1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
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 */
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
39 #define SND_UNDEFINED (-1)
40 #define MUS_UNDEFINED (-1)
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
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)
64 /* values for configurable properties (custom elem's only, else pre-defined) */
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
72 #define EP_CAN_CHANGE 7
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
97 /* values for pre-defined properties */
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
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
112 #define EP_BELT_ACTIVE 46
113 #define EP_BELT_SWITCH 47
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
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL 57
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED 58
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
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
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT 81
158 #define NUM_ELEMENT_PROPERTIES 83
160 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
161 #define EP_BITFIELD_BASE 0
163 #define EP_BITMASK_DEFAULT 0
165 #define PROPERTY_BIT(p) (1 << ((p) % 32))
166 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
167 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
168 #define SET_PROPERTY(e,p,v) ((v) ? \
169 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
170 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
173 /* values for change events for custom elements (stored in level file) */
175 #define CE_TOUCHED_BY_PLAYER 1
176 #define CE_PRESSED_BY_PLAYER 2
177 #define CE_PUSHED_BY_PLAYER 3
178 #define CE_DROPPED_BY_PLAYER 4
179 #define CE_HITTING_SOMETHING 5
182 #define CE_OTHER_IS_TOUCHING 8
183 #define CE_OTHER_IS_CHANGING 9
184 #define CE_OTHER_IS_EXPLODING 10
185 #define CE_OTHER_GETS_TOUCHED 11
186 #define CE_OTHER_GETS_PRESSED 12
187 #define CE_OTHER_GETS_PUSHED 13
188 #define CE_OTHER_GETS_COLLECTED 14
189 #define CE_OTHER_GETS_DROPPED 15
190 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
191 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
192 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
193 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
194 #define CE_OTHER_GETS_DIGGED 20
195 #define CE_ENTERED_BY_PLAYER 21
196 #define CE_LEFT_BY_PLAYER 22
197 #define CE_OTHER_GETS_ENTERED 23
198 #define CE_OTHER_GETS_LEFT 24
199 #define CE_SWITCHED 25
200 #define CE_OTHER_IS_SWITCHING 26
201 #define CE_HIT_BY_SOMETHING 27
202 #define CE_OTHER_IS_HITTING 28
203 #define CE_OTHER_GETS_HIT 29
204 #define CE_BLOCKED 30
206 #define NUM_CHANGE_EVENTS 31
208 #define CE_BITMASK_DEFAULT 0
210 #define CH_EVENT_BIT(c) (1 << (c))
211 #define CH_EVENT_VAR(e) (element_info[e].change->events)
212 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
214 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
215 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
216 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
217 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
218 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
220 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
221 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
223 /* values for change side for custom elements */
224 #define CH_SIDE_NONE MV_NO_MOVING
225 #define CH_SIDE_LEFT MV_LEFT
226 #define CH_SIDE_RIGHT MV_RIGHT
227 #define CH_SIDE_TOP MV_UP
228 #define CH_SIDE_BOTTOM MV_DOWN
229 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
230 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
231 #define CH_SIDE_ANY MV_ANY_DIRECTION
233 /* values for change player for custom elements */
234 #define CH_PLAYER_NONE 0
235 #define CH_PLAYER_1 (1 << 0)
236 #define CH_PLAYER_2 (1 << 1)
237 #define CH_PLAYER_3 (1 << 2)
238 #define CH_PLAYER_4 (1 << 3)
239 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
242 /* values for change page for custom elements */
243 #define CH_PAGE_ANY_FILE (0xff)
244 #define CH_PAGE_ANY (0xffffffff)
246 /* values for change power for custom elements */
247 #define CP_WHEN_EMPTY 0
248 #define CP_WHEN_DIGGABLE 1
249 #define CP_WHEN_DESTRUCTIBLE 2
250 #define CP_WHEN_COLLECTIBLE 3
251 #define CP_WHEN_REMOVABLE 4
252 #define CP_WHEN_WALKABLE 5
254 /* values for custom move patterns (bits 0 - 3: basic move directions) */
255 #define MV_BIT_TOWARDS_PLAYER 4
256 #define MV_BIT_AWAY_FROM_PLAYER 5
257 #define MV_BIT_ALONG_LEFT_SIDE 6
258 #define MV_BIT_ALONG_RIGHT_SIDE 7
259 #define MV_BIT_TURNING_LEFT 8
260 #define MV_BIT_TURNING_RIGHT 9
261 #define MV_BIT_WHEN_PUSHED 10
262 #define MV_BIT_MAZE_RUNNER 11
263 #define MV_BIT_MAZE_HUNTER 12
264 #define MV_BIT_WHEN_DROPPED 13
265 #define MV_BIT_TURNING_LEFT_RIGHT 14
266 #define MV_BIT_TURNING_RIGHT_LEFT 15
267 #define MV_BIT_TURNING_RANDOM 16
269 /* values for custom move patterns */
270 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
271 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
272 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
273 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
274 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
275 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
276 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
277 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
278 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
279 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
280 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
281 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
282 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
283 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
285 /* values for initial move direction (bits 0 - 3: basic move directions) */
286 #define MV_START_BIT_PREVIOUS 4
288 /* values for initial move direction */
289 #define MV_START_AUTOMATIC (MV_NO_MOVING)
290 #define MV_START_LEFT (MV_LEFT)
291 #define MV_START_RIGHT (MV_RIGHT)
292 #define MV_START_UP (MV_UP)
293 #define MV_START_DOWN (MV_DOWN)
294 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
295 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
297 /* values for elements left behind by custom elements */
298 #define LEAVE_TYPE_UNLIMITED 0
299 #define LEAVE_TYPE_LIMITED 1
301 /* values for slippery property for custom elements */
302 #define SLIPPERY_ANY_RANDOM 0
303 #define SLIPPERY_ANY_LEFT_RIGHT 1
304 #define SLIPPERY_ANY_RIGHT_LEFT 2
305 #define SLIPPERY_ONLY_LEFT 3
306 #define SLIPPERY_ONLY_RIGHT 4
308 /* values for explosion type for custom elements */
309 #define EXPLODES_3X3 0
310 #define EXPLODES_1X1 1
311 #define EXPLODES_CROSS 2
313 /* macros for configurable properties */
314 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
315 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
316 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
317 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
318 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
319 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
320 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
321 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
322 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
323 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
324 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
325 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
326 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
327 #define EXPLODES_BY_FIRE(e) HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
328 #define EXPLODES_SMASHED(e) HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
329 #define EXPLODES_IMPACT(e) HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
330 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
331 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
332 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
333 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
334 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
335 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
336 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
337 #define EXPLODES_1X1_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
338 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
339 #define EXPLODES_CROSS_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
340 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
341 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
342 #define IS_THROWABLE(e) HAS_PROPERTY(e, EP_THROWABLE)
343 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
344 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
346 /* macros for special configurable properties */
347 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
349 /* macros for special graphics properties */
350 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
352 /* macros for pre-defined properties */
353 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
354 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
355 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
356 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
357 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
358 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
359 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
360 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
361 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
362 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
363 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
364 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
365 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
366 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
367 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
368 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
369 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
370 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
371 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
372 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
373 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
374 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
375 #define CAN_GROW(e) HAS_PROPERTY(e, EP_CAN_GROW)
376 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
377 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
379 /* macros for derived properties */
380 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
381 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
382 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
383 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
384 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
385 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
386 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
387 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
388 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
389 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
390 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
391 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
392 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
393 #define EXPLODES_3X3_OLD(e) HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
394 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
395 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
396 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
397 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
398 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
399 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
400 #define CAN_EXPLODE_BY_EXPLOSION(e) \
401 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
402 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
403 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
405 /* special macros used in game engine */
406 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
407 (e) <= EL_CUSTOM_END)
409 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
412 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
413 (e) <= EL_INTERNAL_CLIPBOARD_END)
415 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
416 (e) <= EL_INTERNAL_END)
418 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
419 (e) <= EL_ENVELOPE_4)
421 #define IS_RND_KEY(e) ((e) >= EL_KEY_1 && \
423 #define IS_EM_KEY(e) ((e) >= EL_EM_KEY_1 && \
425 #define IS_EMC_KEY(e) ((e) >= EL_EMC_KEY_5 && \
427 #define IS_KEY(e) (IS_RND_KEY(e) || \
430 #define RND_KEY_NR(e) ((e) - EL_KEY_1)
431 #define EM_KEY_NR(e) ((e) - EL_EM_KEY_1)
432 #define EMC_KEY_NR(e) ((e) - EL_EMC_KEY_5 + 4)
433 #define KEY_NR(e) (IS_RND_KEY(e) ? RND_KEY_NR(e) : \
434 IS_EM_KEY(e) ? EM_KEY_NR(e) : \
435 IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
437 #define IS_RND_GATE(e) ((e) >= EL_GATE_1 && \
439 #define IS_EM_GATE(e) ((e) >= EL_EM_GATE_1 && \
441 #define IS_EMC_GATE(e) ((e) >= EL_EMC_GATE_5 && \
442 (e) <= EL_EMC_GATE_8)
443 #define IS_GATE(e) (IS_RND_GATE(e) || \
446 #define RND_GATE_NR(e) ((e) - EL_GATE_1)
447 #define EM_GATE_NR(e) ((e) - EL_EM_GATE_1)
448 #define EMC_GATE_NR(e) ((e) - EL_EMC_GATE_5 + 4)
449 #define GATE_NR(e) (IS_RND_GATE(e) ? RND_GATE_NR(e) : \
450 IS_EM_GATE(e) ? EM_GATE_NR(e) : \
451 IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
453 #define IS_RND_GATE_GRAY(e) ((e) >= EL_GATE_1_GRAY && \
454 (e) <= EL_GATE_4_GRAY)
455 #define IS_EM_GATE_GRAY(e) ((e) >= EL_EM_GATE_1_GRAY && \
456 (e) <= EL_EM_GATE_4_GRAY)
457 #define IS_EMC_GATE_GRAY(e) ((e) >= EL_EMC_GATE_5_GRAY && \
458 (e) <= EL_EMC_GATE_8_GRAY)
459 #define IS_GATE_GRAY(e) (IS_RND_GATE_GRAY(e) || \
460 IS_EM_GATE_GRAY(e) || \
462 #define RND_GATE_GRAY_NR(e) ((e) - EL_GATE_1_GRAY)
463 #define EM_GATE_GRAY_NR(e) ((e) - EL_EM_GATE_1_GRAY)
464 #define EMC_GATE_GRAY_NR(e) ((e) - EL_EMC_GATE_5_GRAY + 4)
465 #define GATE_GRAY_NR(e) (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) : \
466 IS_EM_GATE_GRAY(e) ? EM_GATE_GRAY_NR(e) : \
467 IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
469 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
470 element_info[e].gfx_element : e)
472 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
473 /* (solution: add separate "use sound of element" to level file and editor) */
475 #define SND_ELEMENT(e) GFX_ELEMENT(e)
477 #define SND_ELEMENT(e) (e)
480 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
482 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
483 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
485 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
486 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
487 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
489 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
490 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
491 (e) == EL_EMERALD ? EL_DIAMOND : \
492 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
493 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
494 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
496 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
497 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
499 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
500 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
501 #define TAPE_IS_EMPTY(x) ((x).length == 0)
502 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
504 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
505 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
509 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
510 IS_PROTECTED(Back[x][y]))
511 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
512 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
513 ENEMY_PROTECTED_FIELD(x, y))
514 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
515 EXPLOSION_PROTECTED_FIELD(x, y))
519 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
520 IS_INDESTRUCTIBLE(Feld[x][y]))
521 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
522 PROTECTED_FIELD(x, y))
523 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
524 PROTECTED_FIELD(x, y))
527 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
528 (p)->switch_x == (x) && (p)->switch_y == (y))
530 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
532 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
533 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
534 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
536 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
537 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
538 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
539 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
541 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
544 /* fundamental game speed values */
545 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
546 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
547 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
548 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
549 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
550 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
552 /* boundaries of arrays etc. */
553 #define MAX_LEVEL_NAME_LEN 32
554 #define MAX_LEVEL_AUTHOR_LEN 32
555 #define MAX_ELEMENT_NAME_LEN 32
556 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
557 #define MAX_SCORE_ENTRIES 100
558 #define MAX_NUM_AMOEBA 100
559 #define MAX_INVENTORY_SIZE 1000
560 #define STD_NUM_KEYS 4
561 #define MAX_NUM_KEYS 8
563 #define NUM_BELT_PARTS 3
564 #define MIN_ENVELOPE_XSIZE 1
565 #define MIN_ENVELOPE_YSIZE 1
566 #define MAX_ENVELOPE_XSIZE 30
567 #define MAX_ENVELOPE_YSIZE 20
568 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
569 #define MIN_CHANGE_PAGES 1
570 #define MAX_CHANGE_PAGES 32
571 #define MIN_ELEMENTS_IN_GROUP 1
572 #define MAX_ELEMENTS_IN_GROUP 16
574 /* values for elements with content */
575 #define MIN_ELEMENT_CONTENTS 1
576 #define STD_ELEMENT_CONTENTS 4
577 #define MAX_ELEMENT_CONTENTS 8
578 #define NUM_MAGIC_BALL_CONTENTS 8
580 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
582 /* often used screen positions */
585 #define REAL_SX (SX - 2)
586 #define REAL_SY (SY - 2)
594 #define TILEX TILESIZE
595 #define TILEY TILESIZE
596 #define MINI_TILESIZE (TILESIZE / 2)
597 #define MINI_TILEX MINI_TILESIZE
598 #define MINI_TILEY MINI_TILESIZE
599 #define MICRO_TILESIZE (TILESIZE / 8)
600 #define MICRO_TILEX MICRO_TILESIZE
601 #define MICRO_TILEY MICRO_TILESIZE
602 #define MIDPOSX (SCR_FIELDX / 2)
603 #define MIDPOSY (SCR_FIELDY / 2)
604 #define SXSIZE (SCR_FIELDX * TILEX)
605 #define SYSIZE (SCR_FIELDY * TILEY)
606 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
607 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
610 #define VXSIZE DXSIZE
612 #define EXSIZE DXSIZE
613 #define EYSIZE (VYSIZE + 44)
614 #define FULL_SXSIZE (2 + SXSIZE + 2)
615 #define FULL_SYSIZE (2 + SYSIZE + 2)
616 #define MICROLEVEL_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
617 #define MICROLEVEL_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
618 #define MICROLEVEL_XPOS (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
619 #define MICROLEVEL_YPOS (SX + 12 * TILEY - MICRO_TILEY)
620 #define MICROLABEL1_YPOS (MICROLEVEL_YPOS - 36)
621 #define MICROLABEL2_YPOS (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
624 /* score for elements */
628 #define SC_SPACESHIP 3
633 #define SC_DYNAMITE 8
635 #define SC_TIME_BONUS 10
636 #define SC_CRYSTAL 11
641 /* "real" level file elements */
642 #define EL_UNDEFINED -1
644 #define EL_EMPTY_SPACE 0
645 #define EL_EMPTY EL_EMPTY_SPACE
648 #define EL_WALL_SLIPPERY 3
650 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
652 #define EL_EXIT_CLOSED 7
653 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
655 #define EL_SPACESHIP 10
658 #define EL_STEELWALL 13
659 #define EL_DIAMOND 14
660 #define EL_AMOEBA_DEAD 15
661 #define EL_QUICKSAND_EMPTY 16
662 #define EL_QUICKSAND_FULL 17
663 #define EL_AMOEBA_DROP 18
665 #define EL_MAGIC_WALL 20
666 #define EL_SPEED_PILL 21
668 #define EL_AMOEBA_WET 23
669 #define EL_AMOEBA_DRY 24
671 #define EL_GAME_OF_LIFE 26
672 #define EL_BIOMAZE 27
673 #define EL_DYNAMITE_ACTIVE 28
674 #define EL_STONEBLOCK 29
675 #define EL_ROBOT_WHEEL 30
676 #define EL_ROBOT_WHEEL_ACTIVE 31
685 #define EL_GATE_1_GRAY 40
686 #define EL_GATE_2_GRAY 41
687 #define EL_GATE_3_GRAY 42
688 #define EL_GATE_4_GRAY 43
689 #define EL_DYNAMITE 44
691 #define EL_INVISIBLE_WALL 46
693 #define EL_LAMP_ACTIVE 48
694 #define EL_WALL_EMERALD 49
695 #define EL_WALL_DIAMOND 50
696 #define EL_AMOEBA_FULL 51
697 #define EL_BD_AMOEBA 52
698 #define EL_TIME_ORB_FULL 53
699 #define EL_TIME_ORB_EMPTY 54
700 #define EL_EXPANDABLE_WALL 55
701 #define EL_BD_DIAMOND 56
702 #define EL_EMERALD_YELLOW 57
703 #define EL_WALL_BD_DIAMOND 58
704 #define EL_WALL_EMERALD_YELLOW 59
705 #define EL_DARK_YAMYAM 60
706 #define EL_BD_MAGIC_WALL 61
707 #define EL_INVISIBLE_STEELWALL 62
708 #define EL_SOKOBAN_FIELD_PLAYER 63
709 #define EL_DYNABOMB_INCREASE_NUMBER 64
710 #define EL_DYNABOMB_INCREASE_SIZE 65
711 #define EL_DYNABOMB_INCREASE_POWER 66
712 #define EL_SOKOBAN_OBJECT 67
713 #define EL_SOKOBAN_FIELD_EMPTY 68
714 #define EL_SOKOBAN_FIELD_FULL 69
715 #define EL_BD_BUTTERFLY_RIGHT 70
716 #define EL_BD_BUTTERFLY_UP 71
717 #define EL_BD_BUTTERFLY_LEFT 72
718 #define EL_BD_BUTTERFLY_DOWN 73
719 #define EL_BD_FIREFLY_RIGHT 74
720 #define EL_BD_FIREFLY_UP 75
721 #define EL_BD_FIREFLY_LEFT 76
722 #define EL_BD_FIREFLY_DOWN 77
723 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
724 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
725 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
726 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
727 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
728 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
729 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
730 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
731 #define EL_BD_BUTTERFLY 78
732 #define EL_BD_FIREFLY 79
733 #define EL_PLAYER_1 80
734 #define EL_PLAYER_2 81
735 #define EL_PLAYER_3 82
736 #define EL_PLAYER_4 83
737 #define EL_BUG_RIGHT 84
739 #define EL_BUG_LEFT 86
740 #define EL_BUG_DOWN 87
741 #define EL_SPACESHIP_RIGHT 88
742 #define EL_SPACESHIP_UP 89
743 #define EL_SPACESHIP_LEFT 90
744 #define EL_SPACESHIP_DOWN 91
745 #define EL_PACMAN_RIGHT 92
746 #define EL_PACMAN_UP 93
747 #define EL_PACMAN_LEFT 94
748 #define EL_PACMAN_DOWN 95
749 #define EL_EMERALD_RED 96
750 #define EL_EMERALD_PURPLE 97
751 #define EL_WALL_EMERALD_RED 98
752 #define EL_WALL_EMERALD_PURPLE 99
753 #define EL_ACID_POOL_TOPLEFT 100
754 #define EL_ACID_POOL_TOPRIGHT 101
755 #define EL_ACID_POOL_BOTTOMLEFT 102
756 #define EL_ACID_POOL_BOTTOM 103
757 #define EL_ACID_POOL_BOTTOMRIGHT 104
758 #define EL_BD_WALL 105
759 #define EL_BD_ROCK 106
760 #define EL_EXIT_OPEN 107
761 #define EL_BLACK_ORB 108
762 #define EL_AMOEBA_TO_DIAMOND 109
764 #define EL_PENGUIN 111
765 #define EL_SATELLITE 112
766 #define EL_ARROW_LEFT 113
767 #define EL_ARROW_RIGHT 114
768 #define EL_ARROW_UP 115
769 #define EL_ARROW_DOWN 116
771 #define EL_DRAGON 118
773 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
775 #define EL_CHAR_START 120
776 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
777 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
779 #include "conf_chr.h" /* include auto-generated data structure definitions */
781 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
782 #define EL_CHAR_END (EL_CHAR_START + 79)
784 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
786 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
787 #define EL_EXPANDABLE_WALL_VERTICAL 201
788 #define EL_EXPANDABLE_WALL_ANY 202
790 #define EL_EM_GATE_1 203
791 #define EL_EM_GATE_2 204
792 #define EL_EM_GATE_3 205
793 #define EL_EM_GATE_4 206
795 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
796 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
797 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
799 #define EL_SP_START 210
800 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
801 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
802 #define EL_SP_ZONK (EL_SP_START + 1)
803 #define EL_SP_BASE (EL_SP_START + 2)
804 #define EL_SP_MURPHY (EL_SP_START + 3)
805 #define EL_SP_INFOTRON (EL_SP_START + 4)
806 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
807 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
808 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
809 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
810 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
811 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
812 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
813 #define EL_SP_PORT_UP (EL_SP_START + 12)
814 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
815 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
816 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
817 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
818 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
819 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
820 #define EL_SP_TERMINAL (EL_SP_START + 19)
821 #define EL_SP_DISK_RED (EL_SP_START + 20)
822 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
823 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
824 #define EL_SP_PORT_ANY (EL_SP_START + 23)
825 #define EL_SP_ELECTRON (EL_SP_START + 24)
826 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
827 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
828 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
829 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
830 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
831 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
832 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
833 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
834 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
835 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
836 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
837 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
838 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
839 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
840 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
841 #define EL_SP_END (EL_SP_START + 39)
843 #define EL_EM_GATE_1_GRAY 250
844 #define EL_EM_GATE_2_GRAY 251
845 #define EL_EM_GATE_3_GRAY 252
846 #define EL_EM_GATE_4_GRAY 253
848 #define EL_UNUSED_254 254
849 #define EL_UNUSED_255 255
852 #define EL_CRYSTAL 257
853 #define EL_WALL_PEARL 258
854 #define EL_WALL_CRYSTAL 259
855 #define EL_DOOR_WHITE 260
856 #define EL_DOOR_WHITE_GRAY 261
857 #define EL_KEY_WHITE 262
858 #define EL_SHIELD_NORMAL 263
859 #define EL_EXTRA_TIME 264
860 #define EL_SWITCHGATE_OPEN 265
861 #define EL_SWITCHGATE_CLOSED 266
862 #define EL_SWITCHGATE_SWITCH_UP 267
863 #define EL_SWITCHGATE_SWITCH_DOWN 268
865 #define EL_UNUSED_269 269
866 #define EL_UNUSED_270 270
868 #define EL_CONVEYOR_BELT_1_LEFT 271
869 #define EL_CONVEYOR_BELT_1_MIDDLE 272
870 #define EL_CONVEYOR_BELT_1_RIGHT 273
871 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
872 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
873 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
874 #define EL_CONVEYOR_BELT_2_LEFT 277
875 #define EL_CONVEYOR_BELT_2_MIDDLE 278
876 #define EL_CONVEYOR_BELT_2_RIGHT 279
877 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
878 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
879 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
880 #define EL_CONVEYOR_BELT_3_LEFT 283
881 #define EL_CONVEYOR_BELT_3_MIDDLE 284
882 #define EL_CONVEYOR_BELT_3_RIGHT 285
883 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
884 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
885 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
886 #define EL_CONVEYOR_BELT_4_LEFT 289
887 #define EL_CONVEYOR_BELT_4_MIDDLE 290
888 #define EL_CONVEYOR_BELT_4_RIGHT 291
889 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
890 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
891 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
892 #define EL_LANDMINE 295
893 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
894 #define EL_LIGHT_SWITCH 297
895 #define EL_LIGHT_SWITCH_ACTIVE 298
896 #define EL_SIGN_EXCLAMATION 299
897 #define EL_SIGN_RADIOACTIVITY 300
898 #define EL_SIGN_STOP 301
899 #define EL_SIGN_WHEELCHAIR 302
900 #define EL_SIGN_PARKING 303
901 #define EL_SIGN_ONEWAY 304
902 #define EL_SIGN_HEART 305
903 #define EL_SIGN_TRIANGLE 306
904 #define EL_SIGN_ROUND 307
905 #define EL_SIGN_EXIT 308
906 #define EL_SIGN_YINYANG 309
907 #define EL_SIGN_OTHER 310
908 #define EL_MOLE_LEFT 311
909 #define EL_MOLE_RIGHT 312
910 #define EL_MOLE_UP 313
911 #define EL_MOLE_DOWN 314
912 #define EL_STEELWALL_SLIPPERY 315
913 #define EL_INVISIBLE_SAND 316
914 #define EL_DX_UNKNOWN_15 317
915 #define EL_DX_UNKNOWN_42 318
917 #define EL_UNUSED_319 319
918 #define EL_UNUSED_320 320
920 #define EL_SHIELD_DEADLY 321
921 #define EL_TIMEGATE_OPEN 322
922 #define EL_TIMEGATE_CLOSED 323
923 #define EL_TIMEGATE_SWITCH_ACTIVE 324
924 #define EL_TIMEGATE_SWITCH 325
926 #define EL_BALLOON 326
927 #define EL_BALLOON_SWITCH_LEFT 327
928 #define EL_BALLOON_SWITCH_RIGHT 328
929 #define EL_BALLOON_SWITCH_UP 329
930 #define EL_BALLOON_SWITCH_DOWN 330
931 #define EL_BALLOON_SWITCH_ANY 331
933 #define EL_EMC_STEELWALL_1 332
934 #define EL_EMC_STEELWALL_2 333
935 #define EL_EMC_STEELWALL_3 334
936 #define EL_EMC_STEELWALL_4 335
937 #define EL_EMC_WALL_1 336
938 #define EL_EMC_WALL_2 337
939 #define EL_EMC_WALL_3 338
940 #define EL_EMC_WALL_4 339
941 #define EL_EMC_WALL_5 340
942 #define EL_EMC_WALL_6 341
943 #define EL_EMC_WALL_7 342
944 #define EL_EMC_WALL_8 343
946 #define EL_TUBE_ANY 344
947 #define EL_TUBE_VERTICAL 345
948 #define EL_TUBE_HORIZONTAL 346
949 #define EL_TUBE_VERTICAL_LEFT 347
950 #define EL_TUBE_VERTICAL_RIGHT 348
951 #define EL_TUBE_HORIZONTAL_UP 349
952 #define EL_TUBE_HORIZONTAL_DOWN 350
953 #define EL_TUBE_LEFT_UP 351
954 #define EL_TUBE_LEFT_DOWN 352
955 #define EL_TUBE_RIGHT_UP 353
956 #define EL_TUBE_RIGHT_DOWN 354
957 #define EL_SPRING 355
959 #define EL_DX_SUPABOMB 357
961 #define EL_UNUSED_358 358
962 #define EL_UNUSED_359 359
964 /* ---------- begin of custom elements section ----------------------------- */
965 #define EL_CUSTOM_START 360
967 #include "conf_cus.h" /* include auto-generated data structure definitions */
969 #define NUM_CUSTOM_ELEMENTS 256
970 #define EL_CUSTOM_END 615
971 /* ---------- end of custom elements section ------------------------------- */
973 #define EL_EM_KEY_1 616
974 #define EL_EM_KEY_2 617
975 #define EL_EM_KEY_3 618
976 #define EL_EM_KEY_4 619
977 #define EL_ENVELOPE_1 620
978 #define EL_ENVELOPE_2 621
979 #define EL_ENVELOPE_3 622
980 #define EL_ENVELOPE_4 623
982 /* ---------- begin of group elements section ------------------------------ */
983 #define EL_GROUP_START 624
985 #include "conf_grp.h" /* include auto-generated data structure definitions */
987 #define NUM_GROUP_ELEMENTS 32
988 #define EL_GROUP_END 655
989 /* ---------- end of custom elements section ------------------------------- */
991 #define EL_UNKNOWN 656
992 #define EL_TRIGGER_ELEMENT 657
993 #define EL_TRIGGER_PLAYER 658
995 #define EL_SP_GRAVITY_ON_PORT_RIGHT 659
996 #define EL_SP_GRAVITY_ON_PORT_DOWN 660
997 #define EL_SP_GRAVITY_ON_PORT_LEFT 661
998 #define EL_SP_GRAVITY_ON_PORT_UP 662
999 #define EL_SP_GRAVITY_OFF_PORT_RIGHT 663
1000 #define EL_SP_GRAVITY_OFF_PORT_DOWN 664
1001 #define EL_SP_GRAVITY_OFF_PORT_LEFT 665
1002 #define EL_SP_GRAVITY_OFF_PORT_UP 666
1005 /* the following EMC style elements are currently not implemented in R'n'D */
1006 #define EL_BALLOON_SWITCH_NONE 667
1007 #define EL_EMC_GATE_5 668
1008 #define EL_EMC_GATE_6 669
1009 #define EL_EMC_GATE_7 670
1010 #define EL_EMC_GATE_8 671
1011 #define EL_EMC_GATE_5_GRAY 672
1012 #define EL_EMC_GATE_6_GRAY 673
1013 #define EL_EMC_GATE_7_GRAY 674
1014 #define EL_EMC_GATE_8_GRAY 675
1015 #define EL_EMC_KEY_5 676
1016 #define EL_EMC_KEY_6 677
1017 #define EL_EMC_KEY_7 678
1018 #define EL_EMC_KEY_8 679
1019 #define EL_EMC_ANDROID 680
1020 #define EL_EMC_GRASS 681
1021 #define EL_EMC_MAGIC_BALL 682
1022 #define EL_EMC_MAGIC_BALL_ACTIVE 683
1023 #define EL_EMC_MAGIC_BALL_SWITCH 684
1024 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1025 #define EL_EMC_SPRING_BUMPER 686
1026 #define EL_EMC_PLANT 687
1027 #define EL_EMC_LENSES 688
1028 #define EL_EMC_MAGNIFIER 689
1029 #define EL_EMC_WALL_9 690
1030 #define EL_EMC_WALL_10 691
1031 #define EL_EMC_WALL_11 692
1032 #define EL_EMC_WALL_12 693
1033 #define EL_EMC_WALL_13 694
1034 #define EL_EMC_WALL_14 695
1035 #define EL_EMC_WALL_15 696
1036 #define EL_EMC_WALL_16 697
1037 #define EL_EMC_WALL_SLIPPERY_1 698
1038 #define EL_EMC_WALL_SLIPPERY_2 699
1039 #define EL_EMC_WALL_SLIPPERY_3 700
1040 #define EL_EMC_WALL_SLIPPERY_4 701
1041 #define EL_EMC_FAKE_GRASS 702
1042 #define EL_EMC_FAKE_ACID 703
1043 #define EL_EMC_DRIPPER 704
1045 #define NUM_FILE_ELEMENTS 705
1048 /* "real" (and therefore drawable) runtime elements */
1049 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
1051 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
1052 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
1053 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
1054 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
1055 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
1056 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
1057 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
1058 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
1059 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
1060 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
1061 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
1062 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
1063 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
1064 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
1065 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
1066 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1067 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
1068 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
1069 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1070 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
1071 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
1072 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1073 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
1074 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
1075 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1076 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
1077 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
1078 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
1079 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
1080 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
1081 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
1082 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
1083 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
1084 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
1085 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
1086 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
1087 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
1088 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
1089 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
1090 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
1091 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
1092 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
1093 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
1094 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
1095 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
1097 /* "unreal" (and therefore not drawable) runtime elements */
1098 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
1100 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
1101 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
1102 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
1103 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
1104 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
1105 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
1106 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
1107 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
1108 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
1109 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
1110 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
1111 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
1112 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
1113 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
1114 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
1115 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
1116 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
1117 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
1119 /* dummy elements (never used as game elements, only used as graphics) */
1120 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
1122 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
1123 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
1124 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
1125 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
1126 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
1127 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
1128 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1129 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1130 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1131 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1132 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1133 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1134 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1135 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1136 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1137 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1138 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1139 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1140 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1141 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1142 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1143 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1144 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1145 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1146 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1148 /* internal elements (only used for internal purposes like copying) */
1149 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1151 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1152 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1153 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1154 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1156 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1157 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1158 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1159 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1161 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1164 /* values for graphics/sounds action types */
1165 #define ACTION_DEFAULT 0
1166 #define ACTION_WAITING 1
1167 #define ACTION_FALLING 2
1168 #define ACTION_MOVING 3
1169 #define ACTION_DIGGING 4
1170 #define ACTION_SNAPPING 5
1171 #define ACTION_COLLECTING 6
1172 #define ACTION_DROPPING 7
1173 #define ACTION_PUSHING 8
1174 #define ACTION_WALKING 9
1175 #define ACTION_PASSING 10
1176 #define ACTION_IMPACT 11
1177 #define ACTION_BREAKING 12
1178 #define ACTION_ACTIVATING 13
1179 #define ACTION_DEACTIVATING 14
1180 #define ACTION_OPENING 15
1181 #define ACTION_CLOSING 16
1182 #define ACTION_ATTACKING 17
1183 #define ACTION_GROWING 18
1184 #define ACTION_SHRINKING 19
1185 #define ACTION_ACTIVE 20
1186 #define ACTION_FILLING 21
1187 #define ACTION_EMPTYING 22
1188 #define ACTION_CHANGING 23
1189 #define ACTION_EXPLODING 24
1190 #define ACTION_BORING 25
1191 #define ACTION_BORING_1 26
1192 #define ACTION_BORING_2 27
1193 #define ACTION_BORING_3 28
1194 #define ACTION_BORING_4 29
1195 #define ACTION_BORING_5 30
1196 #define ACTION_BORING_6 31
1197 #define ACTION_BORING_7 32
1198 #define ACTION_BORING_8 33
1199 #define ACTION_BORING_9 34
1200 #define ACTION_BORING_10 35
1201 #define ACTION_SLEEPING 36
1202 #define ACTION_SLEEPING_1 37
1203 #define ACTION_SLEEPING_2 38
1204 #define ACTION_SLEEPING_3 39
1205 #define ACTION_AWAKENING 40
1206 #define ACTION_DYING 41
1207 #define ACTION_TURNING 42
1208 #define ACTION_TURNING_FROM_LEFT 43
1209 #define ACTION_TURNING_FROM_RIGHT 44
1210 #define ACTION_TURNING_FROM_UP 45
1211 #define ACTION_TURNING_FROM_DOWN 46
1212 #define ACTION_SMASHED_BY_ROCK 47
1213 #define ACTION_SMASHED_BY_SPRING 48
1214 #define ACTION_SLURPED_BY_SPRING 49
1215 #define ACTION_TWINKLING 50
1216 #define ACTION_OTHER 51
1218 #define NUM_ACTIONS 52
1220 #define ACTION_BORING_LAST ACTION_BORING_10
1221 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1224 /* values for special image configuration suffixes (must match game mode) */
1225 #define GFX_SPECIAL_ARG_DEFAULT 0
1226 #define GFX_SPECIAL_ARG_MAIN 1
1227 #define GFX_SPECIAL_ARG_LEVELS 2
1228 #define GFX_SPECIAL_ARG_SCORES 3
1229 #define GFX_SPECIAL_ARG_EDITOR 4
1230 #define GFX_SPECIAL_ARG_INFO 5
1231 #define GFX_SPECIAL_ARG_SETUP 6
1232 #define GFX_SPECIAL_ARG_PLAYING 7
1233 #define GFX_SPECIAL_ARG_DOOR 8
1234 #define GFX_SPECIAL_ARG_PREVIEW 9
1235 #define GFX_SPECIAL_ARG_CRUMBLED 10
1237 #define NUM_SPECIAL_GFX_ARGS 11
1240 /* values for image configuration suffixes */
1243 #define GFX_ARG_XPOS 2
1244 #define GFX_ARG_YPOS 3
1245 #define GFX_ARG_WIDTH 4
1246 #define GFX_ARG_HEIGHT 5
1247 #define GFX_ARG_VERTICAL 6
1248 #define GFX_ARG_OFFSET 7
1249 #define GFX_ARG_XOFFSET 8
1250 #define GFX_ARG_YOFFSET 9
1251 #define GFX_ARG_2ND_MOVEMENT_TILE 10
1252 #define GFX_ARG_2ND_VERTICAL 11
1253 #define GFX_ARG_2ND_OFFSET 12
1254 #define GFX_ARG_2ND_XOFFSET 13
1255 #define GFX_ARG_2ND_YOFFSET 14
1256 #define GFX_ARG_2ND_SWAP_TILES 15
1257 #define GFX_ARG_FRAMES 16
1258 #define GFX_ARG_FRAMES_PER_LINE 17
1259 #define GFX_ARG_START_FRAME 18
1260 #define GFX_ARG_DELAY 19
1261 #define GFX_ARG_ANIM_MODE 20
1262 #define GFX_ARG_GLOBAL_SYNC 21
1263 #define GFX_ARG_CRUMBLED_LIKE 22
1264 #define GFX_ARG_DIGGABLE_LIKE 23
1265 #define GFX_ARG_BORDER_SIZE 24
1266 #define GFX_ARG_STEP_OFFSET 25
1267 #define GFX_ARG_STEP_DELAY 26
1268 #define GFX_ARG_DIRECTION 27
1269 #define GFX_ARG_POSITION 28
1270 #define GFX_ARG_DRAW_XOFFSET 29
1271 #define GFX_ARG_DRAW_YOFFSET 30
1272 #define GFX_ARG_DRAW_MASKED 31
1273 #define GFX_ARG_ANIM_DELAY_FIXED 32
1274 #define GFX_ARG_ANIM_DELAY_RANDOM 33
1275 #define GFX_ARG_POST_DELAY_FIXED 34
1276 #define GFX_ARG_POST_DELAY_RANDOM 35
1277 #define GFX_ARG_NAME 36
1278 #define GFX_ARG_SCALE_UP_FACTOR 37
1280 #define NUM_GFX_ARGS 38
1283 /* values for sound configuration suffixes */
1284 #define SND_ARG_MODE_LOOP 0
1285 #define SND_ARG_VOLUME 1
1286 #define SND_ARG_PRIORITY 2
1288 #define NUM_SND_ARGS 3
1291 /* values for music configuration suffixes */
1292 #define MUS_ARG_MODE_LOOP 0
1294 #define NUM_MUS_ARGS 1
1297 /* values for font configuration */
1298 #define FONT_INITIAL_1 0
1299 #define FONT_INITIAL_2 1
1300 #define FONT_INITIAL_3 2
1301 #define FONT_INITIAL_4 3
1302 #define FONT_TITLE_1 4
1303 #define FONT_TITLE_2 5
1304 #define FONT_MENU_1 6
1305 #define FONT_MENU_2 7
1306 #define FONT_TEXT_1_ACTIVE 8
1307 #define FONT_TEXT_2_ACTIVE 9
1308 #define FONT_TEXT_3_ACTIVE 10
1309 #define FONT_TEXT_4_ACTIVE 11
1310 #define FONT_TEXT_1 12
1311 #define FONT_TEXT_2 13
1312 #define FONT_TEXT_3 14
1313 #define FONT_TEXT_4 15
1314 #define FONT_ENVELOPE_1 16
1315 #define FONT_ENVELOPE_2 17
1316 #define FONT_ENVELOPE_3 18
1317 #define FONT_ENVELOPE_4 19
1318 #define FONT_INPUT_1_ACTIVE 20
1319 #define FONT_INPUT_2_ACTIVE 21
1320 #define FONT_INPUT_1 22
1321 #define FONT_INPUT_2 23
1322 #define FONT_OPTION_OFF 24
1323 #define FONT_OPTION_ON 25
1324 #define FONT_VALUE_1 26
1325 #define FONT_VALUE_2 27
1326 #define FONT_VALUE_OLD 28
1327 #define FONT_LEVEL_NUMBER 29
1328 #define FONT_TAPE_RECORDER 30
1329 #define FONT_GAME_INFO 31
1331 #define NUM_FONTS 32
1332 #define NUM_INITIAL_FONTS 4
1334 /* values for game_status (must match special image configuration suffixes) */
1335 #define GAME_MODE_DEFAULT 0
1336 #define GAME_MODE_MAIN 1
1337 #define GAME_MODE_LEVELS 2
1338 #define GAME_MODE_SCORES 3
1339 #define GAME_MODE_EDITOR 4
1340 #define GAME_MODE_INFO 5
1341 #define GAME_MODE_SETUP 6
1342 #define GAME_MODE_PLAYING 7
1343 #define GAME_MODE_PSEUDO_DOOR 8
1344 #define GAME_MODE_PSEUDO_PREVIEW 9
1345 #define GAME_MODE_PSEUDO_CRUMBLED 10
1347 /* there are no special config file suffixes for these modes */
1348 #define GAME_MODE_PSEUDO_TYPENAME 11
1349 #define GAME_MODE_QUIT 12
1351 /* special definitions currently only used for custom artwork configuration */
1352 #define MUSIC_PREFIX_BACKGROUND 0
1353 #define NUM_MUSIC_PREFIXES 1
1354 #define MAX_LEVELS 1000
1356 /* definitions for demo animation lists */
1357 #define HELPANIM_LIST_NEXT -1
1358 #define HELPANIM_LIST_END -999
1361 /* program information and versioning definitions */
1363 #define PROGRAM_VERSION_MAJOR 3
1364 #define PROGRAM_VERSION_MINOR 2
1365 #define PROGRAM_VERSION_PATCH 0
1366 #define PROGRAM_VERSION_BUILD 2
1368 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1369 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1370 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2004 by Holger Schemel"
1372 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1373 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1374 #define FILENAME_PREFIX "Rocks"
1376 #if defined(PLATFORM_UNIX)
1377 #define USERDATA_DIRECTORY ".rocksndiamonds"
1378 #elif defined(PLATFORM_WIN32)
1379 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1381 #define USERDATA_DIRECTORY "userdata"
1384 #define X11_ICON_FILENAME "rocks_icon.xbm"
1385 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1386 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1388 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1389 ** currently supported/known file version numbers:
1391 ** 1.2 (still in use)
1392 ** 1.4 (still in use)
1395 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1396 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1397 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1398 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1400 /* file version does not change for every program version, but is changed
1401 when new features are introduced that are incompatible with older file
1402 versions, so that they can be treated accordingly */
1403 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1405 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1406 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1407 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1408 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1410 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1411 PROGRAM_VERSION_MINOR, \
1412 PROGRAM_VERSION_PATCH, \
1413 PROGRAM_VERSION_BUILD)
1415 /* values for game_emulation */
1417 #define EMU_BOULDERDASH 1
1418 #define EMU_SOKOBAN 2
1419 #define EMU_SUPAPLEX 3
1421 /* values for level file type identifier */
1422 #define LEVEL_FILE_TYPE_UNKNOWN 0
1423 #define LEVEL_FILE_TYPE_RND 1
1424 #define LEVEL_FILE_TYPE_BD 2
1425 #define LEVEL_FILE_TYPE_EM 3
1426 #define LEVEL_FILE_TYPE_SP 4
1427 #define LEVEL_FILE_TYPE_DX 5
1428 #define LEVEL_FILE_TYPE_SB 6
1429 #define LEVEL_FILE_TYPE_DC 7
1431 #define NUM_LEVEL_FILE_TYPES 8
1433 /* values for game engine type identifier */
1434 #define GAME_ENGINE_TYPE_UNKNOWN LEVEL_FILE_TYPE_UNKNOWN
1435 #define GAME_ENGINE_TYPE_RND LEVEL_FILE_TYPE_RND
1436 #define GAME_ENGINE_TYPE_EM LEVEL_FILE_TYPE_EM
1438 #define NUM_ENGINE_TYPES 3
1443 int draw_xoffset_default;
1444 int draw_yoffset_default;
1445 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1446 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1448 int scrollbar_xoffset;
1450 int list_size_default;
1451 int list_size[NUM_SPECIAL_GFX_ARGS];
1453 int sound[NUM_SPECIAL_GFX_ARGS];
1454 int music[NUM_SPECIAL_GFX_ARGS];
1466 char Name[MAX_PLAYER_NAME_LEN + 1];
1472 boolean present; /* player present in level playfield */
1473 boolean connected; /* player connected (locally or via network) */
1474 boolean active; /* player present and connected */
1476 int index_nr; /* player number (0 to 3) */
1477 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1478 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1479 int client_nr; /* network client identifier */
1481 byte action; /* action from local input device */
1482 byte effective_action; /* action acknowledged from network server
1483 or summarized over all configured input
1484 devices when in single player mode */
1485 byte programmed_action; /* action forced by game itself (like moving
1486 through doors); overrides other actions */
1488 int jx, jy, last_jx, last_jy;
1489 int MovDir, MovPos, GfxDir, GfxPos;
1490 int Frame, StepFrame;
1494 boolean use_murphy_graphic;
1496 boolean block_last_field;
1499 boolean can_fall_into_acid;
1501 boolean LevelSolved, GameOver;
1507 boolean is_auto_moving;
1509 boolean is_snapping;
1510 boolean is_collecting;
1512 boolean is_switching;
1513 boolean is_dropping;
1516 boolean is_sleeping;
1518 int frame_counter_bored;
1519 int frame_counter_sleeping;
1521 int anim_delay_counter;
1522 int post_delay_counter;
1524 int action_waiting, last_action_waiting;
1525 int special_action_bored;
1526 int special_action_sleeping;
1528 int num_special_action_bored;
1529 int num_special_action_sleeping;
1531 int switch_x, switch_y;
1535 #if 1 /* USE_NEW_MOVE_DELAY */
1537 int move_delay_value;
1539 unsigned long move_delay;
1540 int move_delay_value;
1543 int move_delay_reset_counter;
1545 #if 1 /* USE_NEW_PUSH_DELAY */
1547 int push_delay_value;
1549 unsigned long push_delay;
1550 unsigned long push_delay_value;
1553 unsigned long actual_frame_counter;
1560 int gems_still_needed;
1561 int sokobanfields_still_needed;
1562 int lights_still_needed;
1563 int friends_still_needed;
1564 int key[MAX_NUM_KEYS];
1565 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1566 int shield_normal_time_left;
1567 int shield_deadly_time_left;
1569 int inventory_element[MAX_INVENTORY_SIZE];
1570 int inventory_infinite_element;
1576 int music[MAX_LEVELS];
1579 struct LevelFileInfo
1590 struct LevelFileInfo file_info;
1592 int game_engine_type;
1594 /* level stored in native format for the alternative native game engines */
1595 struct LevelInfo_EM *native_em_level;
1597 int file_version; /* file format version the level is stored with */
1598 int game_version; /* game release version the level was created with */
1600 boolean encoding_16bit_field; /* level contains 16-bit elements */
1601 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1602 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1606 int time; /* available time (seconds) */
1609 char name[MAX_LEVEL_NAME_LEN + 1];
1610 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1612 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1613 int envelope_xsize[4], envelope_ysize[4];
1615 int score[LEVEL_SCORE_ELEMENTS];
1617 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1618 int num_yamyam_contents;
1623 int time_magic_wall;
1628 /* values for the new EMC elements */
1629 int android_move_time;
1630 int android_clone_time;
1631 boolean ball_random;
1632 boolean ball_state_initial;
1639 int wind_direction_initial;
1640 int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1641 boolean android_array[16];
1643 int can_move_into_acid_bits; /* bitfield to store property for elements */
1644 int dont_collide_with_bits; /* bitfield to store property for elements */
1646 boolean double_speed;
1647 boolean initial_gravity;
1648 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1649 boolean use_spring_bug; /* for compatibility with old levels */
1650 boolean instant_relocation; /* no visual delay when relocating player */
1651 boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1652 boolean grow_into_diggable; /* amoeba can grow into anything diggable */
1654 boolean block_last_field; /* player blocks previous field while moving */
1655 boolean sp_block_last_field; /* player blocks previous field while moving */
1656 int block_delay; /* delay for blocking previous field */
1657 int sp_block_delay; /* delay for blocking previous field */
1659 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1660 int use_step_counter; /* count steps instead of seconds for level */
1662 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1664 boolean use_custom_template; /* use custom properties from template file */
1666 boolean no_valid_file; /* set when level file missing or invalid */
1668 boolean changed; /* set when level was changed in the editor */
1673 int file_version; /* file format version the tape is stored with */
1674 int game_version; /* game release version the tape was created with */
1675 int engine_version; /* game engine version the tape was recorded with */
1677 char *level_identifier;
1679 unsigned long random_seed;
1681 unsigned long counter;
1682 unsigned long length;
1683 unsigned long length_seconds;
1684 unsigned int delay_played;
1685 boolean pause_before_death;
1686 boolean recording, playing, pausing;
1687 boolean fast_forward;
1688 boolean warp_forward;
1689 boolean deactivate_display;
1691 boolean auto_play_level_solved;
1692 boolean quick_resume;
1693 boolean single_step;
1695 boolean player_participates[MAX_PLAYERS];
1696 int num_participating_players;
1700 byte action[MAX_PLAYERS];
1704 boolean no_valid_file; /* set when tape file missing or invalid */
1709 /* values for engine initialization */
1710 int default_push_delay_fixed;
1711 int default_push_delay_random;
1713 /* constant within running game */
1716 int initial_move_delay;
1717 int initial_move_delay_value;
1718 int initial_push_delay_value;
1720 /* flags to handle bugs in and changes between different engine versions */
1721 /* (for the latest engine version, these flags should always be "FALSE") */
1722 boolean use_bug_change_when_pushing;
1724 /* variable within running game */
1725 int yamyam_content_nr;
1726 boolean magic_wall_active;
1727 int magic_wall_time_left;
1728 int light_time_left;
1729 int timegate_time_left;
1735 boolean explosions_delayed;
1736 boolean envelope_active;
1738 /* values for player idle animation (no effect on engine) */
1739 int player_boring_delay_fixed;
1740 int player_boring_delay_random;
1741 int player_sleeping_delay_fixed;
1742 int player_sleeping_delay_random;
1747 char *autoplay_leveldir;
1748 int autoplay_level_nr;
1750 char *convert_leveldir;
1751 int convert_level_nr;
1755 float frames_per_second;
1756 boolean fps_slowdown;
1757 int fps_slowdown_factor;
1760 struct ElementChangeInfo
1762 boolean can_change; /* use or ignore this change info */
1764 unsigned long events; /* change events */
1766 int trigger_player; /* player triggering change */
1767 int trigger_side; /* side triggering change */
1768 int trigger_page; /* page triggering change */
1770 short target_element; /* target element after change */
1772 int delay_fixed; /* added frame delay before changed (fixed) */
1773 int delay_random; /* added frame delay before changed (random) */
1774 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1776 short trigger_element; /* element triggering change */
1778 int target_content[3][3]; /* elements for extended change target */
1779 boolean use_target_content; /* use extended change target */
1780 boolean only_if_complete; /* only use complete target content */
1781 boolean use_random_replace; /* use random value for replacing elements */
1782 int random_percentage; /* random value for replacing elements */
1783 int replace_when; /* type of elements that can be replaced */
1785 boolean explode; /* explode instead of change */
1787 /* ---------- internal values used at runtime when playing ---------- */
1789 /* functions that are called before, while and after the change of an
1790 element -- currently only used for non-custom elements */
1791 void (*pre_change_function)(int x, int y);
1792 void (*change_function)(int x, int y);
1793 void (*post_change_function)(int x, int y);
1795 short actual_trigger_element; /* element that actually triggered change */
1796 int actual_trigger_player; /* player which actually triggered change */
1798 /* ---------- internal values used in level editor ---------- */
1800 int direct_action; /* change triggered by actions on element */
1801 int other_action; /* change triggered by other element actions */
1804 struct ElementGroupInfo
1806 int num_elements; /* number of elements in this group */
1807 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1809 int choice_mode; /* how to choose element from group */
1811 /* ---------- internal values used at runtime when playing ---------- */
1813 /* the following is the same as above, but with recursively resolved group
1814 elements (group elements may also contain further group elements!) */
1815 int num_elements_resolved;
1816 short element_resolved[NUM_FILE_ELEMENTS];
1818 int choice_pos; /* current element choice position */
1821 struct ElementNameInfo
1823 /* ---------- token and description strings ---------- */
1825 char *token_name; /* element token used in config files */
1826 char *class_name; /* element class used in config files */
1827 char *editor_description; /* pre-defined description for level editor */
1832 /* ---------- token and description strings ---------- */
1834 char *token_name; /* element token used in config files */
1835 char *class_name; /* element class used in config files */
1836 char *editor_description; /* pre-defined description for level editor */
1837 char *custom_description; /* alternative description from config file */
1838 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1840 /* ---------- graphic and sound definitions ---------- */
1842 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1843 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1844 /* special graphics for left/right/up/down */
1846 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1847 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1848 /* crumbled graphics for left/right/up/down */
1850 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1851 /* special graphics for certain screens */
1853 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1855 /* ---------- special element property values ---------- */
1857 boolean use_gfx_element; /* use custom graphic element */
1858 short gfx_element; /* optional custom graphic element */
1860 int access_direction; /* accessible from which direction */
1862 int collect_score; /* score value for collecting */
1863 int collect_count; /* count value for collecting */
1865 int push_delay_fixed; /* constant delay before pushing */
1866 int push_delay_random; /* additional random delay before pushing */
1867 int drop_delay_fixed; /* constant delay after dropping */
1868 int drop_delay_random; /* additional random delay after dropping */
1869 int move_delay_fixed; /* constant delay after moving */
1870 int move_delay_random; /* additional random delay after moving */
1872 int move_pattern; /* direction movable element moves to */
1873 int move_direction_initial; /* initial direction element moves to */
1874 int move_stepsize; /* step size element moves with */
1876 int move_enter_element; /* element that can be entered (and removed) */
1877 int move_leave_element; /* element that can be left behind */
1878 int move_leave_type; /* change (limited) or leave (unlimited) */
1880 int slippery_type; /* how/where other elements slip away */
1882 int content[3][3]; /* new elements after explosion */
1884 int explosion_type; /* type of explosion, like 3x3, 3+3 or 1x1 */
1885 int explosion_delay; /* duration of explosion of this element */
1886 int ignition_delay; /* delay for explosion by other explosion */
1888 struct ElementChangeInfo *change_page; /* actual list of change pages */
1889 struct ElementChangeInfo *change; /* pointer to current change page */
1891 int num_change_pages; /* actual number of change pages */
1892 int current_change_page; /* currently edited change page */
1894 struct ElementGroupInfo *group; /* pointer to element group info */
1896 /* ---------- internal values used at runtime when playing ---------- */
1898 unsigned long change_events; /* bitfield for combined change events */
1900 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1901 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1903 boolean in_group[NUM_GROUP_ELEMENTS];
1906 boolean can_leave_element; /* element can leave other element behind */
1907 boolean can_leave_element_last;
1910 /* ---------- internal values used in level editor ---------- */
1912 int access_type; /* walkable or passable */
1913 int access_layer; /* accessible over/inside/under */
1914 int access_protected; /* protection against deadly elements */
1915 int walk_to_action; /* diggable/collectible/pushable */
1916 int smash_targets; /* can smash player/enemies/everything */
1917 int deadliness; /* deadly when running/colliding/touching */
1919 boolean can_explode_by_fire; /* element explodes by fire */
1920 boolean can_explode_smashed; /* element explodes when smashed */
1921 boolean can_explode_impact; /* element explodes on impact */
1923 boolean modified_settings; /* set for all modified custom elements */
1928 char *token_name; /* font token used in config files */
1930 int graphic; /* default graphic for this font */
1931 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1932 /* special graphics for certain screens */
1933 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1934 /* internal bitmap ID for special graphics */
1940 int src_x, src_y; /* start position of animation frames */
1941 int width, height; /* width/height of each animation frame */
1942 int offset_x, offset_y; /* x/y offset to next animation frame */
1943 int offset2_x, offset2_y; /* x/y offset to second movement tile */
1944 boolean double_movement; /* animation has second movement tile */
1945 int swap_double_tiles; /* explicitely force or forbid tile swapping */
1947 int anim_frames_per_line;
1948 int anim_start_frame;
1949 int anim_delay; /* important: delay of 1 means "no delay"! */
1951 boolean anim_global_sync;
1952 int crumbled_like; /* element for cloning crumble graphics */
1953 int diggable_like; /* element for cloning digging graphics */
1954 int border_size; /* border size for "crumbled" graphics */
1955 int scale_up_factor; /* optional factor for scaling image up */
1957 int anim_delay_fixed; /* optional delay values for bored and */
1958 int anim_delay_random; /* sleeping player animations (animation */
1959 int post_delay_fixed; /* intervall and following pause before */
1960 int post_delay_random; /* next intervall (bored animation only) */
1962 int step_offset; /* optional step offset of toon animations */
1963 int step_delay; /* optional step delay of toon animations */
1965 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1967 int draw_masked; /* optional setting for drawing envelope gfx */
1969 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1970 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1971 GC clip_gc; /* single-graphic-only clip gc for X11 */
1987 struct MusicPrefixInfo
1990 boolean is_loop_music;
1993 struct MusicFileInfo
1998 char *artist_header;
2011 struct MusicFileInfo *next;
2014 struct ElementActionInfo
2018 boolean is_loop_sound;
2021 struct ElementDirectionInfo
2027 struct SpecialSuffixInfo
2044 extern GC tile_clip_gc;
2045 extern Bitmap *pix[];
2047 extern Bitmap *bitmap_db_field, *bitmap_db_door;
2048 extern Pixmap tile_clipmask[];
2049 extern DrawBuffer *fieldbuffer;
2050 extern DrawBuffer *drawto_field;
2052 extern int game_status;
2053 extern boolean level_editor_test_game;
2054 extern boolean network_playing;
2056 #if defined(TARGET_SDL)
2057 extern boolean network_server;
2058 extern SDL_Thread *server_thread;
2061 extern int key_joystick_mapping;
2063 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2064 extern int redraw_x1, redraw_y1;
2066 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2067 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2068 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2069 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2070 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2071 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2072 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2073 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2074 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2075 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2076 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2077 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2078 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2079 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2080 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2081 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2082 extern short CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2083 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2084 extern short AmoebaCnt[MAX_NUM_AMOEBA];
2085 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
2086 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2087 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2088 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2089 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2090 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2092 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2094 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2095 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2096 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2097 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2098 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2100 extern int lev_fieldx, lev_fieldy;
2101 extern int scroll_x, scroll_y;
2104 extern int ScrollStepSize;
2105 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2106 extern int BorderElement;
2107 extern int GameFrameDelay;
2108 extern int FfwdFrameDelay;
2109 extern int BX1, BY1;
2110 extern int BX2, BY2;
2111 extern int SBX_Left, SBX_Right;
2112 extern int SBY_Upper, SBY_Lower;
2114 extern int ExitX, ExitY;
2115 extern int AllPlayersGone;
2117 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
2118 extern boolean SiebAktiv;
2119 extern int SiebCount;
2121 extern boolean network_player_action_received;
2123 extern int graphics_action_mapping[];
2125 extern struct LevelSetInfo levelset;
2126 extern struct LevelInfo level, level_template;
2127 extern struct PlayerInfo stored_player[], *local_player;
2128 extern struct HiScore highscore[];
2129 extern struct TapeInfo tape;
2130 extern struct GameInfo game;
2131 extern struct GlobalInfo global;
2132 extern struct MenuInfo menu;
2133 extern struct DoorInfo door_1, door_2;
2134 extern struct ElementInfo element_info[];
2135 extern struct ElementNameInfo element_name_info[];
2136 extern struct ElementActionInfo element_action_info[];
2137 extern struct ElementDirectionInfo element_direction_info[];
2138 extern struct SpecialSuffixInfo special_suffix_info[];
2139 extern struct TokenIntPtrInfo image_config_vars[];
2140 extern struct FontInfo font_info[];
2141 extern struct MusicPrefixInfo music_prefix_info[];
2142 extern struct GraphicInfo *graphic_info;
2143 extern struct SoundInfo *sound_info;
2144 extern struct MusicInfo *music_info;
2145 extern struct MusicFileInfo *music_file_info;
2146 extern struct HelpAnimInfo *helpanim_info;
2147 extern SetupFileHash *helptext_info;
2148 extern struct ConfigTypeInfo image_config_suffix[];
2149 extern struct ConfigTypeInfo sound_config_suffix[];
2150 extern struct ConfigTypeInfo music_config_suffix[];
2151 extern struct ConfigInfo image_config[];
2152 extern struct ConfigInfo sound_config[];
2153 extern struct ConfigInfo music_config[];
2154 extern struct ConfigInfo helpanim_config[];
2155 extern struct ConfigInfo helptext_config[];