rnd-20040423-1-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
27 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
28 #include "conf_snd.h"   /* include auto-generated data structure definitions */
29 #include "conf_mus.h"   /* include auto-generated data structure definitions */
30
31 #define IMG_UNDEFINED           (-1)
32 #define IMG_EMPTY               IMG_EMPTY_SPACE
33 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
34 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
35 #define IMG_CHAR_START          IMG_CHAR_SPACE
36 #define IMG_CUSTOM_START        IMG_CUSTOM_1
37
38 #define SND_UNDEFINED           (-1)
39 #define MUS_UNDEFINED           (-1)
40
41 #define WIN_XSIZE               672
42 #define WIN_YSIZE               560
43
44 #define SCR_FIELDX              17
45 #define SCR_FIELDY              17
46 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
47 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
48 #define MIN_LEV_FIELDX          3
49 #define MIN_LEV_FIELDY          3
50 #define STD_LEV_FIELDX          64
51 #define STD_LEV_FIELDY          32
52 #define MAX_LEV_FIELDX          128
53 #define MAX_LEV_FIELDY          128
54
55 #define SCREENX(a)              ((a) - scroll_x)
56 #define SCREENY(a)              ((a) - scroll_y)
57 #define LEVELX(a)               ((a) + scroll_x)
58 #define LEVELY(a)               ((a) + scroll_y)
59 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
60 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
61 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
62
63 /* values for configurable properties (custom elem's only, else pre-defined) */
64 #define EP_DIGGABLE             0
65 #define EP_COLLECTIBLE_ONLY     1
66 #define EP_DONT_RUN_INTO        2
67 #define EP_DONT_COLLIDE_WITH    3
68 #define EP_DONT_TOUCH           4
69 #define EP_INDESTRUCTIBLE       5
70 #define EP_SLIPPERY             6
71 #define EP_CAN_CHANGE           7
72 #define EP_CAN_MOVE             8
73 #define EP_CAN_FALL             9
74 #define EP_CAN_SMASH_PLAYER     10
75 #define EP_CAN_SMASH_ENEMIES    11
76 #define EP_CAN_SMASH_EVERYTHING 12
77 #define EP_CAN_EXPLODE_BY_FIRE  13
78 #define EP_CAN_EXPLODE_SMASHED  14
79 #define EP_CAN_EXPLODE_IMPACT   15
80 #define EP_WALKABLE_OVER        16
81 #define EP_WALKABLE_INSIDE      17
82 #define EP_WALKABLE_UNDER       18
83 #define EP_PASSABLE_OVER        19
84 #define EP_PASSABLE_INSIDE      20
85 #define EP_PASSABLE_UNDER       21
86 #define EP_DROPPABLE            22
87 #define EP_CAN_EXPLODE_1X1      23
88 #define EP_PUSHABLE             24
89 #define EP_CAN_EXPLODE_CROSS    25
90 #define EP_PROTECTED            26
91 #define EP_CAN_MOVE_INTO_ACID   27
92 #define EP_THROWABLE            28
93
94 /* values for pre-defined properties */
95 #define EP_PLAYER               32
96 #define EP_CAN_PASS_MAGIC_WALL  33
97 #define EP_SWITCHABLE           34
98 #define EP_BD_ELEMENT           35
99 #define EP_SP_ELEMENT           36
100 #define EP_SB_ELEMENT           37
101 #define EP_SP_BUGGY_BASE        38
102 #define EP_GEM                  39
103 #define EP_FOOD_DARK_YAMYAM     40
104 #define EP_FOOD_PENGUIN         41
105 #define EP_FOOD_PIG             42
106 #define EP_HISTORIC_WALL        43
107 #define EP_HISTORIC_SOLID       44
108 #define EP_CLASSIC_ENEMY        45
109 #define EP_BELT                 46
110 #define EP_BELT_ACTIVE          47
111 #define EP_BELT_SWITCH          48
112 #define EP_TUBE                 49
113 #define EP_KEYGATE              50
114 #define EP_AMOEBOID             51
115 #define EP_AMOEBALIVE           52
116 #define EP_HAS_CONTENT          53
117 #define EP_CAN_TURN_EACH_MOVE   54
118 #define EP_CAN_GROW             55
119 #define EP_ACTIVE_BOMB          56
120 #define EP_INACTIVE             57
121
122 /* values for special configurable properties (depending on level settings) */
123 #define EP_EM_SLIPPERY_WALL     58
124
125 /* values for special graphics properties (no effect on game engine) */
126 #define EP_GFX_CRUMBLED         59
127
128 /* values for derived properties (determined from properties above) */
129 #define EP_ACCESSIBLE_OVER      60
130 #define EP_ACCESSIBLE_INSIDE    61
131 #define EP_ACCESSIBLE_UNDER     62
132 #define EP_WALKABLE             63
133 #define EP_PASSABLE             64
134 #define EP_ACCESSIBLE           65
135 #define EP_COLLECTIBLE          66
136 #define EP_SNAPPABLE            67
137 #define EP_WALL                 68
138 #define EP_SOLID_FOR_PUSHING    69
139 #define EP_DRAGONFIRE_PROOF     70
140 #define EP_EXPLOSION_PROOF      71
141 #define EP_CAN_SMASH            72
142 #define EP_CAN_EXPLODE          73
143 #define EP_CAN_EXPLODE_3X3      74
144 #define EP_SP_PORT              75
145 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    76
146 #define EP_CAN_EXPLODE_BY_EXPLOSION     77
147 #define EP_COULD_MOVE_INTO_ACID         78
148 #define EP_MAYBE_DONT_COLLIDE_WITH      79
149 #define EP_DIGGABLE_WITH_GRAVITY        80
150
151 /* values for internal purpose only (level editor) */
152 #define EP_EXPLODE_RESULT       81
153 #define EP_WALK_TO_OBJECT       82
154 #define EP_DEADLY               83
155
156 #define NUM_ELEMENT_PROPERTIES  84
157
158 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
159 #define EP_BITFIELD_BASE        0
160
161 #define EP_BITMASK_DEFAULT      0
162
163 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
164 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
165 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
166 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
167                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
168                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
169
170
171 /* values for change events for custom elements (stored in level file) */
172 #define CE_DELAY                0
173 #define CE_TOUCHED_BY_PLAYER    1
174 #define CE_PRESSED_BY_PLAYER    2
175 #define CE_PUSHED_BY_PLAYER     3
176 #define CE_DROPPED_BY_PLAYER    4
177 #define CE_HITTING_SOMETHING    5
178 #define CE_IMPACT               6
179 #define CE_SMASHED              7
180 #define CE_OTHER_IS_TOUCHING    8
181 #define CE_OTHER_IS_CHANGING    9
182 #define CE_OTHER_IS_EXPLODING   10
183 #define CE_OTHER_GETS_TOUCHED   11
184 #define CE_OTHER_GETS_PRESSED   12
185 #define CE_OTHER_GETS_PUSHED    13
186 #define CE_OTHER_GETS_COLLECTED 14
187 #define CE_OTHER_GETS_DROPPED   15
188 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
189 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
190 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
191 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
192 #define CE_OTHER_GETS_DIGGED    20
193 #define CE_ENTERED_BY_PLAYER    21
194 #define CE_LEFT_BY_PLAYER       22
195 #define CE_OTHER_GETS_ENTERED   23
196 #define CE_OTHER_GETS_LEFT      24
197 #define CE_SWITCHED             25
198 #define CE_OTHER_IS_SWITCHING   26
199 #define CE_HIT_BY_SOMETHING     27
200 #define CE_OTHER_IS_HITTING     28
201 #define CE_OTHER_GETS_HIT       29
202 #define CE_BLOCKED              30
203
204 #define NUM_CHANGE_EVENTS       31
205
206 #define CE_BITMASK_DEFAULT      0
207
208 #define CH_EVENT_BIT(c)         (1 << (c))
209 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
210 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
211
212 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
213                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
214 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
215                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
216 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
217                                  ((v) ?                                   \
218                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
219                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
220
221 /* values for change side for custom elements */
222 #define CH_SIDE_NONE            MV_NO_MOVING
223 #define CH_SIDE_LEFT            MV_LEFT
224 #define CH_SIDE_RIGHT           MV_RIGHT
225 #define CH_SIDE_TOP             MV_UP
226 #define CH_SIDE_BOTTOM          MV_DOWN
227 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
228 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
229 #define CH_SIDE_ANY             MV_ANY_DIRECTION
230
231 /* values for change player for custom elements */
232 #define CH_PLAYER_NONE          0
233 #define CH_PLAYER_1             (1 << 0)
234 #define CH_PLAYER_2             (1 << 1)
235 #define CH_PLAYER_3             (1 << 2)
236 #define CH_PLAYER_4             (1 << 3)
237 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
238                                  CH_PLAYER_4)
239
240 /* values for change page for custom elements */
241 #define CH_PAGE_ANY_FILE        (0xff)
242 #define CH_PAGE_ANY             (0xffffffff)
243
244 /* values for change power for custom elements */
245 #define CP_WHEN_EMPTY           0
246 #define CP_WHEN_DIGGABLE        1
247 #define CP_WHEN_DESTRUCTIBLE    2
248 #define CP_WHEN_COLLECTIBLE     3
249 #define CP_WHEN_REMOVABLE       4
250 #define CP_WHEN_WALKABLE        5
251
252 /* values for custom move patterns (bits 0 - 3: basic move directions) */
253 #define MV_BIT_TOWARDS_PLAYER   4
254 #define MV_BIT_AWAY_FROM_PLAYER 5
255 #define MV_BIT_ALONG_LEFT_SIDE  6
256 #define MV_BIT_ALONG_RIGHT_SIDE 7
257 #define MV_BIT_TURNING_LEFT     8
258 #define MV_BIT_TURNING_RIGHT    9
259 #define MV_BIT_WHEN_PUSHED      10
260 #define MV_BIT_MAZE_RUNNER      11
261 #define MV_BIT_MAZE_HUNTER      12
262 #define MV_BIT_WHEN_DROPPED     13
263 #define MV_BIT_TURNING_LEFT_RIGHT 14
264 #define MV_BIT_TURNING_RIGHT_LEFT 15
265 #define MV_BIT_TURNING_RANDOM   16
266
267 /* values for custom move patterns */
268 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
269 #define MV_VERTICAL             (MV_UP   | MV_DOWN)
270 #define MV_ALL_DIRECTIONS       (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
271 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
272 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
273 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
274 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
275 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
276 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
277 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
278 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
279 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
280 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
281 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
282 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
283 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
284 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
285 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
286
287 /* values for initial move direction (bits 0 - 3: basic move directions) */
288 #define MV_START_BIT_PREVIOUS   4
289
290 /* values for initial move direction */
291 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
292 #define MV_START_LEFT           (MV_LEFT)
293 #define MV_START_RIGHT          (MV_RIGHT)
294 #define MV_START_UP             (MV_UP)
295 #define MV_START_DOWN           (MV_DOWN)
296 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
297 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
298
299 /* values for elements left behind by custom elements */
300 #define LEAVE_TYPE_UNLIMITED    0
301 #define LEAVE_TYPE_LIMITED      1
302
303 /* values for slippery property for custom elements */
304 #define SLIPPERY_ANY_RANDOM     0
305 #define SLIPPERY_ANY_LEFT_RIGHT 1
306 #define SLIPPERY_ANY_RIGHT_LEFT 2
307 #define SLIPPERY_ONLY_LEFT      3
308 #define SLIPPERY_ONLY_RIGHT     4
309
310 /* macros for configurable properties */
311 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
312 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
313 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
314 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
315 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
316 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
317 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
318 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
319 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
320 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
321 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
322 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
323 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
324 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
325 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
326 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
327 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
328 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
329 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
330 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
331 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
332 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
333 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
334 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
335 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
336 #define CAN_EXPLODE_CROSS(e)    HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS)
337 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
338 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
339 #define IS_THROWABLE(e)         HAS_PROPERTY(e, EP_THROWABLE)
340
341 /* macros for special configurable properties */
342 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
343
344 /* macros for special graphics properties */
345 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
346
347 /* macros for pre-defined properties */
348 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
349 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
350 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
351 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
352 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
353 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
354 #define IS_SP_BUGGY_BASE(e)     HAS_PROPERTY(e, EP_SP_BUGGY_BASE)
355 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
356 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
357 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
358 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
359 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
360 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
361 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
362 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
363 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
364 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
365 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
366 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
367 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
368 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
369 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
370 #define CAN_TURN_EACH_MOVE(e)   HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
371 #define CAN_GROW(e)             HAS_PROPERTY(e, EP_CAN_GROW)
372 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
373 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
374
375 /* macros for derived properties */
376 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
377 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
378 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
379 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
380 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
381 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
382 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
383 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
384 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
385 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
386 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
387 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
388 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
389 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
390 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
391 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
392 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
393                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
394 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
395                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
396 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
397 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
398 #define IS_DIGGABLE_WITH_GRAVITY(e) HAS_PROPERTY(e, EP_DIGGABLE_WITH_GRAVITY)
399
400 /* special macros used in game engine */
401 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
402                                  (e) <= EL_CUSTOM_END)
403
404 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
405                                  (e) <= EL_GROUP_END)
406
407 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START &&  \
408                                  (e) <= EL_INTERNAL_CLIPBOARD_END)
409
410 #define IS_INTERNAL_ELEMENT(e)  ((e) >= EL_INTERNAL_START &&            \
411                                  (e) <= EL_INTERNAL_END)
412
413 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
414                                  (e) <= EL_ENVELOPE_4)
415
416 #define IS_GATE(e)              ((e) >= EL_GATE_1 &&                    \
417                                  (e) <= EL_GATE_4)
418
419 #define IS_GATE_GRAY(e)         ((e) >= EL_GATE_1_GRAY &&               \
420                                  (e) <= EL_GATE_4_GRAY)
421
422 #define IS_EM_GATE(e)           ((e) >= EL_EM_GATE_1 &&                 \
423                                  (e) <= EL_EM_GATE_4)
424
425 #define IS_EM_GATE_GRAY(e)      ((e) >= EL_EM_GATE_1_GRAY &&            \
426                                  (e) <= EL_EM_GATE_4_GRAY)
427
428 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
429                                  element_info[e].gfx_element : e)
430
431 #define IS_PLAYER(x, y)         (ELEM_IS_PLAYER(StorePlayer[x][y]))
432
433 #define IS_FREE(x, y)           (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
434 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
435
436 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
437 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
438 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
439
440 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
441                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
442                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
443                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
444                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
445                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
446                                  EL_ROCK)
447 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
448                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
449                                  EL_BD_ROCK)
450 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
451 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
452 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
453 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
454
455 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
456 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
457
458 #if 1
459
460 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
461                                          IS_PROTECTED(Back[x][y]))
462 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
463 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
464                                          ENEMY_PROTECTED_FIELD(x, y))
465 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
466                                          EXPLOSION_PROTECTED_FIELD(x, y))
467
468 #else
469
470 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
471                                  IS_INDESTRUCTIBLE(Feld[x][y]))
472 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
473                                  PROTECTED_FIELD(x, y))
474 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
475                                  PROTECTED_FIELD(x, y))
476 #endif
477
478 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
479                                  (p)->switch_x == (x) && (p)->switch_y == (y))
480
481 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
482
483 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
484 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
485 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
486
487 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
488 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
489 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
490 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
491
492 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
493
494
495 /* fundamental game speed values */
496 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
497 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
498 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
499 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
500 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
501 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
502
503 /* boundaries of arrays etc. */
504 #define MAX_LEVEL_NAME_LEN      32
505 #define MAX_LEVEL_AUTHOR_LEN    32
506 #define MAX_ELEMENT_NAME_LEN    32
507 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
508 #define MAX_SCORE_ENTRIES       100
509 #define MAX_NUM_AMOEBA          100
510 #define MAX_INVENTORY_SIZE      1000
511 #define MAX_KEYS                4
512 #define NUM_BELTS               4
513 #define NUM_BELT_PARTS          3
514 #define MIN_ENVELOPE_XSIZE      1
515 #define MIN_ENVELOPE_YSIZE      1
516 #define MAX_ENVELOPE_XSIZE      30
517 #define MAX_ENVELOPE_YSIZE      20
518 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
519 #define MIN_CHANGE_PAGES        1
520 #define MAX_CHANGE_PAGES        32
521 #define MIN_ELEMENTS_IN_GROUP   1
522 #define MAX_ELEMENTS_IN_GROUP   16
523
524 /* values for elements with content */
525 #define MIN_ELEMENT_CONTENTS    1
526 #define STD_ELEMENT_CONTENTS    4
527 #define MAX_ELEMENT_CONTENTS    8
528
529 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
530
531 /* often used screen positions */
532 #define SX                      8
533 #define SY                      8
534 #define REAL_SX                 (SX - 2)
535 #define REAL_SY                 (SY - 2)
536 #define DX                      566
537 #define DY                      60
538 #define VX                      DX
539 #define VY                      400
540 #define EX                      DX
541 #define EY                      (VY - 44)
542 #define TILEX                   32
543 #define TILEY                   32
544 #define MINI_TILEX              (TILEX / 2)
545 #define MINI_TILEY              (TILEY / 2)
546 #define MICRO_TILEX             (TILEX / 8)
547 #define MICRO_TILEY             (TILEY / 8)
548 #define MIDPOSX                 (SCR_FIELDX / 2)
549 #define MIDPOSY                 (SCR_FIELDY / 2)
550 #define SXSIZE                  (SCR_FIELDX * TILEX)
551 #define SYSIZE                  (SCR_FIELDY * TILEY)
552 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
553 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
554 #define DXSIZE                  100
555 #define DYSIZE                  280
556 #define VXSIZE                  DXSIZE
557 #define VYSIZE                  100
558 #define EXSIZE                  DXSIZE
559 #define EYSIZE                  (VYSIZE + 44)
560 #define FULL_SXSIZE             (2 + SXSIZE + 2)
561 #define FULL_SYSIZE             (2 + SYSIZE + 2)
562 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
563 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
564 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
565 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
566 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
567
568
569 /* score for elements */
570 #define SC_EMERALD              0
571 #define SC_DIAMOND              1
572 #define SC_BUG                  2
573 #define SC_SPACESHIP            3
574 #define SC_YAMYAM               4
575 #define SC_ROBOT                5
576 #define SC_PACMAN               6
577 #define SC_NUT                  7
578 #define SC_DYNAMITE             8
579 #define SC_KEY                  9
580 #define SC_TIME_BONUS           10
581 #define SC_CRYSTAL              11
582 #define SC_PEARL                12
583 #define SC_SHIELD               13
584
585
586 /* "real" level file elements */
587 #define EL_UNDEFINED                    -1
588
589 #define EL_EMPTY_SPACE                  0
590 #define EL_EMPTY                        EL_EMPTY_SPACE
591 #define EL_SAND                         1
592 #define EL_WALL                         2
593 #define EL_WALL_SLIPPERY                3
594 #define EL_ROCK                         4
595 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
596 #define EL_EMERALD                      6
597 #define EL_EXIT_CLOSED                  7
598 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
599 #define EL_BUG                          9
600 #define EL_SPACESHIP                    10
601 #define EL_YAMYAM                       11
602 #define EL_ROBOT                        12
603 #define EL_STEELWALL                    13
604 #define EL_DIAMOND                      14
605 #define EL_AMOEBA_DEAD                  15
606 #define EL_QUICKSAND_EMPTY              16
607 #define EL_QUICKSAND_FULL               17
608 #define EL_AMOEBA_DROP                  18
609 #define EL_BOMB                         19
610 #define EL_MAGIC_WALL                   20
611 #define EL_SPEED_PILL                   21
612 #define EL_ACID                         22
613 #define EL_AMOEBA_WET                   23
614 #define EL_AMOEBA_DRY                   24
615 #define EL_NUT                          25
616 #define EL_GAME_OF_LIFE                 26
617 #define EL_BIOMAZE                      27
618 #define EL_DYNAMITE_ACTIVE              28
619 #define EL_STONEBLOCK                   29
620 #define EL_ROBOT_WHEEL                  30
621 #define EL_ROBOT_WHEEL_ACTIVE           31
622 #define EL_KEY_1                        32
623 #define EL_KEY_2                        33
624 #define EL_KEY_3                        34
625 #define EL_KEY_4                        35
626 #define EL_GATE_1                       36
627 #define EL_GATE_2                       37
628 #define EL_GATE_3                       38
629 #define EL_GATE_4                       39
630 #define EL_GATE_1_GRAY                  40
631 #define EL_GATE_2_GRAY                  41
632 #define EL_GATE_3_GRAY                  42
633 #define EL_GATE_4_GRAY                  43
634 #define EL_DYNAMITE                     44
635 #define EL_PACMAN                       45
636 #define EL_INVISIBLE_WALL               46
637 #define EL_LAMP                         47
638 #define EL_LAMP_ACTIVE                  48
639 #define EL_WALL_EMERALD                 49
640 #define EL_WALL_DIAMOND                 50
641 #define EL_AMOEBA_FULL                  51
642 #define EL_BD_AMOEBA                    52
643 #define EL_TIME_ORB_FULL                53
644 #define EL_TIME_ORB_EMPTY               54
645 #define EL_EXPANDABLE_WALL              55
646 #define EL_BD_DIAMOND                   56
647 #define EL_EMERALD_YELLOW               57
648 #define EL_WALL_BD_DIAMOND              58
649 #define EL_WALL_EMERALD_YELLOW          59
650 #define EL_DARK_YAMYAM                  60
651 #define EL_BD_MAGIC_WALL                61
652 #define EL_INVISIBLE_STEELWALL          62
653 #define EL_SOKOBAN_FIELD_PLAYER         63
654 #define EL_DYNABOMB_INCREASE_NUMBER     64
655 #define EL_DYNABOMB_INCREASE_SIZE       65
656 #define EL_DYNABOMB_INCREASE_POWER      66
657 #define EL_SOKOBAN_OBJECT               67
658 #define EL_SOKOBAN_FIELD_EMPTY          68
659 #define EL_SOKOBAN_FIELD_FULL           69
660 #define EL_BD_BUTTERFLY_RIGHT           70
661 #define EL_BD_BUTTERFLY_UP              71
662 #define EL_BD_BUTTERFLY_LEFT            72
663 #define EL_BD_BUTTERFLY_DOWN            73
664 #define EL_BD_FIREFLY_RIGHT             74
665 #define EL_BD_FIREFLY_UP                75
666 #define EL_BD_FIREFLY_LEFT              76
667 #define EL_BD_FIREFLY_DOWN              77
668 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
669 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
670 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
671 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
672 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
673 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
674 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
675 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
676 #define EL_BD_BUTTERFLY                 78
677 #define EL_BD_FIREFLY                   79
678 #define EL_PLAYER_1                     80
679 #define EL_PLAYER_2                     81
680 #define EL_PLAYER_3                     82
681 #define EL_PLAYER_4                     83
682 #define EL_BUG_RIGHT                    84
683 #define EL_BUG_UP                       85
684 #define EL_BUG_LEFT                     86
685 #define EL_BUG_DOWN                     87
686 #define EL_SPACESHIP_RIGHT              88
687 #define EL_SPACESHIP_UP                 89
688 #define EL_SPACESHIP_LEFT               90
689 #define EL_SPACESHIP_DOWN               91
690 #define EL_PACMAN_RIGHT                 92
691 #define EL_PACMAN_UP                    93
692 #define EL_PACMAN_LEFT                  94
693 #define EL_PACMAN_DOWN                  95
694 #define EL_EMERALD_RED                  96
695 #define EL_EMERALD_PURPLE               97
696 #define EL_WALL_EMERALD_RED             98
697 #define EL_WALL_EMERALD_PURPLE          99
698 #define EL_ACID_POOL_TOPLEFT            100
699 #define EL_ACID_POOL_TOPRIGHT           101
700 #define EL_ACID_POOL_BOTTOMLEFT         102
701 #define EL_ACID_POOL_BOTTOM             103
702 #define EL_ACID_POOL_BOTTOMRIGHT        104
703 #define EL_BD_WALL                      105
704 #define EL_BD_ROCK                      106
705 #define EL_EXIT_OPEN                    107
706 #define EL_BLACK_ORB                    108
707 #define EL_AMOEBA_TO_DIAMOND            109
708 #define EL_MOLE                         110
709 #define EL_PENGUIN                      111
710 #define EL_SATELLITE                    112
711 #define EL_ARROW_LEFT                   113
712 #define EL_ARROW_RIGHT                  114
713 #define EL_ARROW_UP                     115
714 #define EL_ARROW_DOWN                   116
715 #define EL_PIG                          117
716 #define EL_DRAGON                       118
717
718 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
719
720 #define EL_CHAR_START                   120
721 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
722 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
723
724 #include "conf_chr.h"   /* include auto-generated data structure definitions */
725
726 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
727 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
728
729 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
730
731 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
732 #define EL_EXPANDABLE_WALL_VERTICAL     201
733 #define EL_EXPANDABLE_WALL_ANY          202
734
735 #define EL_EM_GATE_1                    203
736 #define EL_EM_GATE_2                    204
737 #define EL_EM_GATE_3                    205
738 #define EL_EM_GATE_4                    206
739
740 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
741 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
742 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
743
744 #define EL_SP_START                     210
745 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
746 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
747 #define EL_SP_ZONK                      (EL_SP_START + 1)
748 #define EL_SP_BASE                      (EL_SP_START + 2)
749 #define EL_SP_MURPHY                    (EL_SP_START + 3)
750 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
751 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
752 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
753 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
754 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
755 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
756 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
757 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
758 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
759 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
760 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
761 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
762 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
763 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
764 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
765 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
766 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
767 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
768 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
769 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
770 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
771 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
772 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
773 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
774 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
775 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
776 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
777 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
778 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
779 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
780 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
781 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
782 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
783 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
784 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
785 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
786 #define EL_SP_END                       (EL_SP_START + 39)
787
788 #define EL_EM_GATE_1_GRAY               250
789 #define EL_EM_GATE_2_GRAY               251
790 #define EL_EM_GATE_3_GRAY               252
791 #define EL_EM_GATE_4_GRAY               253
792
793 #define EL_UNUSED_254                   254
794 #define EL_UNUSED_255                   255
795
796 #define EL_PEARL                        256
797 #define EL_CRYSTAL                      257
798 #define EL_WALL_PEARL                   258
799 #define EL_WALL_CRYSTAL                 259
800 #define EL_DOOR_WHITE                   260
801 #define EL_DOOR_WHITE_GRAY              261
802 #define EL_KEY_WHITE                    262
803 #define EL_SHIELD_NORMAL                263
804 #define EL_EXTRA_TIME                   264
805 #define EL_SWITCHGATE_OPEN              265
806 #define EL_SWITCHGATE_CLOSED            266
807 #define EL_SWITCHGATE_SWITCH_UP         267
808 #define EL_SWITCHGATE_SWITCH_DOWN       268
809
810 #define EL_UNUSED_269                   269
811 #define EL_UNUSED_270                   270
812
813 #define EL_CONVEYOR_BELT_1_LEFT          271
814 #define EL_CONVEYOR_BELT_1_MIDDLE        272
815 #define EL_CONVEYOR_BELT_1_RIGHT         273
816 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
817 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
818 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
819 #define EL_CONVEYOR_BELT_2_LEFT          277
820 #define EL_CONVEYOR_BELT_2_MIDDLE        278
821 #define EL_CONVEYOR_BELT_2_RIGHT         279
822 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
823 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
824 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
825 #define EL_CONVEYOR_BELT_3_LEFT          283
826 #define EL_CONVEYOR_BELT_3_MIDDLE        284
827 #define EL_CONVEYOR_BELT_3_RIGHT         285
828 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
829 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
830 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
831 #define EL_CONVEYOR_BELT_4_LEFT          289
832 #define EL_CONVEYOR_BELT_4_MIDDLE        290
833 #define EL_CONVEYOR_BELT_4_RIGHT         291
834 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
835 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
836 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
837 #define EL_LANDMINE                     295
838 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
839 #define EL_LIGHT_SWITCH                 297
840 #define EL_LIGHT_SWITCH_ACTIVE          298
841 #define EL_SIGN_EXCLAMATION             299
842 #define EL_SIGN_RADIOACTIVITY           300
843 #define EL_SIGN_STOP                    301
844 #define EL_SIGN_WHEELCHAIR              302
845 #define EL_SIGN_PARKING                 303
846 #define EL_SIGN_ONEWAY                  304
847 #define EL_SIGN_HEART                   305
848 #define EL_SIGN_TRIANGLE                306
849 #define EL_SIGN_ROUND                   307
850 #define EL_SIGN_EXIT                    308
851 #define EL_SIGN_YINYANG                 309
852 #define EL_SIGN_OTHER                   310
853 #define EL_MOLE_LEFT                    311
854 #define EL_MOLE_RIGHT                   312
855 #define EL_MOLE_UP                      313
856 #define EL_MOLE_DOWN                    314
857 #define EL_STEELWALL_SLIPPERY           315
858 #define EL_INVISIBLE_SAND               316
859 #define EL_DX_UNKNOWN_15                317
860 #define EL_DX_UNKNOWN_42                318
861
862 #define EL_UNUSED_319                   319
863 #define EL_UNUSED_320                   320
864
865 #define EL_SHIELD_DEADLY                321
866 #define EL_TIMEGATE_OPEN                322
867 #define EL_TIMEGATE_CLOSED              323
868 #define EL_TIMEGATE_SWITCH_ACTIVE       324
869 #define EL_TIMEGATE_SWITCH              325
870
871 #define EL_BALLOON                      326
872 #define EL_BALLOON_SWITCH_LEFT          327
873 #define EL_BALLOON_SWITCH_RIGHT         328
874 #define EL_BALLOON_SWITCH_UP            329
875 #define EL_BALLOON_SWITCH_DOWN          330
876 #define EL_BALLOON_SWITCH_ANY           331
877
878 #define EL_EMC_STEELWALL_1              332
879 #define EL_EMC_STEELWALL_2              333
880 #define EL_EMC_STEELWALL_3              334
881 #define EL_EMC_STEELWALL_4              335
882 #define EL_EMC_WALL_1                   336
883 #define EL_EMC_WALL_2                   337
884 #define EL_EMC_WALL_3                   338
885 #define EL_EMC_WALL_4                   339
886 #define EL_EMC_WALL_5                   340
887 #define EL_EMC_WALL_6                   341
888 #define EL_EMC_WALL_7                   342
889 #define EL_EMC_WALL_8                   343
890
891 #define EL_TUBE_ANY                     344
892 #define EL_TUBE_VERTICAL                345
893 #define EL_TUBE_HORIZONTAL              346
894 #define EL_TUBE_VERTICAL_LEFT           347
895 #define EL_TUBE_VERTICAL_RIGHT          348
896 #define EL_TUBE_HORIZONTAL_UP           349
897 #define EL_TUBE_HORIZONTAL_DOWN         350
898 #define EL_TUBE_LEFT_UP                 351
899 #define EL_TUBE_LEFT_DOWN               352
900 #define EL_TUBE_RIGHT_UP                353
901 #define EL_TUBE_RIGHT_DOWN              354
902 #define EL_SPRING                       355
903 #define EL_TRAP                         356
904 #define EL_DX_SUPABOMB                  357
905
906 #define EL_UNUSED_358                   358
907 #define EL_UNUSED_359                   359
908
909 /* ---------- begin of custom elements section ----------------------------- */
910 #define EL_CUSTOM_START                 360
911
912 #include "conf_cus.h"   /* include auto-generated data structure definitions */
913
914 #define NUM_CUSTOM_ELEMENTS             256
915 #define EL_CUSTOM_END                   615
916 /* ---------- end of custom elements section ------------------------------- */
917
918 #define EL_EM_KEY_1                     616
919 #define EL_EM_KEY_2                     617
920 #define EL_EM_KEY_3                     618
921 #define EL_EM_KEY_4                     619
922 #define EL_ENVELOPE_1                   620
923 #define EL_ENVELOPE_2                   621
924 #define EL_ENVELOPE_3                   622
925 #define EL_ENVELOPE_4                   623
926
927 /* ---------- begin of group elements section ------------------------------ */
928 #define EL_GROUP_START                  624
929
930 #include "conf_grp.h"   /* include auto-generated data structure definitions */
931
932 #define NUM_GROUP_ELEMENTS              32
933 #define EL_GROUP_END                    655
934 /* ---------- end of custom elements section ------------------------------- */
935
936 #define EL_UNKNOWN                      656
937 #define EL_TRIGGER_ELEMENT              657
938 #define EL_TRIGGER_PLAYER               658
939
940 #define NUM_FILE_ELEMENTS               659
941
942
943 /* "real" (and therefore drawable) runtime elements */
944 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
945
946 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
947 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
948 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
949 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
950 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
951 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
952 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
953 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
954 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
955 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
956 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
957 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
958 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
959 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
960 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
961 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
962 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
963 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
964 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
965 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
966 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
967 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
968 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
969 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
970 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
971 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
972 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
973 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
974 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
975 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
976 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
977 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
978 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
979 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
980 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
981 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
982 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
983 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
984 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
985 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
986 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
987 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
988 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
989 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
990 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
991
992 /* "unreal" (and therefore not drawable) runtime elements */
993 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
994
995 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
996 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
997 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
998 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
999 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
1000 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
1001 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
1002 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
1003 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
1004 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
1005 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
1006 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
1007 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
1008 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
1009 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
1010 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
1011 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
1012 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
1013
1014 /* dummy elements (never used as game elements, only used as graphics) */
1015 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
1016
1017 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
1018 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
1019 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
1020 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
1021 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
1022 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
1023 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
1024 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
1025 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
1026 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
1027 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
1028 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
1029 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
1030 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
1031 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
1032 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
1033 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
1034 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
1035 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1036 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1037 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1038 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1039 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1040 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1041 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1042
1043 /* internal elements (only used for internal purposes like copying) */
1044 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1045
1046 #define EL_INTERNAL_CLIPBOARD_CUSTOM            (EL_FIRST_INTERNAL + 0)
1047 #define EL_INTERNAL_CLIPBOARD_CHANGE            (EL_FIRST_INTERNAL + 1)
1048 #define EL_INTERNAL_CLIPBOARD_GROUP             (EL_FIRST_INTERNAL + 2)
1049 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 3)
1050
1051 #define EL_INTERNAL_CLIPBOARD_START             (EL_FIRST_INTERNAL + 0)
1052 #define EL_INTERNAL_CLIPBOARD_END               (EL_FIRST_INTERNAL + 2)
1053 #define EL_INTERNAL_START                       (EL_FIRST_INTERNAL + 0)
1054 #define EL_INTERNAL_END                         (EL_FIRST_INTERNAL + 3)
1055
1056 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 4)
1057
1058
1059 /* values for graphics/sounds action types */
1060 #define ACTION_DEFAULT                          0
1061 #define ACTION_WAITING                          1
1062 #define ACTION_FALLING                          2
1063 #define ACTION_MOVING                           3
1064 #define ACTION_DIGGING                          4
1065 #define ACTION_SNAPPING                         5
1066 #define ACTION_COLLECTING                       6
1067 #define ACTION_DROPPING                         7
1068 #define ACTION_PUSHING                          8
1069 #define ACTION_WALKING                          9
1070 #define ACTION_PASSING                          10
1071 #define ACTION_IMPACT                           11
1072 #define ACTION_BREAKING                         12
1073 #define ACTION_ACTIVATING                       13
1074 #define ACTION_DEACTIVATING                     14
1075 #define ACTION_OPENING                          15
1076 #define ACTION_CLOSING                          16
1077 #define ACTION_ATTACKING                        17
1078 #define ACTION_GROWING                          18
1079 #define ACTION_SHRINKING                        19
1080 #define ACTION_ACTIVE                           20
1081 #define ACTION_FILLING                          21
1082 #define ACTION_EMPTYING                         22
1083 #define ACTION_CHANGING                         23
1084 #define ACTION_EXPLODING                        24
1085 #define ACTION_BORING                           25
1086 #define ACTION_BORING_1                         26
1087 #define ACTION_BORING_2                         27
1088 #define ACTION_BORING_3                         28
1089 #define ACTION_BORING_4                         29
1090 #define ACTION_BORING_5                         30
1091 #define ACTION_BORING_6                         31
1092 #define ACTION_BORING_7                         32
1093 #define ACTION_BORING_8                         33
1094 #define ACTION_BORING_9                         34
1095 #define ACTION_BORING_10                        35
1096 #define ACTION_SLEEPING                         36
1097 #define ACTION_SLEEPING_1                       37
1098 #define ACTION_SLEEPING_2                       38
1099 #define ACTION_SLEEPING_3                       39
1100 #define ACTION_AWAKENING                        40
1101 #define ACTION_DYING                            41
1102 #define ACTION_TURNING                          42
1103 #define ACTION_TURNING_FROM_LEFT                43
1104 #define ACTION_TURNING_FROM_RIGHT               44
1105 #define ACTION_TURNING_FROM_UP                  45
1106 #define ACTION_TURNING_FROM_DOWN                46
1107 #define ACTION_OTHER                            47
1108
1109 #define NUM_ACTIONS                             48
1110
1111 #define ACTION_BORING_LAST                      ACTION_BORING_10
1112 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1113
1114
1115 /* values for special image configuration suffixes (must match game mode) */
1116 #define GFX_SPECIAL_ARG_DEFAULT                 0
1117 #define GFX_SPECIAL_ARG_MAIN                    1
1118 #define GFX_SPECIAL_ARG_LEVELS                  2
1119 #define GFX_SPECIAL_ARG_SCORES                  3
1120 #define GFX_SPECIAL_ARG_EDITOR                  4
1121 #define GFX_SPECIAL_ARG_INFO                    5
1122 #define GFX_SPECIAL_ARG_SETUP                   6
1123 #define GFX_SPECIAL_ARG_PLAYING                 7
1124 #define GFX_SPECIAL_ARG_DOOR                    8
1125 #define GFX_SPECIAL_ARG_PREVIEW                 9
1126 #define GFX_SPECIAL_ARG_CRUMBLED                10
1127
1128 #define NUM_SPECIAL_GFX_ARGS                    11
1129
1130
1131 /* values for image configuration suffixes */
1132 #define GFX_ARG_X                               0
1133 #define GFX_ARG_Y                               1
1134 #define GFX_ARG_XPOS                            2
1135 #define GFX_ARG_YPOS                            3
1136 #define GFX_ARG_WIDTH                           4
1137 #define GFX_ARG_HEIGHT                          5
1138 #define GFX_ARG_OFFSET                          6
1139 #define GFX_ARG_VERTICAL                        7
1140 #define GFX_ARG_XOFFSET                         8
1141 #define GFX_ARG_YOFFSET                         9
1142 #define GFX_ARG_FRAMES                          10
1143 #define GFX_ARG_FRAMES_PER_LINE                 11
1144 #define GFX_ARG_START_FRAME                     12
1145 #define GFX_ARG_DELAY                           13
1146 #define GFX_ARG_ANIM_MODE                       14
1147 #define GFX_ARG_GLOBAL_SYNC                     15
1148 #define GFX_ARG_CRUMBLED_LIKE                   16
1149 #define GFX_ARG_DIGGABLE_LIKE                   17
1150 #define GFX_ARG_BORDER_SIZE                     18
1151 #define GFX_ARG_STEP_OFFSET                     19
1152 #define GFX_ARG_STEP_DELAY                      20
1153 #define GFX_ARG_DIRECTION                       21
1154 #define GFX_ARG_POSITION                        22
1155 #define GFX_ARG_DRAW_XOFFSET                    23
1156 #define GFX_ARG_DRAW_YOFFSET                    24
1157 #define GFX_ARG_DRAW_MASKED                     25
1158 #define GFX_ARG_ANIM_DELAY_FIXED                26
1159 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1160 #define GFX_ARG_POST_DELAY_FIXED                28
1161 #define GFX_ARG_POST_DELAY_RANDOM               29
1162 #define GFX_ARG_NAME                            30
1163
1164 #define NUM_GFX_ARGS                            31
1165
1166
1167 /* values for sound configuration suffixes */
1168 #define SND_ARG_MODE_LOOP                       0
1169
1170 #define NUM_SND_ARGS                            1
1171
1172
1173 /* values for music configuration suffixes */
1174 #define MUS_ARG_MODE_LOOP                       0
1175
1176 #define NUM_MUS_ARGS                            1
1177
1178
1179 /* values for font configuration */
1180 #define FONT_INITIAL_1                          0
1181 #define FONT_INITIAL_2                          1
1182 #define FONT_INITIAL_3                          2
1183 #define FONT_INITIAL_4                          3
1184 #define FONT_TITLE_1                            4
1185 #define FONT_TITLE_2                            5
1186 #define FONT_MENU_1                             6
1187 #define FONT_MENU_2                             7
1188 #define FONT_TEXT_1_ACTIVE                      8
1189 #define FONT_TEXT_2_ACTIVE                      9
1190 #define FONT_TEXT_3_ACTIVE                      10
1191 #define FONT_TEXT_4_ACTIVE                      11
1192 #define FONT_TEXT_1                             12
1193 #define FONT_TEXT_2                             13
1194 #define FONT_TEXT_3                             14
1195 #define FONT_TEXT_4                             15
1196 #define FONT_ENVELOPE_1                         16
1197 #define FONT_ENVELOPE_2                         17
1198 #define FONT_ENVELOPE_3                         18
1199 #define FONT_ENVELOPE_4                         19
1200 #define FONT_INPUT_1_ACTIVE                     20
1201 #define FONT_INPUT_2_ACTIVE                     21
1202 #define FONT_INPUT_1                            22
1203 #define FONT_INPUT_2                            23
1204 #define FONT_OPTION_OFF                         24
1205 #define FONT_OPTION_ON                          25
1206 #define FONT_VALUE_1                            26
1207 #define FONT_VALUE_2                            27
1208 #define FONT_VALUE_OLD                          28
1209 #define FONT_LEVEL_NUMBER                       29
1210 #define FONT_TAPE_RECORDER                      30
1211 #define FONT_GAME_INFO                          31
1212
1213 #define NUM_FONTS                               32
1214 #define NUM_INITIAL_FONTS                       4
1215
1216 /* values for game_status (must match special image configuration suffixes) */
1217 #define GAME_MODE_DEFAULT                       0
1218 #define GAME_MODE_MAIN                          1
1219 #define GAME_MODE_LEVELS                        2
1220 #define GAME_MODE_SCORES                        3
1221 #define GAME_MODE_EDITOR                        4
1222 #define GAME_MODE_INFO                          5
1223 #define GAME_MODE_SETUP                         6
1224 #define GAME_MODE_PLAYING                       7
1225 #define GAME_MODE_PSEUDO_DOOR                   8
1226 #define GAME_MODE_PSEUDO_PREVIEW                9
1227 #define GAME_MODE_PSEUDO_CRUMBLED               10
1228
1229 /* there are no special config file suffixes for these modes */
1230 #define GAME_MODE_PSEUDO_TYPENAME               11
1231 #define GAME_MODE_QUIT                          12
1232
1233 /* special definitions currently only used for custom artwork configuration */
1234 #define MUSIC_PREFIX_BACKGROUND                 0
1235 #define NUM_MUSIC_PREFIXES                      1
1236 #define MAX_LEVELS                              1000
1237
1238 /* definitions for demo animation lists */
1239 #define HELPANIM_LIST_NEXT                      -1
1240 #define HELPANIM_LIST_END                       -999
1241
1242
1243 /* program information and versioning definitions */
1244
1245 #define PROGRAM_VERSION_MAJOR   3
1246 #define PROGRAM_VERSION_MINOR   1
1247 #define PROGRAM_VERSION_PATCH   0
1248 #define PROGRAM_VERSION_BUILD   3
1249
1250 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1251 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1252 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1253
1254 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1255 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1256 #define FILENAME_PREFIX         "Rocks"
1257
1258 #if defined(PLATFORM_UNIX)
1259 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1260 #elif defined(PLATFORM_WIN32)
1261 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1262 #else
1263 #define USERDATA_DIRECTORY      "userdata"
1264 #endif
1265
1266 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1267 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1268 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1269
1270 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1271 ** currently supported/known file version numbers:
1272 **      1.0 (old)
1273 **      1.2 (still in use)
1274 **      1.4 (still in use)
1275 **      2.0 (actual)
1276 */
1277 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1278 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1279 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1280 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1281
1282 /* file version does not change for every program version, but is changed
1283    when new features are introduced that are incompatible with older file
1284    versions, so that they can be treated accordingly */
1285 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1286
1287 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1288 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1289 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1290 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1291
1292 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1293                                               PROGRAM_VERSION_MINOR, \
1294                                               PROGRAM_VERSION_PATCH, \
1295                                               PROGRAM_VERSION_BUILD)
1296
1297 /* values for game_emulation */
1298 #define EMU_NONE                0
1299 #define EMU_BOULDERDASH         1
1300 #define EMU_SOKOBAN             2
1301 #define EMU_SUPAPLEX            3
1302
1303 struct MenuInfo
1304 {
1305   int draw_xoffset_default;
1306   int draw_yoffset_default;
1307   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1308   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1309
1310   int scrollbar_xoffset;
1311
1312   int list_size_default;
1313   int list_size[NUM_SPECIAL_GFX_ARGS];
1314
1315   int sound[NUM_SPECIAL_GFX_ARGS];
1316   int music[NUM_SPECIAL_GFX_ARGS];
1317 };
1318
1319 struct DoorInfo
1320 {
1321   int step_offset;
1322   int step_delay;
1323   int anim_mode;
1324 };
1325
1326 struct HiScore
1327 {
1328   char Name[MAX_PLAYER_NAME_LEN + 1];
1329   int Score;
1330 };
1331
1332 struct PlayerInfo
1333 {
1334   boolean present;              /* player present in level playfield */
1335   boolean connected;            /* player connected (locally or via network) */
1336   boolean active;               /* player present and connected */
1337
1338   int index_nr;                 /* player number (0 to 3) */
1339   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1340   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1341   int client_nr;                /* network client identifier */
1342
1343   byte action;                  /* action from local input device */
1344   byte effective_action;        /* action acknowledged from network server
1345                                    or summarized over all configured input
1346                                    devices when in single player mode */
1347   byte programmed_action;       /* action forced by game itself (like moving
1348                                    through doors); overrides other actions */
1349
1350   int jx, jy, last_jx, last_jy;
1351   int MovDir, MovPos, GfxDir, GfxPos;
1352   int Frame, StepFrame;
1353
1354   int GfxAction;
1355
1356   boolean use_murphy_graphic;
1357
1358   boolean block_last_field;
1359   boolean can_fall_into_acid;
1360
1361   boolean LevelSolved, GameOver;
1362
1363   int last_move_dir;
1364
1365   boolean is_waiting;
1366   boolean is_moving;
1367   boolean is_auto_moving;
1368   boolean is_digging;
1369   boolean is_snapping;
1370   boolean is_collecting;
1371   boolean is_pushing;
1372   boolean is_switching;
1373   boolean is_dropping;
1374
1375   boolean is_bored;
1376   boolean is_sleeping;
1377
1378   int frame_counter_bored;
1379   int frame_counter_sleeping;
1380
1381   int anim_delay_counter;
1382   int post_delay_counter;
1383
1384   int action_waiting, last_action_waiting;
1385   int special_action_bored;
1386   int special_action_sleeping;
1387
1388   int num_special_action_bored;
1389   int num_special_action_sleeping;
1390
1391   int switch_x, switch_y;
1392
1393   int show_envelope;
1394
1395   unsigned long move_delay;
1396   int move_delay_value;
1397
1398   int move_delay_reset_counter;
1399
1400   unsigned long push_delay;
1401   unsigned long push_delay_value;
1402
1403   unsigned long actual_frame_counter;
1404
1405   int drop_delay;
1406
1407   int step_counter;
1408
1409   int score;
1410   int gems_still_needed;
1411   int sokobanfields_still_needed;
1412   int lights_still_needed;
1413   int friends_still_needed;
1414   int key[4];
1415   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1416   int shield_normal_time_left;
1417   int shield_deadly_time_left;
1418
1419   int inventory_element[MAX_INVENTORY_SIZE];
1420   int inventory_infinite_element;
1421   int inventory_size;
1422 };
1423
1424 struct LevelSetInfo
1425 {
1426   int music[MAX_LEVELS];
1427 };
1428
1429 struct LevelFileInfo
1430 {
1431   int nr;
1432   int type;
1433   boolean packed;
1434   char *basename;
1435   char *filename;
1436 };
1437
1438 struct LevelInfo
1439 {
1440   int file_version;     /* file format version the level is stored with    */
1441   int game_version;     /* game release version the level was created with */
1442
1443   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1444   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1445   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1446
1447   int fieldx, fieldy;
1448
1449   int time;
1450   int gems_needed;
1451
1452   char name[MAX_LEVEL_NAME_LEN + 1];
1453   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1454
1455   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1456   int envelope_xsize[4], envelope_ysize[4];
1457
1458   int score[LEVEL_SCORE_ELEMENTS];
1459
1460   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1461   int num_yamyam_contents;
1462
1463   int amoeba_speed;
1464   int amoeba_content;
1465
1466   int time_magic_wall;
1467   int time_wheel;
1468   int time_light;
1469   int time_timegate;
1470
1471   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1472   int dont_collide_with_bits;   /* bitfield to store property for elements */
1473
1474   boolean double_speed;
1475   boolean initial_gravity;
1476   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1477   boolean block_last_field;     /* player blocks previous field while moving */
1478   boolean sp_block_last_field;  /* player blocks previous field while moving */
1479   boolean use_spring_bug;       /* for compatibility with old levels */
1480   boolean instant_relocation;   /* no visual delay when relocating player */
1481   boolean can_pass_to_walkable; /* player can pass to empty or walkable tile */
1482   boolean grow_into_diggable;   /* amoeba can grow into anything diggable */
1483
1484   /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1485   int use_step_counter;         /* count steps instead of seconds for level */
1486
1487   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1488
1489   boolean use_custom_template;  /* use custom properties from template file */
1490
1491   boolean no_valid_file;        /* set when level file missing or invalid */
1492 };
1493
1494 struct TapeInfo
1495 {
1496   int file_version;     /* file format version the tape is stored with    */
1497   int game_version;     /* game release version the tape was created with */
1498   int engine_version;   /* game engine version the tape was recorded with */
1499
1500   char *level_identifier;
1501   int level_nr;
1502   unsigned long random_seed;
1503   unsigned long date;
1504   unsigned long counter;
1505   unsigned long length;
1506   unsigned long length_seconds;
1507   unsigned int delay_played;
1508   boolean pause_before_death;
1509   boolean recording, playing, pausing;
1510   boolean fast_forward;
1511   boolean warp_forward;
1512   boolean deactivate_display;
1513   boolean auto_play;
1514   boolean auto_play_level_solved;
1515   boolean quick_resume;
1516   boolean single_step;
1517   boolean changed;
1518   boolean player_participates[MAX_PLAYERS];
1519   int num_participating_players;
1520
1521   struct
1522   {
1523     byte action[MAX_PLAYERS];
1524     byte delay;
1525   } pos[MAX_TAPELEN];
1526
1527   boolean no_valid_file;        /* set when tape file missing or invalid */
1528 };
1529
1530 struct GameInfo
1531 {
1532   /* values for engine initialization */
1533   int default_push_delay_fixed;
1534   int default_push_delay_random;
1535
1536   /* constant within running game */
1537   int engine_version;
1538   int emulation;
1539   int initial_move_delay;
1540   int initial_move_delay_value;
1541   int initial_push_delay_value;
1542
1543   /* variable within running game */
1544   int yamyam_content_nr;
1545   boolean magic_wall_active;
1546   int magic_wall_time_left;
1547   int light_time_left;
1548   int timegate_time_left;
1549   int belt_dir[4];
1550   int belt_dir_nr[4];
1551   int switchgate_pos;
1552   int balloon_dir;
1553   boolean gravity;
1554   boolean explosions_delayed;
1555   boolean envelope_active;
1556
1557   /* values for player idle animation (no effect on engine) */
1558   int player_boring_delay_fixed;
1559   int player_boring_delay_random;
1560   int player_sleeping_delay_fixed;
1561   int player_sleeping_delay_random;
1562 };
1563
1564 struct GlobalInfo
1565 {
1566   char *autoplay_leveldir;
1567   int autoplay_level_nr;
1568
1569   int num_toons;
1570
1571   float frames_per_second;
1572   boolean fps_slowdown;
1573   int fps_slowdown_factor;
1574 };
1575
1576 struct ElementChangeInfo
1577 {
1578   boolean can_change;           /* use or ignore this change info */
1579
1580   unsigned long events;         /* change events */
1581
1582   int trigger_player;           /* player triggering change */
1583   int trigger_side;             /* side triggering change */
1584   int trigger_page;             /* page triggering change */
1585
1586   short target_element;         /* target element after change */
1587
1588   int delay_fixed;              /* added frame delay before changed (fixed) */
1589   int delay_random;             /* added frame delay before changed (random) */
1590   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1591
1592   short trigger_element;        /* element triggering change */
1593
1594   int target_content[3][3];     /* elements for extended change target */
1595   boolean use_target_content;   /* use extended change target */
1596   boolean only_if_complete;     /* only use complete target content */
1597   boolean use_random_replace;   /* use random value for replacing elements */
1598   int random_percentage;        /* random value for replacing elements */
1599   int replace_when;             /* type of elements that can be replaced */
1600
1601   boolean explode;              /* explode instead of change */
1602
1603   /* ---------- internal values used at runtime when playing ---------- */
1604
1605   /* functions that are called before, while and after the change of an
1606      element -- currently only used for non-custom elements */
1607   void (*pre_change_function)(int x, int y);
1608   void (*change_function)(int x, int y);
1609   void (*post_change_function)(int x, int y);
1610
1611   short actual_trigger_element; /* element that actually triggered change */
1612   int actual_trigger_player;    /* player which actually triggered change */
1613
1614   /* ---------- internal values used in level editor ---------- */
1615
1616   int direct_action;            /* change triggered by actions on element */
1617   int other_action;             /* change triggered by other element actions */
1618 };
1619
1620 struct ElementGroupInfo
1621 {
1622   int num_elements;                     /* number of elements in this group */
1623   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1624
1625   int choice_mode;              /* how to choose element from group */
1626
1627   /* ---------- internal values used at runtime when playing ---------- */
1628
1629   /* the following is the same as above, but with recursively resolved group
1630      elements (group elements may also contain further group elements!) */
1631   int num_elements_resolved;
1632   short element_resolved[NUM_FILE_ELEMENTS];
1633
1634   int choice_pos;               /* current element choice position */
1635 };
1636
1637 struct ElementInfo
1638 {
1639   /* ---------- token and description strings ---------- */
1640
1641   char *token_name;             /* element token used in config files */
1642   char *class_name;             /* element class used in config files */
1643   char *editor_description;     /* pre-defined description for level editor */
1644   char *custom_description;     /* alternative description from config file */
1645   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1646
1647   /* ---------- graphic and sound definitions ---------- */
1648
1649   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1650   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1651                                 /* special graphics for left/right/up/down */
1652
1653   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1654   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1655                                 /* crumbled graphics for left/right/up/down */
1656
1657   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1658                                 /* special graphics for certain screens */
1659
1660   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1661
1662   /* ---------- special element property values ---------- */
1663
1664   boolean use_gfx_element;      /* use custom graphic element */
1665   short gfx_element;            /* optional custom graphic element */
1666
1667   int access_direction;         /* accessible from which direction */
1668
1669   int collect_score;            /* score value for collecting */
1670   int collect_count;            /* count value for collecting */
1671
1672   int push_delay_fixed;         /* constant delay before pushing */
1673   int push_delay_random;        /* additional random delay before pushing */
1674   int drop_delay_fixed;         /* constant delay after dropping */
1675   int drop_delay_random;        /* additional random delay after dropping */
1676   int move_delay_fixed;         /* constant delay after moving */
1677   int move_delay_random;        /* additional random delay after moving */
1678
1679   int move_pattern;             /* direction movable element moves to */
1680   int move_direction_initial;   /* initial direction element moves to */
1681   int move_stepsize;            /* step size element moves with */
1682   int move_enter_element;       /* element that can be entered (and removed) */
1683   int move_leave_element;       /* element that can be left behind */
1684   int move_leave_type;          /* change (limited) or leave (unlimited) */
1685
1686   int slippery_type;            /* how/where other elements slip away */
1687
1688   int content[3][3];            /* new elements after explosion */
1689
1690   int explosion_delay;          /* duration of explosion of this element */
1691   int ignition_delay;           /* delay for explosion by other explosion */
1692
1693   struct ElementChangeInfo *change_page; /* actual list of change pages */
1694   struct ElementChangeInfo *change;      /* pointer to current change page */
1695
1696   int num_change_pages;         /* actual number of change pages */
1697   int current_change_page;      /* currently edited change page */
1698
1699   struct ElementGroupInfo *group;       /* pointer to element group info */
1700
1701   /* ---------- internal values used at runtime when playing ---------- */
1702
1703   unsigned long change_events;  /* bitfield for combined change events */
1704
1705   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1706   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1707
1708   boolean in_group[NUM_GROUP_ELEMENTS];
1709
1710 #if 0
1711   boolean can_leave_element;    /* element can leave other element behind */
1712   boolean can_leave_element_last;
1713 #endif
1714
1715   /* ---------- internal values used in level editor ---------- */
1716
1717   int access_type;              /* walkable or passable */
1718   int access_layer;             /* accessible over/inside/under */
1719   int access_protected;         /* protection against deadly elements */
1720   int walk_to_action;           /* diggable/collectible/pushable */
1721   int smash_targets;            /* can smash player/enemies/everything */
1722   int deadliness;               /* deadly when running/colliding/touching */
1723   int consistency;              /* indestructible/can explode */
1724
1725   boolean can_explode_by_fire;  /* element explodes by fire */
1726   boolean can_explode_smashed;  /* element explodes when smashed */
1727   boolean can_explode_impact;   /* element explodes on impact */
1728
1729   boolean modified_settings;    /* set for all modified custom elements */
1730 };
1731
1732 struct FontInfo
1733 {
1734   char *token_name;             /* font token used in config files */
1735
1736   int graphic;                  /* default graphic for this font */
1737   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1738                                 /* special graphics for certain screens */
1739   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1740                                 /* internal bitmap ID for special graphics */
1741 };
1742
1743 struct GraphicInfo
1744 {
1745   Bitmap *bitmap;
1746   int src_x, src_y;             /* start position of animation frames */
1747   int width, height;            /* width/height of each animation frame */
1748   int offset_x, offset_y;       /* x/y offset to next animation frame */
1749   int anim_frames;
1750   int anim_frames_per_line;
1751   int anim_start_frame;
1752   int anim_delay;               /* important: delay of 1 means "no delay"! */
1753   int anim_mode;
1754   boolean anim_global_sync;
1755   int crumbled_like;            /* element for cloning crumble graphics */
1756   int diggable_like;            /* element for cloning digging graphics */
1757   int border_size;              /* border size for "crumbled" graphics */
1758
1759   int anim_delay_fixed;         /* optional delay values for bored and   */
1760   int anim_delay_random;        /* sleeping player animations (animation */
1761   int post_delay_fixed;         /* intervall and following pause before  */
1762   int post_delay_random;        /* next intervall (bored animation only) */
1763
1764   int step_offset;              /* optional step offset of toon animations */
1765   int step_delay;               /* optional step delay of toon animations */
1766
1767   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1768
1769   int draw_masked;              /* optional setting for drawing envelope gfx */
1770
1771 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1772   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1773   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1774 #endif
1775 };
1776
1777 struct SoundInfo
1778 {
1779   boolean loop;
1780 };
1781
1782 struct MusicInfo
1783 {
1784   boolean loop;
1785 };
1786
1787 struct MusicPrefixInfo
1788 {
1789   char *prefix;
1790   boolean is_loop_music;
1791 };
1792
1793 struct MusicFileInfo
1794 {
1795   char *basename;
1796
1797   char *title_header;
1798   char *artist_header;
1799   char *album_header;
1800   char *year_header;
1801
1802   char *title;
1803   char *artist;
1804   char *album;
1805   char *year;
1806
1807   int music;
1808
1809   boolean is_sound;
1810
1811   struct MusicFileInfo *next;
1812 };
1813
1814 struct ElementActionInfo
1815 {
1816   char *suffix;
1817   int value;
1818   boolean is_loop_sound;
1819 };
1820
1821 struct ElementDirectionInfo
1822 {
1823   char *suffix;
1824   int value;
1825 };
1826
1827 struct SpecialSuffixInfo
1828 {
1829   char *suffix;
1830   int value;
1831 };
1832
1833 struct HelpAnimInfo
1834 {
1835   int element;
1836   int action;
1837   int direction;
1838
1839   int delay;
1840 };
1841
1842
1843 #if 0
1844 extern GC                       tile_clip_gc;
1845 extern Bitmap                  *pix[];
1846 #endif
1847 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1848 extern Pixmap                   tile_clipmask[];
1849 extern DrawBuffer             *fieldbuffer;
1850 extern DrawBuffer             *drawto_field;
1851
1852 extern int                      game_status;
1853 extern boolean                  level_editor_test_game;
1854 extern boolean                  network_playing;
1855
1856 extern int                      key_joystick_mapping;
1857
1858 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1859 extern int                      redraw_x1, redraw_y1;
1860
1861 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1862 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1863 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1864 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1865 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1866 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1867 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1868 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1869 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1870 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1871 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1872 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1873 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1874 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1875 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1876 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1877 extern short                    CheckCollision[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1878 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1879 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1880 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1881 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1882 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1883 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1884 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1885 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1886
1887 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1888
1889 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1890 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1891 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1892 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1893 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1894
1895 extern int                      lev_fieldx, lev_fieldy;
1896 extern int                      scroll_x, scroll_y;
1897
1898 extern int                      FX, FY;
1899 extern int                      ScrollStepSize;
1900 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1901 extern int                      BorderElement;
1902 extern int                      GameFrameDelay;
1903 extern int                      FfwdFrameDelay;
1904 extern int                      BX1, BY1;
1905 extern int                      BX2, BY2;
1906 extern int                      SBX_Left, SBX_Right;
1907 extern int                      SBY_Upper, SBY_Lower;
1908 extern int                      ZX, ZY;
1909 extern int                      ExitX, ExitY;
1910 extern int                      AllPlayersGone;
1911
1912 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
1913 extern boolean                  SiebAktiv;
1914 extern int                      SiebCount;
1915
1916 extern boolean                  network_player_action_received;
1917
1918 extern int                      graphics_action_mapping[];
1919
1920 extern struct LevelSetInfo      levelset;
1921 extern struct LevelInfo         level, level_template;
1922 extern struct PlayerInfo        stored_player[], *local_player;
1923 extern struct HiScore           highscore[];
1924 extern struct TapeInfo          tape;
1925 extern struct GameInfo          game;
1926 extern struct GlobalInfo        global;
1927 extern struct MenuInfo          menu;
1928 extern struct DoorInfo          door_1, door_2;
1929 extern struct ElementInfo       element_info[];
1930 extern struct ElementActionInfo element_action_info[];
1931 extern struct ElementDirectionInfo element_direction_info[];
1932 extern struct SpecialSuffixInfo special_suffix_info[];
1933 extern struct TokenIntPtrInfo   image_config_vars[];
1934 extern struct FontInfo          font_info[];
1935 extern struct MusicPrefixInfo   music_prefix_info[];
1936 extern struct GraphicInfo      *graphic_info;
1937 extern struct SoundInfo        *sound_info;
1938 extern struct MusicInfo        *music_info;
1939 extern struct MusicFileInfo    *music_file_info;
1940 extern struct HelpAnimInfo     *helpanim_info;
1941 extern SetupFileHash           *helptext_info;
1942 extern struct ConfigInfo        image_config[];
1943 extern struct ConfigInfo        sound_config[];
1944 extern struct ConfigInfo        music_config[];
1945 extern struct ConfigInfo        image_config_suffix[];
1946 extern struct ConfigInfo        sound_config_suffix[];
1947 extern struct ConfigInfo        music_config_suffix[];
1948 extern struct ConfigInfo        helpanim_config[];
1949 extern struct ConfigInfo        helptext_config[];
1950
1951 #endif  /* MAIN_H */