rnd-20040322-B-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_CROSS    25
90 #define EP_PROTECTED            26
91 #define EP_CAN_MOVE_INTO_ACID   27
92
93 /* values for pre-defined properties */
94 #define EP_PLAYER               32
95 #define EP_CAN_PASS_MAGIC_WALL  33
96 #define EP_SWITCHABLE           34
97 #define EP_BD_ELEMENT           35
98 #define EP_SP_ELEMENT           36
99 #define EP_SB_ELEMENT           37
100 #define EP_GEM                  38
101 #define EP_FOOD_DARK_YAMYAM     39
102 #define EP_FOOD_PENGUIN         40
103 #define EP_FOOD_PIG             41
104 #define EP_HISTORIC_WALL        42
105 #define EP_HISTORIC_SOLID       43
106 #define EP_CLASSIC_ENEMY        44
107 #define EP_BELT                 45
108 #define EP_BELT_ACTIVE          46
109 #define EP_BELT_SWITCH          47
110 #define EP_TUBE                 48
111 #define EP_KEYGATE              49
112 #define EP_AMOEBOID             50
113 #define EP_AMOEBALIVE           51
114 #define EP_HAS_CONTENT          52
115 #define EP_ACTIVE_BOMB          53
116 #define EP_INACTIVE             54
117
118 /* values for special configurable properties (depending on level settings) */
119 #define EP_EM_SLIPPERY_WALL     55
120
121 /* values for special graphics properties (no effect on game engine) */
122 #define EP_GFX_CRUMBLED         56
123
124 /* values for derived properties (determined from properties above) */
125 #define EP_ACCESSIBLE_OVER      57
126 #define EP_ACCESSIBLE_INSIDE    58
127 #define EP_ACCESSIBLE_UNDER     59
128 #define EP_WALKABLE             60
129 #define EP_PASSABLE             61
130 #define EP_ACCESSIBLE           62
131 #define EP_COLLECTIBLE          63
132 #define EP_SNAPPABLE            64
133 #define EP_WALL                 65
134 #define EP_SOLID_FOR_PUSHING    66
135 #define EP_DRAGONFIRE_PROOF     67
136 #define EP_EXPLOSION_PROOF      68
137 #define EP_CAN_SMASH            69
138 #define EP_CAN_EXPLODE          70
139 #define EP_CAN_EXPLODE_3X3      71
140 #define EP_SP_PORT              72
141 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    73
142 #define EP_CAN_EXPLODE_BY_EXPLOSION     74
143 #define EP_COULD_MOVE_INTO_ACID         75
144 #define EP_MAYBE_DONT_COLLIDE_WITH      76
145
146 /* values for internal purpose only (level editor) */
147 #define EP_EXPLODE_RESULT       77
148 #define EP_WALK_TO_OBJECT       78
149 #define EP_DEADLY               79
150
151 #define NUM_ELEMENT_PROPERTIES  80
152
153 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
154 #define EP_BITFIELD_BASE        0
155
156 #define EP_BITMASK_DEFAULT      0
157
158 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
159 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
160 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
161 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
162                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
163                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
164
165
166 /* values for change events for custom elements (stored in level file) */
167 #define CE_DELAY                0
168 #define CE_TOUCHED_BY_PLAYER    1
169 #define CE_PRESSED_BY_PLAYER    2
170 #define CE_PUSHED_BY_PLAYER     3
171 #define CE_DROPPED_BY_PLAYER    4
172 #define CE_HITTING_SOMETHING    5
173 #define CE_IMPACT               6
174 #define CE_SMASHED              7
175 #define CE_OTHER_IS_TOUCHING    8
176 #define CE_OTHER_IS_CHANGING    9
177 #define CE_OTHER_IS_EXPLODING   10
178 #define CE_OTHER_GETS_TOUCHED   11
179 #define CE_OTHER_GETS_PRESSED   12
180 #define CE_OTHER_GETS_PUSHED    13
181 #define CE_OTHER_GETS_COLLECTED 14
182 #define CE_OTHER_GETS_DROPPED   15
183 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
184 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
185 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
186 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
187 #define CE_OTHER_GETS_DIGGED    20
188 #define CE_ENTERED_BY_PLAYER    21
189 #define CE_LEFT_BY_PLAYER       22
190 #define CE_OTHER_GETS_ENTERED   23
191 #define CE_OTHER_GETS_LEFT      24
192 #define CE_SWITCHED             25
193 #define CE_OTHER_IS_SWITCHING   26
194 #define CE_HIT_BY_SOMETHING     27
195 #define CE_OTHER_IS_HITTING     28
196 #define CE_OTHER_GETS_HIT       29
197
198 #define NUM_CHANGE_EVENTS       30
199
200 #define CE_BITMASK_DEFAULT      0
201
202 #define CH_EVENT_BIT(c)         (1 << (c))
203 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
204 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
205
206 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
207                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
208 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
209                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
210 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
211                                  ((v) ?                                   \
212                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
213                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
214
215 /* values for change side for custom elements */
216 #define CH_SIDE_NONE            MV_NO_MOVING
217 #define CH_SIDE_LEFT            MV_LEFT
218 #define CH_SIDE_RIGHT           MV_RIGHT
219 #define CH_SIDE_TOP             MV_UP
220 #define CH_SIDE_BOTTOM          MV_DOWN
221 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
222 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
223 #define CH_SIDE_ANY             MV_ANY_DIRECTION
224
225 /* values for change player for custom elements */
226 #define CH_PLAYER_NONE          0
227 #define CH_PLAYER_1             (1 << 0)
228 #define CH_PLAYER_2             (1 << 1)
229 #define CH_PLAYER_3             (1 << 2)
230 #define CH_PLAYER_4             (1 << 3)
231 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
232                                  CH_PLAYER_4)
233
234 /* values for change page for custom elements */
235 #define CH_PAGE_ANY_FILE        (0xff)
236 #define CH_PAGE_ANY             (0xffffffff)
237
238 /* values for change power for custom elements */
239 #define CP_WHEN_EMPTY           0
240 #define CP_WHEN_DIGGABLE        1
241 #define CP_WHEN_DESTRUCTIBLE    2
242
243 /* values for custom move patterns (bits 0 - 3: basic move directions) */
244 #define MV_BIT_TOWARDS_PLAYER   4
245 #define MV_BIT_AWAY_FROM_PLAYER 5
246 #define MV_BIT_ALONG_LEFT_SIDE  6
247 #define MV_BIT_ALONG_RIGHT_SIDE 7
248 #define MV_BIT_TURNING_LEFT     8
249 #define MV_BIT_TURNING_RIGHT    9
250 #define MV_BIT_WHEN_PUSHED      10
251 #define MV_BIT_MAZE_RUNNER      11
252 #define MV_BIT_MAZE_HUNTER      12
253 #define MV_BIT_WHEN_DROPPED     13
254 #define MV_BIT_TURNING_LEFT_RIGHT 14
255 #define MV_BIT_TURNING_RIGHT_LEFT 15
256 #define MV_BIT_TURNING_RANDOM   16
257
258 /* values for custom move patterns */
259 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
260 #define MV_VERTICAL             (MV_UP   | MV_DOWN)
261 #define MV_ALL_DIRECTIONS       (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
262 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
263 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
264 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
265 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
266 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
267 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
268 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
269 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
270 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
271 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
272 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
273 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
274 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
275 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
276 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
277
278 /* values for initial move direction (bits 0 - 3: basic move directions) */
279 #define MV_START_BIT_PREVIOUS   4
280
281 /* values for initial move direction */
282 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
283 #define MV_START_LEFT           (MV_LEFT)
284 #define MV_START_RIGHT          (MV_RIGHT)
285 #define MV_START_UP             (MV_UP)
286 #define MV_START_DOWN           (MV_DOWN)
287 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
288 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
289
290 /* values for elements left behind by custom elements */
291 #define LEAVE_TYPE_UNLIMITED    0
292 #define LEAVE_TYPE_LIMITED      1
293
294 /* values for slippery property for custom elements */
295 #define SLIPPERY_ANY_RANDOM     0
296 #define SLIPPERY_ANY_LEFT_RIGHT 1
297 #define SLIPPERY_ANY_RIGHT_LEFT 2
298 #define SLIPPERY_ONLY_LEFT      3
299 #define SLIPPERY_ONLY_RIGHT     4
300
301 /* macros for configurable properties */
302 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
303 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
304 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
305 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
306 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
307 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
308 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
309 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
310 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
311 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
312 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
313 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
314 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
315 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
316 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
317 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
318 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
319 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
320 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
321 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
322 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
323 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
324 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
325 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
326 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
327 #define CAN_EXPLODE_CROSS(e)    HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS)
328 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
329 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
330
331 /* macros for special configurable properties */
332 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
333
334 /* macros for special graphics properties */
335 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
336
337 /* macros for pre-defined properties */
338 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
339 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
340 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
341 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
342 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
343 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
344 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
345 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
346 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
347 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
348 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
349 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
350 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
351 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
352 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
353 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
354 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
355 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
356 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
357 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
358 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
359 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
360 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
361
362 /* macros for derived properties */
363 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
364 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
365 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
366 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
367 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
368 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
369 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
370 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
371 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
372 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
373 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
374 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
375 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
376 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
377 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
378 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
379 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
380                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
381 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
382                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
383 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
384 #define MAYBE_DONT_COLLIDE_WITH(e)  HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
385
386 /* special macros used in game engine */
387 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
388                                  (e) <= EL_CUSTOM_END)
389
390 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
391                                  (e) <= EL_GROUP_END)
392
393 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
394                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
395
396 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
397                                  (e) <= EL_INTERNAL_END)
398
399 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
400                                  (e) <= EL_ENVELOPE_4)
401
402 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
403                                  element_info[e].gfx_element : e)
404
405 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
406
407 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
408 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
409
410 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
411 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
412 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
413
414 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
415                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
416                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
417                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
418                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
419                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
420                                  EL_ROCK)
421 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
422                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
423                                  EL_BD_ROCK)
424 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
425 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
426 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
427 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
428
429 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
430 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
431
432 #if 1
433
434 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
435                                          IS_PROTECTED(Back[x][y]))
436 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
437 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
438                                          ENEMY_PROTECTED_FIELD(x, y))
439 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
440                                          EXPLOSION_PROTECTED_FIELD(x, y))
441
442 #else
443
444 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
445                                  IS_INDESTRUCTIBLE(Feld[x][y]))
446 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
447                                  PROTECTED_FIELD(x, y))
448 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
449                                  PROTECTED_FIELD(x, y))
450 #endif
451
452 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
453                                  (p)->switch_x == (x) && (p)->switch_y == (y))
454
455 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
456
457 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
458 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
459 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
460
461 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
462 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
463 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
464 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
465
466 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
467
468
469 /* fundamental game speed values */
470 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
471 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
472 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
473 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
474 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
475 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
476
477 /* boundaries of arrays etc. */
478 #define MAX_LEVEL_NAME_LEN      32
479 #define MAX_LEVEL_AUTHOR_LEN    32
480 #define MAX_ELEMENT_NAME_LEN    32
481 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
482 #define MAX_SCORE_ENTRIES       100
483 #define MAX_NUM_AMOEBA          100
484 #define MAX_INVENTORY_SIZE      1000
485 #define MAX_KEYS                4
486 #define NUM_BELTS               4
487 #define NUM_BELT_PARTS          3
488 #define MIN_ENVELOPE_XSIZE      1
489 #define MIN_ENVELOPE_YSIZE      1
490 #define MAX_ENVELOPE_XSIZE      30
491 #define MAX_ENVELOPE_YSIZE      20
492 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
493 #define MIN_CHANGE_PAGES        1
494 #define MAX_CHANGE_PAGES        32
495 #define MIN_ELEMENTS_IN_GROUP   1
496 #define MAX_ELEMENTS_IN_GROUP   16
497
498 /* values for elements with content */
499 #define MIN_ELEMENT_CONTENTS    1
500 #define STD_ELEMENT_CONTENTS    4
501 #define MAX_ELEMENT_CONTENTS    8
502
503 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
504
505 /* often used screen positions */
506 #define SX                      8
507 #define SY                      8
508 #define REAL_SX                 (SX - 2)
509 #define REAL_SY                 (SY - 2)
510 #define DX                      566
511 #define DY                      60
512 #define VX                      DX
513 #define VY                      400
514 #define EX                      DX
515 #define EY                      (VY - 44)
516 #define TILEX                   32
517 #define TILEY                   32
518 #define MINI_TILEX              (TILEX / 2)
519 #define MINI_TILEY              (TILEY / 2)
520 #define MICRO_TILEX             (TILEX / 8)
521 #define MICRO_TILEY             (TILEY / 8)
522 #define MIDPOSX                 (SCR_FIELDX / 2)
523 #define MIDPOSY                 (SCR_FIELDY / 2)
524 #define SXSIZE                  (SCR_FIELDX * TILEX)
525 #define SYSIZE                  (SCR_FIELDY * TILEY)
526 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
527 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
528 #define DXSIZE                  100
529 #define DYSIZE                  280
530 #define VXSIZE                  DXSIZE
531 #define VYSIZE                  100
532 #define EXSIZE                  DXSIZE
533 #define EYSIZE                  (VYSIZE + 44)
534 #define FULL_SXSIZE             (2 + SXSIZE + 2)
535 #define FULL_SYSIZE             (2 + SYSIZE + 2)
536 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
537 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
538 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
539 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
540 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
541
542
543 /* score for elements */
544 #define SC_EMERALD              0
545 #define SC_DIAMOND              1
546 #define SC_BUG                  2
547 #define SC_SPACESHIP            3
548 #define SC_YAMYAM               4
549 #define SC_ROBOT                5
550 #define SC_PACMAN               6
551 #define SC_NUT                  7
552 #define SC_DYNAMITE             8
553 #define SC_KEY                  9
554 #define SC_TIME_BONUS           10
555 #define SC_CRYSTAL              11
556 #define SC_PEARL                12
557 #define SC_SHIELD               13
558
559
560 /* "real" level file elements */
561 #define EL_UNDEFINED                    -1
562
563 #define EL_EMPTY_SPACE                  0
564 #define EL_EMPTY                        EL_EMPTY_SPACE
565 #define EL_SAND                         1
566 #define EL_WALL                         2
567 #define EL_WALL_SLIPPERY                3
568 #define EL_ROCK                         4
569 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
570 #define EL_EMERALD                      6
571 #define EL_EXIT_CLOSED                  7
572 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
573 #define EL_BUG                          9
574 #define EL_SPACESHIP                    10
575 #define EL_YAMYAM                       11
576 #define EL_ROBOT                        12
577 #define EL_STEELWALL                    13
578 #define EL_DIAMOND                      14
579 #define EL_AMOEBA_DEAD                  15
580 #define EL_QUICKSAND_EMPTY              16
581 #define EL_QUICKSAND_FULL               17
582 #define EL_AMOEBA_DROP                  18
583 #define EL_BOMB                         19
584 #define EL_MAGIC_WALL                   20
585 #define EL_SPEED_PILL                   21
586 #define EL_ACID                         22
587 #define EL_AMOEBA_WET                   23
588 #define EL_AMOEBA_DRY                   24
589 #define EL_NUT                          25
590 #define EL_GAME_OF_LIFE                 26
591 #define EL_BIOMAZE                      27
592 #define EL_DYNAMITE_ACTIVE              28
593 #define EL_STONEBLOCK                   29
594 #define EL_ROBOT_WHEEL                  30
595 #define EL_ROBOT_WHEEL_ACTIVE           31
596 #define EL_KEY_1                        32
597 #define EL_KEY_2                        33
598 #define EL_KEY_3                        34
599 #define EL_KEY_4                        35
600 #define EL_GATE_1                       36
601 #define EL_GATE_2                       37
602 #define EL_GATE_3                       38
603 #define EL_GATE_4                       39
604 #define EL_GATE_1_GRAY                  40
605 #define EL_GATE_2_GRAY                  41
606 #define EL_GATE_3_GRAY                  42
607 #define EL_GATE_4_GRAY                  43
608 #define EL_DYNAMITE                     44
609 #define EL_PACMAN                       45
610 #define EL_INVISIBLE_WALL               46
611 #define EL_LAMP                         47
612 #define EL_LAMP_ACTIVE                  48
613 #define EL_WALL_EMERALD                 49
614 #define EL_WALL_DIAMOND                 50
615 #define EL_AMOEBA_FULL                  51
616 #define EL_BD_AMOEBA                    52
617 #define EL_TIME_ORB_FULL                53
618 #define EL_TIME_ORB_EMPTY               54
619 #define EL_EXPANDABLE_WALL              55
620 #define EL_BD_DIAMOND                   56
621 #define EL_EMERALD_YELLOW               57
622 #define EL_WALL_BD_DIAMOND              58
623 #define EL_WALL_EMERALD_YELLOW          59
624 #define EL_DARK_YAMYAM                  60
625 #define EL_BD_MAGIC_WALL                61
626 #define EL_INVISIBLE_STEELWALL          62
627 #define EL_SOKOBAN_FIELD_PLAYER         63
628 #define EL_DYNABOMB_INCREASE_NUMBER     64
629 #define EL_DYNABOMB_INCREASE_SIZE       65
630 #define EL_DYNABOMB_INCREASE_POWER      66
631 #define EL_SOKOBAN_OBJECT               67
632 #define EL_SOKOBAN_FIELD_EMPTY          68
633 #define EL_SOKOBAN_FIELD_FULL           69
634 #define EL_BD_BUTTERFLY_RIGHT           70
635 #define EL_BD_BUTTERFLY_UP              71
636 #define EL_BD_BUTTERFLY_LEFT            72
637 #define EL_BD_BUTTERFLY_DOWN            73
638 #define EL_BD_FIREFLY_RIGHT             74
639 #define EL_BD_FIREFLY_UP                75
640 #define EL_BD_FIREFLY_LEFT              76
641 #define EL_BD_FIREFLY_DOWN              77
642 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
643 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
644 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
645 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
646 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
647 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
648 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
649 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
650 #define EL_BD_BUTTERFLY                 78
651 #define EL_BD_FIREFLY                   79
652 #define EL_PLAYER_1                     80
653 #define EL_PLAYER_2                     81
654 #define EL_PLAYER_3                     82
655 #define EL_PLAYER_4                     83
656 #define EL_BUG_RIGHT                    84
657 #define EL_BUG_UP                       85
658 #define EL_BUG_LEFT                     86
659 #define EL_BUG_DOWN                     87
660 #define EL_SPACESHIP_RIGHT              88
661 #define EL_SPACESHIP_UP                 89
662 #define EL_SPACESHIP_LEFT               90
663 #define EL_SPACESHIP_DOWN               91
664 #define EL_PACMAN_RIGHT                 92
665 #define EL_PACMAN_UP                    93
666 #define EL_PACMAN_LEFT                  94
667 #define EL_PACMAN_DOWN                  95
668 #define EL_EMERALD_RED                  96
669 #define EL_EMERALD_PURPLE               97
670 #define EL_WALL_EMERALD_RED             98
671 #define EL_WALL_EMERALD_PURPLE          99
672 #define EL_ACID_POOL_TOPLEFT            100
673 #define EL_ACID_POOL_TOPRIGHT           101
674 #define EL_ACID_POOL_BOTTOMLEFT         102
675 #define EL_ACID_POOL_BOTTOM             103
676 #define EL_ACID_POOL_BOTTOMRIGHT        104
677 #define EL_BD_WALL                      105
678 #define EL_BD_ROCK                      106
679 #define EL_EXIT_OPEN                    107
680 #define EL_BLACK_ORB                    108
681 #define EL_AMOEBA_TO_DIAMOND            109
682 #define EL_MOLE                         110
683 #define EL_PENGUIN                      111
684 #define EL_SATELLITE                    112
685 #define EL_ARROW_LEFT                   113
686 #define EL_ARROW_RIGHT                  114
687 #define EL_ARROW_UP                     115
688 #define EL_ARROW_DOWN                   116
689 #define EL_PIG                          117
690 #define EL_DRAGON                       118
691
692 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
693
694 #define EL_CHAR_START                   120
695 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
696 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
697
698 #include "conf_chr.h"   /* include auto-generated data structure definitions */
699
700 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
701 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
702
703 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
704
705 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
706 #define EL_EXPANDABLE_WALL_VERTICAL     201
707 #define EL_EXPANDABLE_WALL_ANY          202
708
709 #define EL_EM_GATE_1                    203
710 #define EL_EM_GATE_2                    204
711 #define EL_EM_GATE_3                    205
712 #define EL_EM_GATE_4                    206
713
714 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
715 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
716 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
717
718 #define EL_SP_START                     210
719 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
720 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
721 #define EL_SP_ZONK                      (EL_SP_START + 1)
722 #define EL_SP_BASE                      (EL_SP_START + 2)
723 #define EL_SP_MURPHY                    (EL_SP_START + 3)
724 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
725 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
726 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
727 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
728 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
729 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
730 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
731 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
732 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
733 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
734 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
735 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
736 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
737 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
738 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
739 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
740 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
741 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
742 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
743 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
744 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
745 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
746 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
747 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
748 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
749 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
750 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
751 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
752 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
753 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
754 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
755 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
756 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
757 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
758 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
759 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
760 #define EL_SP_END                       (EL_SP_START + 39)
761
762 #define EL_EM_GATE_1_GRAY               250
763 #define EL_EM_GATE_2_GRAY               251
764 #define EL_EM_GATE_3_GRAY               252
765 #define EL_EM_GATE_4_GRAY               253
766
767 #define EL_UNUSED_254                   254
768 #define EL_UNUSED_255                   255
769
770 #define EL_PEARL                        256
771 #define EL_CRYSTAL                      257
772 #define EL_WALL_PEARL                   258
773 #define EL_WALL_CRYSTAL                 259
774 #define EL_DOOR_WHITE                   260
775 #define EL_DOOR_WHITE_GRAY              261
776 #define EL_KEY_WHITE                    262
777 #define EL_SHIELD_NORMAL                263
778 #define EL_EXTRA_TIME                   264
779 #define EL_SWITCHGATE_OPEN              265
780 #define EL_SWITCHGATE_CLOSED            266
781 #define EL_SWITCHGATE_SWITCH_UP         267
782 #define EL_SWITCHGATE_SWITCH_DOWN       268
783
784 #define EL_UNUSED_269                   269
785 #define EL_UNUSED_270                   270
786
787 #define EL_CONVEYOR_BELT_1_LEFT          271
788 #define EL_CONVEYOR_BELT_1_MIDDLE        272
789 #define EL_CONVEYOR_BELT_1_RIGHT         273
790 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
791 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
792 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
793 #define EL_CONVEYOR_BELT_2_LEFT          277
794 #define EL_CONVEYOR_BELT_2_MIDDLE        278
795 #define EL_CONVEYOR_BELT_2_RIGHT         279
796 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
797 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
798 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
799 #define EL_CONVEYOR_BELT_3_LEFT          283
800 #define EL_CONVEYOR_BELT_3_MIDDLE        284
801 #define EL_CONVEYOR_BELT_3_RIGHT         285
802 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
803 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
804 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
805 #define EL_CONVEYOR_BELT_4_LEFT          289
806 #define EL_CONVEYOR_BELT_4_MIDDLE        290
807 #define EL_CONVEYOR_BELT_4_RIGHT         291
808 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
809 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
810 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
811 #define EL_LANDMINE                     295
812 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
813 #define EL_LIGHT_SWITCH                 297
814 #define EL_LIGHT_SWITCH_ACTIVE          298
815 #define EL_SIGN_EXCLAMATION             299
816 #define EL_SIGN_RADIOACTIVITY           300
817 #define EL_SIGN_STOP                    301
818 #define EL_SIGN_WHEELCHAIR              302
819 #define EL_SIGN_PARKING                 303
820 #define EL_SIGN_ONEWAY                  304
821 #define EL_SIGN_HEART                   305
822 #define EL_SIGN_TRIANGLE                306
823 #define EL_SIGN_ROUND                   307
824 #define EL_SIGN_EXIT                    308
825 #define EL_SIGN_YINYANG                 309
826 #define EL_SIGN_OTHER                   310
827 #define EL_MOLE_LEFT                    311
828 #define EL_MOLE_RIGHT                   312
829 #define EL_MOLE_UP                      313
830 #define EL_MOLE_DOWN                    314
831 #define EL_STEELWALL_SLIPPERY           315
832 #define EL_INVISIBLE_SAND               316
833 #define EL_DX_UNKNOWN_15                317
834 #define EL_DX_UNKNOWN_42                318
835
836 #define EL_UNUSED_319                   319
837 #define EL_UNUSED_320                   320
838
839 #define EL_SHIELD_DEADLY                321
840 #define EL_TIMEGATE_OPEN                322
841 #define EL_TIMEGATE_CLOSED              323
842 #define EL_TIMEGATE_SWITCH_ACTIVE       324
843 #define EL_TIMEGATE_SWITCH              325
844
845 #define EL_BALLOON                      326
846 #define EL_BALLOON_SWITCH_LEFT          327
847 #define EL_BALLOON_SWITCH_RIGHT         328
848 #define EL_BALLOON_SWITCH_UP            329
849 #define EL_BALLOON_SWITCH_DOWN          330
850 #define EL_BALLOON_SWITCH_ANY           331
851
852 #define EL_EMC_STEELWALL_1              332
853 #define EL_EMC_STEELWALL_2              333
854 #define EL_EMC_STEELWALL_3              334
855 #define EL_EMC_STEELWALL_4              335
856 #define EL_EMC_WALL_1                   336
857 #define EL_EMC_WALL_2                   337
858 #define EL_EMC_WALL_3                   338
859 #define EL_EMC_WALL_4                   339
860 #define EL_EMC_WALL_5                   340
861 #define EL_EMC_WALL_6                   341
862 #define EL_EMC_WALL_7                   342
863 #define EL_EMC_WALL_8                   343
864
865 #define EL_TUBE_ANY                     344
866 #define EL_TUBE_VERTICAL                345
867 #define EL_TUBE_HORIZONTAL              346
868 #define EL_TUBE_VERTICAL_LEFT           347
869 #define EL_TUBE_VERTICAL_RIGHT          348
870 #define EL_TUBE_HORIZONTAL_UP           349
871 #define EL_TUBE_HORIZONTAL_DOWN         350
872 #define EL_TUBE_LEFT_UP                 351
873 #define EL_TUBE_LEFT_DOWN               352
874 #define EL_TUBE_RIGHT_UP                353
875 #define EL_TUBE_RIGHT_DOWN              354
876 #define EL_SPRING                       355
877 #define EL_TRAP                         356
878 #define EL_DX_SUPABOMB                  357
879
880 #define EL_UNUSED_358                   358
881 #define EL_UNUSED_359                   359
882
883 /* ---------- begin of custom elements section ----------------------------- */
884 #define EL_CUSTOM_START                 360
885
886 #include "conf_cus.h"   /* include auto-generated data structure definitions */
887
888 #define NUM_CUSTOM_ELEMENTS             256
889 #define EL_CUSTOM_END                   615
890 /* ---------- end of custom elements section ------------------------------- */
891
892 #define EL_EM_KEY_1                     616
893 #define EL_EM_KEY_2                     617
894 #define EL_EM_KEY_3                     618
895 #define EL_EM_KEY_4                     619
896 #define EL_ENVELOPE_1                   620
897 #define EL_ENVELOPE_2                   621
898 #define EL_ENVELOPE_3                   622
899 #define EL_ENVELOPE_4                   623
900
901 /* ---------- begin of group elements section ------------------------------ */
902 #define EL_GROUP_START                  624
903
904 #include "conf_grp.h"   /* include auto-generated data structure definitions */
905
906 #define NUM_GROUP_ELEMENTS              32
907 #define EL_GROUP_END                    655
908 /* ---------- end of custom elements section ------------------------------- */
909
910 #define EL_UNKNOWN                      656
911 #define EL_TRIGGER_ELEMENT              657
912 #define EL_TRIGGER_PLAYER               658
913
914 #define NUM_FILE_ELEMENTS               659
915
916
917 /* "real" (and therefore drawable) runtime elements */
918 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
919
920 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
921 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
922 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
923 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
924 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
925 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
926 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
927 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
928 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
929 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
930 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
931 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
932 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
933 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
934 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
935 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
936 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
937 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
938 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
939 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
940 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
941 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
942 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
943 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
944 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
945 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
946 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
947 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
948 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
949 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
950 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
951 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
952 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
953 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
954 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
955 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
956 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
957 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
958 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
959 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
960 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
961 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
962 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
963 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
964 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
965
966 /* "unreal" (and therefore not drawable) runtime elements */
967 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
968
969 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
970 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
971 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
972 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
973 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
974 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
975 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
976 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
977 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
978 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
979 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
980 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
981 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
982 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
983 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
984 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
985 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
986 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
987
988 /* dummy elements (never used as game elements, only used as graphics) */
989 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
990
991 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
992 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
993 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
994 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
995 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
996 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
997 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
998 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
999 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
1000 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
1001 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
1002 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
1003 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
1004 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
1005 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
1006 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
1007 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
1008 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
1009 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1010 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1011 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1012 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1013 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1014 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1015 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1016
1017 /* internal elements (only used for internal purposes like copying) */
1018 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1019
1020 #define EL_INTERNAL_CLIPBOARD_CUSTOM            (EL_FIRST_INTERNAL + 0)
1021 #define EL_INTERNAL_CLIPBOARD_CHANGE            (EL_FIRST_INTERNAL + 1)
1022 #define EL_INTERNAL_CLIPBOARD_GROUP             (EL_FIRST_INTERNAL + 2)
1023 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 3)
1024
1025 #define EL_INTERNAL_CLIPBOARD_START             (EL_FIRST_INTERNAL + 0)
1026 #define EL_INTERNAL_CLIPBOARD_END               (EL_FIRST_INTERNAL + 2)
1027 #define EL_INTERNAL_START                       (EL_FIRST_INTERNAL + 0)
1028 #define EL_INTERNAL_END                         (EL_FIRST_INTERNAL + 3)
1029
1030 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 4)
1031
1032
1033 /* values for graphics/sounds action types */
1034 #define ACTION_DEFAULT                          0
1035 #define ACTION_WAITING                          1
1036 #define ACTION_FALLING                          2
1037 #define ACTION_MOVING                           3
1038 #define ACTION_DIGGING                          4
1039 #define ACTION_SNAPPING                         5
1040 #define ACTION_COLLECTING                       6
1041 #define ACTION_DROPPING                         7
1042 #define ACTION_PUSHING                          8
1043 #define ACTION_WALKING                          9
1044 #define ACTION_PASSING                          10
1045 #define ACTION_IMPACT                           11
1046 #define ACTION_BREAKING                         12
1047 #define ACTION_ACTIVATING                       13
1048 #define ACTION_DEACTIVATING                     14
1049 #define ACTION_OPENING                          15
1050 #define ACTION_CLOSING                          16
1051 #define ACTION_ATTACKING                        17
1052 #define ACTION_GROWING                          18
1053 #define ACTION_SHRINKING                        19
1054 #define ACTION_ACTIVE                           20
1055 #define ACTION_FILLING                          21
1056 #define ACTION_EMPTYING                         22
1057 #define ACTION_CHANGING                         23
1058 #define ACTION_EXPLODING                        24
1059 #define ACTION_BORING                           25
1060 #define ACTION_BORING_1                         26
1061 #define ACTION_BORING_2                         27
1062 #define ACTION_BORING_3                         28
1063 #define ACTION_BORING_4                         29
1064 #define ACTION_BORING_5                         30
1065 #define ACTION_BORING_6                         31
1066 #define ACTION_BORING_7                         32
1067 #define ACTION_BORING_8                         33
1068 #define ACTION_BORING_9                         34
1069 #define ACTION_BORING_10                        35
1070 #define ACTION_SLEEPING                         36
1071 #define ACTION_SLEEPING_1                       37
1072 #define ACTION_SLEEPING_2                       38
1073 #define ACTION_SLEEPING_3                       39
1074 #define ACTION_AWAKENING                        40
1075 #define ACTION_DYING                            41
1076 #define ACTION_TURNING                          42
1077 #define ACTION_TURNING_FROM_LEFT                43
1078 #define ACTION_TURNING_FROM_RIGHT               44
1079 #define ACTION_TURNING_FROM_UP                  45
1080 #define ACTION_TURNING_FROM_DOWN                46
1081 #define ACTION_OTHER                            47
1082
1083 #define NUM_ACTIONS                             48
1084
1085 #define ACTION_BORING_LAST                      ACTION_BORING_10
1086 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1087
1088
1089 /* values for special image configuration suffixes (must match game mode) */
1090 #define GFX_SPECIAL_ARG_DEFAULT                 0
1091 #define GFX_SPECIAL_ARG_MAIN                    1
1092 #define GFX_SPECIAL_ARG_LEVELS                  2
1093 #define GFX_SPECIAL_ARG_SCORES                  3
1094 #define GFX_SPECIAL_ARG_EDITOR                  4
1095 #define GFX_SPECIAL_ARG_INFO                    5
1096 #define GFX_SPECIAL_ARG_SETUP                   6
1097 #define GFX_SPECIAL_ARG_PLAYING                 7
1098 #define GFX_SPECIAL_ARG_DOOR                    8
1099 #define GFX_SPECIAL_ARG_PREVIEW                 9
1100 #define GFX_SPECIAL_ARG_CRUMBLED                10
1101
1102 #define NUM_SPECIAL_GFX_ARGS                    11
1103
1104
1105 /* values for image configuration suffixes */
1106 #define GFX_ARG_X                               0
1107 #define GFX_ARG_Y                               1
1108 #define GFX_ARG_XPOS                            2
1109 #define GFX_ARG_YPOS                            3
1110 #define GFX_ARG_WIDTH                           4
1111 #define GFX_ARG_HEIGHT                          5
1112 #define GFX_ARG_OFFSET                          6
1113 #define GFX_ARG_VERTICAL                        7
1114 #define GFX_ARG_XOFFSET                         8
1115 #define GFX_ARG_YOFFSET                         9
1116 #define GFX_ARG_FRAMES                          10
1117 #define GFX_ARG_FRAMES_PER_LINE                 11
1118 #define GFX_ARG_START_FRAME                     12
1119 #define GFX_ARG_DELAY                           13
1120 #define GFX_ARG_ANIM_MODE                       14
1121 #define GFX_ARG_GLOBAL_SYNC                     15
1122 #define GFX_ARG_CRUMBLED_LIKE                   16
1123 #define GFX_ARG_DIGGABLE_LIKE                   17
1124 #define GFX_ARG_BORDER_SIZE                     18
1125 #define GFX_ARG_STEP_OFFSET                     19
1126 #define GFX_ARG_STEP_DELAY                      20
1127 #define GFX_ARG_DIRECTION                       21
1128 #define GFX_ARG_POSITION                        22
1129 #define GFX_ARG_DRAW_XOFFSET                    23
1130 #define GFX_ARG_DRAW_YOFFSET                    24
1131 #define GFX_ARG_DRAW_MASKED                     25
1132 #define GFX_ARG_ANIM_DELAY_FIXED                26
1133 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1134 #define GFX_ARG_POST_DELAY_FIXED                28
1135 #define GFX_ARG_POST_DELAY_RANDOM               29
1136 #define GFX_ARG_NAME                            30
1137
1138 #define NUM_GFX_ARGS                            31
1139
1140
1141 /* values for sound configuration suffixes */
1142 #define SND_ARG_MODE_LOOP                       0
1143
1144 #define NUM_SND_ARGS                            1
1145
1146
1147 /* values for music configuration suffixes */
1148 #define MUS_ARG_MODE_LOOP                       0
1149
1150 #define NUM_MUS_ARGS                            1
1151
1152
1153 /* values for font configuration */
1154 #define FONT_INITIAL_1                          0
1155 #define FONT_INITIAL_2                          1
1156 #define FONT_INITIAL_3                          2
1157 #define FONT_INITIAL_4                          3
1158 #define FONT_TITLE_1                            4
1159 #define FONT_TITLE_2                            5
1160 #define FONT_MENU_1                             6
1161 #define FONT_MENU_2                             7
1162 #define FONT_TEXT_1_ACTIVE                      8
1163 #define FONT_TEXT_2_ACTIVE                      9
1164 #define FONT_TEXT_3_ACTIVE                      10
1165 #define FONT_TEXT_4_ACTIVE                      11
1166 #define FONT_TEXT_1                             12
1167 #define FONT_TEXT_2                             13
1168 #define FONT_TEXT_3                             14
1169 #define FONT_TEXT_4                             15
1170 #define FONT_ENVELOPE_1                         16
1171 #define FONT_ENVELOPE_2                         17
1172 #define FONT_ENVELOPE_3                         18
1173 #define FONT_ENVELOPE_4                         19
1174 #define FONT_INPUT_1_ACTIVE                     20
1175 #define FONT_INPUT_2_ACTIVE                     21
1176 #define FONT_INPUT_1                            22
1177 #define FONT_INPUT_2                            23
1178 #define FONT_OPTION_OFF                         24
1179 #define FONT_OPTION_ON                          25
1180 #define FONT_VALUE_1                            26
1181 #define FONT_VALUE_2                            27
1182 #define FONT_VALUE_OLD                          28
1183 #define FONT_LEVEL_NUMBER                       29
1184 #define FONT_TAPE_RECORDER                      30
1185 #define FONT_GAME_INFO                          31
1186
1187 #define NUM_FONTS                               32
1188 #define NUM_INITIAL_FONTS                       4
1189
1190 /* values for game_status (must match special image configuration suffixes) */
1191 #define GAME_MODE_DEFAULT                       0
1192 #define GAME_MODE_MAIN                          1
1193 #define GAME_MODE_LEVELS                        2
1194 #define GAME_MODE_SCORES                        3
1195 #define GAME_MODE_EDITOR                        4
1196 #define GAME_MODE_INFO                          5
1197 #define GAME_MODE_SETUP                         6
1198 #define GAME_MODE_PLAYING                       7
1199 #define GAME_MODE_PSEUDO_DOOR                   8
1200 #define GAME_MODE_PSEUDO_PREVIEW                9
1201 #define GAME_MODE_PSEUDO_CRUMBLED               10
1202
1203 /* there are no special config file suffixes for these modes */
1204 #define GAME_MODE_PSEUDO_TYPENAME               11
1205 #define GAME_MODE_QUIT                          12
1206
1207 /* special definitions currently only used for custom artwork configuration */
1208 #define MUSIC_PREFIX_BACKGROUND                 0
1209 #define NUM_MUSIC_PREFIXES                      1
1210 #define MAX_LEVELS                              1000
1211
1212 /* definitions for demo animation lists */
1213 #define HELPANIM_LIST_NEXT                      -1
1214 #define HELPANIM_LIST_END                       -999
1215
1216
1217 /* program information and versioning definitions */
1218
1219 #define PROGRAM_VERSION_MAJOR   3
1220 #define PROGRAM_VERSION_MINOR   1
1221 #define PROGRAM_VERSION_PATCH   0
1222 #define PROGRAM_VERSION_BUILD   2
1223
1224 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1225 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1226 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1227
1228 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1229 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1230 #define FILENAME_PREFIX         "Rocks"
1231
1232 #if defined(PLATFORM_UNIX)
1233 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1234 #elif defined(PLATFORM_WIN32)
1235 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1236 #else
1237 #define USERDATA_DIRECTORY      "userdata"
1238 #endif
1239
1240 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1241 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1242 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1243
1244 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1245 ** currently supported/known file version numbers:
1246 **      1.0 (old)
1247 **      1.2 (still in use)
1248 **      1.4 (still in use)
1249 **      2.0 (actual)
1250 */
1251 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1252 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1253 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1254 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1255
1256 /* file version does not change for every program version, but is changed
1257    when new features are introduced that are incompatible with older file
1258    versions, so that they can be treated accordingly */
1259 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1260
1261 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1262 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1263 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1264 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1265
1266 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1267                                               PROGRAM_VERSION_MINOR, \
1268                                               PROGRAM_VERSION_PATCH, \
1269                                               PROGRAM_VERSION_BUILD)
1270
1271 /* values for game_emulation */
1272 #define EMU_NONE                0
1273 #define EMU_BOULDERDASH         1
1274 #define EMU_SOKOBAN             2
1275 #define EMU_SUPAPLEX            3
1276
1277 struct MenuInfo
1278 {
1279   int draw_xoffset_default;
1280   int draw_yoffset_default;
1281   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1282   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1283
1284   int scrollbar_xoffset;
1285
1286   int list_size_default;
1287   int list_size[NUM_SPECIAL_GFX_ARGS];
1288
1289   int sound[NUM_SPECIAL_GFX_ARGS];
1290   int music[NUM_SPECIAL_GFX_ARGS];
1291 };
1292
1293 struct DoorInfo
1294 {
1295   int step_offset;
1296   int step_delay;
1297   int anim_mode;
1298 };
1299
1300 struct HiScore
1301 {
1302   char Name[MAX_PLAYER_NAME_LEN + 1];
1303   int Score;
1304 };
1305
1306 struct PlayerInfo
1307 {
1308   boolean present;              /* player present in level playfield */
1309   boolean connected;            /* player connected (locally or via network) */
1310   boolean active;               /* player present and connected */
1311
1312   int index_nr;                 /* player number (0 to 3) */
1313   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1314   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1315   int client_nr;                /* network client identifier */
1316
1317   byte action;                  /* action from local input device */
1318   byte effective_action;        /* action acknowledged from network server
1319                                    or summarized over all configured input
1320                                    devices when in single player mode */
1321   byte programmed_action;       /* action forced by game itself (like moving
1322                                    through doors); overrides other actions */
1323
1324   int jx, jy, last_jx, last_jy;
1325   int MovDir, MovPos, GfxDir, GfxPos;
1326   int Frame, StepFrame;
1327
1328   int GfxAction;
1329
1330   boolean use_murphy_graphic;
1331
1332   boolean block_last_field;
1333   boolean can_fall_into_acid;
1334
1335   boolean LevelSolved, GameOver;
1336
1337   int last_move_dir;
1338
1339   boolean is_waiting;
1340   boolean is_moving;
1341   boolean is_digging;
1342   boolean is_snapping;
1343   boolean is_collecting;
1344   boolean is_pushing;
1345   boolean is_switching;
1346   boolean is_dropping;
1347
1348   boolean is_bored;
1349   boolean is_sleeping;
1350
1351   int frame_counter_bored;
1352   int frame_counter_sleeping;
1353
1354   int anim_delay_counter;
1355   int post_delay_counter;
1356
1357   int action_waiting, last_action_waiting;
1358   int special_action_bored;
1359   int special_action_sleeping;
1360
1361   int num_special_action_bored;
1362   int num_special_action_sleeping;
1363
1364   int switch_x, switch_y;
1365
1366   int show_envelope;
1367
1368   unsigned long move_delay;
1369   int move_delay_value;
1370
1371   int move_delay_reset_counter;
1372
1373   unsigned long push_delay;
1374   unsigned long push_delay_value;
1375
1376   unsigned long actual_frame_counter;
1377
1378   int drop_delay;
1379
1380   int step_counter;
1381
1382   int score;
1383   int gems_still_needed;
1384   int sokobanfields_still_needed;
1385   int lights_still_needed;
1386   int friends_still_needed;
1387   int key[4];
1388   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1389   int shield_normal_time_left;
1390   int shield_deadly_time_left;
1391
1392   int inventory_element[MAX_INVENTORY_SIZE];
1393   int inventory_infinite_element;
1394   int inventory_size;
1395 };
1396
1397 struct LevelSetInfo
1398 {
1399   int music[MAX_LEVELS];
1400 };
1401
1402 struct LevelFileInfo
1403 {
1404   int nr;
1405   int type;
1406   boolean packed;
1407   char *basename;
1408   char *filename;
1409 };
1410
1411 struct LevelInfo
1412 {
1413   int file_version;     /* file format version the level is stored with    */
1414   int game_version;     /* game release version the level was created with */
1415
1416   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1417   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1418   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1419
1420   int fieldx, fieldy;
1421
1422   int time;
1423   int gems_needed;
1424
1425   char name[MAX_LEVEL_NAME_LEN + 1];
1426   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1427
1428   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1429   int envelope_xsize[4], envelope_ysize[4];
1430
1431   int score[LEVEL_SCORE_ELEMENTS];
1432
1433   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1434   int num_yamyam_contents;
1435
1436   int amoeba_speed;
1437   int amoeba_content;
1438
1439   int time_magic_wall;
1440   int time_wheel;
1441   int time_light;
1442   int time_timegate;
1443
1444   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1445   int dont_collide_with_bits;   /* bitfield to store property for elements */
1446
1447   boolean double_speed;
1448   boolean initial_gravity;
1449   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1450   boolean block_last_field;     /* player blocks previous field while moving */
1451   boolean sp_block_last_field;  /* player blocks previous field while moving */
1452   boolean use_spring_bug;       /* for compatibility with old levels */
1453   boolean instant_relocation;   /* no visual delay when relocating player */
1454
1455   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1456   int use_step_counter;         /* count steps instead of seconds for level */
1457
1458   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1459
1460   boolean use_custom_template;  /* use custom properties from template file */
1461
1462   boolean no_valid_file;        /* set when level file missing or invalid */
1463 };
1464
1465 struct TapeInfo
1466 {
1467   int file_version;     /* file format version the tape is stored with    */
1468   int game_version;     /* game release version the tape was created with */
1469   int engine_version;   /* game engine version the tape was recorded with */
1470
1471   char *level_identifier;
1472   int level_nr;
1473   unsigned long random_seed;
1474   unsigned long date;
1475   unsigned long counter;
1476   unsigned long length;
1477   unsigned long length_seconds;
1478   unsigned int delay_played;
1479   boolean pause_before_death;
1480   boolean recording, playing, pausing;
1481   boolean fast_forward;
1482   boolean warp_forward;
1483   boolean deactivate_display;
1484   boolean auto_play;
1485   boolean auto_play_level_solved;
1486   boolean quick_resume;
1487   boolean single_step;
1488   boolean changed;
1489   boolean player_participates[MAX_PLAYERS];
1490   int num_participating_players;
1491
1492   struct
1493   {
1494     byte action[MAX_PLAYERS];
1495     byte delay;
1496   } pos[MAX_TAPELEN];
1497
1498   boolean no_valid_file;        /* set when tape file missing or invalid */
1499 };
1500
1501 struct GameInfo
1502 {
1503   /* values for engine initialization */
1504   int default_push_delay_fixed;
1505   int default_push_delay_random;
1506
1507   /* constant within running game */
1508   int engine_version;
1509   int emulation;
1510   int initial_move_delay;
1511   int initial_move_delay_value;
1512   int initial_push_delay_value;
1513
1514   /* variable within running game */
1515   int yamyam_content_nr;
1516   boolean magic_wall_active;
1517   int magic_wall_time_left;
1518   int light_time_left;
1519   int timegate_time_left;
1520   int belt_dir[4];
1521   int belt_dir_nr[4];
1522   int switchgate_pos;
1523   int balloon_dir;
1524   boolean gravity;
1525   boolean explosions_delayed;
1526   boolean envelope_active;
1527
1528   /* values for player idle animation (no effect on engine) */
1529   int player_boring_delay_fixed;
1530   int player_boring_delay_random;
1531   int player_sleeping_delay_fixed;
1532   int player_sleeping_delay_random;
1533 };
1534
1535 struct GlobalInfo
1536 {
1537   char *autoplay_leveldir;
1538   int autoplay_level_nr;
1539
1540   int num_toons;
1541
1542   float frames_per_second;
1543   boolean fps_slowdown;
1544   int fps_slowdown_factor;
1545 };
1546
1547 struct ElementChangeInfo
1548 {
1549   boolean can_change;           /* use or ignore this change info */
1550
1551   unsigned long events;         /* change events */
1552
1553   int trigger_player;           /* player triggering change */
1554   int trigger_side;             /* side triggering change */
1555   int trigger_page;             /* page triggering change */
1556
1557   short target_element;         /* target element after change */
1558
1559   int delay_fixed;              /* added frame delay before changed (fixed) */
1560   int delay_random;             /* added frame delay before changed (random) */
1561   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1562
1563   short trigger_element;        /* element triggering change */
1564
1565   int target_content[3][3];     /* elements for extended change target */
1566   boolean use_target_content;   /* use extended change target */
1567   boolean only_if_complete;     /* only use complete target content */
1568   boolean use_random_replace;   /* use random value for replacing elements */
1569   int random_percentage;        /* random value for replacing elements */
1570   int replace_when;             /* type of elements that can be replaced */
1571
1572   boolean explode;              /* explode instead of change */
1573
1574   /* ---------- internal values used at runtime when playing ---------- */
1575
1576   /* functions that are called before, while and after the change of an
1577      element -- currently only used for non-custom elements */
1578   void (*pre_change_function)(int x, int y);
1579   void (*change_function)(int x, int y);
1580   void (*post_change_function)(int x, int y);
1581
1582   short actual_trigger_element; /* element that actually triggered change */
1583   int actual_trigger_player;    /* player which actually triggered change */
1584
1585   /* ---------- internal values used in level editor ---------- */
1586
1587   int direct_action;            /* change triggered by actions on element */
1588   int other_action;             /* change triggered by other element actions */
1589 };
1590
1591 struct ElementGroupInfo
1592 {
1593   int num_elements;                     /* number of elements in this group */
1594   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1595
1596   int choice_mode;              /* how to choose element from group */
1597
1598   /* ---------- internal values used at runtime when playing ---------- */
1599
1600   /* the following is the same as above, but with recursively resolved group
1601      elements (group elements may also contain further group elements!) */
1602   int num_elements_resolved;
1603   short element_resolved[NUM_FILE_ELEMENTS];
1604
1605   int choice_pos;               /* current element choice position */
1606 };
1607
1608 struct ElementInfo
1609 {
1610   /* ---------- token and description strings ---------- */
1611
1612   char *token_name;             /* element token used in config files */
1613   char *class_name;             /* element class used in config files */
1614   char *editor_description;     /* pre-defined description for level editor */
1615   char *custom_description;     /* alternative description from config file */
1616   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1617
1618   /* ---------- graphic and sound definitions ---------- */
1619
1620   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1621   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1622                                 /* special graphics for left/right/up/down */
1623
1624   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1625   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1626                                 /* crumbled graphics for left/right/up/down */
1627
1628   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1629                                 /* special graphics for certain screens */
1630
1631   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1632
1633   /* ---------- special element property values ---------- */
1634
1635   boolean use_gfx_element;      /* use custom graphic element */
1636   short gfx_element;            /* optional custom graphic element */
1637
1638   int access_direction;         /* accessible from which direction */
1639
1640   int collect_score;            /* score value for collecting */
1641   int collect_count;            /* count value for collecting */
1642
1643   int push_delay_fixed;         /* constant delay before pushing */
1644   int push_delay_random;        /* additional random delay before pushing */
1645   int drop_delay_fixed;         /* constant delay after dropping */
1646   int drop_delay_random;        /* additional random delay after dropping */
1647   int move_delay_fixed;         /* constant delay after moving */
1648   int move_delay_random;        /* additional random delay after moving */
1649
1650   int move_pattern;             /* direction movable element moves to */
1651   int move_direction_initial;   /* initial direction element moves to */
1652   int move_stepsize;            /* step size element moves with */
1653   int move_enter_element;       /* element that can be entered (and removed) */
1654   int move_leave_element;       /* element that can be left behind */
1655   int move_leave_type;          /* change (limited) or leave (unlimited) */
1656
1657   int slippery_type;            /* how/where other elements slip away */
1658
1659   int content[3][3];            /* new elements after explosion */
1660
1661   int explosion_delay;          /* duration of explosion of this element */
1662   int ignition_delay;           /* delay for explosion by other explosion */
1663
1664   struct ElementChangeInfo *change_page; /* actual list of change pages */
1665   struct ElementChangeInfo *change;      /* pointer to current change page */
1666
1667   int num_change_pages;         /* actual number of change pages */
1668   int current_change_page;      /* currently edited change page */
1669
1670   struct ElementGroupInfo *group;       /* pointer to element group info */
1671
1672   /* ---------- internal values used at runtime when playing ---------- */
1673
1674   unsigned long change_events;  /* bitfield for combined change events */
1675
1676   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1677   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1678
1679   boolean in_group[NUM_GROUP_ELEMENTS];
1680
1681 #if 0
1682   boolean can_leave_element;    /* element can leave other element behind */
1683   boolean can_leave_element_last;
1684 #endif
1685
1686   /* ---------- internal values used in level editor ---------- */
1687
1688   int access_type;              /* walkable or passable */
1689   int access_layer;             /* accessible over/inside/under */
1690   int access_protected;         /* protection against deadly elements */
1691   int walk_to_action;           /* diggable/collectible/pushable */
1692   int smash_targets;            /* can smash player/enemies/everything */
1693   int deadliness;               /* deadly when running/colliding/touching */
1694   int consistency;              /* indestructible/can explode */
1695
1696   boolean can_explode_by_fire;  /* element explodes by fire */
1697   boolean can_explode_smashed;  /* element explodes when smashed */
1698   boolean can_explode_impact;   /* element explodes on impact */
1699
1700   boolean modified_settings;    /* set for all modified custom elements */
1701 };
1702
1703 struct FontInfo
1704 {
1705   char *token_name;             /* font token used in config files */
1706
1707   int graphic;                  /* default graphic for this font */
1708   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1709                                 /* special graphics for certain screens */
1710   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1711                                 /* internal bitmap ID for special graphics */
1712 };
1713
1714 struct GraphicInfo
1715 {
1716   Bitmap *bitmap;
1717   int src_x, src_y;             /* start position of animation frames */
1718   int width, height;            /* width/height of each animation frame */
1719   int offset_x, offset_y;       /* x/y offset to next animation frame */
1720   int anim_frames;
1721   int anim_frames_per_line;
1722   int anim_start_frame;
1723   int anim_delay;               /* important: delay of 1 means "no delay"! */
1724   int anim_mode;
1725   boolean anim_global_sync;
1726   int crumbled_like;            /* element for cloning crumble graphics */
1727   int diggable_like;            /* element for cloning digging graphics */
1728   int border_size;              /* border size for "crumbled" graphics */
1729
1730   int anim_delay_fixed;         /* optional delay values for bored and   */
1731   int anim_delay_random;        /* sleeping player animations (animation */
1732   int post_delay_fixed;         /* intervall and following pause before  */
1733   int post_delay_random;        /* next intervall (bored animation only) */
1734
1735   int step_offset;              /* optional step offset of toon animations */
1736   int step_delay;               /* optional step delay of toon animations */
1737
1738   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1739
1740   int draw_masked;              /* optional setting for drawing envelope gfx */
1741
1742 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1743   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1744   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1745 #endif
1746 };
1747
1748 struct SoundInfo
1749 {
1750   boolean loop;
1751 };
1752
1753 struct MusicInfo
1754 {
1755   boolean loop;
1756 };
1757
1758 struct MusicPrefixInfo
1759 {
1760   char *prefix;
1761   boolean is_loop_music;
1762 };
1763
1764 struct MusicFileInfo
1765 {
1766   char *basename;
1767
1768   char *title_header;
1769   char *artist_header;
1770   char *album_header;
1771   char *year_header;
1772
1773   char *title;
1774   char *artist;
1775   char *album;
1776   char *year;
1777
1778   int music;
1779
1780   boolean is_sound;
1781
1782   struct MusicFileInfo *next;
1783 };
1784
1785 struct ElementActionInfo
1786 {
1787   char *suffix;
1788   int value;
1789   boolean is_loop_sound;
1790 };
1791
1792 struct ElementDirectionInfo
1793 {
1794   char *suffix;
1795   int value;
1796 };
1797
1798 struct SpecialSuffixInfo
1799 {
1800   char *suffix;
1801   int value;
1802 };
1803
1804 struct HelpAnimInfo
1805 {
1806   int element;
1807   int action;
1808   int direction;
1809
1810   int delay;
1811 };
1812
1813
1814 #if 0
1815 extern GC                       tile_clip_gc;
1816 extern Bitmap                  *pix[];
1817 #endif
1818 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1819 extern Pixmap                   tile_clipmask[];
1820 extern DrawBuffer             *fieldbuffer;
1821 extern DrawBuffer             *drawto_field;
1822
1823 extern int                      game_status;
1824 extern boolean                  level_editor_test_game;
1825 extern boolean                  network_playing;
1826
1827 extern int                      key_joystick_mapping;
1828
1829 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1830 extern int                      redraw_x1, redraw_y1;
1831
1832 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1833 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1834 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1835 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1836 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1837 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1838 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1839 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1840 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1841 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1842 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1843 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1844 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1845 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1846 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1847 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1848 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1849 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1850 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1851 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1852 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1853 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1854 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1855 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1856
1857 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1858
1859 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1860 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1861 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1862 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1863 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1864
1865 extern int                      lev_fieldx, lev_fieldy;
1866 extern int                      scroll_x, scroll_y;
1867
1868 extern int                      FX, FY;
1869 extern int                      ScrollStepSize;
1870 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1871 extern int                      BorderElement;
1872 extern int                      GameFrameDelay;
1873 extern int                      FfwdFrameDelay;
1874 extern int                      BX1, BY1;
1875 extern int                      BX2, BY2;
1876 extern int                      SBX_Left, SBX_Right;
1877 extern int                      SBY_Upper, SBY_Lower;
1878 extern int                      ZX, ZY;
1879 extern int                      ExitX, ExitY;
1880 extern int                      AllPlayersGone;
1881
1882 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
1883 extern boolean                  SiebAktiv;
1884 extern int                      SiebCount;
1885
1886 extern boolean                  network_player_action_received;
1887
1888 extern int                      graphics_action_mapping[];
1889
1890 extern struct LevelSetInfo      levelset;
1891 extern struct LevelInfo         level, level_template;
1892 extern struct PlayerInfo        stored_player[], *local_player;
1893 extern struct HiScore           highscore[];
1894 extern struct TapeInfo          tape;
1895 extern struct GameInfo          game;
1896 extern struct GlobalInfo        global;
1897 extern struct MenuInfo          menu;
1898 extern struct DoorInfo          door_1, door_2;
1899 extern struct ElementInfo       element_info[];
1900 extern struct ElementActionInfo element_action_info[];
1901 extern struct ElementDirectionInfo element_direction_info[];
1902 extern struct SpecialSuffixInfo special_suffix_info[];
1903 extern struct TokenIntPtrInfo   image_config_vars[];
1904 extern struct FontInfo          font_info[];
1905 extern struct MusicPrefixInfo   music_prefix_info[];
1906 extern struct GraphicInfo      *graphic_info;
1907 extern struct SoundInfo        *sound_info;
1908 extern struct MusicInfo        *music_info;
1909 extern struct MusicFileInfo    *music_file_info;
1910 extern struct HelpAnimInfo     *helpanim_info;
1911 extern SetupFileHash           *helptext_info;
1912 extern struct ConfigInfo        image_config[];
1913 extern struct ConfigInfo        sound_config[];
1914 extern struct ConfigInfo        music_config[];
1915 extern struct ConfigInfo        image_config_suffix[];
1916 extern struct ConfigInfo        sound_config_suffix[];
1917 extern struct ConfigInfo        music_config_suffix[];
1918 extern struct ConfigInfo        helpanim_config[];
1919 extern struct ConfigInfo        helptext_config[];
1920
1921 #endif  /* MAIN_H */