f449795aac7722dd4d1ed5999ff376df10a72d55
[rocksndiamonds.git] / src / main.h
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * main.h                                                   *
12 ***********************************************************/
13
14 #ifndef MAIN_H
15 #define MAIN_H
16
17 #include <time.h>
18 #include <sys/time.h>
19 #include <sys/types.h>
20 #include <sys/stat.h>
21 #include <errno.h>
22 #include <unistd.h>
23 #include <fcntl.h>
24
25 #include "libgame/libgame.h"
26
27 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
28 #include "conf_snd.h"   /* include auto-generated data structure definitions */
29 #include "conf_mus.h"   /* include auto-generated data structure definitions */
30
31 #define IMG_UNDEFINED           (-1)
32 #define IMG_EMPTY               IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START          IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START        IMG_CUSTOM_1
37
38 #define SND_UNDEFINED           (-1)
39 #define MUS_UNDEFINED           (-1)
40
41 #define WIN_XSIZE               672
42 #define WIN_YSIZE               560
43
44 #define SCR_FIELDX              17
45 #define SCR_FIELDY              17
46 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX          3
49 #define MIN_LEV_FIELDY          3
50 #define STD_LEV_FIELDX          64
51 #define STD_LEV_FIELDY          32
52 #define MAX_LEV_FIELDX          128
53 #define MAX_LEV_FIELDY          128
54
55 #define SCREENX(a)              ((a) - scroll_x)
56 #define SCREENY(a)              ((a) - scroll_y)
57 #define LEVELX(a)               ((a) + scroll_x)
58 #define LEVELY(a)               ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
62
63 /* values for configurable properties (custom elem's only, else pre-defined) */
64 #define EP_DIGGABLE             0
65 #define EP_COLLECTIBLE_ONLY     1
66 #define EP_DONT_RUN_INTO        2
67 #define EP_DONT_COLLIDE_WITH    3
68 #define EP_DONT_TOUCH           4
69 #define EP_INDESTRUCTIBLE       5
70 #define EP_SLIPPERY             6
71 #define EP_CAN_CHANGE           7
72 #define EP_CAN_MOVE             8
73 #define EP_CAN_FALL             9
74 #define EP_CAN_SMASH_PLAYER     10
75 #define EP_CAN_SMASH_ENEMIES    11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE  13
78 #define EP_CAN_EXPLODE_SMASHED  14
79 #define EP_CAN_EXPLODE_IMPACT   15
80 #define EP_WALKABLE_OVER        16
81 #define EP_WALKABLE_INSIDE      17
82 #define EP_WALKABLE_UNDER       18
83 #define EP_PASSABLE_OVER        19
84 #define EP_PASSABLE_INSIDE      20
85 #define EP_PASSABLE_UNDER       21
86 #define EP_DROPPABLE            22
87 #define EP_CAN_EXPLODE_1X1      23
88 #define EP_PUSHABLE             24
89 #define EP_CAN_EXPLODE_DYNA     25
90
91 /* values for pre-defined properties */
92 #define EP_PLAYER               32
93 #define EP_CAN_PASS_MAGIC_WALL  33
94 #define EP_SWITCHABLE           34
95 #define EP_BD_ELEMENT           35
96 #define EP_SP_ELEMENT           36
97 #define EP_SB_ELEMENT           37
98 #define EP_GEM                  38
99 #define EP_FOOD_DARK_YAMYAM     39
100 #define EP_FOOD_PENGUIN         40
101 #define EP_FOOD_PIG             41
102 #define EP_HISTORIC_WALL        42
103 #define EP_HISTORIC_SOLID       43
104 #define EP_CLASSIC_ENEMY        44
105 #define EP_BELT                 45
106 #define EP_BELT_ACTIVE          46
107 #define EP_BELT_SWITCH          47
108 #define EP_TUBE                 48
109 #define EP_KEYGATE              49
110 #define EP_AMOEBOID             50
111 #define EP_AMOEBALIVE           51
112 #define EP_HAS_CONTENT          52
113 #define EP_ACTIVE_BOMB          53
114 #define EP_INACTIVE             54
115
116 /* values for special configurable properties (depending on level settings) */
117 #define EP_EM_SLIPPERY_WALL     55
118
119 /* values for special graphics properties (no effect on game engine) */
120 #define EP_GFX_CRUMBLED         56
121
122 /* values for derived properties (determined from properties above) */
123 #define EP_ACCESSIBLE_OVER      57
124 #define EP_ACCESSIBLE_INSIDE    58
125 #define EP_ACCESSIBLE_UNDER     59
126 #define EP_WALKABLE             60
127 #define EP_PASSABLE             61
128 #define EP_ACCESSIBLE           62
129 #define EP_COLLECTIBLE          63
130 #define EP_SNAPPABLE            64
131 #define EP_WALL                 65
132 #define EP_SOLID_FOR_PUSHING    66
133 #define EP_DRAGONFIRE_PROOF     67
134 #define EP_EXPLOSION_PROOF      68
135 #define EP_CAN_SMASH            69
136 #define EP_CAN_EXPLODE          70
137 #define EP_CAN_EXPLODE_3X3      71
138
139 /* values for internal purpose only (level editor) */
140 #define EP_EXPLODE_RESULT       72
141 #define EP_WALK_TO_OBJECT       73
142 #define EP_DEADLY               74
143
144 #define NUM_ELEMENT_PROPERTIES  75
145
146 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
147 #define EP_BITFIELD_BASE        0
148
149 #define EP_BITMASK_DEFAULT      0
150
151 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
152 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
153 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
154 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
155                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
156                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
157
158
159 /* values for change events for custom elements (stored in level file) */
160 #define CE_DELAY                0
161 #define CE_TOUCHED_BY_PLAYER    1
162 #define CE_PRESSED_BY_PLAYER    2
163 #define CE_PUSHED_BY_PLAYER     3
164 #define CE_DROPPED_BY_PLAYER    4
165 #define CE_HITTING_SOMETHING    5
166 #define CE_IMPACT               6
167 #define CE_SMASHED              7
168 #define CE_OTHER_IS_TOUCHING    8
169 #define CE_OTHER_IS_CHANGING    9
170 #define CE_OTHER_IS_EXPLODING   10
171 #define CE_OTHER_GETS_TOUCHED   11
172 #define CE_OTHER_GETS_PRESSED   12
173 #define CE_OTHER_GETS_PUSHED    13
174 #define CE_OTHER_GETS_COLLECTED 14
175 #define CE_OTHER_GETS_DROPPED   15
176 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
177 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
178 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
179 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
180 #define CE_OTHER_GETS_DIGGED    20
181 #define CE_ENTERED_BY_PLAYER    21
182 #define CE_LEFT_BY_PLAYER       22
183 #define CE_OTHER_GETS_ENTERED   23
184 #define CE_OTHER_GETS_LEFT      24
185 #define CE_SWITCHED             25
186 #define CE_OTHER_IS_SWITCHING   26
187 #define CE_HIT_BY_SOMETHING     27
188 #define CE_OTHER_IS_HITTING     28
189 #define CE_OTHER_GETS_HIT       29
190
191 #define NUM_CHANGE_EVENTS       30
192
193 #define CE_BITMASK_DEFAULT      0
194
195 #define CH_EVENT_BIT(c)         (1 << (c))
196 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
197 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
198
199 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
200                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
201 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
202                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
203 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
204                                  ((v) ?                                   \
205                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
206                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
207
208 /* values for change sides for custom elements */
209 #define CH_SIDE_NONE            MV_NO_MOVING
210 #define CH_SIDE_LEFT            MV_LEFT
211 #define CH_SIDE_RIGHT           MV_RIGHT
212 #define CH_SIDE_TOP             MV_UP
213 #define CH_SIDE_BOTTOM          MV_DOWN
214 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
215 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
216 #define CH_SIDE_ANY             MV_ANY_DIRECTION
217
218 /* values for change power for custom elements */
219 #define CP_NON_DESTRUCTIVE      0
220 #define CP_HALF_DESTRUCTIVE     1
221 #define CP_FULL_DESTRUCTIVE     2
222
223 /* values for special move patterns (bits 0-3: basic move directions) */
224 #define MV_BIT_TOWARDS_PLAYER   4
225 #define MV_BIT_AWAY_FROM_PLAYER 5
226 #define MV_BIT_ALONG_LEFT_SIDE  6
227 #define MV_BIT_ALONG_RIGHT_SIDE 7
228 #define MV_BIT_TURNING_LEFT     8
229 #define MV_BIT_TURNING_RIGHT    9
230 #define MV_BIT_WHEN_PUSHED      10
231 #define MV_BIT_MAZE_RUNNER      11
232 #define MV_BIT_MAZE_HUNTER      12
233 #define MV_BIT_WHEN_DROPPED     13
234 #define MV_BIT_TURNING_LEFT_RIGHT 14
235 #define MV_BIT_TURNING_RIGHT_LEFT 15
236 #define MV_BIT_TURNING_RANDOM   16
237 #define MV_BIT_PREVIOUS         17
238
239 /* values for special move patterns for custom elements */
240 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
241 #define MV_VERTICAL             (MV_UP | MV_DOWN)
242 #define MV_ALL_DIRECTIONS       (MV_HORIZONTAL | MV_VERTICAL)
243 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
244 #define MV_RANDOM               (MV_ALL_DIRECTIONS)
245 #define MV_AUTOMATIC            (MV_NO_MOVING)
246 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
247 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
248 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
249 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
250 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
251 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
252 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
253 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
254 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
255 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
256 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
257 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
258 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
259 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
260 #define MV_PREVIOUS             (1 << MV_BIT_PREVIOUS)
261
262 /* values for elements left behind by custom elements */
263 #define LEAVE_TYPE_UNLIMITED    0
264 #define LEAVE_TYPE_LIMITED      1
265
266 /* values for slippery property for custom elements */
267 #define SLIPPERY_ANY_RANDOM     0
268 #define SLIPPERY_ANY_LEFT_RIGHT 1
269 #define SLIPPERY_ANY_RIGHT_LEFT 2
270 #define SLIPPERY_ONLY_LEFT      3
271 #define SLIPPERY_ONLY_RIGHT     4
272
273 /* macros for configurable properties */
274 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
275 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
276 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
277 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
278 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
279 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
280 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
281 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
282 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
283 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
284 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
285 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
286 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
287 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
288 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
289 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
290 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
291 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
292 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
293 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
294 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
295 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
296 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
297 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
298 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
299 #define CAN_EXPLODE_DYNA(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
300
301 /* macros for special configurable properties */
302 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
303
304 /* macros for special graphics properties */
305 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
306
307 /* macros for pre-defined properties */
308 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
309 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
310 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
311 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
312 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
313 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
314 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
315 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
316 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
317 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
318 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
319 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
320 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
321 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
322 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
323 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
324 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
325 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
326 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
327 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
328 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
329 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
330 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
331
332 /* macros for derived properties */
333 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
334 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
335 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
336 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
337 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
338 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
339 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
340 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
341 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
342 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
343 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
344 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
345 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
346 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
347 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
348
349 /* special macros used in game engine */
350 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
351                                  (e) <= EL_CUSTOM_END)
352
353 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
354                                  (e) <= EL_GROUP_END)
355
356 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
357                                  (e) <= EL_ENVELOPE_4)
358
359 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
360                                  element_info[e].gfx_element : e)
361
362 #define IS_PLAYER(x,y)          (ELEM_IS_PLAYER(StorePlayer[x][y]))
363
364 #define IS_FREE(x,y)            (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
365 #define IS_FREE_OR_PLAYER(x,y)  (Feld[x][y] == EL_EMPTY)
366
367 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
368 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
369 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
370
371 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
372                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
373                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
374                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
375                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
376                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
377                                  EL_ROCK)
378 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
379                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
380                                  EL_BD_ROCK)
381 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
382 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
383 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
384 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
385
386 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
387 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
388 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
389                                  IS_INDESTRUCTIBLE(Feld[x][y]))
390 #define PLAYER_PROTECTED(x,y)   (SHIELD_ON(PLAYERINFO(x, y)) ||         \
391                                  PROTECTED_FIELD(x, y))
392
393 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
394                                  (p)->switch_x == (x) && (p)->switch_y == (y))
395
396 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
397
398 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
399 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
400 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
401
402 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
403 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
404 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
405 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
406
407 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
408
409
410 /* fundamental game speed values */
411 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
412 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
413 #define FRAMES_PER_SECOND       (1000 / GAME_FRAME_DELAY)
414 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
415 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
416
417 /* boundaries of arrays etc. */
418 #define MAX_LEVEL_NAME_LEN      32
419 #define MAX_LEVEL_AUTHOR_LEN    32
420 #define MAX_ELEMENT_NAME_LEN    32
421 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
422 #define MAX_SCORE_ENTRIES       100
423 #define MAX_NUM_AMOEBA          100
424 #define MAX_INVENTORY_SIZE      1000
425 #define MIN_ENVELOPE_XSIZE      1
426 #define MIN_ENVELOPE_YSIZE      1
427 #define MAX_ENVELOPE_XSIZE      30
428 #define MAX_ENVELOPE_YSIZE      20
429 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
430 #define MIN_CHANGE_PAGES        1
431 #define MAX_CHANGE_PAGES        16
432 #define MIN_ELEMENTS_IN_GROUP   1
433 #define MAX_ELEMENTS_IN_GROUP   16
434
435 /* values for elements with content */
436 #define MIN_ELEMENT_CONTENTS    1
437 #define STD_ELEMENT_CONTENTS    4
438 #define MAX_ELEMENT_CONTENTS    8
439
440 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
441
442 /* often used screen positions */
443 #define SX                      8
444 #define SY                      8
445 #define REAL_SX                 (SX - 2)
446 #define REAL_SY                 (SY - 2)
447 #define DX                      566
448 #define DY                      60
449 #define VX                      DX
450 #define VY                      400
451 #define EX                      DX
452 #define EY                      (VY - 44)
453 #define TILEX                   32
454 #define TILEY                   32
455 #define MINI_TILEX              (TILEX / 2)
456 #define MINI_TILEY              (TILEY / 2)
457 #define MICRO_TILEX             (TILEX / 8)
458 #define MICRO_TILEY             (TILEY / 8)
459 #define MIDPOSX                 (SCR_FIELDX / 2)
460 #define MIDPOSY                 (SCR_FIELDY / 2)
461 #define SXSIZE                  (SCR_FIELDX * TILEX)
462 #define SYSIZE                  (SCR_FIELDY * TILEY)
463 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
464 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
465 #define DXSIZE                  100
466 #define DYSIZE                  280
467 #define VXSIZE                  DXSIZE
468 #define VYSIZE                  100
469 #define EXSIZE                  DXSIZE
470 #define EYSIZE                  (VYSIZE + 44)
471 #define FULL_SXSIZE             (2 + SXSIZE + 2)
472 #define FULL_SYSIZE             (2 + SYSIZE + 2)
473 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
474 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
475 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
476 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
477 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
478
479
480 /* score for elements */
481 #define SC_EMERALD              0
482 #define SC_DIAMOND              1
483 #define SC_BUG                  2
484 #define SC_SPACESHIP            3
485 #define SC_YAMYAM               4
486 #define SC_ROBOT                5
487 #define SC_PACMAN               6
488 #define SC_NUT                  7
489 #define SC_DYNAMITE             8
490 #define SC_KEY                  9
491 #define SC_TIME_BONUS           10
492 #define SC_CRYSTAL              11
493 #define SC_PEARL                12
494 #define SC_SHIELD               13
495
496
497 /* "real" level file elements */
498 #define EL_UNDEFINED                    -1
499
500 #define EL_EMPTY_SPACE                  0
501 #define EL_EMPTY                        EL_EMPTY_SPACE
502 #define EL_SAND                         1
503 #define EL_WALL                         2
504 #define EL_WALL_SLIPPERY                3
505 #define EL_ROCK                         4
506 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
507 #define EL_EMERALD                      6
508 #define EL_EXIT_CLOSED                  7
509 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
510 #define EL_BUG                          9
511 #define EL_SPACESHIP                    10
512 #define EL_YAMYAM                       11
513 #define EL_ROBOT                        12
514 #define EL_STEELWALL                    13
515 #define EL_DIAMOND                      14
516 #define EL_AMOEBA_DEAD                  15
517 #define EL_QUICKSAND_EMPTY              16
518 #define EL_QUICKSAND_FULL               17
519 #define EL_AMOEBA_DROP                  18
520 #define EL_BOMB                         19
521 #define EL_MAGIC_WALL                   20
522 #define EL_SPEED_PILL                   21
523 #define EL_ACID                         22
524 #define EL_AMOEBA_WET                   23
525 #define EL_AMOEBA_DRY                   24
526 #define EL_NUT                          25
527 #define EL_GAME_OF_LIFE                 26
528 #define EL_BIOMAZE                      27
529 #define EL_DYNAMITE_ACTIVE              28
530 #define EL_STONEBLOCK                   29
531 #define EL_ROBOT_WHEEL                  30
532 #define EL_ROBOT_WHEEL_ACTIVE           31
533 #define EL_KEY_1                        32
534 #define EL_KEY_2                        33
535 #define EL_KEY_3                        34
536 #define EL_KEY_4                        35
537 #define EL_GATE_1                       36
538 #define EL_GATE_2                       37
539 #define EL_GATE_3                       38
540 #define EL_GATE_4                       39
541 #define EL_GATE_1_GRAY                  40
542 #define EL_GATE_2_GRAY                  41
543 #define EL_GATE_3_GRAY                  42
544 #define EL_GATE_4_GRAY                  43
545 #define EL_DYNAMITE                     44
546 #define EL_PACMAN                       45
547 #define EL_INVISIBLE_WALL               46
548 #define EL_LAMP                         47
549 #define EL_LAMP_ACTIVE                  48
550 #define EL_WALL_EMERALD                 49
551 #define EL_WALL_DIAMOND                 50
552 #define EL_AMOEBA_FULL                  51
553 #define EL_BD_AMOEBA                    52
554 #define EL_TIME_ORB_FULL                53
555 #define EL_TIME_ORB_EMPTY               54
556 #define EL_EXPANDABLE_WALL              55
557 #define EL_BD_DIAMOND                   56
558 #define EL_EMERALD_YELLOW               57
559 #define EL_WALL_BD_DIAMOND              58
560 #define EL_WALL_EMERALD_YELLOW          59
561 #define EL_DARK_YAMYAM                  60
562 #define EL_BD_MAGIC_WALL                61
563 #define EL_INVISIBLE_STEELWALL          62
564 #define EL_SOKOBAN_FIELD_PLAYER         63
565 #define EL_DYNABOMB_INCREASE_NUMBER     64
566 #define EL_DYNABOMB_INCREASE_SIZE       65
567 #define EL_DYNABOMB_INCREASE_POWER      66
568 #define EL_SOKOBAN_OBJECT               67
569 #define EL_SOKOBAN_FIELD_EMPTY          68
570 #define EL_SOKOBAN_FIELD_FULL           69
571 #define EL_BD_BUTTERFLY_RIGHT           70
572 #define EL_BD_BUTTERFLY_UP              71
573 #define EL_BD_BUTTERFLY_LEFT            72
574 #define EL_BD_BUTTERFLY_DOWN            73
575 #define EL_BD_FIREFLY_RIGHT             74
576 #define EL_BD_FIREFLY_UP                75
577 #define EL_BD_FIREFLY_LEFT              76
578 #define EL_BD_FIREFLY_DOWN              77
579 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
580 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
581 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
582 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
583 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
584 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
585 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
586 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
587 #define EL_BD_BUTTERFLY                 78
588 #define EL_BD_FIREFLY                   79
589 #define EL_PLAYER_1                     80
590 #define EL_PLAYER_2                     81
591 #define EL_PLAYER_3                     82
592 #define EL_PLAYER_4                     83
593 #define EL_BUG_RIGHT                    84
594 #define EL_BUG_UP                       85
595 #define EL_BUG_LEFT                     86
596 #define EL_BUG_DOWN                     87
597 #define EL_SPACESHIP_RIGHT              88
598 #define EL_SPACESHIP_UP                 89
599 #define EL_SPACESHIP_LEFT               90
600 #define EL_SPACESHIP_DOWN               91
601 #define EL_PACMAN_RIGHT                 92
602 #define EL_PACMAN_UP                    93
603 #define EL_PACMAN_LEFT                  94
604 #define EL_PACMAN_DOWN                  95
605 #define EL_EMERALD_RED                  96
606 #define EL_EMERALD_PURPLE               97
607 #define EL_WALL_EMERALD_RED             98
608 #define EL_WALL_EMERALD_PURPLE          99
609 #define EL_ACID_POOL_TOPLEFT            100
610 #define EL_ACID_POOL_TOPRIGHT           101
611 #define EL_ACID_POOL_BOTTOMLEFT         102
612 #define EL_ACID_POOL_BOTTOM             103
613 #define EL_ACID_POOL_BOTTOMRIGHT        104
614 #define EL_BD_WALL                      105
615 #define EL_BD_ROCK                      106
616 #define EL_EXIT_OPEN                    107
617 #define EL_BLACK_ORB                    108
618 #define EL_AMOEBA_TO_DIAMOND            109
619 #define EL_MOLE                         110
620 #define EL_PENGUIN                      111
621 #define EL_SATELLITE                    112
622 #define EL_ARROW_LEFT                   113
623 #define EL_ARROW_RIGHT                  114
624 #define EL_ARROW_UP                     115
625 #define EL_ARROW_DOWN                   116
626 #define EL_PIG                          117
627 #define EL_DRAGON                       118
628
629 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
630
631 #define EL_CHAR_START                   120
632 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
633 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
634
635 #include "conf_chr.h"   /* include auto-generated data structure definitions */
636
637 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
638 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
639
640 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
641
642 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
643 #define EL_EXPANDABLE_WALL_VERTICAL     201
644 #define EL_EXPANDABLE_WALL_ANY          202
645
646 #define EL_EM_GATE_1                    203
647 #define EL_EM_GATE_2                    204
648 #define EL_EM_GATE_3                    205
649 #define EL_EM_GATE_4                    206
650
651 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
652 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
653 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
654
655 #define EL_SP_START                     210
656 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
657 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
658 #define EL_SP_ZONK                      (EL_SP_START + 1)
659 #define EL_SP_BASE                      (EL_SP_START + 2)
660 #define EL_SP_MURPHY                    (EL_SP_START + 3)
661 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
662 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
663 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
664 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
665 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
666 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
667 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
668 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
669 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
670 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
671 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
672 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
673 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
674 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
675 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
676 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
677 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
678 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
679 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
680 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
681 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
682 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
683 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
684 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
685 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
686 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
687 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
688 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
689 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
690 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
691 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
692 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
693 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
694 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
695 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
696 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
697 #define EL_SP_END                       (EL_SP_START + 39)
698
699 #define EL_EM_GATE_1_GRAY               250
700 #define EL_EM_GATE_2_GRAY               251
701 #define EL_EM_GATE_3_GRAY               252
702 #define EL_EM_GATE_4_GRAY               253
703
704 #define EL_UNUSED_254                   254
705 #define EL_UNUSED_255                   255
706
707 #define EL_PEARL                        256
708 #define EL_CRYSTAL                      257
709 #define EL_WALL_PEARL                   258
710 #define EL_WALL_CRYSTAL                 259
711 #define EL_DOOR_WHITE                   260
712 #define EL_DOOR_WHITE_GRAY              261
713 #define EL_KEY_WHITE                    262
714 #define EL_SHIELD_NORMAL                263
715 #define EL_EXTRA_TIME                   264
716 #define EL_SWITCHGATE_OPEN              265
717 #define EL_SWITCHGATE_CLOSED            266
718 #define EL_SWITCHGATE_SWITCH_UP         267
719 #define EL_SWITCHGATE_SWITCH_DOWN       268
720
721 #define EL_UNUSED_269                   269
722 #define EL_UNUSED_270                   270
723
724 #define EL_CONVEYOR_BELT_1_LEFT          271
725 #define EL_CONVEYOR_BELT_1_MIDDLE        272
726 #define EL_CONVEYOR_BELT_1_RIGHT         273
727 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
728 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
729 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
730 #define EL_CONVEYOR_BELT_2_LEFT          277
731 #define EL_CONVEYOR_BELT_2_MIDDLE        278
732 #define EL_CONVEYOR_BELT_2_RIGHT         279
733 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
734 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
735 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
736 #define EL_CONVEYOR_BELT_3_LEFT          283
737 #define EL_CONVEYOR_BELT_3_MIDDLE        284
738 #define EL_CONVEYOR_BELT_3_RIGHT         285
739 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
740 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
741 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
742 #define EL_CONVEYOR_BELT_4_LEFT          289
743 #define EL_CONVEYOR_BELT_4_MIDDLE        290
744 #define EL_CONVEYOR_BELT_4_RIGHT         291
745 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
746 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
747 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
748 #define EL_LANDMINE                     295
749 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
750 #define EL_LIGHT_SWITCH                 297
751 #define EL_LIGHT_SWITCH_ACTIVE          298
752 #define EL_SIGN_EXCLAMATION             299
753 #define EL_SIGN_RADIOACTIVITY           300
754 #define EL_SIGN_STOP                    301
755 #define EL_SIGN_WHEELCHAIR              302
756 #define EL_SIGN_PARKING                 303
757 #define EL_SIGN_ONEWAY                  304
758 #define EL_SIGN_HEART                   305
759 #define EL_SIGN_TRIANGLE                306
760 #define EL_SIGN_ROUND                   307
761 #define EL_SIGN_EXIT                    308
762 #define EL_SIGN_YINYANG                 309
763 #define EL_SIGN_OTHER                   310
764 #define EL_MOLE_LEFT                    311
765 #define EL_MOLE_RIGHT                   312
766 #define EL_MOLE_UP                      313
767 #define EL_MOLE_DOWN                    314
768 #define EL_STEELWALL_SLIPPERY           315
769 #define EL_INVISIBLE_SAND               316
770 #define EL_DX_UNKNOWN_15                317
771 #define EL_DX_UNKNOWN_42                318
772
773 #define EL_UNUSED_319                   319
774 #define EL_UNUSED_320                   320
775
776 #define EL_SHIELD_DEADLY                321
777 #define EL_TIMEGATE_OPEN                322
778 #define EL_TIMEGATE_CLOSED              323
779 #define EL_TIMEGATE_SWITCH_ACTIVE       324
780 #define EL_TIMEGATE_SWITCH              325
781
782 #define EL_BALLOON                      326
783 #define EL_BALLOON_SWITCH_LEFT          327
784 #define EL_BALLOON_SWITCH_RIGHT         328
785 #define EL_BALLOON_SWITCH_UP            329
786 #define EL_BALLOON_SWITCH_DOWN          330
787 #define EL_BALLOON_SWITCH_ANY           331
788
789 #define EL_EMC_STEELWALL_1              332
790 #define EL_EMC_STEELWALL_2              333
791 #define EL_EMC_STEELWALL_3              334
792 #define EL_EMC_STEELWALL_4              335
793 #define EL_EMC_WALL_1                   336
794 #define EL_EMC_WALL_2                   337
795 #define EL_EMC_WALL_3                   338
796 #define EL_EMC_WALL_4                   339
797 #define EL_EMC_WALL_5                   340
798 #define EL_EMC_WALL_6                   341
799 #define EL_EMC_WALL_7                   342
800 #define EL_EMC_WALL_8                   343
801
802 #define EL_TUBE_ANY                     344
803 #define EL_TUBE_VERTICAL                345
804 #define EL_TUBE_HORIZONTAL              346
805 #define EL_TUBE_VERTICAL_LEFT           347
806 #define EL_TUBE_VERTICAL_RIGHT          348
807 #define EL_TUBE_HORIZONTAL_UP           349
808 #define EL_TUBE_HORIZONTAL_DOWN         350
809 #define EL_TUBE_LEFT_UP                 351
810 #define EL_TUBE_LEFT_DOWN               352
811 #define EL_TUBE_RIGHT_UP                353
812 #define EL_TUBE_RIGHT_DOWN              354
813 #define EL_SPRING                       355
814 #define EL_TRAP                         356
815 #define EL_DX_SUPABOMB                  357
816
817 #define EL_UNUSED_358                   358
818 #define EL_UNUSED_359                   359
819
820 /* ---------- begin of custom elements section ----------------------------- */
821 #define EL_CUSTOM_START                 360
822
823 #include "conf_cus.h"   /* include auto-generated data structure definitions */
824
825 #define NUM_CUSTOM_ELEMENTS             256
826 #define EL_CUSTOM_END                   615
827 /* ---------- end of custom elements section ------------------------------- */
828
829 #define EL_EM_KEY_1                     616
830 #define EL_EM_KEY_2                     617
831 #define EL_EM_KEY_3                     618
832 #define EL_EM_KEY_4                     619
833 #define EL_ENVELOPE_1                   620
834 #define EL_ENVELOPE_2                   621
835 #define EL_ENVELOPE_3                   622
836 #define EL_ENVELOPE_4                   623
837
838 /* ---------- begin of group elements section ------------------------------ */
839 #define EL_GROUP_START                  624
840
841 #include "conf_grp.h"   /* include auto-generated data structure definitions */
842
843 #define NUM_GROUP_ELEMENTS              32
844 #define EL_GROUP_END                    655
845 /* ---------- end of custom elements section ------------------------------- */
846
847 #define NUM_FILE_ELEMENTS               656
848
849
850 /* "real" (and therefore drawable) runtime elements */
851 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
852
853 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
854 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
855 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
856 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
857 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
858 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
859 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
860 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
861 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
862 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
863 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
864 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
865 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
866 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
867 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
868 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
869 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
870 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
871 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
872 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
873 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
874 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
875 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
876 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
877 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
878 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
879 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
880 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
881 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
882 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
883 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
884 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
885 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
886 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
887 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
888 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
889 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
890 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
891 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
892 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
893 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
894 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
895 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
896 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
897 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
898
899 /* "unreal" (and therefore not drawable) runtime elements */
900 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
901
902 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
903 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
904 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
905 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
906 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
907 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
908 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
909 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
910 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
911 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
912 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
913 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 11)
914 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 12)
915 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 13)
916
917 /* dummy elements (never used as game elements, only used as graphics) */
918 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 14)
919
920 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
921 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
922 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
923 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
924 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
925 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
926 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
927 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
928 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
929 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
930 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
931 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
932 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
933 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
934 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
935 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
936 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
937 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
938 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
939 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
940 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
941 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
942 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
943 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
944 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
945
946 /* internal elements (only used for internal purposes like copying) */
947 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
948
949 #define EL_INTERNAL_EDITOR                      (EL_FIRST_INTERNAL + 0)
950 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 1)
951
952 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 2)
953
954
955 /* values for graphics/sounds action types */
956 #define ACTION_DEFAULT                          0
957 #define ACTION_WAITING                          1
958 #define ACTION_FALLING                          2
959 #define ACTION_MOVING                           3
960 #define ACTION_DIGGING                          4
961 #define ACTION_SNAPPING                         5
962 #define ACTION_COLLECTING                       6
963 #define ACTION_DROPPING                         7
964 #define ACTION_PUSHING                          8
965 #define ACTION_WALKING                          9
966 #define ACTION_PASSING                          10
967 #define ACTION_IMPACT                           11
968 #define ACTION_BREAKING                         12
969 #define ACTION_ACTIVATING                       13
970 #define ACTION_DEACTIVATING                     14
971 #define ACTION_OPENING                          15
972 #define ACTION_CLOSING                          16
973 #define ACTION_ATTACKING                        17
974 #define ACTION_GROWING                          18
975 #define ACTION_SHRINKING                        19
976 #define ACTION_ACTIVE                           20
977 #define ACTION_FILLING                          21
978 #define ACTION_EMPTYING                         22
979 #define ACTION_CHANGING                         23
980 #define ACTION_EXPLODING                        24
981 #define ACTION_BORING                           25
982 #define ACTION_BORING_1                         26
983 #define ACTION_BORING_2                         27
984 #define ACTION_BORING_3                         28
985 #define ACTION_BORING_4                         29
986 #define ACTION_BORING_5                         30
987 #define ACTION_BORING_6                         31
988 #define ACTION_BORING_7                         32
989 #define ACTION_BORING_8                         33
990 #define ACTION_BORING_9                         34
991 #define ACTION_BORING_10                        35
992 #define ACTION_SLEEPING                         36
993 #define ACTION_SLEEPING_1                       37
994 #define ACTION_SLEEPING_2                       38
995 #define ACTION_SLEEPING_3                       39
996 #define ACTION_AWAKENING                        40
997 #define ACTION_DYING                            41
998 #define ACTION_TURNING                          42
999 #define ACTION_TURNING_FROM_LEFT                43
1000 #define ACTION_TURNING_FROM_RIGHT               44
1001 #define ACTION_TURNING_FROM_UP                  45
1002 #define ACTION_TURNING_FROM_DOWN                46
1003 #define ACTION_OTHER                            47
1004
1005 #define NUM_ACTIONS                             48
1006
1007 #define ACTION_BORING_LAST                      ACTION_BORING_10
1008 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1009
1010
1011 /* values for special image configuration suffixes (must match game mode) */
1012 #define GFX_SPECIAL_ARG_DEFAULT                 0
1013 #define GFX_SPECIAL_ARG_MAIN                    1
1014 #define GFX_SPECIAL_ARG_LEVELS                  2
1015 #define GFX_SPECIAL_ARG_SCORES                  3
1016 #define GFX_SPECIAL_ARG_EDITOR                  4
1017 #define GFX_SPECIAL_ARG_INFO                    5
1018 #define GFX_SPECIAL_ARG_SETUP                   6
1019 #define GFX_SPECIAL_ARG_PLAYING                 7
1020 #define GFX_SPECIAL_ARG_DOOR                    8
1021 #define GFX_SPECIAL_ARG_PREVIEW                 9
1022 #define GFX_SPECIAL_ARG_CRUMBLED                10
1023
1024 #define NUM_SPECIAL_GFX_ARGS                    11
1025
1026
1027 /* values for image configuration suffixes */
1028 #define GFX_ARG_X                               0
1029 #define GFX_ARG_Y                               1
1030 #define GFX_ARG_XPOS                            2
1031 #define GFX_ARG_YPOS                            3
1032 #define GFX_ARG_WIDTH                           4
1033 #define GFX_ARG_HEIGHT                          5
1034 #define GFX_ARG_OFFSET                          6
1035 #define GFX_ARG_VERTICAL                        7
1036 #define GFX_ARG_XOFFSET                         8
1037 #define GFX_ARG_YOFFSET                         9
1038 #define GFX_ARG_FRAMES                          10
1039 #define GFX_ARG_FRAMES_PER_LINE                 11
1040 #define GFX_ARG_START_FRAME                     12
1041 #define GFX_ARG_DELAY                           13
1042 #define GFX_ARG_ANIM_MODE                       14
1043 #define GFX_ARG_GLOBAL_SYNC                     15
1044 #define GFX_ARG_CRUMBLED_LIKE                   16
1045 #define GFX_ARG_DIGGABLE_LIKE                   17
1046 #define GFX_ARG_BORDER_SIZE                     18
1047 #define GFX_ARG_STEP_OFFSET                     19
1048 #define GFX_ARG_STEP_DELAY                      20
1049 #define GFX_ARG_DIRECTION                       21
1050 #define GFX_ARG_POSITION                        22
1051 #define GFX_ARG_DRAW_XOFFSET                    23
1052 #define GFX_ARG_DRAW_YOFFSET                    24
1053 #define GFX_ARG_DRAW_MASKED                     25
1054 #define GFX_ARG_ANIM_DELAY_FIXED                26
1055 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1056 #define GFX_ARG_POST_DELAY_FIXED                28
1057 #define GFX_ARG_POST_DELAY_RANDOM               29
1058 #define GFX_ARG_NAME                            30
1059
1060 #define NUM_GFX_ARGS                            31
1061
1062
1063 /* values for sound configuration suffixes */
1064 #define SND_ARG_MODE_LOOP                       0
1065
1066 #define NUM_SND_ARGS                            1
1067
1068
1069 /* values for music configuration suffixes */
1070 #define MUS_ARG_MODE_LOOP                       0
1071
1072 #define NUM_MUS_ARGS                            1
1073
1074
1075 /* values for font configuration */
1076 #define FONT_INITIAL_1                          0
1077 #define FONT_INITIAL_2                          1
1078 #define FONT_INITIAL_3                          2
1079 #define FONT_INITIAL_4                          3
1080 #define FONT_TITLE_1                            4
1081 #define FONT_TITLE_2                            5
1082 #define FONT_MENU_1                             6
1083 #define FONT_MENU_2                             7
1084 #define FONT_TEXT_1_ACTIVE                      8
1085 #define FONT_TEXT_2_ACTIVE                      9
1086 #define FONT_TEXT_3_ACTIVE                      10
1087 #define FONT_TEXT_4_ACTIVE                      11
1088 #define FONT_TEXT_1                             12
1089 #define FONT_TEXT_2                             13
1090 #define FONT_TEXT_3                             14
1091 #define FONT_TEXT_4                             15
1092 #define FONT_ENVELOPE_1                         16
1093 #define FONT_ENVELOPE_2                         17
1094 #define FONT_ENVELOPE_3                         18
1095 #define FONT_ENVELOPE_4                         19
1096 #define FONT_INPUT_1_ACTIVE                     20
1097 #define FONT_INPUT_2_ACTIVE                     21
1098 #define FONT_INPUT_1                            22
1099 #define FONT_INPUT_2                            23
1100 #define FONT_OPTION_OFF                         24
1101 #define FONT_OPTION_ON                          25
1102 #define FONT_VALUE_1                            26
1103 #define FONT_VALUE_2                            27
1104 #define FONT_VALUE_OLD                          28
1105 #define FONT_LEVEL_NUMBER                       29
1106 #define FONT_TAPE_RECORDER                      30
1107 #define FONT_GAME_INFO                          31
1108
1109 #define NUM_FONTS                               32
1110 #define NUM_INITIAL_FONTS                       4
1111
1112 /* values for game_status (must match special image configuration suffixes) */
1113 #define GAME_MODE_DEFAULT                       0
1114 #define GAME_MODE_MAIN                          1
1115 #define GAME_MODE_LEVELS                        2
1116 #define GAME_MODE_SCORES                        3
1117 #define GAME_MODE_EDITOR                        4
1118 #define GAME_MODE_INFO                          5
1119 #define GAME_MODE_SETUP                         6
1120 #define GAME_MODE_PLAYING                       7
1121 #define GAME_MODE_PSEUDO_DOOR                   8
1122 #define GAME_MODE_PSEUDO_PREVIEW                9
1123 #define GAME_MODE_PSEUDO_CRUMBLED               10
1124
1125 /* there are no special config file suffixes for these modes */
1126 #define GAME_MODE_PSEUDO_TYPENAME               11
1127 #define GAME_MODE_QUIT                          12
1128
1129 /* special definitions currently only used for custom artwork configuration */
1130 #define MUSIC_PREFIX_BACKGROUND                 0
1131 #define NUM_MUSIC_PREFIXES                      1
1132 #define MAX_LEVELS                              1000
1133
1134 /* definitions for demo animation lists */
1135 #define HELPANIM_LIST_NEXT                      -1
1136 #define HELPANIM_LIST_END                       -999
1137
1138
1139 /* program information and versioning definitions */
1140
1141 #define PROGRAM_VERSION_MAJOR   3
1142 #define PROGRAM_VERSION_MINOR   0
1143 #define PROGRAM_VERSION_PATCH   9
1144 #define PROGRAM_VERSION_BUILD   0
1145
1146 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1147 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1148 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1149
1150 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1151 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1152 #define FILENAME_PREFIX         "Rocks"
1153
1154 #if defined(PLATFORM_UNIX)
1155 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1156 #elif defined(PLATFORM_WIN32)
1157 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1158 #else
1159 #define USERDATA_DIRECTORY      "userdata"
1160 #endif
1161
1162 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1163 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1164 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1165
1166 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1167 ** currently supported/known file version numbers:
1168 **      1.0 (old)
1169 **      1.2 (still in use)
1170 **      1.4 (still in use)
1171 **      2.0 (actual)
1172 */
1173 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1174 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1175 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1176 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1177
1178 /* file version does not change for every program version, but is changed
1179    when new features are introduced that are incompatible with older file
1180    versions, so that they can be treated accordingly */
1181 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1182
1183 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1184 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1185 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1186 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1187
1188 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1189                                               PROGRAM_VERSION_MINOR, \
1190                                               PROGRAM_VERSION_PATCH, \
1191                                               PROGRAM_VERSION_BUILD)
1192
1193 /* values for game_emulation */
1194 #define EMU_NONE                0
1195 #define EMU_BOULDERDASH         1
1196 #define EMU_SOKOBAN             2
1197 #define EMU_SUPAPLEX            3
1198
1199 struct MenuInfo
1200 {
1201   int draw_xoffset_default;
1202   int draw_yoffset_default;
1203   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1204   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1205
1206   int scrollbar_xoffset;
1207
1208   int list_size_default;
1209   int list_size[NUM_SPECIAL_GFX_ARGS];
1210
1211   int sound[NUM_SPECIAL_GFX_ARGS];
1212   int music[NUM_SPECIAL_GFX_ARGS];
1213 };
1214
1215 struct DoorInfo
1216 {
1217   int step_offset;
1218   int step_delay;
1219   int anim_mode;
1220 };
1221
1222 struct HiScore
1223 {
1224   char Name[MAX_PLAYER_NAME_LEN + 1];
1225   int Score;
1226 };
1227
1228 struct PlayerInfo
1229 {
1230   boolean present;              /* player present in level playfield */
1231   boolean connected;            /* player connected (locally or via network) */
1232   boolean active;               /* player present and connected */
1233
1234   int index_nr, client_nr, element_nr;
1235
1236   byte action;                  /* action from local input device */
1237   byte effective_action;        /* action acknowledged from network server
1238                                    or summarized over all configured input
1239                                    devices when in single player mode */
1240   byte programmed_action;       /* action forced by game itself (like moving
1241                                    through doors); overrides other actions */
1242
1243   int jx, jy, last_jx, last_jy;
1244   int MovDir, MovPos, GfxDir, GfxPos;
1245   int Frame, StepFrame;
1246
1247   int GfxAction;
1248
1249   boolean use_murphy_graphic;
1250
1251   boolean LevelSolved, GameOver;
1252
1253   int last_move_dir;
1254
1255   boolean is_waiting;
1256   boolean is_moving;
1257   boolean is_digging;
1258   boolean is_snapping;
1259   boolean is_collecting;
1260   boolean is_pushing;
1261   boolean is_switching;
1262   boolean is_dropping;
1263
1264   boolean is_bored;
1265   boolean is_sleeping;
1266
1267   int frame_counter_bored;
1268   int frame_counter_sleeping;
1269
1270   int anim_delay_counter;
1271   int post_delay_counter;
1272
1273   int action_waiting, last_action_waiting;
1274   int special_action_bored;
1275   int special_action_sleeping;
1276
1277   int num_special_action_bored;
1278   int num_special_action_sleeping;
1279
1280   int switch_x, switch_y;
1281
1282   int show_envelope;
1283
1284   unsigned long move_delay;
1285   int move_delay_value;
1286
1287   int move_delay_reset_counter;
1288
1289   unsigned long push_delay;
1290   unsigned long push_delay_value;
1291
1292   unsigned long actual_frame_counter;
1293
1294   int drop_delay;
1295
1296   int step_counter;
1297
1298   int score;
1299   int gems_still_needed;
1300   int sokobanfields_still_needed;
1301   int lights_still_needed;
1302   int friends_still_needed;
1303   int key[4];
1304   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1305   int shield_normal_time_left;
1306   int shield_deadly_time_left;
1307
1308   int inventory_element[MAX_INVENTORY_SIZE];
1309   int inventory_size;
1310 };
1311
1312 struct LevelSetInfo
1313 {
1314   int music[MAX_LEVELS];
1315 };
1316
1317 struct LevelFileInfo
1318 {
1319   int nr;
1320   int type;
1321   char *filename;
1322 };
1323
1324 struct LevelInfo
1325 {
1326   int file_version;     /* file format version the level is stored with    */
1327   int game_version;     /* game release version the level was created with */
1328
1329   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1330   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1331   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1332
1333   int fieldx, fieldy;
1334   int time;
1335   int gems_needed;
1336   char name[MAX_LEVEL_NAME_LEN + 1];
1337   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1338   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1339   int envelope_xsize[4], envelope_ysize[4];
1340   int score[LEVEL_SCORE_ELEMENTS];
1341   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1342   int num_yamyam_contents;
1343   int amoeba_speed;
1344   int amoeba_content;
1345   int time_magic_wall;
1346   int time_wheel;
1347   int time_light;
1348   int time_timegate;
1349   boolean double_speed;
1350   boolean initial_gravity;
1351   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1352
1353   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1354
1355   boolean use_custom_template;  /* use custom properties from template file */
1356
1357   boolean no_level_file;        /* set for currently undefined levels */
1358 };
1359
1360 struct TapeInfo
1361 {
1362   int file_version;     /* file format version the tape is stored with    */
1363   int game_version;     /* game release version the tape was created with */
1364   int engine_version;   /* game engine version the tape was recorded with */
1365
1366   char *level_identifier;
1367   int level_nr;
1368   unsigned long random_seed;
1369   unsigned long date;
1370   unsigned long counter;
1371   unsigned long length;
1372   unsigned long length_seconds;
1373   unsigned int delay_played;
1374   boolean pause_before_death;
1375   boolean recording, playing, pausing;
1376   boolean fast_forward;
1377   boolean index_search;
1378   boolean auto_play;
1379   boolean auto_play_level_solved;
1380   boolean quick_resume;
1381   boolean single_step;
1382   boolean changed;
1383   boolean player_participates[MAX_PLAYERS];
1384   int num_participating_players;
1385
1386   struct
1387   {
1388     byte action[MAX_PLAYERS];
1389     byte delay;
1390   } pos[MAX_TAPELEN];
1391 };
1392
1393 struct GameInfo
1394 {
1395   /* values for engine initialization */
1396   int default_push_delay_fixed;
1397   int default_push_delay_random;
1398
1399   /* constant within running game */
1400   int engine_version;
1401   int emulation;
1402   int initial_move_delay;
1403   int initial_move_delay_value;
1404   int initial_push_delay_value;
1405
1406   /* variable within running game */
1407   int yamyam_content_nr;
1408   boolean magic_wall_active;
1409   int magic_wall_time_left;
1410   int light_time_left;
1411   int timegate_time_left;
1412   int belt_dir[4];
1413   int belt_dir_nr[4];
1414   int switchgate_pos;
1415   int balloon_dir;
1416   boolean gravity;
1417   boolean explosions_delayed;
1418   boolean envelope_active;
1419
1420   /* values for player idle animation (no effect on engine) */
1421   int player_boring_delay_fixed;
1422   int player_boring_delay_random;
1423   int player_sleeping_delay_fixed;
1424   int player_sleeping_delay_random;
1425 };
1426
1427 struct GlobalInfo
1428 {
1429   char *autoplay_leveldir;
1430   int autoplay_level_nr;
1431
1432   int num_toons;
1433
1434   float frames_per_second;
1435   boolean fps_slowdown;
1436   int fps_slowdown_factor;
1437 };
1438
1439 struct ElementChangeInfo
1440 {
1441   boolean can_change;           /* use or ignore this change info */
1442
1443   unsigned long events;         /* change events */
1444   int sides;                    /* change sides */
1445
1446   short target_element;         /* target element after change */
1447
1448   int delay_fixed;              /* added frame delay before changed (fixed) */
1449   int delay_random;             /* added frame delay before changed (random) */
1450   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1451
1452   short trigger_element;        /* custom element triggering change */
1453
1454   int content[3][3];            /* new elements after extended change */
1455   boolean use_content;          /* use extended change content */
1456   boolean only_complete;        /* only use complete content */
1457   boolean use_random_change;    /* use random value for setting content */
1458   int random;                   /* random value for setting content */
1459   int power;                    /* power of extended change */
1460
1461   boolean explode;              /* explode instead of change */
1462
1463   /* functions that are called before, while and after the change of an
1464      element -- currently only used for non-custom elements */
1465   void (*pre_change_function)(int x, int y);
1466   void (*change_function)(int x, int y);
1467   void (*post_change_function)(int x, int y);
1468
1469   /* ---------- internal values used in level editor ---------- */
1470
1471   int direct_action;            /* change triggered by actions on element */
1472   int other_action;             /* change triggered by other element actions */
1473 };
1474
1475 struct ElementGroupInfo
1476 {
1477   int num_elements;                     /* number of elements in this group */
1478   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1479
1480   /* ---------- internal values used at runtime when playing ---------- */
1481
1482   /* the following is the same as above, but with recursively resolved group
1483      elements (group elements may also contain further group elements!) */
1484   int num_elements_resolved;
1485   short element_resolved[NUM_FILE_ELEMENTS];
1486 };
1487
1488 struct ElementInfo
1489 {
1490   /* ---------- token and description strings ---------- */
1491
1492   char *token_name;             /* element token used in config files */
1493   char *class_name;             /* element class used in config files */
1494   char *editor_description;     /* pre-defined description for level editor */
1495   char *custom_description;     /* alternative description from config file */
1496   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1497
1498   /* ---------- graphic and sound definitions ---------- */
1499
1500   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1501   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1502                                 /* special graphics for left/right/up/down */
1503
1504   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1505   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1506                                 /* crumbled graphics for left/right/up/down */
1507
1508   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1509                                 /* special graphics for certain screens */
1510
1511   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1512
1513   /* ---------- special element property values ---------- */
1514
1515   boolean use_gfx_element;      /* use custom graphic element */
1516   short gfx_element;            /* optional custom graphic element */
1517
1518   int collect_score;            /* score value for collecting */
1519   int collect_count;            /* count value for collecting */
1520
1521   int push_delay_fixed;         /* constant frame delay for pushing */
1522   int push_delay_random;        /* additional random frame delay for pushing */
1523   int move_delay_fixed;         /* constant frame delay for moving */
1524   int move_delay_random;        /* additional random frame delay for moving */
1525
1526   int move_pattern;             /* direction movable element moves to */
1527   int move_direction_initial;   /* initial direction element moves to */
1528   int move_stepsize;            /* step size element moves with */
1529   int move_enter_element;       /* element that can be entered (and removed) */
1530   int move_leave_element;       /* element that can be left behind */
1531   int move_leave_type;          /* change (limited) or leave (unlimited) */
1532
1533   int slippery_type;            /* how/where other elements slip away */
1534
1535   int content[3][3];            /* new elements after explosion */
1536
1537   struct ElementChangeInfo *change_page; /* actual list of change pages */
1538   struct ElementChangeInfo *change;      /* pointer to current change page */
1539
1540   int num_change_pages;         /* actual number of change pages */
1541   int current_change_page;      /* currently edited change page */
1542
1543   struct ElementGroupInfo *group;       /* pointer to element group info */
1544
1545   /* ---------- internal values used at runtime when playing ---------- */
1546
1547   unsigned long change_events;  /* bitfield for combined change events */
1548
1549   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1550   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1551
1552   boolean in_group[NUM_GROUP_ELEMENTS];
1553
1554   boolean can_leave_element;    /* element can leave other element behind */
1555   boolean can_leave_element_last;
1556
1557   /* ---------- internal values used in level editor ---------- */
1558
1559   int access_type;              /* walkable or passable */
1560   int access_layer;             /* accessible over/inside/under */
1561   int walk_to_action;           /* diggable/collectible/pushable */
1562   int smash_targets;            /* can smash player/enemies/everything */
1563   int deadliness;               /* deadly when running/colliding/touching */
1564   int consistency;              /* indestructible/can explode */
1565
1566   boolean can_explode_by_fire;  /* element explodes by fire */
1567   boolean can_explode_smashed;  /* element explodes when smashed */
1568   boolean can_explode_impact;   /* element explodes on impact */
1569
1570   boolean modified_settings;    /* set for all modified custom elements */
1571 };
1572
1573 struct FontInfo
1574 {
1575   char *token_name;             /* font token used in config files */
1576
1577   int graphic;                  /* default graphic for this font */
1578   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1579                                 /* special graphics for certain screens */
1580   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1581                                 /* internal bitmap ID for special graphics */
1582 };
1583
1584 struct GraphicInfo
1585 {
1586   Bitmap *bitmap;
1587   int src_x, src_y;             /* start position of animation frames */
1588   int width, height;            /* width/height of each animation frame */
1589   int offset_x, offset_y;       /* x/y offset to next animation frame */
1590   int anim_frames;
1591   int anim_frames_per_line;
1592   int anim_start_frame;
1593   int anim_delay;               /* important: delay of 1 means "no delay"! */
1594   int anim_mode;
1595   boolean anim_global_sync;
1596   int crumbled_like;            /* element for cloning crumble graphics */
1597   int diggable_like;            /* element for cloning digging graphics */
1598   int border_size;              /* border size for "crumbled" graphics */
1599
1600   int anim_delay_fixed;         /* optional delay values for bored and   */
1601   int anim_delay_random;        /* sleeping player animations (animation */
1602   int post_delay_fixed;         /* intervall and following pause before  */
1603   int post_delay_random;        /* next intervall (bored animation only) */
1604
1605   int step_offset;              /* optional step offset of toon animations */
1606   int step_delay;               /* optional step delay of toon animations */
1607
1608   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1609
1610   int draw_masked;              /* optional setting for drawing envelope gfx */
1611
1612 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1613   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1614   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1615 #endif
1616 };
1617
1618 struct SoundInfo
1619 {
1620   boolean loop;
1621 };
1622
1623 struct MusicInfo
1624 {
1625   boolean loop;
1626 };
1627
1628 struct MusicPrefixInfo
1629 {
1630   char *prefix;
1631   boolean is_loop_music;
1632 };
1633
1634 struct MusicFileInfo
1635 {
1636   char *basename;
1637
1638   char *title_header;
1639   char *artist_header;
1640   char *album_header;
1641   char *year_header;
1642
1643   char *title;
1644   char *artist;
1645   char *album;
1646   char *year;
1647
1648   int music;
1649
1650   boolean is_sound;
1651
1652   struct MusicFileInfo *next;
1653 };
1654
1655 struct ElementActionInfo
1656 {
1657   char *suffix;
1658   int value;
1659   boolean is_loop_sound;
1660 };
1661
1662 struct ElementDirectionInfo
1663 {
1664   char *suffix;
1665   int value;
1666 };
1667
1668 struct SpecialSuffixInfo
1669 {
1670   char *suffix;
1671   int value;
1672 };
1673
1674 struct HelpAnimInfo
1675 {
1676   int element;
1677   int action;
1678   int direction;
1679
1680   int delay;
1681 };
1682
1683
1684 #if 0
1685 extern GC                       tile_clip_gc;
1686 extern Bitmap                  *pix[];
1687 #endif
1688 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1689 extern Pixmap                   tile_clipmask[];
1690 extern DrawBuffer             *fieldbuffer;
1691 extern DrawBuffer             *drawto_field;
1692
1693 extern int                      game_status;
1694 extern boolean                  level_editor_test_game;
1695 extern boolean                  network_playing;
1696
1697 extern int                      key_joystick_mapping;
1698
1699 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1700 extern int                      redraw_x1, redraw_y1;
1701
1702 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1703 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1704 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1705 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1706 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1707 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1708 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1709 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1710 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1711 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1712 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1713 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1714 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1715 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1716 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1717 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1718 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1719 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1720 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1721 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1722 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1723 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1724 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1725
1726 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1727
1728 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1729 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1730 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1731 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1732 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1733
1734 extern int                      lev_fieldx, lev_fieldy;
1735 extern int                      scroll_x, scroll_y;
1736
1737 extern int                      FX, FY;
1738 extern int                      ScrollStepSize;
1739 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1740 extern int                      BorderElement;
1741 extern int                      GameFrameDelay;
1742 extern int                      FfwdFrameDelay;
1743 extern int                      BX1, BY1;
1744 extern int                      BX2, BY2;
1745 extern int                      SBX_Left, SBX_Right;
1746 extern int                      SBY_Upper, SBY_Lower;
1747 extern int                      ZX, ZY;
1748 extern int                      ExitX, ExitY;
1749 extern int                      AllPlayersGone;
1750
1751 extern int                      TimeFrames, TimePlayed, TimeLeft;
1752 extern boolean                  SiebAktiv;
1753 extern int                      SiebCount;
1754
1755 extern boolean                  network_player_action_received;
1756
1757 extern int                      graphics_action_mapping[];
1758
1759 extern struct LevelSetInfo      levelset;
1760 extern struct LevelInfo         level, level_template;
1761 extern struct PlayerInfo        stored_player[], *local_player;
1762 extern struct HiScore           highscore[];
1763 extern struct TapeInfo          tape;
1764 extern struct GameInfo          game;
1765 extern struct GlobalInfo        global;
1766 extern struct MenuInfo          menu;
1767 extern struct DoorInfo          door_1, door_2;
1768 extern struct ElementInfo       element_info[];
1769 extern struct ElementActionInfo element_action_info[];
1770 extern struct ElementDirectionInfo element_direction_info[];
1771 extern struct SpecialSuffixInfo special_suffix_info[];
1772 extern struct TokenIntPtrInfo   image_config_vars[];
1773 extern struct FontInfo          font_info[];
1774 extern struct MusicPrefixInfo   music_prefix_info[];
1775 extern struct GraphicInfo      *graphic_info;
1776 extern struct SoundInfo        *sound_info;
1777 extern struct MusicInfo        *music_info;
1778 extern struct MusicFileInfo    *music_file_info;
1779 extern struct HelpAnimInfo     *helpanim_info;
1780 extern SetupFileHash           *helptext_info;
1781 extern struct ConfigInfo        image_config[];
1782 extern struct ConfigInfo        sound_config[];
1783 extern struct ConfigInfo        music_config[];
1784 extern struct ConfigInfo        image_config_suffix[];
1785 extern struct ConfigInfo        sound_config_suffix[];
1786 extern struct ConfigInfo        music_config_suffix[];
1787 extern struct ConfigInfo        helpanim_config[];
1788 extern struct ConfigInfo        helptext_config[];
1789
1790 #endif  /* MAIN_H */