#include <fcntl.h>
#include "libgame/libgame.h"
+#include "game_em/game_em.h"
#include "conf_gfx.h" /* include auto-generated data structure definitions */
#include "conf_snd.h" /* include auto-generated data structure definitions */
+#include "conf_mus.h" /* include auto-generated data structure definitions */
#define IMG_UNDEFINED (-1)
#define IMG_EMPTY IMG_EMPTY_SPACE
#define IMG_CUSTOM_START IMG_CUSTOM_1
#define SND_UNDEFINED (-1)
+#define MUS_UNDEFINED (-1)
#define WIN_XSIZE 672
#define WIN_YSIZE 560
#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_EXPLODES_BY_FIRE 13
+#define EP_EXPLODES_SMASHED 14
+#define EP_EXPLODES_IMPACT 15
#define EP_WALKABLE_OVER 16
#define EP_WALKABLE_INSIDE 17
#define EP_WALKABLE_UNDER 18
#define EP_PASSABLE_INSIDE 20
#define EP_PASSABLE_UNDER 21
#define EP_DROPPABLE 22
-#define EP_CAN_EXPLODE_1X1 23
+#define EP_EXPLODES_1X1_OLD 23
#define EP_PUSHABLE 24
+#define EP_EXPLODES_CROSS_OLD 25
+#define EP_PROTECTED 26
+#define EP_CAN_MOVE_INTO_ACID 27
+#define EP_THROWABLE 28
+#define EP_CAN_EXPLODE 29
+#define EP_GRAVITY_REACHABLE 30
/* values for pre-defined properties */
#define EP_PLAYER 32
#define EP_AMOEBOID 50
#define EP_AMOEBALIVE 51
#define EP_HAS_CONTENT 52
-#define EP_ACTIVE_BOMB 53
-#define EP_INACTIVE 54
+#define EP_CAN_TURN_EACH_MOVE 53
+#define EP_CAN_GROW 54
+#define EP_ACTIVE_BOMB 55
+#define EP_INACTIVE 56
/* values for special configurable properties (depending on level settings) */
-#define EP_EM_SLIPPERY_WALL 55
+#define EP_EM_SLIPPERY_WALL 57
/* values for special graphics properties (no effect on game engine) */
-#define EP_GFX_CRUMBLED 56
+#define EP_GFX_CRUMBLED 58
/* values for derived properties (determined from properties above) */
-#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
+#define EP_ACCESSIBLE_OVER 59
+#define EP_ACCESSIBLE_INSIDE 60
+#define EP_ACCESSIBLE_UNDER 61
+#define EP_WALKABLE 62
+#define EP_PASSABLE 63
+#define EP_ACCESSIBLE 64
+#define EP_COLLECTIBLE 65
+#define EP_SNAPPABLE 66
+#define EP_WALL 67
+#define EP_SOLID_FOR_PUSHING 68
+#define EP_DRAGONFIRE_PROOF 69
+#define EP_EXPLOSION_PROOF 70
+#define EP_CAN_SMASH 71
+#define EP_EXPLODES_3X3_OLD 72
+#define EP_CAN_EXPLODE_BY_FIRE 73
+#define EP_CAN_EXPLODE_SMASHED 74
+#define EP_CAN_EXPLODE_IMPACT 75
+#define EP_SP_PORT 76
+#define EP_CAN_EXPLODE_BY_DRAGONFIRE 77
+#define EP_CAN_EXPLODE_BY_EXPLOSION 78
+#define EP_COULD_MOVE_INTO_ACID 79
+#define EP_MAYBE_DONT_COLLIDE_WITH 80
/* values for internal purpose only (level editor) */
-#define EP_EXPLODE_RESULT 72
-#define EP_WALK_TO_OBJECT 73
-#define EP_DEADLY 74
+#define EP_WALK_TO_OBJECT 81
+#define EP_DEADLY 82
-#define NUM_ELEMENT_PROPERTIES 75
+#define NUM_ELEMENT_PROPERTIES 83
#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
#define EP_BITFIELD_BASE 0
#define CE_PRESSED_BY_PLAYER 2
#define CE_PUSHED_BY_PLAYER 3
#define CE_DROPPED_BY_PLAYER 4
-#define CE_COLLISION 5
+#define CE_HITTING_SOMETHING 5
#define CE_IMPACT 6
#define CE_SMASHED 7
#define CE_OTHER_IS_TOUCHING 8
#define CE_OTHER_GETS_PUSHED 13
#define CE_OTHER_GETS_COLLECTED 14
#define CE_OTHER_GETS_DROPPED 15
-#define CE_BY_PLAYER 16 /* obsolete; now CE_BY_DIRECT_ACTION */
-#define CE_BY_COLLISION 17 /* obsolete; now CE_BY_DIRECT_ACTION */
+#define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
+#define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
#define CE_BY_OTHER_ACTION 18 /* activates other element events */
#define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
#define CE_OTHER_GETS_DIGGED 20
#define CE_OTHER_GETS_LEFT 24
#define CE_SWITCHED 25
#define CE_OTHER_IS_SWITCHING 26
+#define CE_HIT_BY_SOMETHING 27
+#define CE_OTHER_IS_HITTING 28
+#define CE_OTHER_GETS_HIT 29
+#define CE_BLOCKED 30
-#define NUM_CHANGE_EVENTS 27
+#define NUM_CHANGE_EVENTS 31
#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 sides for custom elements */
+/* values for change side for custom elements */
#define CH_SIDE_NONE MV_NO_MOVING
#define CH_SIDE_LEFT MV_LEFT
#define CH_SIDE_RIGHT MV_RIGHT
#define CH_SIDE_TOP_BOTTOM MV_VERTICAL
#define CH_SIDE_ANY MV_ANY_DIRECTION
-/* values for change power for custom elements */
-#define CP_NON_DESTRUCTIVE 0
-#define CP_HALF_DESTRUCTIVE 1
-#define CP_FULL_DESTRUCTIVE 2
+/* values for change player for custom elements */
+#define CH_PLAYER_NONE 0
+#define CH_PLAYER_1 (1 << 0)
+#define CH_PLAYER_2 (1 << 1)
+#define CH_PLAYER_3 (1 << 2)
+#define CH_PLAYER_4 (1 << 3)
+#define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
+ CH_PLAYER_4)
+
+/* values for change page for custom elements */
+#define CH_PAGE_ANY_FILE (0xff)
+#define CH_PAGE_ANY (0xffffffff)
-/* values for special move patterns (bits 0-3: basic move directions) */
+/* values for change power for custom elements */
+#define CP_WHEN_EMPTY 0
+#define CP_WHEN_DIGGABLE 1
+#define CP_WHEN_DESTRUCTIBLE 2
+#define CP_WHEN_COLLECTIBLE 3
+#define CP_WHEN_REMOVABLE 4
+#define CP_WHEN_WALKABLE 5
+
+/* values for custom 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_TURNING_LEFT 8
#define MV_BIT_TURNING_RIGHT 9
#define MV_BIT_WHEN_PUSHED 10
-
-/* values for special move patterns for custom elements */
+#define MV_BIT_MAZE_RUNNER 11
+#define MV_BIT_MAZE_HUNTER 12
+#define MV_BIT_WHEN_DROPPED 13
+#define MV_BIT_TURNING_LEFT_RIGHT 14
+#define MV_BIT_TURNING_RIGHT_LEFT 15
+#define MV_BIT_TURNING_RANDOM 16
+
+/* values for custom move patterns */
#define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
-#define MV_VERTICAL (MV_UP | MV_DOWN)
-#define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
+#define MV_VERTICAL (MV_UP | MV_DOWN)
+#define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
#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_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
+#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
+#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
+#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
+#define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
+#define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
+#define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
+#define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
+
+/* values for initial move direction (bits 0 - 3: basic move directions) */
+#define MV_START_BIT_PREVIOUS 4
+
+/* values for initial move direction */
+#define MV_START_AUTOMATIC (MV_NO_MOVING)
+#define MV_START_LEFT (MV_LEFT)
+#define MV_START_RIGHT (MV_RIGHT)
+#define MV_START_UP (MV_UP)
+#define MV_START_DOWN (MV_DOWN)
+#define MV_START_RANDOM (MV_ALL_DIRECTIONS)
+#define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
+
+/* values for elements left behind by custom elements */
+#define LEAVE_TYPE_UNLIMITED 0
+#define LEAVE_TYPE_LIMITED 1
/* values for slippery property for custom elements */
#define SLIPPERY_ANY_RANDOM 0
#define SLIPPERY_ONLY_LEFT 3
#define SLIPPERY_ONLY_RIGHT 4
+/* values for explosion type for custom elements */
+#define EXPLODES_3X3 0
+#define EXPLODES_1X1 1
+#define EXPLODES_CROSS 2
+
/* macros for configurable properties */
#define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
#define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
#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 EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
+#define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
+#define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_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_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 EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
#define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
+#define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
+#define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
+#define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
+#define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
+#define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
+#define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
/* macros for special configurable properties */
#define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
#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 CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
+#define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
#define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
#define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
#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)
+#define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
+#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_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
+#define CAN_EXPLODE_BY_DRAGONFIRE(e) \
+ HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
+#define CAN_EXPLODE_BY_EXPLOSION(e) \
+ HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
+#define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
+#define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
/* special macros used in game engine */
#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
(e) <= EL_CUSTOM_END)
+#define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
+ (e) <= EL_GROUP_END)
+
+#define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
+ (e) <= EL_INTERNAL_CLIPBOARD_END)
+
+#define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
+ (e) <= EL_INTERNAL_END)
+
#define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
(e) <= EL_ENVELOPE_4)
+#define IS_GATE(e) ((e) >= EL_GATE_1 && \
+ (e) <= EL_GATE_4)
+
+#define IS_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
+ (e) <= EL_GATE_4_GRAY)
+
+#define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
+ (e) <= EL_EM_GATE_4)
+
+#define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
+ (e) <= EL_EM_GATE_4_GRAY)
+
#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]))
+/* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
+/* (solution: add separate "use sound of element" to level file and editor) */
+#if 0
+#define SND_ELEMENT(e) GFX_ELEMENT(e)
+#else
+#define SND_ELEMENT(e) (e)
+#endif
+
+#define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
-#define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
-#define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
+#define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
+#define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
#define IS_MOVING(x,y) (MovPos[x][y] != 0)
#define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
#define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
+
+#if 1
+
+#define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
+ IS_PROTECTED(Back[x][y]))
+#define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
+#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ ENEMY_PROTECTED_FIELD(x, y))
+#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ EXPLOSION_PROTECTED_FIELD(x, y))
+
+#else
+
#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)) || \
+#define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
PROTECTED_FIELD(x, y))
+#define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
+ PROTECTED_FIELD(x, y))
+#endif
#define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
(p)->switch_x == (x) && (p)->switch_y == (y))
/* fundamental game speed values */
+#define ONE_SECOND_DELAY 1000 /* delay value for one second */
#define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
#define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
-#define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
+#define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
#define MAX_SCORE_ENTRIES 100
#define MAX_NUM_AMOEBA 100
#define MAX_INVENTORY_SIZE 1000
+#define MAX_KEYS 4
+#define NUM_BELTS 4
+#define NUM_BELT_PARTS 3
#define MIN_ENVELOPE_XSIZE 1
#define MIN_ENVELOPE_YSIZE 1
#define MAX_ENVELOPE_XSIZE 30
#define MAX_ENVELOPE_YSIZE 20
#define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
#define MIN_CHANGE_PAGES 1
-#define MAX_CHANGE_PAGES 16
+#define MAX_CHANGE_PAGES 32
+#define MIN_ELEMENTS_IN_GROUP 1
+#define MAX_ELEMENTS_IN_GROUP 16
/* values for elements with content */
#define MIN_ELEMENT_CONTENTS 1
#define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
+/* score for elements */
+#define SC_EMERALD 0
+#define SC_DIAMOND 1
+#define SC_BUG 2
+#define SC_SPACESHIP 3
+#define SC_YAMYAM 4
+#define SC_ROBOT 5
+#define SC_PACMAN 6
+#define SC_NUT 7
+#define SC_DYNAMITE 8
+#define SC_KEY 9
+#define SC_TIME_BONUS 10
+#define SC_CRYSTAL 11
+#define SC_PEARL 12
+#define SC_SHIELD 13
+
+
/* "real" level file elements */
#define EL_UNDEFINED -1
#define EL_DARK_YAMYAM 60
#define EL_BD_MAGIC_WALL 61
#define EL_INVISIBLE_STEELWALL 62
-
-#define EL_UNUSED_63 63
-
+#define EL_SOKOBAN_FIELD_PLAYER 63
#define EL_DYNABOMB_INCREASE_NUMBER 64
#define EL_DYNABOMB_INCREASE_SIZE 65
#define EL_DYNABOMB_INCREASE_POWER 66
#define EL_ENVELOPE_3 622
#define EL_ENVELOPE_4 623
-#define NUM_FILE_ELEMENTS 624
+/* ---------- begin of group elements section ------------------------------ */
+#define EL_GROUP_START 624
+
+#include "conf_grp.h" /* include auto-generated data structure definitions */
+
+#define NUM_GROUP_ELEMENTS 32
+#define EL_GROUP_END 655
+/* ---------- end of custom elements section ------------------------------- */
+
+#define EL_UNKNOWN 656
+#define EL_TRIGGER_ELEMENT 657
+#define EL_TRIGGER_PLAYER 658
+
+#define EL_SP_GRAVITY_ON_PORT_RIGHT 659
+#define EL_SP_GRAVITY_ON_PORT_DOWN 660
+#define EL_SP_GRAVITY_ON_PORT_LEFT 661
+#define EL_SP_GRAVITY_ON_PORT_UP 662
+#define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
+#define EL_SP_GRAVITY_OFF_PORT_DOWN 664
+#define EL_SP_GRAVITY_OFF_PORT_LEFT 665
+#define EL_SP_GRAVITY_OFF_PORT_UP 666
+
+#define NUM_FILE_ELEMENTS 667
/* "real" (and therefore drawable) runtime elements */
#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)
+#define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
+#define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
+#define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
+#define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
+#define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
+#define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
/* dummy elements (never used as game elements, only used as graphics) */
-#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
+#define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
#define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
#define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
#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 EL_AMOEBA (EL_FIRST_DUMMY + 20)
+#define EL_DEFAULT (EL_FIRST_DUMMY + 21)
+#define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
+#define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
+#define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
+
+/* internal elements (only used for internal purposes like copying) */
+#define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
+
+#define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
+#define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
-#define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 24)
+#define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
+#define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
+#define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
+
+#define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
/* values for graphics/sounds action types */
#define ACTION_EMPTYING 22
#define ACTION_CHANGING 23
#define ACTION_EXPLODING 24
-#define ACTION_DYING 25
-#define ACTION_OTHER 26
+#define ACTION_BORING 25
+#define ACTION_BORING_1 26
+#define ACTION_BORING_2 27
+#define ACTION_BORING_3 28
+#define ACTION_BORING_4 29
+#define ACTION_BORING_5 30
+#define ACTION_BORING_6 31
+#define ACTION_BORING_7 32
+#define ACTION_BORING_8 33
+#define ACTION_BORING_9 34
+#define ACTION_BORING_10 35
+#define ACTION_SLEEPING 36
+#define ACTION_SLEEPING_1 37
+#define ACTION_SLEEPING_2 38
+#define ACTION_SLEEPING_3 39
+#define ACTION_AWAKENING 40
+#define ACTION_DYING 41
+#define ACTION_TURNING 42
+#define ACTION_TURNING_FROM_LEFT 43
+#define ACTION_TURNING_FROM_RIGHT 44
+#define ACTION_TURNING_FROM_UP 45
+#define ACTION_TURNING_FROM_DOWN 46
+#define ACTION_OTHER 47
+
+#define NUM_ACTIONS 48
+
+#define ACTION_BORING_LAST ACTION_BORING_10
+#define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
-#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_PLAYING 6
-#define GFX_SPECIAL_ARG_DOOR 7
-#define GFX_SPECIAL_ARG_PREVIEW 8
-#define GFX_SPECIAL_ARG_CRUMBLED 9
+#define GFX_SPECIAL_ARG_DEFAULT 0
+#define GFX_SPECIAL_ARG_MAIN 1
+#define GFX_SPECIAL_ARG_LEVELS 2
+#define GFX_SPECIAL_ARG_SCORES 3
+#define GFX_SPECIAL_ARG_EDITOR 4
+#define GFX_SPECIAL_ARG_INFO 5
+#define GFX_SPECIAL_ARG_SETUP 6
+#define GFX_SPECIAL_ARG_PLAYING 7
+#define GFX_SPECIAL_ARG_DOOR 8
+#define GFX_SPECIAL_ARG_PREVIEW 9
+#define GFX_SPECIAL_ARG_CRUMBLED 10
-#define NUM_SPECIAL_GFX_ARGS 10
+#define NUM_SPECIAL_GFX_ARGS 11
/* values for image configuration suffixes */
#define GFX_ARG_DRAW_XOFFSET 23
#define GFX_ARG_DRAW_YOFFSET 24
#define GFX_ARG_DRAW_MASKED 25
-#define GFX_ARG_NAME 26
+#define GFX_ARG_ANIM_DELAY_FIXED 26
+#define GFX_ARG_ANIM_DELAY_RANDOM 27
+#define GFX_ARG_POST_DELAY_FIXED 28
+#define GFX_ARG_POST_DELAY_RANDOM 29
+#define GFX_ARG_NAME 30
-#define NUM_GFX_ARGS 27
+#define NUM_GFX_ARGS 31
/* values for sound configuration suffixes */
#define NUM_SND_ARGS 1
-/* values for font configuration */
+/* values for music configuration suffixes */
+#define MUS_ARG_MODE_LOOP 0
+
+#define NUM_MUS_ARGS 1
+
+/* values for font configuration */
#define FONT_INITIAL_1 0
#define FONT_INITIAL_2 1
#define FONT_INITIAL_3 2
#define 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_PLAYING 6
-#define GAME_MODE_PSEUDO_DOOR 7
-#define GAME_MODE_PSEUDO_PREVIEW 8
-#define GAME_MODE_PSEUDO_CRUMBLED 9
+#define GAME_MODE_DEFAULT 0
+#define GAME_MODE_MAIN 1
+#define GAME_MODE_LEVELS 2
+#define GAME_MODE_SCORES 3
+#define GAME_MODE_EDITOR 4
+#define GAME_MODE_INFO 5
+#define GAME_MODE_SETUP 6
+#define GAME_MODE_PLAYING 7
+#define GAME_MODE_PSEUDO_DOOR 8
+#define GAME_MODE_PSEUDO_PREVIEW 9
+#define GAME_MODE_PSEUDO_CRUMBLED 10
/* there are no special config file suffixes for these modes */
-#define GAME_MODE_PSEUDO_TYPENAME 10
-#define GAME_MODE_QUIT 11
+#define GAME_MODE_PSEUDO_TYPENAME 11
+#define GAME_MODE_QUIT 12
-#define PROGRAM_VERSION_MAJOR 3
-#define PROGRAM_VERSION_MINOR 0
-#define PROGRAM_VERSION_PATCH 7
-#define PROGRAM_VERSION_BUILD 1
+/* special definitions currently only used for custom artwork configuration */
+#define MUSIC_PREFIX_BACKGROUND 0
+#define NUM_MUSIC_PREFIXES 1
+#define MAX_LEVELS 1000
-#if 0
-#define PROGRAM_VERSION_STRING "3.0.7"
-#endif
+/* definitions for demo animation lists */
+#define HELPANIM_LIST_NEXT -1
+#define HELPANIM_LIST_END -999
+
+
+/* program information and versioning definitions */
+
+#define PROGRAM_VERSION_MAJOR 3
+#define PROGRAM_VERSION_MINOR 1
+#define PROGRAM_VERSION_PATCH 1
+#define PROGRAM_VERSION_BUILD 0
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
-#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
-
-#if 0
-#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
-#endif
+#define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2004 by Holger Schemel"
#define ICON_TITLE_STRING PROGRAM_TITLE_STRING
#define COOKIE_PREFIX "ROCKSNDIAMONDS"
int list_size_default;
int list_size[NUM_SPECIAL_GFX_ARGS];
+
+ int sound[NUM_SPECIAL_GFX_ARGS];
+ int music[NUM_SPECIAL_GFX_ARGS];
};
struct DoorInfo
{
boolean present; /* player present in level playfield */
boolean connected; /* player connected (locally or via network) */
- boolean active; /* player (present && connected) */
+ boolean active; /* player present and connected */
- int index_nr, client_nr, element_nr;
+ int index_nr; /* player number (0 to 3) */
+ int index_bit; /* player number bit (1 << 0 to 1 << 3) */
+ int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
+ int client_nr; /* network client identifier */
byte action; /* action from local input device */
byte effective_action; /* action acknowledged from network server
byte programmed_action; /* action forced by game itself (like moving
through doors); overrides other actions */
- int jx,jy, last_jx,last_jy;
+ int jx, jy, last_jx, last_jy;
int MovDir, MovPos, GfxDir, GfxPos;
int Frame, StepFrame;
boolean use_murphy_graphic;
+ boolean block_last_field;
+ int block_delay;
+
+ boolean can_fall_into_acid;
+
boolean LevelSolved, GameOver;
int last_move_dir;
boolean is_waiting;
boolean is_moving;
+ boolean is_auto_moving;
boolean is_digging;
boolean is_snapping;
boolean is_collecting;
boolean is_pushing;
boolean is_switching;
+ boolean is_dropping;
+
+ boolean is_bored;
+ boolean is_sleeping;
+
+ int frame_counter_bored;
+ int frame_counter_sleeping;
+
+ int anim_delay_counter;
+ int post_delay_counter;
+
+ int action_waiting, last_action_waiting;
+ int special_action_bored;
+ int special_action_sleeping;
+
+ int num_special_action_bored;
+ int num_special_action_sleeping;
int switch_x, switch_y;
int show_envelope;
+#if 1 /* USE_NEW_MOVE_DELAY */
+ int move_delay;
+ int move_delay_value;
+#else
unsigned long move_delay;
int move_delay_value;
+#endif
+ int move_delay_reset_counter;
+
+#if 1 /* USE_NEW_PUSH_DELAY */
+ int push_delay;
+ int push_delay_value;
+#else
unsigned long push_delay;
unsigned long push_delay_value;
+#endif
unsigned long actual_frame_counter;
+ int drop_delay;
+
+ int step_counter;
+
int score;
int gems_still_needed;
int sokobanfields_still_needed;
int shield_deadly_time_left;
int inventory_element[MAX_INVENTORY_SIZE];
+ int inventory_infinite_element;
int inventory_size;
};
+struct LevelSetInfo
+{
+ int music[MAX_LEVELS];
+};
+
+struct LevelFileInfo
+{
+ int nr;
+ int type;
+ boolean packed;
+ char *basename;
+ char *filename;
+};
+
struct LevelInfo
{
int file_version; /* file format version the level is stored with */
boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
int fieldx, fieldy;
+
int time;
int gems_needed;
+
char name[MAX_LEVEL_NAME_LEN + 1];
char author[MAX_LEVEL_AUTHOR_LEN + 1];
+
char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
int envelope_xsize[4], envelope_ysize[4];
+
int score[LEVEL_SCORE_ELEMENTS];
+
int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
int num_yamyam_contents;
+
int amoeba_speed;
int amoeba_content;
+
int time_magic_wall;
int time_wheel;
int time_light;
int time_timegate;
+
+ int can_move_into_acid_bits; /* bitfield to store property for elements */
+ int dont_collide_with_bits; /* bitfield to store property for elements */
+
boolean double_speed;
boolean initial_gravity;
boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
+ boolean use_spring_bug; /* for compatibility with old levels */
+ boolean instant_relocation; /* no visual delay when relocating player */
+ boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
+ boolean grow_into_diggable; /* amoeba can grow into anything diggable */
+
+ boolean block_last_field; /* player blocks previous field while moving */
+ boolean sp_block_last_field; /* player blocks previous field while moving */
+ int block_delay; /* delay for blocking previous field */
+ int sp_block_delay; /* delay for blocking previous field */
+
+ /* ('int' instead of 'boolean' because used as selectbox value in editor) */
+ int use_step_counter; /* count steps instead of seconds for level */
short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
boolean use_custom_template; /* use custom properties from template file */
- boolean no_level_file; /* set for currently undefined levels */
+ boolean no_valid_file; /* set when level file missing or invalid */
+
+ boolean changed; /* set when level was changed in the editor */
};
struct TapeInfo
boolean pause_before_death;
boolean recording, playing, pausing;
boolean fast_forward;
- boolean index_search;
+ boolean warp_forward;
+ boolean deactivate_display;
boolean auto_play;
boolean auto_play_level_solved;
boolean quick_resume;
byte action[MAX_PLAYERS];
byte delay;
} pos[MAX_TAPELEN];
+
+ boolean no_valid_file; /* set when tape file missing or invalid */
};
struct GameInfo
int initial_move_delay_value;
int initial_push_delay_value;
+ /* flags to handle bugs in and changes between different engine versions */
+ /* (for the latest engine version, these flags should always be "FALSE") */
+ boolean use_bug_change_when_pushing;
+
/* variable within running game */
int yamyam_content_nr;
boolean magic_wall_active;
boolean gravity;
boolean explosions_delayed;
boolean envelope_active;
+
+ /* values for player idle animation (no effect on engine) */
+ int player_boring_delay_fixed;
+ int player_boring_delay_random;
+ int player_sleeping_delay_fixed;
+ int player_sleeping_delay_random;
};
struct GlobalInfo
char *autoplay_leveldir;
int autoplay_level_nr;
+ char *convert_leveldir;
+ int convert_level_nr;
+
int num_toons;
float frames_per_second;
boolean can_change; /* use or ignore this change info */
unsigned long events; /* change events */
- int sides; /* change sides */
+
+ int trigger_player; /* player triggering change */
+ int trigger_side; /* side triggering change */
+ int trigger_page; /* page triggering change */
short target_element; /* target element after change */
int delay_random; /* added frame delay before changed (random) */
int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
- short trigger_element; /* custom element triggering change */
+ short trigger_element; /* 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 */
+ int target_content[3][3]; /* elements for extended change target */
+ boolean use_target_content; /* use extended change target */
+ boolean only_if_complete; /* only use complete target content */
+ boolean use_random_replace; /* use random value for replacing elements */
+ int random_percentage; /* random value for replacing elements */
+ int replace_when; /* type of elements that can be replaced */
boolean explode; /* explode instead of change */
+ /* ---------- internal values used at runtime when playing ---------- */
+
/* 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);
+ short actual_trigger_element; /* element that actually triggered change */
+ int actual_trigger_player; /* player which actually triggered change */
+
/* ---------- internal values used in level editor ---------- */
int direct_action; /* change triggered by actions on element */
int other_action; /* change triggered by other element actions */
};
+struct ElementGroupInfo
+{
+ int num_elements; /* number of elements in this group */
+ short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
+
+ int choice_mode; /* how to choose element from group */
+
+ /* ---------- internal values used at runtime when playing ---------- */
+
+ /* the following is the same as above, but with recursively resolved group
+ elements (group elements may also contain further group elements!) */
+ int num_elements_resolved;
+ short element_resolved[NUM_FILE_ELEMENTS];
+
+ int choice_pos; /* current element choice position */
+};
+
+struct ElementNameInfo
+{
+ /* ---------- 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; /* pre-defined description for level editor */
+};
+
struct ElementInfo
{
/* ---------- token and description strings ---------- */
char *class_name; /* element class used in config files */
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 */
+ char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
/* ---------- graphic and sound definitions ---------- */
boolean use_gfx_element; /* use custom graphic element */
short gfx_element; /* optional custom graphic element */
+ int access_direction; /* accessible from which direction */
+
int collect_score; /* score value for collecting */
int collect_count; /* count value for collecting */
- int push_delay_fixed; /* constant frame delay for pushing */
- int push_delay_random; /* additional random frame delay for pushing */
- int move_delay_fixed; /* constant frame delay for moving */
- int move_delay_random; /* additional random frame delay for moving */
+ int push_delay_fixed; /* constant delay before pushing */
+ int push_delay_random; /* additional random delay before pushing */
+ int drop_delay_fixed; /* constant delay after dropping */
+ int drop_delay_random; /* additional random delay after dropping */
+ int move_delay_fixed; /* constant delay after moving */
+ int move_delay_random; /* additional random delay after 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 move_enter_element; /* element that can be entered (and removed) */
+ int move_leave_element; /* element that can be left behind */
+ int move_leave_type; /* change (limited) or leave (unlimited) */
+
int slippery_type; /* how/where other elements slip away */
int content[3][3]; /* new elements after explosion */
+ int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
+ int explosion_delay; /* duration of explosion of this element */
+ int ignition_delay; /* delay for explosion by other explosion */
+
struct ElementChangeInfo *change_page; /* actual list of change pages */
struct ElementChangeInfo *change; /* pointer to current change page */
int num_change_pages; /* actual number of change pages */
int current_change_page; /* currently edited change page */
+ struct ElementGroupInfo *group; /* pointer to element group info */
+
/* ---------- internal values used at runtime when playing ---------- */
unsigned long change_events; /* bitfield for combined change events */
int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
+ boolean in_group[NUM_GROUP_ELEMENTS];
+
+#if 0
+ boolean can_leave_element; /* element can leave other element behind */
+ boolean can_leave_element_last;
+#endif
+
/* ---------- internal values used in level editor ---------- */
int access_type; /* walkable or passable */
int access_layer; /* accessible over/inside/under */
+ int access_protected; /* protection against deadly elements */
int walk_to_action; /* diggable/collectible/pushable */
int smash_targets; /* can smash player/enemies/everything */
int deadliness; /* deadly when running/colliding/touching */
- int consistency; /* indestructible/can explode */
boolean can_explode_by_fire; /* element explodes by fire */
boolean can_explode_smashed; /* element explodes when smashed */
int diggable_like; /* element for cloning digging graphics */
int border_size; /* border size for "crumbled" graphics */
+ int anim_delay_fixed; /* optional delay values for bored and */
+ int anim_delay_random; /* sleeping player animations (animation */
+ int post_delay_fixed; /* intervall and following pause before */
+ int post_delay_random; /* next intervall (bored animation only) */
+
int step_offset; /* optional step offset of toon animations */
int step_delay; /* optional step delay of toon animations */
boolean loop;
};
+struct MusicInfo
+{
+ boolean loop;
+};
+
+struct MusicPrefixInfo
+{
+ char *prefix;
+ boolean is_loop_music;
+};
+
+struct MusicFileInfo
+{
+ char *basename;
+
+ char *title_header;
+ char *artist_header;
+ char *album_header;
+ char *year_header;
+
+ char *title;
+ char *artist;
+ char *album;
+ char *year;
+
+ int music;
+
+ boolean is_sound;
+
+ struct MusicFileInfo *next;
+};
+
struct ElementActionInfo
{
char *suffix;
int value;
};
+struct HelpAnimInfo
+{
+ int element;
+ int action;
+ int direction;
+
+ int delay;
+};
+
#if 0
extern GC tile_clip_gc;
extern boolean level_editor_test_game;
extern boolean network_playing;
+#if defined(TARGET_SDL)
+extern boolean network_server;
+extern SDL_Thread *server_thread;
+#endif
+
extern int key_joystick_mapping;
extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short CheckCollision[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 short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
-extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern int lev_fieldx, lev_fieldy;
extern int scroll_x, scroll_y;
extern int ExitX, ExitY;
extern int AllPlayersGone;
-extern int TimeFrames, TimePlayed, TimeLeft;
+extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
extern boolean SiebAktiv;
extern int SiebCount;
extern int graphics_action_mapping[];
+extern struct LevelSetInfo levelset;
extern struct LevelInfo level, level_template;
extern struct PlayerInfo stored_player[], *local_player;
extern struct HiScore highscore[];
extern struct MenuInfo menu;
extern struct DoorInfo door_1, door_2;
extern struct ElementInfo element_info[];
+extern struct ElementNameInfo element_name_info[];
extern struct ElementActionInfo element_action_info[];
extern struct ElementDirectionInfo element_direction_info[];
extern struct SpecialSuffixInfo special_suffix_info[];
extern struct TokenIntPtrInfo image_config_vars[];
extern struct FontInfo font_info[];
+extern struct MusicPrefixInfo music_prefix_info[];
extern struct GraphicInfo *graphic_info;
extern struct SoundInfo *sound_info;
-extern struct ConfigInfo image_config[], sound_config[];
-extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];
+extern struct MusicInfo *music_info;
+extern struct MusicFileInfo *music_file_info;
+extern struct HelpAnimInfo *helpanim_info;
+extern SetupFileHash *helptext_info;
+extern struct ConfigTypeInfo image_config_suffix[];
+extern struct ConfigTypeInfo sound_config_suffix[];
+extern struct ConfigTypeInfo music_config_suffix[];
+extern struct ConfigInfo image_config[];
+extern struct ConfigInfo sound_config[];
+extern struct ConfigInfo music_config[];
+extern struct ConfigInfo helpanim_config[];
+extern struct ConfigInfo helptext_config[];
#endif /* MAIN_H */