rnd-20040207-1-src
[rocksndiamonds.git] / src / main.h
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * main.h                                                   *
12 ***********************************************************/
13
14 #ifndef MAIN_H
15 #define MAIN_H
16
17 #include <time.h>
18 #include <sys/time.h>
19 #include <sys/types.h>
20 #include <sys/stat.h>
21 #include <errno.h>
22 #include <unistd.h>
23 #include <fcntl.h>
24
25 #include "libgame/libgame.h"
26
27 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
28 #include "conf_snd.h"   /* include auto-generated data structure definitions */
29 #include "conf_mus.h"   /* include auto-generated data structure definitions */
30
31 #define IMG_UNDEFINED           (-1)
32 #define IMG_EMPTY               IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START          IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START        IMG_CUSTOM_1
37
38 #define SND_UNDEFINED           (-1)
39 #define MUS_UNDEFINED           (-1)
40
41 #define WIN_XSIZE               672
42 #define WIN_YSIZE               560
43
44 #define SCR_FIELDX              17
45 #define SCR_FIELDY              17
46 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX          3
49 #define MIN_LEV_FIELDY          3
50 #define STD_LEV_FIELDX          64
51 #define STD_LEV_FIELDY          32
52 #define MAX_LEV_FIELDX          128
53 #define MAX_LEV_FIELDY          128
54
55 #define SCREENX(a)              ((a) - scroll_x)
56 #define SCREENY(a)              ((a) - scroll_y)
57 #define LEVELX(a)               ((a) + scroll_x)
58 #define LEVELY(a)               ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
62
63 /* values for configurable properties (custom elem's only, else pre-defined) */
64 #define EP_DIGGABLE             0
65 #define EP_COLLECTIBLE_ONLY     1
66 #define EP_DONT_RUN_INTO        2
67 #define EP_DONT_COLLIDE_WITH    3
68 #define EP_DONT_TOUCH           4
69 #define EP_INDESTRUCTIBLE       5
70 #define EP_SLIPPERY             6
71 #define EP_CAN_CHANGE           7
72 #define EP_CAN_MOVE             8
73 #define EP_CAN_FALL             9
74 #define EP_CAN_SMASH_PLAYER     10
75 #define EP_CAN_SMASH_ENEMIES    11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE  13
78 #define EP_CAN_EXPLODE_SMASHED  14
79 #define EP_CAN_EXPLODE_IMPACT   15
80 #define EP_WALKABLE_OVER        16
81 #define EP_WALKABLE_INSIDE      17
82 #define EP_WALKABLE_UNDER       18
83 #define EP_PASSABLE_OVER        19
84 #define EP_PASSABLE_INSIDE      20
85 #define EP_PASSABLE_UNDER       21
86 #define EP_DROPPABLE            22
87 #define EP_CAN_EXPLODE_1X1      23
88 #define EP_PUSHABLE             24
89 #define EP_CAN_EXPLODE_DYNA     25
90 #define EP_PROTECTED            26
91
92 /* values for pre-defined properties */
93 #define EP_PLAYER               32
94 #define EP_CAN_PASS_MAGIC_WALL  33
95 #define EP_SWITCHABLE           34
96 #define EP_BD_ELEMENT           35
97 #define EP_SP_ELEMENT           36
98 #define EP_SB_ELEMENT           37
99 #define EP_GEM                  38
100 #define EP_FOOD_DARK_YAMYAM     39
101 #define EP_FOOD_PENGUIN         40
102 #define EP_FOOD_PIG             41
103 #define EP_HISTORIC_WALL        42
104 #define EP_HISTORIC_SOLID       43
105 #define EP_CLASSIC_ENEMY        44
106 #define EP_BELT                 45
107 #define EP_BELT_ACTIVE          46
108 #define EP_BELT_SWITCH          47
109 #define EP_TUBE                 48
110 #define EP_KEYGATE              49
111 #define EP_AMOEBOID             50
112 #define EP_AMOEBALIVE           51
113 #define EP_HAS_CONTENT          52
114 #define EP_ACTIVE_BOMB          53
115 #define EP_INACTIVE             54
116
117 /* values for special configurable properties (depending on level settings) */
118 #define EP_EM_SLIPPERY_WALL     55
119
120 /* values for special graphics properties (no effect on game engine) */
121 #define EP_GFX_CRUMBLED         56
122
123 /* values for derived properties (determined from properties above) */
124 #define EP_ACCESSIBLE_OVER      57
125 #define EP_ACCESSIBLE_INSIDE    58
126 #define EP_ACCESSIBLE_UNDER     59
127 #define EP_WALKABLE             60
128 #define EP_PASSABLE             61
129 #define EP_ACCESSIBLE           62
130 #define EP_COLLECTIBLE          63
131 #define EP_SNAPPABLE            64
132 #define EP_WALL                 65
133 #define EP_SOLID_FOR_PUSHING    66
134 #define EP_DRAGONFIRE_PROOF     67
135 #define EP_EXPLOSION_PROOF      68
136 #define EP_CAN_SMASH            69
137 #define EP_CAN_EXPLODE          70
138 #define EP_CAN_EXPLODE_3X3      71
139 #define EP_SP_PORT              72
140
141 /* values for internal purpose only (level editor) */
142 #define EP_EXPLODE_RESULT       73
143 #define EP_WALK_TO_OBJECT       74
144 #define EP_DEADLY               75
145
146 #define NUM_ELEMENT_PROPERTIES  76
147
148 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
149 #define EP_BITFIELD_BASE        0
150
151 #define EP_BITMASK_DEFAULT      0
152
153 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
154 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
155 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
156 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
157                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
158                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
159
160
161 /* values for change events for custom elements (stored in level file) */
162 #define CE_DELAY                0
163 #define CE_TOUCHED_BY_PLAYER    1
164 #define CE_PRESSED_BY_PLAYER    2
165 #define CE_PUSHED_BY_PLAYER     3
166 #define CE_DROPPED_BY_PLAYER    4
167 #define CE_HITTING_SOMETHING    5
168 #define CE_IMPACT               6
169 #define CE_SMASHED              7
170 #define CE_OTHER_IS_TOUCHING    8
171 #define CE_OTHER_IS_CHANGING    9
172 #define CE_OTHER_IS_EXPLODING   10
173 #define CE_OTHER_GETS_TOUCHED   11
174 #define CE_OTHER_GETS_PRESSED   12
175 #define CE_OTHER_GETS_PUSHED    13
176 #define CE_OTHER_GETS_COLLECTED 14
177 #define CE_OTHER_GETS_DROPPED   15
178 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
179 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
180 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
181 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
182 #define CE_OTHER_GETS_DIGGED    20
183 #define CE_ENTERED_BY_PLAYER    21
184 #define CE_LEFT_BY_PLAYER       22
185 #define CE_OTHER_GETS_ENTERED   23
186 #define CE_OTHER_GETS_LEFT      24
187 #define CE_SWITCHED             25
188 #define CE_OTHER_IS_SWITCHING   26
189 #define CE_HIT_BY_SOMETHING     27
190 #define CE_OTHER_IS_HITTING     28
191 #define CE_OTHER_GETS_HIT       29
192
193 #define NUM_CHANGE_EVENTS       30
194
195 #define CE_BITMASK_DEFAULT      0
196
197 #define CH_EVENT_BIT(c)         (1 << (c))
198 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
199 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
200
201 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
202                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
203 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
204                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
205 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
206                                  ((v) ?                                   \
207                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
208                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
209
210 /* values for change sides for custom elements */
211 #define CH_SIDE_NONE            MV_NO_MOVING
212 #define CH_SIDE_LEFT            MV_LEFT
213 #define CH_SIDE_RIGHT           MV_RIGHT
214 #define CH_SIDE_TOP             MV_UP
215 #define CH_SIDE_BOTTOM          MV_DOWN
216 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
217 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
218 #define CH_SIDE_ANY             MV_ANY_DIRECTION
219
220 /* values for change power for custom elements */
221 #define CP_NON_DESTRUCTIVE      0
222 #define CP_HALF_DESTRUCTIVE     1
223 #define CP_FULL_DESTRUCTIVE     2
224
225 /* values for custom move patterns (bits 0 - 3: basic move directions) */
226 #define MV_BIT_TOWARDS_PLAYER   4
227 #define MV_BIT_AWAY_FROM_PLAYER 5
228 #define MV_BIT_ALONG_LEFT_SIDE  6
229 #define MV_BIT_ALONG_RIGHT_SIDE 7
230 #define MV_BIT_TURNING_LEFT     8
231 #define MV_BIT_TURNING_RIGHT    9
232 #define MV_BIT_WHEN_PUSHED      10
233 #define MV_BIT_MAZE_RUNNER      11
234 #define MV_BIT_MAZE_HUNTER      12
235 #define MV_BIT_WHEN_DROPPED     13
236 #define MV_BIT_TURNING_LEFT_RIGHT 14
237 #define MV_BIT_TURNING_RIGHT_LEFT 15
238 #define MV_BIT_TURNING_RANDOM   16
239
240 /* values for custom move patterns */
241 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
242 #define MV_VERTICAL             (MV_UP | MV_DOWN)
243 #define MV_ALL_DIRECTIONS       (MV_HORIZONTAL | MV_VERTICAL)
244 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
245 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
246 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
247 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
248 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
249 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
250 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
251 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
252 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
253 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
254 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
255 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
256 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
257 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
258 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
259
260 /* values for initial move direction (bits 0 - 3: basic move directions) */
261 #define MV_START_BIT_PREVIOUS   4
262
263 /* values for initial move direction */
264 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
265 #define MV_START_LEFT           (MV_LEFT)
266 #define MV_START_RIGHT          (MV_RIGHT)
267 #define MV_START_UP             (MV_UP)
268 #define MV_START_DOWN           (MV_DOWN)
269 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
270 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
271
272 /* values for elements left behind by custom elements */
273 #define LEAVE_TYPE_UNLIMITED    0
274 #define LEAVE_TYPE_LIMITED      1
275
276 /* values for slippery property for custom elements */
277 #define SLIPPERY_ANY_RANDOM     0
278 #define SLIPPERY_ANY_LEFT_RIGHT 1
279 #define SLIPPERY_ANY_RIGHT_LEFT 2
280 #define SLIPPERY_ONLY_LEFT      3
281 #define SLIPPERY_ONLY_RIGHT     4
282
283 /* macros for configurable properties */
284 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
285 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
286 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
287 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
288 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
289 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
290 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
291 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
292 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
293 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
294 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
295 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
296 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
297 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
298 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
299 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
300 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
301 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
302 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
303 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
304 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
305 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
306 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
307 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
308 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
309 #define CAN_EXPLODE_DYNA(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
310 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
311
312 /* macros for special configurable properties */
313 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
314
315 /* macros for special graphics properties */
316 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
317
318 /* macros for pre-defined properties */
319 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
320 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
321 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
322 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
323 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
324 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
325 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
326 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
327 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
328 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
329 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
330 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
331 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
332 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
333 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
334 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
335 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
336 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
337 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
338 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
339 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
340 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
341 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
342
343 /* macros for derived properties */
344 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
345 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
346 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
347 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
348 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
349 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
350 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
351 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
352 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
353 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
354 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
355 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
356 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
357 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
358 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
359 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
360
361 /* special macros used in game engine */
362 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
363                                  (e) <= EL_CUSTOM_END)
364
365 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
366                                  (e) <= EL_GROUP_END)
367
368 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
369                                  (e) <= EL_ENVELOPE_4)
370
371 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
372                                  element_info[e].gfx_element : e)
373
374 #define IS_PLAYER(x,y)          (ELEM_IS_PLAYER(StorePlayer[x][y]))
375
376 #define IS_FREE(x,y)            (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
377 #define IS_FREE_OR_PLAYER(x,y)  (Feld[x][y] == EL_EMPTY)
378
379 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
380 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
381 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
382
383 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
384                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
385                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
386                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
387                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
388                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
389                                  EL_ROCK)
390 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
391                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
392                                  EL_BD_ROCK)
393 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
394 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
395 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
396 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
397
398 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
399 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
400
401 #if 1
402
403 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
404                                          IS_PROTECTED(Back[x][y]))
405 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
406 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
407                                          ENEMY_PROTECTED_FIELD(x, y))
408 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
409                                          EXPLOSION_PROTECTED_FIELD(x, y))
410
411 #else
412
413 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
414                                  IS_INDESTRUCTIBLE(Feld[x][y]))
415 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
416                                  PROTECTED_FIELD(x, y))
417 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
418                                  PROTECTED_FIELD(x, y))
419 #endif
420
421 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
422                                  (p)->switch_x == (x) && (p)->switch_y == (y))
423
424 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
425
426 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
427 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
428 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
429
430 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
431 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
432 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
433 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
434
435 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
436
437
438 /* fundamental game speed values */
439 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
440 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
441 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
442 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
443 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
444 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
445
446 /* boundaries of arrays etc. */
447 #define MAX_LEVEL_NAME_LEN      32
448 #define MAX_LEVEL_AUTHOR_LEN    32
449 #define MAX_ELEMENT_NAME_LEN    32
450 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
451 #define MAX_SCORE_ENTRIES       100
452 #define MAX_NUM_AMOEBA          100
453 #define MAX_INVENTORY_SIZE      1000
454 #define MIN_ENVELOPE_XSIZE      1
455 #define MIN_ENVELOPE_YSIZE      1
456 #define MAX_ENVELOPE_XSIZE      30
457 #define MAX_ENVELOPE_YSIZE      20
458 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
459 #define MIN_CHANGE_PAGES        1
460 #define MAX_CHANGE_PAGES        32
461 #define MIN_ELEMENTS_IN_GROUP   1
462 #define MAX_ELEMENTS_IN_GROUP   16
463
464 /* values for elements with content */
465 #define MIN_ELEMENT_CONTENTS    1
466 #define STD_ELEMENT_CONTENTS    4
467 #define MAX_ELEMENT_CONTENTS    8
468
469 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
470
471 /* often used screen positions */
472 #define SX                      8
473 #define SY                      8
474 #define REAL_SX                 (SX - 2)
475 #define REAL_SY                 (SY - 2)
476 #define DX                      566
477 #define DY                      60
478 #define VX                      DX
479 #define VY                      400
480 #define EX                      DX
481 #define EY                      (VY - 44)
482 #define TILEX                   32
483 #define TILEY                   32
484 #define MINI_TILEX              (TILEX / 2)
485 #define MINI_TILEY              (TILEY / 2)
486 #define MICRO_TILEX             (TILEX / 8)
487 #define MICRO_TILEY             (TILEY / 8)
488 #define MIDPOSX                 (SCR_FIELDX / 2)
489 #define MIDPOSY                 (SCR_FIELDY / 2)
490 #define SXSIZE                  (SCR_FIELDX * TILEX)
491 #define SYSIZE                  (SCR_FIELDY * TILEY)
492 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
493 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
494 #define DXSIZE                  100
495 #define DYSIZE                  280
496 #define VXSIZE                  DXSIZE
497 #define VYSIZE                  100
498 #define EXSIZE                  DXSIZE
499 #define EYSIZE                  (VYSIZE + 44)
500 #define FULL_SXSIZE             (2 + SXSIZE + 2)
501 #define FULL_SYSIZE             (2 + SYSIZE + 2)
502 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
503 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
504 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
505 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
506 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
507
508
509 /* score for elements */
510 #define SC_EMERALD              0
511 #define SC_DIAMOND              1
512 #define SC_BUG                  2
513 #define SC_SPACESHIP            3
514 #define SC_YAMYAM               4
515 #define SC_ROBOT                5
516 #define SC_PACMAN               6
517 #define SC_NUT                  7
518 #define SC_DYNAMITE             8
519 #define SC_KEY                  9
520 #define SC_TIME_BONUS           10
521 #define SC_CRYSTAL              11
522 #define SC_PEARL                12
523 #define SC_SHIELD               13
524
525
526 /* "real" level file elements */
527 #define EL_UNDEFINED                    -1
528
529 #define EL_EMPTY_SPACE                  0
530 #define EL_EMPTY                        EL_EMPTY_SPACE
531 #define EL_SAND                         1
532 #define EL_WALL                         2
533 #define EL_WALL_SLIPPERY                3
534 #define EL_ROCK                         4
535 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
536 #define EL_EMERALD                      6
537 #define EL_EXIT_CLOSED                  7
538 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
539 #define EL_BUG                          9
540 #define EL_SPACESHIP                    10
541 #define EL_YAMYAM                       11
542 #define EL_ROBOT                        12
543 #define EL_STEELWALL                    13
544 #define EL_DIAMOND                      14
545 #define EL_AMOEBA_DEAD                  15
546 #define EL_QUICKSAND_EMPTY              16
547 #define EL_QUICKSAND_FULL               17
548 #define EL_AMOEBA_DROP                  18
549 #define EL_BOMB                         19
550 #define EL_MAGIC_WALL                   20
551 #define EL_SPEED_PILL                   21
552 #define EL_ACID                         22
553 #define EL_AMOEBA_WET                   23
554 #define EL_AMOEBA_DRY                   24
555 #define EL_NUT                          25
556 #define EL_GAME_OF_LIFE                 26
557 #define EL_BIOMAZE                      27
558 #define EL_DYNAMITE_ACTIVE              28
559 #define EL_STONEBLOCK                   29
560 #define EL_ROBOT_WHEEL                  30
561 #define EL_ROBOT_WHEEL_ACTIVE           31
562 #define EL_KEY_1                        32
563 #define EL_KEY_2                        33
564 #define EL_KEY_3                        34
565 #define EL_KEY_4                        35
566 #define EL_GATE_1                       36
567 #define EL_GATE_2                       37
568 #define EL_GATE_3                       38
569 #define EL_GATE_4                       39
570 #define EL_GATE_1_GRAY                  40
571 #define EL_GATE_2_GRAY                  41
572 #define EL_GATE_3_GRAY                  42
573 #define EL_GATE_4_GRAY                  43
574 #define EL_DYNAMITE                     44
575 #define EL_PACMAN                       45
576 #define EL_INVISIBLE_WALL               46
577 #define EL_LAMP                         47
578 #define EL_LAMP_ACTIVE                  48
579 #define EL_WALL_EMERALD                 49
580 #define EL_WALL_DIAMOND                 50
581 #define EL_AMOEBA_FULL                  51
582 #define EL_BD_AMOEBA                    52
583 #define EL_TIME_ORB_FULL                53
584 #define EL_TIME_ORB_EMPTY               54
585 #define EL_EXPANDABLE_WALL              55
586 #define EL_BD_DIAMOND                   56
587 #define EL_EMERALD_YELLOW               57
588 #define EL_WALL_BD_DIAMOND              58
589 #define EL_WALL_EMERALD_YELLOW          59
590 #define EL_DARK_YAMYAM                  60
591 #define EL_BD_MAGIC_WALL                61
592 #define EL_INVISIBLE_STEELWALL          62
593 #define EL_SOKOBAN_FIELD_PLAYER         63
594 #define EL_DYNABOMB_INCREASE_NUMBER     64
595 #define EL_DYNABOMB_INCREASE_SIZE       65
596 #define EL_DYNABOMB_INCREASE_POWER      66
597 #define EL_SOKOBAN_OBJECT               67
598 #define EL_SOKOBAN_FIELD_EMPTY          68
599 #define EL_SOKOBAN_FIELD_FULL           69
600 #define EL_BD_BUTTERFLY_RIGHT           70
601 #define EL_BD_BUTTERFLY_UP              71
602 #define EL_BD_BUTTERFLY_LEFT            72
603 #define EL_BD_BUTTERFLY_DOWN            73
604 #define EL_BD_FIREFLY_RIGHT             74
605 #define EL_BD_FIREFLY_UP                75
606 #define EL_BD_FIREFLY_LEFT              76
607 #define EL_BD_FIREFLY_DOWN              77
608 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
609 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
610 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
611 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
612 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
613 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
614 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
615 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
616 #define EL_BD_BUTTERFLY                 78
617 #define EL_BD_FIREFLY                   79
618 #define EL_PLAYER_1                     80
619 #define EL_PLAYER_2                     81
620 #define EL_PLAYER_3                     82
621 #define EL_PLAYER_4                     83
622 #define EL_BUG_RIGHT                    84
623 #define EL_BUG_UP                       85
624 #define EL_BUG_LEFT                     86
625 #define EL_BUG_DOWN                     87
626 #define EL_SPACESHIP_RIGHT              88
627 #define EL_SPACESHIP_UP                 89
628 #define EL_SPACESHIP_LEFT               90
629 #define EL_SPACESHIP_DOWN               91
630 #define EL_PACMAN_RIGHT                 92
631 #define EL_PACMAN_UP                    93
632 #define EL_PACMAN_LEFT                  94
633 #define EL_PACMAN_DOWN                  95
634 #define EL_EMERALD_RED                  96
635 #define EL_EMERALD_PURPLE               97
636 #define EL_WALL_EMERALD_RED             98
637 #define EL_WALL_EMERALD_PURPLE          99
638 #define EL_ACID_POOL_TOPLEFT            100
639 #define EL_ACID_POOL_TOPRIGHT           101
640 #define EL_ACID_POOL_BOTTOMLEFT         102
641 #define EL_ACID_POOL_BOTTOM             103
642 #define EL_ACID_POOL_BOTTOMRIGHT        104
643 #define EL_BD_WALL                      105
644 #define EL_BD_ROCK                      106
645 #define EL_EXIT_OPEN                    107
646 #define EL_BLACK_ORB                    108
647 #define EL_AMOEBA_TO_DIAMOND            109
648 #define EL_MOLE                         110
649 #define EL_PENGUIN                      111
650 #define EL_SATELLITE                    112
651 #define EL_ARROW_LEFT                   113
652 #define EL_ARROW_RIGHT                  114
653 #define EL_ARROW_UP                     115
654 #define EL_ARROW_DOWN                   116
655 #define EL_PIG                          117
656 #define EL_DRAGON                       118
657
658 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
659
660 #define EL_CHAR_START                   120
661 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
662 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
663
664 #include "conf_chr.h"   /* include auto-generated data structure definitions */
665
666 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
667 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
668
669 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
670
671 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
672 #define EL_EXPANDABLE_WALL_VERTICAL     201
673 #define EL_EXPANDABLE_WALL_ANY          202
674
675 #define EL_EM_GATE_1                    203
676 #define EL_EM_GATE_2                    204
677 #define EL_EM_GATE_3                    205
678 #define EL_EM_GATE_4                    206
679
680 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
681 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
682 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
683
684 #define EL_SP_START                     210
685 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
686 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
687 #define EL_SP_ZONK                      (EL_SP_START + 1)
688 #define EL_SP_BASE                      (EL_SP_START + 2)
689 #define EL_SP_MURPHY                    (EL_SP_START + 3)
690 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
691 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
692 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
693 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
694 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
695 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
696 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
697 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
698 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
699 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
700 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
701 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
702 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
703 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
704 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
705 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
706 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
707 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
708 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
709 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
710 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
711 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
712 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
713 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
714 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
715 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
716 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
717 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
718 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
719 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
720 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
721 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
722 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
723 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
724 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
725 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
726 #define EL_SP_END                       (EL_SP_START + 39)
727
728 #define EL_EM_GATE_1_GRAY               250
729 #define EL_EM_GATE_2_GRAY               251
730 #define EL_EM_GATE_3_GRAY               252
731 #define EL_EM_GATE_4_GRAY               253
732
733 #define EL_UNUSED_254                   254
734 #define EL_UNUSED_255                   255
735
736 #define EL_PEARL                        256
737 #define EL_CRYSTAL                      257
738 #define EL_WALL_PEARL                   258
739 #define EL_WALL_CRYSTAL                 259
740 #define EL_DOOR_WHITE                   260
741 #define EL_DOOR_WHITE_GRAY              261
742 #define EL_KEY_WHITE                    262
743 #define EL_SHIELD_NORMAL                263
744 #define EL_EXTRA_TIME                   264
745 #define EL_SWITCHGATE_OPEN              265
746 #define EL_SWITCHGATE_CLOSED            266
747 #define EL_SWITCHGATE_SWITCH_UP         267
748 #define EL_SWITCHGATE_SWITCH_DOWN       268
749
750 #define EL_UNUSED_269                   269
751 #define EL_UNUSED_270                   270
752
753 #define EL_CONVEYOR_BELT_1_LEFT          271
754 #define EL_CONVEYOR_BELT_1_MIDDLE        272
755 #define EL_CONVEYOR_BELT_1_RIGHT         273
756 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
757 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
758 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
759 #define EL_CONVEYOR_BELT_2_LEFT          277
760 #define EL_CONVEYOR_BELT_2_MIDDLE        278
761 #define EL_CONVEYOR_BELT_2_RIGHT         279
762 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
763 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
764 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
765 #define EL_CONVEYOR_BELT_3_LEFT          283
766 #define EL_CONVEYOR_BELT_3_MIDDLE        284
767 #define EL_CONVEYOR_BELT_3_RIGHT         285
768 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
769 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
770 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
771 #define EL_CONVEYOR_BELT_4_LEFT          289
772 #define EL_CONVEYOR_BELT_4_MIDDLE        290
773 #define EL_CONVEYOR_BELT_4_RIGHT         291
774 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
775 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
776 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
777 #define EL_LANDMINE                     295
778 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
779 #define EL_LIGHT_SWITCH                 297
780 #define EL_LIGHT_SWITCH_ACTIVE          298
781 #define EL_SIGN_EXCLAMATION             299
782 #define EL_SIGN_RADIOACTIVITY           300
783 #define EL_SIGN_STOP                    301
784 #define EL_SIGN_WHEELCHAIR              302
785 #define EL_SIGN_PARKING                 303
786 #define EL_SIGN_ONEWAY                  304
787 #define EL_SIGN_HEART                   305
788 #define EL_SIGN_TRIANGLE                306
789 #define EL_SIGN_ROUND                   307
790 #define EL_SIGN_EXIT                    308
791 #define EL_SIGN_YINYANG                 309
792 #define EL_SIGN_OTHER                   310
793 #define EL_MOLE_LEFT                    311
794 #define EL_MOLE_RIGHT                   312
795 #define EL_MOLE_UP                      313
796 #define EL_MOLE_DOWN                    314
797 #define EL_STEELWALL_SLIPPERY           315
798 #define EL_INVISIBLE_SAND               316
799 #define EL_DX_UNKNOWN_15                317
800 #define EL_DX_UNKNOWN_42                318
801
802 #define EL_UNUSED_319                   319
803 #define EL_UNUSED_320                   320
804
805 #define EL_SHIELD_DEADLY                321
806 #define EL_TIMEGATE_OPEN                322
807 #define EL_TIMEGATE_CLOSED              323
808 #define EL_TIMEGATE_SWITCH_ACTIVE       324
809 #define EL_TIMEGATE_SWITCH              325
810
811 #define EL_BALLOON                      326
812 #define EL_BALLOON_SWITCH_LEFT          327
813 #define EL_BALLOON_SWITCH_RIGHT         328
814 #define EL_BALLOON_SWITCH_UP            329
815 #define EL_BALLOON_SWITCH_DOWN          330
816 #define EL_BALLOON_SWITCH_ANY           331
817
818 #define EL_EMC_STEELWALL_1              332
819 #define EL_EMC_STEELWALL_2              333
820 #define EL_EMC_STEELWALL_3              334
821 #define EL_EMC_STEELWALL_4              335
822 #define EL_EMC_WALL_1                   336
823 #define EL_EMC_WALL_2                   337
824 #define EL_EMC_WALL_3                   338
825 #define EL_EMC_WALL_4                   339
826 #define EL_EMC_WALL_5                   340
827 #define EL_EMC_WALL_6                   341
828 #define EL_EMC_WALL_7                   342
829 #define EL_EMC_WALL_8                   343
830
831 #define EL_TUBE_ANY                     344
832 #define EL_TUBE_VERTICAL                345
833 #define EL_TUBE_HORIZONTAL              346
834 #define EL_TUBE_VERTICAL_LEFT           347
835 #define EL_TUBE_VERTICAL_RIGHT          348
836 #define EL_TUBE_HORIZONTAL_UP           349
837 #define EL_TUBE_HORIZONTAL_DOWN         350
838 #define EL_TUBE_LEFT_UP                 351
839 #define EL_TUBE_LEFT_DOWN               352
840 #define EL_TUBE_RIGHT_UP                353
841 #define EL_TUBE_RIGHT_DOWN              354
842 #define EL_SPRING                       355
843 #define EL_TRAP                         356
844 #define EL_DX_SUPABOMB                  357
845
846 #define EL_UNUSED_358                   358
847 #define EL_UNUSED_359                   359
848
849 /* ---------- begin of custom elements section ----------------------------- */
850 #define EL_CUSTOM_START                 360
851
852 #include "conf_cus.h"   /* include auto-generated data structure definitions */
853
854 #define NUM_CUSTOM_ELEMENTS             256
855 #define EL_CUSTOM_END                   615
856 /* ---------- end of custom elements section ------------------------------- */
857
858 #define EL_EM_KEY_1                     616
859 #define EL_EM_KEY_2                     617
860 #define EL_EM_KEY_3                     618
861 #define EL_EM_KEY_4                     619
862 #define EL_ENVELOPE_1                   620
863 #define EL_ENVELOPE_2                   621
864 #define EL_ENVELOPE_3                   622
865 #define EL_ENVELOPE_4                   623
866
867 /* ---------- begin of group elements section ------------------------------ */
868 #define EL_GROUP_START                  624
869
870 #include "conf_grp.h"   /* include auto-generated data structure definitions */
871
872 #define NUM_GROUP_ELEMENTS              32
873 #define EL_GROUP_END                    655
874 /* ---------- end of custom elements section ------------------------------- */
875
876 #define EL_UNKNOWN                      656
877
878 #define NUM_FILE_ELEMENTS               657
879
880
881 /* "real" (and therefore drawable) runtime elements */
882 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
883
884 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
885 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
886 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
887 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
888 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
889 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
890 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
891 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
892 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
893 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
894 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
895 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
896 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
897 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
898 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
899 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
900 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
901 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
902 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
903 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
904 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
905 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
906 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
907 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
908 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
909 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
910 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
911 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
912 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
913 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
914 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
915 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
916 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
917 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
918 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
919 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
920 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
921 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
922 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
923 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
924 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
925 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
926 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
927 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
928 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
929
930 /* "unreal" (and therefore not drawable) runtime elements */
931 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
932
933 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
934 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
935 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
936 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
937 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
938 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
939 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
940 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
941 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
942 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
943 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
944 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
945 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
946 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
947 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
948 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
949 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
950 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
951
952 /* dummy elements (never used as game elements, only used as graphics) */
953 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
954
955 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
956 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
957 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
958 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
959 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
960 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
961 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
962 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
963 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
964 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
965 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
966 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
967 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
968 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
969 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
970 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
971 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
972 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
973 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
974 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
975 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
976 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
977 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
978 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
979 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
980
981 /* internal elements (only used for internal purposes like copying) */
982 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
983
984 #define EL_INTERNAL_EDITOR                      (EL_FIRST_INTERNAL + 0)
985 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 1)
986
987 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 2)
988
989
990 /* values for graphics/sounds action types */
991 #define ACTION_DEFAULT                          0
992 #define ACTION_WAITING                          1
993 #define ACTION_FALLING                          2
994 #define ACTION_MOVING                           3
995 #define ACTION_DIGGING                          4
996 #define ACTION_SNAPPING                         5
997 #define ACTION_COLLECTING                       6
998 #define ACTION_DROPPING                         7
999 #define ACTION_PUSHING                          8
1000 #define ACTION_WALKING                          9
1001 #define ACTION_PASSING                          10
1002 #define ACTION_IMPACT                           11
1003 #define ACTION_BREAKING                         12
1004 #define ACTION_ACTIVATING                       13
1005 #define ACTION_DEACTIVATING                     14
1006 #define ACTION_OPENING                          15
1007 #define ACTION_CLOSING                          16
1008 #define ACTION_ATTACKING                        17
1009 #define ACTION_GROWING                          18
1010 #define ACTION_SHRINKING                        19
1011 #define ACTION_ACTIVE                           20
1012 #define ACTION_FILLING                          21
1013 #define ACTION_EMPTYING                         22
1014 #define ACTION_CHANGING                         23
1015 #define ACTION_EXPLODING                        24
1016 #define ACTION_BORING                           25
1017 #define ACTION_BORING_1                         26
1018 #define ACTION_BORING_2                         27
1019 #define ACTION_BORING_3                         28
1020 #define ACTION_BORING_4                         29
1021 #define ACTION_BORING_5                         30
1022 #define ACTION_BORING_6                         31
1023 #define ACTION_BORING_7                         32
1024 #define ACTION_BORING_8                         33
1025 #define ACTION_BORING_9                         34
1026 #define ACTION_BORING_10                        35
1027 #define ACTION_SLEEPING                         36
1028 #define ACTION_SLEEPING_1                       37
1029 #define ACTION_SLEEPING_2                       38
1030 #define ACTION_SLEEPING_3                       39
1031 #define ACTION_AWAKENING                        40
1032 #define ACTION_DYING                            41
1033 #define ACTION_TURNING                          42
1034 #define ACTION_TURNING_FROM_LEFT                43
1035 #define ACTION_TURNING_FROM_RIGHT               44
1036 #define ACTION_TURNING_FROM_UP                  45
1037 #define ACTION_TURNING_FROM_DOWN                46
1038 #define ACTION_OTHER                            47
1039
1040 #define NUM_ACTIONS                             48
1041
1042 #define ACTION_BORING_LAST                      ACTION_BORING_10
1043 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1044
1045
1046 /* values for special image configuration suffixes (must match game mode) */
1047 #define GFX_SPECIAL_ARG_DEFAULT                 0
1048 #define GFX_SPECIAL_ARG_MAIN                    1
1049 #define GFX_SPECIAL_ARG_LEVELS                  2
1050 #define GFX_SPECIAL_ARG_SCORES                  3
1051 #define GFX_SPECIAL_ARG_EDITOR                  4
1052 #define GFX_SPECIAL_ARG_INFO                    5
1053 #define GFX_SPECIAL_ARG_SETUP                   6
1054 #define GFX_SPECIAL_ARG_PLAYING                 7
1055 #define GFX_SPECIAL_ARG_DOOR                    8
1056 #define GFX_SPECIAL_ARG_PREVIEW                 9
1057 #define GFX_SPECIAL_ARG_CRUMBLED                10
1058
1059 #define NUM_SPECIAL_GFX_ARGS                    11
1060
1061
1062 /* values for image configuration suffixes */
1063 #define GFX_ARG_X                               0
1064 #define GFX_ARG_Y                               1
1065 #define GFX_ARG_XPOS                            2
1066 #define GFX_ARG_YPOS                            3
1067 #define GFX_ARG_WIDTH                           4
1068 #define GFX_ARG_HEIGHT                          5
1069 #define GFX_ARG_OFFSET                          6
1070 #define GFX_ARG_VERTICAL                        7
1071 #define GFX_ARG_XOFFSET                         8
1072 #define GFX_ARG_YOFFSET                         9
1073 #define GFX_ARG_FRAMES                          10
1074 #define GFX_ARG_FRAMES_PER_LINE                 11
1075 #define GFX_ARG_START_FRAME                     12
1076 #define GFX_ARG_DELAY                           13
1077 #define GFX_ARG_ANIM_MODE                       14
1078 #define GFX_ARG_GLOBAL_SYNC                     15
1079 #define GFX_ARG_CRUMBLED_LIKE                   16
1080 #define GFX_ARG_DIGGABLE_LIKE                   17
1081 #define GFX_ARG_BORDER_SIZE                     18
1082 #define GFX_ARG_STEP_OFFSET                     19
1083 #define GFX_ARG_STEP_DELAY                      20
1084 #define GFX_ARG_DIRECTION                       21
1085 #define GFX_ARG_POSITION                        22
1086 #define GFX_ARG_DRAW_XOFFSET                    23
1087 #define GFX_ARG_DRAW_YOFFSET                    24
1088 #define GFX_ARG_DRAW_MASKED                     25
1089 #define GFX_ARG_ANIM_DELAY_FIXED                26
1090 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1091 #define GFX_ARG_POST_DELAY_FIXED                28
1092 #define GFX_ARG_POST_DELAY_RANDOM               29
1093 #define GFX_ARG_NAME                            30
1094
1095 #define NUM_GFX_ARGS                            31
1096
1097
1098 /* values for sound configuration suffixes */
1099 #define SND_ARG_MODE_LOOP                       0
1100
1101 #define NUM_SND_ARGS                            1
1102
1103
1104 /* values for music configuration suffixes */
1105 #define MUS_ARG_MODE_LOOP                       0
1106
1107 #define NUM_MUS_ARGS                            1
1108
1109
1110 /* values for font configuration */
1111 #define FONT_INITIAL_1                          0
1112 #define FONT_INITIAL_2                          1
1113 #define FONT_INITIAL_3                          2
1114 #define FONT_INITIAL_4                          3
1115 #define FONT_TITLE_1                            4
1116 #define FONT_TITLE_2                            5
1117 #define FONT_MENU_1                             6
1118 #define FONT_MENU_2                             7
1119 #define FONT_TEXT_1_ACTIVE                      8
1120 #define FONT_TEXT_2_ACTIVE                      9
1121 #define FONT_TEXT_3_ACTIVE                      10
1122 #define FONT_TEXT_4_ACTIVE                      11
1123 #define FONT_TEXT_1                             12
1124 #define FONT_TEXT_2                             13
1125 #define FONT_TEXT_3                             14
1126 #define FONT_TEXT_4                             15
1127 #define FONT_ENVELOPE_1                         16
1128 #define FONT_ENVELOPE_2                         17
1129 #define FONT_ENVELOPE_3                         18
1130 #define FONT_ENVELOPE_4                         19
1131 #define FONT_INPUT_1_ACTIVE                     20
1132 #define FONT_INPUT_2_ACTIVE                     21
1133 #define FONT_INPUT_1                            22
1134 #define FONT_INPUT_2                            23
1135 #define FONT_OPTION_OFF                         24
1136 #define FONT_OPTION_ON                          25
1137 #define FONT_VALUE_1                            26
1138 #define FONT_VALUE_2                            27
1139 #define FONT_VALUE_OLD                          28
1140 #define FONT_LEVEL_NUMBER                       29
1141 #define FONT_TAPE_RECORDER                      30
1142 #define FONT_GAME_INFO                          31
1143
1144 #define NUM_FONTS                               32
1145 #define NUM_INITIAL_FONTS                       4
1146
1147 /* values for game_status (must match special image configuration suffixes) */
1148 #define GAME_MODE_DEFAULT                       0
1149 #define GAME_MODE_MAIN                          1
1150 #define GAME_MODE_LEVELS                        2
1151 #define GAME_MODE_SCORES                        3
1152 #define GAME_MODE_EDITOR                        4
1153 #define GAME_MODE_INFO                          5
1154 #define GAME_MODE_SETUP                         6
1155 #define GAME_MODE_PLAYING                       7
1156 #define GAME_MODE_PSEUDO_DOOR                   8
1157 #define GAME_MODE_PSEUDO_PREVIEW                9
1158 #define GAME_MODE_PSEUDO_CRUMBLED               10
1159
1160 /* there are no special config file suffixes for these modes */
1161 #define GAME_MODE_PSEUDO_TYPENAME               11
1162 #define GAME_MODE_QUIT                          12
1163
1164 /* special definitions currently only used for custom artwork configuration */
1165 #define MUSIC_PREFIX_BACKGROUND                 0
1166 #define NUM_MUSIC_PREFIXES                      1
1167 #define MAX_LEVELS                              1000
1168
1169 /* definitions for demo animation lists */
1170 #define HELPANIM_LIST_NEXT                      -1
1171 #define HELPANIM_LIST_END                       -999
1172
1173
1174 /* program information and versioning definitions */
1175
1176 #define PROGRAM_VERSION_MAJOR   3
1177 #define PROGRAM_VERSION_MINOR   0
1178 #define PROGRAM_VERSION_PATCH   9
1179 #define PROGRAM_VERSION_BUILD   0
1180
1181 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1182 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1183 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1184
1185 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1186 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1187 #define FILENAME_PREFIX         "Rocks"
1188
1189 #if defined(PLATFORM_UNIX)
1190 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1191 #elif defined(PLATFORM_WIN32)
1192 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1193 #else
1194 #define USERDATA_DIRECTORY      "userdata"
1195 #endif
1196
1197 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1198 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1199 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1200
1201 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1202 ** currently supported/known file version numbers:
1203 **      1.0 (old)
1204 **      1.2 (still in use)
1205 **      1.4 (still in use)
1206 **      2.0 (actual)
1207 */
1208 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1209 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1210 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1211 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1212
1213 /* file version does not change for every program version, but is changed
1214    when new features are introduced that are incompatible with older file
1215    versions, so that they can be treated accordingly */
1216 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1217
1218 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1219 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1220 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1221 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1222
1223 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1224                                               PROGRAM_VERSION_MINOR, \
1225                                               PROGRAM_VERSION_PATCH, \
1226                                               PROGRAM_VERSION_BUILD)
1227
1228 /* values for game_emulation */
1229 #define EMU_NONE                0
1230 #define EMU_BOULDERDASH         1
1231 #define EMU_SOKOBAN             2
1232 #define EMU_SUPAPLEX            3
1233
1234 struct MenuInfo
1235 {
1236   int draw_xoffset_default;
1237   int draw_yoffset_default;
1238   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1239   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1240
1241   int scrollbar_xoffset;
1242
1243   int list_size_default;
1244   int list_size[NUM_SPECIAL_GFX_ARGS];
1245
1246   int sound[NUM_SPECIAL_GFX_ARGS];
1247   int music[NUM_SPECIAL_GFX_ARGS];
1248 };
1249
1250 struct DoorInfo
1251 {
1252   int step_offset;
1253   int step_delay;
1254   int anim_mode;
1255 };
1256
1257 struct HiScore
1258 {
1259   char Name[MAX_PLAYER_NAME_LEN + 1];
1260   int Score;
1261 };
1262
1263 struct PlayerInfo
1264 {
1265   boolean present;              /* player present in level playfield */
1266   boolean connected;            /* player connected (locally or via network) */
1267   boolean active;               /* player present and connected */
1268
1269   int index_nr, client_nr, element_nr;
1270
1271   byte action;                  /* action from local input device */
1272   byte effective_action;        /* action acknowledged from network server
1273                                    or summarized over all configured input
1274                                    devices when in single player mode */
1275   byte programmed_action;       /* action forced by game itself (like moving
1276                                    through doors); overrides other actions */
1277
1278   int jx, jy, last_jx, last_jy;
1279   int MovDir, MovPos, GfxDir, GfxPos;
1280   int Frame, StepFrame;
1281
1282   int GfxAction;
1283
1284   boolean use_murphy_graphic;
1285
1286   boolean block_last_field;
1287
1288   boolean LevelSolved, GameOver;
1289
1290   int last_move_dir;
1291
1292   boolean is_waiting;
1293   boolean is_moving;
1294   boolean is_digging;
1295   boolean is_snapping;
1296   boolean is_collecting;
1297   boolean is_pushing;
1298   boolean is_switching;
1299   boolean is_dropping;
1300
1301   boolean is_bored;
1302   boolean is_sleeping;
1303
1304   int frame_counter_bored;
1305   int frame_counter_sleeping;
1306
1307   int anim_delay_counter;
1308   int post_delay_counter;
1309
1310   int action_waiting, last_action_waiting;
1311   int special_action_bored;
1312   int special_action_sleeping;
1313
1314   int num_special_action_bored;
1315   int num_special_action_sleeping;
1316
1317   int switch_x, switch_y;
1318
1319   int show_envelope;
1320
1321   unsigned long move_delay;
1322   int move_delay_value;
1323
1324   int move_delay_reset_counter;
1325
1326   unsigned long push_delay;
1327   unsigned long push_delay_value;
1328
1329   unsigned long actual_frame_counter;
1330
1331   int drop_delay;
1332
1333   int step_counter;
1334
1335   int score;
1336   int gems_still_needed;
1337   int sokobanfields_still_needed;
1338   int lights_still_needed;
1339   int friends_still_needed;
1340   int key[4];
1341   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1342   int shield_normal_time_left;
1343   int shield_deadly_time_left;
1344
1345   int inventory_element[MAX_INVENTORY_SIZE];
1346   int inventory_size;
1347 };
1348
1349 struct LevelSetInfo
1350 {
1351   int music[MAX_LEVELS];
1352 };
1353
1354 struct LevelFileInfo
1355 {
1356   int nr;
1357   int type;
1358   boolean packed;
1359   char *basename;
1360   char *filename;
1361 };
1362
1363 struct LevelInfo
1364 {
1365   int file_version;     /* file format version the level is stored with    */
1366   int game_version;     /* game release version the level was created with */
1367
1368   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1369   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1370   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1371
1372   int fieldx, fieldy;
1373   int time;
1374   int gems_needed;
1375   char name[MAX_LEVEL_NAME_LEN + 1];
1376   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1377   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1378   int envelope_xsize[4], envelope_ysize[4];
1379   int score[LEVEL_SCORE_ELEMENTS];
1380   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1381   int num_yamyam_contents;
1382   int amoeba_speed;
1383   int amoeba_content;
1384   int time_magic_wall;
1385   int time_wheel;
1386   int time_light;
1387   int time_timegate;
1388   boolean double_speed;
1389   boolean initial_gravity;
1390   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1391   boolean block_last_field;     /* player blocks previous field while moving */
1392   boolean sp_block_last_field;  /* player blocks previous field while moving */
1393
1394   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1395
1396   boolean use_custom_template;  /* use custom properties from template file */
1397
1398   boolean no_level_file;        /* set for currently undefined levels */
1399 };
1400
1401 struct TapeInfo
1402 {
1403   int file_version;     /* file format version the tape is stored with    */
1404   int game_version;     /* game release version the tape was created with */
1405   int engine_version;   /* game engine version the tape was recorded with */
1406
1407   char *level_identifier;
1408   int level_nr;
1409   unsigned long random_seed;
1410   unsigned long date;
1411   unsigned long counter;
1412   unsigned long length;
1413   unsigned long length_seconds;
1414   unsigned int delay_played;
1415   boolean pause_before_death;
1416   boolean recording, playing, pausing;
1417   boolean fast_forward;
1418   boolean index_search;
1419   boolean auto_play;
1420   boolean auto_play_level_solved;
1421   boolean quick_resume;
1422   boolean single_step;
1423   boolean changed;
1424   boolean player_participates[MAX_PLAYERS];
1425   int num_participating_players;
1426
1427   struct
1428   {
1429     byte action[MAX_PLAYERS];
1430     byte delay;
1431   } pos[MAX_TAPELEN];
1432 };
1433
1434 struct GameInfo
1435 {
1436   /* values for engine initialization */
1437   int default_push_delay_fixed;
1438   int default_push_delay_random;
1439
1440   /* constant within running game */
1441   int engine_version;
1442   int emulation;
1443   int initial_move_delay;
1444   int initial_move_delay_value;
1445   int initial_push_delay_value;
1446
1447   /* variable within running game */
1448   int yamyam_content_nr;
1449   boolean magic_wall_active;
1450   int magic_wall_time_left;
1451   int light_time_left;
1452   int timegate_time_left;
1453   int belt_dir[4];
1454   int belt_dir_nr[4];
1455   int switchgate_pos;
1456   int balloon_dir;
1457   boolean gravity;
1458   boolean explosions_delayed;
1459   boolean envelope_active;
1460
1461   /* values for player idle animation (no effect on engine) */
1462   int player_boring_delay_fixed;
1463   int player_boring_delay_random;
1464   int player_sleeping_delay_fixed;
1465   int player_sleeping_delay_random;
1466 };
1467
1468 struct GlobalInfo
1469 {
1470   char *autoplay_leveldir;
1471   int autoplay_level_nr;
1472
1473   int num_toons;
1474
1475   float frames_per_second;
1476   boolean fps_slowdown;
1477   int fps_slowdown_factor;
1478 };
1479
1480 struct ElementChangeInfo
1481 {
1482   boolean can_change;           /* use or ignore this change info */
1483
1484   unsigned long events;         /* change events */
1485   int sides;                    /* change sides */
1486
1487   short target_element;         /* target element after change */
1488
1489   int delay_fixed;              /* added frame delay before changed (fixed) */
1490   int delay_random;             /* added frame delay before changed (random) */
1491   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1492
1493   short trigger_element;        /* custom element triggering change */
1494
1495   int content[3][3];            /* new elements after extended change */
1496   boolean use_content;          /* use extended change content */
1497   boolean only_complete;        /* only use complete content */
1498   boolean use_random_change;    /* use random value for setting content */
1499   int random;                   /* random value for setting content */
1500   int power;                    /* power of extended change */
1501
1502   boolean explode;              /* explode instead of change */
1503
1504   /* functions that are called before, while and after the change of an
1505      element -- currently only used for non-custom elements */
1506   void (*pre_change_function)(int x, int y);
1507   void (*change_function)(int x, int y);
1508   void (*post_change_function)(int x, int y);
1509
1510   /* ---------- internal values used in level editor ---------- */
1511
1512   int direct_action;            /* change triggered by actions on element */
1513   int other_action;             /* change triggered by other element actions */
1514 };
1515
1516 struct ElementGroupInfo
1517 {
1518   int num_elements;                     /* number of elements in this group */
1519   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1520
1521   int choice_mode;              /* how to choose element from group */
1522
1523   /* ---------- internal values used at runtime when playing ---------- */
1524
1525   /* the following is the same as above, but with recursively resolved group
1526      elements (group elements may also contain further group elements!) */
1527   int num_elements_resolved;
1528   short element_resolved[NUM_FILE_ELEMENTS];
1529
1530   int choice_pos;               /* current element choice position */
1531 };
1532
1533 struct ElementInfo
1534 {
1535   /* ---------- token and description strings ---------- */
1536
1537   char *token_name;             /* element token used in config files */
1538   char *class_name;             /* element class used in config files */
1539   char *editor_description;     /* pre-defined description for level editor */
1540   char *custom_description;     /* alternative description from config file */
1541   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1542
1543   /* ---------- graphic and sound definitions ---------- */
1544
1545   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1546   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1547                                 /* special graphics for left/right/up/down */
1548
1549   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1550   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1551                                 /* crumbled graphics for left/right/up/down */
1552
1553   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1554                                 /* special graphics for certain screens */
1555
1556   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1557
1558   /* ---------- special element property values ---------- */
1559
1560   boolean use_gfx_element;      /* use custom graphic element */
1561   short gfx_element;            /* optional custom graphic element */
1562
1563   int collect_score;            /* score value for collecting */
1564   int collect_count;            /* count value for collecting */
1565
1566   int push_delay_fixed;         /* constant frame delay for pushing */
1567   int push_delay_random;        /* additional random frame delay for pushing */
1568   int move_delay_fixed;         /* constant frame delay for moving */
1569   int move_delay_random;        /* additional random frame delay for moving */
1570
1571   int move_pattern;             /* direction movable element moves to */
1572   int move_direction_initial;   /* initial direction element moves to */
1573   int move_stepsize;            /* step size element moves with */
1574   int move_enter_element;       /* element that can be entered (and removed) */
1575   int move_leave_element;       /* element that can be left behind */
1576   int move_leave_type;          /* change (limited) or leave (unlimited) */
1577
1578   int slippery_type;            /* how/where other elements slip away */
1579
1580   int content[3][3];            /* new elements after explosion */
1581
1582   int explosion_delay;          /* duration of explosion of this element */
1583   int ignition_delay;           /* delay for explosion by other explosion */
1584
1585   struct ElementChangeInfo *change_page; /* actual list of change pages */
1586   struct ElementChangeInfo *change;      /* pointer to current change page */
1587
1588   int num_change_pages;         /* actual number of change pages */
1589   int current_change_page;      /* currently edited change page */
1590
1591   struct ElementGroupInfo *group;       /* pointer to element group info */
1592
1593   /* ---------- internal values used at runtime when playing ---------- */
1594
1595   unsigned long change_events;  /* bitfield for combined change events */
1596
1597   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1598   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1599
1600   boolean in_group[NUM_GROUP_ELEMENTS];
1601
1602   boolean can_leave_element;    /* element can leave other element behind */
1603   boolean can_leave_element_last;
1604
1605   /* ---------- internal values used in level editor ---------- */
1606
1607   int access_type;              /* walkable or passable */
1608   int access_layer;             /* accessible over/inside/under */
1609   int access_protected;         /* protection against deadly elements */
1610   int walk_to_action;           /* diggable/collectible/pushable */
1611   int smash_targets;            /* can smash player/enemies/everything */
1612   int deadliness;               /* deadly when running/colliding/touching */
1613   int consistency;              /* indestructible/can explode */
1614
1615   boolean can_explode_by_fire;  /* element explodes by fire */
1616   boolean can_explode_smashed;  /* element explodes when smashed */
1617   boolean can_explode_impact;   /* element explodes on impact */
1618
1619   boolean modified_settings;    /* set for all modified custom elements */
1620 };
1621
1622 struct FontInfo
1623 {
1624   char *token_name;             /* font token used in config files */
1625
1626   int graphic;                  /* default graphic for this font */
1627   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1628                                 /* special graphics for certain screens */
1629   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1630                                 /* internal bitmap ID for special graphics */
1631 };
1632
1633 struct GraphicInfo
1634 {
1635   Bitmap *bitmap;
1636   int src_x, src_y;             /* start position of animation frames */
1637   int width, height;            /* width/height of each animation frame */
1638   int offset_x, offset_y;       /* x/y offset to next animation frame */
1639   int anim_frames;
1640   int anim_frames_per_line;
1641   int anim_start_frame;
1642   int anim_delay;               /* important: delay of 1 means "no delay"! */
1643   int anim_mode;
1644   boolean anim_global_sync;
1645   int crumbled_like;            /* element for cloning crumble graphics */
1646   int diggable_like;            /* element for cloning digging graphics */
1647   int border_size;              /* border size for "crumbled" graphics */
1648
1649   int anim_delay_fixed;         /* optional delay values for bored and   */
1650   int anim_delay_random;        /* sleeping player animations (animation */
1651   int post_delay_fixed;         /* intervall and following pause before  */
1652   int post_delay_random;        /* next intervall (bored animation only) */
1653
1654   int step_offset;              /* optional step offset of toon animations */
1655   int step_delay;               /* optional step delay of toon animations */
1656
1657   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1658
1659   int draw_masked;              /* optional setting for drawing envelope gfx */
1660
1661 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1662   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1663   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1664 #endif
1665 };
1666
1667 struct SoundInfo
1668 {
1669   boolean loop;
1670 };
1671
1672 struct MusicInfo
1673 {
1674   boolean loop;
1675 };
1676
1677 struct MusicPrefixInfo
1678 {
1679   char *prefix;
1680   boolean is_loop_music;
1681 };
1682
1683 struct MusicFileInfo
1684 {
1685   char *basename;
1686
1687   char *title_header;
1688   char *artist_header;
1689   char *album_header;
1690   char *year_header;
1691
1692   char *title;
1693   char *artist;
1694   char *album;
1695   char *year;
1696
1697   int music;
1698
1699   boolean is_sound;
1700
1701   struct MusicFileInfo *next;
1702 };
1703
1704 struct ElementActionInfo
1705 {
1706   char *suffix;
1707   int value;
1708   boolean is_loop_sound;
1709 };
1710
1711 struct ElementDirectionInfo
1712 {
1713   char *suffix;
1714   int value;
1715 };
1716
1717 struct SpecialSuffixInfo
1718 {
1719   char *suffix;
1720   int value;
1721 };
1722
1723 struct HelpAnimInfo
1724 {
1725   int element;
1726   int action;
1727   int direction;
1728
1729   int delay;
1730 };
1731
1732
1733 #if 0
1734 extern GC                       tile_clip_gc;
1735 extern Bitmap                  *pix[];
1736 #endif
1737 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1738 extern Pixmap                   tile_clipmask[];
1739 extern DrawBuffer             *fieldbuffer;
1740 extern DrawBuffer             *drawto_field;
1741
1742 extern int                      game_status;
1743 extern boolean                  level_editor_test_game;
1744 extern boolean                  network_playing;
1745
1746 extern int                      key_joystick_mapping;
1747
1748 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1749 extern int                      redraw_x1, redraw_y1;
1750
1751 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1752 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1753 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1754 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1755 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1756 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1757 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1758 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1759 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1760 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1761 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1762 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1763 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1764 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1765 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1766 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1767 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1768 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1769 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1770 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1771 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1772 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1773 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1774 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1775
1776 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1777
1778 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1779 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1780 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1781 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1782 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1783
1784 extern int                      lev_fieldx, lev_fieldy;
1785 extern int                      scroll_x, scroll_y;
1786
1787 extern int                      FX, FY;
1788 extern int                      ScrollStepSize;
1789 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1790 extern int                      BorderElement;
1791 extern int                      GameFrameDelay;
1792 extern int                      FfwdFrameDelay;
1793 extern int                      BX1, BY1;
1794 extern int                      BX2, BY2;
1795 extern int                      SBX_Left, SBX_Right;
1796 extern int                      SBY_Upper, SBY_Lower;
1797 extern int                      ZX, ZY;
1798 extern int                      ExitX, ExitY;
1799 extern int                      AllPlayersGone;
1800
1801 extern int                      TimeFrames, TimePlayed, TimeLeft;
1802 extern boolean                  SiebAktiv;
1803 extern int                      SiebCount;
1804
1805 extern boolean                  network_player_action_received;
1806
1807 extern int                      graphics_action_mapping[];
1808
1809 extern struct LevelSetInfo      levelset;
1810 extern struct LevelInfo         level, level_template;
1811 extern struct PlayerInfo        stored_player[], *local_player;
1812 extern struct HiScore           highscore[];
1813 extern struct TapeInfo          tape;
1814 extern struct GameInfo          game;
1815 extern struct GlobalInfo        global;
1816 extern struct MenuInfo          menu;
1817 extern struct DoorInfo          door_1, door_2;
1818 extern struct ElementInfo       element_info[];
1819 extern struct ElementActionInfo element_action_info[];
1820 extern struct ElementDirectionInfo element_direction_info[];
1821 extern struct SpecialSuffixInfo special_suffix_info[];
1822 extern struct TokenIntPtrInfo   image_config_vars[];
1823 extern struct FontInfo          font_info[];
1824 extern struct MusicPrefixInfo   music_prefix_info[];
1825 extern struct GraphicInfo      *graphic_info;
1826 extern struct SoundInfo        *sound_info;
1827 extern struct MusicInfo        *music_info;
1828 extern struct MusicFileInfo    *music_file_info;
1829 extern struct HelpAnimInfo     *helpanim_info;
1830 extern SetupFileHash           *helptext_info;
1831 extern struct ConfigInfo        image_config[];
1832 extern struct ConfigInfo        sound_config[];
1833 extern struct ConfigInfo        music_config[];
1834 extern struct ConfigInfo        image_config_suffix[];
1835 extern struct ConfigInfo        sound_config_suffix[];
1836 extern struct ConfigInfo        music_config_suffix[];
1837 extern struct ConfigInfo        helpanim_config[];
1838 extern struct ConfigInfo        helptext_config[];
1839
1840 #endif  /* MAIN_H */