#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_INDESTRUCTIBLE (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)
+/* 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_EXPLODE_BY_FIRE 7
+#define EP_CAN_MOVE 8
+#define EP_CAN_FALL 9
+#define EP_CAN_SMASH 10
+#define EP_WALKABLE_OVER 11
+#define EP_WALKABLE_INSIDE 12
+#define EP_WALKABLE_UNDER 13
+#define EP_PASSABLE_OVER 14
+#define EP_PASSABLE_INSIDE 15
+#define EP_PASSABLE_UNDER 16
+#define EP_CHANGEABLE 17
+#define EP_CAN_EXPLODE_SMASHED 18
+#define EP_CAN_EXPLODE_IMPACT 19
+#define EP_UNUSED_20 20
+#define EP_UNUSED_21 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
+
+/* values for internal purpose only (level editor) */
+#define EP_EXPLODE_RESULT 61
+#define EP_WALK_TO_OBJECT 62
+#define EP_DEADLY 63
+
+#define NUM_ELEMENT_PROPERTIES 64
+
+#define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
+#define EP_BITFIELD_BASE 0
#define EP_BITMASK_DEFAULT 0
-#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_INDESTRUCTIBLE(e) (Properties1[e] & EP_BIT_INDESTRUCTIBLE)
-#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)
-
-#define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
+#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_PRESSED_BY_PLAYER 1
+#define CE_TOUCHED_BY_PLAYER 2
+
+/* values for internal purpose only (level editor) */
+#define CE_BY_PLAYER 3
+
+#define NUM_CHANGE_EVENTS 4
+
+#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_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
+#define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
+#define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
+#define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
+#define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
+#define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
+#define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
+#define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
+#define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
+#define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
+#define IS_CHANGEABLE(e) HAS_PROPERTY(e, EP_CHANGEABLE)
+#define IS_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 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 IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(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 IS_LOOP_SOUND(s) (sound_info[s].loop)
-#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
-
-#else
-
-/* 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 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_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_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
/* "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_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
#define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 3)
#define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 4)
-#define EL_AMOEBA_CREATING (EL_FIRST_RUNTIME_UNREAL + 5)
+#define EL_AMOEBA_GROWING (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_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 7)
#define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 8)
#define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 9)
#define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 10)
#define ACTION_DIGGING 4
#define ACTION_SNAPPING 5
#define ACTION_COLLECTING 6
-#define ACTION_PUSHING 7
-#define ACTION_PASSING 8
-#define ACTION_IMPACT 9
-#define ACTION_CRACKING 10
+#define ACTION_DROPPING 7
+#define ACTION_PUSHING 8
+#define ACTION_PASSING 9
+#define ACTION_IMPACT 10
#define ACTION_BREAKING 11
#define ACTION_ACTIVATING 12
-#define ACTION_OPENING 13
-#define ACTION_CLOSING 14
-#define ACTION_EATING 15
+#define ACTION_DEACTIVATING 13
+#define ACTION_OPENING 14
+#define ACTION_CLOSING 15
#define ACTION_ATTACKING 16
#define ACTION_GROWING 17
#define ACTION_SHRINKING 18
#define ACTION_ACTIVE 19
-#define ACTION_OTHER 20
+#define ACTION_FILLING 20
+#define ACTION_EMPTYING 21
+#define ACTION_CHANGING 22
+#define ACTION_EXPLODING 23
+#define ACTION_DYING 24
+#define ACTION_OTHER 25
-#define NUM_ACTIONS 21
+#define NUM_ACTIONS 26
-/* values for special image configuration suffixes */
-#define GFX_SPECIAL_ARG_EDITOR 0
-#define GFX_SPECIAL_ARG_PREVIEW 1
+/* 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 2
+#define NUM_SPECIAL_GFX_ARGS 8
/* values for image configuration suffixes */
#define GFX_ARG_XOFFSET 8
#define GFX_ARG_YOFFSET 9
#define GFX_ARG_FRAMES 10
-#define GFX_ARG_START_FRAME 11
-#define GFX_ARG_DELAY 12
-#define GFX_ARG_MODE_LOOP 13
-#define GFX_ARG_MODE_LINEAR 14
-#define GFX_ARG_MODE_PINGPONG 15
-#define GFX_ARG_MODE_PINGPONG2 16
-#define GFX_ARG_MODE_RANDOM 17
-#define GFX_ARG_MODE_REVERSE 18
-#define GFX_ARG_GLOBAL_SYNC 19
-#define GFX_ARG_STEP_OFFSET 20
-#define GFX_ARG_STEP_DELAY 21
-#define GFX_ARG_DIRECTION 22
-#define GFX_ARG_POSITION 23
-#define GFX_ARG_DRAW_XOFFSET 24
-#define GFX_ARG_DRAW_YOFFSET 25
-#define GFX_ARG_NAME 26
-
-#define NUM_GFX_ARGS 27
+#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 23
/* values for sound configuration suffixes */
#define FONT_INITIAL_2 1
#define FONT_INITIAL_3 2
#define FONT_INITIAL_4 3
-#define FONT_BIG_1 4
-#define FONT_BIG_2 5
-#define FONT_BIG_3 6
-#define FONT_BIG_4 7
-#define FONT_MEDIUM_1 8
-#define FONT_MEDIUM_2 9
-#define FONT_MEDIUM_3 10
-#define FONT_MEDIUM_4 11
-#define FONT_SMALL_1 12
-#define FONT_SMALL_2 13
-#define FONT_SMALL_3 14
-#define FONT_SMALL_4 15
-#define FONT_TAPE 16
-#define FONT_GAME 17
-#define FONT_NARROW 18
-
-#define NUM_FONTS 19
+#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
-#define FIRST_IMG_FONT IMG_FONT_INITIAL_1
-#define LAST_IMG_FONT IMG_FONT_NARROW
-
-#define NUM_IMG_FONTS (LAST_IMG_FONT - \
- FIRST_IMG_FONT + 1)
-
-
-/* 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
+/* 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 "2.2.0rc4"
+#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;
int last_move_dir;
boolean is_moving;
-
- boolean is_digging;
boolean is_waiting;
+ boolean is_digging;
+ boolean is_collecting;
unsigned long move_delay;
int move_delay_value;
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;
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];
+};
+
+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 successor; /* new custom element after change */
+};
+
struct ElementInfo
{
+ /* ---------- token and description strings ---------- */
+
char *token_name; /* element token used in config files */
- char *sound_class_name; /* classification for custom sound effects */
+ 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 */
+ /* ---------- 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 */
/* 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 consistency; /* only for level editor; not stored */
+ int walk_to_action; /* only for level editor; not stored */
+ int deadliness; /* only for level editor; not stored */
+ int walkable_layer; /* only for level editor; not stored */
+
+ int content[3][3]; /* new elements after explosion */
+
+ struct ElementChangeInfo change;
};
struct FontInfo
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;
extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
+extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
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 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 struct TapeInfo tape;
extern struct GameInfo game;
extern struct GlobalInfo global;
+extern struct MenuInfo menu;
+extern struct DoorInfo door;
extern struct ElementInfo element_info[];
extern struct ElementActionInfo element_action_info[];
extern struct ElementDirectionInfo element_direction_info[];
extern struct SpecialSuffixInfo special_suffix_info[];
+extern struct TokenIntPtrInfo image_config_vars[];
extern struct FontInfo font_info[];
extern struct GraphicInfo *graphic_info;
extern struct SoundInfo *sound_info;