rnd-20040612-2-src
[rocksndiamonds.git] / src / main.h
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * main.h                                                   *
12 ***********************************************************/
13
14 #ifndef MAIN_H
15 #define MAIN_H
16
17 #include <time.h>
18 #include <sys/time.h>
19 #include <sys/types.h>
20 #include <sys/stat.h>
21 #include <errno.h>
22 #include <unistd.h>
23 #include <fcntl.h>
24
25 #include "libgame/libgame.h"
26
27 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
28 #include "conf_snd.h"   /* include auto-generated data structure definitions */
29 #include "conf_mus.h"   /* include auto-generated data structure definitions */
30
31 #define IMG_UNDEFINED           (-1)
32 #define IMG_EMPTY               IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START          IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START        IMG_CUSTOM_1
37
38 #define SND_UNDEFINED           (-1)
39 #define MUS_UNDEFINED           (-1)
40
41 #define WIN_XSIZE               672
42 #define WIN_YSIZE               560
43
44 #define SCR_FIELDX              17
45 #define SCR_FIELDY              17
46 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX          3
49 #define MIN_LEV_FIELDY          3
50 #define STD_LEV_FIELDX          64
51 #define STD_LEV_FIELDY          32
52 #define MAX_LEV_FIELDX          128
53 #define MAX_LEV_FIELDY          128
54
55 #define SCREENX(a)              ((a) - scroll_x)
56 #define SCREENY(a)              ((a) - scroll_y)
57 #define LEVELX(a)               ((a) + scroll_x)
58 #define LEVELY(a)               ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
62
63 /* values for configurable properties (custom elem's only, else pre-defined) */
64 #define EP_DIGGABLE             0
65 #define EP_COLLECTIBLE_ONLY     1
66 #define EP_DONT_RUN_INTO        2
67 #define EP_DONT_COLLIDE_WITH    3
68 #define EP_DONT_TOUCH           4
69 #define EP_INDESTRUCTIBLE       5
70 #define EP_SLIPPERY             6
71 #define EP_CAN_CHANGE           7
72 #define EP_CAN_MOVE             8
73 #define EP_CAN_FALL             9
74 #define EP_CAN_SMASH_PLAYER     10
75 #define EP_CAN_SMASH_ENEMIES    11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_EXPLODES_BY_FIRE     13
78 #define EP_EXPLODES_SMASHED     14
79 #define EP_EXPLODES_IMPACT      15
80 #define EP_WALKABLE_OVER        16
81 #define EP_WALKABLE_INSIDE      17
82 #define EP_WALKABLE_UNDER       18
83 #define EP_PASSABLE_OVER        19
84 #define EP_PASSABLE_INSIDE      20
85 #define EP_PASSABLE_UNDER       21
86 #define EP_DROPPABLE            22
87 #define EP_EXPLODES_1X1_OLD     23
88 #define EP_PUSHABLE             24
89 #define EP_EXPLODES_CROSS_OLD   25
90 #define EP_PROTECTED            26
91 #define EP_CAN_MOVE_INTO_ACID   27
92 #define EP_THROWABLE            28
93 #define EP_CAN_EXPLODE          29
94 #define EP_GRAVITY_REACHABLE    30
95
96 /* values for pre-defined properties */
97 #define EP_PLAYER               32
98 #define EP_CAN_PASS_MAGIC_WALL  33
99 #define EP_SWITCHABLE           34
100 #define EP_BD_ELEMENT           35
101 #define EP_SP_ELEMENT           36
102 #define EP_SB_ELEMENT           37
103 #define EP_GEM                  38
104 #define EP_FOOD_DARK_YAMYAM     39
105 #define EP_FOOD_PENGUIN         40
106 #define EP_FOOD_PIG             41
107 #define EP_HISTORIC_WALL        42
108 #define EP_HISTORIC_SOLID       43
109 #define EP_CLASSIC_ENEMY        44
110 #define EP_BELT                 45
111 #define EP_BELT_ACTIVE          46
112 #define EP_BELT_SWITCH          47
113 #define EP_TUBE                 48
114 #define EP_KEYGATE              49
115 #define EP_AMOEBOID             50
116 #define EP_AMOEBALIVE           51
117 #define EP_HAS_CONTENT          52
118 #define EP_CAN_TURN_EACH_MOVE   53
119 #define EP_CAN_GROW             54
120 #define EP_ACTIVE_BOMB          55
121 #define EP_INACTIVE             56
122
123 /* values for special configurable properties (depending on level settings) */
124 #define EP_EM_SLIPPERY_WALL     57
125
126 /* values for special graphics properties (no effect on game engine) */
127 #define EP_GFX_CRUMBLED         58
128
129 /* values for derived properties (determined from properties above) */
130 #define EP_ACCESSIBLE_OVER      59
131 #define EP_ACCESSIBLE_INSIDE    60
132 #define EP_ACCESSIBLE_UNDER     61
133 #define EP_WALKABLE             62
134 #define EP_PASSABLE             63
135 #define EP_ACCESSIBLE           64
136 #define EP_COLLECTIBLE          65
137 #define EP_SNAPPABLE            66
138 #define EP_WALL                 67
139 #define EP_SOLID_FOR_PUSHING    68
140 #define EP_DRAGONFIRE_PROOF     69
141 #define EP_EXPLOSION_PROOF      70
142 #define EP_CAN_SMASH            71
143 #define EP_EXPLODES_3X3_OLD     72
144 #define EP_CAN_EXPLODE_BY_FIRE  73
145 #define EP_CAN_EXPLODE_SMASHED  74
146 #define EP_CAN_EXPLODE_IMPACT   75
147 #define EP_SP_PORT              76
148 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    77
149 #define EP_CAN_EXPLODE_BY_EXPLOSION     78
150 #define EP_COULD_MOVE_INTO_ACID         79
151 #define EP_MAYBE_DONT_COLLIDE_WITH      80
152
153 /* values for internal purpose only (level editor) */
154 #define EP_WALK_TO_OBJECT       81
155 #define EP_DEADLY               82
156
157 #define NUM_ELEMENT_PROPERTIES  83
158
159 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
160 #define EP_BITFIELD_BASE        0
161
162 #define EP_BITMASK_DEFAULT      0
163
164 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
165 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
166 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
167 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
168                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
169                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
170
171
172 /* values for change events for custom elements (stored in level file) */
173 #define CE_DELAY                0
174 #define CE_TOUCHED_BY_PLAYER    1
175 #define CE_PRESSED_BY_PLAYER    2
176 #define CE_PUSHED_BY_PLAYER     3
177 #define CE_DROPPED_BY_PLAYER    4
178 #define CE_HITTING_SOMETHING    5
179 #define CE_IMPACT               6
180 #define CE_SMASHED              7
181 #define CE_OTHER_IS_TOUCHING    8
182 #define CE_OTHER_IS_CHANGING    9
183 #define CE_OTHER_IS_EXPLODING   10
184 #define CE_OTHER_GETS_TOUCHED   11
185 #define CE_OTHER_GETS_PRESSED   12
186 #define CE_OTHER_GETS_PUSHED    13
187 #define CE_OTHER_GETS_COLLECTED 14
188 #define CE_OTHER_GETS_DROPPED   15
189 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
190 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
191 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
192 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
193 #define CE_OTHER_GETS_DIGGED    20
194 #define CE_ENTERED_BY_PLAYER    21
195 #define CE_LEFT_BY_PLAYER       22
196 #define CE_OTHER_GETS_ENTERED   23
197 #define CE_OTHER_GETS_LEFT      24
198 #define CE_SWITCHED             25
199 #define CE_OTHER_IS_SWITCHING   26
200 #define CE_HIT_BY_SOMETHING     27
201 #define CE_OTHER_IS_HITTING     28
202 #define CE_OTHER_GETS_HIT       29
203 #define CE_BLOCKED              30
204
205 #define NUM_CHANGE_EVENTS       31
206
207 #define CE_BITMASK_DEFAULT      0
208
209 #define CH_EVENT_BIT(c)         (1 << (c))
210 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
211 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
212
213 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
214                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
215 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
216                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
217 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
218                                  ((v) ?                                   \
219                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
220                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
221
222 /* values for change side for custom elements */
223 #define CH_SIDE_NONE            MV_NO_MOVING
224 #define CH_SIDE_LEFT            MV_LEFT
225 #define CH_SIDE_RIGHT           MV_RIGHT
226 #define CH_SIDE_TOP             MV_UP
227 #define CH_SIDE_BOTTOM          MV_DOWN
228 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
229 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
230 #define CH_SIDE_ANY             MV_ANY_DIRECTION
231
232 /* values for change player for custom elements */
233 #define CH_PLAYER_NONE          0
234 #define CH_PLAYER_1             (1 << 0)
235 #define CH_PLAYER_2             (1 << 1)
236 #define CH_PLAYER_3             (1 << 2)
237 #define CH_PLAYER_4             (1 << 3)
238 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
239                                  CH_PLAYER_4)
240
241 /* values for change page for custom elements */
242 #define CH_PAGE_ANY_FILE        (0xff)
243 #define CH_PAGE_ANY             (0xffffffff)
244
245 /* values for change power for custom elements */
246 #define CP_WHEN_EMPTY           0
247 #define CP_WHEN_DIGGABLE        1
248 #define CP_WHEN_DESTRUCTIBLE    2
249 #define CP_WHEN_COLLECTIBLE     3
250 #define CP_WHEN_REMOVABLE       4
251 #define CP_WHEN_WALKABLE        5
252
253 /* values for custom move patterns (bits 0 - 3: basic move directions) */
254 #define MV_BIT_TOWARDS_PLAYER   4
255 #define MV_BIT_AWAY_FROM_PLAYER 5
256 #define MV_BIT_ALONG_LEFT_SIDE  6
257 #define MV_BIT_ALONG_RIGHT_SIDE 7
258 #define MV_BIT_TURNING_LEFT     8
259 #define MV_BIT_TURNING_RIGHT    9
260 #define MV_BIT_WHEN_PUSHED      10
261 #define MV_BIT_MAZE_RUNNER      11
262 #define MV_BIT_MAZE_HUNTER      12
263 #define MV_BIT_WHEN_DROPPED     13
264 #define MV_BIT_TURNING_LEFT_RIGHT 14
265 #define MV_BIT_TURNING_RIGHT_LEFT 15
266 #define MV_BIT_TURNING_RANDOM   16
267
268 /* values for custom move patterns */
269 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
270 #define MV_VERTICAL             (MV_UP   | MV_DOWN)
271 #define MV_ALL_DIRECTIONS       (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
272 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
273 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
274 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
275 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
276 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
277 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
278 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
279 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
280 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
281 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
282 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
283 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
284 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
285 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
286 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
287
288 /* values for initial move direction (bits 0 - 3: basic move directions) */
289 #define MV_START_BIT_PREVIOUS   4
290
291 /* values for initial move direction */
292 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
293 #define MV_START_LEFT           (MV_LEFT)
294 #define MV_START_RIGHT          (MV_RIGHT)
295 #define MV_START_UP             (MV_UP)
296 #define MV_START_DOWN           (MV_DOWN)
297 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
298 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
299
300 /* values for elements left behind by custom elements */
301 #define LEAVE_TYPE_UNLIMITED    0
302 #define LEAVE_TYPE_LIMITED      1
303
304 /* values for slippery property for custom elements */
305 #define SLIPPERY_ANY_RANDOM     0
306 #define SLIPPERY_ANY_LEFT_RIGHT 1
307 #define SLIPPERY_ANY_RIGHT_LEFT 2
308 #define SLIPPERY_ONLY_LEFT      3
309 #define SLIPPERY_ONLY_RIGHT     4
310
311 /* values for explosion type for custom elements */
312 #define EXPLODES_3X3            0
313 #define EXPLODES_1X1            1
314 #define EXPLODES_CROSS          2
315
316 /* macros for configurable properties */
317 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
318 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
319 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
320 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
321 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
322 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
323 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
324 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
325 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
326 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
327 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
328 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
329 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
330 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
331 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
332 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
333 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
334 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
335 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
336 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
337 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
338 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
339 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
340 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
341 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
342 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
343 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
344 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
345 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
346 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
347 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
348
349 /* macros for special configurable properties */
350 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
351
352 /* macros for special graphics properties */
353 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
354
355 /* macros for pre-defined properties */
356 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
357 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
358 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
359 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
360 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
361 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
362 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
363 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
364 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
365 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
366 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
367 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
368 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
369 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
370 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
371 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
372 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
373 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
374 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
375 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
376 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
377 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
378 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
379 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
380 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
381
382 /* macros for derived properties */
383 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
384 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
385 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
386 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
387 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
388 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
389 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
390 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
391 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
392 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
393 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
394 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
395 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
396 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
397 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
398 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
399 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
400 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
401 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
402                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
403 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
404                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
405 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
406 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
407
408 /* special macros used in game engine */
409 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
410                                  (e) <= EL_CUSTOM_END)
411
412 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
413                                  (e) <= EL_GROUP_END)
414
415 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
416                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
417
418 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
419                                  (e) <= EL_INTERNAL_END)
420
421 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
422                                  (e) <= EL_ENVELOPE_4)
423
424 #define IS_GATE(e)              ((e) >= EL_GATE_1 &&                    \
425                                  (e) <= EL_GATE_4)
426
427 #define IS_GATE_GRAY(e)         ((e) >= EL_GATE_1_GRAY &&               \
428                                  (e) <= EL_GATE_4_GRAY)
429
430 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
431                                  (e) <= EL_EM_GATE_4)
432
433 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
434                                  (e) <= EL_EM_GATE_4_GRAY)
435
436 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
437                                  element_info[e].gfx_element : e)
438
439 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
440 /* (solution: add separate "use sound of element" to level file and editor) */
441 #if 0
442 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
443 #else
444 #define SND_ELEMENT(e)          (e)
445 #endif
446
447 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
448
449 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
450 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
451
452 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
453 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
454 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
455
456 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
457                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
458                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
459                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
460                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
461                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
462                                  EL_ROCK)
463 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
464                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
465                                  EL_BD_ROCK)
466 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
467 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
468 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
469 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
470
471 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
472 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
473
474 #if 1
475
476 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
477                                          IS_PROTECTED(Back[x][y]))
478 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
479 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
480                                          ENEMY_PROTECTED_FIELD(x, y))
481 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
482                                          EXPLOSION_PROTECTED_FIELD(x, y))
483
484 #else
485
486 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
487                                  IS_INDESTRUCTIBLE(Feld[x][y]))
488 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
489                                  PROTECTED_FIELD(x, y))
490 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
491                                  PROTECTED_FIELD(x, y))
492 #endif
493
494 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
495                                  (p)->switch_x == (x) && (p)->switch_y == (y))
496
497 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
498
499 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
500 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
501 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
502
503 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
504 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
505 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
506 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
507
508 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
509
510
511 /* fundamental game speed values */
512 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
513 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
514 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
515 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
516 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
517 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
518
519 /* boundaries of arrays etc. */
520 #define MAX_LEVEL_NAME_LEN      32
521 #define MAX_LEVEL_AUTHOR_LEN    32
522 #define MAX_ELEMENT_NAME_LEN    32
523 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
524 #define MAX_SCORE_ENTRIES       100
525 #define MAX_NUM_AMOEBA          100
526 #define MAX_INVENTORY_SIZE      1000
527 #define MAX_KEYS                4
528 #define NUM_BELTS               4
529 #define NUM_BELT_PARTS          3
530 #define MIN_ENVELOPE_XSIZE      1
531 #define MIN_ENVELOPE_YSIZE      1
532 #define MAX_ENVELOPE_XSIZE      30
533 #define MAX_ENVELOPE_YSIZE      20
534 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
535 #define MIN_CHANGE_PAGES        1
536 #define MAX_CHANGE_PAGES        32
537 #define MIN_ELEMENTS_IN_GROUP   1
538 #define MAX_ELEMENTS_IN_GROUP   16
539
540 /* values for elements with content */
541 #define MIN_ELEMENT_CONTENTS    1
542 #define STD_ELEMENT_CONTENTS    4
543 #define MAX_ELEMENT_CONTENTS    8
544
545 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
546
547 /* often used screen positions */
548 #define SX                      8
549 #define SY                      8
550 #define REAL_SX                 (SX - 2)
551 #define REAL_SY                 (SY - 2)
552 #define DX                      566
553 #define DY                      60
554 #define VX                      DX
555 #define VY                      400
556 #define EX                      DX
557 #define EY                      (VY - 44)
558 #define TILEX                   32
559 #define TILEY                   32
560 #define MINI_TILEX              (TILEX / 2)
561 #define MINI_TILEY              (TILEY / 2)
562 #define MICRO_TILEX             (TILEX / 8)
563 #define MICRO_TILEY             (TILEY / 8)
564 #define MIDPOSX                 (SCR_FIELDX / 2)
565 #define MIDPOSY                 (SCR_FIELDY / 2)
566 #define SXSIZE                  (SCR_FIELDX * TILEX)
567 #define SYSIZE                  (SCR_FIELDY * TILEY)
568 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
569 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
570 #define DXSIZE                  100
571 #define DYSIZE                  280
572 #define VXSIZE                  DXSIZE
573 #define VYSIZE                  100
574 #define EXSIZE                  DXSIZE
575 #define EYSIZE                  (VYSIZE + 44)
576 #define FULL_SXSIZE             (2 + SXSIZE + 2)
577 #define FULL_SYSIZE             (2 + SYSIZE + 2)
578 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
579 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
580 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
581 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
582 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
583
584
585 /* score for elements */
586 #define SC_EMERALD              0
587 #define SC_DIAMOND              1
588 #define SC_BUG                  2
589 #define SC_SPACESHIP            3
590 #define SC_YAMYAM               4
591 #define SC_ROBOT                5
592 #define SC_PACMAN               6
593 #define SC_NUT                  7
594 #define SC_DYNAMITE             8
595 #define SC_KEY                  9
596 #define SC_TIME_BONUS           10
597 #define SC_CRYSTAL              11
598 #define SC_PEARL                12
599 #define SC_SHIELD               13
600
601
602 /* "real" level file elements */
603 #define EL_UNDEFINED                    -1
604
605 #define EL_EMPTY_SPACE                  0
606 #define EL_EMPTY                        EL_EMPTY_SPACE
607 #define EL_SAND                         1
608 #define EL_WALL                         2
609 #define EL_WALL_SLIPPERY                3
610 #define EL_ROCK                         4
611 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
612 #define EL_EMERALD                      6
613 #define EL_EXIT_CLOSED                  7
614 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
615 #define EL_BUG                          9
616 #define EL_SPACESHIP                    10
617 #define EL_YAMYAM                       11
618 #define EL_ROBOT                        12
619 #define EL_STEELWALL                    13
620 #define EL_DIAMOND                      14
621 #define EL_AMOEBA_DEAD                  15
622 #define EL_QUICKSAND_EMPTY              16
623 #define EL_QUICKSAND_FULL               17
624 #define EL_AMOEBA_DROP                  18
625 #define EL_BOMB                         19
626 #define EL_MAGIC_WALL                   20
627 #define EL_SPEED_PILL                   21
628 #define EL_ACID                         22
629 #define EL_AMOEBA_WET                   23
630 #define EL_AMOEBA_DRY                   24
631 #define EL_NUT                          25
632 #define EL_GAME_OF_LIFE                 26
633 #define EL_BIOMAZE                      27
634 #define EL_DYNAMITE_ACTIVE              28
635 #define EL_STONEBLOCK                   29
636 #define EL_ROBOT_WHEEL                  30
637 #define EL_ROBOT_WHEEL_ACTIVE           31
638 #define EL_KEY_1                        32
639 #define EL_KEY_2                        33
640 #define EL_KEY_3                        34
641 #define EL_KEY_4                        35
642 #define EL_GATE_1                       36
643 #define EL_GATE_2                       37
644 #define EL_GATE_3                       38
645 #define EL_GATE_4                       39
646 #define EL_GATE_1_GRAY                  40
647 #define EL_GATE_2_GRAY                  41
648 #define EL_GATE_3_GRAY                  42
649 #define EL_GATE_4_GRAY                  43
650 #define EL_DYNAMITE                     44
651 #define EL_PACMAN                       45
652 #define EL_INVISIBLE_WALL               46
653 #define EL_LAMP                         47
654 #define EL_LAMP_ACTIVE                  48
655 #define EL_WALL_EMERALD                 49
656 #define EL_WALL_DIAMOND                 50
657 #define EL_AMOEBA_FULL                  51
658 #define EL_BD_AMOEBA                    52
659 #define EL_TIME_ORB_FULL                53
660 #define EL_TIME_ORB_EMPTY               54
661 #define EL_EXPANDABLE_WALL              55
662 #define EL_BD_DIAMOND                   56
663 #define EL_EMERALD_YELLOW               57
664 #define EL_WALL_BD_DIAMOND              58
665 #define EL_WALL_EMERALD_YELLOW          59
666 #define EL_DARK_YAMYAM                  60
667 #define EL_BD_MAGIC_WALL                61
668 #define EL_INVISIBLE_STEELWALL          62
669 #define EL_SOKOBAN_FIELD_PLAYER         63
670 #define EL_DYNABOMB_INCREASE_NUMBER     64
671 #define EL_DYNABOMB_INCREASE_SIZE       65
672 #define EL_DYNABOMB_INCREASE_POWER      66
673 #define EL_SOKOBAN_OBJECT               67
674 #define EL_SOKOBAN_FIELD_EMPTY          68
675 #define EL_SOKOBAN_FIELD_FULL           69
676 #define EL_BD_BUTTERFLY_RIGHT           70
677 #define EL_BD_BUTTERFLY_UP              71
678 #define EL_BD_BUTTERFLY_LEFT            72
679 #define EL_BD_BUTTERFLY_DOWN            73
680 #define EL_BD_FIREFLY_RIGHT             74
681 #define EL_BD_FIREFLY_UP                75
682 #define EL_BD_FIREFLY_LEFT              76
683 #define EL_BD_FIREFLY_DOWN              77
684 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
685 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
686 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
687 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
688 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
689 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
690 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
691 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
692 #define EL_BD_BUTTERFLY                 78
693 #define EL_BD_FIREFLY                   79
694 #define EL_PLAYER_1                     80
695 #define EL_PLAYER_2                     81
696 #define EL_PLAYER_3                     82
697 #define EL_PLAYER_4                     83
698 #define EL_BUG_RIGHT                    84
699 #define EL_BUG_UP                       85
700 #define EL_BUG_LEFT                     86
701 #define EL_BUG_DOWN                     87
702 #define EL_SPACESHIP_RIGHT              88
703 #define EL_SPACESHIP_UP                 89
704 #define EL_SPACESHIP_LEFT               90
705 #define EL_SPACESHIP_DOWN               91
706 #define EL_PACMAN_RIGHT                 92
707 #define EL_PACMAN_UP                    93
708 #define EL_PACMAN_LEFT                  94
709 #define EL_PACMAN_DOWN                  95
710 #define EL_EMERALD_RED                  96
711 #define EL_EMERALD_PURPLE               97
712 #define EL_WALL_EMERALD_RED             98
713 #define EL_WALL_EMERALD_PURPLE          99
714 #define EL_ACID_POOL_TOPLEFT            100
715 #define EL_ACID_POOL_TOPRIGHT           101
716 #define EL_ACID_POOL_BOTTOMLEFT         102
717 #define EL_ACID_POOL_BOTTOM             103
718 #define EL_ACID_POOL_BOTTOMRIGHT        104
719 #define EL_BD_WALL                      105
720 #define EL_BD_ROCK                      106
721 #define EL_EXIT_OPEN                    107
722 #define EL_BLACK_ORB                    108
723 #define EL_AMOEBA_TO_DIAMOND            109
724 #define EL_MOLE                         110
725 #define EL_PENGUIN                      111
726 #define EL_SATELLITE                    112
727 #define EL_ARROW_LEFT                   113
728 #define EL_ARROW_RIGHT                  114
729 #define EL_ARROW_UP                     115
730 #define EL_ARROW_DOWN                   116
731 #define EL_PIG                          117
732 #define EL_DRAGON                       118
733
734 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
735
736 #define EL_CHAR_START                   120
737 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
738 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
739
740 #include "conf_chr.h"   /* include auto-generated data structure definitions */
741
742 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
743 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
744
745 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
746
747 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
748 #define EL_EXPANDABLE_WALL_VERTICAL     201
749 #define EL_EXPANDABLE_WALL_ANY          202
750
751 #define EL_EM_GATE_1                    203
752 #define EL_EM_GATE_2                    204
753 #define EL_EM_GATE_3                    205
754 #define EL_EM_GATE_4                    206
755
756 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
757 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
758 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
759
760 #define EL_SP_START                     210
761 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
762 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
763 #define EL_SP_ZONK                      (EL_SP_START + 1)
764 #define EL_SP_BASE                      (EL_SP_START + 2)
765 #define EL_SP_MURPHY                    (EL_SP_START + 3)
766 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
767 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
768 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
769 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
770 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
771 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
772 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
773 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
774 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
775 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
776 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
777 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
778 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
779 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
780 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
781 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
782 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
783 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
784 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
785 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
786 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
787 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
788 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
789 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
790 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
791 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
792 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
793 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
794 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
795 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
796 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
797 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
798 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
799 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
800 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
801 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
802 #define EL_SP_END                       (EL_SP_START + 39)
803
804 #define EL_EM_GATE_1_GRAY               250
805 #define EL_EM_GATE_2_GRAY               251
806 #define EL_EM_GATE_3_GRAY               252
807 #define EL_EM_GATE_4_GRAY               253
808
809 #define EL_UNUSED_254                   254
810 #define EL_UNUSED_255                   255
811
812 #define EL_PEARL                        256
813 #define EL_CRYSTAL                      257
814 #define EL_WALL_PEARL                   258
815 #define EL_WALL_CRYSTAL                 259
816 #define EL_DOOR_WHITE                   260
817 #define EL_DOOR_WHITE_GRAY              261
818 #define EL_KEY_WHITE                    262
819 #define EL_SHIELD_NORMAL                263
820 #define EL_EXTRA_TIME                   264
821 #define EL_SWITCHGATE_OPEN              265
822 #define EL_SWITCHGATE_CLOSED            266
823 #define EL_SWITCHGATE_SWITCH_UP         267
824 #define EL_SWITCHGATE_SWITCH_DOWN       268
825
826 #define EL_UNUSED_269                   269
827 #define EL_UNUSED_270                   270
828
829 #define EL_CONVEYOR_BELT_1_LEFT          271
830 #define EL_CONVEYOR_BELT_1_MIDDLE        272
831 #define EL_CONVEYOR_BELT_1_RIGHT         273
832 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
833 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
834 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
835 #define EL_CONVEYOR_BELT_2_LEFT          277
836 #define EL_CONVEYOR_BELT_2_MIDDLE        278
837 #define EL_CONVEYOR_BELT_2_RIGHT         279
838 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
839 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
840 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
841 #define EL_CONVEYOR_BELT_3_LEFT          283
842 #define EL_CONVEYOR_BELT_3_MIDDLE        284
843 #define EL_CONVEYOR_BELT_3_RIGHT         285
844 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
845 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
846 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
847 #define EL_CONVEYOR_BELT_4_LEFT          289
848 #define EL_CONVEYOR_BELT_4_MIDDLE        290
849 #define EL_CONVEYOR_BELT_4_RIGHT         291
850 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
851 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
852 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
853 #define EL_LANDMINE                     295
854 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
855 #define EL_LIGHT_SWITCH                 297
856 #define EL_LIGHT_SWITCH_ACTIVE          298
857 #define EL_SIGN_EXCLAMATION             299
858 #define EL_SIGN_RADIOACTIVITY           300
859 #define EL_SIGN_STOP                    301
860 #define EL_SIGN_WHEELCHAIR              302
861 #define EL_SIGN_PARKING                 303
862 #define EL_SIGN_ONEWAY                  304
863 #define EL_SIGN_HEART                   305
864 #define EL_SIGN_TRIANGLE                306
865 #define EL_SIGN_ROUND                   307
866 #define EL_SIGN_EXIT                    308
867 #define EL_SIGN_YINYANG                 309
868 #define EL_SIGN_OTHER                   310
869 #define EL_MOLE_LEFT                    311
870 #define EL_MOLE_RIGHT                   312
871 #define EL_MOLE_UP                      313
872 #define EL_MOLE_DOWN                    314
873 #define EL_STEELWALL_SLIPPERY           315
874 #define EL_INVISIBLE_SAND               316
875 #define EL_DX_UNKNOWN_15                317
876 #define EL_DX_UNKNOWN_42                318
877
878 #define EL_UNUSED_319                   319
879 #define EL_UNUSED_320                   320
880
881 #define EL_SHIELD_DEADLY                321
882 #define EL_TIMEGATE_OPEN                322
883 #define EL_TIMEGATE_CLOSED              323
884 #define EL_TIMEGATE_SWITCH_ACTIVE       324
885 #define EL_TIMEGATE_SWITCH              325
886
887 #define EL_BALLOON                      326
888 #define EL_BALLOON_SWITCH_LEFT          327
889 #define EL_BALLOON_SWITCH_RIGHT         328
890 #define EL_BALLOON_SWITCH_UP            329
891 #define EL_BALLOON_SWITCH_DOWN          330
892 #define EL_BALLOON_SWITCH_ANY           331
893
894 #define EL_EMC_STEELWALL_1              332
895 #define EL_EMC_STEELWALL_2              333
896 #define EL_EMC_STEELWALL_3              334
897 #define EL_EMC_STEELWALL_4              335
898 #define EL_EMC_WALL_1                   336
899 #define EL_EMC_WALL_2                   337
900 #define EL_EMC_WALL_3                   338
901 #define EL_EMC_WALL_4                   339
902 #define EL_EMC_WALL_5                   340
903 #define EL_EMC_WALL_6                   341
904 #define EL_EMC_WALL_7                   342
905 #define EL_EMC_WALL_8                   343
906
907 #define EL_TUBE_ANY                     344
908 #define EL_TUBE_VERTICAL                345
909 #define EL_TUBE_HORIZONTAL              346
910 #define EL_TUBE_VERTICAL_LEFT           347
911 #define EL_TUBE_VERTICAL_RIGHT          348
912 #define EL_TUBE_HORIZONTAL_UP           349
913 #define EL_TUBE_HORIZONTAL_DOWN         350
914 #define EL_TUBE_LEFT_UP                 351
915 #define EL_TUBE_LEFT_DOWN               352
916 #define EL_TUBE_RIGHT_UP                353
917 #define EL_TUBE_RIGHT_DOWN              354
918 #define EL_SPRING                       355
919 #define EL_TRAP                         356
920 #define EL_DX_SUPABOMB                  357
921
922 #define EL_UNUSED_358                   358
923 #define EL_UNUSED_359                   359
924
925 /* ---------- begin of custom elements section ----------------------------- */
926 #define EL_CUSTOM_START                 360
927
928 #include "conf_cus.h"   /* include auto-generated data structure definitions */
929
930 #define NUM_CUSTOM_ELEMENTS             256
931 #define EL_CUSTOM_END                   615
932 /* ---------- end of custom elements section ------------------------------- */
933
934 #define EL_EM_KEY_1                     616
935 #define EL_EM_KEY_2                     617
936 #define EL_EM_KEY_3                     618
937 #define EL_EM_KEY_4                     619
938 #define EL_ENVELOPE_1                   620
939 #define EL_ENVELOPE_2                   621
940 #define EL_ENVELOPE_3                   622
941 #define EL_ENVELOPE_4                   623
942
943 /* ---------- begin of group elements section ------------------------------ */
944 #define EL_GROUP_START                  624
945
946 #include "conf_grp.h"   /* include auto-generated data structure definitions */
947
948 #define NUM_GROUP_ELEMENTS              32
949 #define EL_GROUP_END                    655
950 /* ---------- end of custom elements section ------------------------------- */
951
952 #define EL_UNKNOWN                      656
953 #define EL_TRIGGER_ELEMENT              657
954 #define EL_TRIGGER_PLAYER               658
955
956 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
957 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
958 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
959 #define EL_SP_GRAVITY_ON_PORT_UP        662
960 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
961 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
962 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
963 #define EL_SP_GRAVITY_OFF_PORT_UP       666
964
965 #define NUM_FILE_ELEMENTS               667
966
967
968 /* "real" (and therefore drawable) runtime elements */
969 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
970
971 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
972 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
973 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
974 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
975 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
976 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
977 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
978 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
979 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
980 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
981 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
982 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
983 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
984 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
985 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
986 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
987 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
988 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
989 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
990 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
991 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
992 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
993 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
994 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
995 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
996 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
997 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
998 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
999 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1000 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1001 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1002 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1003 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1004 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1005 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1006 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1007 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1008 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1009 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1010 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1011 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1012 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1013 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1014 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1015 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1016
1017 /* "unreal" (and therefore not drawable) runtime elements */
1018 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1019
1020 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1021 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1022 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1023 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1024 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1025 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1026 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1027 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1028 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1029 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1030 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1031 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1032 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1033 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1034 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1035 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1036 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1037 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1038
1039 /* dummy elements (never used as game elements, only used as graphics) */
1040 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1041
1042 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
1043 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
1044 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
1045 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
1046 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
1047 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
1048 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
1049 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
1050 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
1051 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
1052 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
1053 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
1054 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
1055 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
1056 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
1057 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
1058 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
1059 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
1060 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1061 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1062 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1063 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1064 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1065 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1066 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1067
1068 /* internal elements (only used for internal purposes like copying) */
1069 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1070
1071 #define EL_INTERNAL_CLIPBOARD_CUSTOM            (EL_FIRST_INTERNAL + 0)
1072 #define EL_INTERNAL_CLIPBOARD_CHANGE            (EL_FIRST_INTERNAL + 1)
1073 #define EL_INTERNAL_CLIPBOARD_GROUP             (EL_FIRST_INTERNAL + 2)
1074 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 3)
1075
1076 #define EL_INTERNAL_CLIPBOARD_START             (EL_FIRST_INTERNAL + 0)
1077 #define EL_INTERNAL_CLIPBOARD_END               (EL_FIRST_INTERNAL + 2)
1078 #define EL_INTERNAL_START                       (EL_FIRST_INTERNAL + 0)
1079 #define EL_INTERNAL_END                         (EL_FIRST_INTERNAL + 3)
1080
1081 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 4)
1082
1083
1084 /* values for graphics/sounds action types */
1085 #define ACTION_DEFAULT                          0
1086 #define ACTION_WAITING                          1
1087 #define ACTION_FALLING                          2
1088 #define ACTION_MOVING                           3
1089 #define ACTION_DIGGING                          4
1090 #define ACTION_SNAPPING                         5
1091 #define ACTION_COLLECTING                       6
1092 #define ACTION_DROPPING                         7
1093 #define ACTION_PUSHING                          8
1094 #define ACTION_WALKING                          9
1095 #define ACTION_PASSING                          10
1096 #define ACTION_IMPACT                           11
1097 #define ACTION_BREAKING                         12
1098 #define ACTION_ACTIVATING                       13
1099 #define ACTION_DEACTIVATING                     14
1100 #define ACTION_OPENING                          15
1101 #define ACTION_CLOSING                          16
1102 #define ACTION_ATTACKING                        17
1103 #define ACTION_GROWING                          18
1104 #define ACTION_SHRINKING                        19
1105 #define ACTION_ACTIVE                           20
1106 #define ACTION_FILLING                          21
1107 #define ACTION_EMPTYING                         22
1108 #define ACTION_CHANGING                         23
1109 #define ACTION_EXPLODING                        24
1110 #define ACTION_BORING                           25
1111 #define ACTION_BORING_1                         26
1112 #define ACTION_BORING_2                         27
1113 #define ACTION_BORING_3                         28
1114 #define ACTION_BORING_4                         29
1115 #define ACTION_BORING_5                         30
1116 #define ACTION_BORING_6                         31
1117 #define ACTION_BORING_7                         32
1118 #define ACTION_BORING_8                         33
1119 #define ACTION_BORING_9                         34
1120 #define ACTION_BORING_10                        35
1121 #define ACTION_SLEEPING                         36
1122 #define ACTION_SLEEPING_1                       37
1123 #define ACTION_SLEEPING_2                       38
1124 #define ACTION_SLEEPING_3                       39
1125 #define ACTION_AWAKENING                        40
1126 #define ACTION_DYING                            41
1127 #define ACTION_TURNING                          42
1128 #define ACTION_TURNING_FROM_LEFT                43
1129 #define ACTION_TURNING_FROM_RIGHT               44
1130 #define ACTION_TURNING_FROM_UP                  45
1131 #define ACTION_TURNING_FROM_DOWN                46
1132 #define ACTION_OTHER                            47
1133
1134 #define NUM_ACTIONS                             48
1135
1136 #define ACTION_BORING_LAST                      ACTION_BORING_10
1137 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1138
1139
1140 /* values for special image configuration suffixes (must match game mode) */
1141 #define GFX_SPECIAL_ARG_DEFAULT                 0
1142 #define GFX_SPECIAL_ARG_MAIN                    1
1143 #define GFX_SPECIAL_ARG_LEVELS                  2
1144 #define GFX_SPECIAL_ARG_SCORES                  3
1145 #define GFX_SPECIAL_ARG_EDITOR                  4
1146 #define GFX_SPECIAL_ARG_INFO                    5
1147 #define GFX_SPECIAL_ARG_SETUP                   6
1148 #define GFX_SPECIAL_ARG_PLAYING                 7
1149 #define GFX_SPECIAL_ARG_DOOR                    8
1150 #define GFX_SPECIAL_ARG_PREVIEW                 9
1151 #define GFX_SPECIAL_ARG_CRUMBLED                10
1152
1153 #define NUM_SPECIAL_GFX_ARGS                    11
1154
1155
1156 /* values for image configuration suffixes */
1157 #define GFX_ARG_X                               0
1158 #define GFX_ARG_Y                               1
1159 #define GFX_ARG_XPOS                            2
1160 #define GFX_ARG_YPOS                            3
1161 #define GFX_ARG_WIDTH                           4
1162 #define GFX_ARG_HEIGHT                          5
1163 #define GFX_ARG_OFFSET                          6
1164 #define GFX_ARG_VERTICAL                        7
1165 #define GFX_ARG_XOFFSET                         8
1166 #define GFX_ARG_YOFFSET                         9
1167 #define GFX_ARG_FRAMES                          10
1168 #define GFX_ARG_FRAMES_PER_LINE                 11
1169 #define GFX_ARG_START_FRAME                     12
1170 #define GFX_ARG_DELAY                           13
1171 #define GFX_ARG_ANIM_MODE                       14
1172 #define GFX_ARG_GLOBAL_SYNC                     15
1173 #define GFX_ARG_CRUMBLED_LIKE                   16
1174 #define GFX_ARG_DIGGABLE_LIKE                   17
1175 #define GFX_ARG_BORDER_SIZE                     18
1176 #define GFX_ARG_STEP_OFFSET                     19
1177 #define GFX_ARG_STEP_DELAY                      20
1178 #define GFX_ARG_DIRECTION                       21
1179 #define GFX_ARG_POSITION                        22
1180 #define GFX_ARG_DRAW_XOFFSET                    23
1181 #define GFX_ARG_DRAW_YOFFSET                    24
1182 #define GFX_ARG_DRAW_MASKED                     25
1183 #define GFX_ARG_ANIM_DELAY_FIXED                26
1184 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1185 #define GFX_ARG_POST_DELAY_FIXED                28
1186 #define GFX_ARG_POST_DELAY_RANDOM               29
1187 #define GFX_ARG_NAME                            30
1188
1189 #define NUM_GFX_ARGS                            31
1190
1191
1192 /* values for sound configuration suffixes */
1193 #define SND_ARG_MODE_LOOP                       0
1194
1195 #define NUM_SND_ARGS                            1
1196
1197
1198 /* values for music configuration suffixes */
1199 #define MUS_ARG_MODE_LOOP                       0
1200
1201 #define NUM_MUS_ARGS                            1
1202
1203
1204 /* values for font configuration */
1205 #define FONT_INITIAL_1                          0
1206 #define FONT_INITIAL_2                          1
1207 #define FONT_INITIAL_3                          2
1208 #define FONT_INITIAL_4                          3
1209 #define FONT_TITLE_1                            4
1210 #define FONT_TITLE_2                            5
1211 #define FONT_MENU_1                             6
1212 #define FONT_MENU_2                             7
1213 #define FONT_TEXT_1_ACTIVE                      8
1214 #define FONT_TEXT_2_ACTIVE                      9
1215 #define FONT_TEXT_3_ACTIVE                      10
1216 #define FONT_TEXT_4_ACTIVE                      11
1217 #define FONT_TEXT_1                             12
1218 #define FONT_TEXT_2                             13
1219 #define FONT_TEXT_3                             14
1220 #define FONT_TEXT_4                             15
1221 #define FONT_ENVELOPE_1                         16
1222 #define FONT_ENVELOPE_2                         17
1223 #define FONT_ENVELOPE_3                         18
1224 #define FONT_ENVELOPE_4                         19
1225 #define FONT_INPUT_1_ACTIVE                     20
1226 #define FONT_INPUT_2_ACTIVE                     21
1227 #define FONT_INPUT_1                            22
1228 #define FONT_INPUT_2                            23
1229 #define FONT_OPTION_OFF                         24
1230 #define FONT_OPTION_ON                          25
1231 #define FONT_VALUE_1                            26
1232 #define FONT_VALUE_2                            27
1233 #define FONT_VALUE_OLD                          28
1234 #define FONT_LEVEL_NUMBER                       29
1235 #define FONT_TAPE_RECORDER                      30
1236 #define FONT_GAME_INFO                          31
1237
1238 #define NUM_FONTS                               32
1239 #define NUM_INITIAL_FONTS                       4
1240
1241 /* values for game_status (must match special image configuration suffixes) */
1242 #define GAME_MODE_DEFAULT                       0
1243 #define GAME_MODE_MAIN                          1
1244 #define GAME_MODE_LEVELS                        2
1245 #define GAME_MODE_SCORES                        3
1246 #define GAME_MODE_EDITOR                        4
1247 #define GAME_MODE_INFO                          5
1248 #define GAME_MODE_SETUP                         6
1249 #define GAME_MODE_PLAYING                       7
1250 #define GAME_MODE_PSEUDO_DOOR                   8
1251 #define GAME_MODE_PSEUDO_PREVIEW                9
1252 #define GAME_MODE_PSEUDO_CRUMBLED               10
1253
1254 /* there are no special config file suffixes for these modes */
1255 #define GAME_MODE_PSEUDO_TYPENAME               11
1256 #define GAME_MODE_QUIT                          12
1257
1258 /* special definitions currently only used for custom artwork configuration */
1259 #define MUSIC_PREFIX_BACKGROUND                 0
1260 #define NUM_MUSIC_PREFIXES                      1
1261 #define MAX_LEVELS                              1000
1262
1263 /* definitions for demo animation lists */
1264 #define HELPANIM_LIST_NEXT                      -1
1265 #define HELPANIM_LIST_END                       -999
1266
1267
1268 /* program information and versioning definitions */
1269
1270 #define PROGRAM_VERSION_MAJOR   3
1271 #define PROGRAM_VERSION_MINOR   1
1272 #define PROGRAM_VERSION_PATCH   1
1273 #define PROGRAM_VERSION_BUILD   0
1274
1275 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1276 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1277 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2004 by Holger Schemel"
1278
1279 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1280 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1281 #define FILENAME_PREFIX         "Rocks"
1282
1283 #if defined(PLATFORM_UNIX)
1284 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1285 #elif defined(PLATFORM_WIN32)
1286 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1287 #else
1288 #define USERDATA_DIRECTORY      "userdata"
1289 #endif
1290
1291 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1292 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1293 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1294
1295 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1296 ** currently supported/known file version numbers:
1297 **      1.0 (old)
1298 **      1.2 (still in use)
1299 **      1.4 (still in use)
1300 **      2.0 (actual)
1301 */
1302 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1303 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1304 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1305 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1306
1307 /* file version does not change for every program version, but is changed
1308    when new features are introduced that are incompatible with older file
1309    versions, so that they can be treated accordingly */
1310 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1311
1312 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1313 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1314 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1315 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1316
1317 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1318                                               PROGRAM_VERSION_MINOR, \
1319                                               PROGRAM_VERSION_PATCH, \
1320                                               PROGRAM_VERSION_BUILD)
1321
1322 /* values for game_emulation */
1323 #define EMU_NONE                0
1324 #define EMU_BOULDERDASH         1
1325 #define EMU_SOKOBAN             2
1326 #define EMU_SUPAPLEX            3
1327
1328 struct MenuInfo
1329 {
1330   int draw_xoffset_default;
1331   int draw_yoffset_default;
1332   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1333   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1334
1335   int scrollbar_xoffset;
1336
1337   int list_size_default;
1338   int list_size[NUM_SPECIAL_GFX_ARGS];
1339
1340   int sound[NUM_SPECIAL_GFX_ARGS];
1341   int music[NUM_SPECIAL_GFX_ARGS];
1342 };
1343
1344 struct DoorInfo
1345 {
1346   int step_offset;
1347   int step_delay;
1348   int anim_mode;
1349 };
1350
1351 struct HiScore
1352 {
1353   char Name[MAX_PLAYER_NAME_LEN + 1];
1354   int Score;
1355 };
1356
1357 struct PlayerInfo
1358 {
1359   boolean present;              /* player present in level playfield */
1360   boolean connected;            /* player connected (locally or via network) */
1361   boolean active;               /* player present and connected */
1362
1363   int index_nr;                 /* player number (0 to 3) */
1364   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1365   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1366   int client_nr;                /* network client identifier */
1367
1368   byte action;                  /* action from local input device */
1369   byte effective_action;        /* action acknowledged from network server
1370                                    or summarized over all configured input
1371                                    devices when in single player mode */
1372   byte programmed_action;       /* action forced by game itself (like moving
1373                                    through doors); overrides other actions */
1374
1375   int jx, jy, last_jx, last_jy;
1376   int MovDir, MovPos, GfxDir, GfxPos;
1377   int Frame, StepFrame;
1378
1379   int GfxAction;
1380
1381   boolean use_murphy_graphic;
1382
1383   boolean block_last_field;
1384   int block_delay;
1385   int block_delay_value;
1386
1387   boolean can_fall_into_acid;
1388
1389   boolean LevelSolved, GameOver;
1390
1391   int last_move_dir;
1392
1393   boolean is_waiting;
1394   boolean is_moving;
1395   boolean is_auto_moving;
1396   boolean is_digging;
1397   boolean is_snapping;
1398   boolean is_collecting;
1399   boolean is_pushing;
1400   boolean is_switching;
1401   boolean is_dropping;
1402
1403   boolean is_bored;
1404   boolean is_sleeping;
1405
1406   int frame_counter_bored;
1407   int frame_counter_sleeping;
1408
1409   int anim_delay_counter;
1410   int post_delay_counter;
1411
1412   int action_waiting, last_action_waiting;
1413   int special_action_bored;
1414   int special_action_sleeping;
1415
1416   int num_special_action_bored;
1417   int num_special_action_sleeping;
1418
1419   int switch_x, switch_y;
1420
1421   int show_envelope;
1422
1423 #if 1   /* USE_NEW_MOVE_DELAY */
1424   int move_delay;
1425   int move_delay_value;
1426 #else
1427   unsigned long move_delay;
1428   int move_delay_value;
1429 #endif
1430
1431   int move_delay_reset_counter;
1432
1433 #if 1   /* USE_NEW_PUSH_DELAY */
1434   int push_delay;
1435   int push_delay_value;
1436 #else
1437   unsigned long push_delay;
1438   unsigned long push_delay_value;
1439 #endif
1440
1441   unsigned long actual_frame_counter;
1442
1443   int drop_delay;
1444
1445   int step_counter;
1446
1447   int score;
1448   int gems_still_needed;
1449   int sokobanfields_still_needed;
1450   int lights_still_needed;
1451   int friends_still_needed;
1452   int key[4];
1453   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1454   int shield_normal_time_left;
1455   int shield_deadly_time_left;
1456
1457   int inventory_element[MAX_INVENTORY_SIZE];
1458   int inventory_infinite_element;
1459   int inventory_size;
1460 };
1461
1462 struct LevelSetInfo
1463 {
1464   int music[MAX_LEVELS];
1465 };
1466
1467 struct LevelFileInfo
1468 {
1469   int nr;
1470   int type;
1471   boolean packed;
1472   char *basename;
1473   char *filename;
1474 };
1475
1476 struct LevelInfo
1477 {
1478   int file_version;     /* file format version the level is stored with    */
1479   int game_version;     /* game release version the level was created with */
1480
1481   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1482   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1483   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1484
1485   int fieldx, fieldy;
1486
1487   int time;
1488   int gems_needed;
1489
1490   char name[MAX_LEVEL_NAME_LEN + 1];
1491   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1492
1493   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1494   int envelope_xsize[4], envelope_ysize[4];
1495
1496   int score[LEVEL_SCORE_ELEMENTS];
1497
1498   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1499   int num_yamyam_contents;
1500
1501   int amoeba_speed;
1502   int amoeba_content;
1503
1504   int time_magic_wall;
1505   int time_wheel;
1506   int time_light;
1507   int time_timegate;
1508
1509   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1510   int dont_collide_with_bits;   /* bitfield to store property for elements */
1511
1512   boolean double_speed;
1513   boolean initial_gravity;
1514   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1515   boolean block_last_field;     /* player blocks previous field while moving */
1516   boolean sp_block_last_field;  /* player blocks previous field while moving */
1517   boolean use_spring_bug;       /* for compatibility with old levels */
1518   boolean instant_relocation;   /* no visual delay when relocating player */
1519   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1520   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1521
1522   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1523   int use_step_counter;         /* count steps instead of seconds for level */
1524
1525   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1526
1527   boolean use_custom_template;  /* use custom properties from template file */
1528
1529   boolean no_valid_file;        /* set when level file missing or invalid */
1530 };
1531
1532 struct TapeInfo
1533 {
1534   int file_version;     /* file format version the tape is stored with    */
1535   int game_version;     /* game release version the tape was created with */
1536   int engine_version;   /* game engine version the tape was recorded with */
1537
1538   char *level_identifier;
1539   int level_nr;
1540   unsigned long random_seed;
1541   unsigned long date;
1542   unsigned long counter;
1543   unsigned long length;
1544   unsigned long length_seconds;
1545   unsigned int delay_played;
1546   boolean pause_before_death;
1547   boolean recording, playing, pausing;
1548   boolean fast_forward;
1549   boolean warp_forward;
1550   boolean deactivate_display;
1551   boolean auto_play;
1552   boolean auto_play_level_solved;
1553   boolean quick_resume;
1554   boolean single_step;
1555   boolean changed;
1556   boolean player_participates[MAX_PLAYERS];
1557   int num_participating_players;
1558
1559   struct
1560   {
1561     byte action[MAX_PLAYERS];
1562     byte delay;
1563   } pos[MAX_TAPELEN];
1564
1565   boolean no_valid_file;        /* set when tape file missing or invalid */
1566 };
1567
1568 struct GameInfo
1569 {
1570   /* values for engine initialization */
1571   int default_push_delay_fixed;
1572   int default_push_delay_random;
1573
1574   /* constant within running game */
1575   int engine_version;
1576   int emulation;
1577   int initial_move_delay;
1578   int initial_move_delay_value;
1579   int initial_push_delay_value;
1580
1581   /* variable within running game */
1582   int yamyam_content_nr;
1583   boolean magic_wall_active;
1584   int magic_wall_time_left;
1585   int light_time_left;
1586   int timegate_time_left;
1587   int belt_dir[4];
1588   int belt_dir_nr[4];
1589   int switchgate_pos;
1590   int balloon_dir;
1591   boolean gravity;
1592   boolean explosions_delayed;
1593   boolean envelope_active;
1594
1595   /* values for player idle animation (no effect on engine) */
1596   int player_boring_delay_fixed;
1597   int player_boring_delay_random;
1598   int player_sleeping_delay_fixed;
1599   int player_sleeping_delay_random;
1600 };
1601
1602 struct GlobalInfo
1603 {
1604   char *autoplay_leveldir;
1605   int autoplay_level_nr;
1606
1607   char *convert_leveldir;
1608   int convert_level_nr;
1609
1610   int num_toons;
1611
1612   float frames_per_second;
1613   boolean fps_slowdown;
1614   int fps_slowdown_factor;
1615 };
1616
1617 struct ElementChangeInfo
1618 {
1619   boolean can_change;           /* use or ignore this change info */
1620
1621   unsigned long events;         /* change events */
1622
1623   int trigger_player;           /* player triggering change */
1624   int trigger_side;             /* side triggering change */
1625   int trigger_page;             /* page triggering change */
1626
1627   short target_element;         /* target element after change */
1628
1629   int delay_fixed;              /* added frame delay before changed (fixed) */
1630   int delay_random;             /* added frame delay before changed (random) */
1631   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1632
1633   short trigger_element;        /* element triggering change */
1634
1635   int target_content[3][3];     /* elements for extended change target */
1636   boolean use_target_content;   /* use extended change target */
1637   boolean only_if_complete;     /* only use complete target content */
1638   boolean use_random_replace;   /* use random value for replacing elements */
1639   int random_percentage;        /* random value for replacing elements */
1640   int replace_when;             /* type of elements that can be replaced */
1641
1642   boolean explode;              /* explode instead of change */
1643
1644   /* ---------- internal values used at runtime when playing ---------- */
1645
1646   /* functions that are called before, while and after the change of an
1647      element -- currently only used for non-custom elements */
1648   void (*pre_change_function)(int x, int y);
1649   void (*change_function)(int x, int y);
1650   void (*post_change_function)(int x, int y);
1651
1652   short actual_trigger_element; /* element that actually triggered change */
1653   int actual_trigger_player;    /* player which actually triggered change */
1654
1655   /* ---------- internal values used in level editor ---------- */
1656
1657   int direct_action;            /* change triggered by actions on element */
1658   int other_action;             /* change triggered by other element actions */
1659 };
1660
1661 struct ElementGroupInfo
1662 {
1663   int num_elements;                     /* number of elements in this group */
1664   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1665
1666   int choice_mode;              /* how to choose element from group */
1667
1668   /* ---------- internal values used at runtime when playing ---------- */
1669
1670   /* the following is the same as above, but with recursively resolved group
1671      elements (group elements may also contain further group elements!) */
1672   int num_elements_resolved;
1673   short element_resolved[NUM_FILE_ELEMENTS];
1674
1675   int choice_pos;               /* current element choice position */
1676 };
1677
1678 struct ElementNameInfo
1679 {
1680   /* ---------- token and description strings ---------- */
1681
1682   char *token_name;             /* element token used in config files */
1683   char *class_name;             /* element class used in config files */
1684   char *editor_description;     /* pre-defined description for level editor */
1685 };
1686
1687 struct ElementInfo
1688 {
1689   /* ---------- token and description strings ---------- */
1690
1691   char *token_name;             /* element token used in config files */
1692   char *class_name;             /* element class used in config files */
1693   char *editor_description;     /* pre-defined description for level editor */
1694   char *custom_description;     /* alternative description from config file */
1695   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1696
1697   /* ---------- graphic and sound definitions ---------- */
1698
1699   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1700   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1701                                 /* special graphics for left/right/up/down */
1702
1703   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1704   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1705                                 /* crumbled graphics for left/right/up/down */
1706
1707   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1708                                 /* special graphics for certain screens */
1709
1710   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1711
1712   /* ---------- special element property values ---------- */
1713
1714   boolean use_gfx_element;      /* use custom graphic element */
1715   short gfx_element;            /* optional custom graphic element */
1716
1717   int access_direction;         /* accessible from which direction */
1718
1719   int collect_score;            /* score value for collecting */
1720   int collect_count;            /* count value for collecting */
1721
1722   int push_delay_fixed;         /* constant delay before pushing */
1723   int push_delay_random;        /* additional random delay before pushing */
1724   int drop_delay_fixed;         /* constant delay after dropping */
1725   int drop_delay_random;        /* additional random delay after dropping */
1726   int move_delay_fixed;         /* constant delay after moving */
1727   int move_delay_random;        /* additional random delay after moving */
1728
1729   int move_pattern;             /* direction movable element moves to */
1730   int move_direction_initial;   /* initial direction element moves to */
1731   int move_stepsize;            /* step size element moves with */
1732
1733   int move_enter_element;       /* element that can be entered (and removed) */
1734   int move_leave_element;       /* element that can be left behind */
1735   int move_leave_type;          /* change (limited) or leave (unlimited) */
1736
1737   int slippery_type;            /* how/where other elements slip away */
1738
1739   int content[3][3];            /* new elements after explosion */
1740
1741   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
1742   int explosion_delay;          /* duration of explosion of this element */
1743   int ignition_delay;           /* delay for explosion by other explosion */
1744
1745   struct ElementChangeInfo *change_page; /* actual list of change pages */
1746   struct ElementChangeInfo *change;      /* pointer to current change page */
1747
1748   int num_change_pages;         /* actual number of change pages */
1749   int current_change_page;      /* currently edited change page */
1750
1751   struct ElementGroupInfo *group;       /* pointer to element group info */
1752
1753   /* ---------- internal values used at runtime when playing ---------- */
1754
1755   unsigned long change_events;  /* bitfield for combined change events */
1756
1757   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1758   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1759
1760   boolean in_group[NUM_GROUP_ELEMENTS];
1761
1762 #if 0
1763   boolean can_leave_element;    /* element can leave other element behind */
1764   boolean can_leave_element_last;
1765 #endif
1766
1767   /* ---------- internal values used in level editor ---------- */
1768
1769   int access_type;              /* walkable or passable */
1770   int access_layer;             /* accessible over/inside/under */
1771   int access_protected;         /* protection against deadly elements */
1772   int walk_to_action;           /* diggable/collectible/pushable */
1773   int smash_targets;            /* can smash player/enemies/everything */
1774   int deadliness;               /* deadly when running/colliding/touching */
1775
1776   boolean can_explode_by_fire;  /* element explodes by fire */
1777   boolean can_explode_smashed;  /* element explodes when smashed */
1778   boolean can_explode_impact;   /* element explodes on impact */
1779
1780   boolean modified_settings;    /* set for all modified custom elements */
1781 };
1782
1783 struct FontInfo
1784 {
1785   char *token_name;             /* font token used in config files */
1786
1787   int graphic;                  /* default graphic for this font */
1788   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1789                                 /* special graphics for certain screens */
1790   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1791                                 /* internal bitmap ID for special graphics */
1792 };
1793
1794 struct GraphicInfo
1795 {
1796   Bitmap *bitmap;
1797   int src_x, src_y;             /* start position of animation frames */
1798   int width, height;            /* width/height of each animation frame */
1799   int offset_x, offset_y;       /* x/y offset to next animation frame */
1800   int anim_frames;
1801   int anim_frames_per_line;
1802   int anim_start_frame;
1803   int anim_delay;               /* important: delay of 1 means "no delay"! */
1804   int anim_mode;
1805   boolean anim_global_sync;
1806   int crumbled_like;            /* element for cloning crumble graphics */
1807   int diggable_like;            /* element for cloning digging graphics */
1808   int border_size;              /* border size for "crumbled" graphics */
1809
1810   int anim_delay_fixed;         /* optional delay values for bored and   */
1811   int anim_delay_random;        /* sleeping player animations (animation */
1812   int post_delay_fixed;         /* intervall and following pause before  */
1813   int post_delay_random;        /* next intervall (bored animation only) */
1814
1815   int step_offset;              /* optional step offset of toon animations */
1816   int step_delay;               /* optional step delay of toon animations */
1817
1818   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1819
1820   int draw_masked;              /* optional setting for drawing envelope gfx */
1821
1822 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1823   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1824   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1825 #endif
1826 };
1827
1828 struct SoundInfo
1829 {
1830   boolean loop;
1831 };
1832
1833 struct MusicInfo
1834 {
1835   boolean loop;
1836 };
1837
1838 struct MusicPrefixInfo
1839 {
1840   char *prefix;
1841   boolean is_loop_music;
1842 };
1843
1844 struct MusicFileInfo
1845 {
1846   char *basename;
1847
1848   char *title_header;
1849   char *artist_header;
1850   char *album_header;
1851   char *year_header;
1852
1853   char *title;
1854   char *artist;
1855   char *album;
1856   char *year;
1857
1858   int music;
1859
1860   boolean is_sound;
1861
1862   struct MusicFileInfo *next;
1863 };
1864
1865 struct ElementActionInfo
1866 {
1867   char *suffix;
1868   int value;
1869   boolean is_loop_sound;
1870 };
1871
1872 struct ElementDirectionInfo
1873 {
1874   char *suffix;
1875   int value;
1876 };
1877
1878 struct SpecialSuffixInfo
1879 {
1880   char *suffix;
1881   int value;
1882 };
1883
1884 struct HelpAnimInfo
1885 {
1886   int element;
1887   int action;
1888   int direction;
1889
1890   int delay;
1891 };
1892
1893
1894 #if 0
1895 extern GC                       tile_clip_gc;
1896 extern Bitmap                  *pix[];
1897 #endif
1898 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1899 extern Pixmap                   tile_clipmask[];
1900 extern DrawBuffer             *fieldbuffer;
1901 extern DrawBuffer             *drawto_field;
1902
1903 extern int                      game_status;
1904 extern boolean                  level_editor_test_game;
1905 extern boolean                  network_playing;
1906
1907 #if defined(TARGET_SDL)
1908 extern boolean                  network_server;
1909 extern SDL_Thread              *server_thread;
1910 #endif
1911
1912 extern int                      key_joystick_mapping;
1913
1914 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1915 extern int                      redraw_x1, redraw_y1;
1916
1917 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1918 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1919 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1920 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1921 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1922 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1923 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1924 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1925 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1926 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1927 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1928 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1929 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1930 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1931 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1932 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1933 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1934 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1935 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1936 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1937 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1938 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1939 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1940 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1941 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1942
1943 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1944
1945 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1946 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1947 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1948 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1949 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1950
1951 extern int                      lev_fieldx, lev_fieldy;
1952 extern int                      scroll_x, scroll_y;
1953
1954 extern int                      FX, FY;
1955 extern int                      ScrollStepSize;
1956 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1957 extern int                      BorderElement;
1958 extern int                      GameFrameDelay;
1959 extern int                      FfwdFrameDelay;
1960 extern int                      BX1, BY1;
1961 extern int                      BX2, BY2;
1962 extern int                      SBX_Left, SBX_Right;
1963 extern int                      SBY_Upper, SBY_Lower;
1964 extern int                      ZX, ZY;
1965 extern int                      ExitX, ExitY;
1966 extern int                      AllPlayersGone;
1967
1968 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
1969 extern boolean                  SiebAktiv;
1970 extern int                      SiebCount;
1971
1972 extern boolean                  network_player_action_received;
1973
1974 extern int                      graphics_action_mapping[];
1975
1976 extern struct LevelSetInfo      levelset;
1977 extern struct LevelInfo         level, level_template;
1978 extern struct PlayerInfo        stored_player[], *local_player;
1979 extern struct HiScore           highscore[];
1980 extern struct TapeInfo          tape;
1981 extern struct GameInfo          game;
1982 extern struct GlobalInfo        global;
1983 extern struct MenuInfo          menu;
1984 extern struct DoorInfo          door_1, door_2;
1985 extern struct ElementInfo       element_info[];
1986 extern struct ElementNameInfo   element_name_info[];
1987 extern struct ElementActionInfo element_action_info[];
1988 extern struct ElementDirectionInfo element_direction_info[];
1989 extern struct SpecialSuffixInfo special_suffix_info[];
1990 extern struct TokenIntPtrInfo   image_config_vars[];
1991 extern struct FontInfo          font_info[];
1992 extern struct MusicPrefixInfo   music_prefix_info[];
1993 extern struct GraphicInfo      *graphic_info;
1994 extern struct SoundInfo        *sound_info;
1995 extern struct MusicInfo        *music_info;
1996 extern struct MusicFileInfo    *music_file_info;
1997 extern struct HelpAnimInfo     *helpanim_info;
1998 extern SetupFileHash           *helptext_info;
1999 extern struct ConfigTypeInfo    image_config_suffix[];
2000 extern struct ConfigTypeInfo    sound_config_suffix[];
2001 extern struct ConfigTypeInfo    music_config_suffix[];
2002 extern struct ConfigInfo        image_config[];
2003 extern struct ConfigInfo        sound_config[];
2004 extern struct ConfigInfo        music_config[];
2005 extern struct ConfigInfo        helpanim_config[];
2006 extern struct ConfigInfo        helptext_config[];
2007
2008 #endif  /* MAIN_H */