f1e41134cfa5a1a6a6252312fef0e790a8b55b68
[rocksndiamonds.git] / src / main.h
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * main.h                                                   *
12 ***********************************************************/
13
14 #ifndef MAIN_H
15 #define MAIN_H
16
17 #include <time.h>
18 #include <sys/time.h>
19 #include <sys/types.h>
20 #include <sys/stat.h>
21 #include <errno.h>
22 #include <unistd.h>
23 #include <fcntl.h>
24
25 #include "libgame/libgame.h"
26 #include "game_em/game_em.h"
27
28 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
29 #include "conf_snd.h"   /* include auto-generated data structure definitions */
30 #include "conf_mus.h"   /* include auto-generated data structure definitions */
31
32 #define IMG_UNDEFINED           (-1)
33 #define IMG_EMPTY               IMG_EMPTY_SPACE
34 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
35 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
36 #define IMG_CHAR_START          IMG_CHAR_SPACE
37 #define IMG_CUSTOM_START        IMG_CUSTOM_1
38
39 #define SND_UNDEFINED           (-1)
40 #define MUS_UNDEFINED           (-1)
41
42 #define WIN_XSIZE               672
43 #define WIN_YSIZE               560
44
45 #define SCR_FIELDX              17
46 #define SCR_FIELDY              17
47 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX          3
50 #define MIN_LEV_FIELDY          3
51 #define STD_LEV_FIELDX          64
52 #define STD_LEV_FIELDY          32
53 #define MAX_LEV_FIELDX          128
54 #define MAX_LEV_FIELDY          128
55
56 #define SCREENX(a)              ((a) - scroll_x)
57 #define SCREENY(a)              ((a) - scroll_y)
58 #define LEVELX(a)               ((a) + scroll_x)
59 #define LEVELY(a)               ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63
64 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_DIGGABLE             0
66 #define EP_COLLECTIBLE_ONLY     1
67 #define EP_DONT_RUN_INTO        2
68 #define EP_DONT_COLLIDE_WITH    3
69 #define EP_DONT_TOUCH           4
70 #define EP_INDESTRUCTIBLE       5
71 #define EP_SLIPPERY             6
72 #define EP_CAN_CHANGE           7
73 #define EP_CAN_MOVE             8
74 #define EP_CAN_FALL             9
75 #define EP_CAN_SMASH_PLAYER     10
76 #define EP_CAN_SMASH_ENEMIES    11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_EXPLODES_BY_FIRE     13
79 #define EP_EXPLODES_SMASHED     14
80 #define EP_EXPLODES_IMPACT      15
81 #define EP_WALKABLE_OVER        16
82 #define EP_WALKABLE_INSIDE      17
83 #define EP_WALKABLE_UNDER       18
84 #define EP_PASSABLE_OVER        19
85 #define EP_PASSABLE_INSIDE      20
86 #define EP_PASSABLE_UNDER       21
87 #define EP_DROPPABLE            22
88 #define EP_EXPLODES_1X1_OLD     23
89 #define EP_PUSHABLE             24
90 #define EP_EXPLODES_CROSS_OLD   25
91 #define EP_PROTECTED            26
92 #define EP_CAN_MOVE_INTO_ACID   27
93 #define EP_THROWABLE            28
94 #define EP_CAN_EXPLODE          29
95 #define EP_GRAVITY_REACHABLE    30
96
97 /* values for pre-defined properties */
98 #define EP_PLAYER               32
99 #define EP_CAN_PASS_MAGIC_WALL  33
100 #define EP_SWITCHABLE           34
101 #define EP_BD_ELEMENT           35
102 #define EP_SP_ELEMENT           36
103 #define EP_SB_ELEMENT           37
104 #define EP_GEM                  38
105 #define EP_FOOD_DARK_YAMYAM     39
106 #define EP_FOOD_PENGUIN         40
107 #define EP_FOOD_PIG             41
108 #define EP_HISTORIC_WALL        42
109 #define EP_HISTORIC_SOLID       43
110 #define EP_CLASSIC_ENEMY        44
111 #define EP_BELT                 45
112 #define EP_BELT_ACTIVE          46
113 #define EP_BELT_SWITCH          47
114 #define EP_TUBE                 48
115 #define EP_KEYGATE              49
116 #define EP_AMOEBOID             50
117 #define EP_AMOEBALIVE           51
118 #define EP_HAS_CONTENT          52
119 #define EP_CAN_TURN_EACH_MOVE   53
120 #define EP_CAN_GROW             54
121 #define EP_ACTIVE_BOMB          55
122 #define EP_INACTIVE             56
123
124 /* values for special configurable properties (depending on level settings) */
125 #define EP_EM_SLIPPERY_WALL     57
126
127 /* values for special graphics properties (no effect on game engine) */
128 #define EP_GFX_CRUMBLED         58
129
130 /* values for derived properties (determined from properties above) */
131 #define EP_ACCESSIBLE_OVER      59
132 #define EP_ACCESSIBLE_INSIDE    60
133 #define EP_ACCESSIBLE_UNDER     61
134 #define EP_WALKABLE             62
135 #define EP_PASSABLE             63
136 #define EP_ACCESSIBLE           64
137 #define EP_COLLECTIBLE          65
138 #define EP_SNAPPABLE            66
139 #define EP_WALL                 67
140 #define EP_SOLID_FOR_PUSHING    68
141 #define EP_DRAGONFIRE_PROOF     69
142 #define EP_EXPLOSION_PROOF      70
143 #define EP_CAN_SMASH            71
144 #define EP_EXPLODES_3X3_OLD     72
145 #define EP_CAN_EXPLODE_BY_FIRE  73
146 #define EP_CAN_EXPLODE_SMASHED  74
147 #define EP_CAN_EXPLODE_IMPACT   75
148 #define EP_SP_PORT              76
149 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    77
150 #define EP_CAN_EXPLODE_BY_EXPLOSION     78
151 #define EP_COULD_MOVE_INTO_ACID         79
152 #define EP_MAYBE_DONT_COLLIDE_WITH      80
153
154 /* values for internal purpose only (level editor) */
155 #define EP_WALK_TO_OBJECT       81
156 #define EP_DEADLY               82
157
158 #define NUM_ELEMENT_PROPERTIES  83
159
160 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
161 #define EP_BITFIELD_BASE        0
162
163 #define EP_BITMASK_DEFAULT      0
164
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)))
171
172
173 /* values for change events for custom elements (stored in level file) */
174 #define CE_DELAY                0
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
180 #define CE_IMPACT               6
181 #define CE_SMASHED              7
182 #define CE_TOUCHING_X           8
183 #define CE_CHANGE_OF_X          9
184 #define CE_EXPLOSION_OF_X       10
185 #define CE_PLAYER_TOUCHES_X     11
186 #define CE_PLAYER_PRESSES_X     12
187 #define CE_PLAYER_PUSHES_X      13
188 #define CE_PLAYER_COLLECTS_X    14
189 #define CE_PLAYER_DROPS_X       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_PLAYER_DIGS_X        20
195 #define CE_ENTERED_BY_PLAYER    21
196 #define CE_LEFT_BY_PLAYER       22
197 #define CE_PLAYER_ENTERS_X      23
198 #define CE_PLAYER_LEAVES_X      24
199 #define CE_SWITCHED             25
200 #define CE_SWITCH_OF_X          26
201 #define CE_HIT_BY_SOMETHING     27
202 #define CE_HITTING_X            28
203 #define CE_HIT_BY_X             29
204 #define CE_BLOCKED              30
205
206 #define NUM_CHANGE_EVENTS       31
207
208 #define CE_BITMASK_DEFAULT      0
209
210 #if 1
211
212 #define CH_EVENT_VAR(e,c)       (element_info[e].change->has_event[c])
213 #define CH_ANY_EVENT_VAR(e,c)   (element_info[e].has_change_event[c])
214
215 #define PAGE_HAS_CHANGE_EVENT(p,c)  ((p)->has_event[c])
216 #define HAS_CHANGE_EVENT(e,c)       (IS_CUSTOM_ELEMENT(e) &&            \
217                                      CH_EVENT_VAR(e,c))
218 #define HAS_ANY_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&            \
219                                      CH_ANY_EVENT_VAR(e,c))
220
221 #define SET_CHANGE_EVENT(e,c,v)     (IS_CUSTOM_ELEMENT(e) ?             \
222                                      CH_EVENT_VAR(e,c) = (v) : 0)
223 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?             \
224                                      CH_ANY_EVENT_VAR(e,c) = (v) : 0)
225
226 #else
227
228 #define CH_EVENT_BIT(c)         (1 << (c))
229 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
230 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
231
232 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
233                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
234 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
235                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
236 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
237                                  ((v) ?                                   \
238                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
239                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
240 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?               \
241                                ((v) ?                                     \
242                                 (CH_ANY_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
243                                 (CH_ANY_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
244 #endif
245
246 /* values for change side for custom elements */
247 #define CH_SIDE_NONE            MV_NO_MOVING
248 #define CH_SIDE_LEFT            MV_LEFT
249 #define CH_SIDE_RIGHT           MV_RIGHT
250 #define CH_SIDE_TOP             MV_UP
251 #define CH_SIDE_BOTTOM          MV_DOWN
252 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
253 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
254 #define CH_SIDE_ANY             MV_ANY_DIRECTION
255
256 /* values for change player for custom elements */
257 #define CH_PLAYER_NONE          0
258 #define CH_PLAYER_1             (1 << 0)
259 #define CH_PLAYER_2             (1 << 1)
260 #define CH_PLAYER_3             (1 << 2)
261 #define CH_PLAYER_4             (1 << 3)
262 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
263                                  CH_PLAYER_4)
264
265 /* values for change page for custom elements */
266 #define CH_PAGE_ANY_FILE        (0xff)
267 #define CH_PAGE_ANY             (0xffffffff)
268
269 /* values for change power for custom elements */
270 #define CP_WHEN_EMPTY           0
271 #define CP_WHEN_DIGGABLE        1
272 #define CP_WHEN_DESTRUCTIBLE    2
273 #define CP_WHEN_COLLECTIBLE     3
274 #define CP_WHEN_REMOVABLE       4
275 #define CP_WHEN_WALKABLE        5
276
277 /* values for custom move patterns (bits 0 - 3: basic move directions) */
278 #define MV_BIT_TOWARDS_PLAYER   4
279 #define MV_BIT_AWAY_FROM_PLAYER 5
280 #define MV_BIT_ALONG_LEFT_SIDE  6
281 #define MV_BIT_ALONG_RIGHT_SIDE 7
282 #define MV_BIT_TURNING_LEFT     8
283 #define MV_BIT_TURNING_RIGHT    9
284 #define MV_BIT_WHEN_PUSHED      10
285 #define MV_BIT_MAZE_RUNNER      11
286 #define MV_BIT_MAZE_HUNTER      12
287 #define MV_BIT_WHEN_DROPPED     13
288 #define MV_BIT_TURNING_LEFT_RIGHT 14
289 #define MV_BIT_TURNING_RIGHT_LEFT 15
290 #define MV_BIT_TURNING_RANDOM   16
291
292 /* values for custom move patterns */
293 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
294 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
295 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
296 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
297 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
298 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
299 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
300 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
301 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
302 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
303 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
304 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
305 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
306 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
307
308 /* values for initial move direction (bits 0 - 3: basic move directions) */
309 #define MV_START_BIT_PREVIOUS   4
310
311 /* values for initial move direction */
312 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
313 #define MV_START_LEFT           (MV_LEFT)
314 #define MV_START_RIGHT          (MV_RIGHT)
315 #define MV_START_UP             (MV_UP)
316 #define MV_START_DOWN           (MV_DOWN)
317 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
318 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
319
320 /* values for elements left behind by custom elements */
321 #define LEAVE_TYPE_UNLIMITED    0
322 #define LEAVE_TYPE_LIMITED      1
323
324 /* values for slippery property for custom elements */
325 #define SLIPPERY_ANY_RANDOM     0
326 #define SLIPPERY_ANY_LEFT_RIGHT 1
327 #define SLIPPERY_ANY_RIGHT_LEFT 2
328 #define SLIPPERY_ONLY_LEFT      3
329 #define SLIPPERY_ONLY_RIGHT     4
330
331 /* values for explosion type for custom elements */
332 #define EXPLODES_3X3            0
333 #define EXPLODES_1X1            1
334 #define EXPLODES_CROSS          2
335
336 /* macros for configurable properties */
337 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
338 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
339 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
340 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
341 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
342 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
343 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
344 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
345 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
346 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
347 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
348 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
349 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
350 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
351 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
352 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
353 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
354 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
355 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
356 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
357 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
358 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
359 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
360 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
361 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
362 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
363 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
364 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
365 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
366 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
367 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
368
369 /* macros for special configurable properties */
370 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
371
372 /* macros for special graphics properties */
373 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
374
375 /* macros for pre-defined properties */
376 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
377 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
378 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
379 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
380 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
381 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
382 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
383 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
384 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
385 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
386 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
387 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
388 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
389 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
390 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
391 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
392 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
393 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
394 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
395 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
396 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
397 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
398 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
399 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
400 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
401
402 /* macros for derived properties */
403 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
404 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
405 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
406 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
407 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
408 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
409 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
410 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
411 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
412 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
413 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
414 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
415 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
416 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
417 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
418 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
419 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
420 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
421 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
422                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
423 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
424                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
425 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
426 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
427
428 /* special macros used in game engine */
429 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
430                                  (e) <= EL_CUSTOM_END)
431
432 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
433                                  (e) <= EL_GROUP_END)
434
435 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
436                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
437
438 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
439                                  (e) <= EL_INTERNAL_END)
440
441 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
442                                  (e) <= EL_ENVELOPE_4)
443
444 #define IS_RND_KEY(e)           ((e) >= EL_KEY_1 &&                     \
445                                  (e) <= EL_KEY_4)
446 #define IS_EM_KEY(e)            ((e) >= EL_EM_KEY_1 &&                  \
447                                  (e) <= EL_EM_KEY_4)
448 #define IS_EMC_KEY(e)           ((e) >= EL_EMC_KEY_5 &&                 \
449                                  (e) <= EL_EMC_KEY_8)
450 #define IS_KEY(e)               (IS_RND_KEY(e) ||                       \
451                                  IS_EM_KEY(e) ||                        \
452                                  IS_EMC_KEY(e))
453 #define RND_KEY_NR(e)           ((e) - EL_KEY_1)
454 #define EM_KEY_NR(e)            ((e) - EL_EM_KEY_1)
455 #define EMC_KEY_NR(e)           ((e) - EL_EMC_KEY_5 + 4)
456 #define KEY_NR(e)               (IS_RND_KEY(e) ? RND_KEY_NR(e) :        \
457                                  IS_EM_KEY(e) ?  EM_KEY_NR(e) :         \
458                                  IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
459
460 #define IS_RND_GATE(e)          ((e) >= EL_GATE_1 &&                    \
461                                  (e) <= EL_GATE_4)
462 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
463                                  (e) <= EL_EM_GATE_4)
464 #define IS_EMC_GATE(e)          ((e) >= EL_EMC_GATE_5 &&                \
465                                  (e) <= EL_EMC_GATE_8)
466 #define IS_GATE(e)              (IS_RND_GATE(e) ||                      \
467                                  IS_EM_GATE(e) ||                       \
468                                  IS_EMC_GATE(e))
469 #define RND_GATE_NR(e)          ((e) - EL_GATE_1)
470 #define EM_GATE_NR(e)           ((e) - EL_EM_GATE_1)
471 #define EMC_GATE_NR(e)          ((e) - EL_EMC_GATE_5 + 4)
472 #define GATE_NR(e)              (IS_RND_GATE(e) ? RND_GATE_NR(e) :      \
473                                  IS_EM_GATE(e) ?  EM_GATE_NR(e) :       \
474                                  IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
475
476 #define IS_RND_GATE_GRAY(e)     ((e) >= EL_GATE_1_GRAY &&               \
477                                  (e) <= EL_GATE_4_GRAY)
478 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
479                                  (e) <= EL_EM_GATE_4_GRAY)
480 #define IS_EMC_GATE_GRAY(e)     ((e) >= EL_EMC_GATE_5_GRAY &&           \
481                                  (e) <= EL_EMC_GATE_8_GRAY)
482 #define IS_GATE_GRAY(e)         (IS_RND_GATE_GRAY(e) ||                 \
483                                  IS_EM_GATE_GRAY(e) ||                  \
484                                  IS_EMC_GATE_GRAY(e))
485 #define RND_GATE_GRAY_NR(e)     ((e) - EL_GATE_1_GRAY)
486 #define EM_GATE_GRAY_NR(e)      ((e) - EL_EM_GATE_1_GRAY)
487 #define EMC_GATE_GRAY_NR(e)     ((e) - EL_EMC_GATE_5_GRAY + 4)
488 #define GATE_GRAY_NR(e)         (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) :  \
489                                  IS_EM_GATE_GRAY(e) ?  EM_GATE_GRAY_NR(e) :   \
490                                  IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
491
492 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
493                                  element_info[e].gfx_element : e)
494
495 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
496 /* (solution: add separate "use sound of element" to level file and editor) */
497 #if 0
498 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
499 #else
500 #define SND_ELEMENT(e)          (e)
501 #endif
502
503 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
504
505 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
506 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
507
508 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
509 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
510 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
511
512 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
513                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
514                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
515                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
516                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
517                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
518                                  EL_ROCK)
519 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
520                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
521                                  EL_BD_ROCK)
522 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
523 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
524 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
525 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
526
527 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
528 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
529
530 #if 1
531
532 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
533                                          IS_PROTECTED(Back[x][y]))
534 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
535 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
536                                          ENEMY_PROTECTED_FIELD(x, y))
537 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
538                                          EXPLOSION_PROTECTED_FIELD(x, y))
539
540 #else
541
542 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
543                                  IS_INDESTRUCTIBLE(Feld[x][y]))
544 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
545                                  PROTECTED_FIELD(x, y))
546 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
547                                  PROTECTED_FIELD(x, y))
548 #endif
549
550 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
551                                  (p)->switch_x == (x) && (p)->switch_y == (y))
552
553 #define PLAYER_DROPPING(p,x,y)  ((p)->is_dropping &&                    \
554                                  (p)->drop_x == (x) && (p)->drop_y == (y))
555
556 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
557
558 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
559 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
560 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
561
562 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
563 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
564 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
565 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
566
567 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
568
569
570 /* fundamental game speed values */
571 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
572 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
573 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
574 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
575 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
576 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
577
578 /* boundaries of arrays etc. */
579 #define MAX_LEVEL_NAME_LEN      32
580 #define MAX_LEVEL_AUTHOR_LEN    32
581 #define MAX_ELEMENT_NAME_LEN    32
582 #define MAX_TAPE_LEN            (1000 * FRAMES_PER_SECOND) /* max.time x fps */
583 #define MAX_TAPES_PER_SET       1024
584 #define MAX_SCORE_ENTRIES       100
585 #define MAX_NUM_AMOEBA          100
586 #define MAX_INVENTORY_SIZE      1000
587 #define STD_NUM_KEYS            4
588 #define MAX_NUM_KEYS            8
589 #define NUM_BELTS               4
590 #define NUM_BELT_PARTS          3
591 #define MIN_ENVELOPE_XSIZE      1
592 #define MIN_ENVELOPE_YSIZE      1
593 #define MAX_ENVELOPE_XSIZE      30
594 #define MAX_ENVELOPE_YSIZE      20
595 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
596 #define MIN_CHANGE_PAGES        1
597 #define MAX_CHANGE_PAGES        32
598 #define MIN_ELEMENTS_IN_GROUP   1
599 #define MAX_ELEMENTS_IN_GROUP   16
600
601 /* values for elements with content */
602 #define MIN_ELEMENT_CONTENTS    1
603 #define STD_ELEMENT_CONTENTS    4
604 #define MAX_ELEMENT_CONTENTS    8
605 #define NUM_MAGIC_BALL_CONTENTS 8
606
607 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
608
609 /* often used screen positions */
610 #define SX                      8
611 #define SY                      8
612 #define REAL_SX                 (SX - 2)
613 #define REAL_SY                 (SY - 2)
614 #define DX                      566
615 #define DY                      60
616 #define VX                      DX
617 #define VY                      400
618 #define EX                      DX
619 #define EY                      (VY - 44)
620 #define TILESIZE                32
621 #define TILEX                   TILESIZE
622 #define TILEY                   TILESIZE
623 #define MINI_TILESIZE           (TILESIZE / 2)
624 #define MINI_TILEX              MINI_TILESIZE
625 #define MINI_TILEY              MINI_TILESIZE
626 #define MICRO_TILESIZE          (TILESIZE / 8)
627 #define MICRO_TILEX             MICRO_TILESIZE
628 #define MICRO_TILEY             MICRO_TILESIZE
629 #define MIDPOSX                 (SCR_FIELDX / 2)
630 #define MIDPOSY                 (SCR_FIELDY / 2)
631 #define SXSIZE                  (SCR_FIELDX * TILEX)
632 #define SYSIZE                  (SCR_FIELDY * TILEY)
633 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
634 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
635 #define DXSIZE                  100
636 #define DYSIZE                  280
637 #define VXSIZE                  DXSIZE
638 #define VYSIZE                  100
639 #define EXSIZE                  DXSIZE
640 #define EYSIZE                  (VYSIZE + 44)
641 #define FULL_SXSIZE             (2 + SXSIZE + 2)
642 #define FULL_SYSIZE             (2 + SYSIZE + 2)
643 #define MICROLEVEL_XSIZE        ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
644 #define MICROLEVEL_YSIZE        ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
645 #define MICROLEVEL_XPOS         (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
646 #define MICROLEVEL_YPOS         (SX + 12 * TILEY - MICRO_TILEY)
647 #define MICROLABEL1_YPOS        (MICROLEVEL_YPOS - 36)
648 #define MICROLABEL2_YPOS        (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
649
650
651 /* score for elements */
652 #define SC_EMERALD              0
653 #define SC_DIAMOND              1
654 #define SC_BUG                  2
655 #define SC_SPACESHIP            3
656 #define SC_YAMYAM               4
657 #define SC_ROBOT                5
658 #define SC_PACMAN               6
659 #define SC_NUT                  7
660 #define SC_DYNAMITE             8
661 #define SC_KEY                  9
662 #define SC_TIME_BONUS           10
663 #define SC_CRYSTAL              11
664 #define SC_PEARL                12
665 #define SC_SHIELD               13
666
667
668 /* "real" level file elements */
669 #define EL_UNDEFINED                    -1
670
671 #define EL_EMPTY_SPACE                  0
672 #define EL_EMPTY                        EL_EMPTY_SPACE
673 #define EL_SAND                         1
674 #define EL_WALL                         2
675 #define EL_WALL_SLIPPERY                3
676 #define EL_ROCK                         4
677 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
678 #define EL_EMERALD                      6
679 #define EL_EXIT_CLOSED                  7
680 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
681 #define EL_BUG                          9
682 #define EL_SPACESHIP                    10
683 #define EL_YAMYAM                       11
684 #define EL_ROBOT                        12
685 #define EL_STEELWALL                    13
686 #define EL_DIAMOND                      14
687 #define EL_AMOEBA_DEAD                  15
688 #define EL_QUICKSAND_EMPTY              16
689 #define EL_QUICKSAND_FULL               17
690 #define EL_AMOEBA_DROP                  18
691 #define EL_BOMB                         19
692 #define EL_MAGIC_WALL                   20
693 #define EL_SPEED_PILL                   21
694 #define EL_ACID                         22
695 #define EL_AMOEBA_WET                   23
696 #define EL_AMOEBA_DRY                   24
697 #define EL_NUT                          25
698 #define EL_GAME_OF_LIFE                 26
699 #define EL_BIOMAZE                      27
700 #define EL_DYNAMITE_ACTIVE              28
701 #define EL_STONEBLOCK                   29
702 #define EL_ROBOT_WHEEL                  30
703 #define EL_ROBOT_WHEEL_ACTIVE           31
704 #define EL_KEY_1                        32
705 #define EL_KEY_2                        33
706 #define EL_KEY_3                        34
707 #define EL_KEY_4                        35
708 #define EL_GATE_1                       36
709 #define EL_GATE_2                       37
710 #define EL_GATE_3                       38
711 #define EL_GATE_4                       39
712 #define EL_GATE_1_GRAY                  40
713 #define EL_GATE_2_GRAY                  41
714 #define EL_GATE_3_GRAY                  42
715 #define EL_GATE_4_GRAY                  43
716 #define EL_DYNAMITE                     44
717 #define EL_PACMAN                       45
718 #define EL_INVISIBLE_WALL               46
719 #define EL_LAMP                         47
720 #define EL_LAMP_ACTIVE                  48
721 #define EL_WALL_EMERALD                 49
722 #define EL_WALL_DIAMOND                 50
723 #define EL_AMOEBA_FULL                  51
724 #define EL_BD_AMOEBA                    52
725 #define EL_TIME_ORB_FULL                53
726 #define EL_TIME_ORB_EMPTY               54
727 #define EL_EXPANDABLE_WALL              55
728 #define EL_BD_DIAMOND                   56
729 #define EL_EMERALD_YELLOW               57
730 #define EL_WALL_BD_DIAMOND              58
731 #define EL_WALL_EMERALD_YELLOW          59
732 #define EL_DARK_YAMYAM                  60
733 #define EL_BD_MAGIC_WALL                61
734 #define EL_INVISIBLE_STEELWALL          62
735 #define EL_SOKOBAN_FIELD_PLAYER         63
736 #define EL_DYNABOMB_INCREASE_NUMBER     64
737 #define EL_DYNABOMB_INCREASE_SIZE       65
738 #define EL_DYNABOMB_INCREASE_POWER      66
739 #define EL_SOKOBAN_OBJECT               67
740 #define EL_SOKOBAN_FIELD_EMPTY          68
741 #define EL_SOKOBAN_FIELD_FULL           69
742 #define EL_BD_BUTTERFLY_RIGHT           70
743 #define EL_BD_BUTTERFLY_UP              71
744 #define EL_BD_BUTTERFLY_LEFT            72
745 #define EL_BD_BUTTERFLY_DOWN            73
746 #define EL_BD_FIREFLY_RIGHT             74
747 #define EL_BD_FIREFLY_UP                75
748 #define EL_BD_FIREFLY_LEFT              76
749 #define EL_BD_FIREFLY_DOWN              77
750 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
751 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
752 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
753 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
754 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
755 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
756 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
757 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
758 #define EL_BD_BUTTERFLY                 78
759 #define EL_BD_FIREFLY                   79
760 #define EL_PLAYER_1                     80
761 #define EL_PLAYER_2                     81
762 #define EL_PLAYER_3                     82
763 #define EL_PLAYER_4                     83
764 #define EL_BUG_RIGHT                    84
765 #define EL_BUG_UP                       85
766 #define EL_BUG_LEFT                     86
767 #define EL_BUG_DOWN                     87
768 #define EL_SPACESHIP_RIGHT              88
769 #define EL_SPACESHIP_UP                 89
770 #define EL_SPACESHIP_LEFT               90
771 #define EL_SPACESHIP_DOWN               91
772 #define EL_PACMAN_RIGHT                 92
773 #define EL_PACMAN_UP                    93
774 #define EL_PACMAN_LEFT                  94
775 #define EL_PACMAN_DOWN                  95
776 #define EL_EMERALD_RED                  96
777 #define EL_EMERALD_PURPLE               97
778 #define EL_WALL_EMERALD_RED             98
779 #define EL_WALL_EMERALD_PURPLE          99
780 #define EL_ACID_POOL_TOPLEFT            100
781 #define EL_ACID_POOL_TOPRIGHT           101
782 #define EL_ACID_POOL_BOTTOMLEFT         102
783 #define EL_ACID_POOL_BOTTOM             103
784 #define EL_ACID_POOL_BOTTOMRIGHT        104
785 #define EL_BD_WALL                      105
786 #define EL_BD_ROCK                      106
787 #define EL_EXIT_OPEN                    107
788 #define EL_BLACK_ORB                    108
789 #define EL_AMOEBA_TO_DIAMOND            109
790 #define EL_MOLE                         110
791 #define EL_PENGUIN                      111
792 #define EL_SATELLITE                    112
793 #define EL_ARROW_LEFT                   113
794 #define EL_ARROW_RIGHT                  114
795 #define EL_ARROW_UP                     115
796 #define EL_ARROW_DOWN                   116
797 #define EL_PIG                          117
798 #define EL_DRAGON                       118
799
800 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
801
802 #define EL_CHAR_START                   120
803 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
804 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
805
806 #include "conf_chr.h"   /* include auto-generated data structure definitions */
807
808 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
809 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
810
811 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
812
813 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
814 #define EL_EXPANDABLE_WALL_VERTICAL     201
815 #define EL_EXPANDABLE_WALL_ANY          202
816
817 #define EL_EM_GATE_1                    203
818 #define EL_EM_GATE_2                    204
819 #define EL_EM_GATE_3                    205
820 #define EL_EM_GATE_4                    206
821
822 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
823 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
824 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
825
826 #define EL_SP_START                     210
827 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
828 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
829 #define EL_SP_ZONK                      (EL_SP_START + 1)
830 #define EL_SP_BASE                      (EL_SP_START + 2)
831 #define EL_SP_MURPHY                    (EL_SP_START + 3)
832 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
833 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
834 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
835 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
836 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
837 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
838 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
839 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
840 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
841 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
842 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
843 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
844 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
845 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
846 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
847 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
848 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
849 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
850 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
851 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
852 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
853 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
854 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
855 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
856 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
857 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
858 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
859 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
860 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
861 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
862 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
863 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
864 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
865 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
866 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
867 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
868 #define EL_SP_END                       (EL_SP_START + 39)
869
870 #define EL_EM_GATE_1_GRAY               250
871 #define EL_EM_GATE_2_GRAY               251
872 #define EL_EM_GATE_3_GRAY               252
873 #define EL_EM_GATE_4_GRAY               253
874
875 #define EL_UNUSED_254                   254
876 #define EL_UNUSED_255                   255
877
878 #define EL_PEARL                        256
879 #define EL_CRYSTAL                      257
880 #define EL_WALL_PEARL                   258
881 #define EL_WALL_CRYSTAL                 259
882 #define EL_DOOR_WHITE                   260
883 #define EL_DOOR_WHITE_GRAY              261
884 #define EL_KEY_WHITE                    262
885 #define EL_SHIELD_NORMAL                263
886 #define EL_EXTRA_TIME                   264
887 #define EL_SWITCHGATE_OPEN              265
888 #define EL_SWITCHGATE_CLOSED            266
889 #define EL_SWITCHGATE_SWITCH_UP         267
890 #define EL_SWITCHGATE_SWITCH_DOWN       268
891
892 #define EL_UNUSED_269                   269
893 #define EL_UNUSED_270                   270
894
895 #define EL_CONVEYOR_BELT_1_LEFT          271
896 #define EL_CONVEYOR_BELT_1_MIDDLE        272
897 #define EL_CONVEYOR_BELT_1_RIGHT         273
898 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
899 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
900 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
901 #define EL_CONVEYOR_BELT_2_LEFT          277
902 #define EL_CONVEYOR_BELT_2_MIDDLE        278
903 #define EL_CONVEYOR_BELT_2_RIGHT         279
904 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
905 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
906 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
907 #define EL_CONVEYOR_BELT_3_LEFT          283
908 #define EL_CONVEYOR_BELT_3_MIDDLE        284
909 #define EL_CONVEYOR_BELT_3_RIGHT         285
910 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
911 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
912 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
913 #define EL_CONVEYOR_BELT_4_LEFT          289
914 #define EL_CONVEYOR_BELT_4_MIDDLE        290
915 #define EL_CONVEYOR_BELT_4_RIGHT         291
916 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
917 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
918 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
919 #define EL_LANDMINE                     295
920 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
921 #define EL_LIGHT_SWITCH                 297
922 #define EL_LIGHT_SWITCH_ACTIVE          298
923 #define EL_SIGN_EXCLAMATION             299
924 #define EL_SIGN_RADIOACTIVITY           300
925 #define EL_SIGN_STOP                    301
926 #define EL_SIGN_WHEELCHAIR              302
927 #define EL_SIGN_PARKING                 303
928 #define EL_SIGN_ONEWAY                  304
929 #define EL_SIGN_HEART                   305
930 #define EL_SIGN_TRIANGLE                306
931 #define EL_SIGN_ROUND                   307
932 #define EL_SIGN_EXIT                    308
933 #define EL_SIGN_YINYANG                 309
934 #define EL_SIGN_OTHER                   310
935 #define EL_MOLE_LEFT                    311
936 #define EL_MOLE_RIGHT                   312
937 #define EL_MOLE_UP                      313
938 #define EL_MOLE_DOWN                    314
939 #define EL_STEELWALL_SLIPPERY           315
940 #define EL_INVISIBLE_SAND               316
941 #define EL_DX_UNKNOWN_15                317
942 #define EL_DX_UNKNOWN_42                318
943
944 #define EL_UNUSED_319                   319
945 #define EL_UNUSED_320                   320
946
947 #define EL_SHIELD_DEADLY                321
948 #define EL_TIMEGATE_OPEN                322
949 #define EL_TIMEGATE_CLOSED              323
950 #define EL_TIMEGATE_SWITCH_ACTIVE       324
951 #define EL_TIMEGATE_SWITCH              325
952
953 #define EL_BALLOON                      326
954 #define EL_BALLOON_SWITCH_LEFT          327
955 #define EL_BALLOON_SWITCH_RIGHT         328
956 #define EL_BALLOON_SWITCH_UP            329
957 #define EL_BALLOON_SWITCH_DOWN          330
958 #define EL_BALLOON_SWITCH_ANY           331
959
960 #define EL_EMC_STEELWALL_1              332
961 #define EL_EMC_STEELWALL_2              333
962 #define EL_EMC_STEELWALL_3              334
963 #define EL_EMC_STEELWALL_4              335
964 #define EL_EMC_WALL_1                   336
965 #define EL_EMC_WALL_2                   337
966 #define EL_EMC_WALL_3                   338
967 #define EL_EMC_WALL_4                   339
968 #define EL_EMC_WALL_5                   340
969 #define EL_EMC_WALL_6                   341
970 #define EL_EMC_WALL_7                   342
971 #define EL_EMC_WALL_8                   343
972
973 #define EL_TUBE_ANY                     344
974 #define EL_TUBE_VERTICAL                345
975 #define EL_TUBE_HORIZONTAL              346
976 #define EL_TUBE_VERTICAL_LEFT           347
977 #define EL_TUBE_VERTICAL_RIGHT          348
978 #define EL_TUBE_HORIZONTAL_UP           349
979 #define EL_TUBE_HORIZONTAL_DOWN         350
980 #define EL_TUBE_LEFT_UP                 351
981 #define EL_TUBE_LEFT_DOWN               352
982 #define EL_TUBE_RIGHT_UP                353
983 #define EL_TUBE_RIGHT_DOWN              354
984 #define EL_SPRING                       355
985 #define EL_TRAP                         356
986 #define EL_DX_SUPABOMB                  357
987
988 #define EL_UNUSED_358                   358
989 #define EL_UNUSED_359                   359
990
991 /* ---------- begin of custom elements section ----------------------------- */
992 #define EL_CUSTOM_START                 360
993
994 #include "conf_cus.h"   /* include auto-generated data structure definitions */
995
996 #define NUM_CUSTOM_ELEMENTS             256
997 #define EL_CUSTOM_END                   615
998 /* ---------- end of custom elements section ------------------------------- */
999
1000 #define EL_EM_KEY_1                     616
1001 #define EL_EM_KEY_2                     617
1002 #define EL_EM_KEY_3                     618
1003 #define EL_EM_KEY_4                     619
1004 #define EL_ENVELOPE_1                   620
1005 #define EL_ENVELOPE_2                   621
1006 #define EL_ENVELOPE_3                   622
1007 #define EL_ENVELOPE_4                   623
1008
1009 /* ---------- begin of group elements section ------------------------------ */
1010 #define EL_GROUP_START                  624
1011
1012 #include "conf_grp.h"   /* include auto-generated data structure definitions */
1013
1014 #define NUM_GROUP_ELEMENTS              32
1015 #define EL_GROUP_END                    655
1016 /* ---------- end of custom elements section ------------------------------- */
1017
1018 #define EL_UNKNOWN                      656
1019 #define EL_TRIGGER_ELEMENT              657
1020 #define EL_TRIGGER_PLAYER               658
1021
1022 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
1023 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
1024 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
1025 #define EL_SP_GRAVITY_ON_PORT_UP        662
1026 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
1027 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
1028 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
1029 #define EL_SP_GRAVITY_OFF_PORT_UP       666
1030
1031
1032 /* the following EMC style elements are currently not implemented in R'n'D */
1033 #define EL_BALLOON_SWITCH_NONE          667
1034 #define EL_EMC_GATE_5                   668
1035 #define EL_EMC_GATE_6                   669
1036 #define EL_EMC_GATE_7                   670
1037 #define EL_EMC_GATE_8                   671
1038 #define EL_EMC_GATE_5_GRAY              672
1039 #define EL_EMC_GATE_6_GRAY              673
1040 #define EL_EMC_GATE_7_GRAY              674
1041 #define EL_EMC_GATE_8_GRAY              675
1042 #define EL_EMC_KEY_5                    676
1043 #define EL_EMC_KEY_6                    677
1044 #define EL_EMC_KEY_7                    678
1045 #define EL_EMC_KEY_8                    679
1046 #define EL_EMC_ANDROID                  680
1047 #define EL_EMC_GRASS                    681
1048 #define EL_EMC_MAGIC_BALL               682
1049 #define EL_EMC_MAGIC_BALL_ACTIVE        683
1050 #define EL_EMC_MAGIC_BALL_SWITCH        684
1051 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1052 #define EL_EMC_SPRING_BUMPER            686
1053 #define EL_EMC_PLANT                    687
1054 #define EL_EMC_LENSES                   688
1055 #define EL_EMC_MAGNIFIER                689
1056 #define EL_EMC_WALL_9                   690
1057 #define EL_EMC_WALL_10                  691
1058 #define EL_EMC_WALL_11                  692
1059 #define EL_EMC_WALL_12                  693
1060 #define EL_EMC_WALL_13                  694
1061 #define EL_EMC_WALL_14                  695
1062 #define EL_EMC_WALL_15                  696
1063 #define EL_EMC_WALL_16                  697
1064 #define EL_EMC_WALL_SLIPPERY_1          698
1065 #define EL_EMC_WALL_SLIPPERY_2          699
1066 #define EL_EMC_WALL_SLIPPERY_3          700
1067 #define EL_EMC_WALL_SLIPPERY_4          701
1068 #define EL_EMC_FAKE_GRASS               702
1069 #define EL_EMC_FAKE_ACID                703
1070 #define EL_EMC_DRIPPER                  704
1071
1072 #define NUM_FILE_ELEMENTS               705
1073
1074
1075 /* "real" (and therefore drawable) runtime elements */
1076 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
1077
1078 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
1079 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
1080 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
1081 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
1082 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
1083 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
1084 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
1085 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
1086 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
1087 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
1088 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
1089 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
1090 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
1091 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
1092 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
1093 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1094 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
1095 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
1096 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1097 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
1098 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
1099 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1100 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
1101 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
1102 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1103 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
1104 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
1105 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
1106 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1107 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1108 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1109 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1110 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1111 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1112 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1113 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1114 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1115 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1116 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1117 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1118 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1119 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1120 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1121 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1122 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1123
1124 /* "unreal" (and therefore not drawable) runtime elements */
1125 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1126
1127 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1128 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1129 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1130 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1131 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1132 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1133 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1134 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1135 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1136 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1137 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1138 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1139 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1140 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1141 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1142 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1143 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1144 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1145
1146 /* dummy elements (never used as game elements, only used as graphics) */
1147 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1148
1149 #define EL_STEELWALL_TOPLEFT            (EL_FIRST_DUMMY + 0)
1150 #define EL_STEELWALL_TOPRIGHT           (EL_FIRST_DUMMY + 1)
1151 #define EL_STEELWALL_BOTTOMLEFT         (EL_FIRST_DUMMY + 2)
1152 #define EL_STEELWALL_BOTTOMRIGHT        (EL_FIRST_DUMMY + 3)
1153 #define EL_STEELWALL_HORIZONTAL         (EL_FIRST_DUMMY + 4)
1154 #define EL_STEELWALL_VERTICAL           (EL_FIRST_DUMMY + 5)
1155 #define EL_INVISIBLE_STEELWALL_TOPLEFT     (EL_FIRST_DUMMY + 6)
1156 #define EL_INVISIBLE_STEELWALL_TOPRIGHT    (EL_FIRST_DUMMY + 7)
1157 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT  (EL_FIRST_DUMMY + 8)
1158 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1159 #define EL_INVISIBLE_STEELWALL_HORIZONTAL  (EL_FIRST_DUMMY + 10)
1160 #define EL_INVISIBLE_STEELWALL_VERTICAL    (EL_FIRST_DUMMY + 11)
1161 #define EL_DYNABOMB                     (EL_FIRST_DUMMY + 12)
1162 #define EL_DYNABOMB_ACTIVE              (EL_FIRST_DUMMY + 13)
1163 #define EL_DYNABOMB_PLAYER_1            (EL_FIRST_DUMMY + 14)
1164 #define EL_DYNABOMB_PLAYER_2            (EL_FIRST_DUMMY + 15)
1165 #define EL_DYNABOMB_PLAYER_3            (EL_FIRST_DUMMY + 16)
1166 #define EL_DYNABOMB_PLAYER_4            (EL_FIRST_DUMMY + 17)
1167 #define EL_SHIELD_NORMAL_ACTIVE         (EL_FIRST_DUMMY + 18)
1168 #define EL_SHIELD_DEADLY_ACTIVE         (EL_FIRST_DUMMY + 19)
1169 #define EL_AMOEBA                       (EL_FIRST_DUMMY + 20)
1170 #define EL_DEFAULT                      (EL_FIRST_DUMMY + 21)
1171 #define EL_BD_DEFAULT                   (EL_FIRST_DUMMY + 22)
1172 #define EL_SP_DEFAULT                   (EL_FIRST_DUMMY + 23)
1173 #define EL_SB_DEFAULT                   (EL_FIRST_DUMMY + 24)
1174
1175 /* internal elements (only used for internal purposes like copying) */
1176 #define EL_FIRST_INTERNAL               (EL_FIRST_DUMMY + 25)
1177
1178 #define EL_INTERNAL_CLIPBOARD_CUSTOM    (EL_FIRST_INTERNAL + 0)
1179 #define EL_INTERNAL_CLIPBOARD_CHANGE    (EL_FIRST_INTERNAL + 1)
1180 #define EL_INTERNAL_CLIPBOARD_GROUP     (EL_FIRST_INTERNAL + 2)
1181 #define EL_INTERNAL_DUMMY               (EL_FIRST_INTERNAL + 3)
1182
1183 #define EL_INTERNAL_CLIPBOARD_START     (EL_FIRST_INTERNAL + 0)
1184 #define EL_INTERNAL_CLIPBOARD_END       (EL_FIRST_INTERNAL + 2)
1185 #define EL_INTERNAL_START               (EL_FIRST_INTERNAL + 0)
1186 #define EL_INTERNAL_END                 (EL_FIRST_INTERNAL + 3)
1187
1188 #define MAX_NUM_ELEMENTS                (EL_FIRST_INTERNAL + 4)
1189
1190
1191 /* values for graphics/sounds action types */
1192 #define ACTION_DEFAULT                  0
1193 #define ACTION_WAITING                  1
1194 #define ACTION_FALLING                  2
1195 #define ACTION_MOVING                   3
1196 #define ACTION_DIGGING                  4
1197 #define ACTION_SNAPPING                 5
1198 #define ACTION_COLLECTING               6
1199 #define ACTION_DROPPING                 7
1200 #define ACTION_PUSHING                  8
1201 #define ACTION_WALKING                  9
1202 #define ACTION_PASSING                  10
1203 #define ACTION_IMPACT                   11
1204 #define ACTION_BREAKING                 12
1205 #define ACTION_ACTIVATING               13
1206 #define ACTION_DEACTIVATING             14
1207 #define ACTION_OPENING                  15
1208 #define ACTION_CLOSING                  16
1209 #define ACTION_ATTACKING                17
1210 #define ACTION_GROWING                  18
1211 #define ACTION_SHRINKING                19
1212 #define ACTION_ACTIVE                   20
1213 #define ACTION_FILLING                  21
1214 #define ACTION_EMPTYING                 22
1215 #define ACTION_CHANGING                 23
1216 #define ACTION_EXPLODING                24
1217 #define ACTION_BORING                   25
1218 #define ACTION_BORING_1                 26
1219 #define ACTION_BORING_2                 27
1220 #define ACTION_BORING_3                 28
1221 #define ACTION_BORING_4                 29
1222 #define ACTION_BORING_5                 30
1223 #define ACTION_BORING_6                 31
1224 #define ACTION_BORING_7                 32
1225 #define ACTION_BORING_8                 33
1226 #define ACTION_BORING_9                 34
1227 #define ACTION_BORING_10                35
1228 #define ACTION_SLEEPING                 36
1229 #define ACTION_SLEEPING_1               37
1230 #define ACTION_SLEEPING_2               38
1231 #define ACTION_SLEEPING_3               39
1232 #define ACTION_AWAKENING                40
1233 #define ACTION_DYING                    41
1234 #define ACTION_TURNING                  42
1235 #define ACTION_TURNING_FROM_LEFT        43
1236 #define ACTION_TURNING_FROM_RIGHT       44
1237 #define ACTION_TURNING_FROM_UP          45
1238 #define ACTION_TURNING_FROM_DOWN        46
1239 #define ACTION_SMASHED_BY_ROCK          47
1240 #define ACTION_SMASHED_BY_SPRING        48
1241 #define ACTION_SLURPED_BY_SPRING        49
1242 #define ACTION_TWINKLING                50
1243 #define ACTION_SPLASHING                51
1244 #define ACTION_OTHER                    52
1245
1246 #define NUM_ACTIONS                     53
1247
1248 #define ACTION_BORING_LAST              ACTION_BORING_10
1249 #define ACTION_SLEEPING_LAST            ACTION_SLEEPING_3
1250
1251
1252 /* values for special image configuration suffixes (must match game mode) */
1253 #define GFX_SPECIAL_ARG_DEFAULT         0
1254 #define GFX_SPECIAL_ARG_MAIN            1
1255 #define GFX_SPECIAL_ARG_LEVELS          2
1256 #define GFX_SPECIAL_ARG_SCORES          3
1257 #define GFX_SPECIAL_ARG_EDITOR          4
1258 #define GFX_SPECIAL_ARG_INFO            5
1259 #define GFX_SPECIAL_ARG_SETUP           6
1260 #define GFX_SPECIAL_ARG_PLAYING         7
1261 #define GFX_SPECIAL_ARG_DOOR            8
1262 #define GFX_SPECIAL_ARG_PREVIEW         9
1263 #define GFX_SPECIAL_ARG_CRUMBLED        10
1264
1265 #define NUM_SPECIAL_GFX_ARGS            11
1266
1267
1268 /* values for image configuration suffixes */
1269 #define GFX_ARG_X                       0
1270 #define GFX_ARG_Y                       1
1271 #define GFX_ARG_XPOS                    2
1272 #define GFX_ARG_YPOS                    3
1273 #define GFX_ARG_WIDTH                   4
1274 #define GFX_ARG_HEIGHT                  5
1275 #define GFX_ARG_VERTICAL                6
1276 #define GFX_ARG_OFFSET                  7
1277 #define GFX_ARG_XOFFSET                 8
1278 #define GFX_ARG_YOFFSET                 9
1279 #define GFX_ARG_2ND_MOVEMENT_TILE       10
1280 #define GFX_ARG_2ND_VERTICAL            11
1281 #define GFX_ARG_2ND_OFFSET              12
1282 #define GFX_ARG_2ND_XOFFSET             13
1283 #define GFX_ARG_2ND_YOFFSET             14
1284 #define GFX_ARG_2ND_SWAP_TILES          15      
1285 #define GFX_ARG_FRAMES                  16
1286 #define GFX_ARG_FRAMES_PER_LINE         17
1287 #define GFX_ARG_START_FRAME             18
1288 #define GFX_ARG_DELAY                   19
1289 #define GFX_ARG_ANIM_MODE               20
1290 #define GFX_ARG_GLOBAL_SYNC             21
1291 #define GFX_ARG_CRUMBLED_LIKE           22
1292 #define GFX_ARG_DIGGABLE_LIKE           23
1293 #define GFX_ARG_BORDER_SIZE             24
1294 #define GFX_ARG_STEP_OFFSET             25
1295 #define GFX_ARG_STEP_DELAY              26
1296 #define GFX_ARG_DIRECTION               27
1297 #define GFX_ARG_POSITION                28
1298 #define GFX_ARG_DRAW_XOFFSET            29
1299 #define GFX_ARG_DRAW_YOFFSET            30
1300 #define GFX_ARG_DRAW_MASKED             31
1301 #define GFX_ARG_ANIM_DELAY_FIXED        32
1302 #define GFX_ARG_ANIM_DELAY_RANDOM       33
1303 #define GFX_ARG_POST_DELAY_FIXED        34
1304 #define GFX_ARG_POST_DELAY_RANDOM       35
1305 #define GFX_ARG_NAME                    36
1306 #define GFX_ARG_SCALE_UP_FACTOR         37
1307
1308 #define NUM_GFX_ARGS                    38
1309
1310
1311 /* values for sound configuration suffixes */
1312 #define SND_ARG_MODE_LOOP               0
1313 #define SND_ARG_VOLUME                  1
1314 #define SND_ARG_PRIORITY                2
1315
1316 #define NUM_SND_ARGS                    3
1317
1318
1319 /* values for music configuration suffixes */
1320 #define MUS_ARG_MODE_LOOP               0
1321
1322 #define NUM_MUS_ARGS                    1
1323
1324
1325 /* values for font configuration */
1326 #define FONT_INITIAL_1                  0
1327 #define FONT_INITIAL_2                  1
1328 #define FONT_INITIAL_3                  2
1329 #define FONT_INITIAL_4                  3
1330 #define FONT_TITLE_1                    4
1331 #define FONT_TITLE_2                    5
1332 #define FONT_MENU_1                     6
1333 #define FONT_MENU_2                     7
1334 #define FONT_TEXT_1_ACTIVE              8
1335 #define FONT_TEXT_2_ACTIVE              9
1336 #define FONT_TEXT_3_ACTIVE              10
1337 #define FONT_TEXT_4_ACTIVE              11
1338 #define FONT_TEXT_1                     12
1339 #define FONT_TEXT_2                     13
1340 #define FONT_TEXT_3                     14
1341 #define FONT_TEXT_4                     15
1342 #define FONT_ENVELOPE_1                 16
1343 #define FONT_ENVELOPE_2                 17
1344 #define FONT_ENVELOPE_3                 18
1345 #define FONT_ENVELOPE_4                 19
1346 #define FONT_INPUT_1_ACTIVE             20
1347 #define FONT_INPUT_2_ACTIVE             21
1348 #define FONT_INPUT_1                    22
1349 #define FONT_INPUT_2                    23
1350 #define FONT_OPTION_OFF                 24
1351 #define FONT_OPTION_ON                  25
1352 #define FONT_VALUE_1                    26
1353 #define FONT_VALUE_2                    27
1354 #define FONT_VALUE_OLD                  28
1355 #define FONT_LEVEL_NUMBER               29
1356 #define FONT_TAPE_RECORDER              30
1357 #define FONT_GAME_INFO                  31
1358
1359 #define NUM_FONTS                       32
1360 #define NUM_INITIAL_FONTS               4
1361
1362 /* values for game_status (must match special image configuration suffixes) */
1363 #define GAME_MODE_DEFAULT               0
1364 #define GAME_MODE_MAIN                  1
1365 #define GAME_MODE_LEVELS                2
1366 #define GAME_MODE_SCORES                3
1367 #define GAME_MODE_EDITOR                4
1368 #define GAME_MODE_INFO                  5
1369 #define GAME_MODE_SETUP                 6
1370 #define GAME_MODE_PLAYING               7
1371 #define GAME_MODE_PSEUDO_DOOR           8
1372 #define GAME_MODE_PSEUDO_PREVIEW        9
1373 #define GAME_MODE_PSEUDO_CRUMBLED       10
1374
1375 /* there are no special config file suffixes for these modes */
1376 #define GAME_MODE_PSEUDO_TYPENAME       11
1377 #define GAME_MODE_QUIT                  12
1378
1379 /* special definitions currently only used for custom artwork configuration */
1380 #define MUSIC_PREFIX_BACKGROUND         0
1381 #define NUM_MUSIC_PREFIXES              1
1382 #define MAX_LEVELS                      1000
1383
1384 /* definitions for demo animation lists */
1385 #define HELPANIM_LIST_NEXT              -1
1386 #define HELPANIM_LIST_END               -999
1387
1388
1389 /* program information and versioning definitions */
1390
1391 #define RELEASE_311                     FALSE
1392
1393 #if RELEASE_311
1394 #define PROGRAM_VERSION_MAJOR           3
1395 #define PROGRAM_VERSION_MINOR           1
1396 #define PROGRAM_VERSION_PATCH           2
1397 #define PROGRAM_VERSION_BUILD           0
1398 #else
1399 /* !!! make sure that packaging script can find unique version number !!! */
1400 #define PROGRAM_VERSION_MAJOR           3
1401 #define PROGRAM_VERSION_MINOR           2
1402 #define PROGRAM_VERSION_PATCH           0
1403 #define PROGRAM_VERSION_BUILD           3
1404 #endif
1405
1406 #define PROGRAM_TITLE_STRING            "Rocks'n'Diamonds"
1407 #define PROGRAM_AUTHOR_STRING           "Holger Schemel"
1408 #define PROGRAM_COPYRIGHT_STRING       "Copyright Â©1995-2005 by Holger Schemel"
1409
1410 #define ICON_TITLE_STRING               PROGRAM_TITLE_STRING
1411 #define COOKIE_PREFIX                   "ROCKSNDIAMONDS"
1412 #define FILENAME_PREFIX                 "Rocks"
1413
1414 #if defined(PLATFORM_UNIX)
1415 #define USERDATA_DIRECTORY              ".rocksndiamonds"
1416 #elif defined(PLATFORM_WIN32)
1417 #define USERDATA_DIRECTORY              PROGRAM_TITLE_STRING
1418 #else
1419 #define USERDATA_DIRECTORY              "userdata"
1420 #endif
1421
1422 #define X11_ICON_FILENAME               "rocks_icon.xbm"
1423 #define X11_ICONMASK_FILENAME           "rocks_iconmask.xbm"
1424 #define MSDOS_POINTER_FILENAME          "mouse.pcx"
1425
1426 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1427 ** currently supported/known file version numbers:
1428 **      1.0 (old)
1429 **      1.2 (still in use)
1430 **      1.4 (still in use)
1431 **      2.0 (actual)
1432 */
1433 #define FILE_VERSION_1_0                VERSION_IDENT(1,0,0,0)
1434 #define FILE_VERSION_1_2                VERSION_IDENT(1,2,0,0)
1435 #define FILE_VERSION_1_4                VERSION_IDENT(1,4,0,0)
1436 #define FILE_VERSION_2_0                VERSION_IDENT(2,0,0,0)
1437
1438 /* file version does not change for every program version, but is changed
1439    when new features are introduced that are incompatible with older file
1440    versions, so that they can be treated accordingly */
1441 #define FILE_VERSION_ACTUAL             FILE_VERSION_2_0
1442
1443 #define GAME_VERSION_1_0                FILE_VERSION_1_0
1444 #define GAME_VERSION_1_2                FILE_VERSION_1_2
1445 #define GAME_VERSION_1_4                FILE_VERSION_1_4
1446 #define GAME_VERSION_2_0                FILE_VERSION_2_0
1447
1448 #define GAME_VERSION_ACTUAL             VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1449                                                       PROGRAM_VERSION_MINOR, \
1450                                                       PROGRAM_VERSION_PATCH, \
1451                                                       PROGRAM_VERSION_BUILD)
1452
1453 /* values for game_emulation */
1454 #define EMU_NONE                        0
1455 #define EMU_BOULDERDASH                 1
1456 #define EMU_SOKOBAN                     2
1457 #define EMU_SUPAPLEX                    3
1458
1459 /* values for level file type identifier */
1460 #define LEVEL_FILE_TYPE_UNKNOWN         0
1461 #define LEVEL_FILE_TYPE_RND             1
1462 #define LEVEL_FILE_TYPE_BD              2
1463 #define LEVEL_FILE_TYPE_EM              3
1464 #define LEVEL_FILE_TYPE_SP              4
1465 #define LEVEL_FILE_TYPE_DX              5
1466 #define LEVEL_FILE_TYPE_SB              6
1467 #define LEVEL_FILE_TYPE_DC              7
1468
1469 #define NUM_LEVEL_FILE_TYPES            8
1470
1471 /* values for game engine type identifier */
1472 #define GAME_ENGINE_TYPE_UNKNOWN        LEVEL_FILE_TYPE_UNKNOWN
1473 #define GAME_ENGINE_TYPE_RND            LEVEL_FILE_TYPE_RND
1474 #define GAME_ENGINE_TYPE_EM             LEVEL_FILE_TYPE_EM
1475
1476 #define NUM_ENGINE_TYPES                3
1477
1478
1479 struct MenuInfo
1480 {
1481   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1482   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1483
1484   int scrollbar_xoffset;
1485
1486   int list_size[NUM_SPECIAL_GFX_ARGS];
1487
1488   int sound[NUM_SPECIAL_GFX_ARGS];
1489   int music[NUM_SPECIAL_GFX_ARGS];
1490 };
1491
1492 struct DoorInfo
1493 {
1494   int step_offset;
1495   int step_delay;
1496   int anim_mode;
1497 };
1498
1499 struct HiScore
1500 {
1501   char Name[MAX_PLAYER_NAME_LEN + 1];
1502   int Score;
1503 };
1504
1505 struct PlayerInfo
1506 {
1507   boolean present;              /* player present in level playfield */
1508   boolean connected;            /* player connected (locally or via network) */
1509   boolean active;               /* player present and connected */
1510
1511   int index_nr;                 /* player number (0 to 3) */
1512   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1513   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1514   int client_nr;                /* network client identifier */
1515
1516   byte action;                  /* action from local input device */
1517   byte effective_action;        /* action acknowledged from network server
1518                                    or summarized over all configured input
1519                                    devices when in single player mode */
1520   byte programmed_action;       /* action forced by game itself (like moving
1521                                    through doors); overrides other actions */
1522
1523   int jx, jy, last_jx, last_jy;
1524   int MovDir, MovPos, GfxDir, GfxPos;
1525   int Frame, StepFrame;
1526
1527   int GfxAction;
1528
1529   boolean use_murphy_graphic;
1530
1531   boolean block_last_field;
1532   int block_delay_adjustment;   /* needed for different engine versions */
1533
1534   boolean can_fall_into_acid;
1535
1536   boolean LevelSolved, GameOver;
1537
1538   int last_move_dir;
1539
1540   boolean is_waiting;
1541   boolean is_moving;
1542   boolean is_auto_moving;
1543   boolean is_digging;
1544   boolean is_snapping;
1545   boolean is_collecting;
1546   boolean is_pushing;
1547   boolean is_switching;
1548   boolean is_dropping;
1549
1550   boolean is_bored;
1551   boolean is_sleeping;
1552
1553   int frame_counter_bored;
1554   int frame_counter_sleeping;
1555
1556   int anim_delay_counter;
1557   int post_delay_counter;
1558
1559   int action_waiting, last_action_waiting;
1560   int special_action_bored;
1561   int special_action_sleeping;
1562
1563   int num_special_action_bored;
1564   int num_special_action_sleeping;
1565
1566   int switch_x, switch_y;
1567   int drop_x, drop_y;
1568
1569   int show_envelope;
1570
1571 #if 1   /* USE_NEW_MOVE_DELAY */
1572   int move_delay;
1573   int move_delay_value;
1574 #else
1575   unsigned long move_delay;
1576   int move_delay_value;
1577 #endif
1578
1579   int move_delay_reset_counter;
1580
1581 #if 1   /* USE_NEW_PUSH_DELAY */
1582   int push_delay;
1583   int push_delay_value;
1584 #else
1585   unsigned long push_delay;
1586   unsigned long push_delay_value;
1587 #endif
1588
1589   unsigned long actual_frame_counter;
1590
1591   int drop_delay;
1592
1593   int step_counter;
1594
1595   int score;
1596   int gems_still_needed;
1597   int sokobanfields_still_needed;
1598   int lights_still_needed;
1599   int friends_still_needed;
1600   int key[MAX_NUM_KEYS];
1601   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1602   int shield_normal_time_left;
1603   int shield_deadly_time_left;
1604
1605   int inventory_element[MAX_INVENTORY_SIZE];
1606   int inventory_infinite_element;
1607   int inventory_size;
1608 };
1609
1610 struct LevelSetInfo
1611 {
1612   int music[MAX_LEVELS];
1613 };
1614
1615 struct LevelFileInfo
1616 {
1617   int nr;
1618   int type;
1619   boolean packed;
1620   char *basename;
1621   char *filename;
1622 };
1623
1624 struct LevelInfo
1625 {
1626   struct LevelFileInfo file_info;
1627
1628   int game_engine_type;
1629
1630   /* level stored in native format for the alternative native game engines */
1631   struct LevelInfo_EM *native_em_level;
1632
1633   int file_version;     /* file format version the level is stored with    */
1634   int game_version;     /* game release version the level was created with */
1635
1636   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1637   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1638   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1639
1640   int fieldx, fieldy;
1641
1642   int time;                             /* available time (seconds) */
1643   int gems_needed;
1644
1645   char name[MAX_LEVEL_NAME_LEN + 1];
1646   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1647
1648   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1649   int envelope_xsize[4], envelope_ysize[4];
1650
1651   int score[LEVEL_SCORE_ELEMENTS];
1652
1653   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1654   int num_yamyam_contents;
1655
1656   int amoeba_speed;
1657   int amoeba_content;
1658
1659   int time_magic_wall;
1660   int time_wheel;
1661   int time_light;
1662   int time_timegate;
1663
1664   /* values for the new EMC elements */
1665   int android_move_time;
1666   int android_clone_time;
1667   boolean ball_random;
1668   boolean ball_state_initial;
1669   int ball_time;
1670   int lenses_score;
1671   int magnify_score;
1672   int slurp_score;
1673   int lenses_time;
1674   int magnify_time;
1675   int wind_direction_initial;
1676   int ball_content[NUM_MAGIC_BALL_CONTENTS][3][3];
1677   boolean android_array[16];
1678
1679   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1680   int dont_collide_with_bits;   /* bitfield to store property for elements */
1681
1682   boolean double_speed;
1683   boolean initial_gravity;
1684   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1685   boolean use_spring_bug;       /* for compatibility with old levels */
1686   boolean instant_relocation;   /* no visual delay when relocating player */
1687   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1688   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1689
1690   boolean block_last_field;     /* player blocks previous field while moving */
1691   boolean sp_block_last_field;  /* player blocks previous field while moving */
1692
1693 #if 0   /* !!! THIS IS NOT A LEVEL SETTING => LOGIC MOVED TO "game.c" !!! */
1694   int block_delay;              /* delay for blocking previous field */
1695   int sp_block_delay;           /* delay for blocking previous field */
1696 #endif
1697
1698   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1699   int use_step_counter;         /* count steps instead of seconds for level */
1700
1701   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1702
1703   boolean use_custom_template;  /* use custom properties from template file */
1704
1705   boolean no_valid_file;        /* set when level file missing or invalid */
1706
1707   boolean changed;              /* set when level was changed in the editor */
1708 };
1709
1710 struct TapeInfo
1711 {
1712   int file_version;     /* file format version the tape is stored with    */
1713   int game_version;     /* game release version the tape was created with */
1714   int engine_version;   /* game engine version the tape was recorded with */
1715
1716   char *level_identifier;
1717   int level_nr;
1718   unsigned long random_seed;
1719   unsigned long date;
1720   unsigned long counter;
1721   unsigned long length;
1722   unsigned long length_seconds;
1723   unsigned int delay_played;
1724   boolean pause_before_death;
1725   boolean recording, playing, pausing;
1726   boolean fast_forward;
1727   boolean warp_forward;
1728   boolean deactivate_display;
1729   boolean auto_play;
1730   boolean auto_play_level_solved;
1731   boolean quick_resume;
1732   boolean single_step;
1733   boolean changed;
1734   boolean player_participates[MAX_PLAYERS];
1735   int num_participating_players;
1736
1737   struct
1738   {
1739     byte action[MAX_PLAYERS];
1740     byte delay;
1741   } pos[MAX_TAPE_LEN];
1742
1743   boolean no_valid_file;        /* set when tape file missing or invalid */
1744 };
1745
1746 struct GameInfo
1747 {
1748   /* values for engine initialization */
1749   int default_push_delay_fixed;
1750   int default_push_delay_random;
1751
1752   /* constant within running game */
1753   int engine_version;
1754   int emulation;
1755   int initial_move_delay;
1756   int initial_move_delay_value;
1757   int initial_push_delay_value;
1758
1759   /* flags to handle bugs in and changes between different engine versions */
1760   /* (for the latest engine version, these flags should always be "FALSE") */
1761   boolean use_change_when_pushing_bug;
1762   boolean use_block_last_field_bug;
1763
1764   /* variable within running game */
1765   int yamyam_content_nr;
1766   boolean magic_wall_active;
1767   int magic_wall_time_left;
1768   int light_time_left;
1769   int timegate_time_left;
1770   int belt_dir[4];
1771   int belt_dir_nr[4];
1772   int switchgate_pos;
1773   int balloon_dir;
1774   boolean gravity;
1775   boolean explosions_delayed;
1776   boolean envelope_active;
1777
1778   /* values for player idle animation (no effect on engine) */
1779   int player_boring_delay_fixed;
1780   int player_boring_delay_random;
1781   int player_sleeping_delay_fixed;
1782   int player_sleeping_delay_random;
1783 };
1784
1785 struct GlobalInfo
1786 {
1787   char *autoplay_leveldir;
1788   int autoplay_level[MAX_TAPES_PER_SET];
1789   boolean autoplay_all;
1790
1791   char *convert_leveldir;
1792   int convert_level_nr;
1793
1794   int num_toons;
1795
1796   float frames_per_second;
1797   boolean fps_slowdown;
1798   int fps_slowdown_factor;
1799 };
1800
1801 struct ElementChangeInfo
1802 {
1803   boolean can_change;           /* use or ignore this change info */
1804
1805 #if 1
1806   boolean has_event[NUM_CHANGE_EVENTS];         /* change events */
1807 #else
1808   unsigned long events;         /* change events */
1809 #endif
1810
1811   int trigger_player;           /* player triggering change */
1812   int trigger_side;             /* side triggering change */
1813   int trigger_page;             /* page triggering change */
1814
1815   short target_element;         /* target element after change */
1816
1817   int delay_fixed;              /* added frame delay before changed (fixed) */
1818   int delay_random;             /* added frame delay before changed (random) */
1819   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1820
1821   short trigger_element;        /* element triggering change */
1822
1823   int target_content[3][3];     /* elements for extended change target */
1824   boolean use_target_content;   /* use extended change target */
1825   boolean only_if_complete;     /* only use complete target content */
1826   boolean use_random_replace;   /* use random value for replacing elements */
1827   int random_percentage;        /* random value for replacing elements */
1828   int replace_when;             /* type of elements that can be replaced */
1829
1830   boolean explode;              /* explode instead of change */
1831
1832   /* ---------- internal values used at runtime when playing ---------- */
1833
1834   /* functions that are called before, while and after the change of an
1835      element -- currently only used for non-custom elements */
1836   void (*pre_change_function)(int x, int y);
1837   void (*change_function)(int x, int y);
1838   void (*post_change_function)(int x, int y);
1839
1840   short actual_trigger_element; /* element that actually triggered change */
1841   int actual_trigger_player;    /* player which actually triggered change */
1842
1843   /* ---------- internal values used in level editor ---------- */
1844
1845   int direct_action;            /* change triggered by actions on element */
1846   int other_action;             /* change triggered by other element actions */
1847 };
1848
1849 struct ElementGroupInfo
1850 {
1851   int num_elements;                     /* number of elements in this group */
1852   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1853
1854   int choice_mode;              /* how to choose element from group */
1855
1856   /* ---------- internal values used at runtime when playing ---------- */
1857
1858   /* the following is the same as above, but with recursively resolved group
1859      elements (group elements may also contain further group elements!) */
1860   int num_elements_resolved;
1861   short element_resolved[NUM_FILE_ELEMENTS];
1862
1863   int choice_pos;               /* current element choice position */
1864 };
1865
1866 struct ElementNameInfo
1867 {
1868   /* ---------- token and description strings ---------- */
1869
1870   char *token_name;             /* element token used in config files */
1871   char *class_name;             /* element class used in config files */
1872   char *editor_description;     /* pre-defined description for level editor */
1873 };
1874
1875 struct ElementInfo
1876 {
1877   /* ---------- token and description strings ---------- */
1878
1879   char *token_name;             /* element token used in config files */
1880   char *class_name;             /* element class used in config files */
1881   char *editor_description;     /* pre-defined description for level editor */
1882   char *custom_description;     /* alternative description from config file */
1883   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1884
1885   /* ---------- graphic and sound definitions ---------- */
1886
1887   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1888   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1889                                 /* special graphics for left/right/up/down */
1890
1891   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1892   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1893                                 /* crumbled graphics for left/right/up/down */
1894
1895   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1896                                 /* special graphics for certain screens */
1897
1898   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1899
1900   /* ---------- special element property values ---------- */
1901
1902   boolean use_gfx_element;      /* use custom graphic element */
1903   short gfx_element;            /* optional custom graphic element */
1904
1905   int access_direction;         /* accessible from which direction */
1906
1907   int collect_score;            /* score value for collecting */
1908   int collect_count;            /* count value for collecting */
1909
1910   int push_delay_fixed;         /* constant delay before pushing */
1911   int push_delay_random;        /* additional random delay before pushing */
1912   int drop_delay_fixed;         /* constant delay after dropping */
1913   int drop_delay_random;        /* additional random delay after dropping */
1914   int move_delay_fixed;         /* constant delay after moving */
1915   int move_delay_random;        /* additional random delay after moving */
1916
1917   int move_pattern;             /* direction movable element moves to */
1918   int move_direction_initial;   /* initial direction element moves to */
1919   int move_stepsize;            /* step size element moves with */
1920
1921   int move_enter_element;       /* element that can be entered (and removed) */
1922   int move_leave_element;       /* element that can be left behind */
1923   int move_leave_type;          /* change (limited) or leave (unlimited) */
1924
1925   int slippery_type;            /* how/where other elements slip away */
1926
1927   int content[3][3];            /* new elements after explosion */
1928
1929   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
1930   int explosion_delay;          /* duration of explosion of this element */
1931   int ignition_delay;           /* delay for explosion by other explosion */
1932
1933   struct ElementChangeInfo *change_page; /* actual list of change pages */
1934   struct ElementChangeInfo *change;      /* pointer to current change page */
1935
1936   int num_change_pages;         /* actual number of change pages */
1937   int current_change_page;      /* currently edited change page */
1938
1939   struct ElementGroupInfo *group;       /* pointer to element group info */
1940
1941   /* ---------- internal values used at runtime when playing ---------- */
1942
1943 #if 1
1944   boolean has_change_event[NUM_CHANGE_EVENTS];
1945 #else
1946   unsigned long change_events;  /* bitfield for combined change events */
1947 #endif
1948
1949   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1950   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1951
1952   boolean in_group[NUM_GROUP_ELEMENTS];
1953
1954 #if 0
1955   boolean can_leave_element;    /* element can leave other element behind */
1956   boolean can_leave_element_last;
1957 #endif
1958
1959   /* ---------- internal values used in level editor ---------- */
1960
1961   int access_type;              /* walkable or passable */
1962   int access_layer;             /* accessible over/inside/under */
1963   int access_protected;         /* protection against deadly elements */
1964   int walk_to_action;           /* diggable/collectible/pushable */
1965   int smash_targets;            /* can smash player/enemies/everything */
1966   int deadliness;               /* deadly when running/colliding/touching */
1967
1968   boolean can_explode_by_fire;  /* element explodes by fire */
1969   boolean can_explode_smashed;  /* element explodes when smashed */
1970   boolean can_explode_impact;   /* element explodes on impact */
1971
1972   boolean modified_settings;    /* set for all modified custom elements */
1973 };
1974
1975 struct FontInfo
1976 {
1977   char *token_name;             /* font token used in config files */
1978
1979   int graphic;                  /* default graphic for this font */
1980   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1981                                 /* special graphics for certain screens */
1982   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1983                                 /* internal bitmap ID for special graphics */
1984 };
1985
1986 struct GraphicInfo
1987 {
1988   Bitmap *bitmap;
1989   int src_x, src_y;             /* start position of animation frames */
1990   int width, height;            /* width/height of each animation frame */
1991   int offset_x, offset_y;       /* x/y offset to next animation frame */
1992   int offset2_x, offset2_y;     /* x/y offset to second movement tile */
1993   boolean double_movement;      /* animation has second movement tile */
1994   int swap_double_tiles;        /* explicitely force or forbid tile swapping */
1995   int anim_frames;
1996   int anim_frames_per_line;
1997   int anim_start_frame;
1998   int anim_delay;               /* important: delay of 1 means "no delay"! */
1999   int anim_mode;
2000   boolean anim_global_sync;
2001   int crumbled_like;            /* element for cloning crumble graphics */
2002   int diggable_like;            /* element for cloning digging graphics */
2003   int border_size;              /* border size for "crumbled" graphics */
2004   int scale_up_factor;          /* optional factor for scaling image up */
2005
2006   int anim_delay_fixed;         /* optional delay values for bored and   */
2007   int anim_delay_random;        /* sleeping player animations (animation */
2008   int post_delay_fixed;         /* intervall and following pause before  */
2009   int post_delay_random;        /* next intervall (bored animation only) */
2010
2011   int step_offset;              /* optional step offset of toon animations */
2012   int step_delay;               /* optional step delay of toon animations */
2013
2014   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
2015
2016   int draw_masked;              /* optional setting for drawing envelope gfx */
2017
2018 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2019   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
2020   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
2021 #endif
2022 };
2023
2024 struct SoundInfo
2025 {
2026   boolean loop;
2027   int volume;
2028   int priority;
2029 };
2030
2031 struct MusicInfo
2032 {
2033   boolean loop;
2034 };
2035
2036 struct MusicPrefixInfo
2037 {
2038   char *prefix;
2039   boolean is_loop_music;
2040 };
2041
2042 struct MusicFileInfo
2043 {
2044   char *basename;
2045
2046   char *title_header;
2047   char *artist_header;
2048   char *album_header;
2049   char *year_header;
2050
2051   char *title;
2052   char *artist;
2053   char *album;
2054   char *year;
2055
2056   int music;
2057
2058   boolean is_sound;
2059
2060   struct MusicFileInfo *next;
2061 };
2062
2063 struct ElementActionInfo
2064 {
2065   char *suffix;
2066   int value;
2067   boolean is_loop_sound;
2068 };
2069
2070 struct ElementDirectionInfo
2071 {
2072   char *suffix;
2073   int value;
2074 };
2075
2076 struct SpecialSuffixInfo
2077 {
2078   char *suffix;
2079   int value;
2080 };
2081
2082 struct HelpAnimInfo
2083 {
2084   int element;
2085   int action;
2086   int direction;
2087
2088   int delay;
2089 };
2090
2091
2092 #if 0
2093 extern GC                       tile_clip_gc;
2094 extern Bitmap                  *pix[];
2095 #endif
2096 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
2097 extern Pixmap                   tile_clipmask[];
2098 extern DrawBuffer             *fieldbuffer;
2099 extern DrawBuffer             *drawto_field;
2100
2101 extern int                      game_status;
2102 extern boolean                  level_editor_test_game;
2103 extern boolean                  network_playing;
2104
2105 #if defined(TARGET_SDL)
2106 extern boolean                  network_server;
2107 extern SDL_Thread              *server_thread;
2108 #endif
2109
2110 extern int                      key_joystick_mapping;
2111
2112 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2113 extern int                      redraw_x1, redraw_y1;
2114
2115 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2116 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2117 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2118 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2119 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2120 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2121 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2122 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2123 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2124 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2125 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2126 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2127 extern boolean                  Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2128 extern short                    ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2129 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2130 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2131 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2132 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2133 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
2134 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
2135 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2136 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2137 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2138 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2139 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2140
2141 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2142
2143 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2144 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2145 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2146 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2147 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2148
2149 extern int                      lev_fieldx, lev_fieldy;
2150 extern int                      scroll_x, scroll_y;
2151
2152 extern int                      FX, FY;
2153 extern int                      ScrollStepSize;
2154 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2155 extern int                      BorderElement;
2156 extern int                      GameFrameDelay;
2157 extern int                      FfwdFrameDelay;
2158 extern int                      BX1, BY1;
2159 extern int                      BX2, BY2;
2160 extern int                      SBX_Left, SBX_Right;
2161 extern int                      SBY_Upper, SBY_Lower;
2162 extern int                      ZX, ZY;
2163 extern int                      ExitX, ExitY;
2164 extern int                      AllPlayersGone;
2165
2166 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
2167 extern boolean                  SiebAktiv;
2168 extern int                      SiebCount;
2169
2170 extern boolean                  network_player_action_received;
2171
2172 extern int                      graphics_action_mapping[];
2173
2174 extern struct LevelSetInfo      levelset;
2175 extern struct LevelInfo         level, level_template;
2176 extern struct PlayerInfo        stored_player[], *local_player;
2177 extern struct HiScore           highscore[];
2178 extern struct TapeInfo          tape;
2179 extern struct GameInfo          game;
2180 extern struct GlobalInfo        global;
2181 extern struct MenuInfo          menu;
2182 extern struct DoorInfo          door_1, door_2;
2183 extern struct ElementInfo       element_info[];
2184 extern struct ElementNameInfo   element_name_info[];
2185 extern struct ElementActionInfo element_action_info[];
2186 extern struct ElementDirectionInfo element_direction_info[];
2187 extern struct SpecialSuffixInfo special_suffix_info[];
2188 extern struct TokenIntPtrInfo   image_config_vars[];
2189 extern struct FontInfo          font_info[];
2190 extern struct MusicPrefixInfo   music_prefix_info[];
2191 extern struct GraphicInfo      *graphic_info;
2192 extern struct SoundInfo        *sound_info;
2193 extern struct MusicInfo        *music_info;
2194 extern struct MusicFileInfo    *music_file_info;
2195 extern struct HelpAnimInfo     *helpanim_info;
2196 extern SetupFileHash           *helptext_info;
2197 extern struct ConfigTypeInfo    image_config_suffix[];
2198 extern struct ConfigTypeInfo    sound_config_suffix[];
2199 extern struct ConfigTypeInfo    music_config_suffix[];
2200 extern struct ConfigInfo        image_config[];
2201 extern struct ConfigInfo        sound_config[];
2202 extern struct ConfigInfo        music_config[];
2203 extern struct ConfigInfo        helpanim_config[];
2204 extern struct ConfigInfo        helptext_config[];
2205
2206 #endif  /* MAIN_H */