f11fc730d582ea0a2781c2e3b7dfecd5fdf5fdb8
[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 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
401                                  IS_INDESTRUCTIBLE(Feld[x][y]))
402 #define PLAYER_PROTECTED(x,y)   (SHIELD_ON(PLAYERINFO(x, y)) ||         \
403                                  PROTECTED_FIELD(x, y))
404
405 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
406                                  (p)->switch_x == (x) && (p)->switch_y == (y))
407
408 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
409
410 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
411 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
412 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
413
414 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
415 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
416 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
417 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
418
419 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
420
421
422 /* fundamental game speed values */
423 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
424 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
425 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
426 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
427 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
428 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
429
430 /* boundaries of arrays etc. */
431 #define MAX_LEVEL_NAME_LEN      32
432 #define MAX_LEVEL_AUTHOR_LEN    32
433 #define MAX_ELEMENT_NAME_LEN    32
434 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
435 #define MAX_SCORE_ENTRIES       100
436 #define MAX_NUM_AMOEBA          100
437 #define MAX_INVENTORY_SIZE      1000
438 #define MIN_ENVELOPE_XSIZE      1
439 #define MIN_ENVELOPE_YSIZE      1
440 #define MAX_ENVELOPE_XSIZE      30
441 #define MAX_ENVELOPE_YSIZE      20
442 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
443 #define MIN_CHANGE_PAGES        1
444 #define MAX_CHANGE_PAGES        32
445 #define MIN_ELEMENTS_IN_GROUP   1
446 #define MAX_ELEMENTS_IN_GROUP   16
447
448 /* values for elements with content */
449 #define MIN_ELEMENT_CONTENTS    1
450 #define STD_ELEMENT_CONTENTS    4
451 #define MAX_ELEMENT_CONTENTS    8
452
453 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
454
455 /* often used screen positions */
456 #define SX                      8
457 #define SY                      8
458 #define REAL_SX                 (SX - 2)
459 #define REAL_SY                 (SY - 2)
460 #define DX                      566
461 #define DY                      60
462 #define VX                      DX
463 #define VY                      400
464 #define EX                      DX
465 #define EY                      (VY - 44)
466 #define TILEX                   32
467 #define TILEY                   32
468 #define MINI_TILEX              (TILEX / 2)
469 #define MINI_TILEY              (TILEY / 2)
470 #define MICRO_TILEX             (TILEX / 8)
471 #define MICRO_TILEY             (TILEY / 8)
472 #define MIDPOSX                 (SCR_FIELDX / 2)
473 #define MIDPOSY                 (SCR_FIELDY / 2)
474 #define SXSIZE                  (SCR_FIELDX * TILEX)
475 #define SYSIZE                  (SCR_FIELDY * TILEY)
476 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
477 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
478 #define DXSIZE                  100
479 #define DYSIZE                  280
480 #define VXSIZE                  DXSIZE
481 #define VYSIZE                  100
482 #define EXSIZE                  DXSIZE
483 #define EYSIZE                  (VYSIZE + 44)
484 #define FULL_SXSIZE             (2 + SXSIZE + 2)
485 #define FULL_SYSIZE             (2 + SYSIZE + 2)
486 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
487 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
488 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
489 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
490 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
491
492
493 /* score for elements */
494 #define SC_EMERALD              0
495 #define SC_DIAMOND              1
496 #define SC_BUG                  2
497 #define SC_SPACESHIP            3
498 #define SC_YAMYAM               4
499 #define SC_ROBOT                5
500 #define SC_PACMAN               6
501 #define SC_NUT                  7
502 #define SC_DYNAMITE             8
503 #define SC_KEY                  9
504 #define SC_TIME_BONUS           10
505 #define SC_CRYSTAL              11
506 #define SC_PEARL                12
507 #define SC_SHIELD               13
508
509
510 /* "real" level file elements */
511 #define EL_UNDEFINED                    -1
512
513 #define EL_EMPTY_SPACE                  0
514 #define EL_EMPTY                        EL_EMPTY_SPACE
515 #define EL_SAND                         1
516 #define EL_WALL                         2
517 #define EL_WALL_SLIPPERY                3
518 #define EL_ROCK                         4
519 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
520 #define EL_EMERALD                      6
521 #define EL_EXIT_CLOSED                  7
522 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
523 #define EL_BUG                          9
524 #define EL_SPACESHIP                    10
525 #define EL_YAMYAM                       11
526 #define EL_ROBOT                        12
527 #define EL_STEELWALL                    13
528 #define EL_DIAMOND                      14
529 #define EL_AMOEBA_DEAD                  15
530 #define EL_QUICKSAND_EMPTY              16
531 #define EL_QUICKSAND_FULL               17
532 #define EL_AMOEBA_DROP                  18
533 #define EL_BOMB                         19
534 #define EL_MAGIC_WALL                   20
535 #define EL_SPEED_PILL                   21
536 #define EL_ACID                         22
537 #define EL_AMOEBA_WET                   23
538 #define EL_AMOEBA_DRY                   24
539 #define EL_NUT                          25
540 #define EL_GAME_OF_LIFE                 26
541 #define EL_BIOMAZE                      27
542 #define EL_DYNAMITE_ACTIVE              28
543 #define EL_STONEBLOCK                   29
544 #define EL_ROBOT_WHEEL                  30
545 #define EL_ROBOT_WHEEL_ACTIVE           31
546 #define EL_KEY_1                        32
547 #define EL_KEY_2                        33
548 #define EL_KEY_3                        34
549 #define EL_KEY_4                        35
550 #define EL_GATE_1                       36
551 #define EL_GATE_2                       37
552 #define EL_GATE_3                       38
553 #define EL_GATE_4                       39
554 #define EL_GATE_1_GRAY                  40
555 #define EL_GATE_2_GRAY                  41
556 #define EL_GATE_3_GRAY                  42
557 #define EL_GATE_4_GRAY                  43
558 #define EL_DYNAMITE                     44
559 #define EL_PACMAN                       45
560 #define EL_INVISIBLE_WALL               46
561 #define EL_LAMP                         47
562 #define EL_LAMP_ACTIVE                  48
563 #define EL_WALL_EMERALD                 49
564 #define EL_WALL_DIAMOND                 50
565 #define EL_AMOEBA_FULL                  51
566 #define EL_BD_AMOEBA                    52
567 #define EL_TIME_ORB_FULL                53
568 #define EL_TIME_ORB_EMPTY               54
569 #define EL_EXPANDABLE_WALL              55
570 #define EL_BD_DIAMOND                   56
571 #define EL_EMERALD_YELLOW               57
572 #define EL_WALL_BD_DIAMOND              58
573 #define EL_WALL_EMERALD_YELLOW          59
574 #define EL_DARK_YAMYAM                  60
575 #define EL_BD_MAGIC_WALL                61
576 #define EL_INVISIBLE_STEELWALL          62
577 #define EL_SOKOBAN_FIELD_PLAYER         63
578 #define EL_DYNABOMB_INCREASE_NUMBER     64
579 #define EL_DYNABOMB_INCREASE_SIZE       65
580 #define EL_DYNABOMB_INCREASE_POWER      66
581 #define EL_SOKOBAN_OBJECT               67
582 #define EL_SOKOBAN_FIELD_EMPTY          68
583 #define EL_SOKOBAN_FIELD_FULL           69
584 #define EL_BD_BUTTERFLY_RIGHT           70
585 #define EL_BD_BUTTERFLY_UP              71
586 #define EL_BD_BUTTERFLY_LEFT            72
587 #define EL_BD_BUTTERFLY_DOWN            73
588 #define EL_BD_FIREFLY_RIGHT             74
589 #define EL_BD_FIREFLY_UP                75
590 #define EL_BD_FIREFLY_LEFT              76
591 #define EL_BD_FIREFLY_DOWN              77
592 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
593 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
594 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
595 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
596 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
597 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
598 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
599 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
600 #define EL_BD_BUTTERFLY                 78
601 #define EL_BD_FIREFLY                   79
602 #define EL_PLAYER_1                     80
603 #define EL_PLAYER_2                     81
604 #define EL_PLAYER_3                     82
605 #define EL_PLAYER_4                     83
606 #define EL_BUG_RIGHT                    84
607 #define EL_BUG_UP                       85
608 #define EL_BUG_LEFT                     86
609 #define EL_BUG_DOWN                     87
610 #define EL_SPACESHIP_RIGHT              88
611 #define EL_SPACESHIP_UP                 89
612 #define EL_SPACESHIP_LEFT               90
613 #define EL_SPACESHIP_DOWN               91
614 #define EL_PACMAN_RIGHT                 92
615 #define EL_PACMAN_UP                    93
616 #define EL_PACMAN_LEFT                  94
617 #define EL_PACMAN_DOWN                  95
618 #define EL_EMERALD_RED                  96
619 #define EL_EMERALD_PURPLE               97
620 #define EL_WALL_EMERALD_RED             98
621 #define EL_WALL_EMERALD_PURPLE          99
622 #define EL_ACID_POOL_TOPLEFT            100
623 #define EL_ACID_POOL_TOPRIGHT           101
624 #define EL_ACID_POOL_BOTTOMLEFT         102
625 #define EL_ACID_POOL_BOTTOM             103
626 #define EL_ACID_POOL_BOTTOMRIGHT        104
627 #define EL_BD_WALL                      105
628 #define EL_BD_ROCK                      106
629 #define EL_EXIT_OPEN                    107
630 #define EL_BLACK_ORB                    108
631 #define EL_AMOEBA_TO_DIAMOND            109
632 #define EL_MOLE                         110
633 #define EL_PENGUIN                      111
634 #define EL_SATELLITE                    112
635 #define EL_ARROW_LEFT                   113
636 #define EL_ARROW_RIGHT                  114
637 #define EL_ARROW_UP                     115
638 #define EL_ARROW_DOWN                   116
639 #define EL_PIG                          117
640 #define EL_DRAGON                       118
641
642 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
643
644 #define EL_CHAR_START                   120
645 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
646 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
647
648 #include "conf_chr.h"   /* include auto-generated data structure definitions */
649
650 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
651 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
652
653 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
654
655 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
656 #define EL_EXPANDABLE_WALL_VERTICAL     201
657 #define EL_EXPANDABLE_WALL_ANY          202
658
659 #define EL_EM_GATE_1                    203
660 #define EL_EM_GATE_2                    204
661 #define EL_EM_GATE_3                    205
662 #define EL_EM_GATE_4                    206
663
664 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
665 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
666 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
667
668 #define EL_SP_START                     210
669 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
670 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
671 #define EL_SP_ZONK                      (EL_SP_START + 1)
672 #define EL_SP_BASE                      (EL_SP_START + 2)
673 #define EL_SP_MURPHY                    (EL_SP_START + 3)
674 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
675 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
676 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
677 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
678 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
679 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
680 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
681 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
682 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
683 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
684 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
685 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
686 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
687 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
688 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
689 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
690 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
691 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
692 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
693 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
694 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
695 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
696 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
697 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
698 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
699 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
700 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
701 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
702 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
703 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
704 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
705 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
706 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
707 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
708 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
709 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
710 #define EL_SP_END                       (EL_SP_START + 39)
711
712 #define EL_EM_GATE_1_GRAY               250
713 #define EL_EM_GATE_2_GRAY               251
714 #define EL_EM_GATE_3_GRAY               252
715 #define EL_EM_GATE_4_GRAY               253
716
717 #define EL_UNUSED_254                   254
718 #define EL_UNUSED_255                   255
719
720 #define EL_PEARL                        256
721 #define EL_CRYSTAL                      257
722 #define EL_WALL_PEARL                   258
723 #define EL_WALL_CRYSTAL                 259
724 #define EL_DOOR_WHITE                   260
725 #define EL_DOOR_WHITE_GRAY              261
726 #define EL_KEY_WHITE                    262
727 #define EL_SHIELD_NORMAL                263
728 #define EL_EXTRA_TIME                   264
729 #define EL_SWITCHGATE_OPEN              265
730 #define EL_SWITCHGATE_CLOSED            266
731 #define EL_SWITCHGATE_SWITCH_UP         267
732 #define EL_SWITCHGATE_SWITCH_DOWN       268
733
734 #define EL_UNUSED_269                   269
735 #define EL_UNUSED_270                   270
736
737 #define EL_CONVEYOR_BELT_1_LEFT          271
738 #define EL_CONVEYOR_BELT_1_MIDDLE        272
739 #define EL_CONVEYOR_BELT_1_RIGHT         273
740 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
741 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
742 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
743 #define EL_CONVEYOR_BELT_2_LEFT          277
744 #define EL_CONVEYOR_BELT_2_MIDDLE        278
745 #define EL_CONVEYOR_BELT_2_RIGHT         279
746 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
747 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
748 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
749 #define EL_CONVEYOR_BELT_3_LEFT          283
750 #define EL_CONVEYOR_BELT_3_MIDDLE        284
751 #define EL_CONVEYOR_BELT_3_RIGHT         285
752 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
753 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
754 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
755 #define EL_CONVEYOR_BELT_4_LEFT          289
756 #define EL_CONVEYOR_BELT_4_MIDDLE        290
757 #define EL_CONVEYOR_BELT_4_RIGHT         291
758 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
759 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
760 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
761 #define EL_LANDMINE                     295
762 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
763 #define EL_LIGHT_SWITCH                 297
764 #define EL_LIGHT_SWITCH_ACTIVE          298
765 #define EL_SIGN_EXCLAMATION             299
766 #define EL_SIGN_RADIOACTIVITY           300
767 #define EL_SIGN_STOP                    301
768 #define EL_SIGN_WHEELCHAIR              302
769 #define EL_SIGN_PARKING                 303
770 #define EL_SIGN_ONEWAY                  304
771 #define EL_SIGN_HEART                   305
772 #define EL_SIGN_TRIANGLE                306
773 #define EL_SIGN_ROUND                   307
774 #define EL_SIGN_EXIT                    308
775 #define EL_SIGN_YINYANG                 309
776 #define EL_SIGN_OTHER                   310
777 #define EL_MOLE_LEFT                    311
778 #define EL_MOLE_RIGHT                   312
779 #define EL_MOLE_UP                      313
780 #define EL_MOLE_DOWN                    314
781 #define EL_STEELWALL_SLIPPERY           315
782 #define EL_INVISIBLE_SAND               316
783 #define EL_DX_UNKNOWN_15                317
784 #define EL_DX_UNKNOWN_42                318
785
786 #define EL_UNUSED_319                   319
787 #define EL_UNUSED_320                   320
788
789 #define EL_SHIELD_DEADLY                321
790 #define EL_TIMEGATE_OPEN                322
791 #define EL_TIMEGATE_CLOSED              323
792 #define EL_TIMEGATE_SWITCH_ACTIVE       324
793 #define EL_TIMEGATE_SWITCH              325
794
795 #define EL_BALLOON                      326
796 #define EL_BALLOON_SWITCH_LEFT          327
797 #define EL_BALLOON_SWITCH_RIGHT         328
798 #define EL_BALLOON_SWITCH_UP            329
799 #define EL_BALLOON_SWITCH_DOWN          330
800 #define EL_BALLOON_SWITCH_ANY           331
801
802 #define EL_EMC_STEELWALL_1              332
803 #define EL_EMC_STEELWALL_2              333
804 #define EL_EMC_STEELWALL_3              334
805 #define EL_EMC_STEELWALL_4              335
806 #define EL_EMC_WALL_1                   336
807 #define EL_EMC_WALL_2                   337
808 #define EL_EMC_WALL_3                   338
809 #define EL_EMC_WALL_4                   339
810 #define EL_EMC_WALL_5                   340
811 #define EL_EMC_WALL_6                   341
812 #define EL_EMC_WALL_7                   342
813 #define EL_EMC_WALL_8                   343
814
815 #define EL_TUBE_ANY                     344
816 #define EL_TUBE_VERTICAL                345
817 #define EL_TUBE_HORIZONTAL              346
818 #define EL_TUBE_VERTICAL_LEFT           347
819 #define EL_TUBE_VERTICAL_RIGHT          348
820 #define EL_TUBE_HORIZONTAL_UP           349
821 #define EL_TUBE_HORIZONTAL_DOWN         350
822 #define EL_TUBE_LEFT_UP                 351
823 #define EL_TUBE_LEFT_DOWN               352
824 #define EL_TUBE_RIGHT_UP                353
825 #define EL_TUBE_RIGHT_DOWN              354
826 #define EL_SPRING                       355
827 #define EL_TRAP                         356
828 #define EL_DX_SUPABOMB                  357
829
830 #define EL_UNUSED_358                   358
831 #define EL_UNUSED_359                   359
832
833 /* ---------- begin of custom elements section ----------------------------- */
834 #define EL_CUSTOM_START                 360
835
836 #include "conf_cus.h"   /* include auto-generated data structure definitions */
837
838 #define NUM_CUSTOM_ELEMENTS             256
839 #define EL_CUSTOM_END                   615
840 /* ---------- end of custom elements section ------------------------------- */
841
842 #define EL_EM_KEY_1                     616
843 #define EL_EM_KEY_2                     617
844 #define EL_EM_KEY_3                     618
845 #define EL_EM_KEY_4                     619
846 #define EL_ENVELOPE_1                   620
847 #define EL_ENVELOPE_2                   621
848 #define EL_ENVELOPE_3                   622
849 #define EL_ENVELOPE_4                   623
850
851 /* ---------- begin of group elements section ------------------------------ */
852 #define EL_GROUP_START                  624
853
854 #include "conf_grp.h"   /* include auto-generated data structure definitions */
855
856 #define NUM_GROUP_ELEMENTS              32
857 #define EL_GROUP_END                    655
858 /* ---------- end of custom elements section ------------------------------- */
859
860 #define EL_UNKNOWN                      656
861
862 #define NUM_FILE_ELEMENTS               657
863
864
865 /* "real" (and therefore drawable) runtime elements */
866 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
867
868 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
869 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
870 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
871 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
872 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
873 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
874 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
875 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
876 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
877 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
878 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
879 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
880 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
881 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
882 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
883 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
884 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
885 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
886 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
887 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
888 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
889 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
890 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
891 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
892 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
893 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
894 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
895 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
896 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
897 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
898 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
899 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
900 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
901 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
902 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
903 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
904 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
905 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
906 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
907 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
908 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
909 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
910 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
911 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
912 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
913
914 /* "unreal" (and therefore not drawable) runtime elements */
915 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
916
917 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
918 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
919 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
920 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
921 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
922 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
923 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
924 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
925 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
926 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
927 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
928 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
929 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
930 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
931 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
932 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
933 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
934 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
935
936 /* dummy elements (never used as game elements, only used as graphics) */
937 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
938
939 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
940 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
941 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
942 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
943 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
944 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
945 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
946 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
947 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
948 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
949 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
950 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
951 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
952 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
953 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
954 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
955 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
956 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
957 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
958 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
959 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
960 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
961 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
962 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
963 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
964
965 /* internal elements (only used for internal purposes like copying) */
966 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
967
968 #define EL_INTERNAL_EDITOR                      (EL_FIRST_INTERNAL + 0)
969 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 1)
970
971 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 2)
972
973
974 /* values for graphics/sounds action types */
975 #define ACTION_DEFAULT                          0
976 #define ACTION_WAITING                          1
977 #define ACTION_FALLING                          2
978 #define ACTION_MOVING                           3
979 #define ACTION_DIGGING                          4
980 #define ACTION_SNAPPING                         5
981 #define ACTION_COLLECTING                       6
982 #define ACTION_DROPPING                         7
983 #define ACTION_PUSHING                          8
984 #define ACTION_WALKING                          9
985 #define ACTION_PASSING                          10
986 #define ACTION_IMPACT                           11
987 #define ACTION_BREAKING                         12
988 #define ACTION_ACTIVATING                       13
989 #define ACTION_DEACTIVATING                     14
990 #define ACTION_OPENING                          15
991 #define ACTION_CLOSING                          16
992 #define ACTION_ATTACKING                        17
993 #define ACTION_GROWING                          18
994 #define ACTION_SHRINKING                        19
995 #define ACTION_ACTIVE                           20
996 #define ACTION_FILLING                          21
997 #define ACTION_EMPTYING                         22
998 #define ACTION_CHANGING                         23
999 #define ACTION_EXPLODING                        24
1000 #define ACTION_BORING                           25
1001 #define ACTION_BORING_1                         26
1002 #define ACTION_BORING_2                         27
1003 #define ACTION_BORING_3                         28
1004 #define ACTION_BORING_4                         29
1005 #define ACTION_BORING_5                         30
1006 #define ACTION_BORING_6                         31
1007 #define ACTION_BORING_7                         32
1008 #define ACTION_BORING_8                         33
1009 #define ACTION_BORING_9                         34
1010 #define ACTION_BORING_10                        35
1011 #define ACTION_SLEEPING                         36
1012 #define ACTION_SLEEPING_1                       37
1013 #define ACTION_SLEEPING_2                       38
1014 #define ACTION_SLEEPING_3                       39
1015 #define ACTION_AWAKENING                        40
1016 #define ACTION_DYING                            41
1017 #define ACTION_TURNING                          42
1018 #define ACTION_TURNING_FROM_LEFT                43
1019 #define ACTION_TURNING_FROM_RIGHT               44
1020 #define ACTION_TURNING_FROM_UP                  45
1021 #define ACTION_TURNING_FROM_DOWN                46
1022 #define ACTION_OTHER                            47
1023
1024 #define NUM_ACTIONS                             48
1025
1026 #define ACTION_BORING_LAST                      ACTION_BORING_10
1027 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1028
1029
1030 /* values for special image configuration suffixes (must match game mode) */
1031 #define GFX_SPECIAL_ARG_DEFAULT                 0
1032 #define GFX_SPECIAL_ARG_MAIN                    1
1033 #define GFX_SPECIAL_ARG_LEVELS                  2
1034 #define GFX_SPECIAL_ARG_SCORES                  3
1035 #define GFX_SPECIAL_ARG_EDITOR                  4
1036 #define GFX_SPECIAL_ARG_INFO                    5
1037 #define GFX_SPECIAL_ARG_SETUP                   6
1038 #define GFX_SPECIAL_ARG_PLAYING                 7
1039 #define GFX_SPECIAL_ARG_DOOR                    8
1040 #define GFX_SPECIAL_ARG_PREVIEW                 9
1041 #define GFX_SPECIAL_ARG_CRUMBLED                10
1042
1043 #define NUM_SPECIAL_GFX_ARGS                    11
1044
1045
1046 /* values for image configuration suffixes */
1047 #define GFX_ARG_X                               0
1048 #define GFX_ARG_Y                               1
1049 #define GFX_ARG_XPOS                            2
1050 #define GFX_ARG_YPOS                            3
1051 #define GFX_ARG_WIDTH                           4
1052 #define GFX_ARG_HEIGHT                          5
1053 #define GFX_ARG_OFFSET                          6
1054 #define GFX_ARG_VERTICAL                        7
1055 #define GFX_ARG_XOFFSET                         8
1056 #define GFX_ARG_YOFFSET                         9
1057 #define GFX_ARG_FRAMES                          10
1058 #define GFX_ARG_FRAMES_PER_LINE                 11
1059 #define GFX_ARG_START_FRAME                     12
1060 #define GFX_ARG_DELAY                           13
1061 #define GFX_ARG_ANIM_MODE                       14
1062 #define GFX_ARG_GLOBAL_SYNC                     15
1063 #define GFX_ARG_CRUMBLED_LIKE                   16
1064 #define GFX_ARG_DIGGABLE_LIKE                   17
1065 #define GFX_ARG_BORDER_SIZE                     18
1066 #define GFX_ARG_STEP_OFFSET                     19
1067 #define GFX_ARG_STEP_DELAY                      20
1068 #define GFX_ARG_DIRECTION                       21
1069 #define GFX_ARG_POSITION                        22
1070 #define GFX_ARG_DRAW_XOFFSET                    23
1071 #define GFX_ARG_DRAW_YOFFSET                    24
1072 #define GFX_ARG_DRAW_MASKED                     25
1073 #define GFX_ARG_ANIM_DELAY_FIXED                26
1074 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1075 #define GFX_ARG_POST_DELAY_FIXED                28
1076 #define GFX_ARG_POST_DELAY_RANDOM               29
1077 #define GFX_ARG_NAME                            30
1078
1079 #define NUM_GFX_ARGS                            31
1080
1081
1082 /* values for sound configuration suffixes */
1083 #define SND_ARG_MODE_LOOP                       0
1084
1085 #define NUM_SND_ARGS                            1
1086
1087
1088 /* values for music configuration suffixes */
1089 #define MUS_ARG_MODE_LOOP                       0
1090
1091 #define NUM_MUS_ARGS                            1
1092
1093
1094 /* values for font configuration */
1095 #define FONT_INITIAL_1                          0
1096 #define FONT_INITIAL_2                          1
1097 #define FONT_INITIAL_3                          2
1098 #define FONT_INITIAL_4                          3
1099 #define FONT_TITLE_1                            4
1100 #define FONT_TITLE_2                            5
1101 #define FONT_MENU_1                             6
1102 #define FONT_MENU_2                             7
1103 #define FONT_TEXT_1_ACTIVE                      8
1104 #define FONT_TEXT_2_ACTIVE                      9
1105 #define FONT_TEXT_3_ACTIVE                      10
1106 #define FONT_TEXT_4_ACTIVE                      11
1107 #define FONT_TEXT_1                             12
1108 #define FONT_TEXT_2                             13
1109 #define FONT_TEXT_3                             14
1110 #define FONT_TEXT_4                             15
1111 #define FONT_ENVELOPE_1                         16
1112 #define FONT_ENVELOPE_2                         17
1113 #define FONT_ENVELOPE_3                         18
1114 #define FONT_ENVELOPE_4                         19
1115 #define FONT_INPUT_1_ACTIVE                     20
1116 #define FONT_INPUT_2_ACTIVE                     21
1117 #define FONT_INPUT_1                            22
1118 #define FONT_INPUT_2                            23
1119 #define FONT_OPTION_OFF                         24
1120 #define FONT_OPTION_ON                          25
1121 #define FONT_VALUE_1                            26
1122 #define FONT_VALUE_2                            27
1123 #define FONT_VALUE_OLD                          28
1124 #define FONT_LEVEL_NUMBER                       29
1125 #define FONT_TAPE_RECORDER                      30
1126 #define FONT_GAME_INFO                          31
1127
1128 #define NUM_FONTS                               32
1129 #define NUM_INITIAL_FONTS                       4
1130
1131 /* values for game_status (must match special image configuration suffixes) */
1132 #define GAME_MODE_DEFAULT                       0
1133 #define GAME_MODE_MAIN                          1
1134 #define GAME_MODE_LEVELS                        2
1135 #define GAME_MODE_SCORES                        3
1136 #define GAME_MODE_EDITOR                        4
1137 #define GAME_MODE_INFO                          5
1138 #define GAME_MODE_SETUP                         6
1139 #define GAME_MODE_PLAYING                       7
1140 #define GAME_MODE_PSEUDO_DOOR                   8
1141 #define GAME_MODE_PSEUDO_PREVIEW                9
1142 #define GAME_MODE_PSEUDO_CRUMBLED               10
1143
1144 /* there are no special config file suffixes for these modes */
1145 #define GAME_MODE_PSEUDO_TYPENAME               11
1146 #define GAME_MODE_QUIT                          12
1147
1148 /* special definitions currently only used for custom artwork configuration */
1149 #define MUSIC_PREFIX_BACKGROUND                 0
1150 #define NUM_MUSIC_PREFIXES                      1
1151 #define MAX_LEVELS                              1000
1152
1153 /* definitions for demo animation lists */
1154 #define HELPANIM_LIST_NEXT                      -1
1155 #define HELPANIM_LIST_END                       -999
1156
1157
1158 /* program information and versioning definitions */
1159
1160 #define PROGRAM_VERSION_MAJOR   3
1161 #define PROGRAM_VERSION_MINOR   0
1162 #define PROGRAM_VERSION_PATCH   9
1163 #define PROGRAM_VERSION_BUILD   0
1164
1165 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1166 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1167 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1168
1169 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1170 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1171 #define FILENAME_PREFIX         "Rocks"
1172
1173 #if defined(PLATFORM_UNIX)
1174 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1175 #elif defined(PLATFORM_WIN32)
1176 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1177 #else
1178 #define USERDATA_DIRECTORY      "userdata"
1179 #endif
1180
1181 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1182 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1183 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1184
1185 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1186 ** currently supported/known file version numbers:
1187 **      1.0 (old)
1188 **      1.2 (still in use)
1189 **      1.4 (still in use)
1190 **      2.0 (actual)
1191 */
1192 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1193 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1194 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1195 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1196
1197 /* file version does not change for every program version, but is changed
1198    when new features are introduced that are incompatible with older file
1199    versions, so that they can be treated accordingly */
1200 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1201
1202 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1203 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1204 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1205 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1206
1207 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1208                                               PROGRAM_VERSION_MINOR, \
1209                                               PROGRAM_VERSION_PATCH, \
1210                                               PROGRAM_VERSION_BUILD)
1211
1212 /* values for game_emulation */
1213 #define EMU_NONE                0
1214 #define EMU_BOULDERDASH         1
1215 #define EMU_SOKOBAN             2
1216 #define EMU_SUPAPLEX            3
1217
1218 struct MenuInfo
1219 {
1220   int draw_xoffset_default;
1221   int draw_yoffset_default;
1222   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1223   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1224
1225   int scrollbar_xoffset;
1226
1227   int list_size_default;
1228   int list_size[NUM_SPECIAL_GFX_ARGS];
1229
1230   int sound[NUM_SPECIAL_GFX_ARGS];
1231   int music[NUM_SPECIAL_GFX_ARGS];
1232 };
1233
1234 struct DoorInfo
1235 {
1236   int step_offset;
1237   int step_delay;
1238   int anim_mode;
1239 };
1240
1241 struct HiScore
1242 {
1243   char Name[MAX_PLAYER_NAME_LEN + 1];
1244   int Score;
1245 };
1246
1247 struct PlayerInfo
1248 {
1249   boolean present;              /* player present in level playfield */
1250   boolean connected;            /* player connected (locally or via network) */
1251   boolean active;               /* player present and connected */
1252
1253   int index_nr, client_nr, element_nr;
1254
1255   byte action;                  /* action from local input device */
1256   byte effective_action;        /* action acknowledged from network server
1257                                    or summarized over all configured input
1258                                    devices when in single player mode */
1259   byte programmed_action;       /* action forced by game itself (like moving
1260                                    through doors); overrides other actions */
1261
1262   int jx, jy, last_jx, last_jy;
1263   int MovDir, MovPos, GfxDir, GfxPos;
1264   int Frame, StepFrame;
1265
1266   int GfxAction;
1267
1268   boolean use_murphy_graphic;
1269
1270   boolean block_last_field;
1271
1272   boolean LevelSolved, GameOver;
1273
1274   int last_move_dir;
1275
1276   boolean is_waiting;
1277   boolean is_moving;
1278   boolean is_digging;
1279   boolean is_snapping;
1280   boolean is_collecting;
1281   boolean is_pushing;
1282   boolean is_switching;
1283   boolean is_dropping;
1284
1285   boolean is_bored;
1286   boolean is_sleeping;
1287
1288   int frame_counter_bored;
1289   int frame_counter_sleeping;
1290
1291   int anim_delay_counter;
1292   int post_delay_counter;
1293
1294   int action_waiting, last_action_waiting;
1295   int special_action_bored;
1296   int special_action_sleeping;
1297
1298   int num_special_action_bored;
1299   int num_special_action_sleeping;
1300
1301   int switch_x, switch_y;
1302
1303   int show_envelope;
1304
1305   unsigned long move_delay;
1306   int move_delay_value;
1307
1308   int move_delay_reset_counter;
1309
1310   unsigned long push_delay;
1311   unsigned long push_delay_value;
1312
1313   unsigned long actual_frame_counter;
1314
1315   int drop_delay;
1316
1317   int step_counter;
1318
1319   int score;
1320   int gems_still_needed;
1321   int sokobanfields_still_needed;
1322   int lights_still_needed;
1323   int friends_still_needed;
1324   int key[4];
1325   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1326   int shield_normal_time_left;
1327   int shield_deadly_time_left;
1328
1329   int inventory_element[MAX_INVENTORY_SIZE];
1330   int inventory_size;
1331 };
1332
1333 struct LevelSetInfo
1334 {
1335   int music[MAX_LEVELS];
1336 };
1337
1338 struct LevelFileInfo
1339 {
1340   int nr;
1341   int type;
1342   boolean packed;
1343   char *basename;
1344   char *filename;
1345 };
1346
1347 struct LevelInfo
1348 {
1349   int file_version;     /* file format version the level is stored with    */
1350   int game_version;     /* game release version the level was created with */
1351
1352   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1353   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1354   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1355
1356   int fieldx, fieldy;
1357   int time;
1358   int gems_needed;
1359   char name[MAX_LEVEL_NAME_LEN + 1];
1360   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1361   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1362   int envelope_xsize[4], envelope_ysize[4];
1363   int score[LEVEL_SCORE_ELEMENTS];
1364   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1365   int num_yamyam_contents;
1366   int amoeba_speed;
1367   int amoeba_content;
1368   int time_magic_wall;
1369   int time_wheel;
1370   int time_light;
1371   int time_timegate;
1372   boolean double_speed;
1373   boolean initial_gravity;
1374   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1375   boolean block_last_field;     /* player blocks previous field while moving */
1376   boolean sp_block_last_field;  /* player blocks previous field while moving */
1377
1378   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1379
1380   boolean use_custom_template;  /* use custom properties from template file */
1381
1382   boolean no_level_file;        /* set for currently undefined levels */
1383 };
1384
1385 struct TapeInfo
1386 {
1387   int file_version;     /* file format version the tape is stored with    */
1388   int game_version;     /* game release version the tape was created with */
1389   int engine_version;   /* game engine version the tape was recorded with */
1390
1391   char *level_identifier;
1392   int level_nr;
1393   unsigned long random_seed;
1394   unsigned long date;
1395   unsigned long counter;
1396   unsigned long length;
1397   unsigned long length_seconds;
1398   unsigned int delay_played;
1399   boolean pause_before_death;
1400   boolean recording, playing, pausing;
1401   boolean fast_forward;
1402   boolean index_search;
1403   boolean auto_play;
1404   boolean auto_play_level_solved;
1405   boolean quick_resume;
1406   boolean single_step;
1407   boolean changed;
1408   boolean player_participates[MAX_PLAYERS];
1409   int num_participating_players;
1410
1411   struct
1412   {
1413     byte action[MAX_PLAYERS];
1414     byte delay;
1415   } pos[MAX_TAPELEN];
1416 };
1417
1418 struct GameInfo
1419 {
1420   /* values for engine initialization */
1421   int default_push_delay_fixed;
1422   int default_push_delay_random;
1423
1424   /* constant within running game */
1425   int engine_version;
1426   int emulation;
1427   int initial_move_delay;
1428   int initial_move_delay_value;
1429   int initial_push_delay_value;
1430
1431   /* variable within running game */
1432   int yamyam_content_nr;
1433   boolean magic_wall_active;
1434   int magic_wall_time_left;
1435   int light_time_left;
1436   int timegate_time_left;
1437   int belt_dir[4];
1438   int belt_dir_nr[4];
1439   int switchgate_pos;
1440   int balloon_dir;
1441   boolean gravity;
1442   boolean explosions_delayed;
1443   boolean envelope_active;
1444
1445   /* values for player idle animation (no effect on engine) */
1446   int player_boring_delay_fixed;
1447   int player_boring_delay_random;
1448   int player_sleeping_delay_fixed;
1449   int player_sleeping_delay_random;
1450 };
1451
1452 struct GlobalInfo
1453 {
1454   char *autoplay_leveldir;
1455   int autoplay_level_nr;
1456
1457   int num_toons;
1458
1459   float frames_per_second;
1460   boolean fps_slowdown;
1461   int fps_slowdown_factor;
1462 };
1463
1464 struct ElementChangeInfo
1465 {
1466   boolean can_change;           /* use or ignore this change info */
1467
1468   unsigned long events;         /* change events */
1469   int sides;                    /* change sides */
1470
1471   short target_element;         /* target element after change */
1472
1473   int delay_fixed;              /* added frame delay before changed (fixed) */
1474   int delay_random;             /* added frame delay before changed (random) */
1475   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1476
1477   short trigger_element;        /* custom element triggering change */
1478
1479   int content[3][3];            /* new elements after extended change */
1480   boolean use_content;          /* use extended change content */
1481   boolean only_complete;        /* only use complete content */
1482   boolean use_random_change;    /* use random value for setting content */
1483   int random;                   /* random value for setting content */
1484   int power;                    /* power of extended change */
1485
1486   boolean explode;              /* explode instead of change */
1487
1488   /* functions that are called before, while and after the change of an
1489      element -- currently only used for non-custom elements */
1490   void (*pre_change_function)(int x, int y);
1491   void (*change_function)(int x, int y);
1492   void (*post_change_function)(int x, int y);
1493
1494   /* ---------- internal values used in level editor ---------- */
1495
1496   int direct_action;            /* change triggered by actions on element */
1497   int other_action;             /* change triggered by other element actions */
1498 };
1499
1500 struct ElementGroupInfo
1501 {
1502   int num_elements;                     /* number of elements in this group */
1503   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1504
1505   int choice_mode;              /* how to choose element from group */
1506
1507   /* ---------- internal values used at runtime when playing ---------- */
1508
1509   /* the following is the same as above, but with recursively resolved group
1510      elements (group elements may also contain further group elements!) */
1511   int num_elements_resolved;
1512   short element_resolved[NUM_FILE_ELEMENTS];
1513
1514   int choice_pos;               /* current element choice position */
1515 };
1516
1517 struct ElementInfo
1518 {
1519   /* ---------- token and description strings ---------- */
1520
1521   char *token_name;             /* element token used in config files */
1522   char *class_name;             /* element class used in config files */
1523   char *editor_description;     /* pre-defined description for level editor */
1524   char *custom_description;     /* alternative description from config file */
1525   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1526
1527   /* ---------- graphic and sound definitions ---------- */
1528
1529   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1530   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1531                                 /* special graphics for left/right/up/down */
1532
1533   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1534   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1535                                 /* crumbled graphics for left/right/up/down */
1536
1537   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1538                                 /* special graphics for certain screens */
1539
1540   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1541
1542   /* ---------- special element property values ---------- */
1543
1544   boolean use_gfx_element;      /* use custom graphic element */
1545   short gfx_element;            /* optional custom graphic element */
1546
1547   int collect_score;            /* score value for collecting */
1548   int collect_count;            /* count value for collecting */
1549
1550   int push_delay_fixed;         /* constant frame delay for pushing */
1551   int push_delay_random;        /* additional random frame delay for pushing */
1552   int move_delay_fixed;         /* constant frame delay for moving */
1553   int move_delay_random;        /* additional random frame delay for moving */
1554
1555   int move_pattern;             /* direction movable element moves to */
1556   int move_direction_initial;   /* initial direction element moves to */
1557   int move_stepsize;            /* step size element moves with */
1558   int move_enter_element;       /* element that can be entered (and removed) */
1559   int move_leave_element;       /* element that can be left behind */
1560   int move_leave_type;          /* change (limited) or leave (unlimited) */
1561
1562   int slippery_type;            /* how/where other elements slip away */
1563
1564   int content[3][3];            /* new elements after explosion */
1565
1566   struct ElementChangeInfo *change_page; /* actual list of change pages */
1567   struct ElementChangeInfo *change;      /* pointer to current change page */
1568
1569   int num_change_pages;         /* actual number of change pages */
1570   int current_change_page;      /* currently edited change page */
1571
1572   struct ElementGroupInfo *group;       /* pointer to element group info */
1573
1574   /* ---------- internal values used at runtime when playing ---------- */
1575
1576   unsigned long change_events;  /* bitfield for combined change events */
1577
1578   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1579   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1580
1581   boolean in_group[NUM_GROUP_ELEMENTS];
1582
1583   boolean can_leave_element;    /* element can leave other element behind */
1584   boolean can_leave_element_last;
1585
1586   /* ---------- internal values used in level editor ---------- */
1587
1588   int access_type;              /* walkable or passable */
1589   int access_layer;             /* accessible over/inside/under */
1590   int access_protected;         /* protection against deadly elements */
1591   int walk_to_action;           /* diggable/collectible/pushable */
1592   int smash_targets;            /* can smash player/enemies/everything */
1593   int deadliness;               /* deadly when running/colliding/touching */
1594   int consistency;              /* indestructible/can explode */
1595
1596   boolean can_explode_by_fire;  /* element explodes by fire */
1597   boolean can_explode_smashed;  /* element explodes when smashed */
1598   boolean can_explode_impact;   /* element explodes on impact */
1599
1600   boolean modified_settings;    /* set for all modified custom elements */
1601 };
1602
1603 struct FontInfo
1604 {
1605   char *token_name;             /* font token used in config files */
1606
1607   int graphic;                  /* default graphic for this font */
1608   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1609                                 /* special graphics for certain screens */
1610   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1611                                 /* internal bitmap ID for special graphics */
1612 };
1613
1614 struct GraphicInfo
1615 {
1616   Bitmap *bitmap;
1617   int src_x, src_y;             /* start position of animation frames */
1618   int width, height;            /* width/height of each animation frame */
1619   int offset_x, offset_y;       /* x/y offset to next animation frame */
1620   int anim_frames;
1621   int anim_frames_per_line;
1622   int anim_start_frame;
1623   int anim_delay;               /* important: delay of 1 means "no delay"! */
1624   int anim_mode;
1625   boolean anim_global_sync;
1626   int crumbled_like;            /* element for cloning crumble graphics */
1627   int diggable_like;            /* element for cloning digging graphics */
1628   int border_size;              /* border size for "crumbled" graphics */
1629
1630   int anim_delay_fixed;         /* optional delay values for bored and   */
1631   int anim_delay_random;        /* sleeping player animations (animation */
1632   int post_delay_fixed;         /* intervall and following pause before  */
1633   int post_delay_random;        /* next intervall (bored animation only) */
1634
1635   int step_offset;              /* optional step offset of toon animations */
1636   int step_delay;               /* optional step delay of toon animations */
1637
1638   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1639
1640   int draw_masked;              /* optional setting for drawing envelope gfx */
1641
1642 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1643   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1644   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1645 #endif
1646 };
1647
1648 struct SoundInfo
1649 {
1650   boolean loop;
1651 };
1652
1653 struct MusicInfo
1654 {
1655   boolean loop;
1656 };
1657
1658 struct MusicPrefixInfo
1659 {
1660   char *prefix;
1661   boolean is_loop_music;
1662 };
1663
1664 struct MusicFileInfo
1665 {
1666   char *basename;
1667
1668   char *title_header;
1669   char *artist_header;
1670   char *album_header;
1671   char *year_header;
1672
1673   char *title;
1674   char *artist;
1675   char *album;
1676   char *year;
1677
1678   int music;
1679
1680   boolean is_sound;
1681
1682   struct MusicFileInfo *next;
1683 };
1684
1685 struct ElementActionInfo
1686 {
1687   char *suffix;
1688   int value;
1689   boolean is_loop_sound;
1690 };
1691
1692 struct ElementDirectionInfo
1693 {
1694   char *suffix;
1695   int value;
1696 };
1697
1698 struct SpecialSuffixInfo
1699 {
1700   char *suffix;
1701   int value;
1702 };
1703
1704 struct HelpAnimInfo
1705 {
1706   int element;
1707   int action;
1708   int direction;
1709
1710   int delay;
1711 };
1712
1713
1714 #if 0
1715 extern GC                       tile_clip_gc;
1716 extern Bitmap                  *pix[];
1717 #endif
1718 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1719 extern Pixmap                   tile_clipmask[];
1720 extern DrawBuffer             *fieldbuffer;
1721 extern DrawBuffer             *drawto_field;
1722
1723 extern int                      game_status;
1724 extern boolean                  level_editor_test_game;
1725 extern boolean                  network_playing;
1726
1727 extern int                      key_joystick_mapping;
1728
1729 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1730 extern int                      redraw_x1, redraw_y1;
1731
1732 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1733 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1734 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1735 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1736 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1737 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1738 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1739 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1740 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1741 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1742 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1743 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1744 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1745 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1746 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1747 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1748 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1749 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1750 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1751 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1752 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1753 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1754 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1755
1756 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1757
1758 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1759 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1760 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1761 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1762 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1763
1764 extern int                      lev_fieldx, lev_fieldy;
1765 extern int                      scroll_x, scroll_y;
1766
1767 extern int                      FX, FY;
1768 extern int                      ScrollStepSize;
1769 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1770 extern int                      BorderElement;
1771 extern int                      GameFrameDelay;
1772 extern int                      FfwdFrameDelay;
1773 extern int                      BX1, BY1;
1774 extern int                      BX2, BY2;
1775 extern int                      SBX_Left, SBX_Right;
1776 extern int                      SBY_Upper, SBY_Lower;
1777 extern int                      ZX, ZY;
1778 extern int                      ExitX, ExitY;
1779 extern int                      AllPlayersGone;
1780
1781 extern int                      TimeFrames, TimePlayed, TimeLeft;
1782 extern boolean                  SiebAktiv;
1783 extern int                      SiebCount;
1784
1785 extern boolean                  network_player_action_received;
1786
1787 extern int                      graphics_action_mapping[];
1788
1789 extern struct LevelSetInfo      levelset;
1790 extern struct LevelInfo         level, level_template;
1791 extern struct PlayerInfo        stored_player[], *local_player;
1792 extern struct HiScore           highscore[];
1793 extern struct TapeInfo          tape;
1794 extern struct GameInfo          game;
1795 extern struct GlobalInfo        global;
1796 extern struct MenuInfo          menu;
1797 extern struct DoorInfo          door_1, door_2;
1798 extern struct ElementInfo       element_info[];
1799 extern struct ElementActionInfo element_action_info[];
1800 extern struct ElementDirectionInfo element_direction_info[];
1801 extern struct SpecialSuffixInfo special_suffix_info[];
1802 extern struct TokenIntPtrInfo   image_config_vars[];
1803 extern struct FontInfo          font_info[];
1804 extern struct MusicPrefixInfo   music_prefix_info[];
1805 extern struct GraphicInfo      *graphic_info;
1806 extern struct SoundInfo        *sound_info;
1807 extern struct MusicInfo        *music_info;
1808 extern struct MusicFileInfo    *music_file_info;
1809 extern struct HelpAnimInfo     *helpanim_info;
1810 extern SetupFileHash           *helptext_info;
1811 extern struct ConfigInfo        image_config[];
1812 extern struct ConfigInfo        sound_config[];
1813 extern struct ConfigInfo        music_config[];
1814 extern struct ConfigInfo        image_config_suffix[];
1815 extern struct ConfigInfo        sound_config_suffix[];
1816 extern struct ConfigInfo        music_config_suffix[];
1817 extern struct ConfigInfo        helpanim_config[];
1818 extern struct ConfigInfo        helptext_config[];
1819
1820 #endif  /* MAIN_H */