rnd-20051123-1-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 #include "game_em/game_em.h"
27
28 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
29 #include "conf_snd.h"   /* include auto-generated data structure definitions */
30 #include "conf_mus.h"   /* include auto-generated data structure definitions */
31
32 #define IMG_UNDEFINED           (-1)
33 #define IMG_EMPTY               IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START          IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START        IMG_CUSTOM_1
38
39 #define SND_UNDEFINED           (-1)
40 #define MUS_UNDEFINED           (-1)
41
42 #define WIN_XSIZE               672
43 #define WIN_YSIZE               560
44
45 #define SCR_FIELDX              17
46 #define SCR_FIELDY              17
47 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX          3
50 #define MIN_LEV_FIELDY          3
51 #define STD_LEV_FIELDX          64
52 #define STD_LEV_FIELDY          32
53 #define MAX_LEV_FIELDX          128
54 #define MAX_LEV_FIELDY          128
55
56 #define SCREENX(a)              ((a) - scroll_x)
57 #define SCREENY(a)              ((a) - scroll_y)
58 #define LEVELX(a)               ((a) + scroll_x)
59 #define LEVELY(a)               ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63
64 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_DIGGABLE             0
66 #define EP_COLLECTIBLE_ONLY     1
67 #define EP_DONT_RUN_INTO        2
68 #define EP_DONT_COLLIDE_WITH    3
69 #define EP_DONT_TOUCH           4
70 #define EP_INDESTRUCTIBLE       5
71 #define EP_SLIPPERY             6
72 #define EP_CAN_CHANGE           7
73 #define EP_CAN_MOVE             8
74 #define EP_CAN_FALL             9
75 #define EP_CAN_SMASH_PLAYER     10
76 #define EP_CAN_SMASH_ENEMIES    11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_EXPLODES_BY_FIRE     13
79 #define EP_EXPLODES_SMASHED     14
80 #define EP_EXPLODES_IMPACT      15
81 #define EP_WALKABLE_OVER        16
82 #define EP_WALKABLE_INSIDE      17
83 #define EP_WALKABLE_UNDER       18
84 #define EP_PASSABLE_OVER        19
85 #define EP_PASSABLE_INSIDE      20
86 #define EP_PASSABLE_UNDER       21
87 #define EP_DROPPABLE            22
88 #define EP_EXPLODES_1X1_OLD     23
89 #define EP_PUSHABLE             24
90 #define EP_EXPLODES_CROSS_OLD   25
91 #define EP_PROTECTED            26
92 #define EP_CAN_MOVE_INTO_ACID   27
93 #define EP_THROWABLE            28
94 #define EP_CAN_EXPLODE          29
95 #define EP_GRAVITY_REACHABLE    30
96
97 /* values for pre-defined properties */
98 #define EP_PLAYER               32
99 #define EP_CAN_PASS_MAGIC_WALL  33
100 #define EP_SWITCHABLE           34
101 #define EP_BD_ELEMENT           35
102 #define EP_SP_ELEMENT           36
103 #define EP_SB_ELEMENT           37
104 #define EP_GEM                  38
105 #define EP_FOOD_DARK_YAMYAM     39
106 #define EP_FOOD_PENGUIN         40
107 #define EP_FOOD_PIG             41
108 #define EP_HISTORIC_WALL        42
109 #define EP_HISTORIC_SOLID       43
110 #define EP_CLASSIC_ENEMY        44
111 #define EP_BELT                 45
112 #define EP_BELT_ACTIVE          46
113 #define EP_BELT_SWITCH          47
114 #define EP_TUBE                 48
115 #define EP_KEYGATE              49
116 #define EP_AMOEBOID             50
117 #define EP_AMOEBALIVE           51
118 #define EP_HAS_CONTENT          52
119 #define EP_CAN_TURN_EACH_MOVE   53
120 #define EP_CAN_GROW             54
121 #define EP_ACTIVE_BOMB          55
122 #define EP_INACTIVE             56
123
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL     57
126
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED         58
129
130 /* values for derived properties (determined from properties above) */
131 #define EP_ACCESSIBLE_OVER      59
132 #define EP_ACCESSIBLE_INSIDE    60
133 #define EP_ACCESSIBLE_UNDER     61
134 #define EP_WALKABLE             62
135 #define EP_PASSABLE             63
136 #define EP_ACCESSIBLE           64
137 #define EP_COLLECTIBLE          65
138 #define EP_SNAPPABLE            66
139 #define EP_WALL                 67
140 #define EP_SOLID_FOR_PUSHING    68
141 #define EP_DRAGONFIRE_PROOF     69
142 #define EP_EXPLOSION_PROOF      70
143 #define EP_CAN_SMASH            71
144 #define EP_EXPLODES_3X3_OLD     72
145 #define EP_CAN_EXPLODE_BY_FIRE  73
146 #define EP_CAN_EXPLODE_SMASHED  74
147 #define EP_CAN_EXPLODE_IMPACT   75
148 #define EP_SP_PORT              76
149 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    77
150 #define EP_CAN_EXPLODE_BY_EXPLOSION     78
151 #define EP_COULD_MOVE_INTO_ACID         79
152 #define EP_MAYBE_DONT_COLLIDE_WITH      80
153
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT       81
156 #define EP_DEADLY               82
157
158 /* values for internal purpose only (game engine) */
159 #define EP_HAS_ACTION           83
160
161 #define NUM_ELEMENT_PROPERTIES  84
162
163 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
164 #define EP_BITFIELD_BASE        0
165
166 #define EP_BITMASK_DEFAULT      0
167
168 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
169 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
170 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
171 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
172                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
173                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
174
175
176 /* values for change events for custom elements (stored in level file) */
177 #define CE_DELAY                0
178 #define CE_TOUCHED_BY_PLAYER    1
179 #define CE_PRESSED_BY_PLAYER    2
180 #define CE_PUSHED_BY_PLAYER     3
181 #define CE_DROPPED_BY_PLAYER    4
182 #define CE_HITTING_SOMETHING    5
183 #define CE_IMPACT               6
184 #define CE_SMASHED              7
185 #define CE_TOUCHING_X           8
186 #define CE_CHANGE_OF_X          9
187 #define CE_EXPLOSION_OF_X       10
188 #define CE_PLAYER_TOUCHES_X     11
189 #define CE_PLAYER_PRESSES_X     12
190 #define CE_PLAYER_PUSHES_X      13
191 #define CE_PLAYER_COLLECTS_X    14
192 #define CE_PLAYER_DROPS_X       15
193
194 #if 1
195 #define CE_COUNT_AT_ZERO        16
196 #define CE_COUNT_AT_ZERO_OF_X   17
197 #else
198 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
199 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
200 #endif
201
202 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
203 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
204 #define CE_PLAYER_DIGS_X        20
205 #define CE_ENTERED_BY_PLAYER    21
206 #define CE_LEFT_BY_PLAYER       22
207 #define CE_PLAYER_ENTERS_X      23
208 #define CE_PLAYER_LEAVES_X      24
209 #define CE_SWITCHED             25
210 #define CE_SWITCH_OF_X          26
211 #define CE_HIT_BY_SOMETHING     27
212 #define CE_HITTING_X            28
213 #define CE_HIT_BY_X             29
214 #define CE_BLOCKED              30
215
216 #define NUM_CHANGE_EVENTS       31
217
218 #define CE_BITMASK_DEFAULT      0
219
220 #if 1
221
222 #define CH_EVENT_VAR(e,c)       (element_info[e].change->has_event[c])
223 #define CH_ANY_EVENT_VAR(e,c)   (element_info[e].has_change_event[c])
224
225 #define PAGE_HAS_CHANGE_EVENT(p,c)  ((p)->has_event[c])
226 #define HAS_CHANGE_EVENT(e,c)       (IS_CUSTOM_ELEMENT(e) &&            \
227                                      CH_EVENT_VAR(e,c))
228 #define HAS_ANY_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&            \
229                                      CH_ANY_EVENT_VAR(e,c))
230
231 #define SET_CHANGE_EVENT(e,c,v)     (IS_CUSTOM_ELEMENT(e) ?             \
232                                      CH_EVENT_VAR(e,c) = (v) : 0)
233 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?             \
234                                      CH_ANY_EVENT_VAR(e,c) = (v) : 0)
235
236 #else
237
238 #define CH_EVENT_BIT(c)         (1 << (c))
239 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
240 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
241
242 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
243                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
244 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
245                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
246 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
247                                  ((v) ?                                   \
248                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
249                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
250 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?               \
251                                ((v) ?                                     \
252                                 (CH_ANY_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
253                                 (CH_ANY_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
254 #endif
255
256 /* values for player bitmasks */
257 #define PLAYER_BITS_NONE        0
258 #define PLAYER_BITS_1           (1 << 0)
259 #define PLAYER_BITS_2           (1 << 1)
260 #define PLAYER_BITS_3           (1 << 2)
261 #define PLAYER_BITS_4           (1 << 3)
262 #define PLAYER_BITS_ANY         (PLAYER_BITS_1 | \
263                                  PLAYER_BITS_2 | \
264                                  PLAYER_BITS_3 | \
265                                  PLAYER_BITS_4)
266 #define PLAYER_BITS_TRIGGER     (1 << 4)
267
268 /* values for change side for custom elements */
269 #define CH_SIDE_NONE            MV_NO_MOVING
270 #define CH_SIDE_LEFT            MV_LEFT
271 #define CH_SIDE_RIGHT           MV_RIGHT
272 #define CH_SIDE_TOP             MV_UP
273 #define CH_SIDE_BOTTOM          MV_DOWN
274 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
275 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
276 #define CH_SIDE_ANY             MV_ANY_DIRECTION
277
278 /* values for change player for custom elements */
279 #define CH_PLAYER_NONE          PLAYER_BITS_NONE
280 #define CH_PLAYER_1             PLAYER_BITS_1
281 #define CH_PLAYER_2             PLAYER_BITS_2
282 #define CH_PLAYER_3             PLAYER_BITS_3
283 #define CH_PLAYER_4             PLAYER_BITS_4
284 #define CH_PLAYER_ANY           PLAYER_BITS_ANY
285
286 /* values for change page for custom elements */
287 #define CH_PAGE_ANY_FILE        (0xff)
288 #define CH_PAGE_ANY             (0xffffffff)
289
290 /* values for change power for custom elements */
291 #define CP_WHEN_EMPTY           0
292 #define CP_WHEN_DIGGABLE        1
293 #define CP_WHEN_DESTRUCTIBLE    2
294 #define CP_WHEN_COLLECTIBLE     3
295 #define CP_WHEN_REMOVABLE       4
296 #define CP_WHEN_WALKABLE        5
297
298 /* values for change actions for custom elements */
299 #define CA_NO_ACTION            0
300 #define CA_EXIT_PLAYER          1
301 #define CA_KILL_PLAYER          2
302 #define CA_RESTART_LEVEL        3
303 #define CA_SHOW_ENVELOPE        4
304 #define CA_ADD_KEY              5
305 #define CA_DEL_KEY              6
306 #define CA_SET_PLAYER_SPEED     7
307 #define CA_SET_GEMS             8
308 #define CA_SET_TIME             9
309 #define CA_SET_SCORE            10
310 #define CA_SET_CE_SCORE         11
311 #define CA_SET_CE_COUNT         12
312 #define CA_SET_DYNABOMB_NUMBER  13
313 #define CA_SET_DYNABOMB_SIZE    14
314 #define CA_SET_DYNABOMB_POWER   15
315 #define CA_TOGGLE_PLAYER_GRAVITY  16
316 #define CA_ENABLE_PLAYER_GRAVITY  17
317 #define CA_DISABLE_PLAYER_GRAVITY 18
318
319 /* values for change action mode for custom elements */
320 #define CA_MODE_UNDEFINED       0
321 #define CA_MODE_ADD             1
322 #define CA_MODE_SUBTRACT        2
323 #define CA_MODE_MULTIPLY        3
324 #define CA_MODE_DIVIDE          4
325 #define CA_MODE_SET             5
326
327 /* values for change action parameters for custom elements */
328 #define CA_ARG_MIN              0
329 #define CA_ARG_0                0
330 #define CA_ARG_1                1
331 #define CA_ARG_2                2
332 #define CA_ARG_3                3
333 #define CA_ARG_4                4
334 #define CA_ARG_5                5
335 #define CA_ARG_10               10
336 #define CA_ARG_100              100
337 #define CA_ARG_1000             1000
338 #define CA_ARG_MAX              9999
339 #define CA_ARG_PLAYER           10000
340 #define CA_ARG_PLAYER_HEADLINE  (CA_ARG_PLAYER + 0)
341 #define CA_ARG_PLAYER_1         (CA_ARG_PLAYER + PLAYER_BITS_1)
342 #define CA_ARG_PLAYER_2         (CA_ARG_PLAYER + PLAYER_BITS_2)
343 #define CA_ARG_PLAYER_3         (CA_ARG_PLAYER + PLAYER_BITS_3)
344 #define CA_ARG_PLAYER_4         (CA_ARG_PLAYER + PLAYER_BITS_4)
345 #define CA_ARG_PLAYER_ANY       (CA_ARG_PLAYER + PLAYER_BITS_ANY)
346 #define CA_ARG_PLAYER_TRIGGER   (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
347 #define CA_ARG_NUMBER           20000
348 #define CA_ARG_NUMBER_HEADLINE  (CA_ARG_NUMBER + 0)
349 #define CA_ARG_NUMBER_MIN       (CA_ARG_NUMBER + 1)
350 #define CA_ARG_NUMBER_MAX       (CA_ARG_NUMBER + 2)
351 #define CA_ARG_NUMBER_NORMAL    (CA_ARG_NUMBER + 3)
352 #define CA_ARG_NUMBER_RESET     (CA_ARG_NUMBER + 4)
353 #define CA_ARG_NUMBER_CE_SCORE  (CA_ARG_NUMBER + 5)
354 #define CA_ARG_NUMBER_CE_COUNT  (CA_ARG_NUMBER + 6)
355 #define CA_ARG_NUMBER_CE_DELAY  (CA_ARG_NUMBER + 7)
356 #define CA_ARG_ELEMENT          30000
357 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 0)
358 #define CA_ARG_ELEMENT_TARGET   (CA_ARG_ELEMENT + 1)
359 #define CA_ARG_ELEMENT_TRIGGER  (CA_ARG_ELEMENT + 2)
360 #define CA_ARG_UNDEFINED        30999
361
362 /* values for custom move patterns (bits 0 - 3: basic move directions) */
363 #define MV_BIT_TOWARDS_PLAYER   4
364 #define MV_BIT_AWAY_FROM_PLAYER 5
365 #define MV_BIT_ALONG_LEFT_SIDE  6
366 #define MV_BIT_ALONG_RIGHT_SIDE 7
367 #define MV_BIT_TURNING_LEFT     8
368 #define MV_BIT_TURNING_RIGHT    9
369 #define MV_BIT_WHEN_PUSHED      10
370 #define MV_BIT_MAZE_RUNNER      11
371 #define MV_BIT_MAZE_HUNTER      12
372 #define MV_BIT_WHEN_DROPPED     13
373 #define MV_BIT_TURNING_LEFT_RIGHT 14
374 #define MV_BIT_TURNING_RIGHT_LEFT 15
375 #define MV_BIT_TURNING_RANDOM   16
376
377 /* values for custom move patterns */
378 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
379 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
380 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
381 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
382 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
383 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
384 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
385 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
386 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
387 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
388 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
389 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
390 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
391 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
392
393 /* values for initial move direction (bits 0 - 3: basic move directions) */
394 #define MV_START_BIT_PREVIOUS   4
395
396 /* values for initial move direction */
397 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
398 #define MV_START_LEFT           (MV_LEFT)
399 #define MV_START_RIGHT          (MV_RIGHT)
400 #define MV_START_UP             (MV_UP)
401 #define MV_START_DOWN           (MV_DOWN)
402 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
403 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
404
405 /* values for elements left behind by custom elements */
406 #define LEAVE_TYPE_UNLIMITED    0
407 #define LEAVE_TYPE_LIMITED      1
408
409 /* values for slippery property for custom elements */
410 #define SLIPPERY_ANY_RANDOM     0
411 #define SLIPPERY_ANY_LEFT_RIGHT 1
412 #define SLIPPERY_ANY_RIGHT_LEFT 2
413 #define SLIPPERY_ONLY_LEFT      3
414 #define SLIPPERY_ONLY_RIGHT     4
415
416 /* values for explosion type for custom elements */
417 #define EXPLODES_3X3            0
418 #define EXPLODES_1X1            1
419 #define EXPLODES_CROSS          2
420
421 /* macros for configurable properties */
422 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
423 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
424 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
425 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
426 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
427 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
428 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
429 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
430 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
431 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
432 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
433 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
434 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
435 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
436 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
437 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
438 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
439 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
440 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
441 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
442 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
443 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
444 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
445 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
446 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
447 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
448 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
449 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
450 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
451 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
452 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
453
454 /* macros for special configurable properties */
455 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
456
457 /* macros for special graphics properties */
458 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
459
460 /* macros for pre-defined properties */
461 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
462 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
463 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
464 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
465 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
466 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
467 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
468 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
469 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
470 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
471 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
472 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
473 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
474 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
475 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
476 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
477 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
478 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
479 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
480 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
481 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
482 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
483 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
484 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
485 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
486
487 /* macros for derived properties */
488 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
489 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
490 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
491 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
492 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
493 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
494 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
495 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
496 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
497 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
498 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
499 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
500 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
501 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
502 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
503 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
504 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
505 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
506 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
507                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
508 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
509                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
510 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
511 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
512 #define HAS_ACTION(e)           HAS_PROPERTY(e, EP_HAS_ACTION)
513
514 /* special macros used in game engine */
515 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
516                                  (e) <= EL_CUSTOM_END)
517
518 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
519                                  (e) <= EL_GROUP_END)
520
521 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
522                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
523
524 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
525                                  (e) <= EL_INTERNAL_END)
526
527 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
528                                  (e) <= EL_ENVELOPE_4)
529
530 #define IS_RND_KEY(e)           ((e) >= EL_KEY_1 &&                     \
531                                  (e) <= EL_KEY_4)
532 #define IS_EM_KEY(e)            ((e) >= EL_EM_KEY_1 &&                  \
533                                  (e) <= EL_EM_KEY_4)
534 #define IS_EMC_KEY(e)           ((e) >= EL_EMC_KEY_5 &&                 \
535                                  (e) <= EL_EMC_KEY_8)
536 #define IS_KEY(e)               (IS_RND_KEY(e) ||                       \
537                                  IS_EM_KEY(e) ||                        \
538                                  IS_EMC_KEY(e))
539 #define RND_KEY_NR(e)           ((e) - EL_KEY_1)
540 #define EM_KEY_NR(e)            ((e) - EL_EM_KEY_1)
541 #define EMC_KEY_NR(e)           ((e) - EL_EMC_KEY_5 + 4)
542 #define KEY_NR(e)               (IS_RND_KEY(e) ? RND_KEY_NR(e) :        \
543                                  IS_EM_KEY(e) ?  EM_KEY_NR(e) :         \
544                                  IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
545
546 #define IS_RND_GATE(e)          ((e) >= EL_GATE_1 &&                    \
547                                  (e) <= EL_GATE_4)
548 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
549                                  (e) <= EL_EM_GATE_4)
550 #define IS_EMC_GATE(e)          ((e) >= EL_EMC_GATE_5 &&                \
551                                  (e) <= EL_EMC_GATE_8)
552 #define IS_GATE(e)              (IS_RND_GATE(e) ||                      \
553                                  IS_EM_GATE(e) ||                       \
554                                  IS_EMC_GATE(e))
555 #define RND_GATE_NR(e)          ((e) - EL_GATE_1)
556 #define EM_GATE_NR(e)           ((e) - EL_EM_GATE_1)
557 #define EMC_GATE_NR(e)          ((e) - EL_EMC_GATE_5 + 4)
558 #define GATE_NR(e)              (IS_RND_GATE(e) ? RND_GATE_NR(e) :      \
559                                  IS_EM_GATE(e) ?  EM_GATE_NR(e) :       \
560                                  IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
561
562 #define IS_RND_GATE_GRAY(e)     ((e) >= EL_GATE_1_GRAY &&               \
563                                  (e) <= EL_GATE_4_GRAY)
564 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
565                                  (e) <= EL_EM_GATE_4_GRAY)
566 #define IS_EMC_GATE_GRAY(e)     ((e) >= EL_EMC_GATE_5_GRAY &&           \
567                                  (e) <= EL_EMC_GATE_8_GRAY)
568 #define IS_GATE_GRAY(e)         (IS_RND_GATE_GRAY(e) ||                 \
569                                  IS_EM_GATE_GRAY(e) ||                  \
570                                  IS_EMC_GATE_GRAY(e))
571 #define RND_GATE_GRAY_NR(e)     ((e) - EL_GATE_1_GRAY)
572 #define EM_GATE_GRAY_NR(e)      ((e) - EL_EM_GATE_1_GRAY)
573 #define EMC_GATE_GRAY_NR(e)     ((e) - EL_EMC_GATE_5_GRAY + 4)
574 #define GATE_GRAY_NR(e)         (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) :  \
575                                  IS_EM_GATE_GRAY(e) ?  EM_GATE_GRAY_NR(e) :   \
576                                  IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
577
578 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
579                                  element_info[e].gfx_element : e)
580
581 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
582 /* (solution: add separate "use sound of element" to level file and editor) */
583 #if 0
584 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
585 #else
586 #define SND_ELEMENT(e)          (e)
587 #endif
588
589 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
590
591 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
592 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
593
594 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
595 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
596 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
597
598 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
599                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
600                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
601                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
602                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
603                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
604                                  EL_ROCK)
605 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
606                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
607                                  EL_BD_ROCK)
608 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
609 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
610 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
611 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
612
613 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
614 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
615
616 #if 1
617
618 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
619                                          IS_PROTECTED(Back[x][y]))
620 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
621 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
622                                          ENEMY_PROTECTED_FIELD(x, y))
623 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
624                                          EXPLOSION_PROTECTED_FIELD(x, y))
625
626 #else
627
628 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
629                                  IS_INDESTRUCTIBLE(Feld[x][y]))
630 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
631                                  PROTECTED_FIELD(x, y))
632 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
633                                  PROTECTED_FIELD(x, y))
634 #endif
635
636 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
637                                  (p)->switch_x == (x) && (p)->switch_y == (y))
638
639 #define PLAYER_DROPPING(p,x,y)  ((p)->is_dropping &&                    \
640                                  (p)->drop_x == (x) && (p)->drop_y == (y))
641
642 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
643
644 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
645 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
646 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
647
648 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
649 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
650 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
651 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
652
653 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
654
655
656 /* fundamental game speed values */
657 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
658 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
659 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
660 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
661 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
662 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
663
664 /* boundaries of arrays etc. */
665 #define MAX_LEVEL_NAME_LEN      32
666 #define MAX_LEVEL_AUTHOR_LEN    32
667 #define MAX_ELEMENT_NAME_LEN    32
668 #define MAX_TAPE_LEN            (1000 * FRAMES_PER_SECOND) /* max.time x fps */
669 #define MAX_TAPES_PER_SET       1024
670 #define MAX_SCORE_ENTRIES       100
671 #define MAX_NUM_AMOEBA          100
672 #define MAX_INVENTORY_SIZE      1000
673 #define STD_NUM_KEYS            4
674 #define MAX_NUM_KEYS            8
675 #define NUM_BELTS               4
676 #define NUM_BELT_PARTS          3
677 #define MIN_ENVELOPE_XSIZE      1
678 #define MIN_ENVELOPE_YSIZE      1
679 #define MAX_ENVELOPE_XSIZE      30
680 #define MAX_ENVELOPE_YSIZE      20
681 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
682 #define MIN_CHANGE_PAGES        1
683 #define MAX_CHANGE_PAGES        32
684 #define MIN_ELEMENTS_IN_GROUP   1
685 #define MAX_ELEMENTS_IN_GROUP   16
686
687 /* values for elements with content */
688 #define MIN_ELEMENT_CONTENTS    1
689 #define STD_ELEMENT_CONTENTS    4
690 #define MAX_ELEMENT_CONTENTS    8
691 #define NUM_MAGIC_BALL_CONTENTS 8
692
693 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
694
695 /* often used screen positions */
696 #define SX                      8
697 #define SY                      8
698 #define REAL_SX                 (SX - 2)
699 #define REAL_SY                 (SY - 2)
700 #define DX                      566
701 #define DY                      60
702 #define VX                      DX
703 #define VY                      400
704 #define EX                      DX
705 #define EY                      (VY - 44)
706 #define TILESIZE                32
707 #define TILEX                   TILESIZE
708 #define TILEY                   TILESIZE
709 #define MINI_TILESIZE           (TILESIZE / 2)
710 #define MINI_TILEX              MINI_TILESIZE
711 #define MINI_TILEY              MINI_TILESIZE
712 #define MICRO_TILESIZE          (TILESIZE / 8)
713 #define MICRO_TILEX             MICRO_TILESIZE
714 #define MICRO_TILEY             MICRO_TILESIZE
715 #define MIDPOSX                 (SCR_FIELDX / 2)
716 #define MIDPOSY                 (SCR_FIELDY / 2)
717 #define SXSIZE                  (SCR_FIELDX * TILEX)
718 #define SYSIZE                  (SCR_FIELDY * TILEY)
719 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
720 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
721 #define DXSIZE                  100
722 #define DYSIZE                  280
723 #define VXSIZE                  DXSIZE
724 #define VYSIZE                  100
725 #define EXSIZE                  DXSIZE
726 #define EYSIZE                  (VYSIZE + 44)
727 #define FULL_SXSIZE             (2 + SXSIZE + 2)
728 #define FULL_SYSIZE             (2 + SYSIZE + 2)
729 #define MICROLEVEL_XSIZE        ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
730 #define MICROLEVEL_YSIZE        ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
731 #define MICROLEVEL_XPOS         (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
732 #define MICROLEVEL_YPOS         (SX + 12 * TILEY - MICRO_TILEY)
733 #define MICROLABEL1_YPOS        (MICROLEVEL_YPOS - 36)
734 #define MICROLABEL2_YPOS        (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
735
736
737 /* score for elements */
738 #define SC_EMERALD              0
739 #define SC_DIAMOND              1
740 #define SC_BUG                  2
741 #define SC_SPACESHIP            3
742 #define SC_YAMYAM               4
743 #define SC_ROBOT                5
744 #define SC_PACMAN               6
745 #define SC_NUT                  7
746 #define SC_DYNAMITE             8
747 #define SC_KEY                  9
748 #define SC_TIME_BONUS           10
749 #define SC_CRYSTAL              11
750 #define SC_PEARL                12
751 #define SC_SHIELD               13
752
753
754 /* "real" level file elements */
755 #define EL_UNDEFINED                    -1
756
757 #define EL_EMPTY_SPACE                  0
758 #define EL_EMPTY                        EL_EMPTY_SPACE
759 #define EL_SAND                         1
760 #define EL_WALL                         2
761 #define EL_WALL_SLIPPERY                3
762 #define EL_ROCK                         4
763 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
764 #define EL_EMERALD                      6
765 #define EL_EXIT_CLOSED                  7
766 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
767 #define EL_BUG                          9
768 #define EL_SPACESHIP                    10
769 #define EL_YAMYAM                       11
770 #define EL_ROBOT                        12
771 #define EL_STEELWALL                    13
772 #define EL_DIAMOND                      14
773 #define EL_AMOEBA_DEAD                  15
774 #define EL_QUICKSAND_EMPTY              16
775 #define EL_QUICKSAND_FULL               17
776 #define EL_AMOEBA_DROP                  18
777 #define EL_BOMB                         19
778 #define EL_MAGIC_WALL                   20
779 #define EL_SPEED_PILL                   21
780 #define EL_ACID                         22
781 #define EL_AMOEBA_WET                   23
782 #define EL_AMOEBA_DRY                   24
783 #define EL_NUT                          25
784 #define EL_GAME_OF_LIFE                 26
785 #define EL_BIOMAZE                      27
786 #define EL_DYNAMITE_ACTIVE              28
787 #define EL_STONEBLOCK                   29
788 #define EL_ROBOT_WHEEL                  30
789 #define EL_ROBOT_WHEEL_ACTIVE           31
790 #define EL_KEY_1                        32
791 #define EL_KEY_2                        33
792 #define EL_KEY_3                        34
793 #define EL_KEY_4                        35
794 #define EL_GATE_1                       36
795 #define EL_GATE_2                       37
796 #define EL_GATE_3                       38
797 #define EL_GATE_4                       39
798 #define EL_GATE_1_GRAY                  40
799 #define EL_GATE_2_GRAY                  41
800 #define EL_GATE_3_GRAY                  42
801 #define EL_GATE_4_GRAY                  43
802 #define EL_DYNAMITE                     44
803 #define EL_PACMAN                       45
804 #define EL_INVISIBLE_WALL               46
805 #define EL_LAMP                         47
806 #define EL_LAMP_ACTIVE                  48
807 #define EL_WALL_EMERALD                 49
808 #define EL_WALL_DIAMOND                 50
809 #define EL_AMOEBA_FULL                  51
810 #define EL_BD_AMOEBA                    52
811 #define EL_TIME_ORB_FULL                53
812 #define EL_TIME_ORB_EMPTY               54
813 #define EL_EXPANDABLE_WALL              55
814 #define EL_BD_DIAMOND                   56
815 #define EL_EMERALD_YELLOW               57
816 #define EL_WALL_BD_DIAMOND              58
817 #define EL_WALL_EMERALD_YELLOW          59
818 #define EL_DARK_YAMYAM                  60
819 #define EL_BD_MAGIC_WALL                61
820 #define EL_INVISIBLE_STEELWALL          62
821 #define EL_SOKOBAN_FIELD_PLAYER         63
822 #define EL_DYNABOMB_INCREASE_NUMBER     64
823 #define EL_DYNABOMB_INCREASE_SIZE       65
824 #define EL_DYNABOMB_INCREASE_POWER      66
825 #define EL_SOKOBAN_OBJECT               67
826 #define EL_SOKOBAN_FIELD_EMPTY          68
827 #define EL_SOKOBAN_FIELD_FULL           69
828 #define EL_BD_BUTTERFLY_RIGHT           70
829 #define EL_BD_BUTTERFLY_UP              71
830 #define EL_BD_BUTTERFLY_LEFT            72
831 #define EL_BD_BUTTERFLY_DOWN            73
832 #define EL_BD_FIREFLY_RIGHT             74
833 #define EL_BD_FIREFLY_UP                75
834 #define EL_BD_FIREFLY_LEFT              76
835 #define EL_BD_FIREFLY_DOWN              77
836 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
837 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
838 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
839 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
840 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
841 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
842 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
843 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
844 #define EL_BD_BUTTERFLY                 78
845 #define EL_BD_FIREFLY                   79
846 #define EL_PLAYER_1                     80
847 #define EL_PLAYER_2                     81
848 #define EL_PLAYER_3                     82
849 #define EL_PLAYER_4                     83
850 #define EL_BUG_RIGHT                    84
851 #define EL_BUG_UP                       85
852 #define EL_BUG_LEFT                     86
853 #define EL_BUG_DOWN                     87
854 #define EL_SPACESHIP_RIGHT              88
855 #define EL_SPACESHIP_UP                 89
856 #define EL_SPACESHIP_LEFT               90
857 #define EL_SPACESHIP_DOWN               91
858 #define EL_PACMAN_RIGHT                 92
859 #define EL_PACMAN_UP                    93
860 #define EL_PACMAN_LEFT                  94
861 #define EL_PACMAN_DOWN                  95
862 #define EL_EMERALD_RED                  96
863 #define EL_EMERALD_PURPLE               97
864 #define EL_WALL_EMERALD_RED             98
865 #define EL_WALL_EMERALD_PURPLE          99
866 #define EL_ACID_POOL_TOPLEFT            100
867 #define EL_ACID_POOL_TOPRIGHT           101
868 #define EL_ACID_POOL_BOTTOMLEFT         102
869 #define EL_ACID_POOL_BOTTOM             103
870 #define EL_ACID_POOL_BOTTOMRIGHT        104
871 #define EL_BD_WALL                      105
872 #define EL_BD_ROCK                      106
873 #define EL_EXIT_OPEN                    107
874 #define EL_BLACK_ORB                    108
875 #define EL_AMOEBA_TO_DIAMOND            109
876 #define EL_MOLE                         110
877 #define EL_PENGUIN                      111
878 #define EL_SATELLITE                    112
879 #define EL_ARROW_LEFT                   113
880 #define EL_ARROW_RIGHT                  114
881 #define EL_ARROW_UP                     115
882 #define EL_ARROW_DOWN                   116
883 #define EL_PIG                          117
884 #define EL_DRAGON                       118
885
886 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
887
888 #define EL_CHAR_START                   120
889 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
890 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
891
892 #include "conf_chr.h"   /* include auto-generated data structure definitions */
893
894 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
895 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
896
897 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
898
899 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
900 #define EL_EXPANDABLE_WALL_VERTICAL     201
901 #define EL_EXPANDABLE_WALL_ANY          202
902
903 #define EL_EM_GATE_1                    203
904 #define EL_EM_GATE_2                    204
905 #define EL_EM_GATE_3                    205
906 #define EL_EM_GATE_4                    206
907
908 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
909 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
910 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
911
912 #define EL_SP_START                     210
913 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
914 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
915 #define EL_SP_ZONK                      (EL_SP_START + 1)
916 #define EL_SP_BASE                      (EL_SP_START + 2)
917 #define EL_SP_MURPHY                    (EL_SP_START + 3)
918 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
919 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
920 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
921 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
922 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
923 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
924 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
925 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
926 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
927 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
928 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
929 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
930 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
931 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
932 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
933 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
934 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
935 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
936 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
937 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
938 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
939 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
940 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
941 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
942 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
943 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
944 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
945 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
946 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
947 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
948 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
949 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
950 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
951 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
952 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
953 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
954 #define EL_SP_END                       (EL_SP_START + 39)
955
956 #define EL_EM_GATE_1_GRAY               250
957 #define EL_EM_GATE_2_GRAY               251
958 #define EL_EM_GATE_3_GRAY               252
959 #define EL_EM_GATE_4_GRAY               253
960
961 #define EL_UNUSED_254                   254
962 #define EL_UNUSED_255                   255
963
964 #define EL_PEARL                        256
965 #define EL_CRYSTAL                      257
966 #define EL_WALL_PEARL                   258
967 #define EL_WALL_CRYSTAL                 259
968 #define EL_DOOR_WHITE                   260
969 #define EL_DOOR_WHITE_GRAY              261
970 #define EL_KEY_WHITE                    262
971 #define EL_SHIELD_NORMAL                263
972 #define EL_EXTRA_TIME                   264
973 #define EL_SWITCHGATE_OPEN              265
974 #define EL_SWITCHGATE_CLOSED            266
975 #define EL_SWITCHGATE_SWITCH_UP         267
976 #define EL_SWITCHGATE_SWITCH_DOWN       268
977
978 #define EL_UNUSED_269                   269
979 #define EL_UNUSED_270                   270
980
981 #define EL_CONVEYOR_BELT_1_LEFT          271
982 #define EL_CONVEYOR_BELT_1_MIDDLE        272
983 #define EL_CONVEYOR_BELT_1_RIGHT         273
984 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
985 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
986 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
987 #define EL_CONVEYOR_BELT_2_LEFT          277
988 #define EL_CONVEYOR_BELT_2_MIDDLE        278
989 #define EL_CONVEYOR_BELT_2_RIGHT         279
990 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
991 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
992 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
993 #define EL_CONVEYOR_BELT_3_LEFT          283
994 #define EL_CONVEYOR_BELT_3_MIDDLE        284
995 #define EL_CONVEYOR_BELT_3_RIGHT         285
996 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
997 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
998 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
999 #define EL_CONVEYOR_BELT_4_LEFT          289
1000 #define EL_CONVEYOR_BELT_4_MIDDLE        290
1001 #define EL_CONVEYOR_BELT_4_RIGHT         291
1002 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
1003 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
1004 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
1005 #define EL_LANDMINE                     295
1006 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
1007 #define EL_LIGHT_SWITCH                 297
1008 #define EL_LIGHT_SWITCH_ACTIVE          298
1009 #define EL_SIGN_EXCLAMATION             299
1010 #define EL_SIGN_RADIOACTIVITY           300
1011 #define EL_SIGN_STOP                    301
1012 #define EL_SIGN_WHEELCHAIR              302
1013 #define EL_SIGN_PARKING                 303
1014 #define EL_SIGN_ONEWAY                  304
1015 #define EL_SIGN_HEART                   305
1016 #define EL_SIGN_TRIANGLE                306
1017 #define EL_SIGN_ROUND                   307
1018 #define EL_SIGN_EXIT                    308
1019 #define EL_SIGN_YINYANG                 309
1020 #define EL_SIGN_OTHER                   310
1021 #define EL_MOLE_LEFT                    311
1022 #define EL_MOLE_RIGHT                   312
1023 #define EL_MOLE_UP                      313
1024 #define EL_MOLE_DOWN                    314
1025 #define EL_STEELWALL_SLIPPERY           315
1026 #define EL_INVISIBLE_SAND               316
1027 #define EL_DX_UNKNOWN_15                317
1028 #define EL_DX_UNKNOWN_42                318
1029
1030 #define EL_UNUSED_319                   319
1031 #define EL_UNUSED_320                   320
1032
1033 #define EL_SHIELD_DEADLY                321
1034 #define EL_TIMEGATE_OPEN                322
1035 #define EL_TIMEGATE_CLOSED              323
1036 #define EL_TIMEGATE_SWITCH_ACTIVE       324
1037 #define EL_TIMEGATE_SWITCH              325
1038
1039 #define EL_BALLOON                      326
1040 #define EL_BALLOON_SWITCH_LEFT          327
1041 #define EL_BALLOON_SWITCH_RIGHT         328
1042 #define EL_BALLOON_SWITCH_UP            329
1043 #define EL_BALLOON_SWITCH_DOWN          330
1044 #define EL_BALLOON_SWITCH_ANY           331
1045
1046 #define EL_EMC_STEELWALL_1              332
1047 #define EL_EMC_STEELWALL_2              333
1048 #define EL_EMC_STEELWALL_3              334
1049 #define EL_EMC_STEELWALL_4              335
1050 #define EL_EMC_WALL_1                   336
1051 #define EL_EMC_WALL_2                   337
1052 #define EL_EMC_WALL_3                   338
1053 #define EL_EMC_WALL_4                   339
1054 #define EL_EMC_WALL_5                   340
1055 #define EL_EMC_WALL_6                   341
1056 #define EL_EMC_WALL_7                   342
1057 #define EL_EMC_WALL_8                   343
1058
1059 #define EL_TUBE_ANY                     344
1060 #define EL_TUBE_VERTICAL                345
1061 #define EL_TUBE_HORIZONTAL              346
1062 #define EL_TUBE_VERTICAL_LEFT           347
1063 #define EL_TUBE_VERTICAL_RIGHT          348
1064 #define EL_TUBE_HORIZONTAL_UP           349
1065 #define EL_TUBE_HORIZONTAL_DOWN         350
1066 #define EL_TUBE_LEFT_UP                 351
1067 #define EL_TUBE_LEFT_DOWN               352
1068 #define EL_TUBE_RIGHT_UP                353
1069 #define EL_TUBE_RIGHT_DOWN              354
1070 #define EL_SPRING                       355
1071 #define EL_TRAP                         356
1072 #define EL_DX_SUPABOMB                  357
1073
1074 #define EL_UNUSED_358                   358
1075 #define EL_UNUSED_359                   359
1076
1077 /* ---------- begin of custom elements section ----------------------------- */
1078 #define EL_CUSTOM_START                 360
1079
1080 #include "conf_cus.h"   /* include auto-generated data structure definitions */
1081
1082 #define NUM_CUSTOM_ELEMENTS             256
1083 #define EL_CUSTOM_END                   615
1084 /* ---------- end of custom elements section ------------------------------- */
1085
1086 #define EL_EM_KEY_1                     616
1087 #define EL_EM_KEY_2                     617
1088 #define EL_EM_KEY_3                     618
1089 #define EL_EM_KEY_4                     619
1090 #define EL_ENVELOPE_1                   620
1091 #define EL_ENVELOPE_2                   621
1092 #define EL_ENVELOPE_3                   622
1093 #define EL_ENVELOPE_4                   623
1094
1095 /* ---------- begin of group elements section ------------------------------ */
1096 #define EL_GROUP_START                  624
1097
1098 #include "conf_grp.h"   /* include auto-generated data structure definitions */
1099
1100 #define NUM_GROUP_ELEMENTS              32
1101 #define EL_GROUP_END                    655
1102 /* ---------- end of custom elements section ------------------------------- */
1103
1104 #define EL_UNKNOWN                      656
1105 #define EL_TRIGGER_ELEMENT              657
1106 #define EL_TRIGGER_PLAYER               658
1107
1108 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
1109 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
1110 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
1111 #define EL_SP_GRAVITY_ON_PORT_UP        662
1112 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
1113 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
1114 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
1115 #define EL_SP_GRAVITY_OFF_PORT_UP       666
1116
1117
1118 /* the following EMC style elements are currently not implemented in R'n'D */
1119 #define EL_BALLOON_SWITCH_NONE          667
1120 #define EL_EMC_GATE_5                   668
1121 #define EL_EMC_GATE_6                   669
1122 #define EL_EMC_GATE_7                   670
1123 #define EL_EMC_GATE_8                   671
1124 #define EL_EMC_GATE_5_GRAY              672
1125 #define EL_EMC_GATE_6_GRAY              673
1126 #define EL_EMC_GATE_7_GRAY              674
1127 #define EL_EMC_GATE_8_GRAY              675
1128 #define EL_EMC_KEY_5                    676
1129 #define EL_EMC_KEY_6                    677
1130 #define EL_EMC_KEY_7                    678
1131 #define EL_EMC_KEY_8                    679
1132 #define EL_EMC_ANDROID                  680
1133 #define EL_EMC_GRASS                    681
1134 #define EL_EMC_MAGIC_BALL               682
1135 #define EL_EMC_MAGIC_BALL_ACTIVE        683
1136 #define EL_EMC_MAGIC_BALL_SWITCH        684
1137 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1138 #define EL_EMC_SPRING_BUMPER            686
1139 #define EL_EMC_PLANT                    687
1140 #define EL_EMC_LENSES                   688
1141 #define EL_EMC_MAGNIFIER                689
1142 #define EL_EMC_WALL_9                   690
1143 #define EL_EMC_WALL_10                  691
1144 #define EL_EMC_WALL_11                  692
1145 #define EL_EMC_WALL_12                  693
1146 #define EL_EMC_WALL_13                  694
1147 #define EL_EMC_WALL_14                  695
1148 #define EL_EMC_WALL_15                  696
1149 #define EL_EMC_WALL_16                  697
1150 #define EL_EMC_WALL_SLIPPERY_1          698
1151 #define EL_EMC_WALL_SLIPPERY_2          699
1152 #define EL_EMC_WALL_SLIPPERY_3          700
1153 #define EL_EMC_WALL_SLIPPERY_4          701
1154 #define EL_EMC_FAKE_GRASS               702
1155 #define EL_EMC_FAKE_ACID                703
1156 #define EL_EMC_DRIPPER                  704
1157
1158 #define NUM_FILE_ELEMENTS               705
1159
1160
1161 /* "real" (and therefore drawable) runtime elements */
1162 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
1163
1164 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
1165 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
1166 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
1167 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
1168 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
1169 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
1170 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
1171 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
1172 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
1173 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
1174 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
1175 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
1176 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
1177 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
1178 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
1179 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1180 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
1181 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
1182 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1183 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
1184 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
1185 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1186 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
1187 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
1188 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1189 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
1190 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
1191 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
1192 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1193 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1194 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1195 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1196 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1197 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1198 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1199 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1200 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1201 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1202 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1203 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1204 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1205 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1206 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1207 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1208 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1209
1210 /* "unreal" (and therefore not drawable) runtime elements */
1211 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1212
1213 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1214 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1215 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1216 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1217 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1218 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1219 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1220 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1221 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1222 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1223 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1224 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1225 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1226 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1227 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1228 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1229 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1230 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1231
1232 /* dummy elements (never used as game elements, only used as graphics) */
1233 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1234
1235 #define EL_STEELWALL_TOPLEFT            (EL_FIRST_DUMMY + 0)
1236 #define EL_STEELWALL_TOPRIGHT           (EL_FIRST_DUMMY + 1)
1237 #define EL_STEELWALL_BOTTOMLEFT         (EL_FIRST_DUMMY + 2)
1238 #define EL_STEELWALL_BOTTOMRIGHT        (EL_FIRST_DUMMY + 3)
1239 #define EL_STEELWALL_HORIZONTAL         (EL_FIRST_DUMMY + 4)
1240 #define EL_STEELWALL_VERTICAL           (EL_FIRST_DUMMY + 5)
1241 #define EL_INVISIBLE_STEELWALL_TOPLEFT     (EL_FIRST_DUMMY + 6)
1242 #define EL_INVISIBLE_STEELWALL_TOPRIGHT    (EL_FIRST_DUMMY + 7)
1243 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT  (EL_FIRST_DUMMY + 8)
1244 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1245 #define EL_INVISIBLE_STEELWALL_HORIZONTAL  (EL_FIRST_DUMMY + 10)
1246 #define EL_INVISIBLE_STEELWALL_VERTICAL    (EL_FIRST_DUMMY + 11)
1247 #define EL_DYNABOMB                     (EL_FIRST_DUMMY + 12)
1248 #define EL_DYNABOMB_ACTIVE              (EL_FIRST_DUMMY + 13)
1249 #define EL_DYNABOMB_PLAYER_1            (EL_FIRST_DUMMY + 14)
1250 #define EL_DYNABOMB_PLAYER_2            (EL_FIRST_DUMMY + 15)
1251 #define EL_DYNABOMB_PLAYER_3            (EL_FIRST_DUMMY + 16)
1252 #define EL_DYNABOMB_PLAYER_4            (EL_FIRST_DUMMY + 17)
1253 #define EL_SHIELD_NORMAL_ACTIVE         (EL_FIRST_DUMMY + 18)
1254 #define EL_SHIELD_DEADLY_ACTIVE         (EL_FIRST_DUMMY + 19)
1255 #define EL_AMOEBA                       (EL_FIRST_DUMMY + 20)
1256 #define EL_DEFAULT                      (EL_FIRST_DUMMY + 21)
1257 #define EL_BD_DEFAULT                   (EL_FIRST_DUMMY + 22)
1258 #define EL_SP_DEFAULT                   (EL_FIRST_DUMMY + 23)
1259 #define EL_SB_DEFAULT                   (EL_FIRST_DUMMY + 24)
1260
1261 /* internal elements (only used for internal purposes like copying) */
1262 #define EL_FIRST_INTERNAL               (EL_FIRST_DUMMY + 25)
1263
1264 #define EL_INTERNAL_CLIPBOARD_CUSTOM    (EL_FIRST_INTERNAL + 0)
1265 #define EL_INTERNAL_CLIPBOARD_CHANGE    (EL_FIRST_INTERNAL + 1)
1266 #define EL_INTERNAL_CLIPBOARD_GROUP     (EL_FIRST_INTERNAL + 2)
1267 #define EL_INTERNAL_DUMMY               (EL_FIRST_INTERNAL + 3)
1268
1269 #define EL_INTERNAL_CLIPBOARD_START     (EL_FIRST_INTERNAL + 0)
1270 #define EL_INTERNAL_CLIPBOARD_END       (EL_FIRST_INTERNAL + 2)
1271 #define EL_INTERNAL_START               (EL_FIRST_INTERNAL + 0)
1272 #define EL_INTERNAL_END                 (EL_FIRST_INTERNAL + 3)
1273
1274 #define MAX_NUM_ELEMENTS                (EL_FIRST_INTERNAL + 4)
1275
1276
1277 /* values for graphics/sounds action types */
1278 #define ACTION_DEFAULT                  0
1279 #define ACTION_WAITING                  1
1280 #define ACTION_FALLING                  2
1281 #define ACTION_MOVING                   3
1282 #define ACTION_DIGGING                  4
1283 #define ACTION_SNAPPING                 5
1284 #define ACTION_COLLECTING               6
1285 #define ACTION_DROPPING                 7
1286 #define ACTION_PUSHING                  8
1287 #define ACTION_WALKING                  9
1288 #define ACTION_PASSING                  10
1289 #define ACTION_IMPACT                   11
1290 #define ACTION_BREAKING                 12
1291 #define ACTION_ACTIVATING               13
1292 #define ACTION_DEACTIVATING             14
1293 #define ACTION_OPENING                  15
1294 #define ACTION_CLOSING                  16
1295 #define ACTION_ATTACKING                17
1296 #define ACTION_GROWING                  18
1297 #define ACTION_SHRINKING                19
1298 #define ACTION_ACTIVE                   20
1299 #define ACTION_FILLING                  21
1300 #define ACTION_EMPTYING                 22
1301 #define ACTION_CHANGING                 23
1302 #define ACTION_EXPLODING                24
1303 #define ACTION_BORING                   25
1304 #define ACTION_BORING_1                 26
1305 #define ACTION_BORING_2                 27
1306 #define ACTION_BORING_3                 28
1307 #define ACTION_BORING_4                 29
1308 #define ACTION_BORING_5                 30
1309 #define ACTION_BORING_6                 31
1310 #define ACTION_BORING_7                 32
1311 #define ACTION_BORING_8                 33
1312 #define ACTION_BORING_9                 34
1313 #define ACTION_BORING_10                35
1314 #define ACTION_SLEEPING                 36
1315 #define ACTION_SLEEPING_1               37
1316 #define ACTION_SLEEPING_2               38
1317 #define ACTION_SLEEPING_3               39
1318 #define ACTION_AWAKENING                40
1319 #define ACTION_DYING                    41
1320 #define ACTION_TURNING                  42
1321 #define ACTION_TURNING_FROM_LEFT        43
1322 #define ACTION_TURNING_FROM_RIGHT       44
1323 #define ACTION_TURNING_FROM_UP          45
1324 #define ACTION_TURNING_FROM_DOWN        46
1325 #define ACTION_SMASHED_BY_ROCK          47
1326 #define ACTION_SMASHED_BY_SPRING        48
1327 #define ACTION_SLURPED_BY_SPRING        49
1328 #define ACTION_TWINKLING                50
1329 #define ACTION_SPLASHING                51
1330 #define ACTION_OTHER                    52
1331
1332 #define NUM_ACTIONS                     53
1333
1334 #define ACTION_BORING_LAST              ACTION_BORING_10
1335 #define ACTION_SLEEPING_LAST            ACTION_SLEEPING_3
1336
1337
1338 /* values for special image configuration suffixes (must match game mode) */
1339 #define GFX_SPECIAL_ARG_DEFAULT         0
1340 #define GFX_SPECIAL_ARG_MAIN            1
1341 #define GFX_SPECIAL_ARG_LEVELS          2
1342 #define GFX_SPECIAL_ARG_SCORES          3
1343 #define GFX_SPECIAL_ARG_EDITOR          4
1344 #define GFX_SPECIAL_ARG_INFO            5
1345 #define GFX_SPECIAL_ARG_SETUP           6
1346 #define GFX_SPECIAL_ARG_PLAYING         7
1347 #define GFX_SPECIAL_ARG_DOOR            8
1348 #define GFX_SPECIAL_ARG_PREVIEW         9
1349 #define GFX_SPECIAL_ARG_CRUMBLED        10
1350
1351 #define NUM_SPECIAL_GFX_ARGS            11
1352
1353
1354 /* values for image configuration suffixes */
1355 #define GFX_ARG_X                       0
1356 #define GFX_ARG_Y                       1
1357 #define GFX_ARG_XPOS                    2
1358 #define GFX_ARG_YPOS                    3
1359 #define GFX_ARG_WIDTH                   4
1360 #define GFX_ARG_HEIGHT                  5
1361 #define GFX_ARG_VERTICAL                6
1362 #define GFX_ARG_OFFSET                  7
1363 #define GFX_ARG_XOFFSET                 8
1364 #define GFX_ARG_YOFFSET                 9
1365 #define GFX_ARG_2ND_MOVEMENT_TILE       10
1366 #define GFX_ARG_2ND_VERTICAL            11
1367 #define GFX_ARG_2ND_OFFSET              12
1368 #define GFX_ARG_2ND_XOFFSET             13
1369 #define GFX_ARG_2ND_YOFFSET             14
1370 #define GFX_ARG_2ND_SWAP_TILES          15      
1371 #define GFX_ARG_FRAMES                  16
1372 #define GFX_ARG_FRAMES_PER_LINE         17
1373 #define GFX_ARG_START_FRAME             18
1374 #define GFX_ARG_DELAY                   19
1375 #define GFX_ARG_ANIM_MODE               20
1376 #define GFX_ARG_GLOBAL_SYNC             21
1377 #define GFX_ARG_CRUMBLED_LIKE           22
1378 #define GFX_ARG_DIGGABLE_LIKE           23
1379 #define GFX_ARG_BORDER_SIZE             24
1380 #define GFX_ARG_STEP_OFFSET             25
1381 #define GFX_ARG_STEP_DELAY              26
1382 #define GFX_ARG_DIRECTION               27
1383 #define GFX_ARG_POSITION                28
1384 #define GFX_ARG_DRAW_XOFFSET            29
1385 #define GFX_ARG_DRAW_YOFFSET            30
1386 #define GFX_ARG_DRAW_MASKED             31
1387 #define GFX_ARG_ANIM_DELAY_FIXED        32
1388 #define GFX_ARG_ANIM_DELAY_RANDOM       33
1389 #define GFX_ARG_POST_DELAY_FIXED        34
1390 #define GFX_ARG_POST_DELAY_RANDOM       35
1391 #define GFX_ARG_NAME                    36
1392 #define GFX_ARG_SCALE_UP_FACTOR         37
1393
1394 #define NUM_GFX_ARGS                    38
1395
1396
1397 /* values for sound configuration suffixes */
1398 #define SND_ARG_MODE_LOOP               0
1399 #define SND_ARG_VOLUME                  1
1400 #define SND_ARG_PRIORITY                2
1401
1402 #define NUM_SND_ARGS                    3
1403
1404
1405 /* values for music configuration suffixes */
1406 #define MUS_ARG_MODE_LOOP               0
1407
1408 #define NUM_MUS_ARGS                    1
1409
1410
1411 /* values for font configuration */
1412 #define FONT_INITIAL_1                  0
1413 #define FONT_INITIAL_2                  1
1414 #define FONT_INITIAL_3                  2
1415 #define FONT_INITIAL_4                  3
1416 #define FONT_TITLE_1                    4
1417 #define FONT_TITLE_2                    5
1418 #define FONT_MENU_1                     6
1419 #define FONT_MENU_2                     7
1420 #define FONT_TEXT_1_ACTIVE              8
1421 #define FONT_TEXT_2_ACTIVE              9
1422 #define FONT_TEXT_3_ACTIVE              10
1423 #define FONT_TEXT_4_ACTIVE              11
1424 #define FONT_TEXT_1                     12
1425 #define FONT_TEXT_2                     13
1426 #define FONT_TEXT_3                     14
1427 #define FONT_TEXT_4                     15
1428 #define FONT_ENVELOPE_1                 16
1429 #define FONT_ENVELOPE_2                 17
1430 #define FONT_ENVELOPE_3                 18
1431 #define FONT_ENVELOPE_4                 19
1432 #define FONT_INPUT_1_ACTIVE             20
1433 #define FONT_INPUT_2_ACTIVE             21
1434 #define FONT_INPUT_1                    22
1435 #define FONT_INPUT_2                    23
1436 #define FONT_OPTION_OFF                 24
1437 #define FONT_OPTION_ON                  25
1438 #define FONT_VALUE_1                    26
1439 #define FONT_VALUE_2                    27
1440 #define FONT_VALUE_OLD                  28
1441 #define FONT_LEVEL_NUMBER               29
1442 #define FONT_TAPE_RECORDER              30
1443 #define FONT_GAME_INFO                  31
1444
1445 #define NUM_FONTS                       32
1446 #define NUM_INITIAL_FONTS               4
1447
1448 /* values for game_status (must match special image configuration suffixes) */
1449 #define GAME_MODE_DEFAULT               0
1450 #define GAME_MODE_MAIN                  1
1451 #define GAME_MODE_LEVELS                2
1452 #define GAME_MODE_SCORES                3
1453 #define GAME_MODE_EDITOR                4
1454 #define GAME_MODE_INFO                  5
1455 #define GAME_MODE_SETUP                 6
1456 #define GAME_MODE_PLAYING               7
1457 #define GAME_MODE_PSEUDO_DOOR           8
1458 #define GAME_MODE_PSEUDO_PREVIEW        9
1459 #define GAME_MODE_PSEUDO_CRUMBLED       10
1460
1461 /* there are no special config file suffixes for these modes */
1462 #define GAME_MODE_PSEUDO_TYPENAME       11
1463 #define GAME_MODE_QUIT                  12
1464
1465 /* special definitions currently only used for custom artwork configuration */
1466 #define MUSIC_PREFIX_BACKGROUND         0
1467 #define NUM_MUSIC_PREFIXES              1
1468 #define MAX_LEVELS                      1000
1469
1470 /* definitions for demo animation lists */
1471 #define HELPANIM_LIST_NEXT              -1
1472 #define HELPANIM_LIST_END               -999
1473
1474
1475 /* program information and versioning definitions */
1476
1477 #define RELEASE_311                     FALSE
1478
1479 #if RELEASE_311
1480 #define PROGRAM_VERSION_MAJOR           3
1481 #define PROGRAM_VERSION_MINOR           1
1482 #define PROGRAM_VERSION_PATCH           2
1483 #define PROGRAM_VERSION_BUILD           0
1484 #else
1485 /* !!! make sure that packaging script can find unique version number !!! */
1486 #define PROGRAM_VERSION_MAJOR           3
1487 #define PROGRAM_VERSION_MINOR           2
1488 #define PROGRAM_VERSION_PATCH           0
1489 #define PROGRAM_VERSION_BUILD           3
1490 #endif
1491
1492 #define PROGRAM_TITLE_STRING            "Rocks'n'Diamonds"
1493 #define PROGRAM_AUTHOR_STRING           "Holger Schemel"
1494 #define PROGRAM_COPYRIGHT_STRING       "Copyright Â©1995-2005 by Holger Schemel"
1495
1496 #define ICON_TITLE_STRING               PROGRAM_TITLE_STRING
1497 #define COOKIE_PREFIX                   "ROCKSNDIAMONDS"
1498 #define FILENAME_PREFIX                 "Rocks"
1499
1500 #if defined(PLATFORM_UNIX)
1501 #define USERDATA_DIRECTORY              ".rocksndiamonds"
1502 #elif defined(PLATFORM_WIN32)
1503 #define USERDATA_DIRECTORY              PROGRAM_TITLE_STRING
1504 #else
1505 #define USERDATA_DIRECTORY              "userdata"
1506 #endif
1507
1508 #define X11_ICON_FILENAME               "rocks_icon.xbm"
1509 #define X11_ICONMASK_FILENAME           "rocks_iconmask.xbm"
1510 #define MSDOS_POINTER_FILENAME          "mouse.pcx"
1511
1512 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1513 ** currently supported/known file version numbers:
1514 **      1.0 (old)
1515 **      1.2 (still in use)
1516 **      1.4 (still in use)
1517 **      2.0 (actual)
1518 */
1519 #define FILE_VERSION_1_0                VERSION_IDENT(1,0,0,0)
1520 #define FILE_VERSION_1_2                VERSION_IDENT(1,2,0,0)
1521 #define FILE_VERSION_1_4                VERSION_IDENT(1,4,0,0)
1522 #define FILE_VERSION_2_0                VERSION_IDENT(2,0,0,0)
1523
1524 /* file version does not change for every program version, but is changed
1525    when new features are introduced that are incompatible with older file
1526    versions, so that they can be treated accordingly */
1527 #define FILE_VERSION_ACTUAL             FILE_VERSION_2_0
1528
1529 #define GAME_VERSION_1_0                FILE_VERSION_1_0
1530 #define GAME_VERSION_1_2                FILE_VERSION_1_2
1531 #define GAME_VERSION_1_4                FILE_VERSION_1_4
1532 #define GAME_VERSION_2_0                FILE_VERSION_2_0
1533
1534 #define GAME_VERSION_ACTUAL             VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1535                                                       PROGRAM_VERSION_MINOR, \
1536                                                       PROGRAM_VERSION_PATCH, \
1537                                                       PROGRAM_VERSION_BUILD)
1538
1539 /* values for game_emulation */
1540 #define EMU_NONE                        0
1541 #define EMU_BOULDERDASH                 1
1542 #define EMU_SOKOBAN                     2
1543 #define EMU_SUPAPLEX                    3
1544
1545 /* values for level file type identifier */
1546 #define LEVEL_FILE_TYPE_UNKNOWN         0
1547 #define LEVEL_FILE_TYPE_RND             1
1548 #define LEVEL_FILE_TYPE_BD              2
1549 #define LEVEL_FILE_TYPE_EM              3
1550 #define LEVEL_FILE_TYPE_SP              4
1551 #define LEVEL_FILE_TYPE_DX              5
1552 #define LEVEL_FILE_TYPE_SB              6
1553 #define LEVEL_FILE_TYPE_DC              7
1554
1555 #define NUM_LEVEL_FILE_TYPES            8
1556
1557 /* values for game engine type identifier */
1558 #define GAME_ENGINE_TYPE_UNKNOWN        LEVEL_FILE_TYPE_UNKNOWN
1559 #define GAME_ENGINE_TYPE_RND            LEVEL_FILE_TYPE_RND
1560 #define GAME_ENGINE_TYPE_EM             LEVEL_FILE_TYPE_EM
1561
1562 #define NUM_ENGINE_TYPES                3
1563
1564
1565 struct MenuInfo
1566 {
1567   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1568   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1569
1570   int scrollbar_xoffset;
1571
1572   int list_size[NUM_SPECIAL_GFX_ARGS];
1573
1574   int sound[NUM_SPECIAL_GFX_ARGS];
1575   int music[NUM_SPECIAL_GFX_ARGS];
1576 };
1577
1578 struct DoorInfo
1579 {
1580   int step_offset;
1581   int step_delay;
1582   int anim_mode;
1583 };
1584
1585 struct HiScore
1586 {
1587   char Name[MAX_PLAYER_NAME_LEN + 1];
1588   int Score;
1589 };
1590
1591 struct PlayerInfo
1592 {
1593   boolean present;              /* player present in level playfield */
1594   boolean connected;            /* player connected (locally or via network) */
1595   boolean active;               /* player present and connected */
1596
1597   int index_nr;                 /* player number (0 to 3) */
1598   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1599   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1600   int client_nr;                /* network client identifier */
1601
1602   byte action;                  /* action from local input device */
1603   byte effective_action;        /* action acknowledged from network server
1604                                    or summarized over all configured input
1605                                    devices when in single player mode */
1606   byte programmed_action;       /* action forced by game itself (like moving
1607                                    through doors); overrides other actions */
1608
1609   int jx, jy, last_jx, last_jy;
1610   int MovDir, MovPos, GfxDir, GfxPos;
1611   int Frame, StepFrame;
1612
1613   int GfxAction;
1614
1615   boolean use_murphy_graphic;
1616
1617   boolean block_last_field;
1618   int block_delay_adjustment;   /* needed for different engine versions */
1619
1620   boolean can_fall_into_acid;
1621
1622   boolean LevelSolved, GameOver;
1623
1624   int last_move_dir;
1625
1626   boolean is_waiting;
1627   boolean is_moving;
1628   boolean is_auto_moving;
1629   boolean is_digging;
1630   boolean is_snapping;
1631   boolean is_collecting;
1632   boolean is_pushing;
1633   boolean is_switching;
1634   boolean is_dropping;
1635
1636   boolean is_bored;
1637   boolean is_sleeping;
1638
1639   int frame_counter_bored;
1640   int frame_counter_sleeping;
1641
1642   int anim_delay_counter;
1643   int post_delay_counter;
1644
1645   int action_waiting, last_action_waiting;
1646   int special_action_bored;
1647   int special_action_sleeping;
1648
1649   int num_special_action_bored;
1650   int num_special_action_sleeping;
1651
1652   int switch_x, switch_y;
1653   int drop_x, drop_y;
1654
1655   int show_envelope;
1656
1657 #if 1   /* USE_NEW_MOVE_DELAY */
1658   int move_delay;
1659   int move_delay_value;
1660 #else
1661   unsigned long move_delay;
1662   int move_delay_value;
1663 #endif
1664
1665   int move_delay_reset_counter;
1666
1667 #if 1   /* USE_NEW_PUSH_DELAY */
1668   int push_delay;
1669   int push_delay_value;
1670 #else
1671   unsigned long push_delay;
1672   unsigned long push_delay_value;
1673 #endif
1674
1675   unsigned long actual_frame_counter;
1676
1677   int drop_delay;
1678
1679   int step_counter;
1680
1681   int score;
1682   int gems_still_needed;
1683   int sokobanfields_still_needed;
1684   int lights_still_needed;
1685   int friends_still_needed;
1686   int key[MAX_NUM_KEYS];
1687   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1688   int shield_normal_time_left;
1689   int shield_deadly_time_left;
1690
1691   int inventory_element[MAX_INVENTORY_SIZE];
1692   int inventory_infinite_element;
1693   int inventory_size;
1694 };
1695
1696 struct LevelSetInfo
1697 {
1698   int music[MAX_LEVELS];
1699 };
1700
1701 struct LevelFileInfo
1702 {
1703   int nr;
1704   int type;
1705   boolean packed;
1706   char *basename;
1707   char *filename;
1708 };
1709
1710 struct LevelInfo
1711 {
1712   struct LevelFileInfo file_info;
1713
1714   int game_engine_type;
1715
1716   /* level stored in native format for the alternative native game engines */
1717   struct LevelInfo_EM *native_em_level;
1718
1719   int file_version;     /* file format version the level is stored with    */
1720   int game_version;     /* game release version the level was created with */
1721
1722   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1723   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1724   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1725
1726   int fieldx, fieldy;
1727
1728   int time;                             /* available time (seconds) */
1729   int gems_needed;
1730
1731   char name[MAX_LEVEL_NAME_LEN + 1];
1732   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1733
1734   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1735   int envelope_xsize[4], envelope_ysize[4];
1736
1737   int score[LEVEL_SCORE_ELEMENTS];
1738
1739   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1740   int num_yamyam_contents;
1741
1742   int amoeba_speed;
1743   int amoeba_content;
1744
1745   int time_magic_wall;
1746   int time_wheel;
1747   int time_light;
1748   int time_timegate;
1749
1750   /* values for the new EMC elements */
1751   int android_move_time;
1752   int android_clone_time;
1753   boolean ball_random;
1754   boolean ball_state_initial;
1755   int ball_time;
1756   int lenses_score;
1757   int magnify_score;
1758   int slurp_score;
1759   int lenses_time;
1760   int magnify_time;
1761   int wind_direction_initial;
1762   int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1763   boolean android_array[16];
1764
1765   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1766   int dont_collide_with_bits;   /* bitfield to store property for elements */
1767
1768   boolean double_speed;
1769   boolean initial_gravity;
1770   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1771   boolean use_spring_bug;       /* for compatibility with old levels */
1772   boolean instant_relocation;   /* no visual delay when relocating player */
1773   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1774   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1775
1776   boolean block_last_field;     /* player blocks previous field while moving */
1777   boolean sp_block_last_field;  /* player blocks previous field while moving */
1778
1779 #if 0   /* !!! THIS IS NOT A LEVEL SETTING => LOGIC MOVED TO "game.c" !!! */
1780   int block_delay;              /* delay for blocking previous field */
1781   int sp_block_delay;           /* delay for blocking previous field */
1782 #endif
1783
1784   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1785   int use_step_counter;         /* count steps instead of seconds for level */
1786
1787   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1788
1789   boolean use_custom_template;  /* use custom properties from template file */
1790
1791   boolean no_valid_file;        /* set when level file missing or invalid */
1792
1793   boolean changed;              /* set when level was changed in the editor */
1794 };
1795
1796 struct TapeInfo
1797 {
1798   int file_version;     /* file format version the tape is stored with    */
1799   int game_version;     /* game release version the tape was created with */
1800   int engine_version;   /* game engine version the tape was recorded with */
1801
1802   char *level_identifier;
1803   int level_nr;
1804   unsigned long random_seed;
1805   unsigned long date;
1806   unsigned long counter;
1807   unsigned long length;
1808   unsigned long length_seconds;
1809   unsigned int delay_played;
1810   boolean pause_before_death;
1811   boolean recording, playing, pausing;
1812   boolean fast_forward;
1813   boolean warp_forward;
1814   boolean deactivate_display;
1815   boolean auto_play;
1816   boolean auto_play_level_solved;
1817   boolean quick_resume;
1818   boolean single_step;
1819   boolean changed;
1820   boolean player_participates[MAX_PLAYERS];
1821   int num_participating_players;
1822
1823   struct
1824   {
1825     byte action[MAX_PLAYERS];
1826     byte delay;
1827   } pos[MAX_TAPE_LEN];
1828
1829   boolean no_valid_file;        /* set when tape file missing or invalid */
1830 };
1831
1832 struct GameInfo
1833 {
1834   /* values for engine initialization */
1835   int default_push_delay_fixed;
1836   int default_push_delay_random;
1837
1838   /* constant within running game */
1839   int engine_version;
1840   int emulation;
1841   int initial_move_delay;
1842   int initial_move_delay_value;
1843   int initial_push_delay_value;
1844
1845   /* flags to handle bugs in and changes between different engine versions */
1846   /* (for the latest engine version, these flags should always be "FALSE") */
1847   boolean use_change_when_pushing_bug;
1848   boolean use_block_last_field_bug;
1849
1850   /* variable within running game */
1851   int yamyam_content_nr;
1852   boolean magic_wall_active;
1853   int magic_wall_time_left;
1854   int light_time_left;
1855   int timegate_time_left;
1856   int belt_dir[4];
1857   int belt_dir_nr[4];
1858   int switchgate_pos;
1859   int balloon_dir;
1860   boolean gravity;
1861   boolean explosions_delayed;
1862   boolean envelope_active;
1863
1864   /* values for player idle animation (no effect on engine) */
1865   int player_boring_delay_fixed;
1866   int player_boring_delay_random;
1867   int player_sleeping_delay_fixed;
1868   int player_sleeping_delay_random;
1869
1870   /* values for special game initialization control */
1871   boolean restart_level;
1872 };
1873
1874 struct GlobalInfo
1875 {
1876   char *autoplay_leveldir;
1877   int autoplay_level[MAX_TAPES_PER_SET];
1878   boolean autoplay_all;
1879
1880   char *convert_leveldir;
1881   int convert_level_nr;
1882
1883   int num_toons;
1884
1885   float frames_per_second;
1886   boolean fps_slowdown;
1887   int fps_slowdown_factor;
1888 };
1889
1890 struct ElementChangeInfo
1891 {
1892   boolean can_change;           /* use or ignore this change info */
1893
1894 #if 1
1895   boolean has_event[NUM_CHANGE_EVENTS];         /* change events */
1896 #else
1897   unsigned long events;         /* change events */
1898 #endif
1899
1900   int trigger_player;           /* player triggering change */
1901   int trigger_side;             /* side triggering change */
1902   int trigger_page;             /* page triggering change */
1903
1904   short target_element;         /* target element after change */
1905
1906   int delay_fixed;              /* added frame delay before changed (fixed) */
1907   int delay_random;             /* added frame delay before changed (random) */
1908   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1909
1910   short trigger_element;        /* element triggering change */
1911
1912   int target_content[3][3];     /* elements for extended change target */
1913   boolean use_target_content;   /* use extended change target */
1914   boolean only_if_complete;     /* only use complete target content */
1915   boolean use_random_replace;   /* use random value for replacing elements */
1916   int random_percentage;        /* random value for replacing elements */
1917   int replace_when;             /* type of elements that can be replaced */
1918
1919   boolean explode;              /* explode instead of change */
1920
1921   boolean use_action;           /* execute action on specified condition */
1922   int action_type;              /* type of action */
1923   int action_mode;              /* mode of action */
1924   int action_arg;               /* parameter of action */
1925
1926   /* ---------- internal values used at runtime when playing ---------- */
1927
1928   /* functions that are called before, while and after the change of an
1929      element -- currently only used for non-custom elements */
1930   void (*pre_change_function)(int x, int y);
1931   void (*change_function)(int x, int y);
1932   void (*post_change_function)(int x, int y);
1933
1934   short actual_trigger_element; /* element that actually triggered change */
1935   int actual_trigger_player;    /* player which actually triggered change */
1936
1937   /* ---------- internal values used in level editor ---------- */
1938
1939   int direct_action;            /* change triggered by actions on element */
1940   int other_action;             /* change triggered by other element actions */
1941 };
1942
1943 struct ElementGroupInfo
1944 {
1945   int num_elements;                     /* number of elements in this group */
1946   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1947
1948   int choice_mode;              /* how to choose element from group */
1949
1950   /* ---------- internal values used at runtime when playing ---------- */
1951
1952   /* the following is the same as above, but with recursively resolved group
1953      elements (group elements may also contain further group elements!) */
1954   int num_elements_resolved;
1955   short element_resolved[NUM_FILE_ELEMENTS];
1956
1957   int choice_pos;               /* current element choice position */
1958 };
1959
1960 struct ElementNameInfo
1961 {
1962   /* ---------- token and description strings ---------- */
1963
1964   char *token_name;             /* element token used in config files */
1965   char *class_name;             /* element class used in config files */
1966   char *editor_description;     /* pre-defined description for level editor */
1967 };
1968
1969 struct ElementInfo
1970 {
1971   /* ---------- token and description strings ---------- */
1972
1973   char *token_name;             /* element token used in config files */
1974   char *class_name;             /* element class used in config files */
1975   char *editor_description;     /* pre-defined description for level editor */
1976   char *custom_description;     /* alternative description from config file */
1977   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1978
1979   /* ---------- graphic and sound definitions ---------- */
1980
1981   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1982   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1983                                 /* special graphics for left/right/up/down */
1984
1985   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1986   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1987                                 /* crumbled graphics for left/right/up/down */
1988
1989   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1990                                 /* special graphics for certain screens */
1991
1992   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1993
1994   /* ---------- special element property values ---------- */
1995
1996   boolean use_gfx_element;      /* use custom graphic element */
1997   short gfx_element;            /* optional custom graphic element */
1998
1999   int access_direction;         /* accessible from which direction */
2000
2001   int collect_score;            /* score value for collecting */
2002   int collect_count;            /* count value for collecting */
2003
2004   int push_delay_fixed;         /* constant delay before pushing */
2005   int push_delay_random;        /* additional random delay before pushing */
2006   int drop_delay_fixed;         /* constant delay after dropping */
2007   int drop_delay_random;        /* additional random delay after dropping */
2008   int move_delay_fixed;         /* constant delay after moving */
2009   int move_delay_random;        /* additional random delay after moving */
2010
2011   int move_pattern;             /* direction movable element moves to */
2012   int move_direction_initial;   /* initial direction element moves to */
2013   int move_stepsize;            /* step size element moves with */
2014
2015   int move_enter_element;       /* element that can be entered (and removed) */
2016   int move_leave_element;       /* element that can be left behind */
2017   int move_leave_type;          /* change (limited) or leave (unlimited) */
2018
2019   int slippery_type;            /* how/where other elements slip away */
2020
2021   int content[3][3];            /* new elements after explosion */
2022
2023   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
2024   int explosion_delay;          /* duration of explosion of this element */
2025   int ignition_delay;           /* delay for explosion by other explosion */
2026
2027   int counter_initial;          /* initial value of generic CE counter */
2028
2029   struct ElementChangeInfo *change_page; /* actual list of change pages */
2030   struct ElementChangeInfo *change;      /* pointer to current change page */
2031
2032   int num_change_pages;         /* actual number of change pages */
2033   int current_change_page;      /* currently edited change page */
2034
2035   struct ElementGroupInfo *group;       /* pointer to element group info */
2036
2037   /* ---------- internal values used at runtime when playing ---------- */
2038
2039 #if 1
2040   boolean has_change_event[NUM_CHANGE_EVENTS];
2041 #else
2042   unsigned long change_events;  /* bitfield for combined change events */
2043 #endif
2044
2045   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2046   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2047
2048   boolean in_group[NUM_GROUP_ELEMENTS];
2049
2050 #if 0
2051   boolean can_leave_element;    /* element can leave other element behind */
2052   boolean can_leave_element_last;
2053 #endif
2054
2055   int counter;                  /* current value of generic CE counter */
2056
2057   /* ---------- internal values used in level editor ---------- */
2058
2059   int access_type;              /* walkable or passable */
2060   int access_layer;             /* accessible over/inside/under */
2061   int access_protected;         /* protection against deadly elements */
2062   int walk_to_action;           /* diggable/collectible/pushable */
2063   int smash_targets;            /* can smash player/enemies/everything */
2064   int deadliness;               /* deadly when running/colliding/touching */
2065
2066   boolean can_explode_by_fire;  /* element explodes by fire */
2067   boolean can_explode_smashed;  /* element explodes when smashed */
2068   boolean can_explode_impact;   /* element explodes on impact */
2069
2070   boolean modified_settings;    /* set for all modified custom elements */
2071 };
2072
2073 struct FontInfo
2074 {
2075   char *token_name;             /* font token used in config files */
2076
2077   int graphic;                  /* default graphic for this font */
2078   int special_graphic[NUM_SPECIAL_GFX_ARGS];
2079                                 /* special graphics for certain screens */
2080   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2081                                 /* internal bitmap ID for special graphics */
2082 };
2083
2084 struct GraphicInfo
2085 {
2086   Bitmap *bitmap;
2087   int src_x, src_y;             /* start position of animation frames */
2088   int width, height;            /* width/height of each animation frame */
2089   int offset_x, offset_y;       /* x/y offset to next animation frame */
2090   int offset2_x, offset2_y;     /* x/y offset to second movement tile */
2091   boolean double_movement;      /* animation has second movement tile */
2092   int swap_double_tiles;        /* explicitely force or forbid tile swapping */
2093   int anim_frames;
2094   int anim_frames_per_line;
2095   int anim_start_frame;
2096   int anim_delay;               /* important: delay of 1 means "no delay"! */
2097   int anim_mode;
2098   boolean anim_global_sync;
2099   int crumbled_like;            /* element for cloning crumble graphics */
2100   int diggable_like;            /* element for cloning digging graphics */
2101   int border_size;              /* border size for "crumbled" graphics */
2102   int scale_up_factor;          /* optional factor for scaling image up */
2103
2104   int anim_delay_fixed;         /* optional delay values for bored and   */
2105   int anim_delay_random;        /* sleeping player animations (animation */
2106   int post_delay_fixed;         /* intervall and following pause before  */
2107   int post_delay_random;        /* next intervall (bored animation only) */
2108
2109   int step_offset;              /* optional step offset of toon animations */
2110   int step_delay;               /* optional step delay of toon animations */
2111
2112   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
2113
2114   int draw_masked;              /* optional setting for drawing envelope gfx */
2115
2116 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2117   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
2118   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
2119 #endif
2120 };
2121
2122 struct SoundInfo
2123 {
2124   boolean loop;
2125   int volume;
2126   int priority;
2127 };
2128
2129 struct MusicInfo
2130 {
2131   boolean loop;
2132 };
2133
2134 struct MusicPrefixInfo
2135 {
2136   char *prefix;
2137   boolean is_loop_music;
2138 };
2139
2140 struct MusicFileInfo
2141 {
2142   char *basename;
2143
2144   char *title_header;
2145   char *artist_header;
2146   char *album_header;
2147   char *year_header;
2148
2149   char *title;
2150   char *artist;
2151   char *album;
2152   char *year;
2153
2154   int music;
2155
2156   boolean is_sound;
2157
2158   struct MusicFileInfo *next;
2159 };
2160
2161 struct ElementActionInfo
2162 {
2163   char *suffix;
2164   int value;
2165   boolean is_loop_sound;
2166 };
2167
2168 struct ElementDirectionInfo
2169 {
2170   char *suffix;
2171   int value;
2172 };
2173
2174 struct SpecialSuffixInfo
2175 {
2176   char *suffix;
2177   int value;
2178 };
2179
2180 struct HelpAnimInfo
2181 {
2182   int element;
2183   int action;
2184   int direction;
2185
2186   int delay;
2187 };
2188
2189
2190 #if 0
2191 extern GC                       tile_clip_gc;
2192 extern Bitmap                  *pix[];
2193 #endif
2194 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
2195 extern Pixmap                   tile_clipmask[];
2196 extern DrawBuffer             *fieldbuffer;
2197 extern DrawBuffer             *drawto_field;
2198
2199 extern int                      game_status;
2200 extern boolean                  level_editor_test_game;
2201 extern boolean                  network_playing;
2202
2203 #if defined(TARGET_SDL)
2204 extern boolean                  network_server;
2205 extern SDL_Thread              *server_thread;
2206 #endif
2207
2208 extern int                      key_joystick_mapping;
2209
2210 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2211 extern int                      redraw_x1, redraw_y1;
2212
2213 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2214 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2215 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2216 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2217 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2218 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2219 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2220 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2221 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2222 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2223 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2224 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2225 extern boolean                  Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2226 extern short                    ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2227 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2228 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2229 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2230 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2231 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
2232 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
2233 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2234 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2235 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2236 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2237 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2238
2239 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2240
2241 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2242 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2243 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2244 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2245 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2246
2247 extern int                      lev_fieldx, lev_fieldy;
2248 extern int                      scroll_x, scroll_y;
2249
2250 extern int                      FX, FY;
2251 extern int                      ScrollStepSize;
2252 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2253 extern int                      BorderElement;
2254 extern int                      GameFrameDelay;
2255 extern int                      FfwdFrameDelay;
2256 extern int                      BX1, BY1;
2257 extern int                      BX2, BY2;
2258 extern int                      SBX_Left, SBX_Right;
2259 extern int                      SBY_Upper, SBY_Lower;
2260 extern int                      ZX, ZY;
2261 extern int                      ExitX, ExitY;
2262 extern int                      AllPlayersGone;
2263
2264 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
2265 extern boolean                  SiebAktiv;
2266 extern int                      SiebCount;
2267
2268 extern boolean                  network_player_action_received;
2269
2270 extern int                      graphics_action_mapping[];
2271
2272 extern struct LevelSetInfo      levelset;
2273 extern struct LevelInfo         level, level_template;
2274 extern struct PlayerInfo        stored_player[], *local_player;
2275 extern struct HiScore           highscore[];
2276 extern struct TapeInfo          tape;
2277 extern struct GameInfo          game;
2278 extern struct GlobalInfo        global;
2279 extern struct MenuInfo          menu;
2280 extern struct DoorInfo          door_1, door_2;
2281 extern struct ElementInfo       element_info[];
2282 extern struct ElementNameInfo   element_name_info[];
2283 extern struct ElementActionInfo element_action_info[];
2284 extern struct ElementDirectionInfo element_direction_info[];
2285 extern struct SpecialSuffixInfo special_suffix_info[];
2286 extern struct TokenIntPtrInfo   image_config_vars[];
2287 extern struct FontInfo          font_info[];
2288 extern struct MusicPrefixInfo   music_prefix_info[];
2289 extern struct GraphicInfo      *graphic_info;
2290 extern struct SoundInfo        *sound_info;
2291 extern struct MusicInfo        *music_info;
2292 extern struct MusicFileInfo    *music_file_info;
2293 extern struct HelpAnimInfo     *helpanim_info;
2294 extern SetupFileHash           *helptext_info;
2295 extern struct ConfigTypeInfo    image_config_suffix[];
2296 extern struct ConfigTypeInfo    sound_config_suffix[];
2297 extern struct ConfigTypeInfo    music_config_suffix[];
2298 extern struct ConfigInfo        image_config[];
2299 extern struct ConfigInfo        sound_config[];
2300 extern struct ConfigInfo        music_config[];
2301 extern struct ConfigInfo        helpanim_config[];
2302 extern struct ConfigInfo        helptext_config[];
2303
2304 #endif  /* MAIN_H */