/* values for configurable properties (custom elem's only, else pre-defined) */
#define EP_DIGGABLE 0
-#define EP_COLLECTIBLE 1
+#define EP_COLLECTIBLE_ONLY 1
#define EP_DONT_RUN_INTO 2
#define EP_DONT_COLLIDE_WITH 3
#define EP_DONT_TOUCH 4
#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_DROPPABLE 22
+#define EP_CAN_EXPLODE_1X1 23
#define EP_PUSHABLE 24
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 25
+#define EP_EM_SLIPPERY_WALL 32
/* values for special graphics properties (no effect on game engine) */
-#define EP_CAN_BE_CRUMBLED 26
+#define EP_CAN_BE_CRUMBLED 33
/* 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
+#define EP_PLAYER 34
+#define EP_CAN_PASS_MAGIC_WALL 35
+#define EP_SWITCHABLE 36
+#define EP_BD_ELEMENT 37
+#define EP_SP_ELEMENT 38
+#define EP_SB_ELEMENT 39
+#define EP_GEM 40
+#define EP_FOOD_DARK_YAMYAM 41
+#define EP_FOOD_PENGUIN 42
+#define EP_FOOD_PIG 43
+#define EP_HISTORIC_WALL 44
+#define EP_HISTORIC_SOLID 45
+#define EP_CLASSIC_ENEMY 46
+#define EP_BELT 47
+#define EP_BELT_ACTIVE 48
+#define EP_BELT_SWITCH 49
+#define EP_TUBE 50
+#define EP_KEYGATE 51
+#define EP_AMOEBOID 52
+#define EP_AMOEBALIVE 53
+#define EP_HAS_CONTENT 54
+#define EP_ACTIVE_BOMB 55
+#define EP_INACTIVE 56
/* 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
+#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_EXPLODE_RESULT 63
-#define EP_WALK_TO_OBJECT 64
-#define EP_DEADLY 65
+#define EP_EXPLODE_RESULT 72
+#define EP_WALK_TO_OBJECT 73
+#define EP_DEADLY 74
-#define NUM_ELEMENT_PROPERTIES 66
+#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 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_DROPPED_BY_PLAYER 4
+#define CE_COLLISION 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
+
+/* values for activating change events (also stored in level file!) */
+#define CE_BY_PLAYER 16
+#define CE_BY_COLLISION 17
+#define CE_BY_OTHER 18
+
+#define NUM_CHANGE_EVENTS 19
#define CE_BITMASK_DEFAULT 0
(CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
(CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
+/* 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
+
+/* 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)
+
+/* 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 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_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_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_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 && \
/* boundaries of arrays etc. */
#define MAX_LEVEL_NAME_LEN 32
#define MAX_LEVEL_AUTHOR_LEN 32
+#define MAX_ELEMENT_NAME_LEN 32
#define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
#define MAX_SCORE_ENTRIES 100
#define MAX_NUM_AMOEBA 100
+#define MAX_INVENTORY_SIZE 1000
/* values for elements with content */
#define MIN_ELEMENT_CONTENTS 1
#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_EMERALD 6
#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
#include "conf_cus.h" /* include auto-generated data structure definitions */
-#define EL_CUSTOM_END (EL_CUSTOM_START + 127)
+#define NUM_CUSTOM_ELEMENTS 256
-#define NUM_CUSTOM_ELEMENTS 128
-#define NUM_FILE_ELEMENTS 488
+#define EL_CUSTOM_END (EL_CUSTOM_START + NUM_CUSTOM_ELEMENTS - 1)
+#define NUM_FILE_ELEMENTS (EL_CUSTOM_START + NUM_CUSTOM_ELEMENTS)
/* "real" (and therefore drawable) runtime elements */
#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 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 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_DEFAULT (EL_FIRST_DUMMY + 20)
+#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 21)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 22)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 23)
-#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 20)
+#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 24)
/* values for graphics/sounds action types */
#define GFX_SPECIAL_ARG_SETUP 5
#define GFX_SPECIAL_ARG_DOOR 6
#define GFX_SPECIAL_ARG_PREVIEW 7
+#define GFX_SPECIAL_ARG_CRUMBLED 8
-#define NUM_SPECIAL_GFX_ARGS 8
+#define NUM_SPECIAL_GFX_ARGS 9
/* 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 GFX_ARG_CRUMBLED_LIKE 16
+#define GFX_ARG_DIGGABLE_LIKE 17
+#define GFX_ARG_STEP_OFFSET 18
+#define GFX_ARG_STEP_DELAY 19
+#define GFX_ARG_DIRECTION 20
+#define GFX_ARG_POSITION 21
+#define GFX_ARG_DRAW_XOFFSET 22
+#define GFX_ARG_DRAW_YOFFSET 23
+#define GFX_ARG_NAME 24
-#define NUM_GFX_ARGS 23
+#define NUM_GFX_ARGS 25
/* values for sound configuration suffixes */
#define GAME_MODE_SETUP 5
#define GAME_MODE_PSEUDO_DOOR 6
#define GAME_MODE_PSEUDO_PREVIEW 7
+#define GAME_MODE_PSEUDO_CRUMBLED 8
/* 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_PLAYING 9
+#define GAME_MODE_PSEUDO_TYPENAME 10
+#define GAME_MODE_QUIT 11
-#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"
+#define PROGRAM_VERSION_MAJOR 3
+#define PROGRAM_VERSION_MINOR 0
+#define PROGRAM_VERSION_PATCH 3
+#define PROGRAM_VERSION_RELEASE 0
+#define PROGRAM_VERSION_STRING "3.0.3"
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
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 LevelInfo
boolean gravity;
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
+ short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+
+ boolean use_custom_template; /* use custom properties from template file */
+
boolean no_level_file;
};
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];
};
{
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 trigger; /* custom element triggering 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 */
- short successor; /* new custom element after 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);
};
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 collect_score; /* score value for collecting */
- int collect_gem_count; /* gem count 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_direction_initial; /* initial direction element moves to */
int move_stepsize; /* step size element moves with */
+ int slippery_type; /* how/where other elements slip away */
+
int content[3][3]; /* new elements after explosion */
struct ElementChangeInfo change;
+
+ /* ---------- 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 */
+ int change_player_action; /* touched/pressed/pushed by player */
+ int change_collide_action; /* collision/impact/smashed */
+ int change_other_action; /* various change actions */
+
+ 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 step_offset; /* optional step offset of toon animations */
int step_delay; /* optional step delay of toon animations */
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 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 boolean Changing[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 int graphics_action_mapping[];
-extern struct LevelInfo level;
+extern struct LevelInfo level, level_template;
extern struct PlayerInfo stored_player[], *local_player;
extern struct HiScore highscore[];
extern struct TapeInfo tape;