rnd-20040228-1-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
27 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
28 #include "conf_snd.h"   /* include auto-generated data structure definitions */
29 #include "conf_mus.h"   /* include auto-generated data structure definitions */
30
31 #define IMG_UNDEFINED           (-1)
32 #define IMG_EMPTY               IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START          IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START        IMG_CUSTOM_1
37
38 #define SND_UNDEFINED           (-1)
39 #define MUS_UNDEFINED           (-1)
40
41 #define WIN_XSIZE               672
42 #define WIN_YSIZE               560
43
44 #define SCR_FIELDX              17
45 #define SCR_FIELDY              17
46 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX          3
49 #define MIN_LEV_FIELDY          3
50 #define STD_LEV_FIELDX          64
51 #define STD_LEV_FIELDY          32
52 #define MAX_LEV_FIELDX          128
53 #define MAX_LEV_FIELDY          128
54
55 #define SCREENX(a)              ((a) - scroll_x)
56 #define SCREENY(a)              ((a) - scroll_y)
57 #define LEVELX(a)               ((a) + scroll_x)
58 #define LEVELY(a)               ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
62
63 /* values for configurable properties (custom elem's only, else pre-defined) */
64 #define EP_DIGGABLE             0
65 #define EP_COLLECTIBLE_ONLY     1
66 #define EP_DONT_RUN_INTO        2
67 #define EP_DONT_COLLIDE_WITH    3
68 #define EP_DONT_TOUCH           4
69 #define EP_INDESTRUCTIBLE       5
70 #define EP_SLIPPERY             6
71 #define EP_CAN_CHANGE           7
72 #define EP_CAN_MOVE             8
73 #define EP_CAN_FALL             9
74 #define EP_CAN_SMASH_PLAYER     10
75 #define EP_CAN_SMASH_ENEMIES    11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE  13
78 #define EP_CAN_EXPLODE_SMASHED  14
79 #define EP_CAN_EXPLODE_IMPACT   15
80 #define EP_WALKABLE_OVER        16
81 #define EP_WALKABLE_INSIDE      17
82 #define EP_WALKABLE_UNDER       18
83 #define EP_PASSABLE_OVER        19
84 #define EP_PASSABLE_INSIDE      20
85 #define EP_PASSABLE_UNDER       21
86 #define EP_DROPPABLE            22
87 #define EP_CAN_EXPLODE_1X1      23
88 #define EP_PUSHABLE             24
89 #define EP_CAN_EXPLODE_DYNA     25
90 #define EP_PROTECTED            26
91 #define EP_CAN_MOVE_INTO_ACID   27
92
93 /* values for pre-defined properties */
94 #define EP_PLAYER               32
95 #define EP_CAN_PASS_MAGIC_WALL  33
96 #define EP_SWITCHABLE           34
97 #define EP_BD_ELEMENT           35
98 #define EP_SP_ELEMENT           36
99 #define EP_SB_ELEMENT           37
100 #define EP_GEM                  38
101 #define EP_FOOD_DARK_YAMYAM     39
102 #define EP_FOOD_PENGUIN         40
103 #define EP_FOOD_PIG             41
104 #define EP_HISTORIC_WALL        42
105 #define EP_HISTORIC_SOLID       43
106 #define EP_CLASSIC_ENEMY        44
107 #define EP_BELT                 45
108 #define EP_BELT_ACTIVE          46
109 #define EP_BELT_SWITCH          47
110 #define EP_TUBE                 48
111 #define EP_KEYGATE              49
112 #define EP_AMOEBOID             50
113 #define EP_AMOEBALIVE           51
114 #define EP_HAS_CONTENT          52
115 #define EP_ACTIVE_BOMB          53
116 #define EP_INACTIVE             54
117
118 /* values for special configurable properties (depending on level settings) */
119 #define EP_EM_SLIPPERY_WALL     55
120
121 /* values for special graphics properties (no effect on game engine) */
122 #define EP_GFX_CRUMBLED         56
123
124 /* values for derived properties (determined from properties above) */
125 #define EP_ACCESSIBLE_OVER      57
126 #define EP_ACCESSIBLE_INSIDE    58
127 #define EP_ACCESSIBLE_UNDER     59
128 #define EP_WALKABLE             60
129 #define EP_PASSABLE             61
130 #define EP_ACCESSIBLE           62
131 #define EP_COLLECTIBLE          63
132 #define EP_SNAPPABLE            64
133 #define EP_WALL                 65
134 #define EP_SOLID_FOR_PUSHING    66
135 #define EP_DRAGONFIRE_PROOF     67
136 #define EP_EXPLOSION_PROOF      68
137 #define EP_CAN_SMASH            69
138 #define EP_CAN_EXPLODE          70
139 #define EP_CAN_EXPLODE_3X3      71
140 #define EP_SP_PORT              72
141 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 73
142 #define EP_CAN_EXPLODE_BY_EXPLOSION  74
143 #define EP_COULD_MOVE_INTO_ACID 75
144
145 /* values for internal purpose only (level editor) */
146 #define EP_EXPLODE_RESULT       76
147 #define EP_WALK_TO_OBJECT       77
148 #define EP_DEADLY               78
149
150 #define NUM_ELEMENT_PROPERTIES  79
151
152 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
153 #define EP_BITFIELD_BASE        0
154
155 #define EP_BITMASK_DEFAULT      0
156
157 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
158 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
159 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
160 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
161                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
162                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
163
164
165 /* values for change events for custom elements (stored in level file) */
166 #define CE_DELAY                0
167 #define CE_TOUCHED_BY_PLAYER    1
168 #define CE_PRESSED_BY_PLAYER    2
169 #define CE_PUSHED_BY_PLAYER     3
170 #define CE_DROPPED_BY_PLAYER    4
171 #define CE_HITTING_SOMETHING    5
172 #define CE_IMPACT               6
173 #define CE_SMASHED              7
174 #define CE_OTHER_IS_TOUCHING    8
175 #define CE_OTHER_IS_CHANGING    9
176 #define CE_OTHER_IS_EXPLODING   10
177 #define CE_OTHER_GETS_TOUCHED   11
178 #define CE_OTHER_GETS_PRESSED   12
179 #define CE_OTHER_GETS_PUSHED    13
180 #define CE_OTHER_GETS_COLLECTED 14
181 #define CE_OTHER_GETS_DROPPED   15
182 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
183 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
184 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
185 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
186 #define CE_OTHER_GETS_DIGGED    20
187 #define CE_ENTERED_BY_PLAYER    21
188 #define CE_LEFT_BY_PLAYER       22
189 #define CE_OTHER_GETS_ENTERED   23
190 #define CE_OTHER_GETS_LEFT      24
191 #define CE_SWITCHED             25
192 #define CE_OTHER_IS_SWITCHING   26
193 #define CE_HIT_BY_SOMETHING     27
194 #define CE_OTHER_IS_HITTING     28
195 #define CE_OTHER_GETS_HIT       29
196
197 #define NUM_CHANGE_EVENTS       30
198
199 #define CE_BITMASK_DEFAULT      0
200
201 #define CH_EVENT_BIT(c)         (1 << (c))
202 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
203 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
204
205 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
206                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
207 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
208                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
209 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
210                                  ((v) ?                                   \
211                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
212                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
213
214 /* values for change side for custom elements */
215 #define CH_SIDE_NONE            MV_NO_MOVING
216 #define CH_SIDE_LEFT            MV_LEFT
217 #define CH_SIDE_RIGHT           MV_RIGHT
218 #define CH_SIDE_TOP             MV_UP
219 #define CH_SIDE_BOTTOM          MV_DOWN
220 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
221 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
222 #define CH_SIDE_ANY             MV_ANY_DIRECTION
223
224 /* values for change player for custom elements */
225 #define CH_PLAYER_NONE          0
226 #define CH_PLAYER_1             (1 << 0)
227 #define CH_PLAYER_2             (1 << 1)
228 #define CH_PLAYER_3             (1 << 2)
229 #define CH_PLAYER_4             (1 << 3)
230 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
231                                  CH_PLAYER_4)
232
233 /* values for change page for custom elements */
234 #define CH_PAGE_ANY_FILE        (0xff)
235 #define CH_PAGE_ANY             (0xffffffff)
236
237 /* values for change power for custom elements */
238 #define CP_NON_DESTRUCTIVE      0
239 #define CP_HALF_DESTRUCTIVE     1
240 #define CP_FULL_DESTRUCTIVE     2
241
242 /* values for custom move patterns (bits 0 - 3: basic move directions) */
243 #define MV_BIT_TOWARDS_PLAYER   4
244 #define MV_BIT_AWAY_FROM_PLAYER 5
245 #define MV_BIT_ALONG_LEFT_SIDE  6
246 #define MV_BIT_ALONG_RIGHT_SIDE 7
247 #define MV_BIT_TURNING_LEFT     8
248 #define MV_BIT_TURNING_RIGHT    9
249 #define MV_BIT_WHEN_PUSHED      10
250 #define MV_BIT_MAZE_RUNNER      11
251 #define MV_BIT_MAZE_HUNTER      12
252 #define MV_BIT_WHEN_DROPPED     13
253 #define MV_BIT_TURNING_LEFT_RIGHT 14
254 #define MV_BIT_TURNING_RIGHT_LEFT 15
255 #define MV_BIT_TURNING_RANDOM   16
256
257 /* values for custom move patterns */
258 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
259 #define MV_VERTICAL             (MV_UP | MV_DOWN)
260 #define MV_ALL_DIRECTIONS       (MV_HORIZONTAL | MV_VERTICAL)
261 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
262 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
263 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
264 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
265 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
266 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
267 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
268 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
269 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
270 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
271 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
272 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
273 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
274 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
275 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
276
277 /* values for initial move direction (bits 0 - 3: basic move directions) */
278 #define MV_START_BIT_PREVIOUS   4
279
280 /* values for initial move direction */
281 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
282 #define MV_START_LEFT           (MV_LEFT)
283 #define MV_START_RIGHT          (MV_RIGHT)
284 #define MV_START_UP             (MV_UP)
285 #define MV_START_DOWN           (MV_DOWN)
286 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
287 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
288
289 /* values for elements left behind by custom elements */
290 #define LEAVE_TYPE_UNLIMITED    0
291 #define LEAVE_TYPE_LIMITED      1
292
293 /* values for slippery property for custom elements */
294 #define SLIPPERY_ANY_RANDOM     0
295 #define SLIPPERY_ANY_LEFT_RIGHT 1
296 #define SLIPPERY_ANY_RIGHT_LEFT 2
297 #define SLIPPERY_ONLY_LEFT      3
298 #define SLIPPERY_ONLY_RIGHT     4
299
300 /* macros for configurable properties */
301 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
302 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
303 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
304 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
305 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
306 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
307 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
308 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
309 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
310 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
311 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
312 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
313 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
314 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
315 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
316 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
317 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
318 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
319 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
320 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
321 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
322 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
323 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
324 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
325 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
326 #define CAN_EXPLODE_DYNA(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
327 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
328 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
329
330 /* macros for special configurable properties */
331 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
332
333 /* macros for special graphics properties */
334 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
335
336 /* macros for pre-defined properties */
337 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
338 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
339 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
340 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
341 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
342 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
343 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
344 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
345 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
346 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
347 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
348 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
349 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
350 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
351 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
352 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
353 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
354 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
355 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
356 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
357 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
358 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
359 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
360
361 /* macros for derived properties */
362 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
363 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
364 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
365 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
366 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
367 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
368 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
369 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
370 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
371 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
372 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
373 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
374 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
375 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
376 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
377 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
378 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
379                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
380 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
381                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
382 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
383
384 /* special macros used in game engine */
385 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
386                                  (e) <= EL_CUSTOM_END)
387
388 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
389                                  (e) <= EL_GROUP_END)
390
391 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
392                                  (e) <= EL_ENVELOPE_4)
393
394 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
395                                  element_info[e].gfx_element : e)
396
397 #define IS_PLAYER(x,y)          (ELEM_IS_PLAYER(StorePlayer[x][y]))
398
399 #define IS_FREE(x,y)            (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
400 #define IS_FREE_OR_PLAYER(x,y)  (Feld[x][y] == EL_EMPTY)
401
402 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
403 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
404 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
405
406 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
407                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
408                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
409                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
410                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
411                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
412                                  EL_ROCK)
413 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
414                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
415                                  EL_BD_ROCK)
416 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
417 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
418 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
419 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
420
421 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
422 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
423
424 #if 1
425
426 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
427                                          IS_PROTECTED(Back[x][y]))
428 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
429 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
430                                          ENEMY_PROTECTED_FIELD(x, y))
431 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
432                                          EXPLOSION_PROTECTED_FIELD(x, y))
433
434 #else
435
436 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
437                                  IS_INDESTRUCTIBLE(Feld[x][y]))
438 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
439                                  PROTECTED_FIELD(x, y))
440 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
441                                  PROTECTED_FIELD(x, y))
442 #endif
443
444 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
445                                  (p)->switch_x == (x) && (p)->switch_y == (y))
446
447 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
448
449 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
450 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
451 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
452
453 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
454 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
455 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
456 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
457
458 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
459
460
461 /* fundamental game speed values */
462 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
463 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
464 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
465 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
466 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
467 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
468
469 /* boundaries of arrays etc. */
470 #define MAX_LEVEL_NAME_LEN      32
471 #define MAX_LEVEL_AUTHOR_LEN    32
472 #define MAX_ELEMENT_NAME_LEN    32
473 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
474 #define MAX_SCORE_ENTRIES       100
475 #define MAX_NUM_AMOEBA          100
476 #define MAX_INVENTORY_SIZE      1000
477 #define MAX_KEYS                4
478 #define NUM_BELTS               4
479 #define NUM_BELT_PARTS          3
480 #define MIN_ENVELOPE_XSIZE      1
481 #define MIN_ENVELOPE_YSIZE      1
482 #define MAX_ENVELOPE_XSIZE      30
483 #define MAX_ENVELOPE_YSIZE      20
484 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
485 #define MIN_CHANGE_PAGES        1
486 #define MAX_CHANGE_PAGES        32
487 #define MIN_ELEMENTS_IN_GROUP   1
488 #define MAX_ELEMENTS_IN_GROUP   16
489
490 /* values for elements with content */
491 #define MIN_ELEMENT_CONTENTS    1
492 #define STD_ELEMENT_CONTENTS    4
493 #define MAX_ELEMENT_CONTENTS    8
494
495 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
496
497 /* often used screen positions */
498 #define SX                      8
499 #define SY                      8
500 #define REAL_SX                 (SX - 2)
501 #define REAL_SY                 (SY - 2)
502 #define DX                      566
503 #define DY                      60
504 #define VX                      DX
505 #define VY                      400
506 #define EX                      DX
507 #define EY                      (VY - 44)
508 #define TILEX                   32
509 #define TILEY                   32
510 #define MINI_TILEX              (TILEX / 2)
511 #define MINI_TILEY              (TILEY / 2)
512 #define MICRO_TILEX             (TILEX / 8)
513 #define MICRO_TILEY             (TILEY / 8)
514 #define MIDPOSX                 (SCR_FIELDX / 2)
515 #define MIDPOSY                 (SCR_FIELDY / 2)
516 #define SXSIZE                  (SCR_FIELDX * TILEX)
517 #define SYSIZE                  (SCR_FIELDY * TILEY)
518 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
519 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
520 #define DXSIZE                  100
521 #define DYSIZE                  280
522 #define VXSIZE                  DXSIZE
523 #define VYSIZE                  100
524 #define EXSIZE                  DXSIZE
525 #define EYSIZE                  (VYSIZE + 44)
526 #define FULL_SXSIZE             (2 + SXSIZE + 2)
527 #define FULL_SYSIZE             (2 + SYSIZE + 2)
528 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
529 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
530 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
531 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
532 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
533
534
535 /* score for elements */
536 #define SC_EMERALD              0
537 #define SC_DIAMOND              1
538 #define SC_BUG                  2
539 #define SC_SPACESHIP            3
540 #define SC_YAMYAM               4
541 #define SC_ROBOT                5
542 #define SC_PACMAN               6
543 #define SC_NUT                  7
544 #define SC_DYNAMITE             8
545 #define SC_KEY                  9
546 #define SC_TIME_BONUS           10
547 #define SC_CRYSTAL              11
548 #define SC_PEARL                12
549 #define SC_SHIELD               13
550
551
552 /* "real" level file elements */
553 #define EL_UNDEFINED                    -1
554
555 #define EL_EMPTY_SPACE                  0
556 #define EL_EMPTY                        EL_EMPTY_SPACE
557 #define EL_SAND                         1
558 #define EL_WALL                         2
559 #define EL_WALL_SLIPPERY                3
560 #define EL_ROCK                         4
561 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
562 #define EL_EMERALD                      6
563 #define EL_EXIT_CLOSED                  7
564 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
565 #define EL_BUG                          9
566 #define EL_SPACESHIP                    10
567 #define EL_YAMYAM                       11
568 #define EL_ROBOT                        12
569 #define EL_STEELWALL                    13
570 #define EL_DIAMOND                      14
571 #define EL_AMOEBA_DEAD                  15
572 #define EL_QUICKSAND_EMPTY              16
573 #define EL_QUICKSAND_FULL               17
574 #define EL_AMOEBA_DROP                  18
575 #define EL_BOMB                         19
576 #define EL_MAGIC_WALL                   20
577 #define EL_SPEED_PILL                   21
578 #define EL_ACID                         22
579 #define EL_AMOEBA_WET                   23
580 #define EL_AMOEBA_DRY                   24
581 #define EL_NUT                          25
582 #define EL_GAME_OF_LIFE                 26
583 #define EL_BIOMAZE                      27
584 #define EL_DYNAMITE_ACTIVE              28
585 #define EL_STONEBLOCK                   29
586 #define EL_ROBOT_WHEEL                  30
587 #define EL_ROBOT_WHEEL_ACTIVE           31
588 #define EL_KEY_1                        32
589 #define EL_KEY_2                        33
590 #define EL_KEY_3                        34
591 #define EL_KEY_4                        35
592 #define EL_GATE_1                       36
593 #define EL_GATE_2                       37
594 #define EL_GATE_3                       38
595 #define EL_GATE_4                       39
596 #define EL_GATE_1_GRAY                  40
597 #define EL_GATE_2_GRAY                  41
598 #define EL_GATE_3_GRAY                  42
599 #define EL_GATE_4_GRAY                  43
600 #define EL_DYNAMITE                     44
601 #define EL_PACMAN                       45
602 #define EL_INVISIBLE_WALL               46
603 #define EL_LAMP                         47
604 #define EL_LAMP_ACTIVE                  48
605 #define EL_WALL_EMERALD                 49
606 #define EL_WALL_DIAMOND                 50
607 #define EL_AMOEBA_FULL                  51
608 #define EL_BD_AMOEBA                    52
609 #define EL_TIME_ORB_FULL                53
610 #define EL_TIME_ORB_EMPTY               54
611 #define EL_EXPANDABLE_WALL              55
612 #define EL_BD_DIAMOND                   56
613 #define EL_EMERALD_YELLOW               57
614 #define EL_WALL_BD_DIAMOND              58
615 #define EL_WALL_EMERALD_YELLOW          59
616 #define EL_DARK_YAMYAM                  60
617 #define EL_BD_MAGIC_WALL                61
618 #define EL_INVISIBLE_STEELWALL          62
619 #define EL_SOKOBAN_FIELD_PLAYER         63
620 #define EL_DYNABOMB_INCREASE_NUMBER     64
621 #define EL_DYNABOMB_INCREASE_SIZE       65
622 #define EL_DYNABOMB_INCREASE_POWER      66
623 #define EL_SOKOBAN_OBJECT               67
624 #define EL_SOKOBAN_FIELD_EMPTY          68
625 #define EL_SOKOBAN_FIELD_FULL           69
626 #define EL_BD_BUTTERFLY_RIGHT           70
627 #define EL_BD_BUTTERFLY_UP              71
628 #define EL_BD_BUTTERFLY_LEFT            72
629 #define EL_BD_BUTTERFLY_DOWN            73
630 #define EL_BD_FIREFLY_RIGHT             74
631 #define EL_BD_FIREFLY_UP                75
632 #define EL_BD_FIREFLY_LEFT              76
633 #define EL_BD_FIREFLY_DOWN              77
634 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
635 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
636 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
637 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
638 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
639 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
640 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
641 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
642 #define EL_BD_BUTTERFLY                 78
643 #define EL_BD_FIREFLY                   79
644 #define EL_PLAYER_1                     80
645 #define EL_PLAYER_2                     81
646 #define EL_PLAYER_3                     82
647 #define EL_PLAYER_4                     83
648 #define EL_BUG_RIGHT                    84
649 #define EL_BUG_UP                       85
650 #define EL_BUG_LEFT                     86
651 #define EL_BUG_DOWN                     87
652 #define EL_SPACESHIP_RIGHT              88
653 #define EL_SPACESHIP_UP                 89
654 #define EL_SPACESHIP_LEFT               90
655 #define EL_SPACESHIP_DOWN               91
656 #define EL_PACMAN_RIGHT                 92
657 #define EL_PACMAN_UP                    93
658 #define EL_PACMAN_LEFT                  94
659 #define EL_PACMAN_DOWN                  95
660 #define EL_EMERALD_RED                  96
661 #define EL_EMERALD_PURPLE               97
662 #define EL_WALL_EMERALD_RED             98
663 #define EL_WALL_EMERALD_PURPLE          99
664 #define EL_ACID_POOL_TOPLEFT            100
665 #define EL_ACID_POOL_TOPRIGHT           101
666 #define EL_ACID_POOL_BOTTOMLEFT         102
667 #define EL_ACID_POOL_BOTTOM             103
668 #define EL_ACID_POOL_BOTTOMRIGHT        104
669 #define EL_BD_WALL                      105
670 #define EL_BD_ROCK                      106
671 #define EL_EXIT_OPEN                    107
672 #define EL_BLACK_ORB                    108
673 #define EL_AMOEBA_TO_DIAMOND            109
674 #define EL_MOLE                         110
675 #define EL_PENGUIN                      111
676 #define EL_SATELLITE                    112
677 #define EL_ARROW_LEFT                   113
678 #define EL_ARROW_RIGHT                  114
679 #define EL_ARROW_UP                     115
680 #define EL_ARROW_DOWN                   116
681 #define EL_PIG                          117
682 #define EL_DRAGON                       118
683
684 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
685
686 #define EL_CHAR_START                   120
687 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
688 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
689
690 #include "conf_chr.h"   /* include auto-generated data structure definitions */
691
692 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
693 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
694
695 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
696
697 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
698 #define EL_EXPANDABLE_WALL_VERTICAL     201
699 #define EL_EXPANDABLE_WALL_ANY          202
700
701 #define EL_EM_GATE_1                    203
702 #define EL_EM_GATE_2                    204
703 #define EL_EM_GATE_3                    205
704 #define EL_EM_GATE_4                    206
705
706 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
707 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
708 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
709
710 #define EL_SP_START                     210
711 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
712 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
713 #define EL_SP_ZONK                      (EL_SP_START + 1)
714 #define EL_SP_BASE                      (EL_SP_START + 2)
715 #define EL_SP_MURPHY                    (EL_SP_START + 3)
716 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
717 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
718 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
719 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
720 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
721 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
722 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
723 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
724 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
725 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
726 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
727 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
728 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
729 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
730 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
731 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
732 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
733 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
734 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
735 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
736 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
737 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
738 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
739 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
740 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
741 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
742 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
743 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
744 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
745 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
746 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
747 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
748 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
749 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
750 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
751 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
752 #define EL_SP_END                       (EL_SP_START + 39)
753
754 #define EL_EM_GATE_1_GRAY               250
755 #define EL_EM_GATE_2_GRAY               251
756 #define EL_EM_GATE_3_GRAY               252
757 #define EL_EM_GATE_4_GRAY               253
758
759 #define EL_UNUSED_254                   254
760 #define EL_UNUSED_255                   255
761
762 #define EL_PEARL                        256
763 #define EL_CRYSTAL                      257
764 #define EL_WALL_PEARL                   258
765 #define EL_WALL_CRYSTAL                 259
766 #define EL_DOOR_WHITE                   260
767 #define EL_DOOR_WHITE_GRAY              261
768 #define EL_KEY_WHITE                    262
769 #define EL_SHIELD_NORMAL                263
770 #define EL_EXTRA_TIME                   264
771 #define EL_SWITCHGATE_OPEN              265
772 #define EL_SWITCHGATE_CLOSED            266
773 #define EL_SWITCHGATE_SWITCH_UP         267
774 #define EL_SWITCHGATE_SWITCH_DOWN       268
775
776 #define EL_UNUSED_269                   269
777 #define EL_UNUSED_270                   270
778
779 #define EL_CONVEYOR_BELT_1_LEFT          271
780 #define EL_CONVEYOR_BELT_1_MIDDLE        272
781 #define EL_CONVEYOR_BELT_1_RIGHT         273
782 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
783 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
784 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
785 #define EL_CONVEYOR_BELT_2_LEFT          277
786 #define EL_CONVEYOR_BELT_2_MIDDLE        278
787 #define EL_CONVEYOR_BELT_2_RIGHT         279
788 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
789 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
790 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
791 #define EL_CONVEYOR_BELT_3_LEFT          283
792 #define EL_CONVEYOR_BELT_3_MIDDLE        284
793 #define EL_CONVEYOR_BELT_3_RIGHT         285
794 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
795 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
796 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
797 #define EL_CONVEYOR_BELT_4_LEFT          289
798 #define EL_CONVEYOR_BELT_4_MIDDLE        290
799 #define EL_CONVEYOR_BELT_4_RIGHT         291
800 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
801 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
802 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
803 #define EL_LANDMINE                     295
804 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
805 #define EL_LIGHT_SWITCH                 297
806 #define EL_LIGHT_SWITCH_ACTIVE          298
807 #define EL_SIGN_EXCLAMATION             299
808 #define EL_SIGN_RADIOACTIVITY           300
809 #define EL_SIGN_STOP                    301
810 #define EL_SIGN_WHEELCHAIR              302
811 #define EL_SIGN_PARKING                 303
812 #define EL_SIGN_ONEWAY                  304
813 #define EL_SIGN_HEART                   305
814 #define EL_SIGN_TRIANGLE                306
815 #define EL_SIGN_ROUND                   307
816 #define EL_SIGN_EXIT                    308
817 #define EL_SIGN_YINYANG                 309
818 #define EL_SIGN_OTHER                   310
819 #define EL_MOLE_LEFT                    311
820 #define EL_MOLE_RIGHT                   312
821 #define EL_MOLE_UP                      313
822 #define EL_MOLE_DOWN                    314
823 #define EL_STEELWALL_SLIPPERY           315
824 #define EL_INVISIBLE_SAND               316
825 #define EL_DX_UNKNOWN_15                317
826 #define EL_DX_UNKNOWN_42                318
827
828 #define EL_UNUSED_319                   319
829 #define EL_UNUSED_320                   320
830
831 #define EL_SHIELD_DEADLY                321
832 #define EL_TIMEGATE_OPEN                322
833 #define EL_TIMEGATE_CLOSED              323
834 #define EL_TIMEGATE_SWITCH_ACTIVE       324
835 #define EL_TIMEGATE_SWITCH              325
836
837 #define EL_BALLOON                      326
838 #define EL_BALLOON_SWITCH_LEFT          327
839 #define EL_BALLOON_SWITCH_RIGHT         328
840 #define EL_BALLOON_SWITCH_UP            329
841 #define EL_BALLOON_SWITCH_DOWN          330
842 #define EL_BALLOON_SWITCH_ANY           331
843
844 #define EL_EMC_STEELWALL_1              332
845 #define EL_EMC_STEELWALL_2              333
846 #define EL_EMC_STEELWALL_3              334
847 #define EL_EMC_STEELWALL_4              335
848 #define EL_EMC_WALL_1                   336
849 #define EL_EMC_WALL_2                   337
850 #define EL_EMC_WALL_3                   338
851 #define EL_EMC_WALL_4                   339
852 #define EL_EMC_WALL_5                   340
853 #define EL_EMC_WALL_6                   341
854 #define EL_EMC_WALL_7                   342
855 #define EL_EMC_WALL_8                   343
856
857 #define EL_TUBE_ANY                     344
858 #define EL_TUBE_VERTICAL                345
859 #define EL_TUBE_HORIZONTAL              346
860 #define EL_TUBE_VERTICAL_LEFT           347
861 #define EL_TUBE_VERTICAL_RIGHT          348
862 #define EL_TUBE_HORIZONTAL_UP           349
863 #define EL_TUBE_HORIZONTAL_DOWN         350
864 #define EL_TUBE_LEFT_UP                 351
865 #define EL_TUBE_LEFT_DOWN               352
866 #define EL_TUBE_RIGHT_UP                353
867 #define EL_TUBE_RIGHT_DOWN              354
868 #define EL_SPRING                       355
869 #define EL_TRAP                         356
870 #define EL_DX_SUPABOMB                  357
871
872 #define EL_UNUSED_358                   358
873 #define EL_UNUSED_359                   359
874
875 /* ---------- begin of custom elements section ----------------------------- */
876 #define EL_CUSTOM_START                 360
877
878 #include "conf_cus.h"   /* include auto-generated data structure definitions */
879
880 #define NUM_CUSTOM_ELEMENTS             256
881 #define EL_CUSTOM_END                   615
882 /* ---------- end of custom elements section ------------------------------- */
883
884 #define EL_EM_KEY_1                     616
885 #define EL_EM_KEY_2                     617
886 #define EL_EM_KEY_3                     618
887 #define EL_EM_KEY_4                     619
888 #define EL_ENVELOPE_1                   620
889 #define EL_ENVELOPE_2                   621
890 #define EL_ENVELOPE_3                   622
891 #define EL_ENVELOPE_4                   623
892
893 /* ---------- begin of group elements section ------------------------------ */
894 #define EL_GROUP_START                  624
895
896 #include "conf_grp.h"   /* include auto-generated data structure definitions */
897
898 #define NUM_GROUP_ELEMENTS              32
899 #define EL_GROUP_END                    655
900 /* ---------- end of custom elements section ------------------------------- */
901
902 #define EL_UNKNOWN                      656
903
904 #define NUM_FILE_ELEMENTS               657
905
906
907 /* "real" (and therefore drawable) runtime elements */
908 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
909
910 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
911 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
912 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
913 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
914 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
915 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
916 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
917 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
918 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
919 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
920 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
921 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
922 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
923 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
924 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
925 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
926 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
927 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
928 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
929 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
930 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
931 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
932 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
933 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
934 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
935 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
936 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
937 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
938 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
939 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
940 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
941 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
942 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
943 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
944 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
945 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
946 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
947 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
948 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
949 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
950 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
951 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
952 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
953 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
954 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
955
956 /* "unreal" (and therefore not drawable) runtime elements */
957 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
958
959 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
960 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
961 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
962 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
963 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
964 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
965 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
966 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
967 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
968 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
969 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
970 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
971 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
972 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
973 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
974 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
975 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
976 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
977
978 /* dummy elements (never used as game elements, only used as graphics) */
979 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
980
981 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
982 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
983 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
984 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
985 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
986 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
987 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
988 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
989 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
990 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
991 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
992 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
993 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
994 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
995 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
996 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
997 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
998 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
999 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1000 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1001 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1002 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1003 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1004 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1005 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1006
1007 /* internal elements (only used for internal purposes like copying) */
1008 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1009
1010 #define EL_INTERNAL_EDITOR                      (EL_FIRST_INTERNAL + 0)
1011 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 1)
1012
1013 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 2)
1014
1015
1016 /* values for graphics/sounds action types */
1017 #define ACTION_DEFAULT                          0
1018 #define ACTION_WAITING                          1
1019 #define ACTION_FALLING                          2
1020 #define ACTION_MOVING                           3
1021 #define ACTION_DIGGING                          4
1022 #define ACTION_SNAPPING                         5
1023 #define ACTION_COLLECTING                       6
1024 #define ACTION_DROPPING                         7
1025 #define ACTION_PUSHING                          8
1026 #define ACTION_WALKING                          9
1027 #define ACTION_PASSING                          10
1028 #define ACTION_IMPACT                           11
1029 #define ACTION_BREAKING                         12
1030 #define ACTION_ACTIVATING                       13
1031 #define ACTION_DEACTIVATING                     14
1032 #define ACTION_OPENING                          15
1033 #define ACTION_CLOSING                          16
1034 #define ACTION_ATTACKING                        17
1035 #define ACTION_GROWING                          18
1036 #define ACTION_SHRINKING                        19
1037 #define ACTION_ACTIVE                           20
1038 #define ACTION_FILLING                          21
1039 #define ACTION_EMPTYING                         22
1040 #define ACTION_CHANGING                         23
1041 #define ACTION_EXPLODING                        24
1042 #define ACTION_BORING                           25
1043 #define ACTION_BORING_1                         26
1044 #define ACTION_BORING_2                         27
1045 #define ACTION_BORING_3                         28
1046 #define ACTION_BORING_4                         29
1047 #define ACTION_BORING_5                         30
1048 #define ACTION_BORING_6                         31
1049 #define ACTION_BORING_7                         32
1050 #define ACTION_BORING_8                         33
1051 #define ACTION_BORING_9                         34
1052 #define ACTION_BORING_10                        35
1053 #define ACTION_SLEEPING                         36
1054 #define ACTION_SLEEPING_1                       37
1055 #define ACTION_SLEEPING_2                       38
1056 #define ACTION_SLEEPING_3                       39
1057 #define ACTION_AWAKENING                        40
1058 #define ACTION_DYING                            41
1059 #define ACTION_TURNING                          42
1060 #define ACTION_TURNING_FROM_LEFT                43
1061 #define ACTION_TURNING_FROM_RIGHT               44
1062 #define ACTION_TURNING_FROM_UP                  45
1063 #define ACTION_TURNING_FROM_DOWN                46
1064 #define ACTION_OTHER                            47
1065
1066 #define NUM_ACTIONS                             48
1067
1068 #define ACTION_BORING_LAST                      ACTION_BORING_10
1069 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1070
1071
1072 /* values for special image configuration suffixes (must match game mode) */
1073 #define GFX_SPECIAL_ARG_DEFAULT                 0
1074 #define GFX_SPECIAL_ARG_MAIN                    1
1075 #define GFX_SPECIAL_ARG_LEVELS                  2
1076 #define GFX_SPECIAL_ARG_SCORES                  3
1077 #define GFX_SPECIAL_ARG_EDITOR                  4
1078 #define GFX_SPECIAL_ARG_INFO                    5
1079 #define GFX_SPECIAL_ARG_SETUP                   6
1080 #define GFX_SPECIAL_ARG_PLAYING                 7
1081 #define GFX_SPECIAL_ARG_DOOR                    8
1082 #define GFX_SPECIAL_ARG_PREVIEW                 9
1083 #define GFX_SPECIAL_ARG_CRUMBLED                10
1084
1085 #define NUM_SPECIAL_GFX_ARGS                    11
1086
1087
1088 /* values for image configuration suffixes */
1089 #define GFX_ARG_X                               0
1090 #define GFX_ARG_Y                               1
1091 #define GFX_ARG_XPOS                            2
1092 #define GFX_ARG_YPOS                            3
1093 #define GFX_ARG_WIDTH                           4
1094 #define GFX_ARG_HEIGHT                          5
1095 #define GFX_ARG_OFFSET                          6
1096 #define GFX_ARG_VERTICAL                        7
1097 #define GFX_ARG_XOFFSET                         8
1098 #define GFX_ARG_YOFFSET                         9
1099 #define GFX_ARG_FRAMES                          10
1100 #define GFX_ARG_FRAMES_PER_LINE                 11
1101 #define GFX_ARG_START_FRAME                     12
1102 #define GFX_ARG_DELAY                           13
1103 #define GFX_ARG_ANIM_MODE                       14
1104 #define GFX_ARG_GLOBAL_SYNC                     15
1105 #define GFX_ARG_CRUMBLED_LIKE                   16
1106 #define GFX_ARG_DIGGABLE_LIKE                   17
1107 #define GFX_ARG_BORDER_SIZE                     18
1108 #define GFX_ARG_STEP_OFFSET                     19
1109 #define GFX_ARG_STEP_DELAY                      20
1110 #define GFX_ARG_DIRECTION                       21
1111 #define GFX_ARG_POSITION                        22
1112 #define GFX_ARG_DRAW_XOFFSET                    23
1113 #define GFX_ARG_DRAW_YOFFSET                    24
1114 #define GFX_ARG_DRAW_MASKED                     25
1115 #define GFX_ARG_ANIM_DELAY_FIXED                26
1116 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1117 #define GFX_ARG_POST_DELAY_FIXED                28
1118 #define GFX_ARG_POST_DELAY_RANDOM               29
1119 #define GFX_ARG_NAME                            30
1120
1121 #define NUM_GFX_ARGS                            31
1122
1123
1124 /* values for sound configuration suffixes */
1125 #define SND_ARG_MODE_LOOP                       0
1126
1127 #define NUM_SND_ARGS                            1
1128
1129
1130 /* values for music configuration suffixes */
1131 #define MUS_ARG_MODE_LOOP                       0
1132
1133 #define NUM_MUS_ARGS                            1
1134
1135
1136 /* values for font configuration */
1137 #define FONT_INITIAL_1                          0
1138 #define FONT_INITIAL_2                          1
1139 #define FONT_INITIAL_3                          2
1140 #define FONT_INITIAL_4                          3
1141 #define FONT_TITLE_1                            4
1142 #define FONT_TITLE_2                            5
1143 #define FONT_MENU_1                             6
1144 #define FONT_MENU_2                             7
1145 #define FONT_TEXT_1_ACTIVE                      8
1146 #define FONT_TEXT_2_ACTIVE                      9
1147 #define FONT_TEXT_3_ACTIVE                      10
1148 #define FONT_TEXT_4_ACTIVE                      11
1149 #define FONT_TEXT_1                             12
1150 #define FONT_TEXT_2                             13
1151 #define FONT_TEXT_3                             14
1152 #define FONT_TEXT_4                             15
1153 #define FONT_ENVELOPE_1                         16
1154 #define FONT_ENVELOPE_2                         17
1155 #define FONT_ENVELOPE_3                         18
1156 #define FONT_ENVELOPE_4                         19
1157 #define FONT_INPUT_1_ACTIVE                     20
1158 #define FONT_INPUT_2_ACTIVE                     21
1159 #define FONT_INPUT_1                            22
1160 #define FONT_INPUT_2                            23
1161 #define FONT_OPTION_OFF                         24
1162 #define FONT_OPTION_ON                          25
1163 #define FONT_VALUE_1                            26
1164 #define FONT_VALUE_2                            27
1165 #define FONT_VALUE_OLD                          28
1166 #define FONT_LEVEL_NUMBER                       29
1167 #define FONT_TAPE_RECORDER                      30
1168 #define FONT_GAME_INFO                          31
1169
1170 #define NUM_FONTS                               32
1171 #define NUM_INITIAL_FONTS                       4
1172
1173 /* values for game_status (must match special image configuration suffixes) */
1174 #define GAME_MODE_DEFAULT                       0
1175 #define GAME_MODE_MAIN                          1
1176 #define GAME_MODE_LEVELS                        2
1177 #define GAME_MODE_SCORES                        3
1178 #define GAME_MODE_EDITOR                        4
1179 #define GAME_MODE_INFO                          5
1180 #define GAME_MODE_SETUP                         6
1181 #define GAME_MODE_PLAYING                       7
1182 #define GAME_MODE_PSEUDO_DOOR                   8
1183 #define GAME_MODE_PSEUDO_PREVIEW                9
1184 #define GAME_MODE_PSEUDO_CRUMBLED               10
1185
1186 /* there are no special config file suffixes for these modes */
1187 #define GAME_MODE_PSEUDO_TYPENAME               11
1188 #define GAME_MODE_QUIT                          12
1189
1190 /* special definitions currently only used for custom artwork configuration */
1191 #define MUSIC_PREFIX_BACKGROUND                 0
1192 #define NUM_MUSIC_PREFIXES                      1
1193 #define MAX_LEVELS                              1000
1194
1195 /* definitions for demo animation lists */
1196 #define HELPANIM_LIST_NEXT                      -1
1197 #define HELPANIM_LIST_END                       -999
1198
1199
1200 /* program information and versioning definitions */
1201
1202 #define PROGRAM_VERSION_MAJOR   3
1203 #define PROGRAM_VERSION_MINOR   0
1204 #define PROGRAM_VERSION_PATCH   9
1205 #define PROGRAM_VERSION_BUILD   0
1206
1207 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1208 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1209 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1210
1211 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1212 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1213 #define FILENAME_PREFIX         "Rocks"
1214
1215 #if defined(PLATFORM_UNIX)
1216 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1217 #elif defined(PLATFORM_WIN32)
1218 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1219 #else
1220 #define USERDATA_DIRECTORY      "userdata"
1221 #endif
1222
1223 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1224 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1225 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1226
1227 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1228 ** currently supported/known file version numbers:
1229 **      1.0 (old)
1230 **      1.2 (still in use)
1231 **      1.4 (still in use)
1232 **      2.0 (actual)
1233 */
1234 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1235 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1236 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1237 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1238
1239 /* file version does not change for every program version, but is changed
1240    when new features are introduced that are incompatible with older file
1241    versions, so that they can be treated accordingly */
1242 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1243
1244 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1245 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1246 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1247 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1248
1249 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1250                                               PROGRAM_VERSION_MINOR, \
1251                                               PROGRAM_VERSION_PATCH, \
1252                                               PROGRAM_VERSION_BUILD)
1253
1254 /* values for game_emulation */
1255 #define EMU_NONE                0
1256 #define EMU_BOULDERDASH         1
1257 #define EMU_SOKOBAN             2
1258 #define EMU_SUPAPLEX            3
1259
1260 struct MenuInfo
1261 {
1262   int draw_xoffset_default;
1263   int draw_yoffset_default;
1264   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1265   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1266
1267   int scrollbar_xoffset;
1268
1269   int list_size_default;
1270   int list_size[NUM_SPECIAL_GFX_ARGS];
1271
1272   int sound[NUM_SPECIAL_GFX_ARGS];
1273   int music[NUM_SPECIAL_GFX_ARGS];
1274 };
1275
1276 struct DoorInfo
1277 {
1278   int step_offset;
1279   int step_delay;
1280   int anim_mode;
1281 };
1282
1283 struct HiScore
1284 {
1285   char Name[MAX_PLAYER_NAME_LEN + 1];
1286   int Score;
1287 };
1288
1289 struct PlayerInfo
1290 {
1291   boolean present;              /* player present in level playfield */
1292   boolean connected;            /* player connected (locally or via network) */
1293   boolean active;               /* player present and connected */
1294
1295   int index_nr;                 /* player number (0 to 3) */
1296   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1297   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1298   int client_nr;                /* network client identifier */
1299
1300   byte action;                  /* action from local input device */
1301   byte effective_action;        /* action acknowledged from network server
1302                                    or summarized over all configured input
1303                                    devices when in single player mode */
1304   byte programmed_action;       /* action forced by game itself (like moving
1305                                    through doors); overrides other actions */
1306
1307   int jx, jy, last_jx, last_jy;
1308   int MovDir, MovPos, GfxDir, GfxPos;
1309   int Frame, StepFrame;
1310
1311   int GfxAction;
1312
1313   boolean use_murphy_graphic;
1314
1315   boolean block_last_field;
1316
1317   boolean LevelSolved, GameOver;
1318
1319   int last_move_dir;
1320
1321   boolean is_waiting;
1322   boolean is_moving;
1323   boolean is_digging;
1324   boolean is_snapping;
1325   boolean is_collecting;
1326   boolean is_pushing;
1327   boolean is_switching;
1328   boolean is_dropping;
1329
1330   boolean is_bored;
1331   boolean is_sleeping;
1332
1333   int frame_counter_bored;
1334   int frame_counter_sleeping;
1335
1336   int anim_delay_counter;
1337   int post_delay_counter;
1338
1339   int action_waiting, last_action_waiting;
1340   int special_action_bored;
1341   int special_action_sleeping;
1342
1343   int num_special_action_bored;
1344   int num_special_action_sleeping;
1345
1346   int switch_x, switch_y;
1347
1348   int show_envelope;
1349
1350   unsigned long move_delay;
1351   int move_delay_value;
1352
1353   int move_delay_reset_counter;
1354
1355   unsigned long push_delay;
1356   unsigned long push_delay_value;
1357
1358   unsigned long actual_frame_counter;
1359
1360   int drop_delay;
1361
1362   int step_counter;
1363
1364   int score;
1365   int gems_still_needed;
1366   int sokobanfields_still_needed;
1367   int lights_still_needed;
1368   int friends_still_needed;
1369   int key[4];
1370   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1371   int shield_normal_time_left;
1372   int shield_deadly_time_left;
1373
1374   int inventory_element[MAX_INVENTORY_SIZE];
1375   int inventory_size;
1376 };
1377
1378 struct LevelSetInfo
1379 {
1380   int music[MAX_LEVELS];
1381 };
1382
1383 struct LevelFileInfo
1384 {
1385   int nr;
1386   int type;
1387   boolean packed;
1388   char *basename;
1389   char *filename;
1390 };
1391
1392 struct LevelInfo
1393 {
1394   int file_version;     /* file format version the level is stored with    */
1395   int game_version;     /* game release version the level was created with */
1396
1397   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1398   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1399   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1400
1401   int fieldx, fieldy;
1402
1403   int time;
1404   int gems_needed;
1405
1406   char name[MAX_LEVEL_NAME_LEN + 1];
1407   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1408
1409   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1410   int envelope_xsize[4], envelope_ysize[4];
1411
1412   int score[LEVEL_SCORE_ELEMENTS];
1413
1414   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1415   int num_yamyam_contents;
1416
1417   int amoeba_speed;
1418   int amoeba_content;
1419
1420   int time_magic_wall;
1421   int time_wheel;
1422   int time_light;
1423   int time_timegate;
1424
1425   int can_move_into_acid;       /* bits indicate property for element groups */
1426
1427   boolean double_speed;
1428   boolean initial_gravity;
1429   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1430   boolean block_last_field;     /* player blocks previous field while moving */
1431   boolean sp_block_last_field;  /* player blocks previous field while moving */
1432   boolean use_spring_bug;       /* for compatibility with old levels */
1433
1434   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1435
1436   boolean use_custom_template;  /* use custom properties from template file */
1437
1438   boolean no_level_file;        /* set for currently undefined levels */
1439 };
1440
1441 struct TapeInfo
1442 {
1443   int file_version;     /* file format version the tape is stored with    */
1444   int game_version;     /* game release version the tape was created with */
1445   int engine_version;   /* game engine version the tape was recorded with */
1446
1447   char *level_identifier;
1448   int level_nr;
1449   unsigned long random_seed;
1450   unsigned long date;
1451   unsigned long counter;
1452   unsigned long length;
1453   unsigned long length_seconds;
1454   unsigned int delay_played;
1455   boolean pause_before_death;
1456   boolean recording, playing, pausing;
1457   boolean fast_forward;
1458   boolean index_search;
1459   boolean auto_play;
1460   boolean auto_play_level_solved;
1461   boolean quick_resume;
1462   boolean single_step;
1463   boolean changed;
1464   boolean player_participates[MAX_PLAYERS];
1465   int num_participating_players;
1466
1467   struct
1468   {
1469     byte action[MAX_PLAYERS];
1470     byte delay;
1471   } pos[MAX_TAPELEN];
1472 };
1473
1474 struct GameInfo
1475 {
1476   /* values for engine initialization */
1477   int default_push_delay_fixed;
1478   int default_push_delay_random;
1479
1480   /* constant within running game */
1481   int engine_version;
1482   int emulation;
1483   int initial_move_delay;
1484   int initial_move_delay_value;
1485   int initial_push_delay_value;
1486
1487   /* variable within running game */
1488   int yamyam_content_nr;
1489   boolean magic_wall_active;
1490   int magic_wall_time_left;
1491   int light_time_left;
1492   int timegate_time_left;
1493   int belt_dir[4];
1494   int belt_dir_nr[4];
1495   int switchgate_pos;
1496   int balloon_dir;
1497   boolean gravity;
1498   boolean explosions_delayed;
1499   boolean envelope_active;
1500
1501   /* values for player idle animation (no effect on engine) */
1502   int player_boring_delay_fixed;
1503   int player_boring_delay_random;
1504   int player_sleeping_delay_fixed;
1505   int player_sleeping_delay_random;
1506 };
1507
1508 struct GlobalInfo
1509 {
1510   char *autoplay_leveldir;
1511   int autoplay_level_nr;
1512
1513   int num_toons;
1514
1515   float frames_per_second;
1516   boolean fps_slowdown;
1517   int fps_slowdown_factor;
1518 };
1519
1520 struct ElementChangeInfo
1521 {
1522   boolean can_change;           /* use or ignore this change info */
1523
1524   unsigned long events;         /* change events */
1525
1526   int trigger_player;           /* player triggering change */
1527   int trigger_side;             /* side triggering change */
1528   int trigger_page;             /* page triggering change */
1529
1530   short target_element;         /* target element after change */
1531
1532   int delay_fixed;              /* added frame delay before changed (fixed) */
1533   int delay_random;             /* added frame delay before changed (random) */
1534   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1535
1536   short trigger_element;        /* custom element triggering change */
1537
1538   int content[3][3];            /* new elements after extended change */
1539   boolean use_content;          /* use extended change content */
1540   boolean only_complete;        /* only use complete content */
1541   boolean use_random_change;    /* use random value for setting content */
1542   int random;                   /* random value for setting content */
1543   int power;                    /* power of extended change */
1544
1545   boolean explode;              /* explode instead of change */
1546
1547   /* functions that are called before, while and after the change of an
1548      element -- currently only used for non-custom elements */
1549   void (*pre_change_function)(int x, int y);
1550   void (*change_function)(int x, int y);
1551   void (*post_change_function)(int x, int y);
1552
1553   /* ---------- internal values used in level editor ---------- */
1554
1555   int direct_action;            /* change triggered by actions on element */
1556   int other_action;             /* change triggered by other element actions */
1557 };
1558
1559 struct ElementGroupInfo
1560 {
1561   int num_elements;                     /* number of elements in this group */
1562   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1563
1564   int choice_mode;              /* how to choose element from group */
1565
1566   /* ---------- internal values used at runtime when playing ---------- */
1567
1568   /* the following is the same as above, but with recursively resolved group
1569      elements (group elements may also contain further group elements!) */
1570   int num_elements_resolved;
1571   short element_resolved[NUM_FILE_ELEMENTS];
1572
1573   int choice_pos;               /* current element choice position */
1574 };
1575
1576 struct ElementInfo
1577 {
1578   /* ---------- token and description strings ---------- */
1579
1580   char *token_name;             /* element token used in config files */
1581   char *class_name;             /* element class used in config files */
1582   char *editor_description;     /* pre-defined description for level editor */
1583   char *custom_description;     /* alternative description from config file */
1584   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1585
1586   /* ---------- graphic and sound definitions ---------- */
1587
1588   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1589   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1590                                 /* special graphics for left/right/up/down */
1591
1592   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1593   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1594                                 /* crumbled graphics for left/right/up/down */
1595
1596   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1597                                 /* special graphics for certain screens */
1598
1599   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1600
1601   /* ---------- special element property values ---------- */
1602
1603   boolean use_gfx_element;      /* use custom graphic element */
1604   short gfx_element;            /* optional custom graphic element */
1605
1606   int access_direction;         /* accessible from which direction */
1607
1608   int collect_score;            /* score value for collecting */
1609   int collect_count;            /* count value for collecting */
1610
1611   int push_delay_fixed;         /* constant frame delay for pushing */
1612   int push_delay_random;        /* additional random frame delay for pushing */
1613   int move_delay_fixed;         /* constant frame delay for moving */
1614   int move_delay_random;        /* additional random frame delay for moving */
1615
1616   int move_pattern;             /* direction movable element moves to */
1617   int move_direction_initial;   /* initial direction element moves to */
1618   int move_stepsize;            /* step size element moves with */
1619   int move_enter_element;       /* element that can be entered (and removed) */
1620   int move_leave_element;       /* element that can be left behind */
1621   int move_leave_type;          /* change (limited) or leave (unlimited) */
1622
1623   int slippery_type;            /* how/where other elements slip away */
1624
1625   int content[3][3];            /* new elements after explosion */
1626
1627   int explosion_delay;          /* duration of explosion of this element */
1628   int ignition_delay;           /* delay for explosion by other explosion */
1629
1630   struct ElementChangeInfo *change_page; /* actual list of change pages */
1631   struct ElementChangeInfo *change;      /* pointer to current change page */
1632
1633   int num_change_pages;         /* actual number of change pages */
1634   int current_change_page;      /* currently edited change page */
1635
1636   struct ElementGroupInfo *group;       /* pointer to element group info */
1637
1638   /* ---------- internal values used at runtime when playing ---------- */
1639
1640   unsigned long change_events;  /* bitfield for combined change events */
1641
1642   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1643   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1644
1645   boolean in_group[NUM_GROUP_ELEMENTS];
1646
1647   boolean can_leave_element;    /* element can leave other element behind */
1648   boolean can_leave_element_last;
1649
1650   /* ---------- internal values used in level editor ---------- */
1651
1652   int access_type;              /* walkable or passable */
1653   int access_layer;             /* accessible over/inside/under */
1654   int access_protected;         /* protection against deadly elements */
1655   int walk_to_action;           /* diggable/collectible/pushable */
1656   int smash_targets;            /* can smash player/enemies/everything */
1657   int deadliness;               /* deadly when running/colliding/touching */
1658   int consistency;              /* indestructible/can explode */
1659
1660   boolean can_explode_by_fire;  /* element explodes by fire */
1661   boolean can_explode_smashed;  /* element explodes when smashed */
1662   boolean can_explode_impact;   /* element explodes on impact */
1663
1664   boolean modified_settings;    /* set for all modified custom elements */
1665 };
1666
1667 struct FontInfo
1668 {
1669   char *token_name;             /* font token used in config files */
1670
1671   int graphic;                  /* default graphic for this font */
1672   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1673                                 /* special graphics for certain screens */
1674   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1675                                 /* internal bitmap ID for special graphics */
1676 };
1677
1678 struct GraphicInfo
1679 {
1680   Bitmap *bitmap;
1681   int src_x, src_y;             /* start position of animation frames */
1682   int width, height;            /* width/height of each animation frame */
1683   int offset_x, offset_y;       /* x/y offset to next animation frame */
1684   int anim_frames;
1685   int anim_frames_per_line;
1686   int anim_start_frame;
1687   int anim_delay;               /* important: delay of 1 means "no delay"! */
1688   int anim_mode;
1689   boolean anim_global_sync;
1690   int crumbled_like;            /* element for cloning crumble graphics */
1691   int diggable_like;            /* element for cloning digging graphics */
1692   int border_size;              /* border size for "crumbled" graphics */
1693
1694   int anim_delay_fixed;         /* optional delay values for bored and   */
1695   int anim_delay_random;        /* sleeping player animations (animation */
1696   int post_delay_fixed;         /* intervall and following pause before  */
1697   int post_delay_random;        /* next intervall (bored animation only) */
1698
1699   int step_offset;              /* optional step offset of toon animations */
1700   int step_delay;               /* optional step delay of toon animations */
1701
1702   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1703
1704   int draw_masked;              /* optional setting for drawing envelope gfx */
1705
1706 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1707   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1708   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1709 #endif
1710 };
1711
1712 struct SoundInfo
1713 {
1714   boolean loop;
1715 };
1716
1717 struct MusicInfo
1718 {
1719   boolean loop;
1720 };
1721
1722 struct MusicPrefixInfo
1723 {
1724   char *prefix;
1725   boolean is_loop_music;
1726 };
1727
1728 struct MusicFileInfo
1729 {
1730   char *basename;
1731
1732   char *title_header;
1733   char *artist_header;
1734   char *album_header;
1735   char *year_header;
1736
1737   char *title;
1738   char *artist;
1739   char *album;
1740   char *year;
1741
1742   int music;
1743
1744   boolean is_sound;
1745
1746   struct MusicFileInfo *next;
1747 };
1748
1749 struct ElementActionInfo
1750 {
1751   char *suffix;
1752   int value;
1753   boolean is_loop_sound;
1754 };
1755
1756 struct ElementDirectionInfo
1757 {
1758   char *suffix;
1759   int value;
1760 };
1761
1762 struct SpecialSuffixInfo
1763 {
1764   char *suffix;
1765   int value;
1766 };
1767
1768 struct HelpAnimInfo
1769 {
1770   int element;
1771   int action;
1772   int direction;
1773
1774   int delay;
1775 };
1776
1777
1778 #if 0
1779 extern GC                       tile_clip_gc;
1780 extern Bitmap                  *pix[];
1781 #endif
1782 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1783 extern Pixmap                   tile_clipmask[];
1784 extern DrawBuffer             *fieldbuffer;
1785 extern DrawBuffer             *drawto_field;
1786
1787 extern int                      game_status;
1788 extern boolean                  level_editor_test_game;
1789 extern boolean                  network_playing;
1790
1791 extern int                      key_joystick_mapping;
1792
1793 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1794 extern int                      redraw_x1, redraw_y1;
1795
1796 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1797 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1798 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1799 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1800 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1801 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1802 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1803 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1804 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1805 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1806 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1807 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1808 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1809 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1810 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1811 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1812 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1813 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1814 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1815 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1816 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1817 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1818 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1819 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1820
1821 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1822
1823 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1824 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1825 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1826 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1827 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1828
1829 extern int                      lev_fieldx, lev_fieldy;
1830 extern int                      scroll_x, scroll_y;
1831
1832 extern int                      FX, FY;
1833 extern int                      ScrollStepSize;
1834 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1835 extern int                      BorderElement;
1836 extern int                      GameFrameDelay;
1837 extern int                      FfwdFrameDelay;
1838 extern int                      BX1, BY1;
1839 extern int                      BX2, BY2;
1840 extern int                      SBX_Left, SBX_Right;
1841 extern int                      SBY_Upper, SBY_Lower;
1842 extern int                      ZX, ZY;
1843 extern int                      ExitX, ExitY;
1844 extern int                      AllPlayersGone;
1845
1846 extern int                      TimeFrames, TimePlayed, TimeLeft;
1847 extern boolean                  SiebAktiv;
1848 extern int                      SiebCount;
1849
1850 extern boolean                  network_player_action_received;
1851
1852 extern int                      graphics_action_mapping[];
1853
1854 extern struct LevelSetInfo      levelset;
1855 extern struct LevelInfo         level, level_template;
1856 extern struct PlayerInfo        stored_player[], *local_player;
1857 extern struct HiScore           highscore[];
1858 extern struct TapeInfo          tape;
1859 extern struct GameInfo          game;
1860 extern struct GlobalInfo        global;
1861 extern struct MenuInfo          menu;
1862 extern struct DoorInfo          door_1, door_2;
1863 extern struct ElementInfo       element_info[];
1864 extern struct ElementActionInfo element_action_info[];
1865 extern struct ElementDirectionInfo element_direction_info[];
1866 extern struct SpecialSuffixInfo special_suffix_info[];
1867 extern struct TokenIntPtrInfo   image_config_vars[];
1868 extern struct FontInfo          font_info[];
1869 extern struct MusicPrefixInfo   music_prefix_info[];
1870 extern struct GraphicInfo      *graphic_info;
1871 extern struct SoundInfo        *sound_info;
1872 extern struct MusicInfo        *music_info;
1873 extern struct MusicFileInfo    *music_file_info;
1874 extern struct HelpAnimInfo     *helpanim_info;
1875 extern SetupFileHash           *helptext_info;
1876 extern struct ConfigInfo        image_config[];
1877 extern struct ConfigInfo        sound_config[];
1878 extern struct ConfigInfo        music_config[];
1879 extern struct ConfigInfo        image_config_suffix[];
1880 extern struct ConfigInfo        sound_config_suffix[];
1881 extern struct ConfigInfo        music_config_suffix[];
1882 extern struct ConfigInfo        helpanim_config[];
1883 extern struct ConfigInfo        helptext_config[];
1884
1885 #endif  /* MAIN_H */