rnd-20040430-1-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_EXPLODES_BY_FIRE     13
78 #define EP_EXPLODES_SMASHED     14
79 #define EP_EXPLODES_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_EXPLODES_1X1_OLD     23
88 #define EP_PUSHABLE             24
89 #define EP_EXPLODES_CROSS_OLD   25
90 #define EP_PROTECTED            26
91 #define EP_CAN_MOVE_INTO_ACID   27
92 #define EP_THROWABLE            28
93 #define EP_CAN_EXPLODE          29
94 #define EP_GRAVITY_REACHABLE    30
95
96 /* values for pre-defined properties */
97 #define EP_PLAYER               32
98 #define EP_CAN_PASS_MAGIC_WALL  33
99 #define EP_SWITCHABLE           34
100 #define EP_BD_ELEMENT           35
101 #define EP_SP_ELEMENT           36
102 #define EP_SB_ELEMENT           37
103 #define EP_GEM                  38
104 #define EP_FOOD_DARK_YAMYAM     39
105 #define EP_FOOD_PENGUIN         40
106 #define EP_FOOD_PIG             41
107 #define EP_HISTORIC_WALL        42
108 #define EP_HISTORIC_SOLID       43
109 #define EP_CLASSIC_ENEMY        44
110 #define EP_BELT                 45
111 #define EP_BELT_ACTIVE          46
112 #define EP_BELT_SWITCH          47
113 #define EP_TUBE                 48
114 #define EP_KEYGATE              49
115 #define EP_AMOEBOID             50
116 #define EP_AMOEBALIVE           51
117 #define EP_HAS_CONTENT          52
118 #define EP_CAN_TURN_EACH_MOVE   53
119 #define EP_CAN_GROW             54
120 #define EP_ACTIVE_BOMB          55
121 #define EP_INACTIVE             56
122
123 /* values for special configurable properties (depending on level settings) */
124 #define EP_EM_SLIPPERY_WALL     57
125
126 /* values for special graphics properties (no effect on game engine) */
127 #define EP_GFX_CRUMBLED         58
128
129 /* values for derived properties (determined from properties above) */
130 #define EP_ACCESSIBLE_OVER      59
131 #define EP_ACCESSIBLE_INSIDE    60
132 #define EP_ACCESSIBLE_UNDER     61
133 #define EP_WALKABLE             62
134 #define EP_PASSABLE             63
135 #define EP_ACCESSIBLE           64
136 #define EP_COLLECTIBLE          65
137 #define EP_SNAPPABLE            66
138 #define EP_WALL                 67
139 #define EP_SOLID_FOR_PUSHING    68
140 #define EP_DRAGONFIRE_PROOF     69
141 #define EP_EXPLOSION_PROOF      70
142 #define EP_CAN_SMASH            71
143 #define EP_EXPLODES_3X3_OLD     72
144 #define EP_CAN_EXPLODE_BY_FIRE  73
145 #define EP_CAN_EXPLODE_SMASHED  74
146 #define EP_CAN_EXPLODE_IMPACT   75
147 #define EP_SP_PORT              76
148 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    77
149 #define EP_CAN_EXPLODE_BY_EXPLOSION     78
150 #define EP_COULD_MOVE_INTO_ACID         79
151 #define EP_MAYBE_DONT_COLLIDE_WITH      80
152
153 /* values for internal purpose only (level editor) */
154 #define EP_WALK_TO_OBJECT       81
155 #define EP_DEADLY               82
156
157 #define NUM_ELEMENT_PROPERTIES  83
158
159 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
160 #define EP_BITFIELD_BASE        0
161
162 #define EP_BITMASK_DEFAULT      0
163
164 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
165 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
166 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
167 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
168                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
169                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
170
171
172 /* values for change events for custom elements (stored in level file) */
173 #define CE_DELAY                0
174 #define CE_TOUCHED_BY_PLAYER    1
175 #define CE_PRESSED_BY_PLAYER    2
176 #define CE_PUSHED_BY_PLAYER     3
177 #define CE_DROPPED_BY_PLAYER    4
178 #define CE_HITTING_SOMETHING    5
179 #define CE_IMPACT               6
180 #define CE_SMASHED              7
181 #define CE_OTHER_IS_TOUCHING    8
182 #define CE_OTHER_IS_CHANGING    9
183 #define CE_OTHER_IS_EXPLODING   10
184 #define CE_OTHER_GETS_TOUCHED   11
185 #define CE_OTHER_GETS_PRESSED   12
186 #define CE_OTHER_GETS_PUSHED    13
187 #define CE_OTHER_GETS_COLLECTED 14
188 #define CE_OTHER_GETS_DROPPED   15
189 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
190 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
191 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
192 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
193 #define CE_OTHER_GETS_DIGGED    20
194 #define CE_ENTERED_BY_PLAYER    21
195 #define CE_LEFT_BY_PLAYER       22
196 #define CE_OTHER_GETS_ENTERED   23
197 #define CE_OTHER_GETS_LEFT      24
198 #define CE_SWITCHED             25
199 #define CE_OTHER_IS_SWITCHING   26
200 #define CE_HIT_BY_SOMETHING     27
201 #define CE_OTHER_IS_HITTING     28
202 #define CE_OTHER_GETS_HIT       29
203 #define CE_BLOCKED              30
204
205 #define NUM_CHANGE_EVENTS       31
206
207 #define CE_BITMASK_DEFAULT      0
208
209 #define CH_EVENT_BIT(c)         (1 << (c))
210 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
211 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
212
213 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
214                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
215 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
216                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
217 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
218                                  ((v) ?                                   \
219                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
220                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
221
222 /* values for change side for custom elements */
223 #define CH_SIDE_NONE            MV_NO_MOVING
224 #define CH_SIDE_LEFT            MV_LEFT
225 #define CH_SIDE_RIGHT           MV_RIGHT
226 #define CH_SIDE_TOP             MV_UP
227 #define CH_SIDE_BOTTOM          MV_DOWN
228 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
229 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
230 #define CH_SIDE_ANY             MV_ANY_DIRECTION
231
232 /* values for change player for custom elements */
233 #define CH_PLAYER_NONE          0
234 #define CH_PLAYER_1             (1 << 0)
235 #define CH_PLAYER_2             (1 << 1)
236 #define CH_PLAYER_3             (1 << 2)
237 #define CH_PLAYER_4             (1 << 3)
238 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
239                                  CH_PLAYER_4)
240
241 /* values for change page for custom elements */
242 #define CH_PAGE_ANY_FILE        (0xff)
243 #define CH_PAGE_ANY             (0xffffffff)
244
245 /* values for change power for custom elements */
246 #define CP_WHEN_EMPTY           0
247 #define CP_WHEN_DIGGABLE        1
248 #define CP_WHEN_DESTRUCTIBLE    2
249 #define CP_WHEN_COLLECTIBLE     3
250 #define CP_WHEN_REMOVABLE       4
251 #define CP_WHEN_WALKABLE        5
252
253 /* values for custom move patterns (bits 0 - 3: basic move directions) */
254 #define MV_BIT_TOWARDS_PLAYER   4
255 #define MV_BIT_AWAY_FROM_PLAYER 5
256 #define MV_BIT_ALONG_LEFT_SIDE  6
257 #define MV_BIT_ALONG_RIGHT_SIDE 7
258 #define MV_BIT_TURNING_LEFT     8
259 #define MV_BIT_TURNING_RIGHT    9
260 #define MV_BIT_WHEN_PUSHED      10
261 #define MV_BIT_MAZE_RUNNER      11
262 #define MV_BIT_MAZE_HUNTER      12
263 #define MV_BIT_WHEN_DROPPED     13
264 #define MV_BIT_TURNING_LEFT_RIGHT 14
265 #define MV_BIT_TURNING_RIGHT_LEFT 15
266 #define MV_BIT_TURNING_RANDOM   16
267
268 /* values for custom move patterns */
269 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
270 #define MV_VERTICAL             (MV_UP   | MV_DOWN)
271 #define MV_ALL_DIRECTIONS       (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
272 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
273 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
274 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
275 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
276 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
277 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
278 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
279 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
280 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
281 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
282 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
283 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
284 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
285 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
286 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
287
288 /* values for initial move direction (bits 0 - 3: basic move directions) */
289 #define MV_START_BIT_PREVIOUS   4
290
291 /* values for initial move direction */
292 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
293 #define MV_START_LEFT           (MV_LEFT)
294 #define MV_START_RIGHT          (MV_RIGHT)
295 #define MV_START_UP             (MV_UP)
296 #define MV_START_DOWN           (MV_DOWN)
297 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
298 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
299
300 /* values for elements left behind by custom elements */
301 #define LEAVE_TYPE_UNLIMITED    0
302 #define LEAVE_TYPE_LIMITED      1
303
304 /* values for slippery property for custom elements */
305 #define SLIPPERY_ANY_RANDOM     0
306 #define SLIPPERY_ANY_LEFT_RIGHT 1
307 #define SLIPPERY_ANY_RIGHT_LEFT 2
308 #define SLIPPERY_ONLY_LEFT      3
309 #define SLIPPERY_ONLY_RIGHT     4
310
311 /* values for explosion type for custom elements */
312 #define EXPLODES_3X3            0
313 #define EXPLODES_1X1            1
314 #define EXPLODES_CROSS          2
315
316 /* macros for configurable properties */
317 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
318 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
319 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
320 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
321 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
322 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
323 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
324 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
325 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
326 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
327 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
328 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
329 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
330 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
331 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
332 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
333 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
334 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
335 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
336 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
337 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
338 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
339 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
340 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
341 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
342 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
343 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
344 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
345 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
346 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
347 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
348
349 /* macros for special configurable properties */
350 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
351
352 /* macros for special graphics properties */
353 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
354
355 /* macros for pre-defined properties */
356 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
357 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
358 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
359 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
360 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
361 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
362 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
363 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
364 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
365 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
366 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
367 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
368 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
369 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
370 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
371 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
372 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
373 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
374 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
375 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
376 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
377 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
378 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
379 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
380 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
381
382 /* macros for derived properties */
383 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
384 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
385 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
386 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
387 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
388 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
389 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
390 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
391 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
392 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
393 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
394 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
395 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
396 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
397 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
398 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
399 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
400 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
401 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
402                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
403 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
404                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
405 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
406 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
407
408 /* special macros used in game engine */
409 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
410                                  (e) <= EL_CUSTOM_END)
411
412 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
413                                  (e) <= EL_GROUP_END)
414
415 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
416                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
417
418 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
419                                  (e) <= EL_INTERNAL_END)
420
421 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
422                                  (e) <= EL_ENVELOPE_4)
423
424 #define IS_GATE(e)              ((e) >= EL_GATE_1 &&                    \
425                                  (e) <= EL_GATE_4)
426
427 #define IS_GATE_GRAY(e)         ((e) >= EL_GATE_1_GRAY &&               \
428                                  (e) <= EL_GATE_4_GRAY)
429
430 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
431                                  (e) <= EL_EM_GATE_4)
432
433 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
434                                  (e) <= EL_EM_GATE_4_GRAY)
435
436 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
437                                  element_info[e].gfx_element : e)
438
439 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
440
441 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
442
443 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
444 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
445
446 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
447 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
448 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
449
450 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
451                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
452                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
453                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
454                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
455                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
456                                  EL_ROCK)
457 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
458                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
459                                  EL_BD_ROCK)
460 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
461 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
462 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
463 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
464
465 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
466 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
467
468 #if 1
469
470 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
471                                          IS_PROTECTED(Back[x][y]))
472 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
473 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
474                                          ENEMY_PROTECTED_FIELD(x, y))
475 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
476                                          EXPLOSION_PROTECTED_FIELD(x, y))
477
478 #else
479
480 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
481                                  IS_INDESTRUCTIBLE(Feld[x][y]))
482 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
483                                  PROTECTED_FIELD(x, y))
484 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
485                                  PROTECTED_FIELD(x, y))
486 #endif
487
488 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
489                                  (p)->switch_x == (x) && (p)->switch_y == (y))
490
491 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
492
493 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
494 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
495 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
496
497 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
498 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
499 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
500 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
501
502 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
503
504
505 /* fundamental game speed values */
506 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
507 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
508 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
509 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
510 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
511 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
512
513 /* boundaries of arrays etc. */
514 #define MAX_LEVEL_NAME_LEN      32
515 #define MAX_LEVEL_AUTHOR_LEN    32
516 #define MAX_ELEMENT_NAME_LEN    32
517 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
518 #define MAX_SCORE_ENTRIES       100
519 #define MAX_NUM_AMOEBA          100
520 #define MAX_INVENTORY_SIZE      1000
521 #define MAX_KEYS                4
522 #define NUM_BELTS               4
523 #define NUM_BELT_PARTS          3
524 #define MIN_ENVELOPE_XSIZE      1
525 #define MIN_ENVELOPE_YSIZE      1
526 #define MAX_ENVELOPE_XSIZE      30
527 #define MAX_ENVELOPE_YSIZE      20
528 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
529 #define MIN_CHANGE_PAGES        1
530 #define MAX_CHANGE_PAGES        32
531 #define MIN_ELEMENTS_IN_GROUP   1
532 #define MAX_ELEMENTS_IN_GROUP   16
533
534 /* values for elements with content */
535 #define MIN_ELEMENT_CONTENTS    1
536 #define STD_ELEMENT_CONTENTS    4
537 #define MAX_ELEMENT_CONTENTS    8
538
539 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
540
541 /* often used screen positions */
542 #define SX                      8
543 #define SY                      8
544 #define REAL_SX                 (SX - 2)
545 #define REAL_SY                 (SY - 2)
546 #define DX                      566
547 #define DY                      60
548 #define VX                      DX
549 #define VY                      400
550 #define EX                      DX
551 #define EY                      (VY - 44)
552 #define TILEX                   32
553 #define TILEY                   32
554 #define MINI_TILEX              (TILEX / 2)
555 #define MINI_TILEY              (TILEY / 2)
556 #define MICRO_TILEX             (TILEX / 8)
557 #define MICRO_TILEY             (TILEY / 8)
558 #define MIDPOSX                 (SCR_FIELDX / 2)
559 #define MIDPOSY                 (SCR_FIELDY / 2)
560 #define SXSIZE                  (SCR_FIELDX * TILEX)
561 #define SYSIZE                  (SCR_FIELDY * TILEY)
562 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
563 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
564 #define DXSIZE                  100
565 #define DYSIZE                  280
566 #define VXSIZE                  DXSIZE
567 #define VYSIZE                  100
568 #define EXSIZE                  DXSIZE
569 #define EYSIZE                  (VYSIZE + 44)
570 #define FULL_SXSIZE             (2 + SXSIZE + 2)
571 #define FULL_SYSIZE             (2 + SYSIZE + 2)
572 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
573 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
574 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
575 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
576 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
577
578
579 /* score for elements */
580 #define SC_EMERALD              0
581 #define SC_DIAMOND              1
582 #define SC_BUG                  2
583 #define SC_SPACESHIP            3
584 #define SC_YAMYAM               4
585 #define SC_ROBOT                5
586 #define SC_PACMAN               6
587 #define SC_NUT                  7
588 #define SC_DYNAMITE             8
589 #define SC_KEY                  9
590 #define SC_TIME_BONUS           10
591 #define SC_CRYSTAL              11
592 #define SC_PEARL                12
593 #define SC_SHIELD               13
594
595
596 /* "real" level file elements */
597 #define EL_UNDEFINED                    -1
598
599 #define EL_EMPTY_SPACE                  0
600 #define EL_EMPTY                        EL_EMPTY_SPACE
601 #define EL_SAND                         1
602 #define EL_WALL                         2
603 #define EL_WALL_SLIPPERY                3
604 #define EL_ROCK                         4
605 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
606 #define EL_EMERALD                      6
607 #define EL_EXIT_CLOSED                  7
608 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
609 #define EL_BUG                          9
610 #define EL_SPACESHIP                    10
611 #define EL_YAMYAM                       11
612 #define EL_ROBOT                        12
613 #define EL_STEELWALL                    13
614 #define EL_DIAMOND                      14
615 #define EL_AMOEBA_DEAD                  15
616 #define EL_QUICKSAND_EMPTY              16
617 #define EL_QUICKSAND_FULL               17
618 #define EL_AMOEBA_DROP                  18
619 #define EL_BOMB                         19
620 #define EL_MAGIC_WALL                   20
621 #define EL_SPEED_PILL                   21
622 #define EL_ACID                         22
623 #define EL_AMOEBA_WET                   23
624 #define EL_AMOEBA_DRY                   24
625 #define EL_NUT                          25
626 #define EL_GAME_OF_LIFE                 26
627 #define EL_BIOMAZE                      27
628 #define EL_DYNAMITE_ACTIVE              28
629 #define EL_STONEBLOCK                   29
630 #define EL_ROBOT_WHEEL                  30
631 #define EL_ROBOT_WHEEL_ACTIVE           31
632 #define EL_KEY_1                        32
633 #define EL_KEY_2                        33
634 #define EL_KEY_3                        34
635 #define EL_KEY_4                        35
636 #define EL_GATE_1                       36
637 #define EL_GATE_2                       37
638 #define EL_GATE_3                       38
639 #define EL_GATE_4                       39
640 #define EL_GATE_1_GRAY                  40
641 #define EL_GATE_2_GRAY                  41
642 #define EL_GATE_3_GRAY                  42
643 #define EL_GATE_4_GRAY                  43
644 #define EL_DYNAMITE                     44
645 #define EL_PACMAN                       45
646 #define EL_INVISIBLE_WALL               46
647 #define EL_LAMP                         47
648 #define EL_LAMP_ACTIVE                  48
649 #define EL_WALL_EMERALD                 49
650 #define EL_WALL_DIAMOND                 50
651 #define EL_AMOEBA_FULL                  51
652 #define EL_BD_AMOEBA                    52
653 #define EL_TIME_ORB_FULL                53
654 #define EL_TIME_ORB_EMPTY               54
655 #define EL_EXPANDABLE_WALL              55
656 #define EL_BD_DIAMOND                   56
657 #define EL_EMERALD_YELLOW               57
658 #define EL_WALL_BD_DIAMOND              58
659 #define EL_WALL_EMERALD_YELLOW          59
660 #define EL_DARK_YAMYAM                  60
661 #define EL_BD_MAGIC_WALL                61
662 #define EL_INVISIBLE_STEELWALL          62
663 #define EL_SOKOBAN_FIELD_PLAYER         63
664 #define EL_DYNABOMB_INCREASE_NUMBER     64
665 #define EL_DYNABOMB_INCREASE_SIZE       65
666 #define EL_DYNABOMB_INCREASE_POWER      66
667 #define EL_SOKOBAN_OBJECT               67
668 #define EL_SOKOBAN_FIELD_EMPTY          68
669 #define EL_SOKOBAN_FIELD_FULL           69
670 #define EL_BD_BUTTERFLY_RIGHT           70
671 #define EL_BD_BUTTERFLY_UP              71
672 #define EL_BD_BUTTERFLY_LEFT            72
673 #define EL_BD_BUTTERFLY_DOWN            73
674 #define EL_BD_FIREFLY_RIGHT             74
675 #define EL_BD_FIREFLY_UP                75
676 #define EL_BD_FIREFLY_LEFT              76
677 #define EL_BD_FIREFLY_DOWN              77
678 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
679 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
680 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
681 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
682 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
683 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
684 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
685 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
686 #define EL_BD_BUTTERFLY                 78
687 #define EL_BD_FIREFLY                   79
688 #define EL_PLAYER_1                     80
689 #define EL_PLAYER_2                     81
690 #define EL_PLAYER_3                     82
691 #define EL_PLAYER_4                     83
692 #define EL_BUG_RIGHT                    84
693 #define EL_BUG_UP                       85
694 #define EL_BUG_LEFT                     86
695 #define EL_BUG_DOWN                     87
696 #define EL_SPACESHIP_RIGHT              88
697 #define EL_SPACESHIP_UP                 89
698 #define EL_SPACESHIP_LEFT               90
699 #define EL_SPACESHIP_DOWN               91
700 #define EL_PACMAN_RIGHT                 92
701 #define EL_PACMAN_UP                    93
702 #define EL_PACMAN_LEFT                  94
703 #define EL_PACMAN_DOWN                  95
704 #define EL_EMERALD_RED                  96
705 #define EL_EMERALD_PURPLE               97
706 #define EL_WALL_EMERALD_RED             98
707 #define EL_WALL_EMERALD_PURPLE          99
708 #define EL_ACID_POOL_TOPLEFT            100
709 #define EL_ACID_POOL_TOPRIGHT           101
710 #define EL_ACID_POOL_BOTTOMLEFT         102
711 #define EL_ACID_POOL_BOTTOM             103
712 #define EL_ACID_POOL_BOTTOMRIGHT        104
713 #define EL_BD_WALL                      105
714 #define EL_BD_ROCK                      106
715 #define EL_EXIT_OPEN                    107
716 #define EL_BLACK_ORB                    108
717 #define EL_AMOEBA_TO_DIAMOND            109
718 #define EL_MOLE                         110
719 #define EL_PENGUIN                      111
720 #define EL_SATELLITE                    112
721 #define EL_ARROW_LEFT                   113
722 #define EL_ARROW_RIGHT                  114
723 #define EL_ARROW_UP                     115
724 #define EL_ARROW_DOWN                   116
725 #define EL_PIG                          117
726 #define EL_DRAGON                       118
727
728 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
729
730 #define EL_CHAR_START                   120
731 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
732 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
733
734 #include "conf_chr.h"   /* include auto-generated data structure definitions */
735
736 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
737 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
738
739 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
740
741 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
742 #define EL_EXPANDABLE_WALL_VERTICAL     201
743 #define EL_EXPANDABLE_WALL_ANY          202
744
745 #define EL_EM_GATE_1                    203
746 #define EL_EM_GATE_2                    204
747 #define EL_EM_GATE_3                    205
748 #define EL_EM_GATE_4                    206
749
750 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
751 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
752 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
753
754 #define EL_SP_START                     210
755 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
756 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
757 #define EL_SP_ZONK                      (EL_SP_START + 1)
758 #define EL_SP_BASE                      (EL_SP_START + 2)
759 #define EL_SP_MURPHY                    (EL_SP_START + 3)
760 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
761 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
762 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
763 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
764 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
765 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
766 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
767 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
768 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
769 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
770 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
771 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
772 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
773 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
774 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
775 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
776 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
777 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
778 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
779 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
780 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
781 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
782 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
783 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
784 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
785 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
786 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
787 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
788 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
789 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
790 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
791 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
792 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
793 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
794 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
795 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
796 #define EL_SP_END                       (EL_SP_START + 39)
797
798 #define EL_EM_GATE_1_GRAY               250
799 #define EL_EM_GATE_2_GRAY               251
800 #define EL_EM_GATE_3_GRAY               252
801 #define EL_EM_GATE_4_GRAY               253
802
803 #define EL_UNUSED_254                   254
804 #define EL_UNUSED_255                   255
805
806 #define EL_PEARL                        256
807 #define EL_CRYSTAL                      257
808 #define EL_WALL_PEARL                   258
809 #define EL_WALL_CRYSTAL                 259
810 #define EL_DOOR_WHITE                   260
811 #define EL_DOOR_WHITE_GRAY              261
812 #define EL_KEY_WHITE                    262
813 #define EL_SHIELD_NORMAL                263
814 #define EL_EXTRA_TIME                   264
815 #define EL_SWITCHGATE_OPEN              265
816 #define EL_SWITCHGATE_CLOSED            266
817 #define EL_SWITCHGATE_SWITCH_UP         267
818 #define EL_SWITCHGATE_SWITCH_DOWN       268
819
820 #define EL_UNUSED_269                   269
821 #define EL_UNUSED_270                   270
822
823 #define EL_CONVEYOR_BELT_1_LEFT          271
824 #define EL_CONVEYOR_BELT_1_MIDDLE        272
825 #define EL_CONVEYOR_BELT_1_RIGHT         273
826 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
827 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
828 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
829 #define EL_CONVEYOR_BELT_2_LEFT          277
830 #define EL_CONVEYOR_BELT_2_MIDDLE        278
831 #define EL_CONVEYOR_BELT_2_RIGHT         279
832 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
833 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
834 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
835 #define EL_CONVEYOR_BELT_3_LEFT          283
836 #define EL_CONVEYOR_BELT_3_MIDDLE        284
837 #define EL_CONVEYOR_BELT_3_RIGHT         285
838 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
839 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
840 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
841 #define EL_CONVEYOR_BELT_4_LEFT          289
842 #define EL_CONVEYOR_BELT_4_MIDDLE        290
843 #define EL_CONVEYOR_BELT_4_RIGHT         291
844 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
845 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
846 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
847 #define EL_LANDMINE                     295
848 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
849 #define EL_LIGHT_SWITCH                 297
850 #define EL_LIGHT_SWITCH_ACTIVE          298
851 #define EL_SIGN_EXCLAMATION             299
852 #define EL_SIGN_RADIOACTIVITY           300
853 #define EL_SIGN_STOP                    301
854 #define EL_SIGN_WHEELCHAIR              302
855 #define EL_SIGN_PARKING                 303
856 #define EL_SIGN_ONEWAY                  304
857 #define EL_SIGN_HEART                   305
858 #define EL_SIGN_TRIANGLE                306
859 #define EL_SIGN_ROUND                   307
860 #define EL_SIGN_EXIT                    308
861 #define EL_SIGN_YINYANG                 309
862 #define EL_SIGN_OTHER                   310
863 #define EL_MOLE_LEFT                    311
864 #define EL_MOLE_RIGHT                   312
865 #define EL_MOLE_UP                      313
866 #define EL_MOLE_DOWN                    314
867 #define EL_STEELWALL_SLIPPERY           315
868 #define EL_INVISIBLE_SAND               316
869 #define EL_DX_UNKNOWN_15                317
870 #define EL_DX_UNKNOWN_42                318
871
872 #define EL_UNUSED_319                   319
873 #define EL_UNUSED_320                   320
874
875 #define EL_SHIELD_DEADLY                321
876 #define EL_TIMEGATE_OPEN                322
877 #define EL_TIMEGATE_CLOSED              323
878 #define EL_TIMEGATE_SWITCH_ACTIVE       324
879 #define EL_TIMEGATE_SWITCH              325
880
881 #define EL_BALLOON                      326
882 #define EL_BALLOON_SWITCH_LEFT          327
883 #define EL_BALLOON_SWITCH_RIGHT         328
884 #define EL_BALLOON_SWITCH_UP            329
885 #define EL_BALLOON_SWITCH_DOWN          330
886 #define EL_BALLOON_SWITCH_ANY           331
887
888 #define EL_EMC_STEELWALL_1              332
889 #define EL_EMC_STEELWALL_2              333
890 #define EL_EMC_STEELWALL_3              334
891 #define EL_EMC_STEELWALL_4              335
892 #define EL_EMC_WALL_1                   336
893 #define EL_EMC_WALL_2                   337
894 #define EL_EMC_WALL_3                   338
895 #define EL_EMC_WALL_4                   339
896 #define EL_EMC_WALL_5                   340
897 #define EL_EMC_WALL_6                   341
898 #define EL_EMC_WALL_7                   342
899 #define EL_EMC_WALL_8                   343
900
901 #define EL_TUBE_ANY                     344
902 #define EL_TUBE_VERTICAL                345
903 #define EL_TUBE_HORIZONTAL              346
904 #define EL_TUBE_VERTICAL_LEFT           347
905 #define EL_TUBE_VERTICAL_RIGHT          348
906 #define EL_TUBE_HORIZONTAL_UP           349
907 #define EL_TUBE_HORIZONTAL_DOWN         350
908 #define EL_TUBE_LEFT_UP                 351
909 #define EL_TUBE_LEFT_DOWN               352
910 #define EL_TUBE_RIGHT_UP                353
911 #define EL_TUBE_RIGHT_DOWN              354
912 #define EL_SPRING                       355
913 #define EL_TRAP                         356
914 #define EL_DX_SUPABOMB                  357
915
916 #define EL_UNUSED_358                   358
917 #define EL_UNUSED_359                   359
918
919 /* ---------- begin of custom elements section ----------------------------- */
920 #define EL_CUSTOM_START                 360
921
922 #include "conf_cus.h"   /* include auto-generated data structure definitions */
923
924 #define NUM_CUSTOM_ELEMENTS             256
925 #define EL_CUSTOM_END                   615
926 /* ---------- end of custom elements section ------------------------------- */
927
928 #define EL_EM_KEY_1                     616
929 #define EL_EM_KEY_2                     617
930 #define EL_EM_KEY_3                     618
931 #define EL_EM_KEY_4                     619
932 #define EL_ENVELOPE_1                   620
933 #define EL_ENVELOPE_2                   621
934 #define EL_ENVELOPE_3                   622
935 #define EL_ENVELOPE_4                   623
936
937 /* ---------- begin of group elements section ------------------------------ */
938 #define EL_GROUP_START                  624
939
940 #include "conf_grp.h"   /* include auto-generated data structure definitions */
941
942 #define NUM_GROUP_ELEMENTS              32
943 #define EL_GROUP_END                    655
944 /* ---------- end of custom elements section ------------------------------- */
945
946 #define EL_UNKNOWN                      656
947 #define EL_TRIGGER_ELEMENT              657
948 #define EL_TRIGGER_PLAYER               658
949
950 #define NUM_FILE_ELEMENTS               659
951
952
953 /* "real" (and therefore drawable) runtime elements */
954 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
955
956 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
957 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
958 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
959 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
960 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
961 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
962 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
963 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
964 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
965 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
966 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
967 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
968 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
969 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
970 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
971 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
972 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
973 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
974 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
975 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
976 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
977 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
978 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
979 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
980 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
981 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
982 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
983 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
984 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
985 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
986 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
987 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
988 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
989 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
990 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
991 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
992 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
993 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
994 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
995 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
996 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
997 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
998 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
999 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1000 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1001
1002 /* "unreal" (and therefore not drawable) runtime elements */
1003 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1004
1005 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1006 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1007 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1008 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1009 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1010 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1011 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1012 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1013 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1014 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1015 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1016 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1017 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1018 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1019 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1020 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1021 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1022 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1023
1024 /* dummy elements (never used as game elements, only used as graphics) */
1025 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1026
1027 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
1028 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
1029 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
1030 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
1031 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
1032 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
1033 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
1034 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
1035 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
1036 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
1037 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
1038 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
1039 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
1040 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
1041 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
1042 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
1043 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
1044 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
1045 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1046 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1047 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1048 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1049 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1050 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1051 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1052
1053 /* internal elements (only used for internal purposes like copying) */
1054 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1055
1056 #define EL_INTERNAL_CLIPBOARD_CUSTOM            (EL_FIRST_INTERNAL + 0)
1057 #define EL_INTERNAL_CLIPBOARD_CHANGE            (EL_FIRST_INTERNAL + 1)
1058 #define EL_INTERNAL_CLIPBOARD_GROUP             (EL_FIRST_INTERNAL + 2)
1059 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 3)
1060
1061 #define EL_INTERNAL_CLIPBOARD_START             (EL_FIRST_INTERNAL + 0)
1062 #define EL_INTERNAL_CLIPBOARD_END               (EL_FIRST_INTERNAL + 2)
1063 #define EL_INTERNAL_START                       (EL_FIRST_INTERNAL + 0)
1064 #define EL_INTERNAL_END                         (EL_FIRST_INTERNAL + 3)
1065
1066 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 4)
1067
1068
1069 /* values for graphics/sounds action types */
1070 #define ACTION_DEFAULT                          0
1071 #define ACTION_WAITING                          1
1072 #define ACTION_FALLING                          2
1073 #define ACTION_MOVING                           3
1074 #define ACTION_DIGGING                          4
1075 #define ACTION_SNAPPING                         5
1076 #define ACTION_COLLECTING                       6
1077 #define ACTION_DROPPING                         7
1078 #define ACTION_PUSHING                          8
1079 #define ACTION_WALKING                          9
1080 #define ACTION_PASSING                          10
1081 #define ACTION_IMPACT                           11
1082 #define ACTION_BREAKING                         12
1083 #define ACTION_ACTIVATING                       13
1084 #define ACTION_DEACTIVATING                     14
1085 #define ACTION_OPENING                          15
1086 #define ACTION_CLOSING                          16
1087 #define ACTION_ATTACKING                        17
1088 #define ACTION_GROWING                          18
1089 #define ACTION_SHRINKING                        19
1090 #define ACTION_ACTIVE                           20
1091 #define ACTION_FILLING                          21
1092 #define ACTION_EMPTYING                         22
1093 #define ACTION_CHANGING                         23
1094 #define ACTION_EXPLODING                        24
1095 #define ACTION_BORING                           25
1096 #define ACTION_BORING_1                         26
1097 #define ACTION_BORING_2                         27
1098 #define ACTION_BORING_3                         28
1099 #define ACTION_BORING_4                         29
1100 #define ACTION_BORING_5                         30
1101 #define ACTION_BORING_6                         31
1102 #define ACTION_BORING_7                         32
1103 #define ACTION_BORING_8                         33
1104 #define ACTION_BORING_9                         34
1105 #define ACTION_BORING_10                        35
1106 #define ACTION_SLEEPING                         36
1107 #define ACTION_SLEEPING_1                       37
1108 #define ACTION_SLEEPING_2                       38
1109 #define ACTION_SLEEPING_3                       39
1110 #define ACTION_AWAKENING                        40
1111 #define ACTION_DYING                            41
1112 #define ACTION_TURNING                          42
1113 #define ACTION_TURNING_FROM_LEFT                43
1114 #define ACTION_TURNING_FROM_RIGHT               44
1115 #define ACTION_TURNING_FROM_UP                  45
1116 #define ACTION_TURNING_FROM_DOWN                46
1117 #define ACTION_OTHER                            47
1118
1119 #define NUM_ACTIONS                             48
1120
1121 #define ACTION_BORING_LAST                      ACTION_BORING_10
1122 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1123
1124
1125 /* values for special image configuration suffixes (must match game mode) */
1126 #define GFX_SPECIAL_ARG_DEFAULT                 0
1127 #define GFX_SPECIAL_ARG_MAIN                    1
1128 #define GFX_SPECIAL_ARG_LEVELS                  2
1129 #define GFX_SPECIAL_ARG_SCORES                  3
1130 #define GFX_SPECIAL_ARG_EDITOR                  4
1131 #define GFX_SPECIAL_ARG_INFO                    5
1132 #define GFX_SPECIAL_ARG_SETUP                   6
1133 #define GFX_SPECIAL_ARG_PLAYING                 7
1134 #define GFX_SPECIAL_ARG_DOOR                    8
1135 #define GFX_SPECIAL_ARG_PREVIEW                 9
1136 #define GFX_SPECIAL_ARG_CRUMBLED                10
1137
1138 #define NUM_SPECIAL_GFX_ARGS                    11
1139
1140
1141 /* values for image configuration suffixes */
1142 #define GFX_ARG_X                               0
1143 #define GFX_ARG_Y                               1
1144 #define GFX_ARG_XPOS                            2
1145 #define GFX_ARG_YPOS                            3
1146 #define GFX_ARG_WIDTH                           4
1147 #define GFX_ARG_HEIGHT                          5
1148 #define GFX_ARG_OFFSET                          6
1149 #define GFX_ARG_VERTICAL                        7
1150 #define GFX_ARG_XOFFSET                         8
1151 #define GFX_ARG_YOFFSET                         9
1152 #define GFX_ARG_FRAMES                          10
1153 #define GFX_ARG_FRAMES_PER_LINE                 11
1154 #define GFX_ARG_START_FRAME                     12
1155 #define GFX_ARG_DELAY                           13
1156 #define GFX_ARG_ANIM_MODE                       14
1157 #define GFX_ARG_GLOBAL_SYNC                     15
1158 #define GFX_ARG_CRUMBLED_LIKE                   16
1159 #define GFX_ARG_DIGGABLE_LIKE                   17
1160 #define GFX_ARG_BORDER_SIZE                     18
1161 #define GFX_ARG_STEP_OFFSET                     19
1162 #define GFX_ARG_STEP_DELAY                      20
1163 #define GFX_ARG_DIRECTION                       21
1164 #define GFX_ARG_POSITION                        22
1165 #define GFX_ARG_DRAW_XOFFSET                    23
1166 #define GFX_ARG_DRAW_YOFFSET                    24
1167 #define GFX_ARG_DRAW_MASKED                     25
1168 #define GFX_ARG_ANIM_DELAY_FIXED                26
1169 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1170 #define GFX_ARG_POST_DELAY_FIXED                28
1171 #define GFX_ARG_POST_DELAY_RANDOM               29
1172 #define GFX_ARG_NAME                            30
1173
1174 #define NUM_GFX_ARGS                            31
1175
1176
1177 /* values for sound configuration suffixes */
1178 #define SND_ARG_MODE_LOOP                       0
1179
1180 #define NUM_SND_ARGS                            1
1181
1182
1183 /* values for music configuration suffixes */
1184 #define MUS_ARG_MODE_LOOP                       0
1185
1186 #define NUM_MUS_ARGS                            1
1187
1188
1189 /* values for font configuration */
1190 #define FONT_INITIAL_1                          0
1191 #define FONT_INITIAL_2                          1
1192 #define FONT_INITIAL_3                          2
1193 #define FONT_INITIAL_4                          3
1194 #define FONT_TITLE_1                            4
1195 #define FONT_TITLE_2                            5
1196 #define FONT_MENU_1                             6
1197 #define FONT_MENU_2                             7
1198 #define FONT_TEXT_1_ACTIVE                      8
1199 #define FONT_TEXT_2_ACTIVE                      9
1200 #define FONT_TEXT_3_ACTIVE                      10
1201 #define FONT_TEXT_4_ACTIVE                      11
1202 #define FONT_TEXT_1                             12
1203 #define FONT_TEXT_2                             13
1204 #define FONT_TEXT_3                             14
1205 #define FONT_TEXT_4                             15
1206 #define FONT_ENVELOPE_1                         16
1207 #define FONT_ENVELOPE_2                         17
1208 #define FONT_ENVELOPE_3                         18
1209 #define FONT_ENVELOPE_4                         19
1210 #define FONT_INPUT_1_ACTIVE                     20
1211 #define FONT_INPUT_2_ACTIVE                     21
1212 #define FONT_INPUT_1                            22
1213 #define FONT_INPUT_2                            23
1214 #define FONT_OPTION_OFF                         24
1215 #define FONT_OPTION_ON                          25
1216 #define FONT_VALUE_1                            26
1217 #define FONT_VALUE_2                            27
1218 #define FONT_VALUE_OLD                          28
1219 #define FONT_LEVEL_NUMBER                       29
1220 #define FONT_TAPE_RECORDER                      30
1221 #define FONT_GAME_INFO                          31
1222
1223 #define NUM_FONTS                               32
1224 #define NUM_INITIAL_FONTS                       4
1225
1226 /* values for game_status (must match special image configuration suffixes) */
1227 #define GAME_MODE_DEFAULT                       0
1228 #define GAME_MODE_MAIN                          1
1229 #define GAME_MODE_LEVELS                        2
1230 #define GAME_MODE_SCORES                        3
1231 #define GAME_MODE_EDITOR                        4
1232 #define GAME_MODE_INFO                          5
1233 #define GAME_MODE_SETUP                         6
1234 #define GAME_MODE_PLAYING                       7
1235 #define GAME_MODE_PSEUDO_DOOR                   8
1236 #define GAME_MODE_PSEUDO_PREVIEW                9
1237 #define GAME_MODE_PSEUDO_CRUMBLED               10
1238
1239 /* there are no special config file suffixes for these modes */
1240 #define GAME_MODE_PSEUDO_TYPENAME               11
1241 #define GAME_MODE_QUIT                          12
1242
1243 /* special definitions currently only used for custom artwork configuration */
1244 #define MUSIC_PREFIX_BACKGROUND                 0
1245 #define NUM_MUSIC_PREFIXES                      1
1246 #define MAX_LEVELS                              1000
1247
1248 /* definitions for demo animation lists */
1249 #define HELPANIM_LIST_NEXT                      -1
1250 #define HELPANIM_LIST_END                       -999
1251
1252
1253 /* program information and versioning definitions */
1254
1255 #define PROGRAM_VERSION_MAJOR   3
1256 #define PROGRAM_VERSION_MINOR   1
1257 #define PROGRAM_VERSION_PATCH   0
1258 #define PROGRAM_VERSION_BUILD   3
1259
1260 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1261 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1262 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1263
1264 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1265 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1266 #define FILENAME_PREFIX         "Rocks"
1267
1268 #if defined(PLATFORM_UNIX)
1269 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1270 #elif defined(PLATFORM_WIN32)
1271 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1272 #else
1273 #define USERDATA_DIRECTORY      "userdata"
1274 #endif
1275
1276 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1277 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1278 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1279
1280 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1281 ** currently supported/known file version numbers:
1282 **      1.0 (old)
1283 **      1.2 (still in use)
1284 **      1.4 (still in use)
1285 **      2.0 (actual)
1286 */
1287 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1288 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1289 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1290 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1291
1292 /* file version does not change for every program version, but is changed
1293    when new features are introduced that are incompatible with older file
1294    versions, so that they can be treated accordingly */
1295 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1296
1297 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1298 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1299 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1300 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1301
1302 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1303                                               PROGRAM_VERSION_MINOR, \
1304                                               PROGRAM_VERSION_PATCH, \
1305                                               PROGRAM_VERSION_BUILD)
1306
1307 /* values for game_emulation */
1308 #define EMU_NONE                0
1309 #define EMU_BOULDERDASH         1
1310 #define EMU_SOKOBAN             2
1311 #define EMU_SUPAPLEX            3
1312
1313 struct MenuInfo
1314 {
1315   int draw_xoffset_default;
1316   int draw_yoffset_default;
1317   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1318   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1319
1320   int scrollbar_xoffset;
1321
1322   int list_size_default;
1323   int list_size[NUM_SPECIAL_GFX_ARGS];
1324
1325   int sound[NUM_SPECIAL_GFX_ARGS];
1326   int music[NUM_SPECIAL_GFX_ARGS];
1327 };
1328
1329 struct DoorInfo
1330 {
1331   int step_offset;
1332   int step_delay;
1333   int anim_mode;
1334 };
1335
1336 struct HiScore
1337 {
1338   char Name[MAX_PLAYER_NAME_LEN + 1];
1339   int Score;
1340 };
1341
1342 struct PlayerInfo
1343 {
1344   boolean present;              /* player present in level playfield */
1345   boolean connected;            /* player connected (locally or via network) */
1346   boolean active;               /* player present and connected */
1347
1348   int index_nr;                 /* player number (0 to 3) */
1349   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1350   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1351   int client_nr;                /* network client identifier */
1352
1353   byte action;                  /* action from local input device */
1354   byte effective_action;        /* action acknowledged from network server
1355                                    or summarized over all configured input
1356                                    devices when in single player mode */
1357   byte programmed_action;       /* action forced by game itself (like moving
1358                                    through doors); overrides other actions */
1359
1360   int jx, jy, last_jx, last_jy;
1361   int MovDir, MovPos, GfxDir, GfxPos;
1362   int Frame, StepFrame;
1363
1364   int GfxAction;
1365
1366   boolean use_murphy_graphic;
1367
1368   boolean block_last_field;
1369   boolean can_fall_into_acid;
1370
1371   boolean LevelSolved, GameOver;
1372
1373   int last_move_dir;
1374
1375   boolean is_waiting;
1376   boolean is_moving;
1377   boolean is_auto_moving;
1378   boolean is_digging;
1379   boolean is_snapping;
1380   boolean is_collecting;
1381   boolean is_pushing;
1382   boolean is_switching;
1383   boolean is_dropping;
1384
1385   boolean is_bored;
1386   boolean is_sleeping;
1387
1388   int frame_counter_bored;
1389   int frame_counter_sleeping;
1390
1391   int anim_delay_counter;
1392   int post_delay_counter;
1393
1394   int action_waiting, last_action_waiting;
1395   int special_action_bored;
1396   int special_action_sleeping;
1397
1398   int num_special_action_bored;
1399   int num_special_action_sleeping;
1400
1401   int switch_x, switch_y;
1402
1403   int show_envelope;
1404
1405   unsigned long move_delay;
1406   int move_delay_value;
1407
1408   int move_delay_reset_counter;
1409
1410   unsigned long push_delay;
1411   unsigned long push_delay_value;
1412
1413   unsigned long actual_frame_counter;
1414
1415   int drop_delay;
1416
1417   int step_counter;
1418
1419   int score;
1420   int gems_still_needed;
1421   int sokobanfields_still_needed;
1422   int lights_still_needed;
1423   int friends_still_needed;
1424   int key[4];
1425   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1426   int shield_normal_time_left;
1427   int shield_deadly_time_left;
1428
1429   int inventory_element[MAX_INVENTORY_SIZE];
1430   int inventory_infinite_element;
1431   int inventory_size;
1432 };
1433
1434 struct LevelSetInfo
1435 {
1436   int music[MAX_LEVELS];
1437 };
1438
1439 struct LevelFileInfo
1440 {
1441   int nr;
1442   int type;
1443   boolean packed;
1444   char *basename;
1445   char *filename;
1446 };
1447
1448 struct LevelInfo
1449 {
1450   int file_version;     /* file format version the level is stored with    */
1451   int game_version;     /* game release version the level was created with */
1452
1453   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1454   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1455   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1456
1457   int fieldx, fieldy;
1458
1459   int time;
1460   int gems_needed;
1461
1462   char name[MAX_LEVEL_NAME_LEN + 1];
1463   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1464
1465   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1466   int envelope_xsize[4], envelope_ysize[4];
1467
1468   int score[LEVEL_SCORE_ELEMENTS];
1469
1470   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1471   int num_yamyam_contents;
1472
1473   int amoeba_speed;
1474   int amoeba_content;
1475
1476   int time_magic_wall;
1477   int time_wheel;
1478   int time_light;
1479   int time_timegate;
1480
1481   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1482   int dont_collide_with_bits;   /* bitfield to store property for elements */
1483
1484   boolean double_speed;
1485   boolean initial_gravity;
1486   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1487   boolean block_last_field;     /* player blocks previous field while moving */
1488   boolean sp_block_last_field;  /* player blocks previous field while moving */
1489   boolean use_spring_bug;       /* for compatibility with old levels */
1490   boolean instant_relocation;   /* no visual delay when relocating player */
1491   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1492   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1493
1494   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1495   int use_step_counter;         /* count steps instead of seconds for level */
1496
1497   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1498
1499   boolean use_custom_template;  /* use custom properties from template file */
1500
1501   boolean no_valid_file;        /* set when level file missing or invalid */
1502 };
1503
1504 struct TapeInfo
1505 {
1506   int file_version;     /* file format version the tape is stored with    */
1507   int game_version;     /* game release version the tape was created with */
1508   int engine_version;   /* game engine version the tape was recorded with */
1509
1510   char *level_identifier;
1511   int level_nr;
1512   unsigned long random_seed;
1513   unsigned long date;
1514   unsigned long counter;
1515   unsigned long length;
1516   unsigned long length_seconds;
1517   unsigned int delay_played;
1518   boolean pause_before_death;
1519   boolean recording, playing, pausing;
1520   boolean fast_forward;
1521   boolean warp_forward;
1522   boolean deactivate_display;
1523   boolean auto_play;
1524   boolean auto_play_level_solved;
1525   boolean quick_resume;
1526   boolean single_step;
1527   boolean changed;
1528   boolean player_participates[MAX_PLAYERS];
1529   int num_participating_players;
1530
1531   struct
1532   {
1533     byte action[MAX_PLAYERS];
1534     byte delay;
1535   } pos[MAX_TAPELEN];
1536
1537   boolean no_valid_file;        /* set when tape file missing or invalid */
1538 };
1539
1540 struct GameInfo
1541 {
1542   /* values for engine initialization */
1543   int default_push_delay_fixed;
1544   int default_push_delay_random;
1545
1546   /* constant within running game */
1547   int engine_version;
1548   int emulation;
1549   int initial_move_delay;
1550   int initial_move_delay_value;
1551   int initial_push_delay_value;
1552
1553   /* variable within running game */
1554   int yamyam_content_nr;
1555   boolean magic_wall_active;
1556   int magic_wall_time_left;
1557   int light_time_left;
1558   int timegate_time_left;
1559   int belt_dir[4];
1560   int belt_dir_nr[4];
1561   int switchgate_pos;
1562   int balloon_dir;
1563   boolean gravity;
1564   boolean explosions_delayed;
1565   boolean envelope_active;
1566
1567   /* values for player idle animation (no effect on engine) */
1568   int player_boring_delay_fixed;
1569   int player_boring_delay_random;
1570   int player_sleeping_delay_fixed;
1571   int player_sleeping_delay_random;
1572 };
1573
1574 struct GlobalInfo
1575 {
1576   char *autoplay_leveldir;
1577   int autoplay_level_nr;
1578
1579   int num_toons;
1580
1581   float frames_per_second;
1582   boolean fps_slowdown;
1583   int fps_slowdown_factor;
1584 };
1585
1586 struct ElementChangeInfo
1587 {
1588   boolean can_change;           /* use or ignore this change info */
1589
1590   unsigned long events;         /* change events */
1591
1592   int trigger_player;           /* player triggering change */
1593   int trigger_side;             /* side triggering change */
1594   int trigger_page;             /* page triggering change */
1595
1596   short target_element;         /* target element after change */
1597
1598   int delay_fixed;              /* added frame delay before changed (fixed) */
1599   int delay_random;             /* added frame delay before changed (random) */
1600   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1601
1602   short trigger_element;        /* element triggering change */
1603
1604   int target_content[3][3];     /* elements for extended change target */
1605   boolean use_target_content;   /* use extended change target */
1606   boolean only_if_complete;     /* only use complete target content */
1607   boolean use_random_replace;   /* use random value for replacing elements */
1608   int random_percentage;        /* random value for replacing elements */
1609   int replace_when;             /* type of elements that can be replaced */
1610
1611   boolean explode;              /* explode instead of change */
1612
1613   /* ---------- internal values used at runtime when playing ---------- */
1614
1615   /* functions that are called before, while and after the change of an
1616      element -- currently only used for non-custom elements */
1617   void (*pre_change_function)(int x, int y);
1618   void (*change_function)(int x, int y);
1619   void (*post_change_function)(int x, int y);
1620
1621   short actual_trigger_element; /* element that actually triggered change */
1622   int actual_trigger_player;    /* player which actually triggered change */
1623
1624   /* ---------- internal values used in level editor ---------- */
1625
1626   int direct_action;            /* change triggered by actions on element */
1627   int other_action;             /* change triggered by other element actions */
1628 };
1629
1630 struct ElementGroupInfo
1631 {
1632   int num_elements;                     /* number of elements in this group */
1633   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1634
1635   int choice_mode;              /* how to choose element from group */
1636
1637   /* ---------- internal values used at runtime when playing ---------- */
1638
1639   /* the following is the same as above, but with recursively resolved group
1640      elements (group elements may also contain further group elements!) */
1641   int num_elements_resolved;
1642   short element_resolved[NUM_FILE_ELEMENTS];
1643
1644   int choice_pos;               /* current element choice position */
1645 };
1646
1647 struct ElementInfo
1648 {
1649   /* ---------- token and description strings ---------- */
1650
1651   char *token_name;             /* element token used in config files */
1652   char *class_name;             /* element class used in config files */
1653   char *editor_description;     /* pre-defined description for level editor */
1654   char *custom_description;     /* alternative description from config file */
1655   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1656
1657   /* ---------- graphic and sound definitions ---------- */
1658
1659   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1660   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1661                                 /* special graphics for left/right/up/down */
1662
1663   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1664   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1665                                 /* crumbled graphics for left/right/up/down */
1666
1667   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1668                                 /* special graphics for certain screens */
1669
1670   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1671
1672   /* ---------- special element property values ---------- */
1673
1674   boolean use_gfx_element;      /* use custom graphic element */
1675   short gfx_element;            /* optional custom graphic element */
1676
1677   int access_direction;         /* accessible from which direction */
1678
1679   int collect_score;            /* score value for collecting */
1680   int collect_count;            /* count value for collecting */
1681
1682   int push_delay_fixed;         /* constant delay before pushing */
1683   int push_delay_random;        /* additional random delay before pushing */
1684   int drop_delay_fixed;         /* constant delay after dropping */
1685   int drop_delay_random;        /* additional random delay after dropping */
1686   int move_delay_fixed;         /* constant delay after moving */
1687   int move_delay_random;        /* additional random delay after moving */
1688
1689   int move_pattern;             /* direction movable element moves to */
1690   int move_direction_initial;   /* initial direction element moves to */
1691   int move_stepsize;            /* step size element moves with */
1692   int move_enter_element;       /* element that can be entered (and removed) */
1693   int move_leave_element;       /* element that can be left behind */
1694   int move_leave_type;          /* change (limited) or leave (unlimited) */
1695
1696   int slippery_type;            /* how/where other elements slip away */
1697
1698   int content[3][3];            /* new elements after explosion */
1699
1700   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
1701   int explosion_delay;          /* duration of explosion of this element */
1702   int ignition_delay;           /* delay for explosion by other explosion */
1703
1704   struct ElementChangeInfo *change_page; /* actual list of change pages */
1705   struct ElementChangeInfo *change;      /* pointer to current change page */
1706
1707   int num_change_pages;         /* actual number of change pages */
1708   int current_change_page;      /* currently edited change page */
1709
1710   struct ElementGroupInfo *group;       /* pointer to element group info */
1711
1712   /* ---------- internal values used at runtime when playing ---------- */
1713
1714   unsigned long change_events;  /* bitfield for combined change events */
1715
1716   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1717   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1718
1719   boolean in_group[NUM_GROUP_ELEMENTS];
1720
1721 #if 0
1722   boolean can_leave_element;    /* element can leave other element behind */
1723   boolean can_leave_element_last;
1724 #endif
1725
1726   /* ---------- internal values used in level editor ---------- */
1727
1728   int access_type;              /* walkable or passable */
1729   int access_layer;             /* accessible over/inside/under */
1730   int access_protected;         /* protection against deadly elements */
1731   int walk_to_action;           /* diggable/collectible/pushable */
1732   int smash_targets;            /* can smash player/enemies/everything */
1733   int deadliness;               /* deadly when running/colliding/touching */
1734
1735   boolean can_explode_by_fire;  /* element explodes by fire */
1736   boolean can_explode_smashed;  /* element explodes when smashed */
1737   boolean can_explode_impact;   /* element explodes on impact */
1738
1739   boolean modified_settings;    /* set for all modified custom elements */
1740 };
1741
1742 struct FontInfo
1743 {
1744   char *token_name;             /* font token used in config files */
1745
1746   int graphic;                  /* default graphic for this font */
1747   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1748                                 /* special graphics for certain screens */
1749   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1750                                 /* internal bitmap ID for special graphics */
1751 };
1752
1753 struct GraphicInfo
1754 {
1755   Bitmap *bitmap;
1756   int src_x, src_y;             /* start position of animation frames */
1757   int width, height;            /* width/height of each animation frame */
1758   int offset_x, offset_y;       /* x/y offset to next animation frame */
1759   int anim_frames;
1760   int anim_frames_per_line;
1761   int anim_start_frame;
1762   int anim_delay;               /* important: delay of 1 means "no delay"! */
1763   int anim_mode;
1764   boolean anim_global_sync;
1765   int crumbled_like;            /* element for cloning crumble graphics */
1766   int diggable_like;            /* element for cloning digging graphics */
1767   int border_size;              /* border size for "crumbled" graphics */
1768
1769   int anim_delay_fixed;         /* optional delay values for bored and   */
1770   int anim_delay_random;        /* sleeping player animations (animation */
1771   int post_delay_fixed;         /* intervall and following pause before  */
1772   int post_delay_random;        /* next intervall (bored animation only) */
1773
1774   int step_offset;              /* optional step offset of toon animations */
1775   int step_delay;               /* optional step delay of toon animations */
1776
1777   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1778
1779   int draw_masked;              /* optional setting for drawing envelope gfx */
1780
1781 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1782   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1783   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1784 #endif
1785 };
1786
1787 struct SoundInfo
1788 {
1789   boolean loop;
1790 };
1791
1792 struct MusicInfo
1793 {
1794   boolean loop;
1795 };
1796
1797 struct MusicPrefixInfo
1798 {
1799   char *prefix;
1800   boolean is_loop_music;
1801 };
1802
1803 struct MusicFileInfo
1804 {
1805   char *basename;
1806
1807   char *title_header;
1808   char *artist_header;
1809   char *album_header;
1810   char *year_header;
1811
1812   char *title;
1813   char *artist;
1814   char *album;
1815   char *year;
1816
1817   int music;
1818
1819   boolean is_sound;
1820
1821   struct MusicFileInfo *next;
1822 };
1823
1824 struct ElementActionInfo
1825 {
1826   char *suffix;
1827   int value;
1828   boolean is_loop_sound;
1829 };
1830
1831 struct ElementDirectionInfo
1832 {
1833   char *suffix;
1834   int value;
1835 };
1836
1837 struct SpecialSuffixInfo
1838 {
1839   char *suffix;
1840   int value;
1841 };
1842
1843 struct HelpAnimInfo
1844 {
1845   int element;
1846   int action;
1847   int direction;
1848
1849   int delay;
1850 };
1851
1852
1853 #if 0
1854 extern GC                       tile_clip_gc;
1855 extern Bitmap                  *pix[];
1856 #endif
1857 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1858 extern Pixmap                   tile_clipmask[];
1859 extern DrawBuffer             *fieldbuffer;
1860 extern DrawBuffer             *drawto_field;
1861
1862 extern int                      game_status;
1863 extern boolean                  level_editor_test_game;
1864 extern boolean                  network_playing;
1865
1866 #if defined(TARGET_SDL)
1867 extern boolean                  network_server;
1868 extern SDL_Thread              *server_thread;
1869 #endif
1870
1871 extern int                      key_joystick_mapping;
1872
1873 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1874 extern int                      redraw_x1, redraw_y1;
1875
1876 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1877 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1878 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1879 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1880 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1881 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1882 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1883 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1884 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1885 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1886 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1887 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1888 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1889 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1890 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1891 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1892 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1893 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1894 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1895 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1896 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1897 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1898 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1899 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1900 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1901
1902 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1903
1904 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1905 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1906 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1907 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1908 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1909
1910 extern int                      lev_fieldx, lev_fieldy;
1911 extern int                      scroll_x, scroll_y;
1912
1913 extern int                      FX, FY;
1914 extern int                      ScrollStepSize;
1915 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1916 extern int                      BorderElement;
1917 extern int                      GameFrameDelay;
1918 extern int                      FfwdFrameDelay;
1919 extern int                      BX1, BY1;
1920 extern int                      BX2, BY2;
1921 extern int                      SBX_Left, SBX_Right;
1922 extern int                      SBY_Upper, SBY_Lower;
1923 extern int                      ZX, ZY;
1924 extern int                      ExitX, ExitY;
1925 extern int                      AllPlayersGone;
1926
1927 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
1928 extern boolean                  SiebAktiv;
1929 extern int                      SiebCount;
1930
1931 extern boolean                  network_player_action_received;
1932
1933 extern int                      graphics_action_mapping[];
1934
1935 extern struct LevelSetInfo      levelset;
1936 extern struct LevelInfo         level, level_template;
1937 extern struct PlayerInfo        stored_player[], *local_player;
1938 extern struct HiScore           highscore[];
1939 extern struct TapeInfo          tape;
1940 extern struct GameInfo          game;
1941 extern struct GlobalInfo        global;
1942 extern struct MenuInfo          menu;
1943 extern struct DoorInfo          door_1, door_2;
1944 extern struct ElementInfo       element_info[];
1945 extern struct ElementActionInfo element_action_info[];
1946 extern struct ElementDirectionInfo element_direction_info[];
1947 extern struct SpecialSuffixInfo special_suffix_info[];
1948 extern struct TokenIntPtrInfo   image_config_vars[];
1949 extern struct FontInfo          font_info[];
1950 extern struct MusicPrefixInfo   music_prefix_info[];
1951 extern struct GraphicInfo      *graphic_info;
1952 extern struct SoundInfo        *sound_info;
1953 extern struct MusicInfo        *music_info;
1954 extern struct MusicFileInfo    *music_file_info;
1955 extern struct HelpAnimInfo     *helpanim_info;
1956 extern SetupFileHash           *helptext_info;
1957 extern struct ConfigInfo        image_config[];
1958 extern struct ConfigInfo        sound_config[];
1959 extern struct ConfigInfo        music_config[];
1960 extern struct ConfigInfo        image_config_suffix[];
1961 extern struct ConfigInfo        sound_config_suffix[];
1962 extern struct ConfigInfo        music_config_suffix[];
1963 extern struct ConfigInfo        helpanim_config[];
1964 extern struct ConfigInfo        helptext_config[];
1965
1966 #endif  /* MAIN_H */