X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fmain.h;h=31740d333801224fea2464fbbcb7b57c4c8b874e;hb=ab5c6efd336beb5933a525507a7f0744b196c3e3;hp=5969bfc4508e7cafa1ba5a01f0ae5cdb5f3e5be9;hpb=4b0f1eb4220d2dbe4cffb288f745661b32c96a5b;p=rocksndiamonds.git diff --git a/src/main.h b/src/main.h index 5969bfc4..31740d33 100644 --- a/src/main.h +++ b/src/main.h @@ -1,1096 +1,2346 @@ /*********************************************************** -* Rocks'n'Diamonds -- McDuffin Strikes Back! * +* Rocks'n'Diamonds -- McDuffin Strikes Back! * *----------------------------------------------------------* -* ©1995 Artsoft Development * -* Holger Schemel * -* 33659 Bielefeld-Senne * -* Telefon: (0521) 493245 * -* eMail: aeglos@valinor.owl.de * -* aeglos@uni-paderborn.de * -* q99492@pbhrzx.uni-paderborn.de * +* (c) 1995-2002 Artsoft Entertainment * +* Holger Schemel * +* Detmolder Strasse 189 * +* 33604 Bielefeld * +* Germany * +* e-mail: info@artsoft.org * *----------------------------------------------------------* -* main.h * +* main.h * ***********************************************************/ #ifndef MAIN_H #define MAIN_H -#ifndef MSDOS -#define XK_MISCELLANY -#define XK_LATIN1 - -#include -#include -#include -#include -#include -#include - -#ifdef XPM_INCLUDE_FILE -#include XPM_INCLUDE_FILE -#endif -#else -#include "msdos.h" -#endif // von #ifndef MSDOS - +#include +#include #include #include -#include -#include -#include #include +#include +#include + +#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_SP_EMPTY IMG_SP_EMPTY_SPACE +#define IMG_EXPLOSION IMG_DEFAULT_EXPLODING +#define IMG_CHAR_START IMG_CHAR_SPACE +#define IMG_CUSTOM_START IMG_CUSTOM_1 + +#define SND_UNDEFINED (-1) +#define MUS_UNDEFINED (-1) + +#define WIN_XSIZE 672 +#define WIN_YSIZE 560 + +#define SCR_FIELDX 17 +#define SCR_FIELDY 17 +#define MAX_BUF_XSIZE (SCR_FIELDX + 2) +#define MAX_BUF_YSIZE (SCR_FIELDY + 2) +#define MIN_LEV_FIELDX 3 +#define MIN_LEV_FIELDY 3 +#define STD_LEV_FIELDX 64 +#define STD_LEV_FIELDY 32 +#define MAX_LEV_FIELDX MAX_PLAYFIELD_WIDTH +#define MAX_LEV_FIELDY MAX_PLAYFIELD_HEIGHT + +#define SCREENX(a) ((a) - scroll_x) +#define SCREENY(a) ((a) - scroll_y) +#define LEVELX(a) ((a) + scroll_x) +#define LEVELY(a) ((a) + scroll_y) +#define IN_VIS_FIELD(x,y) ((x)>=0 && (x)=0 &&(y)=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2) +#define IN_LEV_FIELD(x,y) ((x)>=0 && (x)=0 &&(y)has_event[c]) +#define CH_ANY_EVENT_VAR(e,c) (element_info[e].has_change_event[c]) + +#define PAGE_HAS_CHANGE_EVENT(p,c) ((p)->has_event[c]) +#define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ + CH_EVENT_VAR(e,c)) +#define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \ + CH_ANY_EVENT_VAR(e,c)) + +#define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ + CH_EVENT_VAR(e,c) = (v) : 0) +#define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \ + CH_ANY_EVENT_VAR(e,c) = (v) : 0) + +/* values for player bitmasks */ +#define PLAYER_BITS_NONE 0 +#define PLAYER_BITS_1 (1 << 0) +#define PLAYER_BITS_2 (1 << 1) +#define PLAYER_BITS_3 (1 << 2) +#define PLAYER_BITS_4 (1 << 3) +#define PLAYER_BITS_ANY (PLAYER_BITS_1 | \ + PLAYER_BITS_2 | \ + PLAYER_BITS_3 | \ + PLAYER_BITS_4) +#define PLAYER_BITS_TRIGGER (1 << 4) + +/* values for move directions (bits 0 - 3: basic move directions) */ +#define MV_BIT_PREVIOUS 4 +#define MV_BIT_TRIGGER 5 +#define MV_BIT_TRIGGER_BACK 6 +#define MV_BIT_NORMAL MV_BIT_TRIGGER +#define MV_BIT_REVERSE MV_BIT_TRIGGER_BACK + +#define MV_PREVIOUS (1 << MV_BIT_PREVIOUS) +#define MV_TRIGGER (1 << MV_BIT_TRIGGER) +#define MV_TRIGGER_BACK (1 << MV_BIT_TRIGGER_BACK) +#define MV_NORMAL (1 << MV_BIT_NORMAL) +#define MV_REVERSE (1 << MV_BIT_REVERSE) + +/* values for move stepsize */ +#define STEPSIZE_NOT_MOVING 0 +#define STEPSIZE_VERY_SLOW 1 +#define STEPSIZE_SLOW 2 +#define STEPSIZE_NORMAL 4 +#define STEPSIZE_FAST 8 +#define STEPSIZE_VERY_FAST 16 +#define STEPSIZE_EVEN_FASTER 32 +#define STEPSIZE_SLOWER 50 /* (symbolic value only) */ +#define STEPSIZE_FASTER 200 /* (symbolic value only) */ +#define STEPSIZE_RESET 100 /* (symbolic value only) */ + +/* values for change side for custom elements */ +#define CH_SIDE_NONE MV_NONE +#define CH_SIDE_LEFT MV_LEFT +#define CH_SIDE_RIGHT MV_RIGHT +#define CH_SIDE_TOP MV_UP +#define CH_SIDE_BOTTOM MV_DOWN +#define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL +#define CH_SIDE_TOP_BOTTOM MV_VERTICAL +#define CH_SIDE_ANY MV_ANY_DIRECTION + +/* values for change player for custom elements */ +#define CH_PLAYER_NONE PLAYER_BITS_NONE +#define CH_PLAYER_1 PLAYER_BITS_1 +#define CH_PLAYER_2 PLAYER_BITS_2 +#define CH_PLAYER_3 PLAYER_BITS_3 +#define CH_PLAYER_4 PLAYER_BITS_4 +#define CH_PLAYER_ANY PLAYER_BITS_ANY + +/* values for change page for custom elements */ +#define CH_PAGE_ANY_FILE (0xff) +#define CH_PAGE_ANY (0xffffffff) + +/* 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 change actions for custom elements */ +#define CA_NO_ACTION 0 +#define CA_EXIT_PLAYER 1 +#define CA_KILL_PLAYER 2 +#define CA_MOVE_PLAYER 3 +#define CA_RESTART_LEVEL 4 +#define CA_SHOW_ENVELOPE 5 +#define CA_SET_LEVEL_TIME 6 +#define CA_SET_LEVEL_GEMS 7 +#define CA_SET_LEVEL_SCORE 8 +#define CA_SET_LEVEL_WIND 9 +#define CA_SET_LEVEL_GRAVITY 10 +#define CA_SET_PLAYER_KEYS 11 +#define CA_SET_PLAYER_SPEED 12 +#define CA_SET_PLAYER_SHIELD 13 +#define CA_SET_PLAYER_ARTWORK 14 +#define CA_SET_CE_SCORE 15 +#define CA_SET_CE_VALUE 16 +#define CA_SET_ENGINE_SCAN_MODE 17 + +#define CA_HEADLINE_LEVEL_ACTIONS 250 +#define CA_HEADLINE_PLAYER_ACTIONS 251 +#define CA_HEADLINE_CE_ACTIONS 252 +#define CA_HEADLINE_ENGINE_ACTIONS 253 +#define CA_UNDEFINED 255 + +/* values for change action mode for custom elements */ +#define CA_MODE_UNDEFINED 0 +#define CA_MODE_SET 1 +#define CA_MODE_ADD 2 +#define CA_MODE_SUBTRACT 3 +#define CA_MODE_MULTIPLY 4 +#define CA_MODE_DIVIDE 5 +#define CA_MODE_MODULO 6 + +/* values for change action parameters for custom elements */ +#define CA_ARG_MIN 0 +#define CA_ARG_0 0 +#define CA_ARG_1 1 +#define CA_ARG_2 2 +#define CA_ARG_3 3 +#define CA_ARG_4 4 +#define CA_ARG_5 5 +#define CA_ARG_6 6 +#define CA_ARG_7 7 +#define CA_ARG_8 8 +#define CA_ARG_9 9 +#define CA_ARG_10 10 +#define CA_ARG_100 100 +#define CA_ARG_1000 1000 +#define CA_ARG_MAX 9999 +#define CA_ARG_PLAYER 10000 +#define CA_ARG_PLAYER_1 (CA_ARG_PLAYER + PLAYER_BITS_1) +#define CA_ARG_PLAYER_2 (CA_ARG_PLAYER + PLAYER_BITS_2) +#define CA_ARG_PLAYER_3 (CA_ARG_PLAYER + PLAYER_BITS_3) +#define CA_ARG_PLAYER_4 (CA_ARG_PLAYER + PLAYER_BITS_4) +#define CA_ARG_PLAYER_ANY (CA_ARG_PLAYER + PLAYER_BITS_ANY) +#define CA_ARG_PLAYER_TRIGGER (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER) +#define CA_ARG_PLAYER_HEADLINE (CA_ARG_PLAYER + 999) +#define CA_ARG_NUMBER 11000 +#define CA_ARG_NUMBER_MIN (CA_ARG_NUMBER + 0) +#define CA_ARG_NUMBER_MAX (CA_ARG_NUMBER + 1) +#define CA_ARG_NUMBER_RESET (CA_ARG_NUMBER + 2) +#define CA_ARG_NUMBER_CE_SCORE (CA_ARG_NUMBER + 3) +#define CA_ARG_NUMBER_CE_VALUE (CA_ARG_NUMBER + 4) +#define CA_ARG_NUMBER_CE_DELAY (CA_ARG_NUMBER + 5) +#define CA_ARG_NUMBER_LEVEL_TIME (CA_ARG_NUMBER + 6) +#define CA_ARG_NUMBER_LEVEL_GEMS (CA_ARG_NUMBER + 7) +#define CA_ARG_NUMBER_LEVEL_SCORE (CA_ARG_NUMBER + 8) +#define CA_ARG_NUMBER_HEADLINE (CA_ARG_NUMBER + 999) +#define CA_ARG_ELEMENT 12000 +#define CA_ARG_ELEMENT_RESET (CA_ARG_ELEMENT + 0) +#define CA_ARG_ELEMENT_TARGET (CA_ARG_ELEMENT + 1) +#define CA_ARG_ELEMENT_TRIGGER (CA_ARG_ELEMENT + 2) +#define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 997) +#define CA_ARG_ELEMENT_CV_TARGET (CA_ARG_ELEMENT_TARGET) +#define CA_ARG_ELEMENT_CV_TRIGGER (CA_ARG_ELEMENT_TRIGGER) +#define CA_ARG_ELEMENT_CV_HEADLINE (CA_ARG_ELEMENT_HEADLINE) +#define CA_ARG_ELEMENT_NR_TARGET (CA_ARG_ELEMENT + 3) +#define CA_ARG_ELEMENT_NR_TRIGGER (CA_ARG_ELEMENT + 4) +#define CA_ARG_ELEMENT_NR_HEADLINE (CA_ARG_ELEMENT + 998) +#define CA_ARG_ELEMENT_CS_TARGET (CA_ARG_ELEMENT + 5) +#define CA_ARG_ELEMENT_CS_TRIGGER (CA_ARG_ELEMENT + 6) +#define CA_ARG_ELEMENT_CS_HEADLINE (CA_ARG_ELEMENT + 999) +#define CA_ARG_SPEED 13000 +#define CA_ARG_SPEED_NOT_MOVING (CA_ARG_SPEED + STEPSIZE_NOT_MOVING) +#define CA_ARG_SPEED_VERY_SLOW (CA_ARG_SPEED + STEPSIZE_VERY_SLOW) +#define CA_ARG_SPEED_SLOW (CA_ARG_SPEED + STEPSIZE_SLOW) +#define CA_ARG_SPEED_NORMAL (CA_ARG_SPEED + STEPSIZE_NORMAL) +#define CA_ARG_SPEED_FAST (CA_ARG_SPEED + STEPSIZE_FAST) +#define CA_ARG_SPEED_VERY_FAST (CA_ARG_SPEED + STEPSIZE_VERY_FAST) +#define CA_ARG_SPEED_EVEN_FASTER (CA_ARG_SPEED + STEPSIZE_EVEN_FASTER) +#define CA_ARG_SPEED_SLOWER (CA_ARG_SPEED + STEPSIZE_SLOWER) +#define CA_ARG_SPEED_FASTER (CA_ARG_SPEED + STEPSIZE_FASTER) +#define CA_ARG_SPEED_RESET (CA_ARG_SPEED + STEPSIZE_RESET) +#define CA_ARG_SPEED_HEADLINE (CA_ARG_SPEED + 999) +#define CA_ARG_GRAVITY 14000 +#define CA_ARG_GRAVITY_OFF (CA_ARG_GRAVITY + 0) +#define CA_ARG_GRAVITY_ON (CA_ARG_GRAVITY + 1) +#define CA_ARG_GRAVITY_TOGGLE (CA_ARG_GRAVITY + 2) +#define CA_ARG_GRAVITY_HEADLINE (CA_ARG_GRAVITY + 999) +#define CA_ARG_DIRECTION 15000 +#define CA_ARG_DIRECTION_NONE (CA_ARG_DIRECTION + MV_NONE) +#define CA_ARG_DIRECTION_LEFT (CA_ARG_DIRECTION + MV_LEFT) +#define CA_ARG_DIRECTION_RIGHT (CA_ARG_DIRECTION + MV_RIGHT) +#define CA_ARG_DIRECTION_UP (CA_ARG_DIRECTION + MV_UP) +#define CA_ARG_DIRECTION_DOWN (CA_ARG_DIRECTION + MV_DOWN) +#define CA_ARG_DIRECTION_TRIGGER (CA_ARG_DIRECTION + MV_TRIGGER) +#define CA_ARG_DIRECTION_TRIGGER_BACK (CA_ARG_DIRECTION + MV_TRIGGER_BACK) +#define CA_ARG_DIRECTION_HEADLINE (CA_ARG_DIRECTION + 999) +#define CA_ARG_SHIELD 16000 +#define CA_ARG_SHIELD_OFF (CA_ARG_SHIELD + 0) +#define CA_ARG_SHIELD_NORMAL (CA_ARG_SHIELD + 1) +#define CA_ARG_SHIELD_DEADLY (CA_ARG_SHIELD + 2) +#define CA_ARG_SHIELD_HEADLINE (CA_ARG_SHIELD + 999) +#define CA_ARG_SCAN_MODE 17000 +#define CA_ARG_SCAN_MODE_NORMAL (CA_ARG_SCAN_MODE + MV_NORMAL) +#define CA_ARG_SCAN_MODE_REVERSE (CA_ARG_SCAN_MODE + MV_REVERSE) +#define CA_ARG_SCAN_MODE_HEADLINE (CA_ARG_SCAN_MODE + 999) +#define CA_ARG_UNDEFINED 65535 + +/* 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_ALONG_RIGHT_SIDE 7 +#define MV_BIT_TURNING_LEFT 8 +#define MV_BIT_TURNING_RIGHT 9 +#define MV_BIT_WHEN_PUSHED 10 +#define MV_BIT_MAZE_RUNNER 11 +#define MV_BIT_MAZE_HUNTER 12 +#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 +#define MV_BIT_WIND_DIRECTION 17 + +/* values for custom move patterns */ +#define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER) +#define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER) +#define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE) +#define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE) +#define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT) +#define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT) +#define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED) +#define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER) +#define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER) +#define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER) +#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) +#define MV_WIND_DIRECTION (1 << MV_BIT_WIND_DIRECTION) + +/* values for initial move direction */ +#define MV_START_NONE (MV_NONE) +#define MV_START_AUTOMATIC (MV_NONE) +#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 (MV_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_ANY_LEFT_RIGHT 1 +#define SLIPPERY_ANY_RIGHT_LEFT 2 +#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 DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO) +#define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH) +#define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH) +#define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE) +#define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY) +#define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE) +#define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE) +#define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL) +#define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER) +#define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES) +#define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING) +#define 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_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 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) + +/* macros for special graphics properties */ +#define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED) + +/* macros for pre-defined properties */ +#define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER) +#define 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_EDITOR_CONTENT(e) HAS_PROPERTY(e, EP_HAS_EDITOR_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) + +/* 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_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 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) +#define CAN_BE_CLONED_BY_ANDROID(e) \ + HAS_PROPERTY(e, EP_CAN_BE_CLONED_BY_ANDROID) + +#define IS_EDITOR_CASCADE(e) HAS_PROPERTY(e, EP_EDITOR_CASCADE) +#define IS_EDITOR_CASCADE_ACTIVE(e) \ + HAS_PROPERTY(e, EP_EDITOR_CASCADE_ACTIVE) +#define IS_EDITOR_CASCADE_INACTIVE(e) \ + HAS_PROPERTY(e, EP_EDITOR_CASCADE_INACTIVE) + +#define HAS_ACTION(e) HAS_PROPERTY(e, EP_HAS_ACTION) +#define CAN_CHANGE_OR_HAS_ACTION(e) \ + HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION) + +/* 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_RND_KEY(e) ((e) >= EL_KEY_1 && \ + (e) <= EL_KEY_4) +#define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \ + (e) <= EL_EM_KEY_4) +#define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \ + (e) <= EL_EMC_KEY_8) +#define IS_KEY(e) (IS_RND_KEY(e) || \ + IS_EM_KEY(e) || \ + IS_EMC_KEY(e)) +#define RND_KEY_NR(e) ((e) - EL_KEY_1) +#define EM_KEY_NR(e) ((e) - EL_EM_KEY_1) +#define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4) +#define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \ + IS_EM_KEY(e) ? EM_KEY_NR(e) : \ + IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0) + +#define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \ + (e) <= EL_GATE_4) +#define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \ + (e) <= EL_EM_GATE_4) +#define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \ + (e) <= EL_EMC_GATE_8) +#define IS_GATE(e) (IS_RND_GATE(e) || \ + IS_EM_GATE(e) || \ + IS_EMC_GATE(e)) +#define RND_GATE_NR(e) ((e) - EL_GATE_1) +#define EM_GATE_NR(e) ((e) - EL_EM_GATE_1) +#define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4) +#define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \ + IS_EM_GATE(e) ? EM_GATE_NR(e) : \ + IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0) + +#define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \ + (e) <= EL_GATE_4_GRAY) +#define IS_RND_GATE_GRAY_ACTIVE(e) ((e) >= EL_GATE_1_GRAY_ACTIVE && \ + (e) <= EL_GATE_4_GRAY_ACTIVE) +#define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \ + (e) <= EL_EM_GATE_4_GRAY) +#define IS_EM_GATE_GRAY_ACTIVE(e) ((e) >= EL_EM_GATE_1_GRAY_ACTIVE && \ + (e) <= EL_EM_GATE_4_GRAY_ACTIVE) +#define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \ + (e) <= EL_EMC_GATE_8_GRAY) +#define IS_EMC_GATE_GRAY_ACTIVE(e) ((e) >= EL_EMC_GATE_5_GRAY_ACTIVE && \ + (e) <= EL_EMC_GATE_8_GRAY_ACTIVE) +#define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \ + IS_EM_GATE_GRAY(e) || \ + IS_EMC_GATE_GRAY(e)) +#define IS_GATE_GRAY_ACTIVE(e) (IS_RND_GATE_GRAY_ACTIVE(e) || \ + IS_EM_GATE_GRAY_ACTIVE(e) || \ + IS_EMC_GATE_GRAY_ACTIVE(e)) +#define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY) +#define RND_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_GATE_1_GRAY_ACTIVE) +#define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY) +#define EM_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EM_GATE_1_GRAY_ACTIVE) +#define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4) +#define EMC_GATE_GRAY_ACTIVE_NR(e) ((e) - EL_EMC_GATE_5_GRAY_ACTIVE + 4) +#define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \ + IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \ + IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0) + +#define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \ + element_info[e].gfx_element : e) + +#if 1 +#define TILE_GFX_ELEMENT(x, y) \ + (GfxElement[x][y] != EL_UNDEFINED && \ + Feld[x][y] != EL_EXPLOSION ? \ + GfxElement[x][y] : Feld[x][y]) +#else +#define TILE_GFX_ELEMENT(x, y) \ + GFX_ELEMENT(GfxElement[x][y] != EL_UNDEFINED && \ + Feld[x][y] != EL_EXPLOSION ? \ + GfxElement[x][y] : Feld[x][y]) #endif -#ifndef MAX -#define MAX(a,b) ((a)>(b) ? (a) : (b)) + +/* !!! "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 -#ifndef ABS -#define ABS(a) ((a)<0 ? -(a) : (a)) + +#if 1 +#define GROUP_NR(e) ((e) - EL_GROUP_START) +#define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE) +#define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START)) + +#define IS_EQUAL_OR_IN_GROUP(e, ge) \ + (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge)) #endif -#ifndef SIGN -#define SIGN(a) ((a)<0 ? -1 : ((a)>0 ? 1 : 0)) + +#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_MOVING(x,y) (MovPos[x][y] != 0) +#define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN) +#define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED) + +#define IS_MV_DIAGONAL(x) ((x) & MV_HORIZONTAL && (x) & MV_VERTICAL) + +#define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \ + (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \ + (e) == EL_EMERALD ? EL_DIAMOND : \ + (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \ + (e) == EL_EMERALD_RED ? EL_DIAMOND : \ + (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \ + EL_ROCK) +#define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \ + (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \ + EL_BD_ROCK) +#define IS_DRAWABLE(e) ((e) < EL_BLOCKED) +#define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED) +#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_PLAYER_1]) +#define SHIELD_ON(p) ((p)->shield_normal_time_left > 0) + +#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)) + +#define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \ + (p)->switch_x == (x) && (p)->switch_y == (y)) + +#define PLAYER_DROPPING(p,x,y) ((p)->is_dropping && \ + (p)->drop_x == (x) && (p)->drop_y == (y)) + +#define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1)) + +#define GET_PLAYER_ELEMENT(e) ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? \ + (e) : EL_PLAYER_1) + +#define GET_PLAYER_NR(e) (GET_PLAYER_ELEMENT(e) - EL_PLAYER_1) + +#define ANIM_FRAMES(g) (graphic_info[g].anim_frames) +#define ANIM_DELAY(g) (graphic_info[g].anim_delay) +#define ANIM_MODE(g) (graphic_info[g].anim_mode) + +#define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1) +#define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0) +#define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g)) +#define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0) + +#define IS_LOOP_SOUND(s) (sound_info[s].loop) + +#define EL_CASCADE_ACTIVE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : (e)) +#define EL_CASCADE_INACTIVE(e) (IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e)) +#define EL_CASCADE_TOGGLE(e) (IS_EDITOR_CASCADE_INACTIVE(e) ? (e) + 1 : \ + IS_EDITOR_CASCADE_ACTIVE(e) ? (e) - 1 : (e)) + +#define EL_NAME(e) ((e) >= 0 ? element_info[e].token_name : "(?)") + +/* fundamental game speed values */ +#define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */ +#define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */ + +/* boundaries of arrays etc. */ +#define MAX_LEVEL_NAME_LEN 32 +#define MAX_LEVEL_AUTHOR_LEN 32 +#define MAX_ELEMENT_NAME_LEN 32 +#define MAX_TAPES_PER_SET 1024 +#define MAX_SCORE_ENTRIES 100 +#define MAX_NUM_AMOEBA 100 +#if 0 /* game.h */ +#define MAX_INVENTORY_SIZE 1000 +#define STD_NUM_KEYS 4 +#define MAX_NUM_KEYS 8 #endif -#define SCROLLX(a) ((a)-scroll_x) -#define SCROLLY(a) ((a)-scroll_y) -#define UNSCROLLX(a) ((a)+scroll_x) -#define UNSCROLLY(a) ((a)+scroll_y) -#define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2) -#define IN_LEV_FIELD(x,y) ((x)>=0 && (x)=0 &&(y)=EL_BLOCKED) -#define TIMESIZE (TimeLeft*100/level.time) -#define TAPE_IS_EMPTY(x) ((x).length == 0) -#define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing &&!(x).pausing) - -/* Pixmaps with Xpm or X11 Bitmap files */ -#define PIX_BACK 0 -#define PIX_DOOR 1 -#define PIX_HEROES 2 -#define PIX_TOONS 3 -#define PIX_BIGFONT 4 -#define PIX_SMALLFONT 5 -/* Pixmaps without them */ -#define PIX_DB_BACK 6 -#define PIX_DB_DOOR 7 -#define PIX_DB_FIELD 8 - -#define NUM_PICTURES 6 -#define NUM_PIXMAPS 9 +/* values for game_emulation */ +#define EMU_NONE 0 +#define EMU_BOULDERDASH 1 +#define EMU_SOKOBAN 2 +#define EMU_SUPAPLEX 3 -/* boundaries of arrays etc. */ -#define MAX_NAMELEN (10+1) +/* values for level file type identifier */ +#define LEVEL_FILE_TYPE_UNKNOWN 0 +#define LEVEL_FILE_TYPE_RND 1 +#define LEVEL_FILE_TYPE_BD 2 +#define LEVEL_FILE_TYPE_EM 3 +#define LEVEL_FILE_TYPE_SP 4 +#define LEVEL_FILE_TYPE_DX 5 +#define LEVEL_FILE_TYPE_SB 6 +#define LEVEL_FILE_TYPE_DC 7 -#define MAX_LEVNAMLEN 32 -#define MAX_LEVSCORE_ENTRIES 16 -#define NUM_FREE_LVHD_BYTES 18 -#define MAX_TAPELEN 10000 +#define NUM_LEVEL_FILE_TYPES 8 -#define MAX_LEVDIR_FILENAME (64+1) -#define MAX_LEVDIR_NAME (16+1) -#define MAX_LEVDIR_ENTRIES 15 -#define MAX_SCORE_ENTRIES 15 +/* values for game engine type identifier */ +#define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN +#define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND +#define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM -#define MAX_FILENAME 256 -#define MAX_NUM_AMOEBA 100 -#define MAX_ELEMENTS 512 +#define NUM_ENGINE_TYPES 3 + + +struct MenuInfo +{ + int draw_xoffset[NUM_SPECIAL_GFX_ARGS]; + int draw_yoffset[NUM_SPECIAL_GFX_ARGS]; + + int scrollbar_xoffset; + + int list_size[NUM_SPECIAL_GFX_ARGS]; + + int sound[NUM_SPECIAL_GFX_ARGS]; + int music[NUM_SPECIAL_GFX_ARGS]; +}; + +struct DoorInfo +{ + int width; + int height; + int step_offset; + int step_delay; + int anim_mode; +}; struct HiScore { - char Name[MAX_NAMELEN]; + char Name[MAX_PLAYER_NAME_LEN + 1]; int Score; }; -struct PlayerInfo +struct Content { - char login_name[MAX_NAMELEN]; - char alias_name[MAX_NAMELEN]; - int handicap; - unsigned int setup; - int leveldir_nr; - int level_nr; + int e[3][3]; +}; + +struct LevelSetInfo +{ + int music[MAX_LEVELS]; +}; + +struct LevelFileInfo +{ + int nr; + int type; + boolean packed; + char *basename; + char *filename; }; struct LevelInfo { - int fieldx; - int fieldy; - int time; - int edelsteine; - char name[MAX_LEVNAMLEN]; - int score[MAX_LEVSCORE_ENTRIES]; - int mampfer_inhalt[4][3][3]; - int tempo_amoebe; - int dauer_sieb; - int dauer_ablenk; - int amoebe_inhalt; + struct LevelFileInfo file_info; + + int game_engine_type; + + /* level stored in native format for the alternative native game engines */ + struct LevelInfo_EM *native_em_level; + + int file_version; /* file format version the level is stored with */ + int game_version; /* game release version the level was created with */ + + boolean encoding_16bit_field; /* level contains 16-bit elements */ + boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */ + boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */ + + int fieldx, fieldy; + + int time; /* available time (seconds) */ + 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]; + + struct Content yamyam_content[MAX_ELEMENT_CONTENTS]; + int num_yamyam_contents; + + int amoeba_speed; + int amoeba_content; + + int game_of_life[4]; + int biomaze[4]; + + int time_magic_wall; + int time_wheel; + int time_light; + int time_timegate; + + int shield_normal_time; + int shield_deadly_time; + + int extra_time; + int time_orb_time; + + int extra_time_score; + + int start_element[MAX_PLAYERS]; + boolean use_start_element[MAX_PLAYERS]; + + int artwork_element[MAX_PLAYERS]; + boolean use_artwork_element[MAX_PLAYERS]; + + int explosion_element[MAX_PLAYERS]; + boolean use_explosion_element[MAX_PLAYERS]; + +#if 1 + /* values for the new EMC elements */ + int android_move_time; + int android_clone_time; + boolean ball_random; + boolean ball_state_initial; + int ball_time; + int lenses_score; + int magnify_score; + int slurp_score; + int lenses_time; + int magnify_time; + int wind_direction_initial; + + struct Content ball_content[MAX_ELEMENT_CONTENTS]; + int num_ball_contents; + +#if 0 + boolean android_array[16]; +#endif + int num_android_clone_elements; + int android_clone_element[MAX_ANDROID_ELEMENTS]; +#endif + + int can_move_into_acid_bits; /* bitfield to store property for elements */ + int dont_collide_with_bits; /* bitfield to store property for elements */ + + int initial_player_stepsize; /* initial player 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 use_time_orb_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 continuous_snapping; /* repeated snapping without releasing key */ + boolean block_snap_field; /* snapping blocks field to show animation */ + boolean block_last_field; /* player blocks previous field while moving */ + boolean sp_block_last_field; /* player blocks previous field while moving */ + + /* ('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_valid_file; /* set when level file missing or invalid */ + + boolean changed; /* set when level was changed in the editor */ +}; + +struct GlobalInfo +{ + char *autoplay_leveldir; + int autoplay_level[MAX_TAPES_PER_SET]; + boolean autoplay_all; + + char *convert_leveldir; + int convert_level_nr; + + int num_toons; + + float frames_per_second; + boolean fps_slowdown; + int fps_slowdown_factor; }; -struct LevelDirInfo +struct ElementChangeInfo { - char filename[MAX_LEVDIR_FILENAME]; - char name[MAX_LEVDIR_NAME]; - int levels; - int readonly; + boolean can_change; /* use or ignore this change info */ + + boolean has_event[NUM_CHANGE_EVENTS]; /* change events */ + + int trigger_player; /* player triggering change */ + int trigger_side; /* side triggering change */ + int trigger_page; /* page triggering change */ + + int 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) */ + + int trigger_element; /* element triggering change */ + + struct Content target_content;/* 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 */ + + boolean has_action; /* execute action on specified condition */ + int action_type; /* type of action */ + int action_mode; /* mode of action */ + int action_arg; /* parameter of action */ + + /* ---------- 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_side; /* element side that triggered the change */ + int actual_trigger_player; /* player which actually triggered change */ + int actual_trigger_ce_value; /* CE value of element that triggered change */ + int actual_trigger_ce_score; /* CE score of element that triggered change */ + + boolean can_change_or_has_action; /* can_change | has_action */ + + /* ---------- 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 RecordingInfo +struct ElementGroupInfo { - int level_nr; - unsigned int random_seed; - unsigned long date; - unsigned long counter; - unsigned long length; - unsigned long length_seconds; - unsigned int delay_played; - BOOL pause_before_death; - BOOL recording, playing, pausing; - BOOL fast_forward; - BOOL changed; - struct - { - unsigned char joystickdata; - unsigned char delay; - } pos[MAX_TAPELEN]; + int num_elements; /* number of elements in this group */ + int 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 JoystickInfo +struct ElementNameInfo { - int xleft, xright, xmiddle; - int yupper, ylower, ymiddle; + /* ---------- 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 */ }; -extern Display *display; -extern int screen; -extern Window window; -extern GC gc, clip_gc[]; -extern XImage *image[]; -extern Pixmap clipmask[]; -extern Pixmap pix[]; +struct ElementInfo +{ + /* ---------- 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 */ + char *custom_description; /* alternative description from config file */ + char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */ -extern Pixmap test_pix[]; -extern Pixmap test_clipmask[]; -extern int test_picture_count; + /* ---------- graphic and sound definitions ---------- */ + int graphic[NUM_ACTIONS]; /* default graphics for several actions */ + int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS_FULL]; + /* special graphics for left/right/up/down */ + int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */ + int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS_FULL]; + /* crumbled graphics for left/right/up/down */ -#ifdef XPM_INCLUDE_FILE -extern XpmAttributes xpm_att[]; -#endif + int special_graphic[NUM_SPECIAL_GFX_ARGS]; + /* special graphics for certain screens */ -extern Drawable drawto, drawto_field, backbuffer, fieldbuffer; -extern Colormap cmap; - -extern int sound_pipe[2]; -extern int sound_device; -extern char *sound_device_name; -extern int joystick_device; -extern char *joystick_device_name[2]; -extern char *level_directory; -extern int width, height; -extern unsigned long pen_fg, pen_bg; - -extern int game_status; -extern int game_emulation; -extern int button_status, motion_status; -extern int key_joystick_mapping; -extern int global_joystick_status, joystick_status; -extern int sound_status, sound_on; -extern int sound_loops_allowed, sound_loops_on; -extern int sound_music_on; -extern int sound_simple_on; -extern int toons_on; -extern int direct_draw_on; -extern int scroll_delay_on; -extern int soft_scrolling_on; -extern int fading_on; -extern int autorecord_on; -extern int joystick_nr; -extern int quick_doors; - -extern BOOL redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE]; -extern int redraw_x1, redraw_y1; -extern int redraw_mask; -extern int redraw_tiles; - -extern int Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int Frame[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int JustHit[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; -extern int AmoebaCnt[MAX_NUM_AMOEBA], AmoebaCnt2[MAX_NUM_AMOEBA]; -extern long Elementeigenschaften[MAX_ELEMENTS]; - -extern int level_nr, leveldir_nr, num_leveldirs; -extern int lev_fieldx,lev_fieldy, scroll_x,scroll_y; - -extern int FX,FY, ScreenMovPos, ScrollStepSize; -extern int BX1,BY1, BX2,BY2; -extern int JX,JY, lastJX,lastJY, ZX,ZY, ExitX,ExitY; -extern int PlayerMovDir, PlayerMovPos, PlayerPushing; -extern int PlayerFrame, PlayerGfxPos; -extern int PlayerGone,LevelSolved,GameOver; -extern int FrameCounter,TimeFrames,TimeLeft,Score; -extern int Gems,SokobanFields,Lights,Friends; -extern int Dynamite,Key[4],MampferNr; -extern int DynaBombCount, DynaBombSize, DynaBombsLeft, DynaBombXL; -extern int SiebAktiv; - -extern struct LevelDirInfo leveldir[]; -extern struct LevelInfo level; -extern struct PlayerInfo player; -extern struct HiScore highscore[]; -extern struct RecordingInfo tape; -extern struct SoundInfo Sound[]; -extern struct JoystickInfo joystick[]; + int sound[NUM_ACTIONS]; /* default sounds for several actions */ -extern char *sound_name[]; -extern int background_loop[]; -extern int num_bg_loops; + /* ---------- special element property values ---------- */ -extern char *progname; + unsigned long properties[NUM_EP_BITFIELDS]; /* element base properties */ + boolean use_gfx_element; /* use custom graphic element */ + int gfx_element; /* optional custom graphic element */ -/* often used screen positions */ -#define SX 8 -#define SY 8 -#define REAL_SX (SX-2) -#define REAL_SY (SY-2) -#define DX 566 -#define DY 60 -#define VX DX -#define VY 400 -#define TILEX 32 -#define TILEY 32 -#define MINI_TILEX (TILEX/2) -#define MINI_TILEY (TILEY/2) -#define MICRO_TILEX (TILEX/8) -#define MICRO_TILEY (TILEY/8) -#define MIDPOSX (SCR_FIELDX/2) -#define MIDPOSY (SCR_FIELDY/2) -#define SXSIZE (SCR_FIELDX*TILEX) -#define SYSIZE (SCR_FIELDY*TILEY) -#define FXSIZE ((SCR_FIELDX+2)*TILEX) -#define FYSIZE ((SCR_FIELDY+2)*TILEY) -#define DXSIZE 100 -#define DYSIZE 280 -#define VXSIZE DXSIZE -#define VYSIZE 100 -#define FULL_SXSIZE (2+SXSIZE+2) -#define FULL_SYSIZE (2+SYSIZE+2) -#define MICROLEV_XPOS (SX+4*32+16) -#define MICROLEV_YPOS (SX+12*32) -#define MICROLEV_XSIZE (STD_LEV_FIELDX*MICRO_TILEX) -#define MICROLEV_YSIZE (STD_LEV_FIELDY*MICRO_TILEY) -#define MICROLABEL_YPOS (MICROLEV_YPOS+MICROLEV_YSIZE+12) -#define FONT1_XSIZE 32 -#define FONT1_YSIZE 32 -#define FONT2_XSIZE 14 -#define FONT2_YSIZE 14 -#define FONT3_XSIZE 11 -#define FONT3_YSIZE 14 -#define FONT4_XSIZE 16 -#define FONT4_YSIZE 16 - -#define GFX_STARTX SX -#define GFX_STARTY SY -#define MINI_GFX_STARTX SX -#define MINI_GFX_STARTY 424 -#define MICRO_GFX_STARTX SX -#define MICRO_GFX_STARTY 536 -#define GFX_PER_LINE 16 -#define MINI_GFX_PER_LINE 32 -#define MICRO_GFX_PER_LINE 128 -#define HEROES_PER_LINE 16 -#define FONT_CHARS_PER_LINE 16 -#define FONT_LINES_PER_FONT 4 - -/* game elements: -** 0 - 255: real elements, stored in level file -** 256 - 511: flag elements, only used at runtime -*/ -/* "real" level elements */ -#define EL_LEERRAUM 0 -#define EL_ERDREICH 1 -#define EL_MAUERWERK 2 -#define EL_FELSBODEN 3 -#define EL_FELSBROCKEN 4 -#define EL_SCHLUESSEL 5 -#define EL_EDELSTEIN 6 -#define EL_AUSGANG_ZU 7 -#define EL_SPIELFIGUR 8 -#define EL_KAEFER 9 -#define EL_FLIEGER 10 -#define EL_MAMPFER 11 -#define EL_ROBOT 12 -#define EL_BETON 13 -#define EL_DIAMANT 14 -#define EL_AMOEBE_TOT 15 -#define EL_MORAST_LEER 16 -#define EL_MORAST_VOLL 17 -#define EL_TROPFEN 18 -#define EL_BOMBE 19 -#define EL_SIEB_LEER 20 -#define EL_SIEB_VOLL 21 -#define EL_SALZSAEURE 22 -#define EL_AMOEBE_NASS 23 -#define EL_AMOEBE_NORM 24 -#define EL_KOKOSNUSS 25 -#define EL_LIFE 26 -#define EL_LIFE_ASYNC 27 -#define EL_DYNAMIT 28 -#define EL_BADEWANNE 29 -#define EL_ABLENK_AUS 30 -#define EL_ABLENK_EIN 31 -#define EL_SCHLUESSEL1 32 -#define EL_SCHLUESSEL2 33 -#define EL_SCHLUESSEL3 34 -#define EL_SCHLUESSEL4 35 -#define EL_PFORTE1 36 -#define EL_PFORTE2 37 -#define EL_PFORTE3 38 -#define EL_PFORTE4 39 -#define EL_PFORTE1X 40 -#define EL_PFORTE2X 41 -#define EL_PFORTE3X 42 -#define EL_PFORTE4X 43 -#define EL_DYNAMIT_AUS 44 -#define EL_PACMAN 45 -#define EL_UNSICHTBAR 46 -#define EL_BIRNE_AUS 47 -#define EL_BIRNE_EIN 48 -#define EL_ERZ_EDEL 49 -#define EL_ERZ_DIAM 50 -#define EL_AMOEBE_VOLL 51 -#define EL_AMOEBE_BD 52 -#define EL_ZEIT_VOLL 53 -#define EL_ZEIT_LEER 54 -#define EL_MAUER_LEBT 55 -#define EL_EDELSTEIN_BD 56 -#define EL_EDELSTEIN_GELB 57 -#define EL_ERZ_EDEL_BD 58 -#define EL_ERZ_EDEL_GELB 59 -#define EL_MAMPFER2 60 -#define EL_SIEB2_LEER 61 -#define EL_SIEB2_VOLL 62 -#define EL_DYNABOMB 63 -#define EL_DYNABOMB_NR 64 -#define EL_DYNABOMB_SZ 65 -#define EL_DYNABOMB_XL 66 -#define EL_SOKOBAN_OBJEKT 67 -#define EL_SOKOBAN_FELD_LEER 68 -#define EL_SOKOBAN_FELD_VOLL 69 -#define EL_BUTTERFLY_R 70 -#define EL_BUTTERFLY_O 71 -#define EL_BUTTERFLY_L 72 -#define EL_BUTTERFLY_U 73 -#define EL_FIREFLY_R 74 -#define EL_FIREFLY_O 75 -#define EL_FIREFLY_L 76 -#define EL_FIREFLY_U 77 -#define EL_BUTTERFLY_1 EL_BUTTERFLY_U -#define EL_BUTTERFLY_2 EL_BUTTERFLY_L -#define EL_BUTTERFLY_3 EL_BUTTERFLY_O -#define EL_BUTTERFLY_4 EL_BUTTERFLY_R -#define EL_FIREFLY_1 EL_FIREFLY_L -#define EL_FIREFLY_2 EL_FIREFLY_U -#define EL_FIREFLY_3 EL_FIREFLY_R -#define EL_FIREFLY_4 EL_FIREFLY_O -#define EL_BUTTERFLY 78 -#define EL_FIREFLY 79 -#define EL_SPIELER1 80 -#define EL_SPIELER2 81 -#define EL_SPIELER3 82 -#define EL_SPIELER4 83 -#define EL_KAEFER_R 84 -#define EL_KAEFER_O 85 -#define EL_KAEFER_L 86 -#define EL_KAEFER_U 87 -#define EL_FLIEGER_R 88 -#define EL_FLIEGER_O 89 -#define EL_FLIEGER_L 90 -#define EL_FLIEGER_U 91 -#define EL_PACMAN_R 92 -#define EL_PACMAN_O 93 -#define EL_PACMAN_L 94 -#define EL_PACMAN_U 95 -#define EL_EDELSTEIN_ROT 96 -#define EL_EDELSTEIN_LILA 97 -#define EL_ERZ_EDEL_ROT 98 -#define EL_ERZ_EDEL_LILA 99 -#define EL_BADEWANNE1 100 -#define EL_BADEWANNE2 101 -#define EL_BADEWANNE3 102 -#define EL_BADEWANNE4 103 -#define EL_BADEWANNE5 104 -#define EL_SIEB_TOT 105 -#define EL_AUSGANG_ACT 106 -#define EL_AUSGANG_AUF 107 -#define EL_SIEB2_TOT 108 -#define EL_AMOEBA2DIAM 109 -#define EL_MAULWURF 110 -#define EL_PINGUIN 111 -#define EL_SONDE 112 -#define EL_PFEIL_L 113 -#define EL_PFEIL_R 114 -#define EL_PFEIL_O 115 -#define EL_PFEIL_U 116 -#define EL_SCHWEIN 117 -#define EL_DRACHE 118 - -#define EL_UNUSED_119 119 - -#define EL_CHAR_START 120 -#define EL_CHAR_ASCII0 (EL_CHAR_START-32) -#define EL_CHAR_AUSRUF (EL_CHAR_ASCII0+33) -#define EL_CHAR_ZOLL (EL_CHAR_ASCII0+34) -#define EL_CHAR_DOLLAR (EL_CHAR_ASCII0+36) -#define EL_CHAR_PROZ (EL_CHAR_ASCII0+37) -#define EL_CHAR_APOSTR (EL_CHAR_ASCII0+39) -#define EL_CHAR_KLAMM1 (EL_CHAR_ASCII0+40) -#define EL_CHAR_KLAMM2 (EL_CHAR_ASCII0+41) -#define EL_CHAR_PLUS (EL_CHAR_ASCII0+43) -#define EL_CHAR_KOMMA (EL_CHAR_ASCII0+44) -#define EL_CHAR_MINUS (EL_CHAR_ASCII0+45) -#define EL_CHAR_PUNKT (EL_CHAR_ASCII0+46) -#define EL_CHAR_SLASH (EL_CHAR_ASCII0+47) -#define EL_CHAR_0 (EL_CHAR_ASCII0+48) -#define EL_CHAR_9 (EL_CHAR_ASCII0+57) -#define EL_CHAR_DOPPEL (EL_CHAR_ASCII0+58) -#define EL_CHAR_SEMIKL (EL_CHAR_ASCII0+59) -#define EL_CHAR_LT (EL_CHAR_ASCII0+60) -#define EL_CHAR_GLEICH (EL_CHAR_ASCII0+61) -#define EL_CHAR_GT (EL_CHAR_ASCII0+62) -#define EL_CHAR_FRAGE (EL_CHAR_ASCII0+63) -#define EL_CHAR_AT (EL_CHAR_ASCII0+64) -#define EL_CHAR_A (EL_CHAR_ASCII0+65) -#define EL_CHAR_Z (EL_CHAR_ASCII0+90) -#define EL_CHAR_AE (EL_CHAR_ASCII0+91) -#define EL_CHAR_OE (EL_CHAR_ASCII0+92) -#define EL_CHAR_UE (EL_CHAR_ASCII0+93) -#define EL_CHAR_COPY (EL_CHAR_ASCII0+94) -#define EL_CHAR_END (EL_CHAR_START+79) - -#define EL_UNUSED_200 200 -/* ... */ -#define EL_UNUSED_255 255 - -/* "unreal" runtime elements */ -#define EL_BLOCKED 300 -#define EL_EXPLODING 301 -#define EL_CRACKINGNUT 302 -#define EL_BLURB_LEFT 303 -#define EL_BLURB_RIGHT 304 -#define EL_AMOEBING 305 -#define EL_MAUERND 306 -#define EL_BURNING 307 -#define EL_PLAYER_IS_LEAVING 308 - -/* game graphics: -** 0 - 255: graphics from "RocksScreen" -** 256 - 511: graphics from "RocksFont" -** 512 - 767: graphics from "RocksHeroes" -*/ + int access_direction; /* accessible from which direction */ -#define GFX_START_ROCKSSCREEN 0 -#define GFX_END_ROCKSSCREEN 255 -#define GFX_START_ROCKSFONT 256 -#define GFX_END_ROCKSFONT 511 -#define GFX_START_ROCKSHEROES 512 -#define GFX_END_ROCKSHEROES 767 - -/* graphics from "RocksScreen" */ -/* Zeile 0 (0) */ -#define GFX_LEERRAUM (-1) -#define GFX_ERDREICH 0 -#define GFX_ERDENRAND 1 -#define GFX_MORAST_LEER 2 -#define GFX_MORAST_VOLL 3 -#define GFX_BETON 4 -#define GFX_MAUERWERK 5 -#define GFX_FELSBODEN 6 -#define GFX_EDELSTEIN 8 -#define GFX_DIAMANT 10 -#define GFX_FELSBROCKEN 12 -/* Zeile 1 (16) */ -#define GFX_BADEWANNE1 16 -#define GFX_SALZSAEURE 17 -#define GFX_BADEWANNE2 18 -#define GFX_UNSICHTBAR 19 -#define GFX_SCHLUESSEL1 20 -#define GFX_SCHLUESSEL2 21 -#define GFX_SCHLUESSEL3 22 -#define GFX_SCHLUESSEL4 23 -#define GFX_LIFE 24 -#define GFX_LIFE_ASYNC 25 -#define GFX_BADEWANNE 26 -#define GFX_BOMBE 27 -#define GFX_KOKOSNUSS 28 -#define GFX_CRACKINGNUT 29 -/* Zeile 2 (32) */ -#define GFX_BADEWANNE3 32 -#define GFX_BADEWANNE4 33 -#define GFX_BADEWANNE5 34 -#define GFX_SMILEY 35 -#define GFX_PFORTE1 36 -#define GFX_PFORTE2 37 -#define GFX_PFORTE3 38 -#define GFX_PFORTE4 39 -#define GFX_PFORTE1X 40 -#define GFX_PFORTE2X 41 -#define GFX_PFORTE3X 42 -#define GFX_PFORTE4X 43 -/* Zeile 3 (48) */ -#define GFX_DYNAMIT_AUS 48 -#define GFX_DYNAMIT 49 -#define GFX_FLIEGER 56 -#define GFX_FLIEGER_R 56 -#define GFX_FLIEGER_O 57 -#define GFX_FLIEGER_L 58 -#define GFX_FLIEGER_U 59 -/* Zeile 4 (64) */ -#define GFX_EXPLOSION 64 -#define GFX_KAEFER 72 -#define GFX_KAEFER_R 72 -#define GFX_KAEFER_O 73 -#define GFX_KAEFER_L 74 -#define GFX_KAEFER_U 75 -/* Zeile 5 (80) */ -#define GFX_MAMPFER 80 -#define GFX_ROBOT 84 -#define GFX_PACMAN 88 -#define GFX_PACMAN_R 88 -#define GFX_PACMAN_O 89 -#define GFX_PACMAN_L 90 -#define GFX_PACMAN_U 91 -/* Zeile 6 (96) */ -#define GFX_ABLENK 96 -#define GFX_ABLENK_EIN GFX_ABLENK -#define GFX_ABLENK_AUS GFX_ABLENK -#define GFX_AMOEBE_NASS 100 -#define GFX_TROPFEN 101 -#define GFX_AMOEBING GFX_TROPFEN -#define GFX_AMOEBE_LEBT 104 -#define GFX_AMOEBE_NORM GFX_AMOEBE_LEBT -#define GFX_AMOEBE_TOT 108 -#define GFX_AMOEBA2DIAM GFX_AMOEBE_TOT -/* Zeile 7 (112) */ -#define GFX_BIRNE_AUS 112 -#define GFX_BIRNE_EIN 113 -#define GFX_ZEIT_VOLL 114 -#define GFX_ZEIT_LEER 115 -#define GFX_SPIELER1 116 -#define GFX_SPIELER2 117 -#define GFX_SPIELER3 118 -#define GFX_SPIELER4 119 -#define GFX_AMOEBE_VOLL 120 -#define GFX_AMOEBE_BD GFX_AMOEBE_VOLL -#define GFX_SOKOBAN_OBJEKT 121 -#define GFX_SOKOBAN_FELD_LEER 122 -#define GFX_SOKOBAN_FELD_VOLL 123 -#define GFX_GEBLUBBER 124 -/* Zeile 8 (128) */ -#define GFX_SIEB_LEER 128 -#define GFX_SIEB_VOLL GFX_SIEB_LEER -#define GFX_SIEB_TOT GFX_SIEB_LEER -#define GFX_ERZ_EDEL 132 -#define GFX_ERZ_DIAM 133 -#define GFX_ERZ_EDEL_ROT 134 -#define GFX_ERZ_EDEL_LILA 135 -#define GFX_ERZ_EDEL_GELB 136 -#define GFX_ERZ_EDEL_BD 137 -#define GFX_EDELSTEIN_GELB 138 -#define GFX_KUGEL_ROT 140 -#define GFX_KUGEL_BLAU 141 -#define GFX_KUGEL_GELB 142 -#define GFX_KUGEL_GRAU 143 -/* Zeile 9 (144) */ -#define GFX_PINGUIN 144 -#define GFX_MAULWURF 145 -#define GFX_SCHWEIN 146 -#define GFX_DRACHE 147 -#define GFX_EDELSTEIN_ROT 152 -#define GFX_EDELSTEIN_LILA 154 -#define GFX_DYNABOMB_XL 156 -#define GFX_SONDE 159 -/* Zeile 10 (160) */ -#define GFX_EDELSTEIN_BD 163 -#define GFX_MAUER_R1 165 -#define GFX_MAUER_R 167 -#define GFX_MAUER_L1 168 -#define GFX_MAUER_L 170 -#define GFX_MAUER_LEBT 171 -#define GFX_SIEB2_LEER 172 -#define GFX_SIEB2_VOLL GFX_SIEB2_LEER -#define GFX_SIEB2_TOT GFX_SIEB2_LEER -/* Zeile 11 (176) */ -#define GFX_AUSGANG_ZU 176 -#define GFX_AUSGANG_ACT 177 -#define GFX_AUSGANG_AUF 180 -#define GFX_MAMPFER2 184 -#define GFX_DYNABOMB 188 -#define GFX_DYNABOMB_NR 188 -#define GFX_DYNABOMB_SZ 191 -/* Zeile 12 (192) */ -#define GFX_PFEIL_L 192 -#define GFX_PFEIL_R 193 -#define GFX_PFEIL_O 194 -#define GFX_PFEIL_U 195 -#define GFX_BUTTERFLY 196 -#define GFX_FIREFLY 198 -#define GFX_BUTTERFLY_R 200 -#define GFX_BUTTERFLY_O 201 -#define GFX_BUTTERFLY_L 202 -#define GFX_BUTTERFLY_U 203 -#define GFX_FIREFLY_R 204 -#define GFX_FIREFLY_O 205 -#define GFX_FIREFLY_L 206 -#define GFX_FIREFLY_U 207 - -#define GFX_SCHLUESSEL GFX_SCHLUESSEL1 -#define GFX_SPIELFIGUR GFX_SPIELER1 - - -/* graphics from "RocksHeroes" */ - -#define GFX_SPIELER_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 0) -#define GFX_SPIELER_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 4) -#define GFX_SPIELER_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 0) -#define GFX_SPIELER_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 4) -#define GFX_SPIELER_PUSH_RIGHT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 0) -#define GFX_SPIELER_PUSH_LEFT (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 4) -#define GFX_SONDE_START (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 0) -#define GFX_SCHWEIN_DOWN (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE + 8) -#define GFX_SCHWEIN_UP (GFX_START_ROCKSHEROES + 0*HEROES_PER_LINE +12) -#define GFX_SCHWEIN_LEFT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE + 8) -#define GFX_SCHWEIN_RIGHT (GFX_START_ROCKSHEROES + 1*HEROES_PER_LINE +12) -#define GFX_DRACHE_DOWN (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE + 8) -#define GFX_DRACHE_UP (GFX_START_ROCKSHEROES + 2*HEROES_PER_LINE +12) -#define GFX_DRACHE_LEFT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE + 8) -#define GFX_DRACHE_RIGHT (GFX_START_ROCKSHEROES + 3*HEROES_PER_LINE +12) -#define GFX_MAULWURF_DOWN (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE + 8) -#define GFX_MAULWURF_UP (GFX_START_ROCKSHEROES + 4*HEROES_PER_LINE +12) -#define GFX_MAULWURF_LEFT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE + 8) -#define GFX_MAULWURF_RIGHT (GFX_START_ROCKSHEROES + 5*HEROES_PER_LINE +12) -#define GFX_PINGUIN_DOWN (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE + 8) -#define GFX_PINGUIN_UP (GFX_START_ROCKSHEROES + 7*HEROES_PER_LINE +12) -#define GFX_PINGUIN_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 8) -#define GFX_PINGUIN_RIGHT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE +12) -#define GFX_BLURB_LEFT (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 8) -#define GFX_BLURB_RIGHT (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE +12) -#define GFX_FLAMMEN_LEFT (GFX_START_ROCKSHEROES + 8*HEROES_PER_LINE + 0) -#define GFX_FLAMMEN_RIGHT (GFX_START_ROCKSHEROES + 9*HEROES_PER_LINE + 0) -#define GFX_FLAMMEN_UP (GFX_START_ROCKSHEROES +10*HEROES_PER_LINE + 0) -#define GFX_FLAMMEN_DOWN (GFX_START_ROCKSHEROES +11*HEROES_PER_LINE + 0) - -/* graphics from "RocksFont" */ -#define GFX_CHAR_START (GFX_START_ROCKSFONT) -#define GFX_CHAR_ASCII0 (GFX_CHAR_START-32) -#define GFX_CHAR_AUSRUF (GFX_CHAR_ASCII0+33) -#define GFX_CHAR_ZOLL (GFX_CHAR_ASCII0+34) -#define GFX_CHAR_DOLLAR (GFX_CHAR_ASCII0+36) -#define GFX_CHAR_PROZ (GFX_CHAR_ASCII0+37) -#define GFX_CHAR_APOSTR (GFX_CHAR_ASCII0+39) -#define GFX_CHAR_KLAMM1 (GFX_CHAR_ASCII0+40) -#define GFX_CHAR_KLAMM2 (GFX_CHAR_ASCII0+41) -#define GFX_CHAR_PLUS (GFX_CHAR_ASCII0+43) -#define GFX_CHAR_KOMMA (GFX_CHAR_ASCII0+44) -#define GFX_CHAR_MINUS (GFX_CHAR_ASCII0+45) -#define GFX_CHAR_PUNKT (GFX_CHAR_ASCII0+46) -#define GFX_CHAR_SLASH (GFX_CHAR_ASCII0+47) -#define GFX_CHAR_0 (GFX_CHAR_ASCII0+48) -#define GFX_CHAR_9 (GFX_CHAR_ASCII0+57) -#define GFX_CHAR_DOPPEL (GFX_CHAR_ASCII0+58) -#define GFX_CHAR_SEMIKL (GFX_CHAR_ASCII0+59) -#define GFX_CHAR_LT (GFX_CHAR_ASCII0+60) -#define GFX_CHAR_GLEICH (GFX_CHAR_ASCII0+61) -#define GFX_CHAR_GT (GFX_CHAR_ASCII0+62) -#define GFX_CHAR_FRAGE (GFX_CHAR_ASCII0+63) -#define GFX_CHAR_AT (GFX_CHAR_ASCII0+64) -#define GFX_CHAR_A (GFX_CHAR_ASCII0+65) -#define GFX_CHAR_Z (GFX_CHAR_ASCII0+90) -#define GFX_CHAR_AE (GFX_CHAR_ASCII0+91) -#define GFX_CHAR_OE (GFX_CHAR_ASCII0+92) -#define GFX_CHAR_UE (GFX_CHAR_ASCII0+93) -#define GFX_CHAR_COPY (GFX_CHAR_ASCII0+94) -#define GFX_CHAR_END (GFX_CHAR_START+79) + int collect_score_initial; /* initial score value for collecting */ + int collect_count_initial; /* initial count value for collecting */ -/* score for elements */ -#define SC_EDELSTEIN 0 -#define SC_DIAMANT 1 -#define SC_KAEFER 2 -#define SC_FLIEGER 3 -#define SC_MAMPFER 4 -#define SC_ROBOT 5 -#define SC_PACMAN 6 -#define SC_KOKOSNUSS 7 -#define SC_DYNAMIT 8 -#define SC_SCHLUESSEL 9 -#define SC_ZEITBONUS 10 - -/* the names of the sounds */ -#define SND_ALCHEMY 0 -#define SND_AMOEBE 1 -#define SND_ANTIGRAV 2 -#define SND_AUTSCH 3 -#define SND_BLURB 4 -#define SND_BONG 5 -#define SND_BUING 6 -#define SND_CHASE 7 -#define SND_CZARDASZ 8 -#define SND_DENG 9 -#define SND_FUEL 10 -#define SND_GONG 11 -#define SND_HALLOFFAME 12 -#define SND_HOLZ 13 -#define SND_HUI 14 -#define SND_KABUMM 15 -#define SND_KINK 16 -#define SND_KLAPPER 17 -#define SND_KLING 18 -#define SND_KLOPF 19 -#define SND_KLUMPF 20 -#define SND_KNACK 21 -#define SND_KNURK 22 -#define SND_KRACH 23 -#define SND_LACHEN 24 -#define SND_LASER 25 -#define SND_MIEP 26 -#define SND_NETWORK 27 -#define SND_NJAM 28 -#define SND_OEFFNEN 29 -#define SND_PLING 30 -#define SND_PONG 31 -#define SND_PUSCH 32 -#define SND_QUIEK 33 -#define SND_QUIRK 34 -#define SND_RHYTHMLOOP 35 -#define SND_ROAAAR 36 -#define SND_ROEHR 37 -#define SND_RUMMS 38 -#define SND_SCHLOPP 39 -#define SND_SCHLURF 40 -#define SND_SCHRFF 41 -#define SND_SCHWIRR 42 -#define SND_SIRR 43 -#define SND_SLURP 44 -#define SND_SPROING 45 -#define SND_TWILIGHT 46 -#define SND_TYGER 47 -#define SND_VOYAGER 48 -#define SND_WARNTON 49 -#define SND_WHOOSH 50 -#define SND_ZISCH 51 - -#define NUM_SOUNDS 52 - -#define IS_LOOP_SOUND(s) ((s)==SND_KLAPPER || (s)==SND_ROEHR || \ - (s)==SND_NJAM || (s)==SND_MIEP) -#define IS_MUSIC_SOUND(s) ((s)==SND_ALCHEMY || (s)==SND_CHASE || \ - (s)==SND_NETWORK || (s)==SND_CZARDASZ || \ - (s)==SND_TYGER || (s)==SND_VOYAGER || \ - (s)==SND_TWILIGHT) - - -/* directions for moving */ -#define MV_NO_MOVING 0 -#define MV_LEFT 1 -#define MV_RIGHT 2 -#define MV_UP 4 -#define MV_DOWN 8 - -/* font types */ -#define FS_SMALL 0 -#define FS_BIG 1 -/* font colors */ -#define FC_RED 0 -#define FC_BLUE 1 -#define FC_GREEN 2 -#define FC_YELLOW 3 -#define FC_SPECIAL1 4 -#define FC_SPECIAL2 5 - -/* values for game_status */ -#define MAINMENU 0 -#define PLAYING 1 -#define LEVELED 2 -#define HELPSCREEN 3 -#define CHOOSELEVEL 4 -#define TYPENAME 5 -#define HALLOFFAME 6 -#define SETUP 7 -#define EXITGAME 8 + int ce_value_fixed_initial; /* initial value for custom variable (fix) */ + int ce_value_random_initial; /* initial value for custom variable (rnd) */ + boolean use_last_ce_value; /* use value from element before change */ -/* values for game_emulation */ -#define EMU_NONE 0 -#define EMU_BOULDERDASH 1 -#define EMU_SOKOBAN 2 + 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 */ -#ifndef GAME_DIR -#define GAME_DIR "." -#endif + 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) */ -#ifndef GFX_PATH -#define GFX_PATH GAME_DIR "/graphics" -#endif -#ifndef SND_PATH -#define SND_PATH GAME_DIR "/sounds" -#endif -#ifndef LEVEL_PATH -#define LEVEL_PATH GAME_DIR "/levels" -#endif -#ifndef SCORE_PATH -#define SCORE_PATH LEVEL_PATH -#endif -#ifndef NAMES_PATH -#define NAMES_PATH LEVEL_PATH -#endif -#ifndef CONFIG_PATH -#define CONFIG_PATH GAME_DIR -#endif -#ifndef JOYDAT_PATH -#define JOYDAT_PATH GAME_DIR -#endif + int slippery_type; /* how/where other elements slip away */ -#ifndef MSDOS -#define SCORE_FILENAME "ROCKS.score" -#define NAMES_FILENAME "ROCKS.names" -#define LEVDIR_FILENAME "ROCKS.levelinfo" -#define JOYDAT_FILENAME "ROCKS.joystick" -#else -#define SCORE_FILENAME "ROCKS.sco" -#define NAMES_FILENAME "ROCKS.nam" -#define LEVDIR_FILENAME "ROCKS.lev" -#define JOYDAT_FILENAME "ROCKS.joy" -#endif + struct Content content; /* new elements after explosion */ -#define JOYDAT_FILE JOYDAT_PATH "/" JOYDAT_FILENAME - -#define LEVEL_PERMS (S_IRUSR|S_IWUSR | S_IRGRP|S_IWGRP | S_IROTH|S_IWOTH) -#define SCORE_PERMS LEVEL_PERMS -#define NAMES_PERMS LEVEL_PERMS -#define LEVDIR_PERMS LEVEL_PERMS -#define LEVREC_PERMS LEVEL_PERMS -#define JOYDAT_PERMS LEVEL_PERMS - -/* old cookies */ -#define NAMES_COOKIE_10 "ROCKSNDIAMONDS_NAMES_FILE_VERSION_1.0" - -#define LEVEL_COOKIE "ROCKSNDIAMONDS_LEVEL_FILE_VERSION_1.0" -#define SCORE_COOKIE "ROCKSNDIAMONDS_SCORE_FILE_VERSION_1.0" -#define NAMES_COOKIE "ROCKSNDIAMONDS_NAMES_FILE_VERSION_1.1" -#define LEVELDIR_COOKIE "ROCKSNDIAMONDS_LEVELDIR_FILE_VERSION_1.0" -#define LEVELREC_COOKIE "ROCKSNDIAMONDS_LEVELREC_FILE_VERSION_1.0" -#define JOYSTICK_COOKIE "ROCKSNDIAMONDS_JOYSTICK_FILE_VERSION_1.0" -#define LEVEL_COOKIE_LEN (strlen(LEVEL_COOKIE)+1) -#define SCORE_COOKIE_LEN (strlen(SCORE_COOKIE)+1) -#define NAMES_COOKIE_LEN (strlen(NAMES_COOKIE)+1) -#define LEVELDIR_COOKIE_LEN (strlen(LEVELDIR_COOKIE)+1) -#define LEVELREC_COOKIE_LEN (strlen(LEVELREC_COOKIE)+1) -#define JOYSTICK_COOKIE_LEN (strlen(JOYSTICK_COOKIE)+1) - -#define VERSION_STRING "1.1" -#define GAMETITLE_STRING "Rocks'n'Diamonds" -#define WINDOWTITLE_STRING GAMETITLE_STRING " " VERSION_STRING -#define COPYRIGHT_STRING "Copyright ^1995-98 by Holger Schemel" - -/* Leerer Login- und Alias-Name */ -#define EMPTY_LOGIN "NO_LOGIN" -#define EMPTY_ALIAS "NO_NAME" - -/* values for button_status */ -#define MB_NOT_PRESSED FALSE -#define MB_RELEASED FALSE -#define MB_PRESSED TRUE -#define MB_MENU_CHOICE FALSE -#define MB_MENU_MARK TRUE -#define MB_MENU_INITIALIZE (-1) -#define MB_LEFT 1 -#ifdef MSDOS -#define MB_MIDDLE 4 -#define MB_RIGHT 2 -#else -#define MB_MIDDLE 2 -#define MB_RIGHT 3 + 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 ---------- */ + + boolean has_change_event[NUM_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]; + + int collect_score; /* runtime score value for collecting */ + + /* ---------- 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 */ + + 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 +{ + char *token_name; /* font token used in config files */ + + int graphic; /* default graphic for this font */ + int special_graphic[NUM_SPECIAL_GFX_ARGS]; + /* special graphics for certain screens */ + int special_bitmap_id[NUM_SPECIAL_GFX_ARGS]; + /* internal bitmap ID for special graphics */ +}; + +struct GraphicInfo +{ + Bitmap *bitmap; + int src_image_width; /* scaled bitmap size, but w/o small images */ + int src_image_height; /* scaled bitmap size, but w/o small images */ + + int src_x, src_y; /* start position of animation frames */ + int width, height; /* width/height of each animation frame */ + int offset_x, offset_y; /* x/y offset to next animation frame */ + int offset2_x, offset2_y; /* x/y offset to second movement tile */ + boolean double_movement; /* animation has second movement tile */ + int swap_double_tiles; /* explicitely force or forbid tile swapping */ + int anim_frames; + int anim_frames_per_line; + int anim_start_frame; + int anim_delay; /* important: delay of 1 means "no delay"! */ + int anim_mode; + boolean anim_global_sync; + int crumbled_like; /* element for cloning crumble graphics */ + int diggable_like; /* element for cloning digging graphics */ + int border_size; /* border size for "crumbled" graphics */ + int scale_up_factor; /* optional factor for scaling image up */ + int clone_from; /* graphic for cloning *all* settings */ + + int anim_delay_fixed; /* optional delay values for bored and */ + int anim_delay_random; /* sleeping player animations (animation */ + int post_delay_fixed; /* intervall and following pause before */ + int post_delay_random; /* next intervall (bored animation only) */ + + int step_offset; /* optional step offset of toon animations */ + int step_delay; /* optional step delay of toon animations */ + + int draw_x, draw_y; /* optional offset for drawing fonts chars */ + + int draw_masked; /* optional setting for drawing envelope gfx */ + +#if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND) + Pixmap clip_mask; /* single-graphic-only clip mask for X11 */ + GC clip_gc; /* single-graphic-only clip gc for X11 */ #endif +}; -/* values for key_status */ -#define KEY_NOT_PRESSED FALSE -#define KEY_RELEASED FALSE -#define KEY_PRESSED TRUE - -/* values for redraw_mask */ -#define REDRAW_ALL (1L<<0) -#define REDRAW_FIELD (1L<<1) -#define REDRAW_TILES (1L<<2) -#define REDRAW_DOOR_1 (1L<<3) -#define REDRAW_VIDEO_1 (1L<<4) -#define REDRAW_VIDEO_2 (1L<<5) -#define REDRAW_VIDEO_3 (1L<<6) -#define REDRAW_MICROLEV (1L<<7) -#define REDRAW_FROM_BACKBUFFER (1L<<8) -#define REDRAW_DOOR_2 (REDRAW_VIDEO_1 | REDRAW_VIDEO_2 | REDRAW_VIDEO_3) -#define REDRAW_DOORS (REDRAW_DOOR_1 | REDRAW_DOOR_2) -#define REDRAW_MAIN (REDRAW_FIELD | REDRAW_TILES | REDRAW_MICROLEV) -#define REDRAWTILES_THRESHOLD SCR_FIELDX*SCR_FIELDY/2 - -/* positions in the game control window */ -#define XX_LEVEL 37 -#define YY_LEVEL 20 -#define XX_EMERALDS 29 -#define YY_EMERALDS 54 -#define XX_DYNAMITE 29 -#define YY_DYNAMITE 89 -#define XX_KEYS 18 -#define YY_KEYS 123 -#define XX_SCORE 15 -#define YY_SCORE 159 -#define XX_TIME 29 -#define YY_TIME 194 - -#define DX_LEVEL (DX+XX_LEVEL) -#define DY_LEVEL (DY+YY_LEVEL) -#define DX_EMERALDS (DX+XX_EMERALDS) -#define DY_EMERALDS (DY+YY_EMERALDS) -#define DX_DYNAMITE (DX+XX_DYNAMITE) -#define DY_DYNAMITE (DY+YY_DYNAMITE) -#define DX_KEYS (DX+XX_KEYS) -#define DY_KEYS (DY+YY_KEYS) -#define DX_SCORE (DX+XX_SCORE) -#define DY_SCORE (DY+YY_SCORE) -#define DX_TIME (DX+XX_TIME) -#define DY_TIME (DY+YY_TIME) - -/* Felder in PIX_DOOR */ -/* Bedeutung in PIX_DB_DOOR: (3 PAGEs) - PAGEX1: 1. Zwischenspeicher für DOOR_1 - PAGEX2: 2. Zwischenspeicher für DOOR_1 - PAGEX3: Pufferspeicher für Animationen -*/ +struct SoundInfo +{ + boolean loop; + int volume; + int priority; +}; + +struct MusicInfo +{ + boolean loop; +}; + +struct MusicPrefixInfo +{ + char *prefix; + boolean is_loop_music; +}; -#define DOOR_GFX_PAGESIZE DXSIZE -#define DOOR_GFX_PAGEX1 (0*DOOR_GFX_PAGESIZE) -#define DOOR_GFX_PAGEX2 (1*DOOR_GFX_PAGESIZE) -#define DOOR_GFX_PAGEX3 (2*DOOR_GFX_PAGESIZE) -#define DOOR_GFX_PAGEX4 (3*DOOR_GFX_PAGESIZE) -#define DOOR_GFX_PAGEX5 (4*DOOR_GFX_PAGESIZE) -#define DOOR_GFX_PAGEX6 (5*DOOR_GFX_PAGESIZE) -#define DOOR_GFX_PAGEY1 0 -#define DOOR_GFX_PAGEY2 DYSIZE - -/* für DrawGraphicAnimation (tools.c) und AnimateToon (cartoons.c) */ -#define ANIM_NORMAL 0 -#define ANIM_OSCILLATE 1 -#define ANIM_REVERSE 2 +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; + boolean is_loop_sound; +}; + +struct ElementDirectionInfo +{ + char *suffix; + int value; +}; + +struct SpecialSuffixInfo +{ + char *suffix; + int value; +}; + +struct HelpAnimInfo +{ + int element; + int action; + int direction; + + int delay; +}; + + +extern Bitmap *bitmap_db_field, *bitmap_db_door; +extern Pixmap tile_clipmask[]; +extern DrawBuffer *fieldbuffer; +extern DrawBuffer *drawto_field; + +extern int game_status; +extern boolean level_editor_test_game; +extern boolean network_playing; + +#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 int redraw_x1, redraw_y1; + +extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short CustomValue[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short ChangeCount[MAX_LEV_FIELDX][MAX_LEV_FIELDY]; +extern short 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 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]; + +#if 0 +extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS]; #endif + +extern int GfxFrame[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 FX, FY; +extern int ScrollStepSize; +extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos; +extern int BorderElement; +extern int GameFrameDelay; +extern int FfwdFrameDelay; +extern int BX1, BY1; +extern int BX2, BY2; +extern int SBX_Left, SBX_Right; +extern int SBY_Upper, SBY_Lower; +extern int ZX, ZY; +extern int ExitX, ExitY; +extern int AllPlayersGone; + +extern int TimeFrames, TimePlayed, TimeLeft, TapeTime; +extern boolean SiebAktiv; +extern int SiebCount; + +extern boolean network_player_action_received; + +extern int graphics_action_mapping[]; + +extern struct LevelSetInfo levelset; +extern struct LevelInfo level, level_template; +extern struct HiScore highscore[]; +extern struct TapeInfo tape; +extern struct GlobalInfo global; +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 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 */