+ int Frame, StepFrame;
+
+ int GfxAction;
+
+ boolean use_murphy_graphic;
+ boolean use_disk_red_graphic;
boolean Pushing;
boolean Switching;
boolean snapped;
int last_move_dir;
- int is_moving;
+ boolean is_moving;
+ boolean is_waiting;
+ boolean is_digging;
+ boolean is_collecting;
unsigned long move_delay;
int move_delay_value;
unsigned long push_delay;
unsigned long push_delay_value;
- int frame_reset_delay;
-
unsigned long actual_frame_counter;
int score;
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
int score[LEVEL_SCORE_ELEMENTS];
- int yam_content[MAX_ELEMENT_CONTENTS][3][3];
- int num_yam_contents;
+ int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
+ int num_yamyam_contents;
int amoeba_speed;
int amoeba_content;
int time_magic_wall;
int game_version; /* game release version the tape was created with */
int engine_version; /* game engine version the tape was recorded with */
+ char *level_identifier;
int level_nr;
unsigned long random_seed;
unsigned long date;
int initial_move_delay_value;
/* variable within running game */
- int yam_content_nr;
+ int yamyam_content_nr;
boolean magic_wall_active;
int magic_wall_time_left;
int light_time_left;
char *autoplay_leveldir;
int autoplay_level_nr;
+ int num_toons;
+
float frames_per_second;
boolean fps_slowdown;
int fps_slowdown_factor;
};
+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 list_size_default;
+ int list_size[NUM_SPECIAL_GFX_ARGS];
+};
+
+struct DoorInfo
+{
+ int step_offset;
+ int step_delay;
+};
+
+struct ElementChangeInfo
+{
+ unsigned long events; /* bitfield for change events */
+
+ 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 trigger; /* custom element triggering change */
+
+ short successor; /* new custom element after change */
+};
+
struct ElementInfo
{
- char *sound_class_name; /* classification for custom sound effects */
+ /* ---------- token and description strings ---------- */
+
+ 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 */
- /* default graphics for several actions */
- int graphic[NUM_GFX_ACTIONS_MAPPED];
+ /* ---------- 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 direction_graphic[NUM_GFX_ACTIONS_MAPPED][NUM_MV_DIRECTIONS];
+ int special_graphic[NUM_SPECIAL_GFX_ARGS];
+ /* special graphics for certain screens */
+
+ int sound[NUM_ACTIONS]; /* default sounds for several actions */
+
+ /* ---------- special element property values ---------- */
+
+ boolean use_template; /* use all properties from template file */
+
+ boolean use_gfx_element;
+ short gfx_element; /* optional custom graphic element */
+
+ int score; /* score for collection, smashing, ... */
+
+ int push_delay_fixed; /* constant frame delay for pushing */
+ int push_delay_random; /* additional random frame delay for pushing */
+ int move_delay_fixed; /* constant frame delay for moving */
+ int move_delay_random; /* additional random frame delay for moving */
+
+ 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 content[3][3]; /* new elements after explosion */
+
+ struct ElementChangeInfo change;
};
-struct GraphicInfo
+struct FontInfo
{
- Bitmap *bitmap;
- int src_x, src_y;
+ char *token_name; /* font token used in config files */
+
+ int graphic; /* default graphic for this font */
+ int special_graphic[NUM_SPECIAL_GFX_ARGS];
+ /* special graphics for certain screens */
+ int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
+ /* internal bitmap ID for special graphics */
};
-struct NewGraphicInfo
+struct GraphicInfo
{
Bitmap *bitmap;
- int src_x, src_y; /* derived from (tile sized) .xpos/.ypos */
+ int src_x, src_y; /* start position of animation frames */
+ int width, height; /* width/height of each animation frame */
int offset_x, offset_y; /* x/y offset to next animation frame */
int anim_frames;
+ int anim_frames_per_line;
int anim_start_frame;
int anim_delay; /* important: delay of 1 means "no delay"! */
int anim_mode;
boolean anim_global_sync;
+ 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 */
+
#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 */
#endif
};
+struct SoundInfo
+{
+ boolean loop;
+};
+
+struct ElementActionInfo
+{
+ char *suffix;
+ int value;
+ boolean is_loop_sound;
+};
+
+struct ElementDirectionInfo
+{
+ char *suffix;
+ int value;
+};
+
+struct SpecialSuffixInfo
+{
+ char *suffix;
+ int value;
+};
+
+
#if 0
-extern GC tile_clip_gc;
-extern Bitmap *pix[];
+extern GC tile_clip_gc;
+extern Bitmap *pix[];
#endif
-extern Bitmap *bitmap_db_field, *bitmap_db_door;
-extern Pixmap tile_clipmask[];
-extern DrawBuffer *fieldbuffer;
-extern DrawBuffer *drawto_field;
-
-extern int game_status;
-extern boolean level_editor_test_game;
-extern boolean network_playing;
-
-extern int key_joystick_mapping;
-
-extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
-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 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 boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA];
-extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-
-extern unsigned long Properties1[MAX_NUM_ELEMENTS];
-extern unsigned long Properties2[MAX_NUM_ELEMENTS];
-
-extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern short GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-
-extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y;
-
-extern int FX,FY, ScrollStepSize;
-extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
-extern int BorderElement;
-extern int GameFrameDelay;
-extern int FfwdFrameDelay;
-extern int BX1,BY1, BX2,BY2;
-extern int SBX_Left, SBX_Right;
-extern int SBY_Upper, SBY_Lower;
-extern int ZX,ZY, ExitX,ExitY;
-extern int AllPlayersGone;
-
-extern int TimeFrames, TimePlayed, TimeLeft;
-extern boolean SiebAktiv;
-extern int SiebCount;
-
-extern boolean network_player_action_received;
-
-extern int graphics_action_mapping[];
+extern Bitmap *bitmap_db_field, *bitmap_db_door;
+extern Pixmap tile_clipmask[];
+extern DrawBuffer *fieldbuffer;
+extern DrawBuffer *drawto_field;
+
+extern int game_status;
+extern boolean level_editor_test_game;
+extern boolean network_playing;
+
+extern int key_joystick_mapping;
+
+extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
+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 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 boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short JustStopped[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 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 lev_fieldx, lev_fieldy;
+extern int scroll_x, scroll_y;
+
+extern int FX, FY;
+extern int ScrollStepSize;
+extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
+extern int BorderElement;
+extern int GameFrameDelay;
+extern int FfwdFrameDelay;
+extern int BX1, BY1;
+extern int BX2, BY2;
+extern int SBX_Left, SBX_Right;
+extern int SBY_Upper, SBY_Lower;
+extern int ZX, ZY;
+extern int ExitX, ExitY;
+extern int AllPlayersGone;
+
+extern int TimeFrames, TimePlayed, TimeLeft;
+extern boolean SiebAktiv;
+extern int SiebCount;
+
+extern boolean network_player_action_received;
+
+extern int graphics_action_mapping[];
extern struct LevelInfo level;
extern struct PlayerInfo stored_player[], *local_player;
extern struct TapeInfo tape;
extern struct GameInfo game;
extern struct GlobalInfo global;
+extern struct MenuInfo menu;
+extern struct DoorInfo door;
extern struct ElementInfo element_info[];
-#if 0
-extern struct GraphicInfo graphic_info[];
-#endif
-extern struct NewGraphicInfo new_graphic_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 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 FileInfo *image_files, *sound_files;
#endif /* MAIN_H */