414ff7fccfc03a098ad8e8a17904626281e696e0
[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_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
271 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
272 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
273 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
274 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
275 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
276 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
277 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
278 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
279 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
280 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
281 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
282 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
283 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
284
285 /* values for initial move direction (bits 0 - 3: basic move directions) */
286 #define MV_START_BIT_PREVIOUS   4
287
288 /* values for initial move direction */
289 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
290 #define MV_START_LEFT           (MV_LEFT)
291 #define MV_START_RIGHT          (MV_RIGHT)
292 #define MV_START_UP             (MV_UP)
293 #define MV_START_DOWN           (MV_DOWN)
294 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
295 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
296
297 /* values for elements left behind by custom elements */
298 #define LEAVE_TYPE_UNLIMITED    0
299 #define LEAVE_TYPE_LIMITED      1
300
301 /* values for slippery property for custom elements */
302 #define SLIPPERY_ANY_RANDOM     0
303 #define SLIPPERY_ANY_LEFT_RIGHT 1
304 #define SLIPPERY_ANY_RIGHT_LEFT 2
305 #define SLIPPERY_ONLY_LEFT      3
306 #define SLIPPERY_ONLY_RIGHT     4
307
308 /* values for explosion type for custom elements */
309 #define EXPLODES_3X3            0
310 #define EXPLODES_1X1            1
311 #define EXPLODES_CROSS          2
312
313 /* macros for configurable properties */
314 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
315 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
316 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
317 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
318 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
319 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
320 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
321 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
322 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
323 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
324 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
325 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
326 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
327 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
328 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
329 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
330 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
331 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
332 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
333 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
334 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
335 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
336 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
337 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
338 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
339 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
340 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
341 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
342 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
343 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
344 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
345
346 /* macros for special configurable properties */
347 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
348
349 /* macros for special graphics properties */
350 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
351
352 /* macros for pre-defined properties */
353 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
354 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
355 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
356 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
357 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
358 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
359 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
360 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
361 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
362 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
363 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
364 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
365 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
366 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
367 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
368 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
369 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
370 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
371 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
372 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
373 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
374 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
375 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
376 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
377 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
378
379 /* macros for derived properties */
380 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
381 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
382 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
383 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
384 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
385 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
386 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
387 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
388 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
389 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
390 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
391 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
392 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
393 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
394 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
395 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
396 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
397 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
398 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
399                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
400 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
401                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
402 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
403 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
404
405 /* special macros used in game engine */
406 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
407                                  (e) <= EL_CUSTOM_END)
408
409 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
410                                  (e) <= EL_GROUP_END)
411
412 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
413                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
414
415 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
416                                  (e) <= EL_INTERNAL_END)
417
418 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
419                                  (e) <= EL_ENVELOPE_4)
420
421 #define IS_RND_KEY(e)           ((e) >= EL_KEY_1 &&                     \
422                                  (e) <= EL_KEY_4)
423 #define IS_EM_KEY(e)            ((e) >= EL_EM_KEY_1 &&                  \
424                                  (e) <= EL_EM_KEY_4)
425 #define IS_EMC_KEY(e)           ((e) >= EL_EMC_KEY_5 &&                 \
426                                  (e) <= EL_EMC_KEY_8)
427 #define IS_KEY(e)               (IS_RND_KEY(e) ||                       \
428                                  IS_EM_KEY(e) ||                        \
429                                  IS_EMC_KEY(e))
430 #define RND_KEY_NR(e)           ((e) - EL_KEY_1)
431 #define EM_KEY_NR(e)            ((e) - EL_EM_KEY_1)
432 #define EMC_KEY_NR(e)           ((e) - EL_EMC_KEY_5 + 4)
433 #define KEY_NR(e)               (IS_RND_KEY(e) ? RND_KEY_NR(e) :        \
434                                  IS_EM_KEY(e) ?  EM_KEY_NR(e) :         \
435                                  IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
436
437 #define IS_RND_GATE(e)          ((e) >= EL_GATE_1 &&                    \
438                                  (e) <= EL_GATE_4)
439 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
440                                  (e) <= EL_EM_GATE_4)
441 #define IS_EMC_GATE(e)          ((e) >= EL_EMC_GATE_5 &&                \
442                                  (e) <= EL_EMC_GATE_8)
443 #define IS_GATE(e)              (IS_RND_GATE(e) ||                      \
444                                  IS_EM_GATE(e) ||                       \
445                                  IS_EMC_GATE(e))
446 #define RND_GATE_NR(e)          ((e) - EL_GATE_1)
447 #define EM_GATE_NR(e)           ((e) - EL_EM_GATE_1)
448 #define EMC_GATE_NR(e)          ((e) - EL_EMC_GATE_5 + 4)
449 #define GATE_NR(e)              (IS_RND_GATE(e) ? RND_GATE_NR(e) :      \
450                                  IS_EM_GATE(e) ?  EM_GATE_NR(e) :       \
451                                  IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
452
453 #define IS_RND_GATE_GRAY(e)     ((e) >= EL_GATE_1_GRAY &&               \
454                                  (e) <= EL_GATE_4_GRAY)
455 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
456                                  (e) <= EL_EM_GATE_4_GRAY)
457 #define IS_EMC_GATE_GRAY(e)     ((e) >= EL_EMC_GATE_5_GRAY &&           \
458                                  (e) <= EL_EMC_GATE_8_GRAY)
459 #define IS_GATE_GRAY(e)         (IS_RND_GATE_GRAY(e) ||                 \
460                                  IS_EM_GATE_GRAY(e) ||                  \
461                                  IS_EMC_GATE_GRAY(e))
462 #define RND_GATE_GRAY_NR(e)     ((e) - EL_GATE_1_GRAY)
463 #define EM_GATE_GRAY_NR(e)      ((e) - EL_EM_GATE_1_GRAY)
464 #define EMC_GATE_GRAY_NR(e)     ((e) - EL_EMC_GATE_5_GRAY + 4)
465 #define GATE_GRAY_NR(e)         (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) :  \
466                                  IS_EM_GATE_GRAY(e) ?  EM_GATE_GRAY_NR(e) :   \
467                                  IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
468
469 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
470                                  element_info[e].gfx_element : e)
471
472 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
473 /* (solution: add separate "use sound of element" to level file and editor) */
474 #if 0
475 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
476 #else
477 #define SND_ELEMENT(e)          (e)
478 #endif
479
480 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
481
482 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
483 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
484
485 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
486 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
487 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
488
489 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
490                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
491                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
492                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
493                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
494                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
495                                  EL_ROCK)
496 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
497                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
498                                  EL_BD_ROCK)
499 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
500 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
501 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
502 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
503
504 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
505 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
506
507 #if 1
508
509 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
510                                          IS_PROTECTED(Back[x][y]))
511 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
512 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
513                                          ENEMY_PROTECTED_FIELD(x, y))
514 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
515                                          EXPLOSION_PROTECTED_FIELD(x, y))
516
517 #else
518
519 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
520                                  IS_INDESTRUCTIBLE(Feld[x][y]))
521 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
522                                  PROTECTED_FIELD(x, y))
523 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
524                                  PROTECTED_FIELD(x, y))
525 #endif
526
527 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
528                                  (p)->switch_x == (x) && (p)->switch_y == (y))
529
530 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
531
532 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
533 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
534 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
535
536 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
537 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
538 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
539 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
540
541 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
542
543
544 /* fundamental game speed values */
545 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
546 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
547 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
548 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
549 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
550 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
551
552 /* boundaries of arrays etc. */
553 #define MAX_LEVEL_NAME_LEN      32
554 #define MAX_LEVEL_AUTHOR_LEN    32
555 #define MAX_ELEMENT_NAME_LEN    32
556 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
557 #define MAX_SCORE_ENTRIES       100
558 #define MAX_NUM_AMOEBA          100
559 #define MAX_INVENTORY_SIZE      1000
560 #define STD_NUM_KEYS            4
561 #define MAX_NUM_KEYS            8
562 #define NUM_BELTS               4
563 #define NUM_BELT_PARTS          3
564 #define MIN_ENVELOPE_XSIZE      1
565 #define MIN_ENVELOPE_YSIZE      1
566 #define MAX_ENVELOPE_XSIZE      30
567 #define MAX_ENVELOPE_YSIZE      20
568 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
569 #define MIN_CHANGE_PAGES        1
570 #define MAX_CHANGE_PAGES        32
571 #define MIN_ELEMENTS_IN_GROUP   1
572 #define MAX_ELEMENTS_IN_GROUP   16
573
574 /* values for elements with content */
575 #define MIN_ELEMENT_CONTENTS    1
576 #define STD_ELEMENT_CONTENTS    4
577 #define MAX_ELEMENT_CONTENTS    8
578 #define NUM_MAGIC_BALL_CONTENTS 8
579
580 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
581
582 /* often used screen positions */
583 #define SX                      8
584 #define SY                      8
585 #define REAL_SX                 (SX - 2)
586 #define REAL_SY                 (SY - 2)
587 #define DX                      566
588 #define DY                      60
589 #define VX                      DX
590 #define VY                      400
591 #define EX                      DX
592 #define EY                      (VY - 44)
593 #define TILESIZE                32
594 #define TILEX                   TILESIZE
595 #define TILEY                   TILESIZE
596 #define MINI_TILESIZE           (TILESIZE / 2)
597 #define MINI_TILEX              MINI_TILESIZE
598 #define MINI_TILEY              MINI_TILESIZE
599 #define MICRO_TILESIZE          (TILESIZE / 8)
600 #define MICRO_TILEX             MICRO_TILESIZE
601 #define MICRO_TILEY             MICRO_TILESIZE
602 #define MIDPOSX                 (SCR_FIELDX / 2)
603 #define MIDPOSY                 (SCR_FIELDY / 2)
604 #define SXSIZE                  (SCR_FIELDX * TILEX)
605 #define SYSIZE                  (SCR_FIELDY * TILEY)
606 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
607 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
608 #define DXSIZE                  100
609 #define DYSIZE                  280
610 #define VXSIZE                  DXSIZE
611 #define VYSIZE                  100
612 #define EXSIZE                  DXSIZE
613 #define EYSIZE                  (VYSIZE + 44)
614 #define FULL_SXSIZE             (2 + SXSIZE + 2)
615 #define FULL_SYSIZE             (2 + SYSIZE + 2)
616 #define MICROLEVEL_XSIZE        ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
617 #define MICROLEVEL_YSIZE        ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
618 #define MICROLEVEL_XPOS         (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
619 #define MICROLEVEL_YPOS         (SX + 12 * TILEY - MICRO_TILEY)
620 #define MICROLABEL1_YPOS        (MICROLEVEL_YPOS - 36)
621 #define MICROLABEL2_YPOS        (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
622
623
624 /* score for elements */
625 #define SC_EMERALD              0
626 #define SC_DIAMOND              1
627 #define SC_BUG                  2
628 #define SC_SPACESHIP            3
629 #define SC_YAMYAM               4
630 #define SC_ROBOT                5
631 #define SC_PACMAN               6
632 #define SC_NUT                  7
633 #define SC_DYNAMITE             8
634 #define SC_KEY                  9
635 #define SC_TIME_BONUS           10
636 #define SC_CRYSTAL              11
637 #define SC_PEARL                12
638 #define SC_SHIELD               13
639
640
641 /* "real" level file elements */
642 #define EL_UNDEFINED                    -1
643
644 #define EL_EMPTY_SPACE                  0
645 #define EL_EMPTY                        EL_EMPTY_SPACE
646 #define EL_SAND                         1
647 #define EL_WALL                         2
648 #define EL_WALL_SLIPPERY                3
649 #define EL_ROCK                         4
650 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
651 #define EL_EMERALD                      6
652 #define EL_EXIT_CLOSED                  7
653 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
654 #define EL_BUG                          9
655 #define EL_SPACESHIP                    10
656 #define EL_YAMYAM                       11
657 #define EL_ROBOT                        12
658 #define EL_STEELWALL                    13
659 #define EL_DIAMOND                      14
660 #define EL_AMOEBA_DEAD                  15
661 #define EL_QUICKSAND_EMPTY              16
662 #define EL_QUICKSAND_FULL               17
663 #define EL_AMOEBA_DROP                  18
664 #define EL_BOMB                         19
665 #define EL_MAGIC_WALL                   20
666 #define EL_SPEED_PILL                   21
667 #define EL_ACID                         22
668 #define EL_AMOEBA_WET                   23
669 #define EL_AMOEBA_DRY                   24
670 #define EL_NUT                          25
671 #define EL_GAME_OF_LIFE                 26
672 #define EL_BIOMAZE                      27
673 #define EL_DYNAMITE_ACTIVE              28
674 #define EL_STONEBLOCK                   29
675 #define EL_ROBOT_WHEEL                  30
676 #define EL_ROBOT_WHEEL_ACTIVE           31
677 #define EL_KEY_1                        32
678 #define EL_KEY_2                        33
679 #define EL_KEY_3                        34
680 #define EL_KEY_4                        35
681 #define EL_GATE_1                       36
682 #define EL_GATE_2                       37
683 #define EL_GATE_3                       38
684 #define EL_GATE_4                       39
685 #define EL_GATE_1_GRAY                  40
686 #define EL_GATE_2_GRAY                  41
687 #define EL_GATE_3_GRAY                  42
688 #define EL_GATE_4_GRAY                  43
689 #define EL_DYNAMITE                     44
690 #define EL_PACMAN                       45
691 #define EL_INVISIBLE_WALL               46
692 #define EL_LAMP                         47
693 #define EL_LAMP_ACTIVE                  48
694 #define EL_WALL_EMERALD                 49
695 #define EL_WALL_DIAMOND                 50
696 #define EL_AMOEBA_FULL                  51
697 #define EL_BD_AMOEBA                    52
698 #define EL_TIME_ORB_FULL                53
699 #define EL_TIME_ORB_EMPTY               54
700 #define EL_EXPANDABLE_WALL              55
701 #define EL_BD_DIAMOND                   56
702 #define EL_EMERALD_YELLOW               57
703 #define EL_WALL_BD_DIAMOND              58
704 #define EL_WALL_EMERALD_YELLOW          59
705 #define EL_DARK_YAMYAM                  60
706 #define EL_BD_MAGIC_WALL                61
707 #define EL_INVISIBLE_STEELWALL          62
708 #define EL_SOKOBAN_FIELD_PLAYER         63
709 #define EL_DYNABOMB_INCREASE_NUMBER     64
710 #define EL_DYNABOMB_INCREASE_SIZE       65
711 #define EL_DYNABOMB_INCREASE_POWER      66
712 #define EL_SOKOBAN_OBJECT               67
713 #define EL_SOKOBAN_FIELD_EMPTY          68
714 #define EL_SOKOBAN_FIELD_FULL           69
715 #define EL_BD_BUTTERFLY_RIGHT           70
716 #define EL_BD_BUTTERFLY_UP              71
717 #define EL_BD_BUTTERFLY_LEFT            72
718 #define EL_BD_BUTTERFLY_DOWN            73
719 #define EL_BD_FIREFLY_RIGHT             74
720 #define EL_BD_FIREFLY_UP                75
721 #define EL_BD_FIREFLY_LEFT              76
722 #define EL_BD_FIREFLY_DOWN              77
723 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
724 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
725 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
726 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
727 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
728 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
729 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
730 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
731 #define EL_BD_BUTTERFLY                 78
732 #define EL_BD_FIREFLY                   79
733 #define EL_PLAYER_1                     80
734 #define EL_PLAYER_2                     81
735 #define EL_PLAYER_3                     82
736 #define EL_PLAYER_4                     83
737 #define EL_BUG_RIGHT                    84
738 #define EL_BUG_UP                       85
739 #define EL_BUG_LEFT                     86
740 #define EL_BUG_DOWN                     87
741 #define EL_SPACESHIP_RIGHT              88
742 #define EL_SPACESHIP_UP                 89
743 #define EL_SPACESHIP_LEFT               90
744 #define EL_SPACESHIP_DOWN               91
745 #define EL_PACMAN_RIGHT                 92
746 #define EL_PACMAN_UP                    93
747 #define EL_PACMAN_LEFT                  94
748 #define EL_PACMAN_DOWN                  95
749 #define EL_EMERALD_RED                  96
750 #define EL_EMERALD_PURPLE               97
751 #define EL_WALL_EMERALD_RED             98
752 #define EL_WALL_EMERALD_PURPLE          99
753 #define EL_ACID_POOL_TOPLEFT            100
754 #define EL_ACID_POOL_TOPRIGHT           101
755 #define EL_ACID_POOL_BOTTOMLEFT         102
756 #define EL_ACID_POOL_BOTTOM             103
757 #define EL_ACID_POOL_BOTTOMRIGHT        104
758 #define EL_BD_WALL                      105
759 #define EL_BD_ROCK                      106
760 #define EL_EXIT_OPEN                    107
761 #define EL_BLACK_ORB                    108
762 #define EL_AMOEBA_TO_DIAMOND            109
763 #define EL_MOLE                         110
764 #define EL_PENGUIN                      111
765 #define EL_SATELLITE                    112
766 #define EL_ARROW_LEFT                   113
767 #define EL_ARROW_RIGHT                  114
768 #define EL_ARROW_UP                     115
769 #define EL_ARROW_DOWN                   116
770 #define EL_PIG                          117
771 #define EL_DRAGON                       118
772
773 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
774
775 #define EL_CHAR_START                   120
776 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
777 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
778
779 #include "conf_chr.h"   /* include auto-generated data structure definitions */
780
781 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
782 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
783
784 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
785
786 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
787 #define EL_EXPANDABLE_WALL_VERTICAL     201
788 #define EL_EXPANDABLE_WALL_ANY          202
789
790 #define EL_EM_GATE_1                    203
791 #define EL_EM_GATE_2                    204
792 #define EL_EM_GATE_3                    205
793 #define EL_EM_GATE_4                    206
794
795 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
796 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
797 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
798
799 #define EL_SP_START                     210
800 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
801 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
802 #define EL_SP_ZONK                      (EL_SP_START + 1)
803 #define EL_SP_BASE                      (EL_SP_START + 2)
804 #define EL_SP_MURPHY                    (EL_SP_START + 3)
805 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
806 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
807 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
808 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
809 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
810 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
811 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
812 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
813 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
814 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
815 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
816 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
817 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
818 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
819 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
820 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
821 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
822 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
823 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
824 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
825 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
826 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
827 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
828 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
829 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
830 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
831 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
832 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
833 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
834 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
835 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
836 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
837 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
838 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
839 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
840 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
841 #define EL_SP_END                       (EL_SP_START + 39)
842
843 #define EL_EM_GATE_1_GRAY               250
844 #define EL_EM_GATE_2_GRAY               251
845 #define EL_EM_GATE_3_GRAY               252
846 #define EL_EM_GATE_4_GRAY               253
847
848 #define EL_UNUSED_254                   254
849 #define EL_UNUSED_255                   255
850
851 #define EL_PEARL                        256
852 #define EL_CRYSTAL                      257
853 #define EL_WALL_PEARL                   258
854 #define EL_WALL_CRYSTAL                 259
855 #define EL_DOOR_WHITE                   260
856 #define EL_DOOR_WHITE_GRAY              261
857 #define EL_KEY_WHITE                    262
858 #define EL_SHIELD_NORMAL                263
859 #define EL_EXTRA_TIME                   264
860 #define EL_SWITCHGATE_OPEN              265
861 #define EL_SWITCHGATE_CLOSED            266
862 #define EL_SWITCHGATE_SWITCH_UP         267
863 #define EL_SWITCHGATE_SWITCH_DOWN       268
864
865 #define EL_UNUSED_269                   269
866 #define EL_UNUSED_270                   270
867
868 #define EL_CONVEYOR_BELT_1_LEFT          271
869 #define EL_CONVEYOR_BELT_1_MIDDLE        272
870 #define EL_CONVEYOR_BELT_1_RIGHT         273
871 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
872 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
873 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
874 #define EL_CONVEYOR_BELT_2_LEFT          277
875 #define EL_CONVEYOR_BELT_2_MIDDLE        278
876 #define EL_CONVEYOR_BELT_2_RIGHT         279
877 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
878 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
879 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
880 #define EL_CONVEYOR_BELT_3_LEFT          283
881 #define EL_CONVEYOR_BELT_3_MIDDLE        284
882 #define EL_CONVEYOR_BELT_3_RIGHT         285
883 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
884 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
885 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
886 #define EL_CONVEYOR_BELT_4_LEFT          289
887 #define EL_CONVEYOR_BELT_4_MIDDLE        290
888 #define EL_CONVEYOR_BELT_4_RIGHT         291
889 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
890 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
891 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
892 #define EL_LANDMINE                     295
893 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
894 #define EL_LIGHT_SWITCH                 297
895 #define EL_LIGHT_SWITCH_ACTIVE          298
896 #define EL_SIGN_EXCLAMATION             299
897 #define EL_SIGN_RADIOACTIVITY           300
898 #define EL_SIGN_STOP                    301
899 #define EL_SIGN_WHEELCHAIR              302
900 #define EL_SIGN_PARKING                 303
901 #define EL_SIGN_ONEWAY                  304
902 #define EL_SIGN_HEART                   305
903 #define EL_SIGN_TRIANGLE                306
904 #define EL_SIGN_ROUND                   307
905 #define EL_SIGN_EXIT                    308
906 #define EL_SIGN_YINYANG                 309
907 #define EL_SIGN_OTHER                   310
908 #define EL_MOLE_LEFT                    311
909 #define EL_MOLE_RIGHT                   312
910 #define EL_MOLE_UP                      313
911 #define EL_MOLE_DOWN                    314
912 #define EL_STEELWALL_SLIPPERY           315
913 #define EL_INVISIBLE_SAND               316
914 #define EL_DX_UNKNOWN_15                317
915 #define EL_DX_UNKNOWN_42                318
916
917 #define EL_UNUSED_319                   319
918 #define EL_UNUSED_320                   320
919
920 #define EL_SHIELD_DEADLY                321
921 #define EL_TIMEGATE_OPEN                322
922 #define EL_TIMEGATE_CLOSED              323
923 #define EL_TIMEGATE_SWITCH_ACTIVE       324
924 #define EL_TIMEGATE_SWITCH              325
925
926 #define EL_BALLOON                      326
927 #define EL_BALLOON_SWITCH_LEFT          327
928 #define EL_BALLOON_SWITCH_RIGHT         328
929 #define EL_BALLOON_SWITCH_UP            329
930 #define EL_BALLOON_SWITCH_DOWN          330
931 #define EL_BALLOON_SWITCH_ANY           331
932
933 #define EL_EMC_STEELWALL_1              332
934 #define EL_EMC_STEELWALL_2              333
935 #define EL_EMC_STEELWALL_3              334
936 #define EL_EMC_STEELWALL_4              335
937 #define EL_EMC_WALL_1                   336
938 #define EL_EMC_WALL_2                   337
939 #define EL_EMC_WALL_3                   338
940 #define EL_EMC_WALL_4                   339
941 #define EL_EMC_WALL_5                   340
942 #define EL_EMC_WALL_6                   341
943 #define EL_EMC_WALL_7                   342
944 #define EL_EMC_WALL_8                   343
945
946 #define EL_TUBE_ANY                     344
947 #define EL_TUBE_VERTICAL                345
948 #define EL_TUBE_HORIZONTAL              346
949 #define EL_TUBE_VERTICAL_LEFT           347
950 #define EL_TUBE_VERTICAL_RIGHT          348
951 #define EL_TUBE_HORIZONTAL_UP           349
952 #define EL_TUBE_HORIZONTAL_DOWN         350
953 #define EL_TUBE_LEFT_UP                 351
954 #define EL_TUBE_LEFT_DOWN               352
955 #define EL_TUBE_RIGHT_UP                353
956 #define EL_TUBE_RIGHT_DOWN              354
957 #define EL_SPRING                       355
958 #define EL_TRAP                         356
959 #define EL_DX_SUPABOMB                  357
960
961 #define EL_UNUSED_358                   358
962 #define EL_UNUSED_359                   359
963
964 /* ---------- begin of custom elements section ----------------------------- */
965 #define EL_CUSTOM_START                 360
966
967 #include "conf_cus.h"   /* include auto-generated data structure definitions */
968
969 #define NUM_CUSTOM_ELEMENTS             256
970 #define EL_CUSTOM_END                   615
971 /* ---------- end of custom elements section ------------------------------- */
972
973 #define EL_EM_KEY_1                     616
974 #define EL_EM_KEY_2                     617
975 #define EL_EM_KEY_3                     618
976 #define EL_EM_KEY_4                     619
977 #define EL_ENVELOPE_1                   620
978 #define EL_ENVELOPE_2                   621
979 #define EL_ENVELOPE_3                   622
980 #define EL_ENVELOPE_4                   623
981
982 /* ---------- begin of group elements section ------------------------------ */
983 #define EL_GROUP_START                  624
984
985 #include "conf_grp.h"   /* include auto-generated data structure definitions */
986
987 #define NUM_GROUP_ELEMENTS              32
988 #define EL_GROUP_END                    655
989 /* ---------- end of custom elements section ------------------------------- */
990
991 #define EL_UNKNOWN                      656
992 #define EL_TRIGGER_ELEMENT              657
993 #define EL_TRIGGER_PLAYER               658
994
995 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
996 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
997 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
998 #define EL_SP_GRAVITY_ON_PORT_UP        662
999 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
1000 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
1001 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
1002 #define EL_SP_GRAVITY_OFF_PORT_UP       666
1003
1004
1005 /* the following EMC style elements are currently not implemented in R'n'D */
1006 #define EL_BALLOON_SWITCH_NONE          667
1007 #define EL_EMC_GATE_5                   668
1008 #define EL_EMC_GATE_6                   669
1009 #define EL_EMC_GATE_7                   670
1010 #define EL_EMC_GATE_8                   671
1011 #define EL_EMC_GATE_5_GRAY              672
1012 #define EL_EMC_GATE_6_GRAY              673
1013 #define EL_EMC_GATE_7_GRAY              674
1014 #define EL_EMC_GATE_8_GRAY              675
1015 #define EL_EMC_KEY_5                    676
1016 #define EL_EMC_KEY_6                    677
1017 #define EL_EMC_KEY_7                    678
1018 #define EL_EMC_KEY_8                    679
1019 #define EL_EMC_ANDROID                  680
1020 #define EL_EMC_GRASS                    681
1021 #define EL_EMC_MAGIC_BALL               682
1022 #define EL_EMC_MAGIC_BALL_ACTIVE        683
1023 #define EL_EMC_MAGIC_BALL_SWITCH        684
1024 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1025 #define EL_EMC_SPRING_BUMPER            686
1026 #define EL_EMC_PLANT                    687
1027 #define EL_EMC_LENSES                   688
1028 #define EL_EMC_MAGNIFIER                689
1029 #define EL_EMC_WALL_9                   690
1030 #define EL_EMC_WALL_10                  691
1031 #define EL_EMC_WALL_11                  692
1032 #define EL_EMC_WALL_12                  693
1033 #define EL_EMC_WALL_13                  694
1034 #define EL_EMC_WALL_14                  695
1035 #define EL_EMC_WALL_15                  696
1036 #define EL_EMC_WALL_16                  697
1037 #define EL_EMC_WALL_SLIPPERY_1          698
1038 #define EL_EMC_WALL_SLIPPERY_2          699
1039 #define EL_EMC_WALL_SLIPPERY_3          700
1040 #define EL_EMC_WALL_SLIPPERY_4          701
1041 #define EL_EMC_FAKE_GRASS               702
1042 #define EL_EMC_FAKE_ACID                703
1043 #define EL_EMC_DRIPPER                  704
1044
1045 #define NUM_FILE_ELEMENTS               705
1046
1047
1048 /* "real" (and therefore drawable) runtime elements */
1049 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
1050
1051 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
1052 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
1053 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
1054 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
1055 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
1056 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
1057 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
1058 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
1059 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
1060 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
1061 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
1062 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
1063 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
1064 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
1065 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
1066 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1067 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
1068 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
1069 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1070 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
1071 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
1072 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1073 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
1074 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
1075 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1076 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
1077 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
1078 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
1079 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1080 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1081 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1082 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1083 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1084 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1085 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1086 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1087 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1088 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1089 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1090 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1091 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1092 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1093 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1094 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1095 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1096
1097 /* "unreal" (and therefore not drawable) runtime elements */
1098 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1099
1100 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1101 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1102 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1103 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1104 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1105 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1106 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1107 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1108 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1109 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1110 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1111 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1112 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1113 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1114 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1115 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1116 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1117 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1118
1119 /* dummy elements (never used as game elements, only used as graphics) */
1120 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1121
1122 #define EL_STEELWALL_TOPLEFT            (EL_FIRST_DUMMY + 0)
1123 #define EL_STEELWALL_TOPRIGHT           (EL_FIRST_DUMMY + 1)
1124 #define EL_STEELWALL_BOTTOMLEFT         (EL_FIRST_DUMMY + 2)
1125 #define EL_STEELWALL_BOTTOMRIGHT        (EL_FIRST_DUMMY + 3)
1126 #define EL_STEELWALL_HORIZONTAL         (EL_FIRST_DUMMY + 4)
1127 #define EL_STEELWALL_VERTICAL           (EL_FIRST_DUMMY + 5)
1128 #define EL_INVISIBLE_STEELWALL_TOPLEFT     (EL_FIRST_DUMMY + 6)
1129 #define EL_INVISIBLE_STEELWALL_TOPRIGHT    (EL_FIRST_DUMMY + 7)
1130 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT  (EL_FIRST_DUMMY + 8)
1131 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1132 #define EL_INVISIBLE_STEELWALL_HORIZONTAL  (EL_FIRST_DUMMY + 10)
1133 #define EL_INVISIBLE_STEELWALL_VERTICAL    (EL_FIRST_DUMMY + 11)
1134 #define EL_DYNABOMB                     (EL_FIRST_DUMMY + 12)
1135 #define EL_DYNABOMB_ACTIVE              (EL_FIRST_DUMMY + 13)
1136 #define EL_DYNABOMB_PLAYER_1            (EL_FIRST_DUMMY + 14)
1137 #define EL_DYNABOMB_PLAYER_2            (EL_FIRST_DUMMY + 15)
1138 #define EL_DYNABOMB_PLAYER_3            (EL_FIRST_DUMMY + 16)
1139 #define EL_DYNABOMB_PLAYER_4            (EL_FIRST_DUMMY + 17)
1140 #define EL_SHIELD_NORMAL_ACTIVE         (EL_FIRST_DUMMY + 18)
1141 #define EL_SHIELD_DEADLY_ACTIVE         (EL_FIRST_DUMMY + 19)
1142 #define EL_AMOEBA                       (EL_FIRST_DUMMY + 20)
1143 #define EL_DEFAULT                      (EL_FIRST_DUMMY + 21)
1144 #define EL_BD_DEFAULT                   (EL_FIRST_DUMMY + 22)
1145 #define EL_SP_DEFAULT                   (EL_FIRST_DUMMY + 23)
1146 #define EL_SB_DEFAULT                   (EL_FIRST_DUMMY + 24)
1147
1148 /* internal elements (only used for internal purposes like copying) */
1149 #define EL_FIRST_INTERNAL               (EL_FIRST_DUMMY + 25)
1150
1151 #define EL_INTERNAL_CLIPBOARD_CUSTOM    (EL_FIRST_INTERNAL + 0)
1152 #define EL_INTERNAL_CLIPBOARD_CHANGE    (EL_FIRST_INTERNAL + 1)
1153 #define EL_INTERNAL_CLIPBOARD_GROUP     (EL_FIRST_INTERNAL + 2)
1154 #define EL_INTERNAL_DUMMY               (EL_FIRST_INTERNAL + 3)
1155
1156 #define EL_INTERNAL_CLIPBOARD_START     (EL_FIRST_INTERNAL + 0)
1157 #define EL_INTERNAL_CLIPBOARD_END       (EL_FIRST_INTERNAL + 2)
1158 #define EL_INTERNAL_START               (EL_FIRST_INTERNAL + 0)
1159 #define EL_INTERNAL_END                 (EL_FIRST_INTERNAL + 3)
1160
1161 #define MAX_NUM_ELEMENTS                (EL_FIRST_INTERNAL + 4)
1162
1163
1164 /* values for graphics/sounds action types */
1165 #define ACTION_DEFAULT                  0
1166 #define ACTION_WAITING                  1
1167 #define ACTION_FALLING                  2
1168 #define ACTION_MOVING                   3
1169 #define ACTION_DIGGING                  4
1170 #define ACTION_SNAPPING                 5
1171 #define ACTION_COLLECTING               6
1172 #define ACTION_DROPPING                 7
1173 #define ACTION_PUSHING                  8
1174 #define ACTION_WALKING                  9
1175 #define ACTION_PASSING                  10
1176 #define ACTION_IMPACT                   11
1177 #define ACTION_BREAKING                 12
1178 #define ACTION_ACTIVATING               13
1179 #define ACTION_DEACTIVATING             14
1180 #define ACTION_OPENING                  15
1181 #define ACTION_CLOSING                  16
1182 #define ACTION_ATTACKING                17
1183 #define ACTION_GROWING                  18
1184 #define ACTION_SHRINKING                19
1185 #define ACTION_ACTIVE                   20
1186 #define ACTION_FILLING                  21
1187 #define ACTION_EMPTYING                 22
1188 #define ACTION_CHANGING                 23
1189 #define ACTION_EXPLODING                24
1190 #define ACTION_BORING                   25
1191 #define ACTION_BORING_1                 26
1192 #define ACTION_BORING_2                 27
1193 #define ACTION_BORING_3                 28
1194 #define ACTION_BORING_4                 29
1195 #define ACTION_BORING_5                 30
1196 #define ACTION_BORING_6                 31
1197 #define ACTION_BORING_7                 32
1198 #define ACTION_BORING_8                 33
1199 #define ACTION_BORING_9                 34
1200 #define ACTION_BORING_10                35
1201 #define ACTION_SLEEPING                 36
1202 #define ACTION_SLEEPING_1               37
1203 #define ACTION_SLEEPING_2               38
1204 #define ACTION_SLEEPING_3               39
1205 #define ACTION_AWAKENING                40
1206 #define ACTION_DYING                    41
1207 #define ACTION_TURNING                  42
1208 #define ACTION_TURNING_FROM_LEFT        43
1209 #define ACTION_TURNING_FROM_RIGHT       44
1210 #define ACTION_TURNING_FROM_UP          45
1211 #define ACTION_TURNING_FROM_DOWN        46
1212 #define ACTION_SMASHED_BY_ROCK          47
1213 #define ACTION_SMASHED_BY_SPRING        48
1214 #define ACTION_SLURPED_BY_SPRING        49
1215 #define ACTION_TWINKLING                50
1216 #define ACTION_SPLASHING                51
1217 #define ACTION_OTHER                    52
1218
1219 #define NUM_ACTIONS                     53
1220
1221 #define ACTION_BORING_LAST              ACTION_BORING_10
1222 #define ACTION_SLEEPING_LAST            ACTION_SLEEPING_3
1223
1224
1225 /* values for special image configuration suffixes (must match game mode) */
1226 #define GFX_SPECIAL_ARG_DEFAULT         0
1227 #define GFX_SPECIAL_ARG_MAIN            1
1228 #define GFX_SPECIAL_ARG_LEVELS          2
1229 #define GFX_SPECIAL_ARG_SCORES          3
1230 #define GFX_SPECIAL_ARG_EDITOR          4
1231 #define GFX_SPECIAL_ARG_INFO            5
1232 #define GFX_SPECIAL_ARG_SETUP           6
1233 #define GFX_SPECIAL_ARG_PLAYING         7
1234 #define GFX_SPECIAL_ARG_DOOR            8
1235 #define GFX_SPECIAL_ARG_PREVIEW         9
1236 #define GFX_SPECIAL_ARG_CRUMBLED        10
1237
1238 #define NUM_SPECIAL_GFX_ARGS            11
1239
1240
1241 /* values for image configuration suffixes */
1242 #define GFX_ARG_X                       0
1243 #define GFX_ARG_Y                       1
1244 #define GFX_ARG_XPOS                    2
1245 #define GFX_ARG_YPOS                    3
1246 #define GFX_ARG_WIDTH                   4
1247 #define GFX_ARG_HEIGHT                  5
1248 #define GFX_ARG_VERTICAL                6
1249 #define GFX_ARG_OFFSET                  7
1250 #define GFX_ARG_XOFFSET                 8
1251 #define GFX_ARG_YOFFSET                 9
1252 #define GFX_ARG_2ND_MOVEMENT_TILE       10
1253 #define GFX_ARG_2ND_VERTICAL            11
1254 #define GFX_ARG_2ND_OFFSET              12
1255 #define GFX_ARG_2ND_XOFFSET             13
1256 #define GFX_ARG_2ND_YOFFSET             14
1257 #define GFX_ARG_2ND_SWAP_TILES          15      
1258 #define GFX_ARG_FRAMES                  16
1259 #define GFX_ARG_FRAMES_PER_LINE         17
1260 #define GFX_ARG_START_FRAME             18
1261 #define GFX_ARG_DELAY                   19
1262 #define GFX_ARG_ANIM_MODE               20
1263 #define GFX_ARG_GLOBAL_SYNC             21
1264 #define GFX_ARG_CRUMBLED_LIKE           22
1265 #define GFX_ARG_DIGGABLE_LIKE           23
1266 #define GFX_ARG_BORDER_SIZE             24
1267 #define GFX_ARG_STEP_OFFSET             25
1268 #define GFX_ARG_STEP_DELAY              26
1269 #define GFX_ARG_DIRECTION               27
1270 #define GFX_ARG_POSITION                28
1271 #define GFX_ARG_DRAW_XOFFSET            29
1272 #define GFX_ARG_DRAW_YOFFSET            30
1273 #define GFX_ARG_DRAW_MASKED             31
1274 #define GFX_ARG_ANIM_DELAY_FIXED        32
1275 #define GFX_ARG_ANIM_DELAY_RANDOM       33
1276 #define GFX_ARG_POST_DELAY_FIXED        34
1277 #define GFX_ARG_POST_DELAY_RANDOM       35
1278 #define GFX_ARG_NAME                    36
1279 #define GFX_ARG_SCALE_UP_FACTOR         37
1280
1281 #define NUM_GFX_ARGS                    38
1282
1283
1284 /* values for sound configuration suffixes */
1285 #define SND_ARG_MODE_LOOP               0
1286 #define SND_ARG_VOLUME                  1
1287 #define SND_ARG_PRIORITY                2
1288
1289 #define NUM_SND_ARGS                    3
1290
1291
1292 /* values for music configuration suffixes */
1293 #define MUS_ARG_MODE_LOOP               0
1294
1295 #define NUM_MUS_ARGS                    1
1296
1297
1298 /* values for font configuration */
1299 #define FONT_INITIAL_1                  0
1300 #define FONT_INITIAL_2                  1
1301 #define FONT_INITIAL_3                  2
1302 #define FONT_INITIAL_4                  3
1303 #define FONT_TITLE_1                    4
1304 #define FONT_TITLE_2                    5
1305 #define FONT_MENU_1                     6
1306 #define FONT_MENU_2                     7
1307 #define FONT_TEXT_1_ACTIVE              8
1308 #define FONT_TEXT_2_ACTIVE              9
1309 #define FONT_TEXT_3_ACTIVE              10
1310 #define FONT_TEXT_4_ACTIVE              11
1311 #define FONT_TEXT_1                     12
1312 #define FONT_TEXT_2                     13
1313 #define FONT_TEXT_3                     14
1314 #define FONT_TEXT_4                     15
1315 #define FONT_ENVELOPE_1                 16
1316 #define FONT_ENVELOPE_2                 17
1317 #define FONT_ENVELOPE_3                 18
1318 #define FONT_ENVELOPE_4                 19
1319 #define FONT_INPUT_1_ACTIVE             20
1320 #define FONT_INPUT_2_ACTIVE             21
1321 #define FONT_INPUT_1                    22
1322 #define FONT_INPUT_2                    23
1323 #define FONT_OPTION_OFF                 24
1324 #define FONT_OPTION_ON                  25
1325 #define FONT_VALUE_1                    26
1326 #define FONT_VALUE_2                    27
1327 #define FONT_VALUE_OLD                  28
1328 #define FONT_LEVEL_NUMBER               29
1329 #define FONT_TAPE_RECORDER              30
1330 #define FONT_GAME_INFO                  31
1331
1332 #define NUM_FONTS                       32
1333 #define NUM_INITIAL_FONTS               4
1334
1335 /* values for game_status (must match special image configuration suffixes) */
1336 #define GAME_MODE_DEFAULT               0
1337 #define GAME_MODE_MAIN                  1
1338 #define GAME_MODE_LEVELS                2
1339 #define GAME_MODE_SCORES                3
1340 #define GAME_MODE_EDITOR                4
1341 #define GAME_MODE_INFO                  5
1342 #define GAME_MODE_SETUP                 6
1343 #define GAME_MODE_PLAYING               7
1344 #define GAME_MODE_PSEUDO_DOOR           8
1345 #define GAME_MODE_PSEUDO_PREVIEW        9
1346 #define GAME_MODE_PSEUDO_CRUMBLED       10
1347
1348 /* there are no special config file suffixes for these modes */
1349 #define GAME_MODE_PSEUDO_TYPENAME       11
1350 #define GAME_MODE_QUIT                  12
1351
1352 /* special definitions currently only used for custom artwork configuration */
1353 #define MUSIC_PREFIX_BACKGROUND         0
1354 #define NUM_MUSIC_PREFIXES              1
1355 #define MAX_LEVELS                      1000
1356
1357 /* definitions for demo animation lists */
1358 #define HELPANIM_LIST_NEXT              -1
1359 #define HELPANIM_LIST_END               -999
1360
1361
1362 /* program information and versioning definitions */
1363
1364 #define PROGRAM_VERSION_MAJOR           3
1365 #define PROGRAM_VERSION_MINOR           2
1366 #define PROGRAM_VERSION_PATCH           0
1367 #define PROGRAM_VERSION_BUILD           2
1368
1369 #define PROGRAM_TITLE_STRING            "Rocks'n'Diamonds"
1370 #define PROGRAM_AUTHOR_STRING           "Holger Schemel"
1371 #define PROGRAM_COPYRIGHT_STRING       "Copyright Â©1995-2004 by Holger Schemel"
1372
1373 #define ICON_TITLE_STRING               PROGRAM_TITLE_STRING
1374 #define COOKIE_PREFIX                   "ROCKSNDIAMONDS"
1375 #define FILENAME_PREFIX                 "Rocks"
1376
1377 #if defined(PLATFORM_UNIX)
1378 #define USERDATA_DIRECTORY              ".rocksndiamonds"
1379 #elif defined(PLATFORM_WIN32)
1380 #define USERDATA_DIRECTORY              PROGRAM_TITLE_STRING
1381 #else
1382 #define USERDATA_DIRECTORY              "userdata"
1383 #endif
1384
1385 #define X11_ICON_FILENAME               "rocks_icon.xbm"
1386 #define X11_ICONMASK_FILENAME           "rocks_iconmask.xbm"
1387 #define MSDOS_POINTER_FILENAME          "mouse.pcx"
1388
1389 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1390 ** currently supported/known file version numbers:
1391 **      1.0 (old)
1392 **      1.2 (still in use)
1393 **      1.4 (still in use)
1394 **      2.0 (actual)
1395 */
1396 #define FILE_VERSION_1_0                VERSION_IDENT(1,0,0,0)
1397 #define FILE_VERSION_1_2                VERSION_IDENT(1,2,0,0)
1398 #define FILE_VERSION_1_4                VERSION_IDENT(1,4,0,0)
1399 #define FILE_VERSION_2_0                VERSION_IDENT(2,0,0,0)
1400
1401 /* file version does not change for every program version, but is changed
1402    when new features are introduced that are incompatible with older file
1403    versions, so that they can be treated accordingly */
1404 #define FILE_VERSION_ACTUAL             FILE_VERSION_2_0
1405
1406 #define GAME_VERSION_1_0                FILE_VERSION_1_0
1407 #define GAME_VERSION_1_2                FILE_VERSION_1_2
1408 #define GAME_VERSION_1_4                FILE_VERSION_1_4
1409 #define GAME_VERSION_2_0                FILE_VERSION_2_0
1410
1411 #define GAME_VERSION_ACTUAL             VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1412                                                       PROGRAM_VERSION_MINOR, \
1413                                                       PROGRAM_VERSION_PATCH, \
1414                                                       PROGRAM_VERSION_BUILD)
1415
1416 /* values for game_emulation */
1417 #define EMU_NONE                        0
1418 #define EMU_BOULDERDASH                 1
1419 #define EMU_SOKOBAN                     2
1420 #define EMU_SUPAPLEX                    3
1421
1422 /* values for level file type identifier */
1423 #define LEVEL_FILE_TYPE_UNKNOWN         0
1424 #define LEVEL_FILE_TYPE_RND             1
1425 #define LEVEL_FILE_TYPE_BD              2
1426 #define LEVEL_FILE_TYPE_EM              3
1427 #define LEVEL_FILE_TYPE_SP              4
1428 #define LEVEL_FILE_TYPE_DX              5
1429 #define LEVEL_FILE_TYPE_SB              6
1430 #define LEVEL_FILE_TYPE_DC              7
1431
1432 #define NUM_LEVEL_FILE_TYPES            8
1433
1434 /* values for game engine type identifier */
1435 #define GAME_ENGINE_TYPE_UNKNOWN        LEVEL_FILE_TYPE_UNKNOWN
1436 #define GAME_ENGINE_TYPE_RND            LEVEL_FILE_TYPE_RND
1437 #define GAME_ENGINE_TYPE_EM             LEVEL_FILE_TYPE_EM
1438
1439 #define NUM_ENGINE_TYPES                3
1440
1441
1442 struct MenuInfo
1443 {
1444   int draw_xoffset_default;
1445   int draw_yoffset_default;
1446   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1447   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1448
1449   int scrollbar_xoffset;
1450
1451   int list_size_default;
1452   int list_size[NUM_SPECIAL_GFX_ARGS];
1453
1454   int sound[NUM_SPECIAL_GFX_ARGS];
1455   int music[NUM_SPECIAL_GFX_ARGS];
1456 };
1457
1458 struct DoorInfo
1459 {
1460   int step_offset;
1461   int step_delay;
1462   int anim_mode;
1463 };
1464
1465 struct HiScore
1466 {
1467   char Name[MAX_PLAYER_NAME_LEN + 1];
1468   int Score;
1469 };
1470
1471 struct PlayerInfo
1472 {
1473   boolean present;              /* player present in level playfield */
1474   boolean connected;            /* player connected (locally or via network) */
1475   boolean active;               /* player present and connected */
1476
1477   int index_nr;                 /* player number (0 to 3) */
1478   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1479   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1480   int client_nr;                /* network client identifier */
1481
1482   byte action;                  /* action from local input device */
1483   byte effective_action;        /* action acknowledged from network server
1484                                    or summarized over all configured input
1485                                    devices when in single player mode */
1486   byte programmed_action;       /* action forced by game itself (like moving
1487                                    through doors); overrides other actions */
1488
1489   int jx, jy, last_jx, last_jy;
1490   int MovDir, MovPos, GfxDir, GfxPos;
1491   int Frame, StepFrame;
1492
1493   int GfxAction;
1494
1495   boolean use_murphy_graphic;
1496
1497   boolean block_last_field;
1498   int block_delay;
1499
1500   boolean can_fall_into_acid;
1501
1502   boolean LevelSolved, GameOver;
1503
1504   int last_move_dir;
1505
1506   boolean is_waiting;
1507   boolean is_moving;
1508   boolean is_auto_moving;
1509   boolean is_digging;
1510   boolean is_snapping;
1511   boolean is_collecting;
1512   boolean is_pushing;
1513   boolean is_switching;
1514   boolean is_dropping;
1515
1516   boolean is_bored;
1517   boolean is_sleeping;
1518
1519   int frame_counter_bored;
1520   int frame_counter_sleeping;
1521
1522   int anim_delay_counter;
1523   int post_delay_counter;
1524
1525   int action_waiting, last_action_waiting;
1526   int special_action_bored;
1527   int special_action_sleeping;
1528
1529   int num_special_action_bored;
1530   int num_special_action_sleeping;
1531
1532   int switch_x, switch_y;
1533
1534   int show_envelope;
1535
1536 #if 1   /* USE_NEW_MOVE_DELAY */
1537   int move_delay;
1538   int move_delay_value;
1539 #else
1540   unsigned long move_delay;
1541   int move_delay_value;
1542 #endif
1543
1544   int move_delay_reset_counter;
1545
1546 #if 1   /* USE_NEW_PUSH_DELAY */
1547   int push_delay;
1548   int push_delay_value;
1549 #else
1550   unsigned long push_delay;
1551   unsigned long push_delay_value;
1552 #endif
1553
1554   unsigned long actual_frame_counter;
1555
1556   int drop_delay;
1557
1558   int step_counter;
1559
1560   int score;
1561   int gems_still_needed;
1562   int sokobanfields_still_needed;
1563   int lights_still_needed;
1564   int friends_still_needed;
1565   int key[MAX_NUM_KEYS];
1566   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1567   int shield_normal_time_left;
1568   int shield_deadly_time_left;
1569
1570   int inventory_element[MAX_INVENTORY_SIZE];
1571   int inventory_infinite_element;
1572   int inventory_size;
1573 };
1574
1575 struct LevelSetInfo
1576 {
1577   int music[MAX_LEVELS];
1578 };
1579
1580 struct LevelFileInfo
1581 {
1582   int nr;
1583   int type;
1584   boolean packed;
1585   char *basename;
1586   char *filename;
1587 };
1588
1589 struct LevelInfo
1590 {
1591   struct LevelFileInfo file_info;
1592
1593   int game_engine_type;
1594
1595   /* level stored in native format for the alternative native game engines */
1596   struct LevelInfo_EM *native_em_level;
1597
1598   int file_version;     /* file format version the level is stored with    */
1599   int game_version;     /* game release version the level was created with */
1600
1601   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1602   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1603   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1604
1605   int fieldx, fieldy;
1606
1607   int time;                             /* available time (seconds) */
1608   int gems_needed;
1609
1610   char name[MAX_LEVEL_NAME_LEN + 1];
1611   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1612
1613   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1614   int envelope_xsize[4], envelope_ysize[4];
1615
1616   int score[LEVEL_SCORE_ELEMENTS];
1617
1618   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1619   int num_yamyam_contents;
1620
1621   int amoeba_speed;
1622   int amoeba_content;
1623
1624   int time_magic_wall;
1625   int time_wheel;
1626   int time_light;
1627   int time_timegate;
1628
1629   /* values for the new EMC elements */
1630   int android_move_time;
1631   int android_clone_time;
1632   boolean ball_random;
1633   boolean ball_state_initial;
1634   int ball_time;
1635   int lenses_score;
1636   int magnify_score;
1637   int slurp_score;
1638   int lenses_time;
1639   int magnify_time;
1640   int wind_direction_initial;
1641   int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1642   boolean android_array[16];
1643
1644   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1645   int dont_collide_with_bits;   /* bitfield to store property for elements */
1646
1647   boolean double_speed;
1648   boolean initial_gravity;
1649   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1650   boolean use_spring_bug;       /* for compatibility with old levels */
1651   boolean instant_relocation;   /* no visual delay when relocating player */
1652   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1653   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1654
1655   boolean block_last_field;     /* player blocks previous field while moving */
1656   boolean sp_block_last_field;  /* player blocks previous field while moving */
1657   int block_delay;              /* delay for blocking previous field */
1658   int sp_block_delay;           /* delay for blocking previous field */
1659
1660   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1661   int use_step_counter;         /* count steps instead of seconds for level */
1662
1663   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1664
1665   boolean use_custom_template;  /* use custom properties from template file */
1666
1667   boolean no_valid_file;        /* set when level file missing or invalid */
1668
1669   boolean changed;              /* set when level was changed in the editor */
1670 };
1671
1672 struct TapeInfo
1673 {
1674   int file_version;     /* file format version the tape is stored with    */
1675   int game_version;     /* game release version the tape was created with */
1676   int engine_version;   /* game engine version the tape was recorded with */
1677
1678   char *level_identifier;
1679   int level_nr;
1680   unsigned long random_seed;
1681   unsigned long date;
1682   unsigned long counter;
1683   unsigned long length;
1684   unsigned long length_seconds;
1685   unsigned int delay_played;
1686   boolean pause_before_death;
1687   boolean recording, playing, pausing;
1688   boolean fast_forward;
1689   boolean warp_forward;
1690   boolean deactivate_display;
1691   boolean auto_play;
1692   boolean auto_play_level_solved;
1693   boolean quick_resume;
1694   boolean single_step;
1695   boolean changed;
1696   boolean player_participates[MAX_PLAYERS];
1697   int num_participating_players;
1698
1699   struct
1700   {
1701     byte action[MAX_PLAYERS];
1702     byte delay;
1703   } pos[MAX_TAPELEN];
1704
1705   boolean no_valid_file;        /* set when tape file missing or invalid */
1706 };
1707
1708 struct GameInfo
1709 {
1710   /* values for engine initialization */
1711   int default_push_delay_fixed;
1712   int default_push_delay_random;
1713
1714   /* constant within running game */
1715   int engine_version;
1716   int emulation;
1717   int initial_move_delay;
1718   int initial_move_delay_value;
1719   int initial_push_delay_value;
1720
1721   /* flags to handle bugs in and changes between different engine versions */
1722   /* (for the latest engine version, these flags should always be "FALSE") */
1723   boolean use_bug_change_when_pushing;
1724
1725   /* variable within running game */
1726   int yamyam_content_nr;
1727   boolean magic_wall_active;
1728   int magic_wall_time_left;
1729   int light_time_left;
1730   int timegate_time_left;
1731   int belt_dir[4];
1732   int belt_dir_nr[4];
1733   int switchgate_pos;
1734   int balloon_dir;
1735   boolean gravity;
1736   boolean explosions_delayed;
1737   boolean envelope_active;
1738
1739   /* values for player idle animation (no effect on engine) */
1740   int player_boring_delay_fixed;
1741   int player_boring_delay_random;
1742   int player_sleeping_delay_fixed;
1743   int player_sleeping_delay_random;
1744 };
1745
1746 struct GlobalInfo
1747 {
1748   char *autoplay_leveldir;
1749   int autoplay_level_nr;
1750
1751   char *convert_leveldir;
1752   int convert_level_nr;
1753
1754   int num_toons;
1755
1756   float frames_per_second;
1757   boolean fps_slowdown;
1758   int fps_slowdown_factor;
1759 };
1760
1761 struct ElementChangeInfo
1762 {
1763   boolean can_change;           /* use or ignore this change info */
1764
1765   unsigned long events;         /* change events */
1766
1767   int trigger_player;           /* player triggering change */
1768   int trigger_side;             /* side triggering change */
1769   int trigger_page;             /* page triggering change */
1770
1771   short target_element;         /* target element after change */
1772
1773   int delay_fixed;              /* added frame delay before changed (fixed) */
1774   int delay_random;             /* added frame delay before changed (random) */
1775   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1776
1777   short trigger_element;        /* element triggering change */
1778
1779   int target_content[3][3];     /* elements for extended change target */
1780   boolean use_target_content;   /* use extended change target */
1781   boolean only_if_complete;     /* only use complete target content */
1782   boolean use_random_replace;   /* use random value for replacing elements */
1783   int random_percentage;        /* random value for replacing elements */
1784   int replace_when;             /* type of elements that can be replaced */
1785
1786   boolean explode;              /* explode instead of change */
1787
1788   /* ---------- internal values used at runtime when playing ---------- */
1789
1790   /* functions that are called before, while and after the change of an
1791      element -- currently only used for non-custom elements */
1792   void (*pre_change_function)(int x, int y);
1793   void (*change_function)(int x, int y);
1794   void (*post_change_function)(int x, int y);
1795
1796   short actual_trigger_element; /* element that actually triggered change */
1797   int actual_trigger_player;    /* player which actually triggered change */
1798
1799   /* ---------- internal values used in level editor ---------- */
1800
1801   int direct_action;            /* change triggered by actions on element */
1802   int other_action;             /* change triggered by other element actions */
1803 };
1804
1805 struct ElementGroupInfo
1806 {
1807   int num_elements;                     /* number of elements in this group */
1808   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1809
1810   int choice_mode;              /* how to choose element from group */
1811
1812   /* ---------- internal values used at runtime when playing ---------- */
1813
1814   /* the following is the same as above, but with recursively resolved group
1815      elements (group elements may also contain further group elements!) */
1816   int num_elements_resolved;
1817   short element_resolved[NUM_FILE_ELEMENTS];
1818
1819   int choice_pos;               /* current element choice position */
1820 };
1821
1822 struct ElementNameInfo
1823 {
1824   /* ---------- token and description strings ---------- */
1825
1826   char *token_name;             /* element token used in config files */
1827   char *class_name;             /* element class used in config files */
1828   char *editor_description;     /* pre-defined description for level editor */
1829 };
1830
1831 struct ElementInfo
1832 {
1833   /* ---------- token and description strings ---------- */
1834
1835   char *token_name;             /* element token used in config files */
1836   char *class_name;             /* element class used in config files */
1837   char *editor_description;     /* pre-defined description for level editor */
1838   char *custom_description;     /* alternative description from config file */
1839   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1840
1841   /* ---------- graphic and sound definitions ---------- */
1842
1843   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1844   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1845                                 /* special graphics for left/right/up/down */
1846
1847   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1848   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1849                                 /* crumbled graphics for left/right/up/down */
1850
1851   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1852                                 /* special graphics for certain screens */
1853
1854   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1855
1856   /* ---------- special element property values ---------- */
1857
1858   boolean use_gfx_element;      /* use custom graphic element */
1859   short gfx_element;            /* optional custom graphic element */
1860
1861   int access_direction;         /* accessible from which direction */
1862
1863   int collect_score;            /* score value for collecting */
1864   int collect_count;            /* count value for collecting */
1865
1866   int push_delay_fixed;         /* constant delay before pushing */
1867   int push_delay_random;        /* additional random delay before pushing */
1868   int drop_delay_fixed;         /* constant delay after dropping */
1869   int drop_delay_random;        /* additional random delay after dropping */
1870   int move_delay_fixed;         /* constant delay after moving */
1871   int move_delay_random;        /* additional random delay after moving */
1872
1873   int move_pattern;             /* direction movable element moves to */
1874   int move_direction_initial;   /* initial direction element moves to */
1875   int move_stepsize;            /* step size element moves with */
1876
1877   int move_enter_element;       /* element that can be entered (and removed) */
1878   int move_leave_element;       /* element that can be left behind */
1879   int move_leave_type;          /* change (limited) or leave (unlimited) */
1880
1881   int slippery_type;            /* how/where other elements slip away */
1882
1883   int content[3][3];            /* new elements after explosion */
1884
1885   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
1886   int explosion_delay;          /* duration of explosion of this element */
1887   int ignition_delay;           /* delay for explosion by other explosion */
1888
1889   struct ElementChangeInfo *change_page; /* actual list of change pages */
1890   struct ElementChangeInfo *change;      /* pointer to current change page */
1891
1892   int num_change_pages;         /* actual number of change pages */
1893   int current_change_page;      /* currently edited change page */
1894
1895   struct ElementGroupInfo *group;       /* pointer to element group info */
1896
1897   /* ---------- internal values used at runtime when playing ---------- */
1898
1899   unsigned long change_events;  /* bitfield for combined change events */
1900
1901   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1902   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1903
1904   boolean in_group[NUM_GROUP_ELEMENTS];
1905
1906 #if 0
1907   boolean can_leave_element;    /* element can leave other element behind */
1908   boolean can_leave_element_last;
1909 #endif
1910
1911   /* ---------- internal values used in level editor ---------- */
1912
1913   int access_type;              /* walkable or passable */
1914   int access_layer;             /* accessible over/inside/under */
1915   int access_protected;         /* protection against deadly elements */
1916   int walk_to_action;           /* diggable/collectible/pushable */
1917   int smash_targets;            /* can smash player/enemies/everything */
1918   int deadliness;               /* deadly when running/colliding/touching */
1919
1920   boolean can_explode_by_fire;  /* element explodes by fire */
1921   boolean can_explode_smashed;  /* element explodes when smashed */
1922   boolean can_explode_impact;   /* element explodes on impact */
1923
1924   boolean modified_settings;    /* set for all modified custom elements */
1925 };
1926
1927 struct FontInfo
1928 {
1929   char *token_name;             /* font token used in config files */
1930
1931   int graphic;                  /* default graphic for this font */
1932   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1933                                 /* special graphics for certain screens */
1934   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1935                                 /* internal bitmap ID for special graphics */
1936 };
1937
1938 struct GraphicInfo
1939 {
1940   Bitmap *bitmap;
1941   int src_x, src_y;             /* start position of animation frames */
1942   int width, height;            /* width/height of each animation frame */
1943   int offset_x, offset_y;       /* x/y offset to next animation frame */
1944   int offset2_x, offset2_y;     /* x/y offset to second movement tile */
1945   boolean double_movement;      /* animation has second movement tile */
1946   int swap_double_tiles;        /* explicitely force or forbid tile swapping */
1947   int anim_frames;
1948   int anim_frames_per_line;
1949   int anim_start_frame;
1950   int anim_delay;               /* important: delay of 1 means "no delay"! */
1951   int anim_mode;
1952   boolean anim_global_sync;
1953   int crumbled_like;            /* element for cloning crumble graphics */
1954   int diggable_like;            /* element for cloning digging graphics */
1955   int border_size;              /* border size for "crumbled" graphics */
1956   int scale_up_factor;          /* optional factor for scaling image up */
1957
1958   int anim_delay_fixed;         /* optional delay values for bored and   */
1959   int anim_delay_random;        /* sleeping player animations (animation */
1960   int post_delay_fixed;         /* intervall and following pause before  */
1961   int post_delay_random;        /* next intervall (bored animation only) */
1962
1963   int step_offset;              /* optional step offset of toon animations */
1964   int step_delay;               /* optional step delay of toon animations */
1965
1966   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1967
1968   int draw_masked;              /* optional setting for drawing envelope gfx */
1969
1970 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1971   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1972   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1973 #endif
1974 };
1975
1976 struct SoundInfo
1977 {
1978   boolean loop;
1979   int volume;
1980   int priority;
1981 };
1982
1983 struct MusicInfo
1984 {
1985   boolean loop;
1986 };
1987
1988 struct MusicPrefixInfo
1989 {
1990   char *prefix;
1991   boolean is_loop_music;
1992 };
1993
1994 struct MusicFileInfo
1995 {
1996   char *basename;
1997
1998   char *title_header;
1999   char *artist_header;
2000   char *album_header;
2001   char *year_header;
2002
2003   char *title;
2004   char *artist;
2005   char *album;
2006   char *year;
2007
2008   int music;
2009
2010   boolean is_sound;
2011
2012   struct MusicFileInfo *next;
2013 };
2014
2015 struct ElementActionInfo
2016 {
2017   char *suffix;
2018   int value;
2019   boolean is_loop_sound;
2020 };
2021
2022 struct ElementDirectionInfo
2023 {
2024   char *suffix;
2025   int value;
2026 };
2027
2028 struct SpecialSuffixInfo
2029 {
2030   char *suffix;
2031   int value;
2032 };
2033
2034 struct HelpAnimInfo
2035 {
2036   int element;
2037   int action;
2038   int direction;
2039
2040   int delay;
2041 };
2042
2043
2044 #if 0
2045 extern GC                       tile_clip_gc;
2046 extern Bitmap                  *pix[];
2047 #endif
2048 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
2049 extern Pixmap                   tile_clipmask[];
2050 extern DrawBuffer             *fieldbuffer;
2051 extern DrawBuffer             *drawto_field;
2052
2053 extern int                      game_status;
2054 extern boolean                  level_editor_test_game;
2055 extern boolean                  network_playing;
2056
2057 #if defined(TARGET_SDL)
2058 extern boolean                  network_server;
2059 extern SDL_Thread              *server_thread;
2060 #endif
2061
2062 extern int                      key_joystick_mapping;
2063
2064 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2065 extern int                      redraw_x1, redraw_y1;
2066
2067 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2068 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2069 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2070 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2071 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2072 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2073 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2074 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2075 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2076 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2077 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2078 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2079 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2080 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2081 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2082 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2083 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2084 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2085 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
2086 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
2087 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2088 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2089 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2090 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2091 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2092
2093 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2094
2095 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2096 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2097 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2098 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2099 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2100
2101 extern int                      lev_fieldx, lev_fieldy;
2102 extern int                      scroll_x, scroll_y;
2103
2104 extern int                      FX, FY;
2105 extern int                      ScrollStepSize;
2106 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2107 extern int                      BorderElement;
2108 extern int                      GameFrameDelay;
2109 extern int                      FfwdFrameDelay;
2110 extern int                      BX1, BY1;
2111 extern int                      BX2, BY2;
2112 extern int                      SBX_Left, SBX_Right;
2113 extern int                      SBY_Upper, SBY_Lower;
2114 extern int                      ZX, ZY;
2115 extern int                      ExitX, ExitY;
2116 extern int                      AllPlayersGone;
2117
2118 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
2119 extern boolean                  SiebAktiv;
2120 extern int                      SiebCount;
2121
2122 extern boolean                  network_player_action_received;
2123
2124 extern int                      graphics_action_mapping[];
2125
2126 extern struct LevelSetInfo      levelset;
2127 extern struct LevelInfo         level, level_template;
2128 extern struct PlayerInfo        stored_player[], *local_player;
2129 extern struct HiScore           highscore[];
2130 extern struct TapeInfo          tape;
2131 extern struct GameInfo          game;
2132 extern struct GlobalInfo        global;
2133 extern struct MenuInfo          menu;
2134 extern struct DoorInfo          door_1, door_2;
2135 extern struct ElementInfo       element_info[];
2136 extern struct ElementNameInfo   element_name_info[];
2137 extern struct ElementActionInfo element_action_info[];
2138 extern struct ElementDirectionInfo element_direction_info[];
2139 extern struct SpecialSuffixInfo special_suffix_info[];
2140 extern struct TokenIntPtrInfo   image_config_vars[];
2141 extern struct FontInfo          font_info[];
2142 extern struct MusicPrefixInfo   music_prefix_info[];
2143 extern struct GraphicInfo      *graphic_info;
2144 extern struct SoundInfo        *sound_info;
2145 extern struct MusicInfo        *music_info;
2146 extern struct MusicFileInfo    *music_file_info;
2147 extern struct HelpAnimInfo     *helpanim_info;
2148 extern SetupFileHash           *helptext_info;
2149 extern struct ConfigTypeInfo    image_config_suffix[];
2150 extern struct ConfigTypeInfo    sound_config_suffix[];
2151 extern struct ConfigTypeInfo    music_config_suffix[];
2152 extern struct ConfigInfo        image_config[];
2153 extern struct ConfigInfo        sound_config[];
2154 extern struct ConfigInfo        music_config[];
2155 extern struct ConfigInfo        helpanim_config[];
2156 extern struct ConfigInfo        helptext_config[];
2157
2158 #endif  /* MAIN_H */