1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
22 #include <sys/types.h>
28 #include "libgame/libgame.h"
30 #include "conf_gfx.h" /* include auto-generated data structure definitions */
31 #include "conf_snd.h" /* include auto-generated data structure definitions */
33 #define IMG_UNDEFINED (-1)
34 #define IMG_EMPTY IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY IMG_SP_EMPTY_SPACE
36 #define IMG_EXPLOSION IMG_DEFAULT_EXPLODING
37 #define IMG_CHAR_START IMG_CHAR_SPACE
38 #define IMG_CUSTOM_START IMG_CUSTOM_1
40 #define SND_UNDEFINED (-1)
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
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)
64 /* values for configurable properties (custom elem's only, else pre-defined) */
66 #define EP_COLLECTIBLE 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
72 #define EP_CAN_CHANGE 7
75 #define EP_CAN_SMASH_PLAYER 10
76 #define EP_CAN_SMASH_ENEMIES 11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_CAN_EXPLODE_BY_FIRE 13
79 #define EP_CAN_EXPLODE_SMASHED 14
80 #define EP_CAN_EXPLODE_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_UNUSED_22 22
88 #define EP_UNUSED_23 23
89 #define EP_PUSHABLE 24
91 /* values for special configurable properties (depending on level settings) */
92 #define EP_EM_SLIPPERY_WALL 32
94 /* values for special graphics properties (no effect on game engine) */
95 #define EP_CAN_BE_CRUMBLED 33
97 /* values for pre-defined properties */
99 #define EP_CAN_PASS_MAGIC_WALL 35
100 #define EP_SWITCHABLE 36
101 #define EP_BD_ELEMENT 37
102 #define EP_SP_ELEMENT 38
103 #define EP_SB_ELEMENT 39
105 #define EP_FOOD_DARK_YAMYAM 41
106 #define EP_FOOD_PENGUIN 42
107 #define EP_FOOD_PIG 43
108 #define EP_HISTORIC_WALL 44
109 #define EP_HISTORIC_SOLID 45
110 #define EP_CLASSIC_ENEMY 46
112 #define EP_BELT_ACTIVE 48
113 #define EP_BELT_SWITCH 49
115 #define EP_KEYGATE 51
116 #define EP_AMOEBOID 52
117 #define EP_AMOEBALIVE 53
118 #define EP_HAS_CONTENT 54
119 #define EP_ACTIVE_BOMB 55
120 #define EP_INACTIVE 56
122 /* values for derived properties (determined from properties above) */
123 #define EP_ACCESSIBLE_OVER 57
124 #define EP_ACCESSIBLE_INSIDE 58
125 #define EP_ACCESSIBLE_UNDER 59
126 #define EP_WALKABLE 60
127 #define EP_PASSABLE 61
128 #define EP_ACCESSIBLE 62
129 #define EP_SNAPPABLE 63
131 #define EP_SOLID_FOR_PUSHING 65
132 #define EP_DRAGONFIRE_PROOF 66
133 #define EP_EXPLOSION_PROOF 67
134 #define EP_CAN_SMASH 68
135 #define EP_CAN_EXPLODE 69
137 /* values for internal purpose only (level editor) */
138 #define EP_EXPLODE_RESULT 70
139 #define EP_WALK_TO_OBJECT 71
142 #define NUM_ELEMENT_PROPERTIES 73
144 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
145 #define EP_BITFIELD_BASE 0
147 #define EP_BITMASK_DEFAULT 0
149 #define PROPERTY_BIT(p) (1 << ((p) % 32))
150 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
151 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
152 #define SET_PROPERTY(e,p,v) ((v) ? \
153 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
154 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
157 /* values for change events for custom elements */
159 #define CE_TOUCHED_BY_PLAYER 1
160 #define CE_PRESSED_BY_PLAYER 2
161 #define CE_PUSHED_BY_PLAYER 3
162 #define CE_COLLISION 4
165 #define CE_OTHER_COLLECTING 7
166 #define CE_OTHER_TOUCHING 8
167 #define CE_OTHER_PRESSING 9
168 #define CE_OTHER_PUSHING 10
169 #define CE_OTHER_CHANGING 11
170 #define CE_OTHER_EXPLODING 12
172 /* values for internal purpose only (level editor) */
173 #define CE_BY_PLAYER 13
174 #define CE_BY_COLLISION 14
175 #define CE_BY_OTHER 15
177 #define NUM_CHANGE_EVENTS 16
179 #define CE_BITMASK_DEFAULT 0
181 #define CH_EVENT_BIT(c) (1 << (c))
182 #define CH_EVENT_VAR(e) (element_info[e].change.events)
184 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
185 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
186 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
188 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
189 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
191 /* values for change power for custom elements */
192 #define CP_NON_DESTRUCTIVE 0
193 #define CP_HALF_DESTRUCTIVE 1
194 #define CP_FULL_DESTRUCTIVE 2
197 /* macros for configurable properties */
198 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
199 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
200 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
201 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
202 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
203 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
204 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
205 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
206 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
207 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
208 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
209 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
210 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
211 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
212 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
213 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
214 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
215 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
216 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
217 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
218 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
219 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
220 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
222 /* macros for special configurable properties */
223 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
225 /* macros for special graphics properties */
226 #define CAN_BE_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e),EP_CAN_BE_CRUMBLED)
228 /* macros for pre-defined properties */
229 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
230 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
231 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
232 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
233 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
234 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
235 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
236 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
237 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
238 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
239 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
240 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
241 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
242 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
243 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
244 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
245 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
246 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
247 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
248 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
249 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
250 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
251 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
253 /* macros for derived properties */
254 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
255 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
256 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
257 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
258 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
259 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
260 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
261 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
262 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
263 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
264 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
265 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
266 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
268 /* special macros used in game engine */
269 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
270 (e) <= EL_CUSTOM_END)
272 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
273 element_info[e].gfx_element : e)
275 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
277 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
278 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
280 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
281 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
282 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
284 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
285 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
286 (e) == EL_EMERALD ? EL_DIAMOND : \
287 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
288 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
289 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
291 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
292 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
294 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
295 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
296 #define TAPE_IS_EMPTY(x) ((x).length == 0)
297 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
299 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
300 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
301 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
302 IS_INDESTRUCTIBLE(Feld[x][y]))
303 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
304 PROTECTED_FIELD(x, y))
306 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
308 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
309 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
310 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
312 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
313 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
314 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
315 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
317 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
320 /* boundaries of arrays etc. */
321 #define MAX_LEVEL_NAME_LEN 32
322 #define MAX_LEVEL_AUTHOR_LEN 32
323 #define MAX_TAPELEN (1000 * 50) /* max. time * framerate */
324 #define MAX_SCORE_ENTRIES 100
325 #define MAX_NUM_AMOEBA 100
327 /* values for elements with content */
328 #define MIN_ELEMENT_CONTENTS 1
329 #define STD_ELEMENT_CONTENTS 4
330 #define MAX_ELEMENT_CONTENTS 8
332 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
334 /* fundamental game speed values */
335 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
336 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
337 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
338 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
339 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
341 /* often used screen positions */
344 #define REAL_SX (SX - 2)
345 #define REAL_SY (SY - 2)
354 #define MINI_TILEX (TILEX / 2)
355 #define MINI_TILEY (TILEY / 2)
356 #define MICRO_TILEX (TILEX / 8)
357 #define MICRO_TILEY (TILEY / 8)
358 #define MIDPOSX (SCR_FIELDX / 2)
359 #define MIDPOSY (SCR_FIELDY / 2)
360 #define SXSIZE (SCR_FIELDX * TILEX)
361 #define SYSIZE (SCR_FIELDY * TILEY)
362 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
363 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
366 #define VXSIZE DXSIZE
368 #define EXSIZE DXSIZE
369 #define EYSIZE (VYSIZE + 44)
370 #define FULL_SXSIZE (2 + SXSIZE + 2)
371 #define FULL_SYSIZE (2 + SYSIZE + 2)
372 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
373 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
374 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
375 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
376 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
379 /* "real" level file elements */
380 #define EL_UNDEFINED -1
382 #define EL_EMPTY_SPACE 0
383 #define EL_EMPTY EL_EMPTY_SPACE
386 #define EL_WALL_CRUMBLED 3
388 #define EL_KEY_OBSOLETE 5 /* obsolete; mapped to EL_KEY_1 */
390 #define EL_EXIT_CLOSED 7
391 #define EL_PLAYER_OBSOLETE 8 /* obsolete; mapped to EL_PLAYER_1 */
393 #define EL_SPACESHIP 10
396 #define EL_STEELWALL 13
397 #define EL_DIAMOND 14
398 #define EL_AMOEBA_DEAD 15
399 #define EL_QUICKSAND_EMPTY 16
400 #define EL_QUICKSAND_FULL 17
401 #define EL_AMOEBA_DROP 18
403 #define EL_MAGIC_WALL 20
404 #define EL_SPEED_PILL 21
406 #define EL_AMOEBA_WET 23
407 #define EL_AMOEBA_DRY 24
409 #define EL_GAME_OF_LIFE 26
410 #define EL_BIOMAZE 27
411 #define EL_DYNAMITE_ACTIVE 28
412 #define EL_STONEBLOCK 29
413 #define EL_ROBOT_WHEEL 30
414 #define EL_ROBOT_WHEEL_ACTIVE 31
423 #define EL_GATE_1_GRAY 40
424 #define EL_GATE_2_GRAY 41
425 #define EL_GATE_3_GRAY 42
426 #define EL_GATE_4_GRAY 43
427 #define EL_DYNAMITE 44
429 #define EL_INVISIBLE_WALL 46
431 #define EL_LAMP_ACTIVE 48
432 #define EL_WALL_EMERALD 49
433 #define EL_WALL_DIAMOND 50
434 #define EL_AMOEBA_FULL 51
435 #define EL_BD_AMOEBA 52
436 #define EL_TIME_ORB_FULL 53
437 #define EL_TIME_ORB_EMPTY 54
438 #define EL_EXPANDABLE_WALL 55
439 #define EL_BD_DIAMOND 56
440 #define EL_EMERALD_YELLOW 57
441 #define EL_WALL_BD_DIAMOND 58
442 #define EL_WALL_EMERALD_YELLOW 59
443 #define EL_DARK_YAMYAM 60
444 #define EL_BD_MAGIC_WALL 61
445 #define EL_INVISIBLE_STEELWALL 62
447 #define EL_UNUSED_63 63
449 #define EL_DYNABOMB_INCREASE_NUMBER 64
450 #define EL_DYNABOMB_INCREASE_SIZE 65
451 #define EL_DYNABOMB_INCREASE_POWER 66
452 #define EL_SOKOBAN_OBJECT 67
453 #define EL_SOKOBAN_FIELD_EMPTY 68
454 #define EL_SOKOBAN_FIELD_FULL 69
455 #define EL_BD_BUTTERFLY_RIGHT 70
456 #define EL_BD_BUTTERFLY_UP 71
457 #define EL_BD_BUTTERFLY_LEFT 72
458 #define EL_BD_BUTTERFLY_DOWN 73
459 #define EL_BD_FIREFLY_RIGHT 74
460 #define EL_BD_FIREFLY_UP 75
461 #define EL_BD_FIREFLY_LEFT 76
462 #define EL_BD_FIREFLY_DOWN 77
463 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
464 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
465 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
466 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
467 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
468 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
469 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
470 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
471 #define EL_BD_BUTTERFLY 78
472 #define EL_BD_FIREFLY 79
473 #define EL_PLAYER_1 80
474 #define EL_PLAYER_2 81
475 #define EL_PLAYER_3 82
476 #define EL_PLAYER_4 83
477 #define EL_BUG_RIGHT 84
479 #define EL_BUG_LEFT 86
480 #define EL_BUG_DOWN 87
481 #define EL_SPACESHIP_RIGHT 88
482 #define EL_SPACESHIP_UP 89
483 #define EL_SPACESHIP_LEFT 90
484 #define EL_SPACESHIP_DOWN 91
485 #define EL_PACMAN_RIGHT 92
486 #define EL_PACMAN_UP 93
487 #define EL_PACMAN_LEFT 94
488 #define EL_PACMAN_DOWN 95
489 #define EL_EMERALD_RED 96
490 #define EL_EMERALD_PURPLE 97
491 #define EL_WALL_EMERALD_RED 98
492 #define EL_WALL_EMERALD_PURPLE 99
493 #define EL_ACID_POOL_TOPLEFT 100
494 #define EL_ACID_POOL_TOPRIGHT 101
495 #define EL_ACID_POOL_BOTTOMLEFT 102
496 #define EL_ACID_POOL_BOTTOM 103
497 #define EL_ACID_POOL_BOTTOMRIGHT 104
498 #define EL_BD_WALL 105
499 #define EL_BD_ROCK 106
500 #define EL_EXIT_OPEN 107
501 #define EL_BLACK_ORB 108
502 #define EL_AMOEBA_TO_DIAMOND 109
504 #define EL_PENGUIN 111
505 #define EL_SATELLITE 112
506 #define EL_ARROW_LEFT 113
507 #define EL_ARROW_RIGHT 114
508 #define EL_ARROW_UP 115
509 #define EL_ARROW_DOWN 116
511 #define EL_DRAGON 118
513 #define EL_EM_KEY_1_FILE 119
515 #define EL_CHAR_START 120
516 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
517 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
519 #include "conf_chr.h" /* include auto-generated data structure definitions */
521 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
522 #define EL_CHAR_END (EL_CHAR_START + 79)
524 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
526 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
527 #define EL_EXPANDABLE_WALL_VERTICAL 201
528 #define EL_EXPANDABLE_WALL_ANY 202
530 #define EL_EM_GATE_1 203
531 #define EL_EM_GATE_2 204
532 #define EL_EM_GATE_3 205
533 #define EL_EM_GATE_4 206
535 #define EL_EM_KEY_2_FILE 207
536 #define EL_EM_KEY_3_FILE 208
537 #define EL_EM_KEY_4_FILE 209
539 #define EL_SP_START 210
540 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
541 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
542 #define EL_SP_ZONK (EL_SP_START + 1)
543 #define EL_SP_BASE (EL_SP_START + 2)
544 #define EL_SP_MURPHY (EL_SP_START + 3)
545 #define EL_SP_INFOTRON (EL_SP_START + 4)
546 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
547 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
548 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
549 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
550 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
551 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
552 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
553 #define EL_SP_PORT_UP (EL_SP_START + 12)
554 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
555 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
556 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
557 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
558 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
559 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
560 #define EL_SP_TERMINAL (EL_SP_START + 19)
561 #define EL_SP_DISK_RED (EL_SP_START + 20)
562 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
563 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
564 #define EL_SP_PORT_ANY (EL_SP_START + 23)
565 #define EL_SP_ELECTRON (EL_SP_START + 24)
566 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
567 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
568 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
569 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
570 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
571 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
572 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
573 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
574 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
575 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
576 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
577 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
578 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
579 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
580 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
581 #define EL_SP_END (EL_SP_START + 39)
583 #define EL_EM_GATE_1_GRAY 250
584 #define EL_EM_GATE_2_GRAY 251
585 #define EL_EM_GATE_3_GRAY 252
586 #define EL_EM_GATE_4_GRAY 253
588 #define EL_UNUSED_254 254
589 #define EL_UNUSED_255 255
592 #define EL_CRYSTAL 257
593 #define EL_WALL_PEARL 258
594 #define EL_WALL_CRYSTAL 259
595 #define EL_DOOR_WHITE 260
596 #define EL_DOOR_WHITE_GRAY 261
597 #define EL_KEY_WHITE 262
598 #define EL_SHIELD_NORMAL 263
599 #define EL_EXTRA_TIME 264
600 #define EL_SWITCHGATE_OPEN 265
601 #define EL_SWITCHGATE_CLOSED 266
602 #define EL_SWITCHGATE_SWITCH_UP 267
603 #define EL_SWITCHGATE_SWITCH_DOWN 268
605 #define EL_UNUSED_269 269
606 #define EL_UNUSED_270 270
608 #define EL_CONVEYOR_BELT_1_LEFT 271
609 #define EL_CONVEYOR_BELT_1_MIDDLE 272
610 #define EL_CONVEYOR_BELT_1_RIGHT 273
611 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
612 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
613 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
614 #define EL_CONVEYOR_BELT_2_LEFT 277
615 #define EL_CONVEYOR_BELT_2_MIDDLE 278
616 #define EL_CONVEYOR_BELT_2_RIGHT 279
617 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
618 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
619 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
620 #define EL_CONVEYOR_BELT_3_LEFT 283
621 #define EL_CONVEYOR_BELT_3_MIDDLE 284
622 #define EL_CONVEYOR_BELT_3_RIGHT 285
623 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
624 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
625 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
626 #define EL_CONVEYOR_BELT_4_LEFT 289
627 #define EL_CONVEYOR_BELT_4_MIDDLE 290
628 #define EL_CONVEYOR_BELT_4_RIGHT 291
629 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
630 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
631 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
632 #define EL_LANDMINE 295
633 #define EL_ENVELOPE 296
634 #define EL_LIGHT_SWITCH 297
635 #define EL_LIGHT_SWITCH_ACTIVE 298
636 #define EL_SIGN_EXCLAMATION 299
637 #define EL_SIGN_RADIOACTIVITY 300
638 #define EL_SIGN_STOP 301
639 #define EL_SIGN_WHEELCHAIR 302
640 #define EL_SIGN_PARKING 303
641 #define EL_SIGN_ONEWAY 304
642 #define EL_SIGN_HEART 305
643 #define EL_SIGN_TRIANGLE 306
644 #define EL_SIGN_ROUND 307
645 #define EL_SIGN_EXIT 308
646 #define EL_SIGN_YINYANG 309
647 #define EL_SIGN_OTHER 310
648 #define EL_MOLE_LEFT 311
649 #define EL_MOLE_RIGHT 312
650 #define EL_MOLE_UP 313
651 #define EL_MOLE_DOWN 314
652 #define EL_STEELWALL_SLANTED 315
653 #define EL_INVISIBLE_SAND 316
654 #define EL_DX_UNKNOWN_15 317
655 #define EL_DX_UNKNOWN_42 318
657 #define EL_UNUSED_319 319
658 #define EL_UNUSED_320 320
660 #define EL_SHIELD_DEADLY 321
661 #define EL_TIMEGATE_OPEN 322
662 #define EL_TIMEGATE_CLOSED 323
663 #define EL_TIMEGATE_SWITCH_ACTIVE 324
664 #define EL_TIMEGATE_SWITCH 325
666 #define EL_BALLOON 326
667 #define EL_BALLOON_SWITCH_LEFT 327
668 #define EL_BALLOON_SWITCH_RIGHT 328
669 #define EL_BALLOON_SWITCH_UP 329
670 #define EL_BALLOON_SWITCH_DOWN 330
671 #define EL_BALLOON_SWITCH_ANY 331
673 #define EL_EMC_STEELWALL_1 332
674 #define EL_EMC_STEELWALL_2 333
675 #define EL_EMC_STEELWALL_3 334
676 #define EL_EMC_STEELWALL_4 335
677 #define EL_EMC_WALL_1 336
678 #define EL_EMC_WALL_2 337
679 #define EL_EMC_WALL_3 338
680 #define EL_EMC_WALL_4 339
681 #define EL_EMC_WALL_5 340
682 #define EL_EMC_WALL_6 341
683 #define EL_EMC_WALL_7 342
684 #define EL_EMC_WALL_8 343
686 #define EL_TUBE_ANY 344
687 #define EL_TUBE_VERTICAL 345
688 #define EL_TUBE_HORIZONTAL 346
689 #define EL_TUBE_VERTICAL_LEFT 347
690 #define EL_TUBE_VERTICAL_RIGHT 348
691 #define EL_TUBE_HORIZONTAL_UP 349
692 #define EL_TUBE_HORIZONTAL_DOWN 350
693 #define EL_TUBE_LEFT_UP 351
694 #define EL_TUBE_LEFT_DOWN 352
695 #define EL_TUBE_RIGHT_UP 353
696 #define EL_TUBE_RIGHT_DOWN 354
697 #define EL_SPRING 355
699 #define EL_DX_SUPABOMB 357
701 #define EL_UNUSED_358 358
702 #define EL_UNUSED_359 359
704 #define EL_CUSTOM_START 360
706 #include "conf_cus.h" /* include auto-generated data structure definitions */
708 #define EL_CUSTOM_END (EL_CUSTOM_START + 127)
710 #define NUM_CUSTOM_ELEMENTS 128
711 #define NUM_FILE_ELEMENTS 488
714 /* "real" (and therefore drawable) runtime elements */
715 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
717 #define EL_EM_KEY_1 (EL_FIRST_RUNTIME_REAL + 0)
718 #define EL_EM_KEY_2 (EL_FIRST_RUNTIME_REAL + 1)
719 #define EL_EM_KEY_3 (EL_FIRST_RUNTIME_REAL + 2)
720 #define EL_EM_KEY_4 (EL_FIRST_RUNTIME_REAL + 3)
721 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
722 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 5)
723 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 6)
724 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 7)
725 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 8)
726 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 9)
727 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 10)
728 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 11)
729 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 12)
730 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 13)
731 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
732 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
733 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
734 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
735 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
736 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
737 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
738 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
739 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
740 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
741 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
742 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
743 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 26)
744 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 27)
745 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 28)
746 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 29)
747 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 30)
748 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 31)
749 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 32)
750 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 33)
751 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 34)
752 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 35)
753 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 36)
754 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 37)
755 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
756 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 39)
757 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
758 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 41)
759 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
760 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 43)
761 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
762 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 45)
764 /* "unreal" (and therefore not drawable) runtime elements */
765 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 46)
767 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
768 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
769 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
770 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
771 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
772 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
773 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
774 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
775 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
776 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
777 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
778 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
779 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
780 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
782 /* dummy elements (never used as game elements, only used as graphics) */
783 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
785 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
786 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
787 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
788 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
789 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
790 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
791 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
792 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
793 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
794 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
795 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
796 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
797 #define EL_SAND_CRUMBLED (EL_FIRST_DUMMY + 12)
798 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
799 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 14)
800 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 15)
801 #define EL_DEFAULT (EL_FIRST_DUMMY + 16)
802 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 17)
803 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 18)
804 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 19)
806 #define MAX_NUM_ELEMENTS (EL_FIRST_DUMMY + 20)
809 /* values for graphics/sounds action types */
810 #define ACTION_DEFAULT 0
811 #define ACTION_WAITING 1
812 #define ACTION_FALLING 2
813 #define ACTION_MOVING 3
814 #define ACTION_DIGGING 4
815 #define ACTION_SNAPPING 5
816 #define ACTION_COLLECTING 6
817 #define ACTION_DROPPING 7
818 #define ACTION_PUSHING 8
819 #define ACTION_WALKING 9
820 #define ACTION_PASSING 10
821 #define ACTION_IMPACT 11
822 #define ACTION_BREAKING 12
823 #define ACTION_ACTIVATING 13
824 #define ACTION_DEACTIVATING 14
825 #define ACTION_OPENING 15
826 #define ACTION_CLOSING 16
827 #define ACTION_ATTACKING 17
828 #define ACTION_GROWING 18
829 #define ACTION_SHRINKING 19
830 #define ACTION_ACTIVE 20
831 #define ACTION_FILLING 21
832 #define ACTION_EMPTYING 22
833 #define ACTION_CHANGING 23
834 #define ACTION_EXPLODING 24
835 #define ACTION_DYING 25
836 #define ACTION_OTHER 26
838 #define NUM_ACTIONS 27
840 /* values for special image configuration suffixes (must match game mode) */
841 #define GFX_SPECIAL_ARG_MAIN 0
842 #define GFX_SPECIAL_ARG_LEVELS 1
843 #define GFX_SPECIAL_ARG_SCORES 2
844 #define GFX_SPECIAL_ARG_EDITOR 3
845 #define GFX_SPECIAL_ARG_INFO 4
846 #define GFX_SPECIAL_ARG_SETUP 5
847 #define GFX_SPECIAL_ARG_DOOR 6
848 #define GFX_SPECIAL_ARG_PREVIEW 7
850 #define NUM_SPECIAL_GFX_ARGS 8
853 /* values for image configuration suffixes */
856 #define GFX_ARG_XPOS 2
857 #define GFX_ARG_YPOS 3
858 #define GFX_ARG_WIDTH 4
859 #define GFX_ARG_HEIGHT 5
860 #define GFX_ARG_OFFSET 6
861 #define GFX_ARG_VERTICAL 7
862 #define GFX_ARG_XOFFSET 8
863 #define GFX_ARG_YOFFSET 9
864 #define GFX_ARG_FRAMES 10
865 #define GFX_ARG_FRAMES_PER_LINE 11
866 #define GFX_ARG_START_FRAME 12
867 #define GFX_ARG_DELAY 13
868 #define GFX_ARG_ANIM_MODE 14
869 #define GFX_ARG_GLOBAL_SYNC 15
870 #define GFX_ARG_STEP_OFFSET 16
871 #define GFX_ARG_STEP_DELAY 17
872 #define GFX_ARG_DIRECTION 18
873 #define GFX_ARG_POSITION 19
874 #define GFX_ARG_DRAW_XOFFSET 20
875 #define GFX_ARG_DRAW_YOFFSET 21
876 #define GFX_ARG_NAME 22
878 #define NUM_GFX_ARGS 23
881 /* values for sound configuration suffixes */
882 #define SND_ARG_MODE_LOOP 0
884 #define NUM_SND_ARGS 1
887 /* values for font configuration */
889 #define FONT_INITIAL_1 0
890 #define FONT_INITIAL_2 1
891 #define FONT_INITIAL_3 2
892 #define FONT_INITIAL_4 3
893 #define FONT_TITLE_1 4
894 #define FONT_TITLE_2 5
895 #define FONT_MENU_1 6
896 #define FONT_MENU_2 7
897 #define FONT_TEXT_1_ACTIVE 8
898 #define FONT_TEXT_2_ACTIVE 9
899 #define FONT_TEXT_3_ACTIVE 10
900 #define FONT_TEXT_4_ACTIVE 11
901 #define FONT_TEXT_1 12
902 #define FONT_TEXT_2 13
903 #define FONT_TEXT_3 14
904 #define FONT_TEXT_4 15
905 #define FONT_INPUT_1_ACTIVE 16
906 #define FONT_INPUT_2_ACTIVE 17
907 #define FONT_INPUT_1 18
908 #define FONT_INPUT_2 19
909 #define FONT_OPTION_OFF 20
910 #define FONT_OPTION_ON 21
911 #define FONT_VALUE_1 22
912 #define FONT_VALUE_2 23
913 #define FONT_VALUE_OLD 24
914 #define FONT_LEVEL_NUMBER 25
915 #define FONT_TAPE_RECORDER 26
916 #define FONT_GAME_INFO 27
919 #define NUM_INITIAL_FONTS 4
921 /* values for game_status (must match special image configuration suffixes) */
922 #define GAME_MODE_MAIN 0
923 #define GAME_MODE_LEVELS 1
924 #define GAME_MODE_SCORES 2
925 #define GAME_MODE_EDITOR 3
926 #define GAME_MODE_INFO 4
927 #define GAME_MODE_SETUP 5
928 #define GAME_MODE_PSEUDO_DOOR 6
929 #define GAME_MODE_PSEUDO_PREVIEW 7
931 /* there are no special config file suffixes for these modes */
932 #define GAME_MODE_PLAYING 8
933 #define GAME_MODE_PSEUDO_TYPENAME 9
934 #define GAME_MODE_QUIT 10
936 #define PROGRAM_VERSION_MAJOR 2
937 #define PROGRAM_VERSION_MINOR 2
938 #define PROGRAM_VERSION_PATCH 0
939 #define PROGRAM_VERSION_RELEASE 7
940 #define PROGRAM_VERSION_STRING "2.2.0rc7"
942 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
943 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
944 #define PROGRAM_RIGHTS_STRING "Copyright ©1995-2003 by"
945 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
946 #define PROGRAM_IDENT_STRING PROGRAM_VERSION_STRING " " TARGET_STRING
947 #define WINDOW_TITLE_STRING PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
948 #define WINDOW_SUBTITLE_STRING PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
949 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
950 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
951 #define FILENAME_PREFIX "Rocks"
953 #if defined(PLATFORM_UNIX)
954 #define USERDATA_DIRECTORY ".rocksndiamonds"
955 #elif defined(PLATFORM_WIN32)
956 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
958 #define USERDATA_DIRECTORY "userdata"
961 #define X11_ICON_FILENAME "rocks_icon.xbm"
962 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
963 #define MSDOS_POINTER_FILENAME "mouse.pcx"
965 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
966 ** currently supported/known file version numbers:
968 ** 1.2 (still in use)
969 ** 1.4 (still in use)
972 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0)
973 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0)
974 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0)
975 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0)
977 /* file version does not change for every program version, but is changed
978 when new features are introduced that are incompatible with older file
979 versions, so that they can be treated accordingly */
980 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
982 #define GAME_VERSION_1_0 FILE_VERSION_1_0
983 #define GAME_VERSION_1_2 FILE_VERSION_1_2
984 #define GAME_VERSION_1_4 FILE_VERSION_1_4
985 #define GAME_VERSION_2_0 FILE_VERSION_2_0
987 #define GAME_VERSION_ACTUAL RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
988 PROGRAM_VERSION_MINOR, \
989 PROGRAM_VERSION_PATCH, \
990 PROGRAM_VERSION_RELEASE)
992 /* values for game_emulation */
994 #define EMU_BOULDERDASH 1
995 #define EMU_SOKOBAN 2
996 #define EMU_SUPAPLEX 3
1000 char Name[MAX_PLAYER_NAME_LEN + 1];
1006 boolean present; /* player present in level playfield */
1007 boolean connected; /* player connected (locally or via network) */
1008 boolean active; /* player (present && connected) */
1010 int index_nr, client_nr, element_nr;
1012 byte action; /* action from local input device */
1013 byte effective_action; /* action acknowledged from network server
1014 or summarized over all configured input
1015 devices when in single player mode */
1016 byte programmed_action; /* action forced by game itself (like moving
1017 through doors); overrides other actions */
1019 int jx,jy, last_jx,last_jy;
1020 int MovDir, MovPos, GfxDir, GfxPos;
1021 int Frame, StepFrame;
1025 boolean use_murphy_graphic;
1026 boolean use_disk_red_graphic;
1030 boolean LevelSolved, GameOver;
1037 boolean is_collecting;
1039 unsigned long move_delay;
1040 int move_delay_value;
1042 unsigned long push_delay;
1043 unsigned long push_delay_value;
1045 unsigned long actual_frame_counter;
1048 int gems_still_needed;
1049 int sokobanfields_still_needed;
1050 int lights_still_needed;
1051 int friends_still_needed;
1054 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1055 int shield_normal_time_left;
1056 int shield_deadly_time_left;
1061 int file_version; /* file format version the level is stored with */
1062 int game_version; /* game release version the level was created with */
1064 boolean encoding_16bit_field; /* level contains 16-bit elements */
1065 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1066 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1072 char name[MAX_LEVEL_NAME_LEN + 1];
1073 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1074 int score[LEVEL_SCORE_ELEMENTS];
1075 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1076 int num_yamyam_contents;
1079 int time_magic_wall;
1083 boolean double_speed;
1085 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1087 boolean no_level_file;
1092 int file_version; /* file format version the tape is stored with */
1093 int game_version; /* game release version the tape was created with */
1094 int engine_version; /* game engine version the tape was recorded with */
1096 char *level_identifier;
1098 unsigned long random_seed;
1100 unsigned long counter;
1101 unsigned long length;
1102 unsigned long length_seconds;
1103 unsigned int delay_played;
1104 boolean pause_before_death;
1105 boolean recording, playing, pausing;
1106 boolean fast_forward;
1107 boolean index_search;
1109 boolean auto_play_level_solved;
1110 boolean quick_resume;
1111 boolean single_step;
1113 boolean player_participates[MAX_PLAYERS];
1114 int num_participating_players;
1118 byte action[MAX_PLAYERS];
1125 /* constant within running game */
1128 int initial_move_delay;
1129 int initial_move_delay_value;
1131 /* variable within running game */
1132 int yamyam_content_nr;
1133 boolean magic_wall_active;
1134 int magic_wall_time_left;
1135 int light_time_left;
1136 int timegate_time_left;
1141 boolean explosions_delayed;
1146 char *autoplay_leveldir;
1147 int autoplay_level_nr;
1151 float frames_per_second;
1152 boolean fps_slowdown;
1153 int fps_slowdown_factor;
1158 int draw_xoffset_default;
1159 int draw_yoffset_default;
1160 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1161 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1163 int list_size_default;
1164 int list_size[NUM_SPECIAL_GFX_ARGS];
1173 struct ElementChangeInfo
1175 unsigned long events; /* bitfield for change events */
1177 int delay_fixed; /* added frame delay before changed (fixed) */
1178 int delay_random; /* added frame delay before changed (random) */
1179 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1181 short trigger; /* custom element triggering change */
1183 short target_element; /* target element after change */
1185 int content[3][3]; /* new elements after extended change */
1186 boolean use_content; /* use extended change content */
1187 boolean only_complete; /* only use complete content */
1188 boolean use_random_change; /* use random value for setting content */
1189 int random; /* random value for setting content */
1190 int power; /* power of extended change */
1192 boolean explode; /* explode instead of change */
1194 /* functions that are called before, while and after the change of an
1195 element -- currently only used for non-custom elements */
1196 void (*pre_change_function)(int x, int y);
1197 void (*change_function)(int x, int y);
1198 void (*post_change_function)(int x, int y);
1203 /* ---------- token and description strings ---------- */
1205 char *token_name; /* element token used in config files */
1206 char *class_name; /* element class used in config files */
1207 char *editor_description; /* short description for level editor */
1208 char *custom_description; /* custom description for level editor */
1210 /* ---------- graphic and sound definitions ---------- */
1212 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1213 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1214 /* special graphics for left/right/up/down */
1215 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1216 /* special graphics for certain screens */
1218 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1220 /* ---------- special element property values ---------- */
1222 boolean use_template; /* use all properties from template file */
1224 boolean use_gfx_element;
1225 short gfx_element; /* optional custom graphic element */
1227 int score; /* score value for collecting */
1228 int gem_count; /* gem count value for collecting */
1230 int push_delay_fixed; /* constant frame delay for pushing */
1231 int push_delay_random; /* additional random frame delay for pushing */
1232 int move_delay_fixed; /* constant frame delay for moving */
1233 int move_delay_random; /* additional random frame delay for moving */
1235 int move_pattern; /* direction movable element moves to */
1236 int move_direction_initial; /* initial direction element moves to */
1237 int move_stepsize; /* step size element moves with */
1239 int content[3][3]; /* new elements after explosion */
1241 struct ElementChangeInfo change;
1246 char *token_name; /* font token used in config files */
1248 int graphic; /* default graphic for this font */
1249 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1250 /* special graphics for certain screens */
1251 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1252 /* internal bitmap ID for special graphics */
1258 int src_x, src_y; /* start position of animation frames */
1259 int width, height; /* width/height of each animation frame */
1260 int offset_x, offset_y; /* x/y offset to next animation frame */
1262 int anim_frames_per_line;
1263 int anim_start_frame;
1264 int anim_delay; /* important: delay of 1 means "no delay"! */
1266 boolean anim_global_sync;
1268 int step_offset; /* optional step offset of toon animations */
1269 int step_delay; /* optional step delay of toon animations */
1271 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1273 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1274 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1275 GC clip_gc; /* single-graphic-only clip gc for X11 */
1284 struct ElementActionInfo
1288 boolean is_loop_sound;
1291 struct ElementDirectionInfo
1297 struct SpecialSuffixInfo
1305 extern GC tile_clip_gc;
1306 extern Bitmap *pix[];
1308 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1309 extern Pixmap tile_clipmask[];
1310 extern DrawBuffer *fieldbuffer;
1311 extern DrawBuffer *drawto_field;
1313 extern int game_status;
1314 extern boolean level_editor_test_game;
1315 extern boolean network_playing;
1317 extern int key_joystick_mapping;
1319 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1320 extern int redraw_x1, redraw_y1;
1322 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1323 extern short Ur[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1324 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1325 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1326 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1327 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1328 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1329 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1330 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1331 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1332 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1333 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1334 extern short JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1335 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1336 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1337 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1338 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1339 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1341 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1343 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1344 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1345 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1346 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1348 extern int lev_fieldx, lev_fieldy;
1349 extern int scroll_x, scroll_y;
1352 extern int ScrollStepSize;
1353 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1354 extern int BorderElement;
1355 extern int GameFrameDelay;
1356 extern int FfwdFrameDelay;
1357 extern int BX1, BY1;
1358 extern int BX2, BY2;
1359 extern int SBX_Left, SBX_Right;
1360 extern int SBY_Upper, SBY_Lower;
1362 extern int ExitX, ExitY;
1363 extern int AllPlayersGone;
1365 extern int TimeFrames, TimePlayed, TimeLeft;
1366 extern boolean SiebAktiv;
1367 extern int SiebCount;
1369 extern boolean network_player_action_received;
1371 extern int graphics_action_mapping[];
1373 extern struct LevelInfo level;
1374 extern struct PlayerInfo stored_player[], *local_player;
1375 extern struct HiScore highscore[];
1376 extern struct TapeInfo tape;
1377 extern struct GameInfo game;
1378 extern struct GlobalInfo global;
1379 extern struct MenuInfo menu;
1380 extern struct DoorInfo door;
1381 extern struct ElementInfo element_info[];
1382 extern struct ElementActionInfo element_action_info[];
1383 extern struct ElementDirectionInfo element_direction_info[];
1384 extern struct SpecialSuffixInfo special_suffix_info[];
1385 extern struct TokenIntPtrInfo image_config_vars[];
1386 extern struct FontInfo font_info[];
1387 extern struct GraphicInfo *graphic_info;
1388 extern struct SoundInfo *sound_info;
1389 extern struct ConfigInfo image_config[], sound_config[];
1390 extern struct ConfigInfo image_config_suffix[], sound_config_suffix[];