rnd-20051215-1-src
[rocksndiamonds.git] / src / main.h
1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back!               *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment                      *
5 *               Holger Schemel                             *
6 *               Detmolder Strasse 189                      *
7 *               33604 Bielefeld                            *
8 *               Germany                                    *
9 *               e-mail: info@artsoft.org                   *
10 *----------------------------------------------------------*
11 * main.h                                                   *
12 ***********************************************************/
13
14 #ifndef MAIN_H
15 #define MAIN_H
16
17 #include <time.h>
18 #include <sys/time.h>
19 #include <sys/types.h>
20 #include <sys/stat.h>
21 #include <errno.h>
22 #include <unistd.h>
23 #include <fcntl.h>
24
25 #include "libgame/libgame.h"
26 #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 /* values for internal purpose only (game engine) */
159 #define EP_HAS_ACTION           83
160 #define EP_CAN_CHANGE_OR_HAS_ACTION     84
161
162 #define NUM_ELEMENT_PROPERTIES  85
163
164 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
165 #define EP_BITFIELD_BASE        0
166
167 #define EP_BITMASK_DEFAULT      0
168
169 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
170 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
171 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
172 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
173                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
174                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
175
176
177 /* values for change events for custom elements (stored in level file) */
178 #define CE_DELAY                0
179 #define CE_TOUCHED_BY_PLAYER    1
180 #define CE_PRESSED_BY_PLAYER    2
181 #define CE_PUSHED_BY_PLAYER     3
182 #define CE_DROPPED_BY_PLAYER    4
183 #define CE_HITTING_SOMETHING    5
184 #define CE_IMPACT               6
185 #define CE_SMASHED              7
186 #define CE_TOUCHING_X           8
187 #define CE_CHANGE_OF_X          9
188 #define CE_EXPLOSION_OF_X       10
189 #define CE_PLAYER_TOUCHES_X     11
190 #define CE_PLAYER_PRESSES_X     12
191 #define CE_PLAYER_PUSHES_X      13
192 #define CE_PLAYER_COLLECTS_X    14
193 #define CE_PLAYER_DROPS_X       15
194 #define CE_COUNT_AT_ZERO        16
195 #define CE_COUNT_AT_ZERO_OF_X   17
196 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
197 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
198 #define CE_PLAYER_DIGS_X        20
199 #define CE_ENTERED_BY_PLAYER    21
200 #define CE_LEFT_BY_PLAYER       22
201 #define CE_PLAYER_ENTERS_X      23
202 #define CE_PLAYER_LEAVES_X      24
203 #define CE_SWITCHED             25
204 #define CE_SWITCH_OF_X          26
205 #define CE_HIT_BY_SOMETHING     27
206 #define CE_HITTING_X            28
207 #define CE_HIT_BY_X             29
208 #define CE_BLOCKED              30
209
210 #define NUM_CHANGE_EVENTS       31
211
212 #define CE_BITMASK_DEFAULT      0
213
214 #define CH_EVENT_VAR(e,c)       (element_info[e].change->has_event[c])
215 #define CH_ANY_EVENT_VAR(e,c)   (element_info[e].has_change_event[c])
216
217 #define PAGE_HAS_CHANGE_EVENT(p,c)  ((p)->has_event[c])
218 #define HAS_CHANGE_EVENT(e,c)       (IS_CUSTOM_ELEMENT(e) &&            \
219                                      CH_EVENT_VAR(e,c))
220 #define HAS_ANY_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&            \
221                                      CH_ANY_EVENT_VAR(e,c))
222
223 #define SET_CHANGE_EVENT(e,c,v)     (IS_CUSTOM_ELEMENT(e) ?             \
224                                      CH_EVENT_VAR(e,c) = (v) : 0)
225 #define SET_ANY_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?             \
226                                      CH_ANY_EVENT_VAR(e,c) = (v) : 0)
227
228 /* values for player bitmasks */
229 #define PLAYER_BITS_NONE        0
230 #define PLAYER_BITS_1           (1 << 0)
231 #define PLAYER_BITS_2           (1 << 1)
232 #define PLAYER_BITS_3           (1 << 2)
233 #define PLAYER_BITS_4           (1 << 3)
234 #define PLAYER_BITS_ANY         (PLAYER_BITS_1 | \
235                                  PLAYER_BITS_2 | \
236                                  PLAYER_BITS_3 | \
237                                  PLAYER_BITS_4)
238 #define PLAYER_BITS_TRIGGER     (1 << 4)
239
240 /* values for change side for custom elements */
241 #define CH_SIDE_NONE            MV_NONE
242 #define CH_SIDE_LEFT            MV_LEFT
243 #define CH_SIDE_RIGHT           MV_RIGHT
244 #define CH_SIDE_TOP             MV_UP
245 #define CH_SIDE_BOTTOM          MV_DOWN
246 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
247 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
248 #define CH_SIDE_ANY             MV_ANY_DIRECTION
249
250 /* values for change player for custom elements */
251 #define CH_PLAYER_NONE          PLAYER_BITS_NONE
252 #define CH_PLAYER_1             PLAYER_BITS_1
253 #define CH_PLAYER_2             PLAYER_BITS_2
254 #define CH_PLAYER_3             PLAYER_BITS_3
255 #define CH_PLAYER_4             PLAYER_BITS_4
256 #define CH_PLAYER_ANY           PLAYER_BITS_ANY
257
258 /* values for change page for custom elements */
259 #define CH_PAGE_ANY_FILE        (0xff)
260 #define CH_PAGE_ANY             (0xffffffff)
261
262 /* values for change power for custom elements */
263 #define CP_WHEN_EMPTY           0
264 #define CP_WHEN_DIGGABLE        1
265 #define CP_WHEN_DESTRUCTIBLE    2
266 #define CP_WHEN_COLLECTIBLE     3
267 #define CP_WHEN_REMOVABLE       4
268 #define CP_WHEN_WALKABLE        5
269
270 /* values for change actions for custom elements */
271 #define CA_NO_ACTION            0
272 #define CA_EXIT_PLAYER          1
273 #define CA_KILL_PLAYER          2
274 #define CA_RESTART_LEVEL        3
275 #define CA_SHOW_ENVELOPE        4
276 #define CA_ADD_KEY              5
277 #define CA_DEL_KEY              6
278 #define CA_SET_PLAYER_SPEED     7
279 #define CA_SET_GEMS             8
280 #define CA_SET_TIME             9
281 #define CA_SET_SCORE            10
282 #define CA_SET_CE_SCORE         11
283 #define CA_SET_CE_COUNT         12
284 #define CA_SET_DYNABOMB_NUMBER  13
285 #define CA_SET_DYNABOMB_SIZE    14
286 #define CA_SET_DYNABOMB_POWER   15
287 #define CA_TOGGLE_PLAYER_GRAVITY  16
288 #define CA_ENABLE_PLAYER_GRAVITY  17
289 #define CA_DISABLE_PLAYER_GRAVITY 18
290
291 /* values for change action mode for custom elements */
292 #define CA_MODE_UNDEFINED       0
293 #define CA_MODE_SET             1
294 #define CA_MODE_ADD             2
295 #define CA_MODE_SUBTRACT        3
296 #define CA_MODE_MULTIPLY        4
297 #define CA_MODE_DIVIDE          5
298 #define CA_MODE_MODULO          6
299
300 /* values for change action parameters for custom elements */
301 #define CA_ARG_MIN              0
302 #define CA_ARG_0                0
303 #define CA_ARG_1                1
304 #define CA_ARG_2                2
305 #define CA_ARG_3                3
306 #define CA_ARG_4                4
307 #define CA_ARG_5                5
308 #define CA_ARG_10               10
309 #define CA_ARG_100              100
310 #define CA_ARG_1000             1000
311 #define CA_ARG_MAX              9999
312 #define CA_ARG_PLAYER           10000
313 #define CA_ARG_PLAYER_HEADLINE  (CA_ARG_PLAYER + 0)
314 #define CA_ARG_PLAYER_1         (CA_ARG_PLAYER + PLAYER_BITS_1)
315 #define CA_ARG_PLAYER_2         (CA_ARG_PLAYER + PLAYER_BITS_2)
316 #define CA_ARG_PLAYER_3         (CA_ARG_PLAYER + PLAYER_BITS_3)
317 #define CA_ARG_PLAYER_4         (CA_ARG_PLAYER + PLAYER_BITS_4)
318 #define CA_ARG_PLAYER_ANY       (CA_ARG_PLAYER + PLAYER_BITS_ANY)
319 #define CA_ARG_PLAYER_TRIGGER   (CA_ARG_PLAYER + PLAYER_BITS_TRIGGER)
320 #define CA_ARG_NUMBER           20000
321 #define CA_ARG_NUMBER_HEADLINE  (CA_ARG_NUMBER + 0)
322 #define CA_ARG_NUMBER_MIN       (CA_ARG_NUMBER + 1)
323 #define CA_ARG_NUMBER_MAX       (CA_ARG_NUMBER + 2)
324 #define CA_ARG_NUMBER_NORMAL    (CA_ARG_NUMBER + 3)
325 #define CA_ARG_NUMBER_RESET     (CA_ARG_NUMBER + 4)
326 #define CA_ARG_NUMBER_CE_SCORE  (CA_ARG_NUMBER + 5)
327 #define CA_ARG_NUMBER_CE_COUNT  (CA_ARG_NUMBER + 6)
328 #define CA_ARG_NUMBER_CE_DELAY  (CA_ARG_NUMBER + 7)
329 #define CA_ARG_ELEMENT          30000
330 #define CA_ARG_ELEMENT_HEADLINE (CA_ARG_ELEMENT + 0)
331 #define CA_ARG_ELEMENT_TARGET   (CA_ARG_ELEMENT + 1)
332 #define CA_ARG_ELEMENT_TRIGGER  (CA_ARG_ELEMENT + 2)
333 #define CA_ARG_UNDEFINED        30999
334
335 /* values for custom move patterns (bits 0 - 3: basic move directions) */
336 #define MV_BIT_TOWARDS_PLAYER   4
337 #define MV_BIT_AWAY_FROM_PLAYER 5
338 #define MV_BIT_ALONG_LEFT_SIDE  6
339 #define MV_BIT_ALONG_RIGHT_SIDE 7
340 #define MV_BIT_TURNING_LEFT     8
341 #define MV_BIT_TURNING_RIGHT    9
342 #define MV_BIT_WHEN_PUSHED      10
343 #define MV_BIT_MAZE_RUNNER      11
344 #define MV_BIT_MAZE_HUNTER      12
345 #define MV_BIT_WHEN_DROPPED     13
346 #define MV_BIT_TURNING_LEFT_RIGHT 14
347 #define MV_BIT_TURNING_RIGHT_LEFT 15
348 #define MV_BIT_TURNING_RANDOM   16
349 #define MV_BIT_WIND_DIRECTION   17
350
351 /* values for custom move patterns */
352 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
353 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
354 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
355 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
356 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
357 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
358 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
359 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
360 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
361 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
362 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
363 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
364 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
365 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
366 #define MV_WIND_DIRECTION       (1 << MV_BIT_WIND_DIRECTION)
367
368 /* values for initial move direction (bits 0 - 3: basic move directions) */
369 #define MV_START_BIT_PREVIOUS   4
370
371 /* values for initial move direction */
372 #define MV_START_NONE           (MV_NONE)
373 #define MV_START_AUTOMATIC      (MV_NONE)
374 #define MV_START_LEFT           (MV_LEFT)
375 #define MV_START_RIGHT          (MV_RIGHT)
376 #define MV_START_UP             (MV_UP)
377 #define MV_START_DOWN           (MV_DOWN)
378 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
379 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
380
381 /* values for elements left behind by custom elements */
382 #define LEAVE_TYPE_UNLIMITED    0
383 #define LEAVE_TYPE_LIMITED      1
384
385 /* values for slippery property for custom elements */
386 #define SLIPPERY_ANY_RANDOM     0
387 #define SLIPPERY_ANY_LEFT_RIGHT 1
388 #define SLIPPERY_ANY_RIGHT_LEFT 2
389 #define SLIPPERY_ONLY_LEFT      3
390 #define SLIPPERY_ONLY_RIGHT     4
391
392 /* values for explosion type for custom elements */
393 #define EXPLODES_3X3            0
394 #define EXPLODES_1X1            1
395 #define EXPLODES_CROSS          2
396
397 /* macros for configurable properties */
398 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
399 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
400 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
401 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
402 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
403 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
404 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
405 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
406 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
407 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
408 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
409 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
410 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
411 #define EXPLODES_BY_FIRE(e)     HAS_PROPERTY(e, EP_EXPLODES_BY_FIRE)
412 #define EXPLODES_SMASHED(e)     HAS_PROPERTY(e, EP_EXPLODES_SMASHED)
413 #define EXPLODES_IMPACT(e)      HAS_PROPERTY(e, EP_EXPLODES_IMPACT)
414 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
415 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
416 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
417 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
418 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
419 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
420 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
421 #define EXPLODES_1X1_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_1X1_OLD)
422 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
423 #define EXPLODES_CROSS_OLD(e)   HAS_PROPERTY(e, EP_EXPLODES_CROSS_OLD)
424 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
425 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
426 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
427 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
428 #define IS_GRAVITY_REACHABLE(e) HAS_PROPERTY(e, EP_GRAVITY_REACHABLE)
429
430 /* macros for special configurable properties */
431 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
432
433 /* macros for special graphics properties */
434 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
435
436 /* macros for pre-defined properties */
437 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
438 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
439 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
440 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
441 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
442 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
443 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
444 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
445 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
446 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
447 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
448 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
449 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
450 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
451 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
452 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
453 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
454 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
455 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
456 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
457 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
458 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
459 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
460 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
461 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
462
463 /* macros for derived properties */
464 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
465 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
466 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
467 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
468 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
469 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
470 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
471 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
472 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
473 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
474 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
475 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
476 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
477 #define EXPLODES_3X3_OLD(e)     HAS_PROPERTY(e, EP_EXPLODES_3X3_OLD)
478 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
479 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
480 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
481 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
482 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
483                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
484 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
485                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
486 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
487 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
488 #define HAS_ACTION(e)           HAS_PROPERTY(e, EP_HAS_ACTION)
489 #define CAN_CHANGE_OR_HAS_ACTION(e)     \
490                                 HAS_PROPERTY(e, EP_CAN_CHANGE_OR_HAS_ACTION)
491
492 /* special macros used in game engine */
493 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
494                                  (e) <= EL_CUSTOM_END)
495
496 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
497                                  (e) <= EL_GROUP_END)
498
499 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
500                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
501
502 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
503                                  (e) <= EL_INTERNAL_END)
504
505 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
506                                  (e) <= EL_ENVELOPE_4)
507
508 #define IS_RND_KEY(e)           ((e) >= EL_KEY_1 &&                     \
509                                  (e) <= EL_KEY_4)
510 #define IS_EM_KEY(e)            ((e) >= EL_EM_KEY_1 &&                  \
511                                  (e) <= EL_EM_KEY_4)
512 #define IS_EMC_KEY(e)           ((e) >= EL_EMC_KEY_5 &&                 \
513                                  (e) <= EL_EMC_KEY_8)
514 #define IS_KEY(e)               (IS_RND_KEY(e) ||                       \
515                                  IS_EM_KEY(e) ||                        \
516                                  IS_EMC_KEY(e))
517 #define RND_KEY_NR(e)           ((e) - EL_KEY_1)
518 #define EM_KEY_NR(e)            ((e) - EL_EM_KEY_1)
519 #define EMC_KEY_NR(e)           ((e) - EL_EMC_KEY_5 + 4)
520 #define KEY_NR(e)               (IS_RND_KEY(e) ? RND_KEY_NR(e) :        \
521                                  IS_EM_KEY(e) ?  EM_KEY_NR(e) :         \
522                                  IS_EMC_KEY(e) ? EMC_KEY_NR(e) : 0)
523
524 #define IS_RND_GATE(e)          ((e) >= EL_GATE_1 &&                    \
525                                  (e) <= EL_GATE_4)
526 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
527                                  (e) <= EL_EM_GATE_4)
528 #define IS_EMC_GATE(e)          ((e) >= EL_EMC_GATE_5 &&                \
529                                  (e) <= EL_EMC_GATE_8)
530 #define IS_GATE(e)              (IS_RND_GATE(e) ||                      \
531                                  IS_EM_GATE(e) ||                       \
532                                  IS_EMC_GATE(e))
533 #define RND_GATE_NR(e)          ((e) - EL_GATE_1)
534 #define EM_GATE_NR(e)           ((e) - EL_EM_GATE_1)
535 #define EMC_GATE_NR(e)          ((e) - EL_EMC_GATE_5 + 4)
536 #define GATE_NR(e)              (IS_RND_GATE(e) ? RND_GATE_NR(e) :      \
537                                  IS_EM_GATE(e) ?  EM_GATE_NR(e) :       \
538                                  IS_EMC_GATE(e) ? EMC_GATE_NR(e) : 0)
539
540 #define IS_RND_GATE_GRAY(e)     ((e) >= EL_GATE_1_GRAY &&               \
541                                  (e) <= EL_GATE_4_GRAY)
542 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
543                                  (e) <= EL_EM_GATE_4_GRAY)
544 #define IS_EMC_GATE_GRAY(e)     ((e) >= EL_EMC_GATE_5_GRAY &&           \
545                                  (e) <= EL_EMC_GATE_8_GRAY)
546 #define IS_GATE_GRAY(e)         (IS_RND_GATE_GRAY(e) ||                 \
547                                  IS_EM_GATE_GRAY(e) ||                  \
548                                  IS_EMC_GATE_GRAY(e))
549 #define RND_GATE_GRAY_NR(e)     ((e) - EL_GATE_1_GRAY)
550 #define EM_GATE_GRAY_NR(e)      ((e) - EL_EM_GATE_1_GRAY)
551 #define EMC_GATE_GRAY_NR(e)     ((e) - EL_EMC_GATE_5_GRAY + 4)
552 #define GATE_GRAY_NR(e)         (IS_RND_GATE_GRAY(e) ? RND_GATE_GRAY_NR(e) :  \
553                                  IS_EM_GATE_GRAY(e) ?  EM_GATE_GRAY_NR(e) :   \
554                                  IS_EMC_GATE_GRAY(e) ? EMC_GATE_GRAY_NR(e) : 0)
555
556 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
557                                  element_info[e].gfx_element : e)
558
559 /* !!! "use sound" deactivated due to problems with level "bug machine" !!! */
560 /* (solution: add separate "use sound of element" to level file and editor) */
561 #if 0
562 #define SND_ELEMENT(e)          GFX_ELEMENT(e)
563 #else
564 #define SND_ELEMENT(e)          (e)
565 #endif
566
567 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
568
569 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
570 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
571
572 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
573 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
574 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
575
576 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
577                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
578                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
579                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
580                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
581                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
582                                  EL_ROCK)
583 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
584                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
585                                  EL_BD_ROCK)
586 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
587 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
588 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
589 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
590
591 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
592 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
593
594 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
595                                          IS_PROTECTED(Back[x][y]))
596 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
597 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
598                                          ENEMY_PROTECTED_FIELD(x, y))
599 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
600                                          EXPLOSION_PROTECTED_FIELD(x, y))
601
602 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
603                                  (p)->switch_x == (x) && (p)->switch_y == (y))
604
605 #define PLAYER_DROPPING(p,x,y)  ((p)->is_dropping &&                    \
606                                  (p)->drop_x == (x) && (p)->drop_y == (y))
607
608 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
609
610 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
611 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
612 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
613
614 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
615 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
616 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
617 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
618
619 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
620
621
622 /* fundamental game speed values */
623 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
624 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
625 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
626 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
627 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
628 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
629
630 /* boundaries of arrays etc. */
631 #define MAX_LEVEL_NAME_LEN      32
632 #define MAX_LEVEL_AUTHOR_LEN    32
633 #define MAX_ELEMENT_NAME_LEN    32
634 #define MAX_TAPE_LEN            (1000 * FRAMES_PER_SECOND) /* max.time x fps */
635 #define MAX_TAPES_PER_SET       1024
636 #define MAX_SCORE_ENTRIES       100
637 #define MAX_NUM_AMOEBA          100
638 #define MAX_INVENTORY_SIZE      1000
639 #define STD_NUM_KEYS            4
640 #define MAX_NUM_KEYS            8
641 #define NUM_BELTS               4
642 #define NUM_BELT_PARTS          3
643 #define MIN_ENVELOPE_XSIZE      1
644 #define MIN_ENVELOPE_YSIZE      1
645 #define MAX_ENVELOPE_XSIZE      30
646 #define MAX_ENVELOPE_YSIZE      20
647 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
648 #define MIN_CHANGE_PAGES        1
649 #define MAX_CHANGE_PAGES        32
650 #define MIN_ELEMENTS_IN_GROUP   1
651 #define MAX_ELEMENTS_IN_GROUP   16
652
653 /* values for elements with content */
654 #define MIN_ELEMENT_CONTENTS    1
655 #define STD_ELEMENT_CONTENTS    4
656 #define MAX_ELEMENT_CONTENTS    8
657
658 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
659
660 /* often used screen positions */
661 #define SX                      8
662 #define SY                      8
663 #define REAL_SX                 (SX - 2)
664 #define REAL_SY                 (SY - 2)
665 #define DX                      566
666 #define DY                      60
667 #define VX                      DX
668 #define VY                      400
669 #define EX                      DX
670 #define EY                      (VY - 44)
671 #define TILESIZE                32
672 #define TILEX                   TILESIZE
673 #define TILEY                   TILESIZE
674 #define MINI_TILESIZE           (TILESIZE / 2)
675 #define MINI_TILEX              MINI_TILESIZE
676 #define MINI_TILEY              MINI_TILESIZE
677 #define MICRO_TILESIZE          (TILESIZE / 8)
678 #define MICRO_TILEX             MICRO_TILESIZE
679 #define MICRO_TILEY             MICRO_TILESIZE
680 #define MIDPOSX                 (SCR_FIELDX / 2)
681 #define MIDPOSY                 (SCR_FIELDY / 2)
682 #define SXSIZE                  (SCR_FIELDX * TILEX)
683 #define SYSIZE                  (SCR_FIELDY * TILEY)
684 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
685 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
686 #define DXSIZE                  100
687 #define DYSIZE                  280
688 #define VXSIZE                  DXSIZE
689 #define VYSIZE                  100
690 #define EXSIZE                  DXSIZE
691 #define EYSIZE                  (VYSIZE + 44)
692 #define FULL_SXSIZE             (2 + SXSIZE + 2)
693 #define FULL_SYSIZE             (2 + SYSIZE + 2)
694 #define MICROLEVEL_XSIZE        ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
695 #define MICROLEVEL_YSIZE        ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
696 #define MICROLEVEL_XPOS         (SX + (SXSIZE - MICROLEVEL_XSIZE) / 2)
697 #define MICROLEVEL_YPOS         (SX + 12 * TILEY - MICRO_TILEY)
698 #define MICROLABEL1_YPOS        (MICROLEVEL_YPOS - 36)
699 #define MICROLABEL2_YPOS        (MICROLEVEL_YPOS + MICROLEVEL_YSIZE + 7)
700
701
702 /* score for elements */
703 #define SC_EMERALD              0
704 #define SC_DIAMOND              1
705 #define SC_BUG                  2
706 #define SC_SPACESHIP            3
707 #define SC_YAMYAM               4
708 #define SC_ROBOT                5
709 #define SC_PACMAN               6
710 #define SC_NUT                  7
711 #define SC_DYNAMITE             8
712 #define SC_KEY                  9
713 #define SC_TIME_BONUS           10
714 #define SC_CRYSTAL              11
715 #define SC_PEARL                12
716 #define SC_SHIELD               13
717
718
719 /* "real" level file elements */
720 #define EL_UNDEFINED                    -1
721
722 #define EL_EMPTY_SPACE                  0
723 #define EL_EMPTY                        EL_EMPTY_SPACE
724 #define EL_SAND                         1
725 #define EL_WALL                         2
726 #define EL_WALL_SLIPPERY                3
727 #define EL_ROCK                         4
728 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
729 #define EL_EMERALD                      6
730 #define EL_EXIT_CLOSED                  7
731 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
732 #define EL_BUG                          9
733 #define EL_SPACESHIP                    10
734 #define EL_YAMYAM                       11
735 #define EL_ROBOT                        12
736 #define EL_STEELWALL                    13
737 #define EL_DIAMOND                      14
738 #define EL_AMOEBA_DEAD                  15
739 #define EL_QUICKSAND_EMPTY              16
740 #define EL_QUICKSAND_FULL               17
741 #define EL_AMOEBA_DROP                  18
742 #define EL_BOMB                         19
743 #define EL_MAGIC_WALL                   20
744 #define EL_SPEED_PILL                   21
745 #define EL_ACID                         22
746 #define EL_AMOEBA_WET                   23
747 #define EL_AMOEBA_DRY                   24
748 #define EL_NUT                          25
749 #define EL_GAME_OF_LIFE                 26
750 #define EL_BIOMAZE                      27
751 #define EL_DYNAMITE_ACTIVE              28
752 #define EL_STONEBLOCK                   29
753 #define EL_ROBOT_WHEEL                  30
754 #define EL_ROBOT_WHEEL_ACTIVE           31
755 #define EL_KEY_1                        32
756 #define EL_KEY_2                        33
757 #define EL_KEY_3                        34
758 #define EL_KEY_4                        35
759 #define EL_GATE_1                       36
760 #define EL_GATE_2                       37
761 #define EL_GATE_3                       38
762 #define EL_GATE_4                       39
763 #define EL_GATE_1_GRAY                  40
764 #define EL_GATE_2_GRAY                  41
765 #define EL_GATE_3_GRAY                  42
766 #define EL_GATE_4_GRAY                  43
767 #define EL_DYNAMITE                     44
768 #define EL_PACMAN                       45
769 #define EL_INVISIBLE_WALL               46
770 #define EL_LAMP                         47
771 #define EL_LAMP_ACTIVE                  48
772 #define EL_WALL_EMERALD                 49
773 #define EL_WALL_DIAMOND                 50
774 #define EL_AMOEBA_FULL                  51
775 #define EL_BD_AMOEBA                    52
776 #define EL_TIME_ORB_FULL                53
777 #define EL_TIME_ORB_EMPTY               54
778 #define EL_EXPANDABLE_WALL              55
779 #define EL_BD_DIAMOND                   56
780 #define EL_EMERALD_YELLOW               57
781 #define EL_WALL_BD_DIAMOND              58
782 #define EL_WALL_EMERALD_YELLOW          59
783 #define EL_DARK_YAMYAM                  60
784 #define EL_BD_MAGIC_WALL                61
785 #define EL_INVISIBLE_STEELWALL          62
786 #define EL_SOKOBAN_FIELD_PLAYER         63
787 #define EL_DYNABOMB_INCREASE_NUMBER     64
788 #define EL_DYNABOMB_INCREASE_SIZE       65
789 #define EL_DYNABOMB_INCREASE_POWER      66
790 #define EL_SOKOBAN_OBJECT               67
791 #define EL_SOKOBAN_FIELD_EMPTY          68
792 #define EL_SOKOBAN_FIELD_FULL           69
793 #define EL_BD_BUTTERFLY_RIGHT           70
794 #define EL_BD_BUTTERFLY_UP              71
795 #define EL_BD_BUTTERFLY_LEFT            72
796 #define EL_BD_BUTTERFLY_DOWN            73
797 #define EL_BD_FIREFLY_RIGHT             74
798 #define EL_BD_FIREFLY_UP                75
799 #define EL_BD_FIREFLY_LEFT              76
800 #define EL_BD_FIREFLY_DOWN              77
801 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
802 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
803 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
804 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
805 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
806 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
807 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
808 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
809 #define EL_BD_BUTTERFLY                 78
810 #define EL_BD_FIREFLY                   79
811 #define EL_PLAYER_1                     80
812 #define EL_PLAYER_2                     81
813 #define EL_PLAYER_3                     82
814 #define EL_PLAYER_4                     83
815 #define EL_BUG_RIGHT                    84
816 #define EL_BUG_UP                       85
817 #define EL_BUG_LEFT                     86
818 #define EL_BUG_DOWN                     87
819 #define EL_SPACESHIP_RIGHT              88
820 #define EL_SPACESHIP_UP                 89
821 #define EL_SPACESHIP_LEFT               90
822 #define EL_SPACESHIP_DOWN               91
823 #define EL_PACMAN_RIGHT                 92
824 #define EL_PACMAN_UP                    93
825 #define EL_PACMAN_LEFT                  94
826 #define EL_PACMAN_DOWN                  95
827 #define EL_EMERALD_RED                  96
828 #define EL_EMERALD_PURPLE               97
829 #define EL_WALL_EMERALD_RED             98
830 #define EL_WALL_EMERALD_PURPLE          99
831 #define EL_ACID_POOL_TOPLEFT            100
832 #define EL_ACID_POOL_TOPRIGHT           101
833 #define EL_ACID_POOL_BOTTOMLEFT         102
834 #define EL_ACID_POOL_BOTTOM             103
835 #define EL_ACID_POOL_BOTTOMRIGHT        104
836 #define EL_BD_WALL                      105
837 #define EL_BD_ROCK                      106
838 #define EL_EXIT_OPEN                    107
839 #define EL_BLACK_ORB                    108
840 #define EL_AMOEBA_TO_DIAMOND            109
841 #define EL_MOLE                         110
842 #define EL_PENGUIN                      111
843 #define EL_SATELLITE                    112
844 #define EL_ARROW_LEFT                   113
845 #define EL_ARROW_RIGHT                  114
846 #define EL_ARROW_UP                     115
847 #define EL_ARROW_DOWN                   116
848 #define EL_PIG                          117
849 #define EL_DRAGON                       118
850
851 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
852
853 #define EL_CHAR_START                   120
854 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
855 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
856
857 #include "conf_chr.h"   /* include auto-generated data structure definitions */
858
859 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
860 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
861
862 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
863
864 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
865 #define EL_EXPANDABLE_WALL_VERTICAL     201
866 #define EL_EXPANDABLE_WALL_ANY          202
867
868 #define EL_EM_GATE_1                    203
869 #define EL_EM_GATE_2                    204
870 #define EL_EM_GATE_3                    205
871 #define EL_EM_GATE_4                    206
872
873 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
874 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
875 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
876
877 #define EL_SP_START                     210
878 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
879 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
880 #define EL_SP_ZONK                      (EL_SP_START + 1)
881 #define EL_SP_BASE                      (EL_SP_START + 2)
882 #define EL_SP_MURPHY                    (EL_SP_START + 3)
883 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
884 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
885 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
886 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
887 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
888 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
889 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
890 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
891 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
892 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
893 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
894 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
895 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
896 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
897 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
898 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
899 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
900 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
901 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
902 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
903 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
904 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
905 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
906 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
907 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
908 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
909 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
910 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
911 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
912 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
913 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
914 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
915 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
916 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
917 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
918 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
919 #define EL_SP_END                       (EL_SP_START + 39)
920
921 #define EL_EM_GATE_1_GRAY               250
922 #define EL_EM_GATE_2_GRAY               251
923 #define EL_EM_GATE_3_GRAY               252
924 #define EL_EM_GATE_4_GRAY               253
925
926 #define EL_UNUSED_254                   254
927 #define EL_UNUSED_255                   255
928
929 #define EL_PEARL                        256
930 #define EL_CRYSTAL                      257
931 #define EL_WALL_PEARL                   258
932 #define EL_WALL_CRYSTAL                 259
933 #define EL_DOOR_WHITE                   260
934 #define EL_DOOR_WHITE_GRAY              261
935 #define EL_KEY_WHITE                    262
936 #define EL_SHIELD_NORMAL                263
937 #define EL_EXTRA_TIME                   264
938 #define EL_SWITCHGATE_OPEN              265
939 #define EL_SWITCHGATE_CLOSED            266
940 #define EL_SWITCHGATE_SWITCH_UP         267
941 #define EL_SWITCHGATE_SWITCH_DOWN       268
942
943 #define EL_UNUSED_269                   269
944 #define EL_UNUSED_270                   270
945
946 #define EL_CONVEYOR_BELT_1_LEFT          271
947 #define EL_CONVEYOR_BELT_1_MIDDLE        272
948 #define EL_CONVEYOR_BELT_1_RIGHT         273
949 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
950 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
951 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
952 #define EL_CONVEYOR_BELT_2_LEFT          277
953 #define EL_CONVEYOR_BELT_2_MIDDLE        278
954 #define EL_CONVEYOR_BELT_2_RIGHT         279
955 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
956 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
957 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
958 #define EL_CONVEYOR_BELT_3_LEFT          283
959 #define EL_CONVEYOR_BELT_3_MIDDLE        284
960 #define EL_CONVEYOR_BELT_3_RIGHT         285
961 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
962 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
963 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
964 #define EL_CONVEYOR_BELT_4_LEFT          289
965 #define EL_CONVEYOR_BELT_4_MIDDLE        290
966 #define EL_CONVEYOR_BELT_4_RIGHT         291
967 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
968 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
969 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
970 #define EL_LANDMINE                     295
971 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
972 #define EL_LIGHT_SWITCH                 297
973 #define EL_LIGHT_SWITCH_ACTIVE          298
974 #define EL_SIGN_EXCLAMATION             299
975 #define EL_SIGN_RADIOACTIVITY           300
976 #define EL_SIGN_STOP                    301
977 #define EL_SIGN_WHEELCHAIR              302
978 #define EL_SIGN_PARKING                 303
979 #define EL_SIGN_ONEWAY                  304
980 #define EL_SIGN_HEART                   305
981 #define EL_SIGN_TRIANGLE                306
982 #define EL_SIGN_ROUND                   307
983 #define EL_SIGN_EXIT                    308
984 #define EL_SIGN_YINYANG                 309
985 #define EL_SIGN_OTHER                   310
986 #define EL_MOLE_LEFT                    311
987 #define EL_MOLE_RIGHT                   312
988 #define EL_MOLE_UP                      313
989 #define EL_MOLE_DOWN                    314
990 #define EL_STEELWALL_SLIPPERY           315
991 #define EL_INVISIBLE_SAND               316
992 #define EL_DX_UNKNOWN_15                317
993 #define EL_DX_UNKNOWN_42                318
994
995 #define EL_UNUSED_319                   319
996 #define EL_UNUSED_320                   320
997
998 #define EL_SHIELD_DEADLY                321
999 #define EL_TIMEGATE_OPEN                322
1000 #define EL_TIMEGATE_CLOSED              323
1001 #define EL_TIMEGATE_SWITCH_ACTIVE       324
1002 #define EL_TIMEGATE_SWITCH              325
1003
1004 #define EL_BALLOON                      326
1005 #define EL_BALLOON_SWITCH_LEFT          327
1006 #define EL_BALLOON_SWITCH_RIGHT         328
1007 #define EL_BALLOON_SWITCH_UP            329
1008 #define EL_BALLOON_SWITCH_DOWN          330
1009 #define EL_BALLOON_SWITCH_ANY           331
1010
1011 #define EL_EMC_STEELWALL_1              332
1012 #define EL_EMC_STEELWALL_2              333
1013 #define EL_EMC_STEELWALL_3              334
1014 #define EL_EMC_STEELWALL_4              335
1015 #define EL_EMC_WALL_1                   336
1016 #define EL_EMC_WALL_2                   337
1017 #define EL_EMC_WALL_3                   338
1018 #define EL_EMC_WALL_4                   339
1019 #define EL_EMC_WALL_5                   340
1020 #define EL_EMC_WALL_6                   341
1021 #define EL_EMC_WALL_7                   342
1022 #define EL_EMC_WALL_8                   343
1023
1024 #define EL_TUBE_ANY                     344
1025 #define EL_TUBE_VERTICAL                345
1026 #define EL_TUBE_HORIZONTAL              346
1027 #define EL_TUBE_VERTICAL_LEFT           347
1028 #define EL_TUBE_VERTICAL_RIGHT          348
1029 #define EL_TUBE_HORIZONTAL_UP           349
1030 #define EL_TUBE_HORIZONTAL_DOWN         350
1031 #define EL_TUBE_LEFT_UP                 351
1032 #define EL_TUBE_LEFT_DOWN               352
1033 #define EL_TUBE_RIGHT_UP                353
1034 #define EL_TUBE_RIGHT_DOWN              354
1035 #define EL_SPRING                       355
1036 #define EL_TRAP                         356
1037 #define EL_DX_SUPABOMB                  357
1038
1039 #define EL_UNUSED_358                   358
1040 #define EL_UNUSED_359                   359
1041
1042 /* ---------- begin of custom elements section ----------------------------- */
1043 #define EL_CUSTOM_START                 360
1044
1045 #include "conf_cus.h"   /* include auto-generated data structure definitions */
1046
1047 #define NUM_CUSTOM_ELEMENTS             256
1048 #define EL_CUSTOM_END                   615
1049 /* ---------- end of custom elements section ------------------------------- */
1050
1051 #define EL_EM_KEY_1                     616
1052 #define EL_EM_KEY_2                     617
1053 #define EL_EM_KEY_3                     618
1054 #define EL_EM_KEY_4                     619
1055 #define EL_ENVELOPE_1                   620
1056 #define EL_ENVELOPE_2                   621
1057 #define EL_ENVELOPE_3                   622
1058 #define EL_ENVELOPE_4                   623
1059
1060 /* ---------- begin of group elements section ------------------------------ */
1061 #define EL_GROUP_START                  624
1062
1063 #include "conf_grp.h"   /* include auto-generated data structure definitions */
1064
1065 #define NUM_GROUP_ELEMENTS              32
1066 #define EL_GROUP_END                    655
1067 /* ---------- end of custom elements section ------------------------------- */
1068
1069 #define EL_UNKNOWN                      656
1070 #define EL_TRIGGER_ELEMENT              657
1071 #define EL_TRIGGER_PLAYER               658
1072
1073 #define EL_SP_GRAVITY_ON_PORT_RIGHT     659
1074 #define EL_SP_GRAVITY_ON_PORT_DOWN      660
1075 #define EL_SP_GRAVITY_ON_PORT_LEFT      661
1076 #define EL_SP_GRAVITY_ON_PORT_UP        662
1077 #define EL_SP_GRAVITY_OFF_PORT_RIGHT    663
1078 #define EL_SP_GRAVITY_OFF_PORT_DOWN     664
1079 #define EL_SP_GRAVITY_OFF_PORT_LEFT     665
1080 #define EL_SP_GRAVITY_OFF_PORT_UP       666
1081
1082
1083 /* the following EMC style elements are currently not implemented in R'n'D */
1084 #define EL_BALLOON_SWITCH_NONE          667
1085 #define EL_EMC_GATE_5                   668
1086 #define EL_EMC_GATE_6                   669
1087 #define EL_EMC_GATE_7                   670
1088 #define EL_EMC_GATE_8                   671
1089 #define EL_EMC_GATE_5_GRAY              672
1090 #define EL_EMC_GATE_6_GRAY              673
1091 #define EL_EMC_GATE_7_GRAY              674
1092 #define EL_EMC_GATE_8_GRAY              675
1093 #define EL_EMC_KEY_5                    676
1094 #define EL_EMC_KEY_6                    677
1095 #define EL_EMC_KEY_7                    678
1096 #define EL_EMC_KEY_8                    679
1097 #define EL_EMC_ANDROID                  680
1098 #define EL_EMC_GRASS                    681
1099 #define EL_EMC_MAGIC_BALL               682
1100 #define EL_EMC_MAGIC_BALL_ACTIVE        683
1101 #define EL_EMC_MAGIC_BALL_SWITCH        684
1102 #define EL_EMC_MAGIC_BALL_SWITCH_ACTIVE 685
1103 #define EL_EMC_SPRING_BUMPER            686
1104 #define EL_EMC_PLANT                    687
1105 #define EL_EMC_LENSES                   688
1106 #define EL_EMC_MAGNIFIER                689
1107 #define EL_EMC_WALL_9                   690
1108 #define EL_EMC_WALL_10                  691
1109 #define EL_EMC_WALL_11                  692
1110 #define EL_EMC_WALL_12                  693
1111 #define EL_EMC_WALL_13                  694
1112 #define EL_EMC_WALL_14                  695
1113 #define EL_EMC_WALL_15                  696
1114 #define EL_EMC_WALL_16                  697
1115 #define EL_EMC_WALL_SLIPPERY_1          698
1116 #define EL_EMC_WALL_SLIPPERY_2          699
1117 #define EL_EMC_WALL_SLIPPERY_3          700
1118 #define EL_EMC_WALL_SLIPPERY_4          701
1119 #define EL_EMC_FAKE_GRASS               702
1120 #define EL_EMC_FAKE_ACID                703
1121 #define EL_EMC_DRIPPER                  704
1122
1123 #define NUM_FILE_ELEMENTS               705
1124
1125
1126 /* "real" (and therefore drawable) runtime elements */
1127 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
1128
1129 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
1130 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
1131 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
1132 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
1133 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
1134 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
1135 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
1136 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
1137 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
1138 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
1139 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
1140 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
1141 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
1142 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
1143 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
1144 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
1145 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
1146 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
1147 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
1148 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
1149 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
1150 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
1151 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
1152 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
1153 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
1154 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
1155 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
1156 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
1157 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
1158 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
1159 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
1160 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
1161 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
1162 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
1163 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
1164 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
1165 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
1166 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
1167 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
1168 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
1169 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
1170 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
1171 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
1172 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
1173 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
1174
1175 /* "unreal" (and therefore not drawable) runtime elements */
1176 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
1177
1178 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
1179 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
1180 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
1181 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
1182 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1183 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1184 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1185 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1186 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1187 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1188 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1189 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1190 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1191 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1192 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1193 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1194 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1195 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1196
1197 /* dummy elements (never used as game elements, only used as graphics) */
1198 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1199
1200 #define EL_STEELWALL_TOPLEFT            (EL_FIRST_DUMMY + 0)
1201 #define EL_STEELWALL_TOPRIGHT           (EL_FIRST_DUMMY + 1)
1202 #define EL_STEELWALL_BOTTOMLEFT         (EL_FIRST_DUMMY + 2)
1203 #define EL_STEELWALL_BOTTOMRIGHT        (EL_FIRST_DUMMY + 3)
1204 #define EL_STEELWALL_HORIZONTAL         (EL_FIRST_DUMMY + 4)
1205 #define EL_STEELWALL_VERTICAL           (EL_FIRST_DUMMY + 5)
1206 #define EL_INVISIBLE_STEELWALL_TOPLEFT     (EL_FIRST_DUMMY + 6)
1207 #define EL_INVISIBLE_STEELWALL_TOPRIGHT    (EL_FIRST_DUMMY + 7)
1208 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT  (EL_FIRST_DUMMY + 8)
1209 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1210 #define EL_INVISIBLE_STEELWALL_HORIZONTAL  (EL_FIRST_DUMMY + 10)
1211 #define EL_INVISIBLE_STEELWALL_VERTICAL    (EL_FIRST_DUMMY + 11)
1212 #define EL_DYNABOMB                     (EL_FIRST_DUMMY + 12)
1213 #define EL_DYNABOMB_ACTIVE              (EL_FIRST_DUMMY + 13)
1214 #define EL_DYNABOMB_PLAYER_1            (EL_FIRST_DUMMY + 14)
1215 #define EL_DYNABOMB_PLAYER_2            (EL_FIRST_DUMMY + 15)
1216 #define EL_DYNABOMB_PLAYER_3            (EL_FIRST_DUMMY + 16)
1217 #define EL_DYNABOMB_PLAYER_4            (EL_FIRST_DUMMY + 17)
1218 #define EL_SHIELD_NORMAL_ACTIVE         (EL_FIRST_DUMMY + 18)
1219 #define EL_SHIELD_DEADLY_ACTIVE         (EL_FIRST_DUMMY + 19)
1220 #define EL_AMOEBA                       (EL_FIRST_DUMMY + 20)
1221 #define EL_DEFAULT                      (EL_FIRST_DUMMY + 21)
1222 #define EL_BD_DEFAULT                   (EL_FIRST_DUMMY + 22)
1223 #define EL_SP_DEFAULT                   (EL_FIRST_DUMMY + 23)
1224 #define EL_SB_DEFAULT                   (EL_FIRST_DUMMY + 24)
1225
1226 /* internal elements (only used for internal purposes like copying) */
1227 #define EL_FIRST_INTERNAL               (EL_FIRST_DUMMY + 25)
1228
1229 #define EL_INTERNAL_CLIPBOARD_CUSTOM    (EL_FIRST_INTERNAL + 0)
1230 #define EL_INTERNAL_CLIPBOARD_CHANGE    (EL_FIRST_INTERNAL + 1)
1231 #define EL_INTERNAL_CLIPBOARD_GROUP     (EL_FIRST_INTERNAL + 2)
1232 #define EL_INTERNAL_DUMMY               (EL_FIRST_INTERNAL + 3)
1233
1234 #define EL_INTERNAL_CLIPBOARD_START     (EL_FIRST_INTERNAL + 0)
1235 #define EL_INTERNAL_CLIPBOARD_END       (EL_FIRST_INTERNAL + 2)
1236 #define EL_INTERNAL_START               (EL_FIRST_INTERNAL + 0)
1237 #define EL_INTERNAL_END                 (EL_FIRST_INTERNAL + 3)
1238
1239 #define MAX_NUM_ELEMENTS                (EL_FIRST_INTERNAL + 4)
1240
1241
1242 /* values for graphics/sounds action types */
1243 #define ACTION_DEFAULT                  0
1244 #define ACTION_WAITING                  1
1245 #define ACTION_FALLING                  2
1246 #define ACTION_MOVING                   3
1247 #define ACTION_DIGGING                  4
1248 #define ACTION_SNAPPING                 5
1249 #define ACTION_COLLECTING               6
1250 #define ACTION_DROPPING                 7
1251 #define ACTION_PUSHING                  8
1252 #define ACTION_WALKING                  9
1253 #define ACTION_PASSING                  10
1254 #define ACTION_IMPACT                   11
1255 #define ACTION_BREAKING                 12
1256 #define ACTION_ACTIVATING               13
1257 #define ACTION_DEACTIVATING             14
1258 #define ACTION_OPENING                  15
1259 #define ACTION_CLOSING                  16
1260 #define ACTION_ATTACKING                17
1261 #define ACTION_GROWING                  18
1262 #define ACTION_SHRINKING                19
1263 #define ACTION_ACTIVE                   20
1264 #define ACTION_FILLING                  21
1265 #define ACTION_EMPTYING                 22
1266 #define ACTION_CHANGING                 23
1267 #define ACTION_EXPLODING                24
1268 #define ACTION_BORING                   25
1269 #define ACTION_BORING_1                 26
1270 #define ACTION_BORING_2                 27
1271 #define ACTION_BORING_3                 28
1272 #define ACTION_BORING_4                 29
1273 #define ACTION_BORING_5                 30
1274 #define ACTION_BORING_6                 31
1275 #define ACTION_BORING_7                 32
1276 #define ACTION_BORING_8                 33
1277 #define ACTION_BORING_9                 34
1278 #define ACTION_BORING_10                35
1279 #define ACTION_SLEEPING                 36
1280 #define ACTION_SLEEPING_1               37
1281 #define ACTION_SLEEPING_2               38
1282 #define ACTION_SLEEPING_3               39
1283 #define ACTION_AWAKENING                40
1284 #define ACTION_DYING                    41
1285 #define ACTION_TURNING                  42
1286 #define ACTION_TURNING_FROM_LEFT        43
1287 #define ACTION_TURNING_FROM_RIGHT       44
1288 #define ACTION_TURNING_FROM_UP          45
1289 #define ACTION_TURNING_FROM_DOWN        46
1290 #define ACTION_SMASHED_BY_ROCK          47
1291 #define ACTION_SMASHED_BY_SPRING        48
1292 #define ACTION_SLURPED_BY_SPRING        49
1293 #define ACTION_TWINKLING                50
1294 #define ACTION_SPLASHING                51
1295 #define ACTION_PAGE_1                   52
1296 #define ACTION_PAGE_2                   53
1297 #define ACTION_PAGE_3                   54
1298 #define ACTION_PAGE_4                   55
1299 #define ACTION_PAGE_5                   56
1300 #define ACTION_PAGE_6                   57
1301 #define ACTION_PAGE_7                   58
1302 #define ACTION_PAGE_8                   59
1303 #define ACTION_PAGE_9                   60
1304 #define ACTION_PAGE_10                  61
1305 #define ACTION_PAGE_11                  62
1306 #define ACTION_PAGE_12                  63
1307 #define ACTION_PAGE_13                  64
1308 #define ACTION_PAGE_14                  65
1309 #define ACTION_PAGE_15                  66
1310 #define ACTION_PAGE_16                  67
1311 #define ACTION_PAGE_17                  68
1312 #define ACTION_PAGE_18                  69
1313 #define ACTION_PAGE_19                  70
1314 #define ACTION_PAGE_20                  71
1315 #define ACTION_PAGE_21                  72
1316 #define ACTION_PAGE_22                  73
1317 #define ACTION_PAGE_23                  74
1318 #define ACTION_PAGE_24                  75
1319 #define ACTION_PAGE_25                  76
1320 #define ACTION_PAGE_26                  77
1321 #define ACTION_PAGE_27                  78
1322 #define ACTION_PAGE_28                  79
1323 #define ACTION_PAGE_29                  80
1324 #define ACTION_PAGE_30                  81
1325 #define ACTION_PAGE_31                  82
1326 #define ACTION_PAGE_32                  83
1327 #define ACTION_OTHER                    84
1328
1329 #define NUM_ACTIONS                     85
1330
1331 #define ACTION_BORING_LAST              ACTION_BORING_10
1332 #define ACTION_SLEEPING_LAST            ACTION_SLEEPING_3
1333
1334
1335 /* values for special image configuration suffixes (must match game mode) */
1336 #define GFX_SPECIAL_ARG_DEFAULT         0
1337 #define GFX_SPECIAL_ARG_MAIN            1
1338 #define GFX_SPECIAL_ARG_LEVELS          2
1339 #define GFX_SPECIAL_ARG_SCORES          3
1340 #define GFX_SPECIAL_ARG_EDITOR          4
1341 #define GFX_SPECIAL_ARG_INFO            5
1342 #define GFX_SPECIAL_ARG_SETUP           6
1343 #define GFX_SPECIAL_ARG_PLAYING         7
1344 #define GFX_SPECIAL_ARG_DOOR            8
1345 #define GFX_SPECIAL_ARG_PREVIEW         9
1346 #define GFX_SPECIAL_ARG_CRUMBLED        10
1347
1348 #define NUM_SPECIAL_GFX_ARGS            11
1349
1350
1351 /* values for image configuration suffixes */
1352 #define GFX_ARG_X                       0
1353 #define GFX_ARG_Y                       1
1354 #define GFX_ARG_XPOS                    2
1355 #define GFX_ARG_YPOS                    3
1356 #define GFX_ARG_WIDTH                   4
1357 #define GFX_ARG_HEIGHT                  5
1358 #define GFX_ARG_VERTICAL                6
1359 #define GFX_ARG_OFFSET                  7
1360 #define GFX_ARG_XOFFSET                 8
1361 #define GFX_ARG_YOFFSET                 9
1362 #define GFX_ARG_2ND_MOVEMENT_TILE       10
1363 #define GFX_ARG_2ND_VERTICAL            11
1364 #define GFX_ARG_2ND_OFFSET              12
1365 #define GFX_ARG_2ND_XOFFSET             13
1366 #define GFX_ARG_2ND_YOFFSET             14
1367 #define GFX_ARG_2ND_SWAP_TILES          15      
1368 #define GFX_ARG_FRAMES                  16
1369 #define GFX_ARG_FRAMES_PER_LINE         17
1370 #define GFX_ARG_START_FRAME             18
1371 #define GFX_ARG_DELAY                   19
1372 #define GFX_ARG_ANIM_MODE               20
1373 #define GFX_ARG_GLOBAL_SYNC             21
1374 #define GFX_ARG_CRUMBLED_LIKE           22
1375 #define GFX_ARG_DIGGABLE_LIKE           23
1376 #define GFX_ARG_BORDER_SIZE             24
1377 #define GFX_ARG_STEP_OFFSET             25
1378 #define GFX_ARG_STEP_DELAY              26
1379 #define GFX_ARG_DIRECTION               27
1380 #define GFX_ARG_POSITION                28
1381 #define GFX_ARG_DRAW_XOFFSET            29
1382 #define GFX_ARG_DRAW_YOFFSET            30
1383 #define GFX_ARG_DRAW_MASKED             31
1384 #define GFX_ARG_ANIM_DELAY_FIXED        32
1385 #define GFX_ARG_ANIM_DELAY_RANDOM       33
1386 #define GFX_ARG_POST_DELAY_FIXED        34
1387 #define GFX_ARG_POST_DELAY_RANDOM       35
1388 #define GFX_ARG_NAME                    36
1389 #define GFX_ARG_SCALE_UP_FACTOR         37
1390 #define GFX_ARG_CLONE_FROM              38
1391
1392 #define NUM_GFX_ARGS                    39
1393
1394
1395 /* values for sound configuration suffixes */
1396 #define SND_ARG_MODE_LOOP               0
1397 #define SND_ARG_VOLUME                  1
1398 #define SND_ARG_PRIORITY                2
1399
1400 #define NUM_SND_ARGS                    3
1401
1402
1403 /* values for music configuration suffixes */
1404 #define MUS_ARG_MODE_LOOP               0
1405
1406 #define NUM_MUS_ARGS                    1
1407
1408
1409 /* values for font configuration */
1410 #define FONT_INITIAL_1                  0
1411 #define FONT_INITIAL_2                  1
1412 #define FONT_INITIAL_3                  2
1413 #define FONT_INITIAL_4                  3
1414 #define FONT_TITLE_1                    4
1415 #define FONT_TITLE_2                    5
1416 #define FONT_MENU_1                     6
1417 #define FONT_MENU_2                     7
1418 #define FONT_TEXT_1_ACTIVE              8
1419 #define FONT_TEXT_2_ACTIVE              9
1420 #define FONT_TEXT_3_ACTIVE              10
1421 #define FONT_TEXT_4_ACTIVE              11
1422 #define FONT_TEXT_1                     12
1423 #define FONT_TEXT_2                     13
1424 #define FONT_TEXT_3                     14
1425 #define FONT_TEXT_4                     15
1426 #define FONT_ENVELOPE_1                 16
1427 #define FONT_ENVELOPE_2                 17
1428 #define FONT_ENVELOPE_3                 18
1429 #define FONT_ENVELOPE_4                 19
1430 #define FONT_INPUT_1_ACTIVE             20
1431 #define FONT_INPUT_2_ACTIVE             21
1432 #define FONT_INPUT_1                    22
1433 #define FONT_INPUT_2                    23
1434 #define FONT_OPTION_OFF                 24
1435 #define FONT_OPTION_ON                  25
1436 #define FONT_VALUE_1                    26
1437 #define FONT_VALUE_2                    27
1438 #define FONT_VALUE_OLD                  28
1439 #define FONT_LEVEL_NUMBER               29
1440 #define FONT_TAPE_RECORDER              30
1441 #define FONT_GAME_INFO                  31
1442
1443 #define NUM_FONTS                       32
1444 #define NUM_INITIAL_FONTS               4
1445
1446 /* values for game_status (must match special image configuration suffixes) */
1447 #define GAME_MODE_DEFAULT               0
1448 #define GAME_MODE_MAIN                  1
1449 #define GAME_MODE_LEVELS                2
1450 #define GAME_MODE_SCORES                3
1451 #define GAME_MODE_EDITOR                4
1452 #define GAME_MODE_INFO                  5
1453 #define GAME_MODE_SETUP                 6
1454 #define GAME_MODE_PLAYING               7
1455 #define GAME_MODE_PSEUDO_DOOR           8
1456 #define GAME_MODE_PSEUDO_PREVIEW        9
1457 #define GAME_MODE_PSEUDO_CRUMBLED       10
1458
1459 /* there are no special config file suffixes for these modes */
1460 #define GAME_MODE_PSEUDO_TYPENAME       11
1461 #define GAME_MODE_QUIT                  12
1462
1463 /* special definitions currently only used for custom artwork configuration */
1464 #define MUSIC_PREFIX_BACKGROUND         0
1465 #define NUM_MUSIC_PREFIXES              1
1466 #define MAX_LEVELS                      1000
1467
1468 /* definitions for demo animation lists */
1469 #define HELPANIM_LIST_NEXT              -1
1470 #define HELPANIM_LIST_END               -999
1471
1472
1473 /* program information and versioning definitions */
1474
1475 #define RELEASE_3_1_2                   FALSE
1476
1477 #if RELEASE_3_1_2
1478 #define PROGRAM_VERSION_MAJOR           3
1479 #define PROGRAM_VERSION_MINOR           1
1480 #define PROGRAM_VERSION_PATCH           2
1481 #define PROGRAM_VERSION_BUILD           0
1482 #else
1483 /* !!! make sure that packaging script can find unique version number !!! */
1484 #define PROGRAM_VERSION_MAJOR           3
1485 #define PROGRAM_VERSION_MINOR           2
1486 #define PROGRAM_VERSION_PATCH           0
1487 #define PROGRAM_VERSION_BUILD           5
1488 #endif
1489
1490 #define PROGRAM_TITLE_STRING            "Rocks'n'Diamonds"
1491 #define PROGRAM_AUTHOR_STRING           "Holger Schemel"
1492 #define PROGRAM_COPYRIGHT_STRING       "Copyright Â©1995-2005 by Holger Schemel"
1493
1494 #define ICON_TITLE_STRING               PROGRAM_TITLE_STRING
1495 #define COOKIE_PREFIX                   "ROCKSNDIAMONDS"
1496 #define FILENAME_PREFIX                 "Rocks"
1497
1498 #if defined(PLATFORM_UNIX)
1499 #define USERDATA_DIRECTORY              ".rocksndiamonds"
1500 #elif defined(PLATFORM_WIN32)
1501 #define USERDATA_DIRECTORY              PROGRAM_TITLE_STRING
1502 #else
1503 #define USERDATA_DIRECTORY              "userdata"
1504 #endif
1505
1506 #define X11_ICON_FILENAME               "rocks_icon.xbm"
1507 #define X11_ICONMASK_FILENAME           "rocks_iconmask.xbm"
1508 #define MSDOS_POINTER_FILENAME          "mouse.pcx"
1509
1510 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1511 ** currently supported/known file version numbers:
1512 **      1.0 (old)
1513 **      1.2 (still in use)
1514 **      1.4 (still in use)
1515 **      2.0 (actual)
1516 */
1517 #define FILE_VERSION_1_0                VERSION_IDENT(1,0,0,0)
1518 #define FILE_VERSION_1_2                VERSION_IDENT(1,2,0,0)
1519 #define FILE_VERSION_1_4                VERSION_IDENT(1,4,0,0)
1520 #define FILE_VERSION_2_0                VERSION_IDENT(2,0,0,0)
1521
1522 /* file version does not change for every program version, but is changed
1523    when new features are introduced that are incompatible with older file
1524    versions, so that they can be treated accordingly */
1525 #define FILE_VERSION_ACTUAL             FILE_VERSION_2_0
1526
1527 #define GAME_VERSION_1_0                FILE_VERSION_1_0
1528 #define GAME_VERSION_1_2                FILE_VERSION_1_2
1529 #define GAME_VERSION_1_4                FILE_VERSION_1_4
1530 #define GAME_VERSION_2_0                FILE_VERSION_2_0
1531
1532 #define GAME_VERSION_ACTUAL             VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1533                                                       PROGRAM_VERSION_MINOR, \
1534                                                       PROGRAM_VERSION_PATCH, \
1535                                                       PROGRAM_VERSION_BUILD)
1536
1537 /* values for game_emulation */
1538 #define EMU_NONE                        0
1539 #define EMU_BOULDERDASH                 1
1540 #define EMU_SOKOBAN                     2
1541 #define EMU_SUPAPLEX                    3
1542
1543 /* values for level file type identifier */
1544 #define LEVEL_FILE_TYPE_UNKNOWN         0
1545 #define LEVEL_FILE_TYPE_RND             1
1546 #define LEVEL_FILE_TYPE_BD              2
1547 #define LEVEL_FILE_TYPE_EM              3
1548 #define LEVEL_FILE_TYPE_SP              4
1549 #define LEVEL_FILE_TYPE_DX              5
1550 #define LEVEL_FILE_TYPE_SB              6
1551 #define LEVEL_FILE_TYPE_DC              7
1552
1553 #define NUM_LEVEL_FILE_TYPES            8
1554
1555 /* values for game engine type identifier */
1556 #define GAME_ENGINE_TYPE_UNKNOWN        LEVEL_FILE_TYPE_UNKNOWN
1557 #define GAME_ENGINE_TYPE_RND            LEVEL_FILE_TYPE_RND
1558 #define GAME_ENGINE_TYPE_EM             LEVEL_FILE_TYPE_EM
1559
1560 #define NUM_ENGINE_TYPES                3
1561
1562
1563 struct MenuInfo
1564 {
1565   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1566   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1567
1568   int scrollbar_xoffset;
1569
1570   int list_size[NUM_SPECIAL_GFX_ARGS];
1571
1572   int sound[NUM_SPECIAL_GFX_ARGS];
1573   int music[NUM_SPECIAL_GFX_ARGS];
1574 };
1575
1576 struct DoorInfo
1577 {
1578   int step_offset;
1579   int step_delay;
1580   int anim_mode;
1581 };
1582
1583 struct HiScore
1584 {
1585   char Name[MAX_PLAYER_NAME_LEN + 1];
1586   int Score;
1587 };
1588
1589 struct Content
1590 {
1591   int e[3][3];
1592 };
1593
1594 struct PlayerInfo
1595 {
1596   boolean present;              /* player present in level playfield */
1597   boolean connected;            /* player connected (locally or via network) */
1598   boolean active;               /* player present and connected */
1599
1600   int index_nr;                 /* player number (0 to 3) */
1601   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1602   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1603   int client_nr;                /* network client identifier */
1604
1605   byte action;                  /* action from local input device */
1606   byte effective_action;        /* action acknowledged from network server
1607                                    or summarized over all configured input
1608                                    devices when in single player mode */
1609   byte programmed_action;       /* action forced by game itself (like moving
1610                                    through doors); overrides other actions */
1611
1612   int jx, jy, last_jx, last_jy;
1613   int MovDir, MovPos, GfxDir, GfxPos;
1614   int Frame, StepFrame;
1615
1616   int GfxAction;
1617
1618   boolean use_murphy_graphic;
1619
1620   boolean block_last_field;
1621   int block_delay_adjustment;   /* needed for different engine versions */
1622
1623   boolean can_fall_into_acid;
1624
1625   boolean LevelSolved, GameOver;
1626
1627   int last_move_dir;
1628
1629   boolean is_waiting;
1630   boolean is_moving;
1631   boolean is_auto_moving;
1632   boolean is_digging;
1633   boolean is_snapping;
1634   boolean is_collecting;
1635   boolean is_pushing;
1636   boolean is_switching;
1637   boolean is_dropping;
1638
1639   boolean is_bored;
1640   boolean is_sleeping;
1641
1642   int frame_counter_bored;
1643   int frame_counter_sleeping;
1644
1645   int anim_delay_counter;
1646   int post_delay_counter;
1647
1648   int action_waiting, last_action_waiting;
1649   int special_action_bored;
1650   int special_action_sleeping;
1651
1652   int num_special_action_bored;
1653   int num_special_action_sleeping;
1654
1655   int switch_x, switch_y;
1656   int drop_x, drop_y;
1657
1658   int show_envelope;
1659
1660   int move_delay;
1661   int move_delay_value;
1662   int move_delay_value_next;
1663   int move_delay_reset_counter;
1664
1665   int push_delay;
1666   int push_delay_value;
1667
1668   unsigned long actual_frame_counter;
1669
1670   int drop_delay;
1671
1672   int step_counter;
1673
1674   int score;
1675   int gems_still_needed;
1676   int sokobanfields_still_needed;
1677   int lights_still_needed;
1678   int friends_still_needed;
1679   int key[MAX_NUM_KEYS];
1680   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1681   int shield_normal_time_left;
1682   int shield_deadly_time_left;
1683
1684   int inventory_element[MAX_INVENTORY_SIZE];
1685   int inventory_infinite_element;
1686   int inventory_size;
1687 };
1688
1689 struct LevelSetInfo
1690 {
1691   int music[MAX_LEVELS];
1692 };
1693
1694 struct LevelFileInfo
1695 {
1696   int nr;
1697   int type;
1698   boolean packed;
1699   char *basename;
1700   char *filename;
1701 };
1702
1703 struct LevelInfo
1704 {
1705   struct LevelFileInfo file_info;
1706
1707   int game_engine_type;
1708
1709   /* level stored in native format for the alternative native game engines */
1710   struct LevelInfo_EM *native_em_level;
1711
1712   int file_version;     /* file format version the level is stored with    */
1713   int game_version;     /* game release version the level was created with */
1714
1715   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1716   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1717   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1718
1719   int fieldx, fieldy;
1720
1721   int time;                             /* available time (seconds) */
1722   int gems_needed;
1723
1724   char name[MAX_LEVEL_NAME_LEN + 1];
1725   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1726
1727   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1728   int envelope_xsize[4], envelope_ysize[4];
1729
1730   int score[LEVEL_SCORE_ELEMENTS];
1731
1732   struct Content yamyam_content[MAX_ELEMENT_CONTENTS];
1733   int num_yamyam_contents;
1734
1735   int amoeba_speed;
1736   int amoeba_content;
1737
1738   int game_of_life[4];
1739   int biomaze[4];
1740
1741   int time_magic_wall;
1742   int time_wheel;
1743   int time_light;
1744   int time_timegate;
1745
1746   int shield_normal_time;
1747   int shield_deadly_time;
1748
1749   int extra_time;
1750   int time_orb_time;
1751
1752   /* values for the new EMC elements */
1753   int android_move_time;
1754   int android_clone_time;
1755   boolean ball_random;
1756   boolean ball_state_initial;
1757   int ball_time;
1758   int lenses_score;
1759   int magnify_score;
1760   int slurp_score;
1761   int lenses_time;
1762   int magnify_time;
1763   int wind_direction_initial;
1764   struct Content ball_content[MAX_ELEMENT_CONTENTS];
1765   boolean android_array[16];
1766
1767   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1768   int dont_collide_with_bits;   /* bitfield to store property for elements */
1769
1770   boolean double_speed;
1771   boolean initial_gravity;
1772   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1773   boolean use_spring_bug;       /* for compatibility with old levels */
1774   boolean instant_relocation;   /* no visual delay when relocating player */
1775   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1776   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1777
1778   boolean block_last_field;     /* player blocks previous field while moving */
1779   boolean sp_block_last_field;  /* player blocks previous field while moving */
1780
1781   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1782   int use_step_counter;         /* count steps instead of seconds for level */
1783
1784   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1785
1786   boolean use_custom_template;  /* use custom properties from template file */
1787
1788   boolean no_valid_file;        /* set when level file missing or invalid */
1789
1790   boolean changed;              /* set when level was changed in the editor */
1791 };
1792
1793 struct TapeInfo
1794 {
1795   int file_version;     /* file format version the tape is stored with    */
1796   int game_version;     /* game release version the tape was created with */
1797   int engine_version;   /* game engine version the tape was recorded with */
1798
1799   char *level_identifier;
1800   int level_nr;
1801   unsigned long random_seed;
1802   unsigned long date;
1803   unsigned long counter;
1804   unsigned long length;
1805   unsigned long length_seconds;
1806   unsigned int delay_played;
1807   boolean pause_before_death;
1808   boolean recording, playing, pausing;
1809   boolean fast_forward;
1810   boolean warp_forward;
1811   boolean deactivate_display;
1812   boolean auto_play;
1813   boolean auto_play_level_solved;
1814   boolean quick_resume;
1815   boolean single_step;
1816   boolean changed;
1817   boolean player_participates[MAX_PLAYERS];
1818   int num_participating_players;
1819
1820   struct
1821   {
1822     byte action[MAX_PLAYERS];
1823     byte delay;
1824   } pos[MAX_TAPE_LEN];
1825
1826   boolean no_valid_file;        /* set when tape file missing or invalid */
1827 };
1828
1829 struct GameInfo
1830 {
1831   /* values for engine initialization */
1832   int default_push_delay_fixed;
1833   int default_push_delay_random;
1834
1835   /* constant within running game */
1836   int engine_version;
1837   int emulation;
1838   int initial_move_delay;
1839   int initial_move_delay_value;
1840   int initial_push_delay_value;
1841
1842   /* flags to handle bugs in and changes between different engine versions */
1843   /* (for the latest engine version, these flags should always be "FALSE") */
1844   boolean use_change_when_pushing_bug;
1845   boolean use_block_last_field_bug;
1846
1847   /* variable within running game */
1848   int yamyam_content_nr;
1849   boolean magic_wall_active;
1850   int magic_wall_time_left;
1851   int light_time_left;
1852   int timegate_time_left;
1853   int belt_dir[4];
1854   int belt_dir_nr[4];
1855   int switchgate_pos;
1856   int wind_direction;
1857   boolean gravity;
1858   boolean explosions_delayed;
1859   boolean envelope_active;
1860
1861   /* values for player idle animation (no effect on engine) */
1862   int player_boring_delay_fixed;
1863   int player_boring_delay_random;
1864   int player_sleeping_delay_fixed;
1865   int player_sleeping_delay_random;
1866
1867   /* values for special game initialization control */
1868   boolean restart_level;
1869 };
1870
1871 struct GlobalInfo
1872 {
1873   char *autoplay_leveldir;
1874   int autoplay_level[MAX_TAPES_PER_SET];
1875   boolean autoplay_all;
1876
1877   char *convert_leveldir;
1878   int convert_level_nr;
1879
1880   int num_toons;
1881
1882   float frames_per_second;
1883   boolean fps_slowdown;
1884   int fps_slowdown_factor;
1885 };
1886
1887 struct ElementChangeInfo
1888 {
1889   boolean can_change;           /* use or ignore this change info */
1890
1891   boolean has_event[NUM_CHANGE_EVENTS];         /* change events */
1892
1893   int trigger_player;           /* player triggering change */
1894   int trigger_side;             /* side triggering change */
1895   int trigger_page;             /* page triggering change */
1896
1897   short target_element;         /* target element after change */
1898
1899   int delay_fixed;              /* added frame delay before changed (fixed) */
1900   int delay_random;             /* added frame delay before changed (random) */
1901   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1902
1903   short trigger_element;        /* element triggering change */
1904
1905   struct Content target_content;/* elements for extended change target */
1906   boolean use_target_content;   /* use extended change target */
1907   boolean only_if_complete;     /* only use complete target content */
1908   boolean use_random_replace;   /* use random value for replacing elements */
1909   int random_percentage;        /* random value for replacing elements */
1910   int replace_when;             /* type of elements that can be replaced */
1911
1912   boolean explode;              /* explode instead of change */
1913
1914   boolean has_action;           /* execute action on specified condition */
1915   int action_type;              /* type of action */
1916   int action_mode;              /* mode of action */
1917   int action_arg;               /* parameter of action */
1918
1919   /* ---------- internal values used at runtime when playing ---------- */
1920
1921   /* functions that are called before, while and after the change of an
1922      element -- currently only used for non-custom elements */
1923   void (*pre_change_function)(int x, int y);
1924   void (*change_function)(int x, int y);
1925   void (*post_change_function)(int x, int y);
1926
1927   short actual_trigger_element; /* element that actually triggered change */
1928   int actual_trigger_player;    /* player which actually triggered change */
1929
1930   boolean can_change_or_has_action;     /* can_change | has_action */
1931
1932   /* ---------- internal values used in level editor ---------- */
1933
1934   int direct_action;            /* change triggered by actions on element */
1935   int other_action;             /* change triggered by other element actions */
1936 };
1937
1938 struct ElementGroupInfo
1939 {
1940   int num_elements;                     /* number of elements in this group */
1941   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1942
1943   int choice_mode;              /* how to choose element from group */
1944
1945   /* ---------- internal values used at runtime when playing ---------- */
1946
1947   /* the following is the same as above, but with recursively resolved group
1948      elements (group elements may also contain further group elements!) */
1949   int num_elements_resolved;
1950   short element_resolved[NUM_FILE_ELEMENTS];
1951
1952   int choice_pos;               /* current element choice position */
1953 };
1954
1955 struct ElementNameInfo
1956 {
1957   /* ---------- token and description strings ---------- */
1958
1959   char *token_name;             /* element token used in config files */
1960   char *class_name;             /* element class used in config files */
1961   char *editor_description;     /* pre-defined description for level editor */
1962 };
1963
1964 struct ElementInfo
1965 {
1966   /* ---------- token and description strings ---------- */
1967
1968   char *token_name;             /* element token used in config files */
1969   char *class_name;             /* element class used in config files */
1970   char *editor_description;     /* pre-defined description for level editor */
1971   char *custom_description;     /* alternative description from config file */
1972   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1973
1974   /* ---------- graphic and sound definitions ---------- */
1975
1976   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1977   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1978                                 /* special graphics for left/right/up/down */
1979
1980   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1981   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1982                                 /* crumbled graphics for left/right/up/down */
1983
1984   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1985                                 /* special graphics for certain screens */
1986
1987   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1988
1989   /* ---------- special element property values ---------- */
1990
1991   boolean use_gfx_element;      /* use custom graphic element */
1992   short gfx_element;            /* optional custom graphic element */
1993
1994   int access_direction;         /* accessible from which direction */
1995
1996   int collect_score_initial;    /* initial score value for collecting */
1997   int collect_count_initial;    /* initial count value for collecting */
1998
1999   int push_delay_fixed;         /* constant delay before pushing */
2000   int push_delay_random;        /* additional random delay before pushing */
2001   int drop_delay_fixed;         /* constant delay after dropping */
2002   int drop_delay_random;        /* additional random delay after dropping */
2003   int move_delay_fixed;         /* constant delay after moving */
2004   int move_delay_random;        /* additional random delay after moving */
2005
2006   int move_pattern;             /* direction movable element moves to */
2007   int move_direction_initial;   /* initial direction element moves to */
2008   int move_stepsize;            /* step size element moves with */
2009
2010   int move_enter_element;       /* element that can be entered (and removed) */
2011   int move_leave_element;       /* element that can be left behind */
2012   int move_leave_type;          /* change (limited) or leave (unlimited) */
2013
2014   int slippery_type;            /* how/where other elements slip away */
2015
2016   struct Content content;       /* new elements after explosion */
2017
2018   int explosion_type;           /* type of explosion, like 3x3, 3+3 or 1x1 */
2019   int explosion_delay;          /* duration of explosion of this element */
2020   int ignition_delay;           /* delay for explosion by other explosion */
2021
2022   struct ElementChangeInfo *change_page; /* actual list of change pages */
2023   struct ElementChangeInfo *change;      /* pointer to current change page */
2024
2025   int num_change_pages;         /* actual number of change pages */
2026   int current_change_page;      /* currently edited change page */
2027
2028   struct ElementGroupInfo *group;       /* pointer to element group info */
2029
2030   /* ---------- internal values used at runtime when playing ---------- */
2031
2032   boolean has_change_event[NUM_CHANGE_EVENTS];
2033
2034   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
2035   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
2036
2037   boolean in_group[NUM_GROUP_ELEMENTS];
2038
2039   int collect_score;            /* runtime score value for collecting */
2040
2041   /* ---------- internal values used in level editor ---------- */
2042
2043   int access_type;              /* walkable or passable */
2044   int access_layer;             /* accessible over/inside/under */
2045   int access_protected;         /* protection against deadly elements */
2046   int walk_to_action;           /* diggable/collectible/pushable */
2047   int smash_targets;            /* can smash player/enemies/everything */
2048   int deadliness;               /* deadly when running/colliding/touching */
2049
2050   boolean can_explode_by_fire;  /* element explodes by fire */
2051   boolean can_explode_smashed;  /* element explodes when smashed */
2052   boolean can_explode_impact;   /* element explodes on impact */
2053
2054   boolean modified_settings;    /* set for all modified custom elements */
2055 };
2056
2057 struct FontInfo
2058 {
2059   char *token_name;             /* font token used in config files */
2060
2061   int graphic;                  /* default graphic for this font */
2062   int special_graphic[NUM_SPECIAL_GFX_ARGS];
2063                                 /* special graphics for certain screens */
2064   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
2065                                 /* internal bitmap ID for special graphics */
2066 };
2067
2068 struct GraphicInfo
2069 {
2070   Bitmap *bitmap;
2071   int src_image_width;          /* scaled bitmap size, but w/o small images */
2072   int src_image_height;         /* scaled bitmap size, but w/o small images */
2073
2074   int src_x, src_y;             /* start position of animation frames */
2075   int width, height;            /* width/height of each animation frame */
2076   int offset_x, offset_y;       /* x/y offset to next animation frame */
2077   int offset2_x, offset2_y;     /* x/y offset to second movement tile */
2078   boolean double_movement;      /* animation has second movement tile */
2079   int swap_double_tiles;        /* explicitely force or forbid tile swapping */
2080   int anim_frames;
2081   int anim_frames_per_line;
2082   int anim_start_frame;
2083   int anim_delay;               /* important: delay of 1 means "no delay"! */
2084   int anim_mode;
2085   boolean anim_global_sync;
2086   int crumbled_like;            /* element for cloning crumble graphics */
2087   int diggable_like;            /* element for cloning digging graphics */
2088   int border_size;              /* border size for "crumbled" graphics */
2089   int scale_up_factor;          /* optional factor for scaling image up */
2090   int clone_from;               /* graphic for cloning *all* settings */
2091
2092   int anim_delay_fixed;         /* optional delay values for bored and   */
2093   int anim_delay_random;        /* sleeping player animations (animation */
2094   int post_delay_fixed;         /* intervall and following pause before  */
2095   int post_delay_random;        /* next intervall (bored animation only) */
2096
2097   int step_offset;              /* optional step offset of toon animations */
2098   int step_delay;               /* optional step delay of toon animations */
2099
2100   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
2101
2102   int draw_masked;              /* optional setting for drawing envelope gfx */
2103
2104 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
2105   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
2106   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
2107 #endif
2108 };
2109
2110 struct SoundInfo
2111 {
2112   boolean loop;
2113   int volume;
2114   int priority;
2115 };
2116
2117 struct MusicInfo
2118 {
2119   boolean loop;
2120 };
2121
2122 struct MusicPrefixInfo
2123 {
2124   char *prefix;
2125   boolean is_loop_music;
2126 };
2127
2128 struct MusicFileInfo
2129 {
2130   char *basename;
2131
2132   char *title_header;
2133   char *artist_header;
2134   char *album_header;
2135   char *year_header;
2136
2137   char *title;
2138   char *artist;
2139   char *album;
2140   char *year;
2141
2142   int music;
2143
2144   boolean is_sound;
2145
2146   struct MusicFileInfo *next;
2147 };
2148
2149 struct ElementActionInfo
2150 {
2151   char *suffix;
2152   int value;
2153   boolean is_loop_sound;
2154 };
2155
2156 struct ElementDirectionInfo
2157 {
2158   char *suffix;
2159   int value;
2160 };
2161
2162 struct SpecialSuffixInfo
2163 {
2164   char *suffix;
2165   int value;
2166 };
2167
2168 struct HelpAnimInfo
2169 {
2170   int element;
2171   int action;
2172   int direction;
2173
2174   int delay;
2175 };
2176
2177
2178 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
2179 extern Pixmap                   tile_clipmask[];
2180 extern DrawBuffer             *fieldbuffer;
2181 extern DrawBuffer             *drawto_field;
2182
2183 extern int                      game_status;
2184 extern boolean                  level_editor_test_game;
2185 extern boolean                  network_playing;
2186
2187 #if defined(TARGET_SDL)
2188 extern boolean                  network_server;
2189 extern SDL_Thread              *server_thread;
2190 #endif
2191
2192 extern int                      key_joystick_mapping;
2193
2194 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
2195 extern int                      redraw_x1, redraw_y1;
2196
2197 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2198 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2199 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2200 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2201 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2202 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2203 extern short                    Count[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2204 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2205 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2206 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2207 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2208 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2209 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2210 extern boolean                  Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2211 extern short                    ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2212 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2213 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2214 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2215 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2216 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
2217 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
2218 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2219 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2220 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2221 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2222 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2223
2224 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
2225
2226 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2227 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2228 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2229 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2230 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
2231
2232 extern int                      lev_fieldx, lev_fieldy;
2233 extern int                      scroll_x, scroll_y;
2234
2235 extern int                      FX, FY;
2236 extern int                      ScrollStepSize;
2237 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
2238 extern int                      BorderElement;
2239 extern int                      GameFrameDelay;
2240 extern int                      FfwdFrameDelay;
2241 extern int                      BX1, BY1;
2242 extern int                      BX2, BY2;
2243 extern int                      SBX_Left, SBX_Right;
2244 extern int                      SBY_Upper, SBY_Lower;
2245 extern int                      ZX, ZY;
2246 extern int                      ExitX, ExitY;
2247 extern int                      AllPlayersGone;
2248
2249 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
2250 extern boolean                  SiebAktiv;
2251 extern int                      SiebCount;
2252
2253 extern boolean                  network_player_action_received;
2254
2255 extern int                      graphics_action_mapping[];
2256
2257 extern struct LevelSetInfo      levelset;
2258 extern struct LevelInfo         level, level_template;
2259 extern struct PlayerInfo        stored_player[], *local_player;
2260 extern struct HiScore           highscore[];
2261 extern struct TapeInfo          tape;
2262 extern struct GameInfo          game;
2263 extern struct GlobalInfo        global;
2264 extern struct MenuInfo          menu;
2265 extern struct DoorInfo          door_1, door_2;
2266 extern struct ElementInfo       element_info[];
2267 extern struct ElementNameInfo   element_name_info[];
2268 extern struct ElementActionInfo element_action_info[];
2269 extern struct ElementDirectionInfo element_direction_info[];
2270 extern struct SpecialSuffixInfo special_suffix_info[];
2271 extern struct TokenIntPtrInfo   image_config_vars[];
2272 extern struct FontInfo          font_info[];
2273 extern struct MusicPrefixInfo   music_prefix_info[];
2274 extern struct GraphicInfo      *graphic_info;
2275 extern struct SoundInfo        *sound_info;
2276 extern struct MusicInfo        *music_info;
2277 extern struct MusicFileInfo    *music_file_info;
2278 extern struct HelpAnimInfo     *helpanim_info;
2279 extern SetupFileHash           *helptext_info;
2280 extern struct ConfigTypeInfo    image_config_suffix[];
2281 extern struct ConfigTypeInfo    sound_config_suffix[];
2282 extern struct ConfigTypeInfo    music_config_suffix[];
2283 extern struct ConfigInfo        image_config[];
2284 extern struct ConfigInfo        sound_config[];
2285 extern struct ConfigInfo        music_config[];
2286 extern struct ConfigInfo        helpanim_config[];
2287 extern struct ConfigInfo        helptext_config[];
2288
2289 #endif  /* MAIN_H */