rnd-20040206-B-src
[rocksndiamonds.git] / src / main.h
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * main.h                                                   *
12 ***********************************************************/
13
14 #ifndef MAIN_H
15 #define MAIN_H
16
17 #include <time.h>
18 #include <sys/time.h>
19 #include <sys/types.h>
20 #include <sys/stat.h>
21 #include <errno.h>
22 #include <unistd.h>
23 #include <fcntl.h>
24
25 #include "libgame/libgame.h"
26
27 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
28 #include "conf_snd.h"   /* include auto-generated data structure definitions */
29 #include "conf_mus.h"   /* include auto-generated data structure definitions */
30
31 #define IMG_UNDEFINED           (-1)
32 #define IMG_EMPTY               IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START          IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START        IMG_CUSTOM_1
37
38 #define SND_UNDEFINED           (-1)
39 #define MUS_UNDEFINED           (-1)
40
41 #define WIN_XSIZE               672
42 #define WIN_YSIZE               560
43
44 #define SCR_FIELDX              17
45 #define SCR_FIELDY              17
46 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX          3
49 #define MIN_LEV_FIELDY          3
50 #define STD_LEV_FIELDX          64
51 #define STD_LEV_FIELDY          32
52 #define MAX_LEV_FIELDX          128
53 #define MAX_LEV_FIELDY          128
54
55 #define SCREENX(a)              ((a) - scroll_x)
56 #define SCREENY(a)              ((a) - scroll_y)
57 #define LEVELX(a)               ((a) + scroll_x)
58 #define LEVELY(a)               ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
62
63 /* values for configurable properties (custom elem's only, else pre-defined) */
64 #define EP_DIGGABLE             0
65 #define EP_COLLECTIBLE_ONLY     1
66 #define EP_DONT_RUN_INTO        2
67 #define EP_DONT_COLLIDE_WITH    3
68 #define EP_DONT_TOUCH           4
69 #define EP_INDESTRUCTIBLE       5
70 #define EP_SLIPPERY             6
71 #define EP_CAN_CHANGE           7
72 #define EP_CAN_MOVE             8
73 #define EP_CAN_FALL             9
74 #define EP_CAN_SMASH_PLAYER     10
75 #define EP_CAN_SMASH_ENEMIES    11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE  13
78 #define EP_CAN_EXPLODE_SMASHED  14
79 #define EP_CAN_EXPLODE_IMPACT   15
80 #define EP_WALKABLE_OVER        16
81 #define EP_WALKABLE_INSIDE      17
82 #define EP_WALKABLE_UNDER       18
83 #define EP_PASSABLE_OVER        19
84 #define EP_PASSABLE_INSIDE      20
85 #define EP_PASSABLE_UNDER       21
86 #define EP_DROPPABLE            22
87 #define EP_CAN_EXPLODE_1X1      23
88 #define EP_PUSHABLE             24
89 #define EP_CAN_EXPLODE_DYNA     25
90 #define EP_PROTECTED            26
91
92 /* values for pre-defined properties */
93 #define EP_PLAYER               32
94 #define EP_CAN_PASS_MAGIC_WALL  33
95 #define EP_SWITCHABLE           34
96 #define EP_BD_ELEMENT           35
97 #define EP_SP_ELEMENT           36
98 #define EP_SB_ELEMENT           37
99 #define EP_GEM                  38
100 #define EP_FOOD_DARK_YAMYAM     39
101 #define EP_FOOD_PENGUIN         40
102 #define EP_FOOD_PIG             41
103 #define EP_HISTORIC_WALL        42
104 #define EP_HISTORIC_SOLID       43
105 #define EP_CLASSIC_ENEMY        44
106 #define EP_BELT                 45
107 #define EP_BELT_ACTIVE          46
108 #define EP_BELT_SWITCH          47
109 #define EP_TUBE                 48
110 #define EP_KEYGATE              49
111 #define EP_AMOEBOID             50
112 #define EP_AMOEBALIVE           51
113 #define EP_HAS_CONTENT          52
114 #define EP_ACTIVE_BOMB          53
115 #define EP_INACTIVE             54
116
117 /* values for special configurable properties (depending on level settings) */
118 #define EP_EM_SLIPPERY_WALL     55
119
120 /* values for special graphics properties (no effect on game engine) */
121 #define EP_GFX_CRUMBLED         56
122
123 /* values for derived properties (determined from properties above) */
124 #define EP_ACCESSIBLE_OVER      57
125 #define EP_ACCESSIBLE_INSIDE    58
126 #define EP_ACCESSIBLE_UNDER     59
127 #define EP_WALKABLE             60
128 #define EP_PASSABLE             61
129 #define EP_ACCESSIBLE           62
130 #define EP_COLLECTIBLE          63
131 #define EP_SNAPPABLE            64
132 #define EP_WALL                 65
133 #define EP_SOLID_FOR_PUSHING    66
134 #define EP_DRAGONFIRE_PROOF     67
135 #define EP_EXPLOSION_PROOF      68
136 #define EP_CAN_SMASH            69
137 #define EP_CAN_EXPLODE          70
138 #define EP_CAN_EXPLODE_3X3      71
139 #define EP_SP_PORT              72
140
141 /* values for internal purpose only (level editor) */
142 #define EP_EXPLODE_RESULT       73
143 #define EP_WALK_TO_OBJECT       74
144 #define EP_DEADLY               75
145
146 #define NUM_ELEMENT_PROPERTIES  76
147
148 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
149 #define EP_BITFIELD_BASE        0
150
151 #define EP_BITMASK_DEFAULT      0
152
153 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
154 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
155 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
156 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
157                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
158                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
159
160
161 /* values for change events for custom elements (stored in level file) */
162 #define CE_DELAY                0
163 #define CE_TOUCHED_BY_PLAYER    1
164 #define CE_PRESSED_BY_PLAYER    2
165 #define CE_PUSHED_BY_PLAYER     3
166 #define CE_DROPPED_BY_PLAYER    4
167 #define CE_HITTING_SOMETHING    5
168 #define CE_IMPACT               6
169 #define CE_SMASHED              7
170 #define CE_OTHER_IS_TOUCHING    8
171 #define CE_OTHER_IS_CHANGING    9
172 #define CE_OTHER_IS_EXPLODING   10
173 #define CE_OTHER_GETS_TOUCHED   11
174 #define CE_OTHER_GETS_PRESSED   12
175 #define CE_OTHER_GETS_PUSHED    13
176 #define CE_OTHER_GETS_COLLECTED 14
177 #define CE_OTHER_GETS_DROPPED   15
178 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
179 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
180 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
181 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
182 #define CE_OTHER_GETS_DIGGED    20
183 #define CE_ENTERED_BY_PLAYER    21
184 #define CE_LEFT_BY_PLAYER       22
185 #define CE_OTHER_GETS_ENTERED   23
186 #define CE_OTHER_GETS_LEFT      24
187 #define CE_SWITCHED             25
188 #define CE_OTHER_IS_SWITCHING   26
189 #define CE_HIT_BY_SOMETHING     27
190 #define CE_OTHER_IS_HITTING     28
191 #define CE_OTHER_GETS_HIT       29
192
193 #define NUM_CHANGE_EVENTS       30
194
195 #define CE_BITMASK_DEFAULT      0
196
197 #define CH_EVENT_BIT(c)         (1 << (c))
198 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
199 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
200
201 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
202                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
203 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
204                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
205 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
206                                  ((v) ?                                   \
207                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
208                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
209
210 /* values for change sides for custom elements */
211 #define CH_SIDE_NONE            MV_NO_MOVING
212 #define CH_SIDE_LEFT            MV_LEFT
213 #define CH_SIDE_RIGHT           MV_RIGHT
214 #define CH_SIDE_TOP             MV_UP
215 #define CH_SIDE_BOTTOM          MV_DOWN
216 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
217 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
218 #define CH_SIDE_ANY             MV_ANY_DIRECTION
219
220 /* values for change power for custom elements */
221 #define CP_NON_DESTRUCTIVE      0
222 #define CP_HALF_DESTRUCTIVE     1
223 #define CP_FULL_DESTRUCTIVE     2
224
225 /* values for custom move patterns (bits 0 - 3: basic move directions) */
226 #define MV_BIT_TOWARDS_PLAYER   4
227 #define MV_BIT_AWAY_FROM_PLAYER 5
228 #define MV_BIT_ALONG_LEFT_SIDE  6
229 #define MV_BIT_ALONG_RIGHT_SIDE 7
230 #define MV_BIT_TURNING_LEFT     8
231 #define MV_BIT_TURNING_RIGHT    9
232 #define MV_BIT_WHEN_PUSHED      10
233 #define MV_BIT_MAZE_RUNNER      11
234 #define MV_BIT_MAZE_HUNTER      12
235 #define MV_BIT_WHEN_DROPPED     13
236 #define MV_BIT_TURNING_LEFT_RIGHT 14
237 #define MV_BIT_TURNING_RIGHT_LEFT 15
238 #define MV_BIT_TURNING_RANDOM   16
239
240 /* values for custom move patterns */
241 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
242 #define MV_VERTICAL             (MV_UP | MV_DOWN)
243 #define MV_ALL_DIRECTIONS       (MV_HORIZONTAL | MV_VERTICAL)
244 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
245 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
246 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
247 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
248 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
249 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
250 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
251 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
252 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
253 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
254 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
255 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
256 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
257 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
258 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
259
260 /* values for initial move direction (bits 0 - 3: basic move directions) */
261 #define MV_START_BIT_PREVIOUS   4
262
263 /* values for initial move direction */
264 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
265 #define MV_START_LEFT           (MV_LEFT)
266 #define MV_START_RIGHT          (MV_RIGHT)
267 #define MV_START_UP             (MV_UP)
268 #define MV_START_DOWN           (MV_DOWN)
269 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
270 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
271
272 /* values for elements left behind by custom elements */
273 #define LEAVE_TYPE_UNLIMITED    0
274 #define LEAVE_TYPE_LIMITED      1
275
276 /* values for slippery property for custom elements */
277 #define SLIPPERY_ANY_RANDOM     0
278 #define SLIPPERY_ANY_LEFT_RIGHT 1
279 #define SLIPPERY_ANY_RIGHT_LEFT 2
280 #define SLIPPERY_ONLY_LEFT      3
281 #define SLIPPERY_ONLY_RIGHT     4
282
283 /* macros for configurable properties */
284 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
285 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
286 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
287 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
288 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
289 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
290 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
291 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
292 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
293 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
294 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
295 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
296 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
297 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
298 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
299 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
300 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
301 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
302 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
303 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
304 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
305 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
306 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
307 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
308 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
309 #define CAN_EXPLODE_DYNA(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
310 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
311
312 /* macros for special configurable properties */
313 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
314
315 /* macros for special graphics properties */
316 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
317
318 /* macros for pre-defined properties */
319 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
320 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
321 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
322 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
323 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
324 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
325 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
326 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
327 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
328 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
329 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
330 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
331 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
332 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
333 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
334 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
335 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
336 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
337 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
338 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
339 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
340 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
341 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
342
343 /* macros for derived properties */
344 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
345 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
346 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
347 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
348 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
349 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
350 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
351 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
352 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
353 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
354 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
355 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
356 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
357 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
358 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
359 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
360
361 /* special macros used in game engine */
362 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
363                                  (e) <= EL_CUSTOM_END)
364
365 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
366                                  (e) <= EL_GROUP_END)
367
368 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
369                                  (e) <= EL_ENVELOPE_4)
370
371 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
372                                  element_info[e].gfx_element : e)
373
374 #define IS_PLAYER(x,y)          (ELEM_IS_PLAYER(StorePlayer[x][y]))
375
376 #define IS_FREE(x,y)            (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
377 #define IS_FREE_OR_PLAYER(x,y)  (Feld[x][y] == EL_EMPTY)
378
379 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
380 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
381 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
382
383 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
384                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
385                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
386                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
387                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
388                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
389                                  EL_ROCK)
390 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
391                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
392                                  EL_BD_ROCK)
393 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
394 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
395 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
396 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
397
398 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
399 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
400
401 #if 1
402 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
403                                          IS_PROTECTED(Back[x][y]))
404 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
405 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
406                                          ENEMY_PROTECTED_FIELD(x, y))
407 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
408                                          EXPLOSION_PROTECTED_FIELD(x, y))
409 #else
410 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
411                                  IS_INDESTRUCTIBLE(Feld[x][y]))
412 #define PLAYER_PROTECTED(x,y)   (SHIELD_ON(PLAYERINFO(x, y)) ||         \
413                                  PROTECTED_FIELD(x, y))
414 #endif
415
416 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
417                                  (p)->switch_x == (x) && (p)->switch_y == (y))
418
419 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
420
421 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
422 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
423 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
424
425 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
426 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
427 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
428 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
429
430 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
431
432
433 /* fundamental game speed values */
434 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
435 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
436 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
437 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
438 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
439 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
440
441 /* boundaries of arrays etc. */
442 #define MAX_LEVEL_NAME_LEN      32
443 #define MAX_LEVEL_AUTHOR_LEN    32
444 #define MAX_ELEMENT_NAME_LEN    32
445 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
446 #define MAX_SCORE_ENTRIES       100
447 #define MAX_NUM_AMOEBA          100
448 #define MAX_INVENTORY_SIZE      1000
449 #define MIN_ENVELOPE_XSIZE      1
450 #define MIN_ENVELOPE_YSIZE      1
451 #define MAX_ENVELOPE_XSIZE      30
452 #define MAX_ENVELOPE_YSIZE      20
453 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
454 #define MIN_CHANGE_PAGES        1
455 #define MAX_CHANGE_PAGES        32
456 #define MIN_ELEMENTS_IN_GROUP   1
457 #define MAX_ELEMENTS_IN_GROUP   16
458
459 /* values for elements with content */
460 #define MIN_ELEMENT_CONTENTS    1
461 #define STD_ELEMENT_CONTENTS    4
462 #define MAX_ELEMENT_CONTENTS    8
463
464 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
465
466 /* often used screen positions */
467 #define SX                      8
468 #define SY                      8
469 #define REAL_SX                 (SX - 2)
470 #define REAL_SY                 (SY - 2)
471 #define DX                      566
472 #define DY                      60
473 #define VX                      DX
474 #define VY                      400
475 #define EX                      DX
476 #define EY                      (VY - 44)
477 #define TILEX                   32
478 #define TILEY                   32
479 #define MINI_TILEX              (TILEX / 2)
480 #define MINI_TILEY              (TILEY / 2)
481 #define MICRO_TILEX             (TILEX / 8)
482 #define MICRO_TILEY             (TILEY / 8)
483 #define MIDPOSX                 (SCR_FIELDX / 2)
484 #define MIDPOSY                 (SCR_FIELDY / 2)
485 #define SXSIZE                  (SCR_FIELDX * TILEX)
486 #define SYSIZE                  (SCR_FIELDY * TILEY)
487 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
488 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
489 #define DXSIZE                  100
490 #define DYSIZE                  280
491 #define VXSIZE                  DXSIZE
492 #define VYSIZE                  100
493 #define EXSIZE                  DXSIZE
494 #define EYSIZE                  (VYSIZE + 44)
495 #define FULL_SXSIZE             (2 + SXSIZE + 2)
496 #define FULL_SYSIZE             (2 + SYSIZE + 2)
497 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
498 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
499 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
500 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
501 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
502
503
504 /* score for elements */
505 #define SC_EMERALD              0
506 #define SC_DIAMOND              1
507 #define SC_BUG                  2
508 #define SC_SPACESHIP            3
509 #define SC_YAMYAM               4
510 #define SC_ROBOT                5
511 #define SC_PACMAN               6
512 #define SC_NUT                  7
513 #define SC_DYNAMITE             8
514 #define SC_KEY                  9
515 #define SC_TIME_BONUS           10
516 #define SC_CRYSTAL              11
517 #define SC_PEARL                12
518 #define SC_SHIELD               13
519
520
521 /* "real" level file elements */
522 #define EL_UNDEFINED                    -1
523
524 #define EL_EMPTY_SPACE                  0
525 #define EL_EMPTY                        EL_EMPTY_SPACE
526 #define EL_SAND                         1
527 #define EL_WALL                         2
528 #define EL_WALL_SLIPPERY                3
529 #define EL_ROCK                         4
530 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
531 #define EL_EMERALD                      6
532 #define EL_EXIT_CLOSED                  7
533 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
534 #define EL_BUG                          9
535 #define EL_SPACESHIP                    10
536 #define EL_YAMYAM                       11
537 #define EL_ROBOT                        12
538 #define EL_STEELWALL                    13
539 #define EL_DIAMOND                      14
540 #define EL_AMOEBA_DEAD                  15
541 #define EL_QUICKSAND_EMPTY              16
542 #define EL_QUICKSAND_FULL               17
543 #define EL_AMOEBA_DROP                  18
544 #define EL_BOMB                         19
545 #define EL_MAGIC_WALL                   20
546 #define EL_SPEED_PILL                   21
547 #define EL_ACID                         22
548 #define EL_AMOEBA_WET                   23
549 #define EL_AMOEBA_DRY                   24
550 #define EL_NUT                          25
551 #define EL_GAME_OF_LIFE                 26
552 #define EL_BIOMAZE                      27
553 #define EL_DYNAMITE_ACTIVE              28
554 #define EL_STONEBLOCK                   29
555 #define EL_ROBOT_WHEEL                  30
556 #define EL_ROBOT_WHEEL_ACTIVE           31
557 #define EL_KEY_1                        32
558 #define EL_KEY_2                        33
559 #define EL_KEY_3                        34
560 #define EL_KEY_4                        35
561 #define EL_GATE_1                       36
562 #define EL_GATE_2                       37
563 #define EL_GATE_3                       38
564 #define EL_GATE_4                       39
565 #define EL_GATE_1_GRAY                  40
566 #define EL_GATE_2_GRAY                  41
567 #define EL_GATE_3_GRAY                  42
568 #define EL_GATE_4_GRAY                  43
569 #define EL_DYNAMITE                     44
570 #define EL_PACMAN                       45
571 #define EL_INVISIBLE_WALL               46
572 #define EL_LAMP                         47
573 #define EL_LAMP_ACTIVE                  48
574 #define EL_WALL_EMERALD                 49
575 #define EL_WALL_DIAMOND                 50
576 #define EL_AMOEBA_FULL                  51
577 #define EL_BD_AMOEBA                    52
578 #define EL_TIME_ORB_FULL                53
579 #define EL_TIME_ORB_EMPTY               54
580 #define EL_EXPANDABLE_WALL              55
581 #define EL_BD_DIAMOND                   56
582 #define EL_EMERALD_YELLOW               57
583 #define EL_WALL_BD_DIAMOND              58
584 #define EL_WALL_EMERALD_YELLOW          59
585 #define EL_DARK_YAMYAM                  60
586 #define EL_BD_MAGIC_WALL                61
587 #define EL_INVISIBLE_STEELWALL          62
588 #define EL_SOKOBAN_FIELD_PLAYER         63
589 #define EL_DYNABOMB_INCREASE_NUMBER     64
590 #define EL_DYNABOMB_INCREASE_SIZE       65
591 #define EL_DYNABOMB_INCREASE_POWER      66
592 #define EL_SOKOBAN_OBJECT               67
593 #define EL_SOKOBAN_FIELD_EMPTY          68
594 #define EL_SOKOBAN_FIELD_FULL           69
595 #define EL_BD_BUTTERFLY_RIGHT           70
596 #define EL_BD_BUTTERFLY_UP              71
597 #define EL_BD_BUTTERFLY_LEFT            72
598 #define EL_BD_BUTTERFLY_DOWN            73
599 #define EL_BD_FIREFLY_RIGHT             74
600 #define EL_BD_FIREFLY_UP                75
601 #define EL_BD_FIREFLY_LEFT              76
602 #define EL_BD_FIREFLY_DOWN              77
603 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
604 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
605 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
606 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
607 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
608 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
609 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
610 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
611 #define EL_BD_BUTTERFLY                 78
612 #define EL_BD_FIREFLY                   79
613 #define EL_PLAYER_1                     80
614 #define EL_PLAYER_2                     81
615 #define EL_PLAYER_3                     82
616 #define EL_PLAYER_4                     83
617 #define EL_BUG_RIGHT                    84
618 #define EL_BUG_UP                       85
619 #define EL_BUG_LEFT                     86
620 #define EL_BUG_DOWN                     87
621 #define EL_SPACESHIP_RIGHT              88
622 #define EL_SPACESHIP_UP                 89
623 #define EL_SPACESHIP_LEFT               90
624 #define EL_SPACESHIP_DOWN               91
625 #define EL_PACMAN_RIGHT                 92
626 #define EL_PACMAN_UP                    93
627 #define EL_PACMAN_LEFT                  94
628 #define EL_PACMAN_DOWN                  95
629 #define EL_EMERALD_RED                  96
630 #define EL_EMERALD_PURPLE               97
631 #define EL_WALL_EMERALD_RED             98
632 #define EL_WALL_EMERALD_PURPLE          99
633 #define EL_ACID_POOL_TOPLEFT            100
634 #define EL_ACID_POOL_TOPRIGHT           101
635 #define EL_ACID_POOL_BOTTOMLEFT         102
636 #define EL_ACID_POOL_BOTTOM             103
637 #define EL_ACID_POOL_BOTTOMRIGHT        104
638 #define EL_BD_WALL                      105
639 #define EL_BD_ROCK                      106
640 #define EL_EXIT_OPEN                    107
641 #define EL_BLACK_ORB                    108
642 #define EL_AMOEBA_TO_DIAMOND            109
643 #define EL_MOLE                         110
644 #define EL_PENGUIN                      111
645 #define EL_SATELLITE                    112
646 #define EL_ARROW_LEFT                   113
647 #define EL_ARROW_RIGHT                  114
648 #define EL_ARROW_UP                     115
649 #define EL_ARROW_DOWN                   116
650 #define EL_PIG                          117
651 #define EL_DRAGON                       118
652
653 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
654
655 #define EL_CHAR_START                   120
656 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
657 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
658
659 #include "conf_chr.h"   /* include auto-generated data structure definitions */
660
661 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
662 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
663
664 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
665
666 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
667 #define EL_EXPANDABLE_WALL_VERTICAL     201
668 #define EL_EXPANDABLE_WALL_ANY          202
669
670 #define EL_EM_GATE_1                    203
671 #define EL_EM_GATE_2                    204
672 #define EL_EM_GATE_3                    205
673 #define EL_EM_GATE_4                    206
674
675 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
676 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
677 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
678
679 #define EL_SP_START                     210
680 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
681 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
682 #define EL_SP_ZONK                      (EL_SP_START + 1)
683 #define EL_SP_BASE                      (EL_SP_START + 2)
684 #define EL_SP_MURPHY                    (EL_SP_START + 3)
685 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
686 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
687 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
688 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
689 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
690 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
691 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
692 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
693 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
694 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
695 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
696 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
697 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
698 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
699 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
700 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
701 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
702 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
703 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
704 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
705 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
706 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
707 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
708 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
709 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
710 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
711 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
712 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
713 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
714 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
715 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
716 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
717 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
718 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
719 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
720 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
721 #define EL_SP_END                       (EL_SP_START + 39)
722
723 #define EL_EM_GATE_1_GRAY               250
724 #define EL_EM_GATE_2_GRAY               251
725 #define EL_EM_GATE_3_GRAY               252
726 #define EL_EM_GATE_4_GRAY               253
727
728 #define EL_UNUSED_254                   254
729 #define EL_UNUSED_255                   255
730
731 #define EL_PEARL                        256
732 #define EL_CRYSTAL                      257
733 #define EL_WALL_PEARL                   258
734 #define EL_WALL_CRYSTAL                 259
735 #define EL_DOOR_WHITE                   260
736 #define EL_DOOR_WHITE_GRAY              261
737 #define EL_KEY_WHITE                    262
738 #define EL_SHIELD_NORMAL                263
739 #define EL_EXTRA_TIME                   264
740 #define EL_SWITCHGATE_OPEN              265
741 #define EL_SWITCHGATE_CLOSED            266
742 #define EL_SWITCHGATE_SWITCH_UP         267
743 #define EL_SWITCHGATE_SWITCH_DOWN       268
744
745 #define EL_UNUSED_269                   269
746 #define EL_UNUSED_270                   270
747
748 #define EL_CONVEYOR_BELT_1_LEFT          271
749 #define EL_CONVEYOR_BELT_1_MIDDLE        272
750 #define EL_CONVEYOR_BELT_1_RIGHT         273
751 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
752 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
753 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
754 #define EL_CONVEYOR_BELT_2_LEFT          277
755 #define EL_CONVEYOR_BELT_2_MIDDLE        278
756 #define EL_CONVEYOR_BELT_2_RIGHT         279
757 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
758 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
759 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
760 #define EL_CONVEYOR_BELT_3_LEFT          283
761 #define EL_CONVEYOR_BELT_3_MIDDLE        284
762 #define EL_CONVEYOR_BELT_3_RIGHT         285
763 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
764 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
765 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
766 #define EL_CONVEYOR_BELT_4_LEFT          289
767 #define EL_CONVEYOR_BELT_4_MIDDLE        290
768 #define EL_CONVEYOR_BELT_4_RIGHT         291
769 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
770 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
771 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
772 #define EL_LANDMINE                     295
773 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
774 #define EL_LIGHT_SWITCH                 297
775 #define EL_LIGHT_SWITCH_ACTIVE          298
776 #define EL_SIGN_EXCLAMATION             299
777 #define EL_SIGN_RADIOACTIVITY           300
778 #define EL_SIGN_STOP                    301
779 #define EL_SIGN_WHEELCHAIR              302
780 #define EL_SIGN_PARKING                 303
781 #define EL_SIGN_ONEWAY                  304
782 #define EL_SIGN_HEART                   305
783 #define EL_SIGN_TRIANGLE                306
784 #define EL_SIGN_ROUND                   307
785 #define EL_SIGN_EXIT                    308
786 #define EL_SIGN_YINYANG                 309
787 #define EL_SIGN_OTHER                   310
788 #define EL_MOLE_LEFT                    311
789 #define EL_MOLE_RIGHT                   312
790 #define EL_MOLE_UP                      313
791 #define EL_MOLE_DOWN                    314
792 #define EL_STEELWALL_SLIPPERY           315
793 #define EL_INVISIBLE_SAND               316
794 #define EL_DX_UNKNOWN_15                317
795 #define EL_DX_UNKNOWN_42                318
796
797 #define EL_UNUSED_319                   319
798 #define EL_UNUSED_320                   320
799
800 #define EL_SHIELD_DEADLY                321
801 #define EL_TIMEGATE_OPEN                322
802 #define EL_TIMEGATE_CLOSED              323
803 #define EL_TIMEGATE_SWITCH_ACTIVE       324
804 #define EL_TIMEGATE_SWITCH              325
805
806 #define EL_BALLOON                      326
807 #define EL_BALLOON_SWITCH_LEFT          327
808 #define EL_BALLOON_SWITCH_RIGHT         328
809 #define EL_BALLOON_SWITCH_UP            329
810 #define EL_BALLOON_SWITCH_DOWN          330
811 #define EL_BALLOON_SWITCH_ANY           331
812
813 #define EL_EMC_STEELWALL_1              332
814 #define EL_EMC_STEELWALL_2              333
815 #define EL_EMC_STEELWALL_3              334
816 #define EL_EMC_STEELWALL_4              335
817 #define EL_EMC_WALL_1                   336
818 #define EL_EMC_WALL_2                   337
819 #define EL_EMC_WALL_3                   338
820 #define EL_EMC_WALL_4                   339
821 #define EL_EMC_WALL_5                   340
822 #define EL_EMC_WALL_6                   341
823 #define EL_EMC_WALL_7                   342
824 #define EL_EMC_WALL_8                   343
825
826 #define EL_TUBE_ANY                     344
827 #define EL_TUBE_VERTICAL                345
828 #define EL_TUBE_HORIZONTAL              346
829 #define EL_TUBE_VERTICAL_LEFT           347
830 #define EL_TUBE_VERTICAL_RIGHT          348
831 #define EL_TUBE_HORIZONTAL_UP           349
832 #define EL_TUBE_HORIZONTAL_DOWN         350
833 #define EL_TUBE_LEFT_UP                 351
834 #define EL_TUBE_LEFT_DOWN               352
835 #define EL_TUBE_RIGHT_UP                353
836 #define EL_TUBE_RIGHT_DOWN              354
837 #define EL_SPRING                       355
838 #define EL_TRAP                         356
839 #define EL_DX_SUPABOMB                  357
840
841 #define EL_UNUSED_358                   358
842 #define EL_UNUSED_359                   359
843
844 /* ---------- begin of custom elements section ----------------------------- */
845 #define EL_CUSTOM_START                 360
846
847 #include "conf_cus.h"   /* include auto-generated data structure definitions */
848
849 #define NUM_CUSTOM_ELEMENTS             256
850 #define EL_CUSTOM_END                   615
851 /* ---------- end of custom elements section ------------------------------- */
852
853 #define EL_EM_KEY_1                     616
854 #define EL_EM_KEY_2                     617
855 #define EL_EM_KEY_3                     618
856 #define EL_EM_KEY_4                     619
857 #define EL_ENVELOPE_1                   620
858 #define EL_ENVELOPE_2                   621
859 #define EL_ENVELOPE_3                   622
860 #define EL_ENVELOPE_4                   623
861
862 /* ---------- begin of group elements section ------------------------------ */
863 #define EL_GROUP_START                  624
864
865 #include "conf_grp.h"   /* include auto-generated data structure definitions */
866
867 #define NUM_GROUP_ELEMENTS              32
868 #define EL_GROUP_END                    655
869 /* ---------- end of custom elements section ------------------------------- */
870
871 #define EL_UNKNOWN                      656
872
873 #define NUM_FILE_ELEMENTS               657
874
875
876 /* "real" (and therefore drawable) runtime elements */
877 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
878
879 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
880 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
881 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
882 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
883 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
884 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
885 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
886 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
887 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
888 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
889 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
890 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
891 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
892 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
893 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
894 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
895 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
896 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
897 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
898 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
899 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
900 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
901 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
902 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
903 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
904 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
905 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
906 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
907 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
908 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
909 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
910 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
911 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
912 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
913 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
914 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
915 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
916 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
917 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
918 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
919 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
920 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
921 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
922 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
923 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
924
925 /* "unreal" (and therefore not drawable) runtime elements */
926 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
927
928 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
929 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
930 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
931 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
932 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
933 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
934 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
935 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
936 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
937 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
938 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
939 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
940 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
941 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
942 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
943 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
944 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
945 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
946
947 /* dummy elements (never used as game elements, only used as graphics) */
948 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
949
950 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
951 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
952 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
953 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
954 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
955 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
956 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
957 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
958 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
959 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
960 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
961 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
962 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
963 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
964 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
965 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
966 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
967 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
968 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
969 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
970 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
971 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
972 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
973 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
974 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
975
976 /* internal elements (only used for internal purposes like copying) */
977 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
978
979 #define EL_INTERNAL_EDITOR                      (EL_FIRST_INTERNAL + 0)
980 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 1)
981
982 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 2)
983
984
985 /* values for graphics/sounds action types */
986 #define ACTION_DEFAULT                          0
987 #define ACTION_WAITING                          1
988 #define ACTION_FALLING                          2
989 #define ACTION_MOVING                           3
990 #define ACTION_DIGGING                          4
991 #define ACTION_SNAPPING                         5
992 #define ACTION_COLLECTING                       6
993 #define ACTION_DROPPING                         7
994 #define ACTION_PUSHING                          8
995 #define ACTION_WALKING                          9
996 #define ACTION_PASSING                          10
997 #define ACTION_IMPACT                           11
998 #define ACTION_BREAKING                         12
999 #define ACTION_ACTIVATING                       13
1000 #define ACTION_DEACTIVATING                     14
1001 #define ACTION_OPENING                          15
1002 #define ACTION_CLOSING                          16
1003 #define ACTION_ATTACKING                        17
1004 #define ACTION_GROWING                          18
1005 #define ACTION_SHRINKING                        19
1006 #define ACTION_ACTIVE                           20
1007 #define ACTION_FILLING                          21
1008 #define ACTION_EMPTYING                         22
1009 #define ACTION_CHANGING                         23
1010 #define ACTION_EXPLODING                        24
1011 #define ACTION_BORING                           25
1012 #define ACTION_BORING_1                         26
1013 #define ACTION_BORING_2                         27
1014 #define ACTION_BORING_3                         28
1015 #define ACTION_BORING_4                         29
1016 #define ACTION_BORING_5                         30
1017 #define ACTION_BORING_6                         31
1018 #define ACTION_BORING_7                         32
1019 #define ACTION_BORING_8                         33
1020 #define ACTION_BORING_9                         34
1021 #define ACTION_BORING_10                        35
1022 #define ACTION_SLEEPING                         36
1023 #define ACTION_SLEEPING_1                       37
1024 #define ACTION_SLEEPING_2                       38
1025 #define ACTION_SLEEPING_3                       39
1026 #define ACTION_AWAKENING                        40
1027 #define ACTION_DYING                            41
1028 #define ACTION_TURNING                          42
1029 #define ACTION_TURNING_FROM_LEFT                43
1030 #define ACTION_TURNING_FROM_RIGHT               44
1031 #define ACTION_TURNING_FROM_UP                  45
1032 #define ACTION_TURNING_FROM_DOWN                46
1033 #define ACTION_OTHER                            47
1034
1035 #define NUM_ACTIONS                             48
1036
1037 #define ACTION_BORING_LAST                      ACTION_BORING_10
1038 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1039
1040
1041 /* values for special image configuration suffixes (must match game mode) */
1042 #define GFX_SPECIAL_ARG_DEFAULT                 0
1043 #define GFX_SPECIAL_ARG_MAIN                    1
1044 #define GFX_SPECIAL_ARG_LEVELS                  2
1045 #define GFX_SPECIAL_ARG_SCORES                  3
1046 #define GFX_SPECIAL_ARG_EDITOR                  4
1047 #define GFX_SPECIAL_ARG_INFO                    5
1048 #define GFX_SPECIAL_ARG_SETUP                   6
1049 #define GFX_SPECIAL_ARG_PLAYING                 7
1050 #define GFX_SPECIAL_ARG_DOOR                    8
1051 #define GFX_SPECIAL_ARG_PREVIEW                 9
1052 #define GFX_SPECIAL_ARG_CRUMBLED                10
1053
1054 #define NUM_SPECIAL_GFX_ARGS                    11
1055
1056
1057 /* values for image configuration suffixes */
1058 #define GFX_ARG_X                               0
1059 #define GFX_ARG_Y                               1
1060 #define GFX_ARG_XPOS                            2
1061 #define GFX_ARG_YPOS                            3
1062 #define GFX_ARG_WIDTH                           4
1063 #define GFX_ARG_HEIGHT                          5
1064 #define GFX_ARG_OFFSET                          6
1065 #define GFX_ARG_VERTICAL                        7
1066 #define GFX_ARG_XOFFSET                         8
1067 #define GFX_ARG_YOFFSET                         9
1068 #define GFX_ARG_FRAMES                          10
1069 #define GFX_ARG_FRAMES_PER_LINE                 11
1070 #define GFX_ARG_START_FRAME                     12
1071 #define GFX_ARG_DELAY                           13
1072 #define GFX_ARG_ANIM_MODE                       14
1073 #define GFX_ARG_GLOBAL_SYNC                     15
1074 #define GFX_ARG_CRUMBLED_LIKE                   16
1075 #define GFX_ARG_DIGGABLE_LIKE                   17
1076 #define GFX_ARG_BORDER_SIZE                     18
1077 #define GFX_ARG_STEP_OFFSET                     19
1078 #define GFX_ARG_STEP_DELAY                      20
1079 #define GFX_ARG_DIRECTION                       21
1080 #define GFX_ARG_POSITION                        22
1081 #define GFX_ARG_DRAW_XOFFSET                    23
1082 #define GFX_ARG_DRAW_YOFFSET                    24
1083 #define GFX_ARG_DRAW_MASKED                     25
1084 #define GFX_ARG_ANIM_DELAY_FIXED                26
1085 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1086 #define GFX_ARG_POST_DELAY_FIXED                28
1087 #define GFX_ARG_POST_DELAY_RANDOM               29
1088 #define GFX_ARG_NAME                            30
1089
1090 #define NUM_GFX_ARGS                            31
1091
1092
1093 /* values for sound configuration suffixes */
1094 #define SND_ARG_MODE_LOOP                       0
1095
1096 #define NUM_SND_ARGS                            1
1097
1098
1099 /* values for music configuration suffixes */
1100 #define MUS_ARG_MODE_LOOP                       0
1101
1102 #define NUM_MUS_ARGS                            1
1103
1104
1105 /* values for font configuration */
1106 #define FONT_INITIAL_1                          0
1107 #define FONT_INITIAL_2                          1
1108 #define FONT_INITIAL_3                          2
1109 #define FONT_INITIAL_4                          3
1110 #define FONT_TITLE_1                            4
1111 #define FONT_TITLE_2                            5
1112 #define FONT_MENU_1                             6
1113 #define FONT_MENU_2                             7
1114 #define FONT_TEXT_1_ACTIVE                      8
1115 #define FONT_TEXT_2_ACTIVE                      9
1116 #define FONT_TEXT_3_ACTIVE                      10
1117 #define FONT_TEXT_4_ACTIVE                      11
1118 #define FONT_TEXT_1                             12
1119 #define FONT_TEXT_2                             13
1120 #define FONT_TEXT_3                             14
1121 #define FONT_TEXT_4                             15
1122 #define FONT_ENVELOPE_1                         16
1123 #define FONT_ENVELOPE_2                         17
1124 #define FONT_ENVELOPE_3                         18
1125 #define FONT_ENVELOPE_4                         19
1126 #define FONT_INPUT_1_ACTIVE                     20
1127 #define FONT_INPUT_2_ACTIVE                     21
1128 #define FONT_INPUT_1                            22
1129 #define FONT_INPUT_2                            23
1130 #define FONT_OPTION_OFF                         24
1131 #define FONT_OPTION_ON                          25
1132 #define FONT_VALUE_1                            26
1133 #define FONT_VALUE_2                            27
1134 #define FONT_VALUE_OLD                          28
1135 #define FONT_LEVEL_NUMBER                       29
1136 #define FONT_TAPE_RECORDER                      30
1137 #define FONT_GAME_INFO                          31
1138
1139 #define NUM_FONTS                               32
1140 #define NUM_INITIAL_FONTS                       4
1141
1142 /* values for game_status (must match special image configuration suffixes) */
1143 #define GAME_MODE_DEFAULT                       0
1144 #define GAME_MODE_MAIN                          1
1145 #define GAME_MODE_LEVELS                        2
1146 #define GAME_MODE_SCORES                        3
1147 #define GAME_MODE_EDITOR                        4
1148 #define GAME_MODE_INFO                          5
1149 #define GAME_MODE_SETUP                         6
1150 #define GAME_MODE_PLAYING                       7
1151 #define GAME_MODE_PSEUDO_DOOR                   8
1152 #define GAME_MODE_PSEUDO_PREVIEW                9
1153 #define GAME_MODE_PSEUDO_CRUMBLED               10
1154
1155 /* there are no special config file suffixes for these modes */
1156 #define GAME_MODE_PSEUDO_TYPENAME               11
1157 #define GAME_MODE_QUIT                          12
1158
1159 /* special definitions currently only used for custom artwork configuration */
1160 #define MUSIC_PREFIX_BACKGROUND                 0
1161 #define NUM_MUSIC_PREFIXES                      1
1162 #define MAX_LEVELS                              1000
1163
1164 /* definitions for demo animation lists */
1165 #define HELPANIM_LIST_NEXT                      -1
1166 #define HELPANIM_LIST_END                       -999
1167
1168
1169 /* program information and versioning definitions */
1170
1171 #define PROGRAM_VERSION_MAJOR   3
1172 #define PROGRAM_VERSION_MINOR   0
1173 #define PROGRAM_VERSION_PATCH   9
1174 #define PROGRAM_VERSION_BUILD   0
1175
1176 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1177 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1178 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1179
1180 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1181 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1182 #define FILENAME_PREFIX         "Rocks"
1183
1184 #if defined(PLATFORM_UNIX)
1185 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1186 #elif defined(PLATFORM_WIN32)
1187 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1188 #else
1189 #define USERDATA_DIRECTORY      "userdata"
1190 #endif
1191
1192 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1193 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1194 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1195
1196 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1197 ** currently supported/known file version numbers:
1198 **      1.0 (old)
1199 **      1.2 (still in use)
1200 **      1.4 (still in use)
1201 **      2.0 (actual)
1202 */
1203 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1204 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1205 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1206 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1207
1208 /* file version does not change for every program version, but is changed
1209    when new features are introduced that are incompatible with older file
1210    versions, so that they can be treated accordingly */
1211 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1212
1213 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1214 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1215 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1216 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1217
1218 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1219                                               PROGRAM_VERSION_MINOR, \
1220                                               PROGRAM_VERSION_PATCH, \
1221                                               PROGRAM_VERSION_BUILD)
1222
1223 /* values for game_emulation */
1224 #define EMU_NONE                0
1225 #define EMU_BOULDERDASH         1
1226 #define EMU_SOKOBAN             2
1227 #define EMU_SUPAPLEX            3
1228
1229 struct MenuInfo
1230 {
1231   int draw_xoffset_default;
1232   int draw_yoffset_default;
1233   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1234   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1235
1236   int scrollbar_xoffset;
1237
1238   int list_size_default;
1239   int list_size[NUM_SPECIAL_GFX_ARGS];
1240
1241   int sound[NUM_SPECIAL_GFX_ARGS];
1242   int music[NUM_SPECIAL_GFX_ARGS];
1243 };
1244
1245 struct DoorInfo
1246 {
1247   int step_offset;
1248   int step_delay;
1249   int anim_mode;
1250 };
1251
1252 struct HiScore
1253 {
1254   char Name[MAX_PLAYER_NAME_LEN + 1];
1255   int Score;
1256 };
1257
1258 struct PlayerInfo
1259 {
1260   boolean present;              /* player present in level playfield */
1261   boolean connected;            /* player connected (locally or via network) */
1262   boolean active;               /* player present and connected */
1263
1264   int index_nr, client_nr, element_nr;
1265
1266   byte action;                  /* action from local input device */
1267   byte effective_action;        /* action acknowledged from network server
1268                                    or summarized over all configured input
1269                                    devices when in single player mode */
1270   byte programmed_action;       /* action forced by game itself (like moving
1271                                    through doors); overrides other actions */
1272
1273   int jx, jy, last_jx, last_jy;
1274   int MovDir, MovPos, GfxDir, GfxPos;
1275   int Frame, StepFrame;
1276
1277   int GfxAction;
1278
1279   boolean use_murphy_graphic;
1280
1281   boolean block_last_field;
1282
1283   boolean LevelSolved, GameOver;
1284
1285   int last_move_dir;
1286
1287   boolean is_waiting;
1288   boolean is_moving;
1289   boolean is_digging;
1290   boolean is_snapping;
1291   boolean is_collecting;
1292   boolean is_pushing;
1293   boolean is_switching;
1294   boolean is_dropping;
1295
1296   boolean is_bored;
1297   boolean is_sleeping;
1298
1299   int frame_counter_bored;
1300   int frame_counter_sleeping;
1301
1302   int anim_delay_counter;
1303   int post_delay_counter;
1304
1305   int action_waiting, last_action_waiting;
1306   int special_action_bored;
1307   int special_action_sleeping;
1308
1309   int num_special_action_bored;
1310   int num_special_action_sleeping;
1311
1312   int switch_x, switch_y;
1313
1314   int show_envelope;
1315
1316   unsigned long move_delay;
1317   int move_delay_value;
1318
1319   int move_delay_reset_counter;
1320
1321   unsigned long push_delay;
1322   unsigned long push_delay_value;
1323
1324   unsigned long actual_frame_counter;
1325
1326   int drop_delay;
1327
1328   int step_counter;
1329
1330   int score;
1331   int gems_still_needed;
1332   int sokobanfields_still_needed;
1333   int lights_still_needed;
1334   int friends_still_needed;
1335   int key[4];
1336   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1337   int shield_normal_time_left;
1338   int shield_deadly_time_left;
1339
1340   int inventory_element[MAX_INVENTORY_SIZE];
1341   int inventory_size;
1342 };
1343
1344 struct LevelSetInfo
1345 {
1346   int music[MAX_LEVELS];
1347 };
1348
1349 struct LevelFileInfo
1350 {
1351   int nr;
1352   int type;
1353   boolean packed;
1354   char *basename;
1355   char *filename;
1356 };
1357
1358 struct LevelInfo
1359 {
1360   int file_version;     /* file format version the level is stored with    */
1361   int game_version;     /* game release version the level was created with */
1362
1363   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1364   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1365   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1366
1367   int fieldx, fieldy;
1368   int time;
1369   int gems_needed;
1370   char name[MAX_LEVEL_NAME_LEN + 1];
1371   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1372   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1373   int envelope_xsize[4], envelope_ysize[4];
1374   int score[LEVEL_SCORE_ELEMENTS];
1375   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1376   int num_yamyam_contents;
1377   int amoeba_speed;
1378   int amoeba_content;
1379   int time_magic_wall;
1380   int time_wheel;
1381   int time_light;
1382   int time_timegate;
1383   boolean double_speed;
1384   boolean initial_gravity;
1385   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1386   boolean block_last_field;     /* player blocks previous field while moving */
1387   boolean sp_block_last_field;  /* player blocks previous field while moving */
1388
1389   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1390
1391   boolean use_custom_template;  /* use custom properties from template file */
1392
1393   boolean no_level_file;        /* set for currently undefined levels */
1394 };
1395
1396 struct TapeInfo
1397 {
1398   int file_version;     /* file format version the tape is stored with    */
1399   int game_version;     /* game release version the tape was created with */
1400   int engine_version;   /* game engine version the tape was recorded with */
1401
1402   char *level_identifier;
1403   int level_nr;
1404   unsigned long random_seed;
1405   unsigned long date;
1406   unsigned long counter;
1407   unsigned long length;
1408   unsigned long length_seconds;
1409   unsigned int delay_played;
1410   boolean pause_before_death;
1411   boolean recording, playing, pausing;
1412   boolean fast_forward;
1413   boolean index_search;
1414   boolean auto_play;
1415   boolean auto_play_level_solved;
1416   boolean quick_resume;
1417   boolean single_step;
1418   boolean changed;
1419   boolean player_participates[MAX_PLAYERS];
1420   int num_participating_players;
1421
1422   struct
1423   {
1424     byte action[MAX_PLAYERS];
1425     byte delay;
1426   } pos[MAX_TAPELEN];
1427 };
1428
1429 struct GameInfo
1430 {
1431   /* values for engine initialization */
1432   int default_push_delay_fixed;
1433   int default_push_delay_random;
1434
1435   /* constant within running game */
1436   int engine_version;
1437   int emulation;
1438   int initial_move_delay;
1439   int initial_move_delay_value;
1440   int initial_push_delay_value;
1441
1442   /* variable within running game */
1443   int yamyam_content_nr;
1444   boolean magic_wall_active;
1445   int magic_wall_time_left;
1446   int light_time_left;
1447   int timegate_time_left;
1448   int belt_dir[4];
1449   int belt_dir_nr[4];
1450   int switchgate_pos;
1451   int balloon_dir;
1452   boolean gravity;
1453   boolean explosions_delayed;
1454   boolean envelope_active;
1455
1456   /* values for player idle animation (no effect on engine) */
1457   int player_boring_delay_fixed;
1458   int player_boring_delay_random;
1459   int player_sleeping_delay_fixed;
1460   int player_sleeping_delay_random;
1461 };
1462
1463 struct GlobalInfo
1464 {
1465   char *autoplay_leveldir;
1466   int autoplay_level_nr;
1467
1468   int num_toons;
1469
1470   float frames_per_second;
1471   boolean fps_slowdown;
1472   int fps_slowdown_factor;
1473 };
1474
1475 struct ElementChangeInfo
1476 {
1477   boolean can_change;           /* use or ignore this change info */
1478
1479   unsigned long events;         /* change events */
1480   int sides;                    /* change sides */
1481
1482   short target_element;         /* target element after change */
1483
1484   int delay_fixed;              /* added frame delay before changed (fixed) */
1485   int delay_random;             /* added frame delay before changed (random) */
1486   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1487
1488   short trigger_element;        /* custom element triggering change */
1489
1490   int content[3][3];            /* new elements after extended change */
1491   boolean use_content;          /* use extended change content */
1492   boolean only_complete;        /* only use complete content */
1493   boolean use_random_change;    /* use random value for setting content */
1494   int random;                   /* random value for setting content */
1495   int power;                    /* power of extended change */
1496
1497   boolean explode;              /* explode instead of change */
1498
1499   /* functions that are called before, while and after the change of an
1500      element -- currently only used for non-custom elements */
1501   void (*pre_change_function)(int x, int y);
1502   void (*change_function)(int x, int y);
1503   void (*post_change_function)(int x, int y);
1504
1505   /* ---------- internal values used in level editor ---------- */
1506
1507   int direct_action;            /* change triggered by actions on element */
1508   int other_action;             /* change triggered by other element actions */
1509 };
1510
1511 struct ElementGroupInfo
1512 {
1513   int num_elements;                     /* number of elements in this group */
1514   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1515
1516   int choice_mode;              /* how to choose element from group */
1517
1518   /* ---------- internal values used at runtime when playing ---------- */
1519
1520   /* the following is the same as above, but with recursively resolved group
1521      elements (group elements may also contain further group elements!) */
1522   int num_elements_resolved;
1523   short element_resolved[NUM_FILE_ELEMENTS];
1524
1525   int choice_pos;               /* current element choice position */
1526 };
1527
1528 struct ElementInfo
1529 {
1530   /* ---------- token and description strings ---------- */
1531
1532   char *token_name;             /* element token used in config files */
1533   char *class_name;             /* element class used in config files */
1534   char *editor_description;     /* pre-defined description for level editor */
1535   char *custom_description;     /* alternative description from config file */
1536   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1537
1538   /* ---------- graphic and sound definitions ---------- */
1539
1540   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1541   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1542                                 /* special graphics for left/right/up/down */
1543
1544   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1545   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1546                                 /* crumbled graphics for left/right/up/down */
1547
1548   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1549                                 /* special graphics for certain screens */
1550
1551   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1552
1553   /* ---------- special element property values ---------- */
1554
1555   boolean use_gfx_element;      /* use custom graphic element */
1556   short gfx_element;            /* optional custom graphic element */
1557
1558   int collect_score;            /* score value for collecting */
1559   int collect_count;            /* count value for collecting */
1560
1561   int push_delay_fixed;         /* constant frame delay for pushing */
1562   int push_delay_random;        /* additional random frame delay for pushing */
1563   int move_delay_fixed;         /* constant frame delay for moving */
1564   int move_delay_random;        /* additional random frame delay for moving */
1565
1566   int move_pattern;             /* direction movable element moves to */
1567   int move_direction_initial;   /* initial direction element moves to */
1568   int move_stepsize;            /* step size element moves with */
1569   int move_enter_element;       /* element that can be entered (and removed) */
1570   int move_leave_element;       /* element that can be left behind */
1571   int move_leave_type;          /* change (limited) or leave (unlimited) */
1572
1573   int slippery_type;            /* how/where other elements slip away */
1574
1575   int content[3][3];            /* new elements after explosion */
1576
1577   int explosion_delay;          /* duration of explosion of this element */
1578   int ignition_delay;           /* delay for explosion by other explosion */
1579
1580   struct ElementChangeInfo *change_page; /* actual list of change pages */
1581   struct ElementChangeInfo *change;      /* pointer to current change page */
1582
1583   int num_change_pages;         /* actual number of change pages */
1584   int current_change_page;      /* currently edited change page */
1585
1586   struct ElementGroupInfo *group;       /* pointer to element group info */
1587
1588   /* ---------- internal values used at runtime when playing ---------- */
1589
1590   unsigned long change_events;  /* bitfield for combined change events */
1591
1592   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1593   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1594
1595   boolean in_group[NUM_GROUP_ELEMENTS];
1596
1597   boolean can_leave_element;    /* element can leave other element behind */
1598   boolean can_leave_element_last;
1599
1600   /* ---------- internal values used in level editor ---------- */
1601
1602   int access_type;              /* walkable or passable */
1603   int access_layer;             /* accessible over/inside/under */
1604   int access_protected;         /* protection against deadly elements */
1605   int walk_to_action;           /* diggable/collectible/pushable */
1606   int smash_targets;            /* can smash player/enemies/everything */
1607   int deadliness;               /* deadly when running/colliding/touching */
1608   int consistency;              /* indestructible/can explode */
1609
1610   boolean can_explode_by_fire;  /* element explodes by fire */
1611   boolean can_explode_smashed;  /* element explodes when smashed */
1612   boolean can_explode_impact;   /* element explodes on impact */
1613
1614   boolean modified_settings;    /* set for all modified custom elements */
1615 };
1616
1617 struct FontInfo
1618 {
1619   char *token_name;             /* font token used in config files */
1620
1621   int graphic;                  /* default graphic for this font */
1622   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1623                                 /* special graphics for certain screens */
1624   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1625                                 /* internal bitmap ID for special graphics */
1626 };
1627
1628 struct GraphicInfo
1629 {
1630   Bitmap *bitmap;
1631   int src_x, src_y;             /* start position of animation frames */
1632   int width, height;            /* width/height of each animation frame */
1633   int offset_x, offset_y;       /* x/y offset to next animation frame */
1634   int anim_frames;
1635   int anim_frames_per_line;
1636   int anim_start_frame;
1637   int anim_delay;               /* important: delay of 1 means "no delay"! */
1638   int anim_mode;
1639   boolean anim_global_sync;
1640   int crumbled_like;            /* element for cloning crumble graphics */
1641   int diggable_like;            /* element for cloning digging graphics */
1642   int border_size;              /* border size for "crumbled" graphics */
1643
1644   int anim_delay_fixed;         /* optional delay values for bored and   */
1645   int anim_delay_random;        /* sleeping player animations (animation */
1646   int post_delay_fixed;         /* intervall and following pause before  */
1647   int post_delay_random;        /* next intervall (bored animation only) */
1648
1649   int step_offset;              /* optional step offset of toon animations */
1650   int step_delay;               /* optional step delay of toon animations */
1651
1652   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1653
1654   int draw_masked;              /* optional setting for drawing envelope gfx */
1655
1656 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1657   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1658   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1659 #endif
1660 };
1661
1662 struct SoundInfo
1663 {
1664   boolean loop;
1665 };
1666
1667 struct MusicInfo
1668 {
1669   boolean loop;
1670 };
1671
1672 struct MusicPrefixInfo
1673 {
1674   char *prefix;
1675   boolean is_loop_music;
1676 };
1677
1678 struct MusicFileInfo
1679 {
1680   char *basename;
1681
1682   char *title_header;
1683   char *artist_header;
1684   char *album_header;
1685   char *year_header;
1686
1687   char *title;
1688   char *artist;
1689   char *album;
1690   char *year;
1691
1692   int music;
1693
1694   boolean is_sound;
1695
1696   struct MusicFileInfo *next;
1697 };
1698
1699 struct ElementActionInfo
1700 {
1701   char *suffix;
1702   int value;
1703   boolean is_loop_sound;
1704 };
1705
1706 struct ElementDirectionInfo
1707 {
1708   char *suffix;
1709   int value;
1710 };
1711
1712 struct SpecialSuffixInfo
1713 {
1714   char *suffix;
1715   int value;
1716 };
1717
1718 struct HelpAnimInfo
1719 {
1720   int element;
1721   int action;
1722   int direction;
1723
1724   int delay;
1725 };
1726
1727
1728 #if 0
1729 extern GC                       tile_clip_gc;
1730 extern Bitmap                  *pix[];
1731 #endif
1732 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1733 extern Pixmap                   tile_clipmask[];
1734 extern DrawBuffer             *fieldbuffer;
1735 extern DrawBuffer             *drawto_field;
1736
1737 extern int                      game_status;
1738 extern boolean                  level_editor_test_game;
1739 extern boolean                  network_playing;
1740
1741 extern int                      key_joystick_mapping;
1742
1743 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1744 extern int                      redraw_x1, redraw_y1;
1745
1746 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1747 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1748 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1749 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1750 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1751 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1752 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1753 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1754 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1755 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1756 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1757 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1758 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1759 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1760 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1761 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1762 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1763 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1764 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1765 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1766 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1767 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1768 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1769
1770 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1771
1772 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1773 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1774 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1775 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1776 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1777
1778 extern int                      lev_fieldx, lev_fieldy;
1779 extern int                      scroll_x, scroll_y;
1780
1781 extern int                      FX, FY;
1782 extern int                      ScrollStepSize;
1783 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1784 extern int                      BorderElement;
1785 extern int                      GameFrameDelay;
1786 extern int                      FfwdFrameDelay;
1787 extern int                      BX1, BY1;
1788 extern int                      BX2, BY2;
1789 extern int                      SBX_Left, SBX_Right;
1790 extern int                      SBY_Upper, SBY_Lower;
1791 extern int                      ZX, ZY;
1792 extern int                      ExitX, ExitY;
1793 extern int                      AllPlayersGone;
1794
1795 extern int                      TimeFrames, TimePlayed, TimeLeft;
1796 extern boolean                  SiebAktiv;
1797 extern int                      SiebCount;
1798
1799 extern boolean                  network_player_action_received;
1800
1801 extern int                      graphics_action_mapping[];
1802
1803 extern struct LevelSetInfo      levelset;
1804 extern struct LevelInfo         level, level_template;
1805 extern struct PlayerInfo        stored_player[], *local_player;
1806 extern struct HiScore           highscore[];
1807 extern struct TapeInfo          tape;
1808 extern struct GameInfo          game;
1809 extern struct GlobalInfo        global;
1810 extern struct MenuInfo          menu;
1811 extern struct DoorInfo          door_1, door_2;
1812 extern struct ElementInfo       element_info[];
1813 extern struct ElementActionInfo element_action_info[];
1814 extern struct ElementDirectionInfo element_direction_info[];
1815 extern struct SpecialSuffixInfo special_suffix_info[];
1816 extern struct TokenIntPtrInfo   image_config_vars[];
1817 extern struct FontInfo          font_info[];
1818 extern struct MusicPrefixInfo   music_prefix_info[];
1819 extern struct GraphicInfo      *graphic_info;
1820 extern struct SoundInfo        *sound_info;
1821 extern struct MusicInfo        *music_info;
1822 extern struct MusicFileInfo    *music_file_info;
1823 extern struct HelpAnimInfo     *helpanim_info;
1824 extern SetupFileHash           *helptext_info;
1825 extern struct ConfigInfo        image_config[];
1826 extern struct ConfigInfo        sound_config[];
1827 extern struct ConfigInfo        music_config[];
1828 extern struct ConfigInfo        image_config_suffix[];
1829 extern struct ConfigInfo        sound_config_suffix[];
1830 extern struct ConfigInfo        music_config_suffix[];
1831 extern struct ConfigInfo        helpanim_config[];
1832 extern struct ConfigInfo        helptext_config[];
1833
1834 #endif  /* MAIN_H */