3e25cd2f839d523d72a7ba24298107ec86934579
[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
546 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
547
548 /* often used screen positions */
549 #define SX                      8
550 #define SY                      8
551 #define REAL_SX                 (SX - 2)
552 #define REAL_SY                 (SY - 2)
553 #define DX                      566
554 #define DY                      60
555 #define VX                      DX
556 #define VY                      400
557 #define EX                      DX
558 #define EY                      (VY - 44)
559 #define TILEX                   32
560 #define TILEY                   32
561 #define MINI_TILEX              (TILEX / 2)
562 #define MINI_TILEY              (TILEY / 2)
563 #define MICRO_TILEX             (TILEX / 8)
564 #define MICRO_TILEY             (TILEY / 8)
565 #define MIDPOSX                 (SCR_FIELDX / 2)
566 #define MIDPOSY                 (SCR_FIELDY / 2)
567 #define SXSIZE                  (SCR_FIELDX * TILEX)
568 #define SYSIZE                  (SCR_FIELDY * TILEY)
569 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
570 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
571 #define DXSIZE                  100
572 #define DYSIZE                  280
573 #define VXSIZE                  DXSIZE
574 #define VYSIZE                  100
575 #define EXSIZE                  DXSIZE
576 #define EYSIZE                  (VYSIZE + 44)
577 #define FULL_SXSIZE             (2 + SXSIZE + 2)
578 #define FULL_SYSIZE             (2 + SYSIZE + 2)
579 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
580 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
581 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
582 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
583 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
584
585
586 /* score for elements */
587 #define SC_EMERALD              0
588 #define SC_DIAMOND              1
589 #define SC_BUG                  2
590 #define SC_SPACESHIP            3
591 #define SC_YAMYAM               4
592 #define SC_ROBOT                5
593 #define SC_PACMAN               6
594 #define SC_NUT                  7
595 #define SC_DYNAMITE             8
596 #define SC_KEY                  9
597 #define SC_TIME_BONUS           10
598 #define SC_CRYSTAL              11
599 #define SC_PEARL                12
600 #define SC_SHIELD               13
601
602
603 /* "real" level file elements */
604 #define EL_UNDEFINED                    -1
605
606 #define EL_EMPTY_SPACE                  0
607 #define EL_EMPTY                        EL_EMPTY_SPACE
608 #define EL_SAND                         1
609 #define EL_WALL                         2
610 #define EL_WALL_SLIPPERY                3
611 #define EL_ROCK                         4
612 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
613 #define EL_EMERALD                      6
614 #define EL_EXIT_CLOSED                  7
615 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
616 #define EL_BUG                          9
617 #define EL_SPACESHIP                    10
618 #define EL_YAMYAM                       11
619 #define EL_ROBOT                        12
620 #define EL_STEELWALL                    13
621 #define EL_DIAMOND                      14
622 #define EL_AMOEBA_DEAD                  15
623 #define EL_QUICKSAND_EMPTY              16
624 #define EL_QUICKSAND_FULL               17
625 #define EL_AMOEBA_DROP                  18
626 #define EL_BOMB                         19
627 #define EL_MAGIC_WALL                   20
628 #define EL_SPEED_PILL                   21
629 #define EL_ACID                         22
630 #define EL_AMOEBA_WET                   23
631 #define EL_AMOEBA_DRY                   24
632 #define EL_NUT                          25
633 #define EL_GAME_OF_LIFE                 26
634 #define EL_BIOMAZE                      27
635 #define EL_DYNAMITE_ACTIVE              28
636 #define EL_STONEBLOCK                   29
637 #define EL_ROBOT_WHEEL                  30
638 #define EL_ROBOT_WHEEL_ACTIVE           31
639 #define EL_KEY_1                        32
640 #define EL_KEY_2                        33
641 #define EL_KEY_3                        34
642 #define EL_KEY_4                        35
643 #define EL_GATE_1                       36
644 #define EL_GATE_2                       37
645 #define EL_GATE_3                       38
646 #define EL_GATE_4                       39
647 #define EL_GATE_1_GRAY                  40
648 #define EL_GATE_2_GRAY                  41
649 #define EL_GATE_3_GRAY                  42
650 #define EL_GATE_4_GRAY                  43
651 #define EL_DYNAMITE                     44
652 #define EL_PACMAN                       45
653 #define EL_INVISIBLE_WALL               46
654 #define EL_LAMP                         47
655 #define EL_LAMP_ACTIVE                  48
656 #define EL_WALL_EMERALD                 49
657 #define EL_WALL_DIAMOND                 50
658 #define EL_AMOEBA_FULL                  51
659 #define EL_BD_AMOEBA                    52
660 #define EL_TIME_ORB_FULL                53
661 #define EL_TIME_ORB_EMPTY               54
662 #define EL_EXPANDABLE_WALL              55
663 #define EL_BD_DIAMOND                   56
664 #define EL_EMERALD_YELLOW               57
665 #define EL_WALL_BD_DIAMOND              58
666 #define EL_WALL_EMERALD_YELLOW          59
667 #define EL_DARK_YAMYAM                  60
668 #define EL_BD_MAGIC_WALL                61
669 #define EL_INVISIBLE_STEELWALL          62
670 #define EL_SOKOBAN_FIELD_PLAYER         63
671 #define EL_DYNABOMB_INCREASE_NUMBER     64
672 #define EL_DYNABOMB_INCREASE_SIZE       65
673 #define EL_DYNABOMB_INCREASE_POWER      66
674 #define EL_SOKOBAN_OBJECT               67
675 #define EL_SOKOBAN_FIELD_EMPTY          68
676 #define EL_SOKOBAN_FIELD_FULL           69
677 #define EL_BD_BUTTERFLY_RIGHT           70
678 #define EL_BD_BUTTERFLY_UP              71
679 #define EL_BD_BUTTERFLY_LEFT            72
680 #define EL_BD_BUTTERFLY_DOWN            73
681 #define EL_BD_FIREFLY_RIGHT             74
682 #define EL_BD_FIREFLY_UP                75
683 #define EL_BD_FIREFLY_LEFT              76
684 #define EL_BD_FIREFLY_DOWN              77
685 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
686 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
687 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
688 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
689 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
690 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
691 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
692 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
693 #define EL_BD_BUTTERFLY                 78
694 #define EL_BD_FIREFLY                   79
695 #define EL_PLAYER_1                     80
696 #define EL_PLAYER_2                     81
697 #define EL_PLAYER_3                     82
698 #define EL_PLAYER_4                     83
699 #define EL_BUG_RIGHT                    84
700 #define EL_BUG_UP                       85
701 #define EL_BUG_LEFT                     86
702 #define EL_BUG_DOWN                     87
703 #define EL_SPACESHIP_RIGHT              88
704 #define EL_SPACESHIP_UP                 89
705 #define EL_SPACESHIP_LEFT               90
706 #define EL_SPACESHIP_DOWN               91
707 #define EL_PACMAN_RIGHT                 92
708 #define EL_PACMAN_UP                    93
709 #define EL_PACMAN_LEFT                  94
710 #define EL_PACMAN_DOWN                  95
711 #define EL_EMERALD_RED                  96
712 #define EL_EMERALD_PURPLE               97
713 #define EL_WALL_EMERALD_RED             98
714 #define EL_WALL_EMERALD_PURPLE          99
715 #define EL_ACID_POOL_TOPLEFT            100
716 #define EL_ACID_POOL_TOPRIGHT           101
717 #define EL_ACID_POOL_BOTTOMLEFT         102
718 #define EL_ACID_POOL_BOTTOM             103
719 #define EL_ACID_POOL_BOTTOMRIGHT        104
720 #define EL_BD_WALL                      105
721 #define EL_BD_ROCK                      106
722 #define EL_EXIT_OPEN                    107
723 #define EL_BLACK_ORB                    108
724 #define EL_AMOEBA_TO_DIAMOND            109
725 #define EL_MOLE                         110
726 #define EL_PENGUIN                      111
727 #define EL_SATELLITE                    112
728 #define EL_ARROW_LEFT                   113
729 #define EL_ARROW_RIGHT                  114
730 #define EL_ARROW_UP                     115
731 #define EL_ARROW_DOWN                   116
732 #define EL_PIG                          117
733 #define EL_DRAGON                       118
734
735 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
736
737 #define EL_CHAR_START                   120
738 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
739 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
740
741 #include "conf_chr.h"   /* include auto-generated data structure definitions */
742
743 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
744 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
745
746 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
747
748 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
749 #define EL_EXPANDABLE_WALL_VERTICAL     201
750 #define EL_EXPANDABLE_WALL_ANY          202
751
752 #define EL_EM_GATE_1                    203
753 #define EL_EM_GATE_2                    204
754 #define EL_EM_GATE_3                    205
755 #define EL_EM_GATE_4                    206
756
757 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
758 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
759 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
760
761 #define EL_SP_START                     210
762 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
763 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
764 #define EL_SP_ZONK                      (EL_SP_START + 1)
765 #define EL_SP_BASE                      (EL_SP_START + 2)
766 #define EL_SP_MURPHY                    (EL_SP_START + 3)
767 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
768 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
769 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
770 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
771 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
772 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
773 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
774 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
775 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
776 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
777 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
778 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
779 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
780 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
781 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
782 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
783 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
784 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
785 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
786 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
787 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
788 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
789 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
790 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
791 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
792 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
793 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
794 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
795 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
796 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
797 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
798 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
799 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
800 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
801 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
802 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
803 #define EL_SP_END                       (EL_SP_START + 39)
804
805 #define EL_EM_GATE_1_GRAY               250
806 #define EL_EM_GATE_2_GRAY               251
807 #define EL_EM_GATE_3_GRAY               252
808 #define EL_EM_GATE_4_GRAY               253
809
810 #define EL_UNUSED_254                   254
811 #define EL_UNUSED_255                   255
812
813 #define EL_PEARL                        256
814 #define EL_CRYSTAL                      257
815 #define EL_WALL_PEARL                   258
816 #define EL_WALL_CRYSTAL                 259
817 #define EL_DOOR_WHITE                   260
818 #define EL_DOOR_WHITE_GRAY              261
819 #define EL_KEY_WHITE                    262
820 #define EL_SHIELD_NORMAL                263
821 #define EL_EXTRA_TIME                   264
822 #define EL_SWITCHGATE_OPEN              265
823 #define EL_SWITCHGATE_CLOSED            266
824 #define EL_SWITCHGATE_SWITCH_UP         267
825 #define EL_SWITCHGATE_SWITCH_DOWN       268
826
827 #define EL_UNUSED_269                   269
828 #define EL_UNUSED_270                   270
829
830 #define EL_CONVEYOR_BELT_1_LEFT          271
831 #define EL_CONVEYOR_BELT_1_MIDDLE        272
832 #define EL_CONVEYOR_BELT_1_RIGHT         273
833 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
834 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
835 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
836 #define EL_CONVEYOR_BELT_2_LEFT          277
837 #define EL_CONVEYOR_BELT_2_MIDDLE        278
838 #define EL_CONVEYOR_BELT_2_RIGHT         279
839 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
840 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
841 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
842 #define EL_CONVEYOR_BELT_3_LEFT          283
843 #define EL_CONVEYOR_BELT_3_MIDDLE        284
844 #define EL_CONVEYOR_BELT_3_RIGHT         285
845 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
846 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
847 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
848 #define EL_CONVEYOR_BELT_4_LEFT          289
849 #define EL_CONVEYOR_BELT_4_MIDDLE        290
850 #define EL_CONVEYOR_BELT_4_RIGHT         291
851 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
852 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
853 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
854 #define EL_LANDMINE                     295
855 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
856 #define EL_LIGHT_SWITCH                 297
857 #define EL_LIGHT_SWITCH_ACTIVE          298
858 #define EL_SIGN_EXCLAMATION             299
859 #define EL_SIGN_RADIOACTIVITY           300
860 #define EL_SIGN_STOP                    301
861 #define EL_SIGN_WHEELCHAIR              302
862 #define EL_SIGN_PARKING                 303
863 #define EL_SIGN_ONEWAY                  304
864 #define EL_SIGN_HEART                   305
865 #define EL_SIGN_TRIANGLE                306
866 #define EL_SIGN_ROUND                   307
867 #define EL_SIGN_EXIT                    308
868 #define EL_SIGN_YINYANG                 309
869 #define EL_SIGN_OTHER                   310
870 #define EL_MOLE_LEFT                    311
871 #define EL_MOLE_RIGHT                   312
872 #define EL_MOLE_UP                      313
873 #define EL_MOLE_DOWN                    314
874 #define EL_STEELWALL_SLIPPERY           315
875 #define EL_INVISIBLE_SAND               316
876 #define EL_DX_UNKNOWN_15                317
877 #define EL_DX_UNKNOWN_42                318
878
879 #define EL_UNUSED_319                   319
880 #define EL_UNUSED_320                   320
881
882 #define EL_SHIELD_DEADLY                321
883 #define EL_TIMEGATE_OPEN                322
884 #define EL_TIMEGATE_CLOSED              323
885 #define EL_TIMEGATE_SWITCH_ACTIVE       324
886 #define EL_TIMEGATE_SWITCH              325
887
888 #define EL_BALLOON                      326
889 #define EL_BALLOON_SWITCH_LEFT          327
890 #define EL_BALLOON_SWITCH_RIGHT         328
891 #define EL_BALLOON_SWITCH_UP            329
892 #define EL_BALLOON_SWITCH_DOWN          330
893 #define EL_BALLOON_SWITCH_ANY           331
894
895 #define EL_EMC_STEELWALL_1              332
896 #define EL_EMC_STEELWALL_2              333
897 #define EL_EMC_STEELWALL_3              334
898 #define EL_EMC_STEELWALL_4              335
899 #define EL_EMC_WALL_1                   336
900 #define EL_EMC_WALL_2                   337
901 #define EL_EMC_WALL_3                   338
902 #define EL_EMC_WALL_4                   339
903 #define EL_EMC_WALL_5                   340
904 #define EL_EMC_WALL_6                   341
905 #define EL_EMC_WALL_7                   342
906 #define EL_EMC_WALL_8                   343
907
908 #define EL_TUBE_ANY                     344
909 #define EL_TUBE_VERTICAL                345
910 #define EL_TUBE_HORIZONTAL              346
911 #define EL_TUBE_VERTICAL_LEFT           347
912 #define EL_TUBE_VERTICAL_RIGHT          348
913 #define EL_TUBE_HORIZONTAL_UP           349
914 #define EL_TUBE_HORIZONTAL_DOWN         350
915 #define EL_TUBE_LEFT_UP                 351
916 #define EL_TUBE_LEFT_DOWN               352
917 #define EL_TUBE_RIGHT_UP                353
918 #define EL_TUBE_RIGHT_DOWN              354
919 #define EL_SPRING                       355
920 #define EL_TRAP                         356
921 #define EL_DX_SUPABOMB                  357
922
923 #define EL_UNUSED_358                   358
924 #define EL_UNUSED_359                   359
925
926 /* ---------- begin of custom elements section ----------------------------- */
927 #define EL_CUSTOM_START                 360
928
929 #include "conf_cus.h"   /* include auto-generated data structure definitions */
930
931 #define NUM_CUSTOM_ELEMENTS             256
932 #define EL_CUSTOM_END                   615
933 /* ---------- end of custom elements section ------------------------------- */
934
935 #define EL_EM_KEY_1                     616
936 #define EL_EM_KEY_2                     617
937 #define EL_EM_KEY_3                     618
938 #define EL_EM_KEY_4                     619
939 #define EL_ENVELOPE_1                   620
940 #define EL_ENVELOPE_2                   621
941 #define EL_ENVELOPE_3                   622
942 #define EL_ENVELOPE_4                   623
943
944 /* ---------- begin of group elements section ------------------------------ */
945 #define EL_GROUP_START                  624
946
947 #include "conf_grp.h"   /* include auto-generated data structure definitions */
948
949 #define NUM_GROUP_ELEMENTS              32
950 #define EL_GROUP_END                    655
951 /* ---------- end of custom elements section ------------------------------- */
952
953 #define EL_UNKNOWN                      656
954 #define EL_TRIGGER_ELEMENT              657
955 #define EL_TRIGGER_PLAYER               658
956
957 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
958 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
959 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
960 #define EL_SP_GRAVITY_ON_PORT_UP        662
961 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
962 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
963 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
964 #define EL_SP_GRAVITY_OFF_PORT_UP       666
965
966 #define NUM_FILE_ELEMENTS               667
967
968
969 /* "real" (and therefore drawable) runtime elements */
970 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
971
972 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
973 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
974 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
975 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
976 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
977 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
978 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
979 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
980 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
981 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
982 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
983 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
984 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
985 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
986 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
987 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
988 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
989 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
990 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
991 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
992 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
993 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
994 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
995 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
996 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
997 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
998 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
999 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
1000 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1001 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1002 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1003 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1004 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1005 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1006 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1007 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1008 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1009 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1010 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1011 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1012 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1013 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1014 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1015 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1016 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1017
1018 /* "unreal" (and therefore not drawable) runtime elements */
1019 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1020
1021 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1022 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1023 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1024 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1025 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1026 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1027 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1028 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1029 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1030 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1031 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1032 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1033 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1034 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1035 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1036 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1037 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1038 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1039
1040 /* dummy elements (never used as game elements, only used as graphics) */
1041 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1042
1043 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
1044 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
1045 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
1046 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
1047 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
1048 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
1049 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
1050 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
1051 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
1052 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
1053 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
1054 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
1055 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
1056 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
1057 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
1058 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
1059 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
1060 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
1061 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1062 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1063 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1064 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1065 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1066 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1067 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1068
1069 /* internal elements (only used for internal purposes like copying) */
1070 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1071
1072 #define EL_INTERNAL_CLIPBOARD_CUSTOM            (EL_FIRST_INTERNAL + 0)
1073 #define EL_INTERNAL_CLIPBOARD_CHANGE            (EL_FIRST_INTERNAL + 1)
1074 #define EL_INTERNAL_CLIPBOARD_GROUP             (EL_FIRST_INTERNAL + 2)
1075 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 3)
1076
1077 #define EL_INTERNAL_CLIPBOARD_START             (EL_FIRST_INTERNAL + 0)
1078 #define EL_INTERNAL_CLIPBOARD_END               (EL_FIRST_INTERNAL + 2)
1079 #define EL_INTERNAL_START                       (EL_FIRST_INTERNAL + 0)
1080 #define EL_INTERNAL_END                         (EL_FIRST_INTERNAL + 3)
1081
1082 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 4)
1083
1084
1085 /* values for graphics/sounds action types */
1086 #define ACTION_DEFAULT                          0
1087 #define ACTION_WAITING                          1
1088 #define ACTION_FALLING                          2
1089 #define ACTION_MOVING                           3
1090 #define ACTION_DIGGING                          4
1091 #define ACTION_SNAPPING                         5
1092 #define ACTION_COLLECTING                       6
1093 #define ACTION_DROPPING                         7
1094 #define ACTION_PUSHING                          8
1095 #define ACTION_WALKING                          9
1096 #define ACTION_PASSING                          10
1097 #define ACTION_IMPACT                           11
1098 #define ACTION_BREAKING                         12
1099 #define ACTION_ACTIVATING                       13
1100 #define ACTION_DEACTIVATING                     14
1101 #define ACTION_OPENING                          15
1102 #define ACTION_CLOSING                          16
1103 #define ACTION_ATTACKING                        17
1104 #define ACTION_GROWING                          18
1105 #define ACTION_SHRINKING                        19
1106 #define ACTION_ACTIVE                           20
1107 #define ACTION_FILLING                          21
1108 #define ACTION_EMPTYING                         22
1109 #define ACTION_CHANGING                         23
1110 #define ACTION_EXPLODING                        24
1111 #define ACTION_BORING                           25
1112 #define ACTION_BORING_1                         26
1113 #define ACTION_BORING_2                         27
1114 #define ACTION_BORING_3                         28
1115 #define ACTION_BORING_4                         29
1116 #define ACTION_BORING_5                         30
1117 #define ACTION_BORING_6                         31
1118 #define ACTION_BORING_7                         32
1119 #define ACTION_BORING_8                         33
1120 #define ACTION_BORING_9                         34
1121 #define ACTION_BORING_10                        35
1122 #define ACTION_SLEEPING                         36
1123 #define ACTION_SLEEPING_1                       37
1124 #define ACTION_SLEEPING_2                       38
1125 #define ACTION_SLEEPING_3                       39
1126 #define ACTION_AWAKENING                        40
1127 #define ACTION_DYING                            41
1128 #define ACTION_TURNING                          42
1129 #define ACTION_TURNING_FROM_LEFT                43
1130 #define ACTION_TURNING_FROM_RIGHT               44
1131 #define ACTION_TURNING_FROM_UP                  45
1132 #define ACTION_TURNING_FROM_DOWN                46
1133 #define ACTION_OTHER                            47
1134
1135 #define NUM_ACTIONS                             48
1136
1137 #define ACTION_BORING_LAST                      ACTION_BORING_10
1138 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1139
1140
1141 /* values for special image configuration suffixes (must match game mode) */
1142 #define GFX_SPECIAL_ARG_DEFAULT                 0
1143 #define GFX_SPECIAL_ARG_MAIN                    1
1144 #define GFX_SPECIAL_ARG_LEVELS                  2
1145 #define GFX_SPECIAL_ARG_SCORES                  3
1146 #define GFX_SPECIAL_ARG_EDITOR                  4
1147 #define GFX_SPECIAL_ARG_INFO                    5
1148 #define GFX_SPECIAL_ARG_SETUP                   6
1149 #define GFX_SPECIAL_ARG_PLAYING                 7
1150 #define GFX_SPECIAL_ARG_DOOR                    8
1151 #define GFX_SPECIAL_ARG_PREVIEW                 9
1152 #define GFX_SPECIAL_ARG_CRUMBLED                10
1153
1154 #define NUM_SPECIAL_GFX_ARGS                    11
1155
1156
1157 /* values for image configuration suffixes */
1158 #define GFX_ARG_X                               0
1159 #define GFX_ARG_Y                               1
1160 #define GFX_ARG_XPOS                            2
1161 #define GFX_ARG_YPOS                            3
1162 #define GFX_ARG_WIDTH                           4
1163 #define GFX_ARG_HEIGHT                          5
1164 #define GFX_ARG_OFFSET                          6
1165 #define GFX_ARG_VERTICAL                        7
1166 #define GFX_ARG_XOFFSET                         8
1167 #define GFX_ARG_YOFFSET                         9
1168 #define GFX_ARG_FRAMES                          10
1169 #define GFX_ARG_FRAMES_PER_LINE                 11
1170 #define GFX_ARG_START_FRAME                     12
1171 #define GFX_ARG_DELAY                           13
1172 #define GFX_ARG_ANIM_MODE                       14
1173 #define GFX_ARG_GLOBAL_SYNC                     15
1174 #define GFX_ARG_CRUMBLED_LIKE                   16
1175 #define GFX_ARG_DIGGABLE_LIKE                   17
1176 #define GFX_ARG_BORDER_SIZE                     18
1177 #define GFX_ARG_STEP_OFFSET                     19
1178 #define GFX_ARG_STEP_DELAY                      20
1179 #define GFX_ARG_DIRECTION                       21
1180 #define GFX_ARG_POSITION                        22
1181 #define GFX_ARG_DRAW_XOFFSET                    23
1182 #define GFX_ARG_DRAW_YOFFSET                    24
1183 #define GFX_ARG_DRAW_MASKED                     25
1184 #define GFX_ARG_ANIM_DELAY_FIXED                26
1185 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1186 #define GFX_ARG_POST_DELAY_FIXED                28
1187 #define GFX_ARG_POST_DELAY_RANDOM               29
1188 #define GFX_ARG_NAME                            30
1189 #define GFX_ARG_SCALE_UP                        31
1190
1191 #define NUM_GFX_ARGS                            32
1192
1193
1194 /* values for sound configuration suffixes */
1195 #define SND_ARG_MODE_LOOP                       0
1196
1197 #define NUM_SND_ARGS                            1
1198
1199
1200 /* values for music configuration suffixes */
1201 #define MUS_ARG_MODE_LOOP                       0
1202
1203 #define NUM_MUS_ARGS                            1
1204
1205
1206 /* values for font configuration */
1207 #define FONT_INITIAL_1                          0
1208 #define FONT_INITIAL_2                          1
1209 #define FONT_INITIAL_3                          2
1210 #define FONT_INITIAL_4                          3
1211 #define FONT_TITLE_1                            4
1212 #define FONT_TITLE_2                            5
1213 #define FONT_MENU_1                             6
1214 #define FONT_MENU_2                             7
1215 #define FONT_TEXT_1_ACTIVE                      8
1216 #define FONT_TEXT_2_ACTIVE                      9
1217 #define FONT_TEXT_3_ACTIVE                      10
1218 #define FONT_TEXT_4_ACTIVE                      11
1219 #define FONT_TEXT_1                             12
1220 #define FONT_TEXT_2                             13
1221 #define FONT_TEXT_3                             14
1222 #define FONT_TEXT_4                             15
1223 #define FONT_ENVELOPE_1                         16
1224 #define FONT_ENVELOPE_2                         17
1225 #define FONT_ENVELOPE_3                         18
1226 #define FONT_ENVELOPE_4                         19
1227 #define FONT_INPUT_1_ACTIVE                     20
1228 #define FONT_INPUT_2_ACTIVE                     21
1229 #define FONT_INPUT_1                            22
1230 #define FONT_INPUT_2                            23
1231 #define FONT_OPTION_OFF                         24
1232 #define FONT_OPTION_ON                          25
1233 #define FONT_VALUE_1                            26
1234 #define FONT_VALUE_2                            27
1235 #define FONT_VALUE_OLD                          28
1236 #define FONT_LEVEL_NUMBER                       29
1237 #define FONT_TAPE_RECORDER                      30
1238 #define FONT_GAME_INFO                          31
1239
1240 #define NUM_FONTS                               32
1241 #define NUM_INITIAL_FONTS                       4
1242
1243 /* values for game_status (must match special image configuration suffixes) */
1244 #define GAME_MODE_DEFAULT                       0
1245 #define GAME_MODE_MAIN                          1
1246 #define GAME_MODE_LEVELS                        2
1247 #define GAME_MODE_SCORES                        3
1248 #define GAME_MODE_EDITOR                        4
1249 #define GAME_MODE_INFO                          5
1250 #define GAME_MODE_SETUP                         6
1251 #define GAME_MODE_PLAYING                       7
1252 #define GAME_MODE_PSEUDO_DOOR                   8
1253 #define GAME_MODE_PSEUDO_PREVIEW                9
1254 #define GAME_MODE_PSEUDO_CRUMBLED               10
1255
1256 /* there are no special config file suffixes for these modes */
1257 #define GAME_MODE_PSEUDO_TYPENAME               11
1258 #define GAME_MODE_QUIT                          12
1259
1260 /* special definitions currently only used for custom artwork configuration */
1261 #define MUSIC_PREFIX_BACKGROUND                 0
1262 #define NUM_MUSIC_PREFIXES                      1
1263 #define MAX_LEVELS                              1000
1264
1265 /* definitions for demo animation lists */
1266 #define HELPANIM_LIST_NEXT                      -1
1267 #define HELPANIM_LIST_END                       -999
1268
1269
1270 /* program information and versioning definitions */
1271
1272 #define PROGRAM_VERSION_MAJOR   3
1273 #define PROGRAM_VERSION_MINOR   1
1274 #define PROGRAM_VERSION_PATCH   1
1275 #define PROGRAM_VERSION_BUILD   0
1276
1277 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1278 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1279 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2004 by Holger Schemel"
1280
1281 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1282 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1283 #define FILENAME_PREFIX         "Rocks"
1284
1285 #if defined(PLATFORM_UNIX)
1286 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1287 #elif defined(PLATFORM_WIN32)
1288 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1289 #else
1290 #define USERDATA_DIRECTORY      "userdata"
1291 #endif
1292
1293 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1294 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1295 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1296
1297 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1298 ** currently supported/known file version numbers:
1299 **      1.0 (old)
1300 **      1.2 (still in use)
1301 **      1.4 (still in use)
1302 **      2.0 (actual)
1303 */
1304 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1305 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1306 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1307 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1308
1309 /* file version does not change for every program version, but is changed
1310    when new features are introduced that are incompatible with older file
1311    versions, so that they can be treated accordingly */
1312 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1313
1314 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1315 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1316 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1317 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1318
1319 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1320                                               PROGRAM_VERSION_MINOR, \
1321                                               PROGRAM_VERSION_PATCH, \
1322                                               PROGRAM_VERSION_BUILD)
1323
1324 /* values for game_emulation */
1325 #define EMU_NONE                0
1326 #define EMU_BOULDERDASH         1
1327 #define EMU_SOKOBAN             2
1328 #define EMU_SUPAPLEX            3
1329
1330 struct MenuInfo
1331 {
1332   int draw_xoffset_default;
1333   int draw_yoffset_default;
1334   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1335   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1336
1337   int scrollbar_xoffset;
1338
1339   int list_size_default;
1340   int list_size[NUM_SPECIAL_GFX_ARGS];
1341
1342   int sound[NUM_SPECIAL_GFX_ARGS];
1343   int music[NUM_SPECIAL_GFX_ARGS];
1344 };
1345
1346 struct DoorInfo
1347 {
1348   int step_offset;
1349   int step_delay;
1350   int anim_mode;
1351 };
1352
1353 struct HiScore
1354 {
1355   char Name[MAX_PLAYER_NAME_LEN + 1];
1356   int Score;
1357 };
1358
1359 struct PlayerInfo
1360 {
1361   boolean present;              /* player present in level playfield */
1362   boolean connected;            /* player connected (locally or via network) */
1363   boolean active;               /* player present and connected */
1364
1365   int index_nr;                 /* player number (0 to 3) */
1366   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1367   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1368   int client_nr;                /* network client identifier */
1369
1370   byte action;                  /* action from local input device */
1371   byte effective_action;        /* action acknowledged from network server
1372                                    or summarized over all configured input
1373                                    devices when in single player mode */
1374   byte programmed_action;       /* action forced by game itself (like moving
1375                                    through doors); overrides other actions */
1376
1377   int jx, jy, last_jx, last_jy;
1378   int MovDir, MovPos, GfxDir, GfxPos;
1379   int Frame, StepFrame;
1380
1381   int GfxAction;
1382
1383   boolean use_murphy_graphic;
1384
1385   boolean block_last_field;
1386   int block_delay;
1387
1388   boolean can_fall_into_acid;
1389
1390   boolean LevelSolved, GameOver;
1391
1392   int last_move_dir;
1393
1394   boolean is_waiting;
1395   boolean is_moving;
1396   boolean is_auto_moving;
1397   boolean is_digging;
1398   boolean is_snapping;
1399   boolean is_collecting;
1400   boolean is_pushing;
1401   boolean is_switching;
1402   boolean is_dropping;
1403
1404   boolean is_bored;
1405   boolean is_sleeping;
1406
1407   int frame_counter_bored;
1408   int frame_counter_sleeping;
1409
1410   int anim_delay_counter;
1411   int post_delay_counter;
1412
1413   int action_waiting, last_action_waiting;
1414   int special_action_bored;
1415   int special_action_sleeping;
1416
1417   int num_special_action_bored;
1418   int num_special_action_sleeping;
1419
1420   int switch_x, switch_y;
1421
1422   int show_envelope;
1423
1424 #if 1   /* USE_NEW_MOVE_DELAY */
1425   int move_delay;
1426   int move_delay_value;
1427 #else
1428   unsigned long move_delay;
1429   int move_delay_value;
1430 #endif
1431
1432   int move_delay_reset_counter;
1433
1434 #if 1   /* USE_NEW_PUSH_DELAY */
1435   int push_delay;
1436   int push_delay_value;
1437 #else
1438   unsigned long push_delay;
1439   unsigned long push_delay_value;
1440 #endif
1441
1442   unsigned long actual_frame_counter;
1443
1444   int drop_delay;
1445
1446   int step_counter;
1447
1448   int score;
1449   int gems_still_needed;
1450   int sokobanfields_still_needed;
1451   int lights_still_needed;
1452   int friends_still_needed;
1453   int key[4];
1454   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1455   int shield_normal_time_left;
1456   int shield_deadly_time_left;
1457
1458   int inventory_element[MAX_INVENTORY_SIZE];
1459   int inventory_infinite_element;
1460   int inventory_size;
1461 };
1462
1463 struct LevelSetInfo
1464 {
1465   int music[MAX_LEVELS];
1466 };
1467
1468 struct LevelFileInfo
1469 {
1470   int nr;
1471   int type;
1472   boolean packed;
1473   char *basename;
1474   char *filename;
1475 };
1476
1477 struct LevelInfo
1478 {
1479   struct LevelFileInfo file_info;
1480
1481   /* level stored in native format for the native game engines */
1482   struct LevelInfo_EM native_em_level;
1483
1484   int game_engine_type;
1485
1486   int file_version;     /* file format version the level is stored with    */
1487   int game_version;     /* game release version the level was created with */
1488
1489   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1490   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1491   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1492
1493   int fieldx, fieldy;
1494
1495   int time;
1496   int gems_needed;
1497
1498   char name[MAX_LEVEL_NAME_LEN + 1];
1499   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1500
1501   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1502   int envelope_xsize[4], envelope_ysize[4];
1503
1504   int score[LEVEL_SCORE_ELEMENTS];
1505
1506   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1507   int num_yamyam_contents;
1508
1509   int amoeba_speed;
1510   int amoeba_content;
1511
1512   int time_magic_wall;
1513   int time_wheel;
1514   int time_light;
1515   int time_timegate;
1516
1517   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1518   int dont_collide_with_bits;   /* bitfield to store property for elements */
1519
1520   boolean double_speed;
1521   boolean initial_gravity;
1522   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1523   boolean use_spring_bug;       /* for compatibility with old levels */
1524   boolean instant_relocation;   /* no visual delay when relocating player */
1525   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1526   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1527
1528   boolean block_last_field;     /* player blocks previous field while moving */
1529   boolean sp_block_last_field;  /* player blocks previous field while moving */
1530   int block_delay;              /* delay for blocking previous field */
1531   int sp_block_delay;           /* delay for blocking previous field */
1532
1533   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1534   int use_step_counter;         /* count steps instead of seconds for level */
1535
1536   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1537
1538   boolean use_custom_template;  /* use custom properties from template file */
1539
1540   boolean no_valid_file;        /* set when level file missing or invalid */
1541
1542   boolean changed;              /* set when level was changed in the editor */
1543 };
1544
1545 struct TapeInfo
1546 {
1547   int file_version;     /* file format version the tape is stored with    */
1548   int game_version;     /* game release version the tape was created with */
1549   int engine_version;   /* game engine version the tape was recorded with */
1550
1551   char *level_identifier;
1552   int level_nr;
1553   unsigned long random_seed;
1554   unsigned long date;
1555   unsigned long counter;
1556   unsigned long length;
1557   unsigned long length_seconds;
1558   unsigned int delay_played;
1559   boolean pause_before_death;
1560   boolean recording, playing, pausing;
1561   boolean fast_forward;
1562   boolean warp_forward;
1563   boolean deactivate_display;
1564   boolean auto_play;
1565   boolean auto_play_level_solved;
1566   boolean quick_resume;
1567   boolean single_step;
1568   boolean changed;
1569   boolean player_participates[MAX_PLAYERS];
1570   int num_participating_players;
1571
1572   struct
1573   {
1574     byte action[MAX_PLAYERS];
1575     byte delay;
1576   } pos[MAX_TAPELEN];
1577
1578   boolean no_valid_file;        /* set when tape file missing or invalid */
1579 };
1580
1581 struct GameInfo
1582 {
1583   /* values for engine initialization */
1584   int default_push_delay_fixed;
1585   int default_push_delay_random;
1586
1587   /* constant within running game */
1588   int engine_version;
1589   int emulation;
1590   int initial_move_delay;
1591   int initial_move_delay_value;
1592   int initial_push_delay_value;
1593
1594   /* flags to handle bugs in and changes between different engine versions */
1595   /* (for the latest engine version, these flags should always be "FALSE") */
1596   boolean use_bug_change_when_pushing;
1597
1598   /* variable within running game */
1599   int yamyam_content_nr;
1600   boolean magic_wall_active;
1601   int magic_wall_time_left;
1602   int light_time_left;
1603   int timegate_time_left;
1604   int belt_dir[4];
1605   int belt_dir_nr[4];
1606   int switchgate_pos;
1607   int balloon_dir;
1608   boolean gravity;
1609   boolean explosions_delayed;
1610   boolean envelope_active;
1611
1612   /* values for player idle animation (no effect on engine) */
1613   int player_boring_delay_fixed;
1614   int player_boring_delay_random;
1615   int player_sleeping_delay_fixed;
1616   int player_sleeping_delay_random;
1617 };
1618
1619 struct GlobalInfo
1620 {
1621   char *autoplay_leveldir;
1622   int autoplay_level_nr;
1623
1624   char *convert_leveldir;
1625   int convert_level_nr;
1626
1627   int num_toons;
1628
1629   float frames_per_second;
1630   boolean fps_slowdown;
1631   int fps_slowdown_factor;
1632 };
1633
1634 struct ElementChangeInfo
1635 {
1636   boolean can_change;           /* use or ignore this change info */
1637
1638   unsigned long events;         /* change events */
1639
1640   int trigger_player;           /* player triggering change */
1641   int trigger_side;             /* side triggering change */
1642   int trigger_page;             /* page triggering change */
1643
1644   short target_element;         /* target element after change */
1645
1646   int delay_fixed;              /* added frame delay before changed (fixed) */
1647   int delay_random;             /* added frame delay before changed (random) */
1648   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1649
1650   short trigger_element;        /* element triggering change */
1651
1652   int target_content[3][3];     /* elements for extended change target */
1653   boolean use_target_content;   /* use extended change target */
1654   boolean only_if_complete;     /* only use complete target content */
1655   boolean use_random_replace;   /* use random value for replacing elements */
1656   int random_percentage;        /* random value for replacing elements */
1657   int replace_when;             /* type of elements that can be replaced */
1658
1659   boolean explode;              /* explode instead of change */
1660
1661   /* ---------- internal values used at runtime when playing ---------- */
1662
1663   /* functions that are called before, while and after the change of an
1664      element -- currently only used for non-custom elements */
1665   void (*pre_change_function)(int x, int y);
1666   void (*change_function)(int x, int y);
1667   void (*post_change_function)(int x, int y);
1668
1669   short actual_trigger_element; /* element that actually triggered change */
1670   int actual_trigger_player;    /* player which actually triggered change */
1671
1672   /* ---------- internal values used in level editor ---------- */
1673
1674   int direct_action;            /* change triggered by actions on element */
1675   int other_action;             /* change triggered by other element actions */
1676 };
1677
1678 struct ElementGroupInfo
1679 {
1680   int num_elements;                     /* number of elements in this group */
1681   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1682
1683   int choice_mode;              /* how to choose element from group */
1684
1685   /* ---------- internal values used at runtime when playing ---------- */
1686
1687   /* the following is the same as above, but with recursively resolved group
1688      elements (group elements may also contain further group elements!) */
1689   int num_elements_resolved;
1690   short element_resolved[NUM_FILE_ELEMENTS];
1691
1692   int choice_pos;               /* current element choice position */
1693 };
1694
1695 struct ElementNameInfo
1696 {
1697   /* ---------- token and description strings ---------- */
1698
1699   char *token_name;             /* element token used in config files */
1700   char *class_name;             /* element class used in config files */
1701   char *editor_description;     /* pre-defined description for level editor */
1702 };
1703
1704 struct ElementInfo
1705 {
1706   /* ---------- token and description strings ---------- */
1707
1708   char *token_name;             /* element token used in config files */
1709   char *class_name;             /* element class used in config files */
1710   char *editor_description;     /* pre-defined description for level editor */
1711   char *custom_description;     /* alternative description from config file */
1712   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1713
1714   /* ---------- graphic and sound definitions ---------- */
1715
1716   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1717   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1718                                 /* special graphics for left/right/up/down */
1719
1720   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1721   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1722                                 /* crumbled graphics for left/right/up/down */
1723
1724   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1725                                 /* special graphics for certain screens */
1726
1727   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1728
1729   /* ---------- special element property values ---------- */
1730
1731   boolean use_gfx_element;      /* use custom graphic element */
1732   short gfx_element;            /* optional custom graphic element */
1733
1734   int access_direction;         /* accessible from which direction */
1735
1736   int collect_score;            /* score value for collecting */
1737   int collect_count;            /* count value for collecting */
1738
1739   int push_delay_fixed;         /* constant delay before pushing */
1740   int push_delay_random;        /* additional random delay before pushing */
1741   int drop_delay_fixed;         /* constant delay after dropping */
1742   int drop_delay_random;        /* additional random delay after dropping */
1743   int move_delay_fixed;         /* constant delay after moving */
1744   int move_delay_random;        /* additional random delay after moving */
1745
1746   int move_pattern;             /* direction movable element moves to */
1747   int move_direction_initial;   /* initial direction element moves to */
1748   int move_stepsize;            /* step size element moves with */
1749
1750   int move_enter_element;       /* element that can be entered (and removed) */
1751   int move_leave_element;       /* element that can be left behind */
1752   int move_leave_type;          /* change (limited) or leave (unlimited) */
1753
1754   int slippery_type;            /* how/where other elements slip away */
1755
1756   int content[3][3];            /* new elements after explosion */
1757
1758   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
1759   int explosion_delay;          /* duration of explosion of this element */
1760   int ignition_delay;           /* delay for explosion by other explosion */
1761
1762   struct ElementChangeInfo *change_page; /* actual list of change pages */
1763   struct ElementChangeInfo *change;      /* pointer to current change page */
1764
1765   int num_change_pages;         /* actual number of change pages */
1766   int current_change_page;      /* currently edited change page */
1767
1768   struct ElementGroupInfo *group;       /* pointer to element group info */
1769
1770   /* ---------- internal values used at runtime when playing ---------- */
1771
1772   unsigned long change_events;  /* bitfield for combined change events */
1773
1774   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1775   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1776
1777   boolean in_group[NUM_GROUP_ELEMENTS];
1778
1779 #if 0
1780   boolean can_leave_element;    /* element can leave other element behind */
1781   boolean can_leave_element_last;
1782 #endif
1783
1784   /* ---------- internal values used in level editor ---------- */
1785
1786   int access_type;              /* walkable or passable */
1787   int access_layer;             /* accessible over/inside/under */
1788   int access_protected;         /* protection against deadly elements */
1789   int walk_to_action;           /* diggable/collectible/pushable */
1790   int smash_targets;            /* can smash player/enemies/everything */
1791   int deadliness;               /* deadly when running/colliding/touching */
1792
1793   boolean can_explode_by_fire;  /* element explodes by fire */
1794   boolean can_explode_smashed;  /* element explodes when smashed */
1795   boolean can_explode_impact;   /* element explodes on impact */
1796
1797   boolean modified_settings;    /* set for all modified custom elements */
1798 };
1799
1800 struct FontInfo
1801 {
1802   char *token_name;             /* font token used in config files */
1803
1804   int graphic;                  /* default graphic for this font */
1805   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1806                                 /* special graphics for certain screens */
1807   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1808                                 /* internal bitmap ID for special graphics */
1809 };
1810
1811 struct GraphicInfo
1812 {
1813   Bitmap *bitmap;
1814   int src_x, src_y;             /* start position of animation frames */
1815   int width, height;            /* width/height of each animation frame */
1816   int offset_x, offset_y;       /* x/y offset to next animation frame */
1817   int anim_frames;
1818   int anim_frames_per_line;
1819   int anim_start_frame;
1820   int anim_delay;               /* important: delay of 1 means "no delay"! */
1821   int anim_mode;
1822   boolean anim_global_sync;
1823   int crumbled_like;            /* element for cloning crumble graphics */
1824   int diggable_like;            /* element for cloning digging graphics */
1825   int border_size;              /* border size for "crumbled" graphics */
1826   int scale_up_factor;          /* optional factor for scaling image up */
1827
1828   int anim_delay_fixed;         /* optional delay values for bored and   */
1829   int anim_delay_random;        /* sleeping player animations (animation */
1830   int post_delay_fixed;         /* intervall and following pause before  */
1831   int post_delay_random;        /* next intervall (bored animation only) */
1832
1833   int step_offset;              /* optional step offset of toon animations */
1834   int step_delay;               /* optional step delay of toon animations */
1835
1836   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1837
1838   int draw_masked;              /* optional setting for drawing envelope gfx */
1839
1840 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1841   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1842   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1843 #endif
1844 };
1845
1846 struct SoundInfo
1847 {
1848   boolean loop;
1849 };
1850
1851 struct MusicInfo
1852 {
1853   boolean loop;
1854 };
1855
1856 struct MusicPrefixInfo
1857 {
1858   char *prefix;
1859   boolean is_loop_music;
1860 };
1861
1862 struct MusicFileInfo
1863 {
1864   char *basename;
1865
1866   char *title_header;
1867   char *artist_header;
1868   char *album_header;
1869   char *year_header;
1870
1871   char *title;
1872   char *artist;
1873   char *album;
1874   char *year;
1875
1876   int music;
1877
1878   boolean is_sound;
1879
1880   struct MusicFileInfo *next;
1881 };
1882
1883 struct ElementActionInfo
1884 {
1885   char *suffix;
1886   int value;
1887   boolean is_loop_sound;
1888 };
1889
1890 struct ElementDirectionInfo
1891 {
1892   char *suffix;
1893   int value;
1894 };
1895
1896 struct SpecialSuffixInfo
1897 {
1898   char *suffix;
1899   int value;
1900 };
1901
1902 struct HelpAnimInfo
1903 {
1904   int element;
1905   int action;
1906   int direction;
1907
1908   int delay;
1909 };
1910
1911
1912 #if 0
1913 extern GC                       tile_clip_gc;
1914 extern Bitmap                  *pix[];
1915 #endif
1916 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1917 extern Pixmap                   tile_clipmask[];
1918 extern DrawBuffer             *fieldbuffer;
1919 extern DrawBuffer             *drawto_field;
1920
1921 extern int                      game_status;
1922 extern boolean                  level_editor_test_game;
1923 extern boolean                  network_playing;
1924
1925 #if defined(TARGET_SDL)
1926 extern boolean                  network_server;
1927 extern SDL_Thread              *server_thread;
1928 #endif
1929
1930 extern int                      key_joystick_mapping;
1931
1932 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1933 extern int                      redraw_x1, redraw_y1;
1934
1935 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1936 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1937 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1938 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1939 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1940 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1941 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1942 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1943 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1944 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1945 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1946 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1947 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1948 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1949 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1950 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1951 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1952 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1953 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1954 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1955 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1956 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1957 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1958 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1959 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1960
1961 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1962
1963 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1964 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1965 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1966 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1967 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1968
1969 extern int                      lev_fieldx, lev_fieldy;
1970 extern int                      scroll_x, scroll_y;
1971
1972 extern int                      FX, FY;
1973 extern int                      ScrollStepSize;
1974 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1975 extern int                      BorderElement;
1976 extern int                      GameFrameDelay;
1977 extern int                      FfwdFrameDelay;
1978 extern int                      BX1, BY1;
1979 extern int                      BX2, BY2;
1980 extern int                      SBX_Left, SBX_Right;
1981 extern int                      SBY_Upper, SBY_Lower;
1982 extern int                      ZX, ZY;
1983 extern int                      ExitX, ExitY;
1984 extern int                      AllPlayersGone;
1985
1986 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
1987 extern boolean                  SiebAktiv;
1988 extern int                      SiebCount;
1989
1990 extern boolean                  network_player_action_received;
1991
1992 extern int                      graphics_action_mapping[];
1993
1994 extern struct LevelSetInfo      levelset;
1995 extern struct LevelInfo         level, level_template;
1996 extern struct PlayerInfo        stored_player[], *local_player;
1997 extern struct HiScore           highscore[];
1998 extern struct TapeInfo          tape;
1999 extern struct GameInfo          game;
2000 extern struct GlobalInfo        global;
2001 extern struct MenuInfo          menu;
2002 extern struct DoorInfo          door_1, door_2;
2003 extern struct ElementInfo       element_info[];
2004 extern struct ElementNameInfo   element_name_info[];
2005 extern struct ElementActionInfo element_action_info[];
2006 extern struct ElementDirectionInfo element_direction_info[];
2007 extern struct SpecialSuffixInfo special_suffix_info[];
2008 extern struct TokenIntPtrInfo   image_config_vars[];
2009 extern struct FontInfo          font_info[];
2010 extern struct MusicPrefixInfo   music_prefix_info[];
2011 extern struct GraphicInfo      *graphic_info;
2012 extern struct SoundInfo        *sound_info;
2013 extern struct MusicInfo        *music_info;
2014 extern struct MusicFileInfo    *music_file_info;
2015 extern struct HelpAnimInfo     *helpanim_info;
2016 extern SetupFileHash           *helptext_info;
2017 extern struct ConfigTypeInfo    image_config_suffix[];
2018 extern struct ConfigTypeInfo    sound_config_suffix[];
2019 extern struct ConfigTypeInfo    music_config_suffix[];
2020 extern struct ConfigInfo        image_config[];
2021 extern struct ConfigInfo        sound_config[];
2022 extern struct ConfigInfo        music_config[];
2023 extern struct ConfigInfo        helpanim_config[];
2024 extern struct ConfigInfo        helptext_config[];
2025
2026 #endif  /* MAIN_H */