rnd-20041018-1-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 #include "game_em/game_em.h"
27
28 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
29 #include "conf_snd.h"   /* include auto-generated data structure definitions */
30 #include "conf_mus.h"   /* include auto-generated data structure definitions */
31
32 #define IMG_UNDEFINED           (-1)
33 #define IMG_EMPTY               IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START          IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START        IMG_CUSTOM_1
38
39 #define SND_UNDEFINED           (-1)
40 #define MUS_UNDEFINED           (-1)
41
42 #define WIN_XSIZE               672
43 #define WIN_YSIZE               560
44
45 #define SCR_FIELDX              17
46 #define SCR_FIELDY              17
47 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX          3
50 #define MIN_LEV_FIELDY          3
51 #define STD_LEV_FIELDX          64
52 #define STD_LEV_FIELDY          32
53 #define MAX_LEV_FIELDX          128
54 #define MAX_LEV_FIELDY          128
55
56 #define SCREENX(a)              ((a) - scroll_x)
57 #define SCREENY(a)              ((a) - scroll_y)
58 #define LEVELX(a)               ((a) + scroll_x)
59 #define LEVELY(a)               ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63
64 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_DIGGABLE             0
66 #define EP_COLLECTIBLE_ONLY     1
67 #define EP_DONT_RUN_INTO        2
68 #define EP_DONT_COLLIDE_WITH    3
69 #define EP_DONT_TOUCH           4
70 #define EP_INDESTRUCTIBLE       5
71 #define EP_SLIPPERY             6
72 #define EP_CAN_CHANGE           7
73 #define EP_CAN_MOVE             8
74 #define EP_CAN_FALL             9
75 #define EP_CAN_SMASH_PLAYER     10
76 #define EP_CAN_SMASH_ENEMIES    11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_EXPLODES_BY_FIRE     13
79 #define EP_EXPLODES_SMASHED     14
80 #define EP_EXPLODES_IMPACT      15
81 #define EP_WALKABLE_OVER        16
82 #define EP_WALKABLE_INSIDE      17
83 #define EP_WALKABLE_UNDER       18
84 #define EP_PASSABLE_OVER        19
85 #define EP_PASSABLE_INSIDE      20
86 #define EP_PASSABLE_UNDER       21
87 #define EP_DROPPABLE            22
88 #define EP_EXPLODES_1X1_OLD     23
89 #define EP_PUSHABLE             24
90 #define EP_EXPLODES_CROSS_OLD   25
91 #define EP_PROTECTED            26
92 #define EP_CAN_MOVE_INTO_ACID   27
93 #define EP_THROWABLE            28
94 #define EP_CAN_EXPLODE          29
95 #define EP_GRAVITY_REACHABLE    30
96
97 /* values for pre-defined properties */
98 #define EP_PLAYER               32
99 #define EP_CAN_PASS_MAGIC_WALL  33
100 #define EP_SWITCHABLE           34
101 #define EP_BD_ELEMENT           35
102 #define EP_SP_ELEMENT           36
103 #define EP_SB_ELEMENT           37
104 #define EP_GEM                  38
105 #define EP_FOOD_DARK_YAMYAM     39
106 #define EP_FOOD_PENGUIN         40
107 #define EP_FOOD_PIG             41
108 #define EP_HISTORIC_WALL        42
109 #define EP_HISTORIC_SOLID       43
110 #define EP_CLASSIC_ENEMY        44
111 #define EP_BELT                 45
112 #define EP_BELT_ACTIVE          46
113 #define EP_BELT_SWITCH          47
114 #define EP_TUBE                 48
115 #define EP_KEYGATE              49
116 #define EP_AMOEBOID             50
117 #define EP_AMOEBALIVE           51
118 #define EP_HAS_CONTENT          52
119 #define EP_CAN_TURN_EACH_MOVE   53
120 #define EP_CAN_GROW             54
121 #define EP_ACTIVE_BOMB          55
122 #define EP_INACTIVE             56
123
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL     57
126
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED         58
129
130 /* values for derived properties (determined from properties above) */
131 #define EP_ACCESSIBLE_OVER      59
132 #define EP_ACCESSIBLE_INSIDE    60
133 #define EP_ACCESSIBLE_UNDER     61
134 #define EP_WALKABLE             62
135 #define EP_PASSABLE             63
136 #define EP_ACCESSIBLE           64
137 #define EP_COLLECTIBLE          65
138 #define EP_SNAPPABLE            66
139 #define EP_WALL                 67
140 #define EP_SOLID_FOR_PUSHING    68
141 #define EP_DRAGONFIRE_PROOF     69
142 #define EP_EXPLOSION_PROOF      70
143 #define EP_CAN_SMASH            71
144 #define EP_EXPLODES_3X3_OLD     72
145 #define EP_CAN_EXPLODE_BY_FIRE  73
146 #define EP_CAN_EXPLODE_SMASHED  74
147 #define EP_CAN_EXPLODE_IMPACT   75
148 #define EP_SP_PORT              76
149 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    77
150 #define EP_CAN_EXPLODE_BY_EXPLOSION     78
151 #define EP_COULD_MOVE_INTO_ACID         79
152 #define EP_MAYBE_DONT_COLLIDE_WITH      80
153
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT       81
156 #define EP_DEADLY               82
157
158 #define NUM_ELEMENT_PROPERTIES  83
159
160 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
161 #define EP_BITFIELD_BASE        0
162
163 #define EP_BITMASK_DEFAULT      0
164
165 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
166 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
167 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
168 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
169                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
170                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
171
172
173 /* values for change events for custom elements (stored in level file) */
174 #define CE_DELAY                0
175 #define CE_TOUCHED_BY_PLAYER    1
176 #define CE_PRESSED_BY_PLAYER    2
177 #define CE_PUSHED_BY_PLAYER     3
178 #define CE_DROPPED_BY_PLAYER    4
179 #define CE_HITTING_SOMETHING    5
180 #define CE_IMPACT               6
181 #define CE_SMASHED              7
182 #define CE_OTHER_IS_TOUCHING    8
183 #define CE_OTHER_IS_CHANGING    9
184 #define CE_OTHER_IS_EXPLODING   10
185 #define CE_OTHER_GETS_TOUCHED   11
186 #define CE_OTHER_GETS_PRESSED   12
187 #define CE_OTHER_GETS_PUSHED    13
188 #define CE_OTHER_GETS_COLLECTED 14
189 #define CE_OTHER_GETS_DROPPED   15
190 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
191 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
192 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
193 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
194 #define CE_OTHER_GETS_DIGGED    20
195 #define CE_ENTERED_BY_PLAYER    21
196 #define CE_LEFT_BY_PLAYER       22
197 #define CE_OTHER_GETS_ENTERED   23
198 #define CE_OTHER_GETS_LEFT      24
199 #define CE_SWITCHED             25
200 #define CE_OTHER_IS_SWITCHING   26
201 #define CE_HIT_BY_SOMETHING     27
202 #define CE_OTHER_IS_HITTING     28
203 #define CE_OTHER_GETS_HIT       29
204 #define CE_BLOCKED              30
205
206 #define NUM_CHANGE_EVENTS       31
207
208 #define CE_BITMASK_DEFAULT      0
209
210 #define CH_EVENT_BIT(c)         (1 << (c))
211 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
212 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
213
214 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
215                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
216 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
217                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
218 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
219                                  ((v) ?                                   \
220                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
221                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
222
223 /* values for change side for custom elements */
224 #define CH_SIDE_NONE            MV_NO_MOVING
225 #define CH_SIDE_LEFT            MV_LEFT
226 #define CH_SIDE_RIGHT           MV_RIGHT
227 #define CH_SIDE_TOP             MV_UP
228 #define CH_SIDE_BOTTOM          MV_DOWN
229 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
230 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
231 #define CH_SIDE_ANY             MV_ANY_DIRECTION
232
233 /* values for change player for custom elements */
234 #define CH_PLAYER_NONE          0
235 #define CH_PLAYER_1             (1 << 0)
236 #define CH_PLAYER_2             (1 << 1)
237 #define CH_PLAYER_3             (1 << 2)
238 #define CH_PLAYER_4             (1 << 3)
239 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
240                                  CH_PLAYER_4)
241
242 /* values for change page for custom elements */
243 #define CH_PAGE_ANY_FILE        (0xff)
244 #define CH_PAGE_ANY             (0xffffffff)
245
246 /* values for change power for custom elements */
247 #define CP_WHEN_EMPTY           0
248 #define CP_WHEN_DIGGABLE        1
249 #define CP_WHEN_DESTRUCTIBLE    2
250 #define CP_WHEN_COLLECTIBLE     3
251 #define CP_WHEN_REMOVABLE       4
252 #define CP_WHEN_WALKABLE        5
253
254 /* values for custom move patterns (bits 0 - 3: basic move directions) */
255 #define MV_BIT_TOWARDS_PLAYER   4
256 #define MV_BIT_AWAY_FROM_PLAYER 5
257 #define MV_BIT_ALONG_LEFT_SIDE  6
258 #define MV_BIT_ALONG_RIGHT_SIDE 7
259 #define MV_BIT_TURNING_LEFT     8
260 #define MV_BIT_TURNING_RIGHT    9
261 #define MV_BIT_WHEN_PUSHED      10
262 #define MV_BIT_MAZE_RUNNER      11
263 #define MV_BIT_MAZE_HUNTER      12
264 #define MV_BIT_WHEN_DROPPED     13
265 #define MV_BIT_TURNING_LEFT_RIGHT 14
266 #define MV_BIT_TURNING_RIGHT_LEFT 15
267 #define MV_BIT_TURNING_RANDOM   16
268
269 /* values for custom move patterns */
270 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
271 #define MV_VERTICAL             (MV_UP   | MV_DOWN)
272 #define MV_ALL_DIRECTIONS       (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
273 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
274 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
275 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
276 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
277 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
278 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
279 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
280 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
281 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
282 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
283 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
284 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
285 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
286 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
287 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
288
289 /* values for initial move direction (bits 0 - 3: basic move directions) */
290 #define MV_START_BIT_PREVIOUS   4
291
292 /* values for initial move direction */
293 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
294 #define MV_START_LEFT           (MV_LEFT)
295 #define MV_START_RIGHT          (MV_RIGHT)
296 #define MV_START_UP             (MV_UP)
297 #define MV_START_DOWN           (MV_DOWN)
298 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
299 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
300
301 /* values for elements left behind by custom elements */
302 #define LEAVE_TYPE_UNLIMITED    0
303 #define LEAVE_TYPE_LIMITED      1
304
305 /* values for slippery property for custom elements */
306 #define SLIPPERY_ANY_RANDOM     0
307 #define SLIPPERY_ANY_LEFT_RIGHT 1
308 #define SLIPPERY_ANY_RIGHT_LEFT 2
309 #define SLIPPERY_ONLY_LEFT      3
310 #define SLIPPERY_ONLY_RIGHT     4
311
312 /* values for explosion type for custom elements */
313 #define EXPLODES_3X3            0
314 #define EXPLODES_1X1            1
315 #define EXPLODES_CROSS          2
316
317 /* macros for configurable properties */
318 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
319 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
320 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
321 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
322 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
323 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
324 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
325 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
326 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
327 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
328 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
329 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
330 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
331 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
332 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
333 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
334 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
335 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
336 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
337 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
338 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
339 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
340 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
341 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
342 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
343 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
344 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
345 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
346 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
347 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
348 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
349
350 /* macros for special configurable properties */
351 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
352
353 /* macros for special graphics properties */
354 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
355
356 /* macros for pre-defined properties */
357 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
358 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
359 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
360 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
361 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
362 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
363 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
364 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
365 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
366 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
367 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
368 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
369 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
370 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
371 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
372 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
373 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
374 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
375 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
376 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
377 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
378 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
379 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
380 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
381 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
382
383 /* macros for derived properties */
384 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
385 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
386 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
387 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
388 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
389 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
390 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
391 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
392 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
393 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
394 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
395 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
396 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
397 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
398 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
399 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
400 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
401 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
402 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
403                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
404 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
405                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
406 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
407 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
408
409 /* special macros used in game engine */
410 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
411                                  (e) <= EL_CUSTOM_END)
412
413 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
414                                  (e) <= EL_GROUP_END)
415
416 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
417                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
418
419 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
420                                  (e) <= EL_INTERNAL_END)
421
422 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
423                                  (e) <= EL_ENVELOPE_4)
424
425 #define IS_GATE(e)              ((e) >= EL_GATE_1 &&                    \
426                                  (e) <= EL_GATE_4)
427
428 #define IS_GATE_GRAY(e)         ((e) >= EL_GATE_1_GRAY &&               \
429                                  (e) <= EL_GATE_4_GRAY)
430
431 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
432                                  (e) <= EL_EM_GATE_4)
433
434 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
435                                  (e) <= EL_EM_GATE_4_GRAY)
436
437 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
438                                  element_info[e].gfx_element : e)
439
440 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
441 /* (solution: add separate "use sound of element" to level file and editor) */
442 #if 0
443 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
444 #else
445 #define SND_ELEMENT(e)          (e)
446 #endif
447
448 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
449
450 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
451 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
452
453 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
454 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
455 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
456
457 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
458                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
459                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
460                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
461                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
462                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
463                                  EL_ROCK)
464 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
465                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
466                                  EL_BD_ROCK)
467 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
468 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
469 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
470 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
471
472 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
473 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
474
475 #if 1
476
477 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
478                                          IS_PROTECTED(Back[x][y]))
479 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
480 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
481                                          ENEMY_PROTECTED_FIELD(x, y))
482 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
483                                          EXPLOSION_PROTECTED_FIELD(x, y))
484
485 #else
486
487 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
488                                  IS_INDESTRUCTIBLE(Feld[x][y]))
489 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
490                                  PROTECTED_FIELD(x, y))
491 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
492                                  PROTECTED_FIELD(x, y))
493 #endif
494
495 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
496                                  (p)->switch_x == (x) && (p)->switch_y == (y))
497
498 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
499
500 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
501 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
502 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
503
504 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
505 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
506 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
507 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
508
509 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
510
511
512 /* fundamental game speed values */
513 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
514 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
515 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
516 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
517 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
518 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
519
520 /* boundaries of arrays etc. */
521 #define MAX_LEVEL_NAME_LEN      32
522 #define MAX_LEVEL_AUTHOR_LEN    32
523 #define MAX_ELEMENT_NAME_LEN    32
524 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
525 #define MAX_SCORE_ENTRIES       100
526 #define MAX_NUM_AMOEBA          100
527 #define MAX_INVENTORY_SIZE      1000
528 #define MAX_KEYS                4
529 #define NUM_BELTS               4
530 #define NUM_BELT_PARTS          3
531 #define MIN_ENVELOPE_XSIZE      1
532 #define MIN_ENVELOPE_YSIZE      1
533 #define MAX_ENVELOPE_XSIZE      30
534 #define MAX_ENVELOPE_YSIZE      20
535 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
536 #define MIN_CHANGE_PAGES        1
537 #define MAX_CHANGE_PAGES        32
538 #define MIN_ELEMENTS_IN_GROUP   1
539 #define MAX_ELEMENTS_IN_GROUP   16
540
541 /* values for elements with content */
542 #define MIN_ELEMENT_CONTENTS    1
543 #define STD_ELEMENT_CONTENTS    4
544 #define MAX_ELEMENT_CONTENTS    8
545 #define NUM_MAGIC_BALL_CONTENTS 8
546
547 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
548
549 /* often used screen positions */
550 #define SX                      8
551 #define SY                      8
552 #define REAL_SX                 (SX - 2)
553 #define REAL_SY                 (SY - 2)
554 #define DX                      566
555 #define DY                      60
556 #define VX                      DX
557 #define VY                      400
558 #define EX                      DX
559 #define EY                      (VY - 44)
560 #define TILEX                   32
561 #define TILEY                   32
562 #define MINI_TILEX              (TILEX / 2)
563 #define MINI_TILEY              (TILEY / 2)
564 #define MICRO_TILEX             (TILEX / 8)
565 #define MICRO_TILEY             (TILEY / 8)
566 #define MIDPOSX                 (SCR_FIELDX / 2)
567 #define MIDPOSY                 (SCR_FIELDY / 2)
568 #define SXSIZE                  (SCR_FIELDX * TILEX)
569 #define SYSIZE                  (SCR_FIELDY * TILEY)
570 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
571 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
572 #define DXSIZE                  100
573 #define DYSIZE                  280
574 #define VXSIZE                  DXSIZE
575 #define VYSIZE                  100
576 #define EXSIZE                  DXSIZE
577 #define EYSIZE                  (VYSIZE + 44)
578 #define FULL_SXSIZE             (2 + SXSIZE + 2)
579 #define FULL_SYSIZE             (2 + SYSIZE + 2)
580 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
581 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
582 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
583 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
584 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
585
586
587 /* score for elements */
588 #define SC_EMERALD              0
589 #define SC_DIAMOND              1
590 #define SC_BUG                  2
591 #define SC_SPACESHIP            3
592 #define SC_YAMYAM               4
593 #define SC_ROBOT                5
594 #define SC_PACMAN               6
595 #define SC_NUT                  7
596 #define SC_DYNAMITE             8
597 #define SC_KEY                  9
598 #define SC_TIME_BONUS           10
599 #define SC_CRYSTAL              11
600 #define SC_PEARL                12
601 #define SC_SHIELD               13
602
603
604 /* "real" level file elements */
605 #define EL_UNDEFINED                    -1
606
607 #define EL_EMPTY_SPACE                  0
608 #define EL_EMPTY                        EL_EMPTY_SPACE
609 #define EL_SAND                         1
610 #define EL_WALL                         2
611 #define EL_WALL_SLIPPERY                3
612 #define EL_ROCK                         4
613 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
614 #define EL_EMERALD                      6
615 #define EL_EXIT_CLOSED                  7
616 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
617 #define EL_BUG                          9
618 #define EL_SPACESHIP                    10
619 #define EL_YAMYAM                       11
620 #define EL_ROBOT                        12
621 #define EL_STEELWALL                    13
622 #define EL_DIAMOND                      14
623 #define EL_AMOEBA_DEAD                  15
624 #define EL_QUICKSAND_EMPTY              16
625 #define EL_QUICKSAND_FULL               17
626 #define EL_AMOEBA_DROP                  18
627 #define EL_BOMB                         19
628 #define EL_MAGIC_WALL                   20
629 #define EL_SPEED_PILL                   21
630 #define EL_ACID                         22
631 #define EL_AMOEBA_WET                   23
632 #define EL_AMOEBA_DRY                   24
633 #define EL_NUT                          25
634 #define EL_GAME_OF_LIFE                 26
635 #define EL_BIOMAZE                      27
636 #define EL_DYNAMITE_ACTIVE              28
637 #define EL_STONEBLOCK                   29
638 #define EL_ROBOT_WHEEL                  30
639 #define EL_ROBOT_WHEEL_ACTIVE           31
640 #define EL_KEY_1                        32
641 #define EL_KEY_2                        33
642 #define EL_KEY_3                        34
643 #define EL_KEY_4                        35
644 #define EL_GATE_1                       36
645 #define EL_GATE_2                       37
646 #define EL_GATE_3                       38
647 #define EL_GATE_4                       39
648 #define EL_GATE_1_GRAY                  40
649 #define EL_GATE_2_GRAY                  41
650 #define EL_GATE_3_GRAY                  42
651 #define EL_GATE_4_GRAY                  43
652 #define EL_DYNAMITE                     44
653 #define EL_PACMAN                       45
654 #define EL_INVISIBLE_WALL               46
655 #define EL_LAMP                         47
656 #define EL_LAMP_ACTIVE                  48
657 #define EL_WALL_EMERALD                 49
658 #define EL_WALL_DIAMOND                 50
659 #define EL_AMOEBA_FULL                  51
660 #define EL_BD_AMOEBA                    52
661 #define EL_TIME_ORB_FULL                53
662 #define EL_TIME_ORB_EMPTY               54
663 #define EL_EXPANDABLE_WALL              55
664 #define EL_BD_DIAMOND                   56
665 #define EL_EMERALD_YELLOW               57
666 #define EL_WALL_BD_DIAMOND              58
667 #define EL_WALL_EMERALD_YELLOW          59
668 #define EL_DARK_YAMYAM                  60
669 #define EL_BD_MAGIC_WALL                61
670 #define EL_INVISIBLE_STEELWALL          62
671 #define EL_SOKOBAN_FIELD_PLAYER         63
672 #define EL_DYNABOMB_INCREASE_NUMBER     64
673 #define EL_DYNABOMB_INCREASE_SIZE       65
674 #define EL_DYNABOMB_INCREASE_POWER      66
675 #define EL_SOKOBAN_OBJECT               67
676 #define EL_SOKOBAN_FIELD_EMPTY          68
677 #define EL_SOKOBAN_FIELD_FULL           69
678 #define EL_BD_BUTTERFLY_RIGHT           70
679 #define EL_BD_BUTTERFLY_UP              71
680 #define EL_BD_BUTTERFLY_LEFT            72
681 #define EL_BD_BUTTERFLY_DOWN            73
682 #define EL_BD_FIREFLY_RIGHT             74
683 #define EL_BD_FIREFLY_UP                75
684 #define EL_BD_FIREFLY_LEFT              76
685 #define EL_BD_FIREFLY_DOWN              77
686 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
687 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
688 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
689 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
690 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
691 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
692 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
693 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
694 #define EL_BD_BUTTERFLY                 78
695 #define EL_BD_FIREFLY                   79
696 #define EL_PLAYER_1                     80
697 #define EL_PLAYER_2                     81
698 #define EL_PLAYER_3                     82
699 #define EL_PLAYER_4                     83
700 #define EL_BUG_RIGHT                    84
701 #define EL_BUG_UP                       85
702 #define EL_BUG_LEFT                     86
703 #define EL_BUG_DOWN                     87
704 #define EL_SPACESHIP_RIGHT              88
705 #define EL_SPACESHIP_UP                 89
706 #define EL_SPACESHIP_LEFT               90
707 #define EL_SPACESHIP_DOWN               91
708 #define EL_PACMAN_RIGHT                 92
709 #define EL_PACMAN_UP                    93
710 #define EL_PACMAN_LEFT                  94
711 #define EL_PACMAN_DOWN                  95
712 #define EL_EMERALD_RED                  96
713 #define EL_EMERALD_PURPLE               97
714 #define EL_WALL_EMERALD_RED             98
715 #define EL_WALL_EMERALD_PURPLE          99
716 #define EL_ACID_POOL_TOPLEFT            100
717 #define EL_ACID_POOL_TOPRIGHT           101
718 #define EL_ACID_POOL_BOTTOMLEFT         102
719 #define EL_ACID_POOL_BOTTOM             103
720 #define EL_ACID_POOL_BOTTOMRIGHT        104
721 #define EL_BD_WALL                      105
722 #define EL_BD_ROCK                      106
723 #define EL_EXIT_OPEN                    107
724 #define EL_BLACK_ORB                    108
725 #define EL_AMOEBA_TO_DIAMOND            109
726 #define EL_MOLE                         110
727 #define EL_PENGUIN                      111
728 #define EL_SATELLITE                    112
729 #define EL_ARROW_LEFT                   113
730 #define EL_ARROW_RIGHT                  114
731 #define EL_ARROW_UP                     115
732 #define EL_ARROW_DOWN                   116
733 #define EL_PIG                          117
734 #define EL_DRAGON                       118
735
736 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
737
738 #define EL_CHAR_START                   120
739 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
740 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
741
742 #include "conf_chr.h"   /* include auto-generated data structure definitions */
743
744 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
745 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
746
747 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
748
749 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
750 #define EL_EXPANDABLE_WALL_VERTICAL     201
751 #define EL_EXPANDABLE_WALL_ANY          202
752
753 #define EL_EM_GATE_1                    203
754 #define EL_EM_GATE_2                    204
755 #define EL_EM_GATE_3                    205
756 #define EL_EM_GATE_4                    206
757
758 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
759 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
760 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
761
762 #define EL_SP_START                     210
763 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
764 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
765 #define EL_SP_ZONK                      (EL_SP_START + 1)
766 #define EL_SP_BASE                      (EL_SP_START + 2)
767 #define EL_SP_MURPHY                    (EL_SP_START + 3)
768 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
769 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
770 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
771 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
772 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
773 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
774 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
775 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
776 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
777 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
778 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
779 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
780 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
781 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
782 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
783 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
784 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
785 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
786 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
787 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
788 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
789 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
790 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
791 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
792 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
793 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
794 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
795 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
796 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
797 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
798 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
799 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
800 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
801 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
802 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
803 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
804 #define EL_SP_END                       (EL_SP_START + 39)
805
806 #define EL_EM_GATE_1_GRAY               250
807 #define EL_EM_GATE_2_GRAY               251
808 #define EL_EM_GATE_3_GRAY               252
809 #define EL_EM_GATE_4_GRAY               253
810
811 #define EL_UNUSED_254                   254
812 #define EL_UNUSED_255                   255
813
814 #define EL_PEARL                        256
815 #define EL_CRYSTAL                      257
816 #define EL_WALL_PEARL                   258
817 #define EL_WALL_CRYSTAL                 259
818 #define EL_DOOR_WHITE                   260
819 #define EL_DOOR_WHITE_GRAY              261
820 #define EL_KEY_WHITE                    262
821 #define EL_SHIELD_NORMAL                263
822 #define EL_EXTRA_TIME                   264
823 #define EL_SWITCHGATE_OPEN              265
824 #define EL_SWITCHGATE_CLOSED            266
825 #define EL_SWITCHGATE_SWITCH_UP         267
826 #define EL_SWITCHGATE_SWITCH_DOWN       268
827
828 #define EL_UNUSED_269                   269
829 #define EL_UNUSED_270                   270
830
831 #define EL_CONVEYOR_BELT_1_LEFT          271
832 #define EL_CONVEYOR_BELT_1_MIDDLE        272
833 #define EL_CONVEYOR_BELT_1_RIGHT         273
834 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
835 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
836 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
837 #define EL_CONVEYOR_BELT_2_LEFT          277
838 #define EL_CONVEYOR_BELT_2_MIDDLE        278
839 #define EL_CONVEYOR_BELT_2_RIGHT         279
840 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
841 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
842 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
843 #define EL_CONVEYOR_BELT_3_LEFT          283
844 #define EL_CONVEYOR_BELT_3_MIDDLE        284
845 #define EL_CONVEYOR_BELT_3_RIGHT         285
846 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
847 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
848 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
849 #define EL_CONVEYOR_BELT_4_LEFT          289
850 #define EL_CONVEYOR_BELT_4_MIDDLE        290
851 #define EL_CONVEYOR_BELT_4_RIGHT         291
852 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
853 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
854 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
855 #define EL_LANDMINE                     295
856 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
857 #define EL_LIGHT_SWITCH                 297
858 #define EL_LIGHT_SWITCH_ACTIVE          298
859 #define EL_SIGN_EXCLAMATION             299
860 #define EL_SIGN_RADIOACTIVITY           300
861 #define EL_SIGN_STOP                    301
862 #define EL_SIGN_WHEELCHAIR              302
863 #define EL_SIGN_PARKING                 303
864 #define EL_SIGN_ONEWAY                  304
865 #define EL_SIGN_HEART                   305
866 #define EL_SIGN_TRIANGLE                306
867 #define EL_SIGN_ROUND                   307
868 #define EL_SIGN_EXIT                    308
869 #define EL_SIGN_YINYANG                 309
870 #define EL_SIGN_OTHER                   310
871 #define EL_MOLE_LEFT                    311
872 #define EL_MOLE_RIGHT                   312
873 #define EL_MOLE_UP                      313
874 #define EL_MOLE_DOWN                    314
875 #define EL_STEELWALL_SLIPPERY           315
876 #define EL_INVISIBLE_SAND               316
877 #define EL_DX_UNKNOWN_15                317
878 #define EL_DX_UNKNOWN_42                318
879
880 #define EL_UNUSED_319                   319
881 #define EL_UNUSED_320                   320
882
883 #define EL_SHIELD_DEADLY                321
884 #define EL_TIMEGATE_OPEN                322
885 #define EL_TIMEGATE_CLOSED              323
886 #define EL_TIMEGATE_SWITCH_ACTIVE       324
887 #define EL_TIMEGATE_SWITCH              325
888
889 #define EL_BALLOON                      326
890 #define EL_BALLOON_SWITCH_LEFT          327
891 #define EL_BALLOON_SWITCH_RIGHT         328
892 #define EL_BALLOON_SWITCH_UP            329
893 #define EL_BALLOON_SWITCH_DOWN          330
894 #define EL_BALLOON_SWITCH_ANY           331
895
896 #define EL_EMC_STEELWALL_1              332
897 #define EL_EMC_STEELWALL_2              333
898 #define EL_EMC_STEELWALL_3              334
899 #define EL_EMC_STEELWALL_4              335
900 #define EL_EMC_WALL_1                   336
901 #define EL_EMC_WALL_2                   337
902 #define EL_EMC_WALL_3                   338
903 #define EL_EMC_WALL_4                   339
904 #define EL_EMC_WALL_5                   340
905 #define EL_EMC_WALL_6                   341
906 #define EL_EMC_WALL_7                   342
907 #define EL_EMC_WALL_8                   343
908
909 #define EL_TUBE_ANY                     344
910 #define EL_TUBE_VERTICAL                345
911 #define EL_TUBE_HORIZONTAL              346
912 #define EL_TUBE_VERTICAL_LEFT           347
913 #define EL_TUBE_VERTICAL_RIGHT          348
914 #define EL_TUBE_HORIZONTAL_UP           349
915 #define EL_TUBE_HORIZONTAL_DOWN         350
916 #define EL_TUBE_LEFT_UP                 351
917 #define EL_TUBE_LEFT_DOWN               352
918 #define EL_TUBE_RIGHT_UP                353
919 #define EL_TUBE_RIGHT_DOWN              354
920 #define EL_SPRING                       355
921 #define EL_TRAP                         356
922 #define EL_DX_SUPABOMB                  357
923
924 #define EL_UNUSED_358                   358
925 #define EL_UNUSED_359                   359
926
927 /* ---------- begin of custom elements section ----------------------------- */
928 #define EL_CUSTOM_START                 360
929
930 #include "conf_cus.h"   /* include auto-generated data structure definitions */
931
932 #define NUM_CUSTOM_ELEMENTS             256
933 #define EL_CUSTOM_END                   615
934 /* ---------- end of custom elements section ------------------------------- */
935
936 #define EL_EM_KEY_1                     616
937 #define EL_EM_KEY_2                     617
938 #define EL_EM_KEY_3                     618
939 #define EL_EM_KEY_4                     619
940 #define EL_ENVELOPE_1                   620
941 #define EL_ENVELOPE_2                   621
942 #define EL_ENVELOPE_3                   622
943 #define EL_ENVELOPE_4                   623
944
945 /* ---------- begin of group elements section ------------------------------ */
946 #define EL_GROUP_START                  624
947
948 #include "conf_grp.h"   /* include auto-generated data structure definitions */
949
950 #define NUM_GROUP_ELEMENTS              32
951 #define EL_GROUP_END                    655
952 /* ---------- end of custom elements section ------------------------------- */
953
954 #define EL_UNKNOWN                      656
955 #define EL_TRIGGER_ELEMENT              657
956 #define EL_TRIGGER_PLAYER               658
957
958 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
959 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
960 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
961 #define EL_SP_GRAVITY_ON_PORT_UP        662
962 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
963 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
964 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
965 #define EL_SP_GRAVITY_OFF_PORT_UP       666
966
967
968 /* the following EMC style elements are currently not implemented in R'n'D */
969 #define EL_BALLOON_SWITCH_NONE          667
970 #define EL_EM_GATE_5                    668
971 #define EL_EM_GATE_6                    669
972 #define EL_EM_GATE_7                    670
973 #define EL_EM_GATE_8                    671
974 #define EL_EM_GATE_5_GRAY               672
975 #define EL_EM_GATE_6_GRAY               673
976 #define EL_EM_GATE_7_GRAY               674
977 #define EL_EM_GATE_8_GRAY               675
978 #define EL_EM_KEY_5                     676
979 #define EL_EM_KEY_6                     677
980 #define EL_EM_KEY_7                     678
981 #define EL_EM_KEY_8                     679
982 #define EL_EMC_ANDROID                  680
983 #define EL_EMC_GRASS                    681
984 #define EL_EMC_MAGIC_BALL               682
985 #define EL_EMC_MAGIC_BALL_SWITCH        683
986 #define EL_EMC_SPRING_BUMPER            684
987 #define EL_EMC_PLANT                    685
988 #define EL_EMC_LENSES                   686
989 #define EL_EMC_MAGNIFIER                687
990 #define EL_EMC_WALL_9                   688
991 #define EL_EMC_WALL_10                  689
992 #define EL_EMC_WALL_11                  690
993 #define EL_EMC_WALL_12                  691
994 #define EL_EMC_WALL_13                  692
995 #define EL_EMC_WALL_14                  693
996 #define EL_EMC_WALL_15                  694
997 #define EL_EMC_WALL_16                  695
998 #define EL_EMC_WALL_SLIPPERY_1          696
999 #define EL_EMC_WALL_SLIPPERY_2          697
1000 #define EL_EMC_WALL_SLIPPERY_3          698
1001 #define EL_EMC_WALL_SLIPPERY_4          699
1002 #define EL_EMC_DRIPPER                  700
1003
1004 #define NUM_FILE_ELEMENTS               701
1005
1006
1007 /* "real" (and therefore drawable) runtime elements */
1008 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
1009
1010 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
1011 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
1012 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
1013 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
1014 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
1015 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
1016 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
1017 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
1018 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
1019 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
1020 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
1021 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
1022 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
1023 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
1024 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
1025 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1026 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
1027 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
1028 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1029 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
1030 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
1031 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1032 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
1033 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
1034 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1035 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
1036 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
1037 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
1038 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1039 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1040 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1041 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1042 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1043 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1044 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1045 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1046 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1047 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1048 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1049 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1050 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1051 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1052 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1053 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1054 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1055
1056 /* "unreal" (and therefore not drawable) runtime elements */
1057 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1058
1059 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1060 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1061 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1062 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1063 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1064 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1065 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1066 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1067 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1068 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1069 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1070 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1071 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1072 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1073 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1074 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1075 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1076 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1077
1078 /* dummy elements (never used as game elements, only used as graphics) */
1079 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1080
1081 #define EL_STEELWALL_TOPLEFT            (EL_FIRST_DUMMY + 0)
1082 #define EL_STEELWALL_TOPRIGHT           (EL_FIRST_DUMMY + 1)
1083 #define EL_STEELWALL_BOTTOMLEFT         (EL_FIRST_DUMMY + 2)
1084 #define EL_STEELWALL_BOTTOMRIGHT        (EL_FIRST_DUMMY + 3)
1085 #define EL_STEELWALL_HORIZONTAL         (EL_FIRST_DUMMY + 4)
1086 #define EL_STEELWALL_VERTICAL           (EL_FIRST_DUMMY + 5)
1087 #define EL_INVISIBLE_STEELWALL_TOPLEFT     (EL_FIRST_DUMMY + 6)
1088 #define EL_INVISIBLE_STEELWALL_TOPRIGHT    (EL_FIRST_DUMMY + 7)
1089 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT  (EL_FIRST_DUMMY + 8)
1090 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1091 #define EL_INVISIBLE_STEELWALL_HORIZONTAL  (EL_FIRST_DUMMY + 10)
1092 #define EL_INVISIBLE_STEELWALL_VERTICAL    (EL_FIRST_DUMMY + 11)
1093 #define EL_DYNABOMB                     (EL_FIRST_DUMMY + 12)
1094 #define EL_DYNABOMB_ACTIVE              (EL_FIRST_DUMMY + 13)
1095 #define EL_DYNABOMB_PLAYER_1            (EL_FIRST_DUMMY + 14)
1096 #define EL_DYNABOMB_PLAYER_2            (EL_FIRST_DUMMY + 15)
1097 #define EL_DYNABOMB_PLAYER_3            (EL_FIRST_DUMMY + 16)
1098 #define EL_DYNABOMB_PLAYER_4            (EL_FIRST_DUMMY + 17)
1099 #define EL_SHIELD_NORMAL_ACTIVE         (EL_FIRST_DUMMY + 18)
1100 #define EL_SHIELD_DEADLY_ACTIVE         (EL_FIRST_DUMMY + 19)
1101 #define EL_AMOEBA                       (EL_FIRST_DUMMY + 20)
1102 #define EL_DEFAULT                      (EL_FIRST_DUMMY + 21)
1103 #define EL_BD_DEFAULT                   (EL_FIRST_DUMMY + 22)
1104 #define EL_SP_DEFAULT                   (EL_FIRST_DUMMY + 23)
1105 #define EL_SB_DEFAULT                   (EL_FIRST_DUMMY + 24)
1106
1107 /* internal elements (only used for internal purposes like copying) */
1108 #define EL_FIRST_INTERNAL               (EL_FIRST_DUMMY + 25)
1109
1110 #define EL_INTERNAL_CLIPBOARD_CUSTOM    (EL_FIRST_INTERNAL + 0)
1111 #define EL_INTERNAL_CLIPBOARD_CHANGE    (EL_FIRST_INTERNAL + 1)
1112 #define EL_INTERNAL_CLIPBOARD_GROUP     (EL_FIRST_INTERNAL + 2)
1113 #define EL_INTERNAL_DUMMY               (EL_FIRST_INTERNAL + 3)
1114
1115 #define EL_INTERNAL_CLIPBOARD_START     (EL_FIRST_INTERNAL + 0)
1116 #define EL_INTERNAL_CLIPBOARD_END       (EL_FIRST_INTERNAL + 2)
1117 #define EL_INTERNAL_START               (EL_FIRST_INTERNAL + 0)
1118 #define EL_INTERNAL_END                 (EL_FIRST_INTERNAL + 3)
1119
1120 #define MAX_NUM_ELEMENTS                (EL_FIRST_INTERNAL + 4)
1121
1122
1123 /* values for graphics/sounds action types */
1124 #define ACTION_DEFAULT                  0
1125 #define ACTION_WAITING                  1
1126 #define ACTION_FALLING                  2
1127 #define ACTION_MOVING                   3
1128 #define ACTION_DIGGING                  4
1129 #define ACTION_SNAPPING                 5
1130 #define ACTION_COLLECTING               6
1131 #define ACTION_DROPPING                 7
1132 #define ACTION_PUSHING                  8
1133 #define ACTION_WALKING                  9
1134 #define ACTION_PASSING                  10
1135 #define ACTION_IMPACT                   11
1136 #define ACTION_BREAKING                 12
1137 #define ACTION_ACTIVATING               13
1138 #define ACTION_DEACTIVATING             14
1139 #define ACTION_OPENING                  15
1140 #define ACTION_CLOSING                  16
1141 #define ACTION_ATTACKING                17
1142 #define ACTION_GROWING                  18
1143 #define ACTION_SHRINKING                19
1144 #define ACTION_ACTIVE                   20
1145 #define ACTION_FILLING                  21
1146 #define ACTION_EMPTYING                 22
1147 #define ACTION_CHANGING                 23
1148 #define ACTION_EXPLODING                24
1149 #define ACTION_BORING                   25
1150 #define ACTION_BORING_1                 26
1151 #define ACTION_BORING_2                 27
1152 #define ACTION_BORING_3                 28
1153 #define ACTION_BORING_4                 29
1154 #define ACTION_BORING_5                 30
1155 #define ACTION_BORING_6                 31
1156 #define ACTION_BORING_7                 32
1157 #define ACTION_BORING_8                 33
1158 #define ACTION_BORING_9                 34
1159 #define ACTION_BORING_10                35
1160 #define ACTION_SLEEPING                 36
1161 #define ACTION_SLEEPING_1               37
1162 #define ACTION_SLEEPING_2               38
1163 #define ACTION_SLEEPING_3               39
1164 #define ACTION_AWAKENING                40
1165 #define ACTION_DYING                    41
1166 #define ACTION_TURNING                  42
1167 #define ACTION_TURNING_FROM_LEFT        43
1168 #define ACTION_TURNING_FROM_RIGHT       44
1169 #define ACTION_TURNING_FROM_UP          45
1170 #define ACTION_TURNING_FROM_DOWN        46
1171 #define ACTION_OTHER                    47
1172
1173 #define NUM_ACTIONS                     48
1174
1175 #define ACTION_BORING_LAST              ACTION_BORING_10
1176 #define ACTION_SLEEPING_LAST            ACTION_SLEEPING_3
1177
1178
1179 /* values for special image configuration suffixes (must match game mode) */
1180 #define GFX_SPECIAL_ARG_DEFAULT         0
1181 #define GFX_SPECIAL_ARG_MAIN            1
1182 #define GFX_SPECIAL_ARG_LEVELS          2
1183 #define GFX_SPECIAL_ARG_SCORES          3
1184 #define GFX_SPECIAL_ARG_EDITOR          4
1185 #define GFX_SPECIAL_ARG_INFO            5
1186 #define GFX_SPECIAL_ARG_SETUP           6
1187 #define GFX_SPECIAL_ARG_PLAYING         7
1188 #define GFX_SPECIAL_ARG_DOOR            8
1189 #define GFX_SPECIAL_ARG_PREVIEW         9
1190 #define GFX_SPECIAL_ARG_CRUMBLED        10
1191
1192 #define NUM_SPECIAL_GFX_ARGS            11
1193
1194
1195 /* values for image configuration suffixes */
1196 #define GFX_ARG_X                       0
1197 #define GFX_ARG_Y                       1
1198 #define GFX_ARG_XPOS                    2
1199 #define GFX_ARG_YPOS                    3
1200 #define GFX_ARG_WIDTH                   4
1201 #define GFX_ARG_HEIGHT                  5
1202 #define GFX_ARG_OFFSET                  6
1203 #define GFX_ARG_VERTICAL                7
1204 #define GFX_ARG_XOFFSET                 8
1205 #define GFX_ARG_YOFFSET                 9
1206 #define GFX_ARG_FRAMES                  10
1207 #define GFX_ARG_FRAMES_PER_LINE         11
1208 #define GFX_ARG_START_FRAME             12
1209 #define GFX_ARG_DELAY                   13
1210 #define GFX_ARG_ANIM_MODE               14
1211 #define GFX_ARG_GLOBAL_SYNC             15
1212 #define GFX_ARG_CRUMBLED_LIKE           16
1213 #define GFX_ARG_DIGGABLE_LIKE           17
1214 #define GFX_ARG_BORDER_SIZE             18
1215 #define GFX_ARG_STEP_OFFSET             19
1216 #define GFX_ARG_STEP_DELAY              20
1217 #define GFX_ARG_DIRECTION               21
1218 #define GFX_ARG_POSITION                22
1219 #define GFX_ARG_DRAW_XOFFSET            23
1220 #define GFX_ARG_DRAW_YOFFSET            24
1221 #define GFX_ARG_DRAW_MASKED             25
1222 #define GFX_ARG_ANIM_DELAY_FIXED        26
1223 #define GFX_ARG_ANIM_DELAY_RANDOM       27
1224 #define GFX_ARG_POST_DELAY_FIXED        28
1225 #define GFX_ARG_POST_DELAY_RANDOM       29
1226 #define GFX_ARG_NAME                    30
1227 #define GFX_ARG_SCALE_UP_FACTOR         31
1228
1229 #define NUM_GFX_ARGS                    32
1230
1231
1232 /* values for sound configuration suffixes */
1233 #define SND_ARG_MODE_LOOP               0
1234 #define SND_ARG_VOLUME                  1
1235 #define SND_ARG_PRIORITY                2
1236
1237 #define NUM_SND_ARGS                    3
1238
1239
1240 /* values for music configuration suffixes */
1241 #define MUS_ARG_MODE_LOOP               0
1242
1243 #define NUM_MUS_ARGS                    1
1244
1245
1246 /* values for font configuration */
1247 #define FONT_INITIAL_1                  0
1248 #define FONT_INITIAL_2                  1
1249 #define FONT_INITIAL_3                  2
1250 #define FONT_INITIAL_4                  3
1251 #define FONT_TITLE_1                    4
1252 #define FONT_TITLE_2                    5
1253 #define FONT_MENU_1                     6
1254 #define FONT_MENU_2                     7
1255 #define FONT_TEXT_1_ACTIVE              8
1256 #define FONT_TEXT_2_ACTIVE              9
1257 #define FONT_TEXT_3_ACTIVE              10
1258 #define FONT_TEXT_4_ACTIVE              11
1259 #define FONT_TEXT_1                     12
1260 #define FONT_TEXT_2                     13
1261 #define FONT_TEXT_3                     14
1262 #define FONT_TEXT_4                     15
1263 #define FONT_ENVELOPE_1                 16
1264 #define FONT_ENVELOPE_2                 17
1265 #define FONT_ENVELOPE_3                 18
1266 #define FONT_ENVELOPE_4                 19
1267 #define FONT_INPUT_1_ACTIVE             20
1268 #define FONT_INPUT_2_ACTIVE             21
1269 #define FONT_INPUT_1                    22
1270 #define FONT_INPUT_2                    23
1271 #define FONT_OPTION_OFF                 24
1272 #define FONT_OPTION_ON                  25
1273 #define FONT_VALUE_1                    26
1274 #define FONT_VALUE_2                    27
1275 #define FONT_VALUE_OLD                  28
1276 #define FONT_LEVEL_NUMBER               29
1277 #define FONT_TAPE_RECORDER              30
1278 #define FONT_GAME_INFO                  31
1279
1280 #define NUM_FONTS                       32
1281 #define NUM_INITIAL_FONTS               4
1282
1283 /* values for game_status (must match special image configuration suffixes) */
1284 #define GAME_MODE_DEFAULT               0
1285 #define GAME_MODE_MAIN                  1
1286 #define GAME_MODE_LEVELS                2
1287 #define GAME_MODE_SCORES                3
1288 #define GAME_MODE_EDITOR                4
1289 #define GAME_MODE_INFO                  5
1290 #define GAME_MODE_SETUP                 6
1291 #define GAME_MODE_PLAYING               7
1292 #define GAME_MODE_PSEUDO_DOOR           8
1293 #define GAME_MODE_PSEUDO_PREVIEW        9
1294 #define GAME_MODE_PSEUDO_CRUMBLED       10
1295
1296 /* there are no special config file suffixes for these modes */
1297 #define GAME_MODE_PSEUDO_TYPENAME       11
1298 #define GAME_MODE_QUIT                  12
1299
1300 /* special definitions currently only used for custom artwork configuration */
1301 #define MUSIC_PREFIX_BACKGROUND         0
1302 #define NUM_MUSIC_PREFIXES              1
1303 #define MAX_LEVELS                      1000
1304
1305 /* definitions for demo animation lists */
1306 #define HELPANIM_LIST_NEXT              -1
1307 #define HELPANIM_LIST_END               -999
1308
1309
1310 /* program information and versioning definitions */
1311
1312 #define PROGRAM_VERSION_MAJOR           3
1313 #define PROGRAM_VERSION_MINOR           1
1314 #define PROGRAM_VERSION_PATCH           1
1315 #define PROGRAM_VERSION_BUILD           0
1316
1317 #define PROGRAM_TITLE_STRING            "Rocks'n'Diamonds"
1318 #define PROGRAM_AUTHOR_STRING           "Holger Schemel"
1319 #define PROGRAM_COPYRIGHT_STRING       "Copyright Â©1995-2004 by Holger Schemel"
1320
1321 #define ICON_TITLE_STRING               PROGRAM_TITLE_STRING
1322 #define COOKIE_PREFIX                   "ROCKSNDIAMONDS"
1323 #define FILENAME_PREFIX                 "Rocks"
1324
1325 #if defined(PLATFORM_UNIX)
1326 #define USERDATA_DIRECTORY              ".rocksndiamonds"
1327 #elif defined(PLATFORM_WIN32)
1328 #define USERDATA_DIRECTORY              PROGRAM_TITLE_STRING
1329 #else
1330 #define USERDATA_DIRECTORY              "userdata"
1331 #endif
1332
1333 #define X11_ICON_FILENAME               "rocks_icon.xbm"
1334 #define X11_ICONMASK_FILENAME           "rocks_iconmask.xbm"
1335 #define MSDOS_POINTER_FILENAME          "mouse.pcx"
1336
1337 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1338 ** currently supported/known file version numbers:
1339 **      1.0 (old)
1340 **      1.2 (still in use)
1341 **      1.4 (still in use)
1342 **      2.0 (actual)
1343 */
1344 #define FILE_VERSION_1_0                VERSION_IDENT(1,0,0,0)
1345 #define FILE_VERSION_1_2                VERSION_IDENT(1,2,0,0)
1346 #define FILE_VERSION_1_4                VERSION_IDENT(1,4,0,0)
1347 #define FILE_VERSION_2_0                VERSION_IDENT(2,0,0,0)
1348
1349 /* file version does not change for every program version, but is changed
1350    when new features are introduced that are incompatible with older file
1351    versions, so that they can be treated accordingly */
1352 #define FILE_VERSION_ACTUAL             FILE_VERSION_2_0
1353
1354 #define GAME_VERSION_1_0                FILE_VERSION_1_0
1355 #define GAME_VERSION_1_2                FILE_VERSION_1_2
1356 #define GAME_VERSION_1_4                FILE_VERSION_1_4
1357 #define GAME_VERSION_2_0                FILE_VERSION_2_0
1358
1359 #define GAME_VERSION_ACTUAL             VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1360                                                       PROGRAM_VERSION_MINOR, \
1361                                                       PROGRAM_VERSION_PATCH, \
1362                                                       PROGRAM_VERSION_BUILD)
1363
1364 /* values for game_emulation */
1365 #define EMU_NONE                        0
1366 #define EMU_BOULDERDASH                 1
1367 #define EMU_SOKOBAN                     2
1368 #define EMU_SUPAPLEX                    3
1369
1370 /* values for level file type identifier */
1371 #define LEVEL_FILE_TYPE_UNKNOWN         0
1372 #define LEVEL_FILE_TYPE_RND             1
1373 #define LEVEL_FILE_TYPE_BD              2
1374 #define LEVEL_FILE_TYPE_EM              3
1375 #define LEVEL_FILE_TYPE_SP              4
1376 #define LEVEL_FILE_TYPE_DX              5
1377 #define LEVEL_FILE_TYPE_SB              6
1378 #define LEVEL_FILE_TYPE_DC              7
1379
1380 #define NUM_LEVEL_FILE_TYPES            8
1381
1382 /* values for game engine type identifier */
1383 #define GAME_ENGINE_TYPE_UNKNOWN        LEVEL_FILE_TYPE_UNKNOWN
1384 #define GAME_ENGINE_TYPE_RND            LEVEL_FILE_TYPE_RND
1385 #define GAME_ENGINE_TYPE_EM             LEVEL_FILE_TYPE_EM
1386
1387 #define NUM_ENGINE_TYPES                3
1388
1389
1390 struct MenuInfo
1391 {
1392   int draw_xoffset_default;
1393   int draw_yoffset_default;
1394   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1395   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1396
1397   int scrollbar_xoffset;
1398
1399   int list_size_default;
1400   int list_size[NUM_SPECIAL_GFX_ARGS];
1401
1402   int sound[NUM_SPECIAL_GFX_ARGS];
1403   int music[NUM_SPECIAL_GFX_ARGS];
1404 };
1405
1406 struct DoorInfo
1407 {
1408   int step_offset;
1409   int step_delay;
1410   int anim_mode;
1411 };
1412
1413 struct HiScore
1414 {
1415   char Name[MAX_PLAYER_NAME_LEN + 1];
1416   int Score;
1417 };
1418
1419 struct PlayerInfo
1420 {
1421   boolean present;              /* player present in level playfield */
1422   boolean connected;            /* player connected (locally or via network) */
1423   boolean active;               /* player present and connected */
1424
1425   int index_nr;                 /* player number (0 to 3) */
1426   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1427   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1428   int client_nr;                /* network client identifier */
1429
1430   byte action;                  /* action from local input device */
1431   byte effective_action;        /* action acknowledged from network server
1432                                    or summarized over all configured input
1433                                    devices when in single player mode */
1434   byte programmed_action;       /* action forced by game itself (like moving
1435                                    through doors); overrides other actions */
1436
1437   int jx, jy, last_jx, last_jy;
1438   int MovDir, MovPos, GfxDir, GfxPos;
1439   int Frame, StepFrame;
1440
1441   int GfxAction;
1442
1443   boolean use_murphy_graphic;
1444
1445   boolean block_last_field;
1446   int block_delay;
1447
1448   boolean can_fall_into_acid;
1449
1450   boolean LevelSolved, GameOver;
1451
1452   int last_move_dir;
1453
1454   boolean is_waiting;
1455   boolean is_moving;
1456   boolean is_auto_moving;
1457   boolean is_digging;
1458   boolean is_snapping;
1459   boolean is_collecting;
1460   boolean is_pushing;
1461   boolean is_switching;
1462   boolean is_dropping;
1463
1464   boolean is_bored;
1465   boolean is_sleeping;
1466
1467   int frame_counter_bored;
1468   int frame_counter_sleeping;
1469
1470   int anim_delay_counter;
1471   int post_delay_counter;
1472
1473   int action_waiting, last_action_waiting;
1474   int special_action_bored;
1475   int special_action_sleeping;
1476
1477   int num_special_action_bored;
1478   int num_special_action_sleeping;
1479
1480   int switch_x, switch_y;
1481
1482   int show_envelope;
1483
1484 #if 1   /* USE_NEW_MOVE_DELAY */
1485   int move_delay;
1486   int move_delay_value;
1487 #else
1488   unsigned long move_delay;
1489   int move_delay_value;
1490 #endif
1491
1492   int move_delay_reset_counter;
1493
1494 #if 1   /* USE_NEW_PUSH_DELAY */
1495   int push_delay;
1496   int push_delay_value;
1497 #else
1498   unsigned long push_delay;
1499   unsigned long push_delay_value;
1500 #endif
1501
1502   unsigned long actual_frame_counter;
1503
1504   int drop_delay;
1505
1506   int step_counter;
1507
1508   int score;
1509   int gems_still_needed;
1510   int sokobanfields_still_needed;
1511   int lights_still_needed;
1512   int friends_still_needed;
1513   int key[4];
1514   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1515   int shield_normal_time_left;
1516   int shield_deadly_time_left;
1517
1518   int inventory_element[MAX_INVENTORY_SIZE];
1519   int inventory_infinite_element;
1520   int inventory_size;
1521 };
1522
1523 struct LevelSetInfo
1524 {
1525   int music[MAX_LEVELS];
1526 };
1527
1528 struct LevelFileInfo
1529 {
1530   int nr;
1531   int type;
1532   boolean packed;
1533   char *basename;
1534   char *filename;
1535 };
1536
1537 struct LevelInfo
1538 {
1539   struct LevelFileInfo file_info;
1540
1541   int game_engine_type;
1542
1543   /* level stored in native format for the alternative native game engines */
1544   struct LevelInfo_EM *native_em_level;
1545
1546   int file_version;     /* file format version the level is stored with    */
1547   int game_version;     /* game release version the level was created with */
1548
1549   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1550   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1551   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1552
1553   int fieldx, fieldy;
1554
1555   int time;                             /* available time (seconds) */
1556   int gems_needed;
1557
1558   char name[MAX_LEVEL_NAME_LEN + 1];
1559   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1560
1561   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1562   int envelope_xsize[4], envelope_ysize[4];
1563
1564   int score[LEVEL_SCORE_ELEMENTS];
1565
1566   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1567   int num_yamyam_contents;
1568
1569   int amoeba_speed;
1570   int amoeba_content;
1571
1572   int time_magic_wall;
1573   int time_wheel;
1574   int time_light;
1575   int time_timegate;
1576
1577   /* values for the new EMC elements */
1578   int android_move_time;
1579   int android_clone_time;
1580   boolean ball_random;
1581   boolean ball_state_initial;
1582   int ball_time;
1583   int lenses_score;
1584   int magnify_score;
1585   int slurp_score;
1586   int lenses_time;
1587   int magnify_time;
1588   int wind_direction_initial;
1589   int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1590   boolean android_array[16];
1591
1592   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1593   int dont_collide_with_bits;   /* bitfield to store property for elements */
1594
1595   boolean double_speed;
1596   boolean initial_gravity;
1597   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1598   boolean use_spring_bug;       /* for compatibility with old levels */
1599   boolean instant_relocation;   /* no visual delay when relocating player */
1600   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1601   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1602
1603   boolean block_last_field;     /* player blocks previous field while moving */
1604   boolean sp_block_last_field;  /* player blocks previous field while moving */
1605   int block_delay;              /* delay for blocking previous field */
1606   int sp_block_delay;           /* delay for blocking previous field */
1607
1608   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1609   int use_step_counter;         /* count steps instead of seconds for level */
1610
1611   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1612
1613   boolean use_custom_template;  /* use custom properties from template file */
1614
1615   boolean no_valid_file;        /* set when level file missing or invalid */
1616
1617   boolean changed;              /* set when level was changed in the editor */
1618 };
1619
1620 struct TapeInfo
1621 {
1622   int file_version;     /* file format version the tape is stored with    */
1623   int game_version;     /* game release version the tape was created with */
1624   int engine_version;   /* game engine version the tape was recorded with */
1625
1626   char *level_identifier;
1627   int level_nr;
1628   unsigned long random_seed;
1629   unsigned long date;
1630   unsigned long counter;
1631   unsigned long length;
1632   unsigned long length_seconds;
1633   unsigned int delay_played;
1634   boolean pause_before_death;
1635   boolean recording, playing, pausing;
1636   boolean fast_forward;
1637   boolean warp_forward;
1638   boolean deactivate_display;
1639   boolean auto_play;
1640   boolean auto_play_level_solved;
1641   boolean quick_resume;
1642   boolean single_step;
1643   boolean changed;
1644   boolean player_participates[MAX_PLAYERS];
1645   int num_participating_players;
1646
1647   struct
1648   {
1649     byte action[MAX_PLAYERS];
1650     byte delay;
1651   } pos[MAX_TAPELEN];
1652
1653   boolean no_valid_file;        /* set when tape file missing or invalid */
1654 };
1655
1656 struct GameInfo
1657 {
1658   /* values for engine initialization */
1659   int default_push_delay_fixed;
1660   int default_push_delay_random;
1661
1662   /* constant within running game */
1663   int engine_version;
1664   int emulation;
1665   int initial_move_delay;
1666   int initial_move_delay_value;
1667   int initial_push_delay_value;
1668
1669   /* flags to handle bugs in and changes between different engine versions */
1670   /* (for the latest engine version, these flags should always be "FALSE") */
1671   boolean use_bug_change_when_pushing;
1672
1673   /* variable within running game */
1674   int yamyam_content_nr;
1675   boolean magic_wall_active;
1676   int magic_wall_time_left;
1677   int light_time_left;
1678   int timegate_time_left;
1679   int belt_dir[4];
1680   int belt_dir_nr[4];
1681   int switchgate_pos;
1682   int balloon_dir;
1683   boolean gravity;
1684   boolean explosions_delayed;
1685   boolean envelope_active;
1686
1687   /* values for player idle animation (no effect on engine) */
1688   int player_boring_delay_fixed;
1689   int player_boring_delay_random;
1690   int player_sleeping_delay_fixed;
1691   int player_sleeping_delay_random;
1692 };
1693
1694 struct GlobalInfo
1695 {
1696   char *autoplay_leveldir;
1697   int autoplay_level_nr;
1698
1699   char *convert_leveldir;
1700   int convert_level_nr;
1701
1702   int num_toons;
1703
1704   float frames_per_second;
1705   boolean fps_slowdown;
1706   int fps_slowdown_factor;
1707 };
1708
1709 struct ElementChangeInfo
1710 {
1711   boolean can_change;           /* use or ignore this change info */
1712
1713   unsigned long events;         /* change events */
1714
1715   int trigger_player;           /* player triggering change */
1716   int trigger_side;             /* side triggering change */
1717   int trigger_page;             /* page triggering change */
1718
1719   short target_element;         /* target element after change */
1720
1721   int delay_fixed;              /* added frame delay before changed (fixed) */
1722   int delay_random;             /* added frame delay before changed (random) */
1723   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1724
1725   short trigger_element;        /* element triggering change */
1726
1727   int target_content[3][3];     /* elements for extended change target */
1728   boolean use_target_content;   /* use extended change target */
1729   boolean only_if_complete;     /* only use complete target content */
1730   boolean use_random_replace;   /* use random value for replacing elements */
1731   int random_percentage;        /* random value for replacing elements */
1732   int replace_when;             /* type of elements that can be replaced */
1733
1734   boolean explode;              /* explode instead of change */
1735
1736   /* ---------- internal values used at runtime when playing ---------- */
1737
1738   /* functions that are called before, while and after the change of an
1739      element -- currently only used for non-custom elements */
1740   void (*pre_change_function)(int x, int y);
1741   void (*change_function)(int x, int y);
1742   void (*post_change_function)(int x, int y);
1743
1744   short actual_trigger_element; /* element that actually triggered change */
1745   int actual_trigger_player;    /* player which actually triggered change */
1746
1747   /* ---------- internal values used in level editor ---------- */
1748
1749   int direct_action;            /* change triggered by actions on element */
1750   int other_action;             /* change triggered by other element actions */
1751 };
1752
1753 struct ElementGroupInfo
1754 {
1755   int num_elements;                     /* number of elements in this group */
1756   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1757
1758   int choice_mode;              /* how to choose element from group */
1759
1760   /* ---------- internal values used at runtime when playing ---------- */
1761
1762   /* the following is the same as above, but with recursively resolved group
1763      elements (group elements may also contain further group elements!) */
1764   int num_elements_resolved;
1765   short element_resolved[NUM_FILE_ELEMENTS];
1766
1767   int choice_pos;               /* current element choice position */
1768 };
1769
1770 struct ElementNameInfo
1771 {
1772   /* ---------- token and description strings ---------- */
1773
1774   char *token_name;             /* element token used in config files */
1775   char *class_name;             /* element class used in config files */
1776   char *editor_description;     /* pre-defined description for level editor */
1777 };
1778
1779 struct ElementInfo
1780 {
1781   /* ---------- token and description strings ---------- */
1782
1783   char *token_name;             /* element token used in config files */
1784   char *class_name;             /* element class used in config files */
1785   char *editor_description;     /* pre-defined description for level editor */
1786   char *custom_description;     /* alternative description from config file */
1787   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1788
1789   /* ---------- graphic and sound definitions ---------- */
1790
1791   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1792   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1793                                 /* special graphics for left/right/up/down */
1794
1795   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1796   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1797                                 /* crumbled graphics for left/right/up/down */
1798
1799   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1800                                 /* special graphics for certain screens */
1801
1802   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1803
1804   /* ---------- special element property values ---------- */
1805
1806   boolean use_gfx_element;      /* use custom graphic element */
1807   short gfx_element;            /* optional custom graphic element */
1808
1809   int access_direction;         /* accessible from which direction */
1810
1811   int collect_score;            /* score value for collecting */
1812   int collect_count;            /* count value for collecting */
1813
1814   int push_delay_fixed;         /* constant delay before pushing */
1815   int push_delay_random;        /* additional random delay before pushing */
1816   int drop_delay_fixed;         /* constant delay after dropping */
1817   int drop_delay_random;        /* additional random delay after dropping */
1818   int move_delay_fixed;         /* constant delay after moving */
1819   int move_delay_random;        /* additional random delay after moving */
1820
1821   int move_pattern;             /* direction movable element moves to */
1822   int move_direction_initial;   /* initial direction element moves to */
1823   int move_stepsize;            /* step size element moves with */
1824
1825   int move_enter_element;       /* element that can be entered (and removed) */
1826   int move_leave_element;       /* element that can be left behind */
1827   int move_leave_type;          /* change (limited) or leave (unlimited) */
1828
1829   int slippery_type;            /* how/where other elements slip away */
1830
1831   int content[3][3];            /* new elements after explosion */
1832
1833   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
1834   int explosion_delay;          /* duration of explosion of this element */
1835   int ignition_delay;           /* delay for explosion by other explosion */
1836
1837   struct ElementChangeInfo *change_page; /* actual list of change pages */
1838   struct ElementChangeInfo *change;      /* pointer to current change page */
1839
1840   int num_change_pages;         /* actual number of change pages */
1841   int current_change_page;      /* currently edited change page */
1842
1843   struct ElementGroupInfo *group;       /* pointer to element group info */
1844
1845   /* ---------- internal values used at runtime when playing ---------- */
1846
1847   unsigned long change_events;  /* bitfield for combined change events */
1848
1849   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1850   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1851
1852   boolean in_group[NUM_GROUP_ELEMENTS];
1853
1854 #if 0
1855   boolean can_leave_element;    /* element can leave other element behind */
1856   boolean can_leave_element_last;
1857 #endif
1858
1859   /* ---------- internal values used in level editor ---------- */
1860
1861   int access_type;              /* walkable or passable */
1862   int access_layer;             /* accessible over/inside/under */
1863   int access_protected;         /* protection against deadly elements */
1864   int walk_to_action;           /* diggable/collectible/pushable */
1865   int smash_targets;            /* can smash player/enemies/everything */
1866   int deadliness;               /* deadly when running/colliding/touching */
1867
1868   boolean can_explode_by_fire;  /* element explodes by fire */
1869   boolean can_explode_smashed;  /* element explodes when smashed */
1870   boolean can_explode_impact;   /* element explodes on impact */
1871
1872   boolean modified_settings;    /* set for all modified custom elements */
1873 };
1874
1875 struct FontInfo
1876 {
1877   char *token_name;             /* font token used in config files */
1878
1879   int graphic;                  /* default graphic for this font */
1880   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1881                                 /* special graphics for certain screens */
1882   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1883                                 /* internal bitmap ID for special graphics */
1884 };
1885
1886 struct GraphicInfo
1887 {
1888   Bitmap *bitmap;
1889   int src_x, src_y;             /* start position of animation frames */
1890   int width, height;            /* width/height of each animation frame */
1891   int offset_x, offset_y;       /* x/y offset to next animation frame */
1892   int anim_frames;
1893   int anim_frames_per_line;
1894   int anim_start_frame;
1895   int anim_delay;               /* important: delay of 1 means "no delay"! */
1896   int anim_mode;
1897   boolean anim_global_sync;
1898   int crumbled_like;            /* element for cloning crumble graphics */
1899   int diggable_like;            /* element for cloning digging graphics */
1900   int border_size;              /* border size for "crumbled" graphics */
1901   int scale_up_factor;          /* optional factor for scaling image up */
1902
1903   int anim_delay_fixed;         /* optional delay values for bored and   */
1904   int anim_delay_random;        /* sleeping player animations (animation */
1905   int post_delay_fixed;         /* intervall and following pause before  */
1906   int post_delay_random;        /* next intervall (bored animation only) */
1907
1908   int step_offset;              /* optional step offset of toon animations */
1909   int step_delay;               /* optional step delay of toon animations */
1910
1911   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1912
1913   int draw_masked;              /* optional setting for drawing envelope gfx */
1914
1915 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1916   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1917   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1918 #endif
1919 };
1920
1921 struct SoundInfo
1922 {
1923   boolean loop;
1924   int volume;
1925   int priority;
1926 };
1927
1928 struct MusicInfo
1929 {
1930   boolean loop;
1931 };
1932
1933 struct MusicPrefixInfo
1934 {
1935   char *prefix;
1936   boolean is_loop_music;
1937 };
1938
1939 struct MusicFileInfo
1940 {
1941   char *basename;
1942
1943   char *title_header;
1944   char *artist_header;
1945   char *album_header;
1946   char *year_header;
1947
1948   char *title;
1949   char *artist;
1950   char *album;
1951   char *year;
1952
1953   int music;
1954
1955   boolean is_sound;
1956
1957   struct MusicFileInfo *next;
1958 };
1959
1960 struct ElementActionInfo
1961 {
1962   char *suffix;
1963   int value;
1964   boolean is_loop_sound;
1965 };
1966
1967 struct ElementDirectionInfo
1968 {
1969   char *suffix;
1970   int value;
1971 };
1972
1973 struct SpecialSuffixInfo
1974 {
1975   char *suffix;
1976   int value;
1977 };
1978
1979 struct HelpAnimInfo
1980 {
1981   int element;
1982   int action;
1983   int direction;
1984
1985   int delay;
1986 };
1987
1988
1989 #if 0
1990 extern GC                       tile_clip_gc;
1991 extern Bitmap                  *pix[];
1992 #endif
1993 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1994 extern Pixmap                   tile_clipmask[];
1995 extern DrawBuffer             *fieldbuffer;
1996 extern DrawBuffer             *drawto_field;
1997
1998 extern int                      game_status;
1999 extern boolean                  level_editor_test_game;
2000 extern boolean                  network_playing;
2001
2002 #if defined(TARGET_SDL)
2003 extern boolean                  network_server;
2004 extern SDL_Thread              *server_thread;
2005 #endif
2006
2007 extern int                      key_joystick_mapping;
2008
2009 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2010 extern int                      redraw_x1, redraw_y1;
2011
2012 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2013 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2014 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2015 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2016 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2017 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2018 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2019 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2020 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2021 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2022 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2023 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2024 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2025 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2026 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2027 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2028 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2029 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2030 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
2031 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
2032 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2033 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2034 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2035 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2036 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2037
2038 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2039
2040 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2041 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2042 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2043 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2044 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2045
2046 extern int                      lev_fieldx, lev_fieldy;
2047 extern int                      scroll_x, scroll_y;
2048
2049 extern int                      FX, FY;
2050 extern int                      ScrollStepSize;
2051 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2052 extern int                      BorderElement;
2053 extern int                      GameFrameDelay;
2054 extern int                      FfwdFrameDelay;
2055 extern int                      BX1, BY1;
2056 extern int                      BX2, BY2;
2057 extern int                      SBX_Left, SBX_Right;
2058 extern int                      SBY_Upper, SBY_Lower;
2059 extern int                      ZX, ZY;
2060 extern int                      ExitX, ExitY;
2061 extern int                      AllPlayersGone;
2062
2063 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
2064 extern boolean                  SiebAktiv;
2065 extern int                      SiebCount;
2066
2067 extern boolean                  network_player_action_received;
2068
2069 extern int                      graphics_action_mapping[];
2070
2071 extern struct LevelSetInfo      levelset;
2072 extern struct LevelInfo         level, level_template;
2073 extern struct PlayerInfo        stored_player[], *local_player;
2074 extern struct HiScore           highscore[];
2075 extern struct TapeInfo          tape;
2076 extern struct GameInfo          game;
2077 extern struct GlobalInfo        global;
2078 extern struct MenuInfo          menu;
2079 extern struct DoorInfo          door_1, door_2;
2080 extern struct ElementInfo       element_info[];
2081 extern struct ElementNameInfo   element_name_info[];
2082 extern struct ElementActionInfo element_action_info[];
2083 extern struct ElementDirectionInfo element_direction_info[];
2084 extern struct SpecialSuffixInfo special_suffix_info[];
2085 extern struct TokenIntPtrInfo   image_config_vars[];
2086 extern struct FontInfo          font_info[];
2087 extern struct MusicPrefixInfo   music_prefix_info[];
2088 extern struct GraphicInfo      *graphic_info;
2089 extern struct SoundInfo        *sound_info;
2090 extern struct MusicInfo        *music_info;
2091 extern struct MusicFileInfo    *music_file_info;
2092 extern struct HelpAnimInfo     *helpanim_info;
2093 extern SetupFileHash           *helptext_info;
2094 extern struct ConfigTypeInfo    image_config_suffix[];
2095 extern struct ConfigTypeInfo    sound_config_suffix[];
2096 extern struct ConfigTypeInfo    music_config_suffix[];
2097 extern struct ConfigInfo        image_config[];
2098 extern struct ConfigInfo        sound_config[];
2099 extern struct ConfigInfo        music_config[];
2100 extern struct ConfigInfo        helpanim_config[];
2101 extern struct ConfigInfo        helptext_config[];
2102
2103 #endif  /* MAIN_H */