rnd-20040313-1-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_DYNA     25
90 #define EP_PROTECTED            26
91 #define EP_CAN_MOVE_INTO_ACID   27
92
93 /* values for pre-defined properties */
94 #define EP_PLAYER               32
95 #define EP_CAN_PASS_MAGIC_WALL  33
96 #define EP_SWITCHABLE           34
97 #define EP_BD_ELEMENT           35
98 #define EP_SP_ELEMENT           36
99 #define EP_SB_ELEMENT           37
100 #define EP_GEM                  38
101 #define EP_FOOD_DARK_YAMYAM     39
102 #define EP_FOOD_PENGUIN         40
103 #define EP_FOOD_PIG             41
104 #define EP_HISTORIC_WALL        42
105 #define EP_HISTORIC_SOLID       43
106 #define EP_CLASSIC_ENEMY        44
107 #define EP_BELT                 45
108 #define EP_BELT_ACTIVE          46
109 #define EP_BELT_SWITCH          47
110 #define EP_TUBE                 48
111 #define EP_KEYGATE              49
112 #define EP_AMOEBOID             50
113 #define EP_AMOEBALIVE           51
114 #define EP_HAS_CONTENT          52
115 #define EP_ACTIVE_BOMB          53
116 #define EP_INACTIVE             54
117
118 /* values for special configurable properties (depending on level settings) */
119 #define EP_EM_SLIPPERY_WALL     55
120
121 /* values for special graphics properties (no effect on game engine) */
122 #define EP_GFX_CRUMBLED         56
123
124 /* values for derived properties (determined from properties above) */
125 #define EP_ACCESSIBLE_OVER      57
126 #define EP_ACCESSIBLE_INSIDE    58
127 #define EP_ACCESSIBLE_UNDER     59
128 #define EP_WALKABLE             60
129 #define EP_PASSABLE             61
130 #define EP_ACCESSIBLE           62
131 #define EP_COLLECTIBLE          63
132 #define EP_SNAPPABLE            64
133 #define EP_WALL                 65
134 #define EP_SOLID_FOR_PUSHING    66
135 #define EP_DRAGONFIRE_PROOF     67
136 #define EP_EXPLOSION_PROOF      68
137 #define EP_CAN_SMASH            69
138 #define EP_CAN_EXPLODE          70
139 #define EP_CAN_EXPLODE_3X3      71
140 #define EP_SP_PORT              72
141 #define EP_CAN_EXPLODE_BY_DRAGONFIRE    73
142 #define EP_CAN_EXPLODE_BY_EXPLOSION     74
143 #define EP_COULD_MOVE_INTO_ACID         75
144 #define EP_MAYBE_DONT_COLLIDE_WITH      76
145
146 /* values for internal purpose only (level editor) */
147 #define EP_EXPLODE_RESULT       77
148 #define EP_WALK_TO_OBJECT       78
149 #define EP_DEADLY               79
150
151 #define NUM_ELEMENT_PROPERTIES  80
152
153 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
154 #define EP_BITFIELD_BASE        0
155
156 #define EP_BITMASK_DEFAULT      0
157
158 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
159 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
160 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
161 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
162                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
163                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
164
165
166 /* values for change events for custom elements (stored in level file) */
167 #define CE_DELAY                0
168 #define CE_TOUCHED_BY_PLAYER    1
169 #define CE_PRESSED_BY_PLAYER    2
170 #define CE_PUSHED_BY_PLAYER     3
171 #define CE_DROPPED_BY_PLAYER    4
172 #define CE_HITTING_SOMETHING    5
173 #define CE_IMPACT               6
174 #define CE_SMASHED              7
175 #define CE_OTHER_IS_TOUCHING    8
176 #define CE_OTHER_IS_CHANGING    9
177 #define CE_OTHER_IS_EXPLODING   10
178 #define CE_OTHER_GETS_TOUCHED   11
179 #define CE_OTHER_GETS_PRESSED   12
180 #define CE_OTHER_GETS_PUSHED    13
181 #define CE_OTHER_GETS_COLLECTED 14
182 #define CE_OTHER_GETS_DROPPED   15
183 #define CE_BY_PLAYER_OBSOLETE   16      /* obsolete; now CE_BY_DIRECT_ACTION */
184 #define CE_BY_COLLISION_OBSOLETE 17     /* obsolete; now CE_BY_DIRECT_ACTION */
185 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
186 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
187 #define CE_OTHER_GETS_DIGGED    20
188 #define CE_ENTERED_BY_PLAYER    21
189 #define CE_LEFT_BY_PLAYER       22
190 #define CE_OTHER_GETS_ENTERED   23
191 #define CE_OTHER_GETS_LEFT      24
192 #define CE_SWITCHED             25
193 #define CE_OTHER_IS_SWITCHING   26
194 #define CE_HIT_BY_SOMETHING     27
195 #define CE_OTHER_IS_HITTING     28
196 #define CE_OTHER_GETS_HIT       29
197
198 #define NUM_CHANGE_EVENTS       30
199
200 #define CE_BITMASK_DEFAULT      0
201
202 #define CH_EVENT_BIT(c)         (1 << (c))
203 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
204 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
205
206 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
207                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
208 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
209                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
210 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
211                                  ((v) ?                                   \
212                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
213                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
214
215 /* values for change side for custom elements */
216 #define CH_SIDE_NONE            MV_NO_MOVING
217 #define CH_SIDE_LEFT            MV_LEFT
218 #define CH_SIDE_RIGHT           MV_RIGHT
219 #define CH_SIDE_TOP             MV_UP
220 #define CH_SIDE_BOTTOM          MV_DOWN
221 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
222 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
223 #define CH_SIDE_ANY             MV_ANY_DIRECTION
224
225 /* values for change player for custom elements */
226 #define CH_PLAYER_NONE          0
227 #define CH_PLAYER_1             (1 << 0)
228 #define CH_PLAYER_2             (1 << 1)
229 #define CH_PLAYER_3             (1 << 2)
230 #define CH_PLAYER_4             (1 << 3)
231 #define CH_PLAYER_ANY           (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
232                                  CH_PLAYER_4)
233
234 /* values for change page for custom elements */
235 #define CH_PAGE_ANY_FILE        (0xff)
236 #define CH_PAGE_ANY             (0xffffffff)
237
238 /* values for change power for custom elements */
239 #define CP_NON_DESTRUCTIVE      0
240 #define CP_HALF_DESTRUCTIVE     1
241 #define CP_FULL_DESTRUCTIVE     2
242
243 /* values for custom move patterns (bits 0 - 3: basic move directions) */
244 #define MV_BIT_TOWARDS_PLAYER   4
245 #define MV_BIT_AWAY_FROM_PLAYER 5
246 #define MV_BIT_ALONG_LEFT_SIDE  6
247 #define MV_BIT_ALONG_RIGHT_SIDE 7
248 #define MV_BIT_TURNING_LEFT     8
249 #define MV_BIT_TURNING_RIGHT    9
250 #define MV_BIT_WHEN_PUSHED      10
251 #define MV_BIT_MAZE_RUNNER      11
252 #define MV_BIT_MAZE_HUNTER      12
253 #define MV_BIT_WHEN_DROPPED     13
254 #define MV_BIT_TURNING_LEFT_RIGHT 14
255 #define MV_BIT_TURNING_RIGHT_LEFT 15
256 #define MV_BIT_TURNING_RANDOM   16
257
258 /* values for custom move patterns */
259 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
260 #define MV_VERTICAL             (MV_UP   | MV_DOWN)
261 #define MV_ALL_DIRECTIONS       (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
262 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
263 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
264 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
265 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
266 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
267 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
268 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
269 #define MV_WHEN_PUSHED          (1 << MV_BIT_WHEN_PUSHED)
270 #define MV_MAZE_RUNNER          (1 << MV_BIT_MAZE_RUNNER)
271 #define MV_MAZE_HUNTER          (1 << MV_BIT_MAZE_HUNTER)
272 #define MV_MAZE_RUNNER_STYLE    (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
273 #define MV_WHEN_DROPPED         (1 << MV_BIT_WHEN_DROPPED)
274 #define MV_TURNING_LEFT_RIGHT   (1 << MV_BIT_TURNING_LEFT_RIGHT)
275 #define MV_TURNING_RIGHT_LEFT   (1 << MV_BIT_TURNING_RIGHT_LEFT)
276 #define MV_TURNING_RANDOM       (1 << MV_BIT_TURNING_RANDOM)
277
278 /* values for initial move direction (bits 0 - 3: basic move directions) */
279 #define MV_START_BIT_PREVIOUS   4
280
281 /* values for initial move direction */
282 #define MV_START_AUTOMATIC      (MV_NO_MOVING)
283 #define MV_START_LEFT           (MV_LEFT)
284 #define MV_START_RIGHT          (MV_RIGHT)
285 #define MV_START_UP             (MV_UP)
286 #define MV_START_DOWN           (MV_DOWN)
287 #define MV_START_RANDOM         (MV_ALL_DIRECTIONS)
288 #define MV_START_PREVIOUS       (1 << MV_START_BIT_PREVIOUS)
289
290 /* values for elements left behind by custom elements */
291 #define LEAVE_TYPE_UNLIMITED    0
292 #define LEAVE_TYPE_LIMITED      1
293
294 /* values for slippery property for custom elements */
295 #define SLIPPERY_ANY_RANDOM     0
296 #define SLIPPERY_ANY_LEFT_RIGHT 1
297 #define SLIPPERY_ANY_RIGHT_LEFT 2
298 #define SLIPPERY_ONLY_LEFT      3
299 #define SLIPPERY_ONLY_RIGHT     4
300
301 /* macros for configurable properties */
302 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
303 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
304 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
305 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
306 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
307 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
308 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
309 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
310 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
311 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
312 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
313 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
314 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
315 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
316 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
317 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
318 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
319 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
320 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
321 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
322 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
323 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
324 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
325 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
326 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
327 #define CAN_EXPLODE_DYNA(e)     HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
328 #define IS_PROTECTED(e)         HAS_PROPERTY(e, EP_PROTECTED)
329 #define CAN_MOVE_INTO_ACID(e)   HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
330
331 /* macros for special configurable properties */
332 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
333
334 /* macros for special graphics properties */
335 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
336
337 /* macros for pre-defined properties */
338 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
339 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
340 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
341 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
342 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
343 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
344 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
345 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
346 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
347 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
348 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
349 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
350 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
351 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
352 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
353 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
354 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
355 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
356 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
357 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
358 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
359 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
360 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
361
362 /* macros for derived properties */
363 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
364 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
365 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
366 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
367 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
368 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
369 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
370 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
371 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
372 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
373 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
374 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
375 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
376 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
377 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
378 #define IS_SP_PORT(e)           HAS_PROPERTY(e, EP_SP_PORT)
379 #define CAN_EXPLODE_BY_DRAGONFIRE(e)    \
380                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
381 #define CAN_EXPLODE_BY_EXPLOSION(e)     \
382                                 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
383 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
384 #define MAYBE_DONT_COLLIDE_WITH(e)  HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
385
386 /* special macros used in game engine */
387 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
388                                  (e) <= EL_CUSTOM_END)
389
390 #define IS_GROUP_ELEMENT(e)     ((e) >= EL_GROUP_START &&               \
391                                  (e) <= EL_GROUP_END)
392
393 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
394                                  (e) <= EL_ENVELOPE_4)
395
396 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
397                                  element_info[e].gfx_element : e)
398
399 #define IS_PLAYER(x,y)          (ELEM_IS_PLAYER(StorePlayer[x][y]))
400
401 #define IS_FREE(x,y)            (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
402 #define IS_FREE_OR_PLAYER(x,y)  (Feld[x][y] == EL_EMPTY)
403
404 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
405 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
406 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
407
408 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
409                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
410                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
411                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
412                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
413                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
414                                  EL_ROCK)
415 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
416                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
417                                  EL_BD_ROCK)
418 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
419 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
420 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
421 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
422
423 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
424 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
425
426 #if 1
427
428 #define ENEMY_PROTECTED_FIELD(x,y)      (IS_PROTECTED(Feld[x][y]) ||       \
429                                          IS_PROTECTED(Back[x][y]))
430 #define EXPLOSION_PROTECTED_FIELD(x,y)  (IS_EXPLOSION_PROOF(Feld[x][y]))
431 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) ||    \
432                                          ENEMY_PROTECTED_FIELD(x, y))
433 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) ||    \
434                                          EXPLOSION_PROTECTED_FIELD(x, y))
435
436 #else
437
438 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
439                                  IS_INDESTRUCTIBLE(Feld[x][y]))
440 #define PLAYER_ENEMY_PROTECTED(x,y)     (SHIELD_ON(PLAYERINFO(x, y)) || \
441                                  PROTECTED_FIELD(x, y))
442 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
443                                  PROTECTED_FIELD(x, y))
444 #endif
445
446 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching &&                   \
447                                  (p)->switch_x == (x) && (p)->switch_y == (y))
448
449 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
450
451 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
452 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
453 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
454
455 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
456 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
457 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
458 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
459
460 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
461
462
463 /* fundamental game speed values */
464 #define ONE_SECOND_DELAY        1000    /* delay value for one second */
465 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
466 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
467 #define FRAMES_PER_SECOND       (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
468 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
469 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
470
471 /* boundaries of arrays etc. */
472 #define MAX_LEVEL_NAME_LEN      32
473 #define MAX_LEVEL_AUTHOR_LEN    32
474 #define MAX_ELEMENT_NAME_LEN    32
475 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
476 #define MAX_SCORE_ENTRIES       100
477 #define MAX_NUM_AMOEBA          100
478 #define MAX_INVENTORY_SIZE      1000
479 #define MAX_KEYS                4
480 #define NUM_BELTS               4
481 #define NUM_BELT_PARTS          3
482 #define MIN_ENVELOPE_XSIZE      1
483 #define MIN_ENVELOPE_YSIZE      1
484 #define MAX_ENVELOPE_XSIZE      30
485 #define MAX_ENVELOPE_YSIZE      20
486 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
487 #define MIN_CHANGE_PAGES        1
488 #define MAX_CHANGE_PAGES        32
489 #define MIN_ELEMENTS_IN_GROUP   1
490 #define MAX_ELEMENTS_IN_GROUP   16
491
492 /* values for elements with content */
493 #define MIN_ELEMENT_CONTENTS    1
494 #define STD_ELEMENT_CONTENTS    4
495 #define MAX_ELEMENT_CONTENTS    8
496
497 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
498
499 /* often used screen positions */
500 #define SX                      8
501 #define SY                      8
502 #define REAL_SX                 (SX - 2)
503 #define REAL_SY                 (SY - 2)
504 #define DX                      566
505 #define DY                      60
506 #define VX                      DX
507 #define VY                      400
508 #define EX                      DX
509 #define EY                      (VY - 44)
510 #define TILEX                   32
511 #define TILEY                   32
512 #define MINI_TILEX              (TILEX / 2)
513 #define MINI_TILEY              (TILEY / 2)
514 #define MICRO_TILEX             (TILEX / 8)
515 #define MICRO_TILEY             (TILEY / 8)
516 #define MIDPOSX                 (SCR_FIELDX / 2)
517 #define MIDPOSY                 (SCR_FIELDY / 2)
518 #define SXSIZE                  (SCR_FIELDX * TILEX)
519 #define SYSIZE                  (SCR_FIELDY * TILEY)
520 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
521 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
522 #define DXSIZE                  100
523 #define DYSIZE                  280
524 #define VXSIZE                  DXSIZE
525 #define VYSIZE                  100
526 #define EXSIZE                  DXSIZE
527 #define EYSIZE                  (VYSIZE + 44)
528 #define FULL_SXSIZE             (2 + SXSIZE + 2)
529 #define FULL_SYSIZE             (2 + SYSIZE + 2)
530 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
531 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
532 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
533 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
534 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
535
536
537 /* score for elements */
538 #define SC_EMERALD              0
539 #define SC_DIAMOND              1
540 #define SC_BUG                  2
541 #define SC_SPACESHIP            3
542 #define SC_YAMYAM               4
543 #define SC_ROBOT                5
544 #define SC_PACMAN               6
545 #define SC_NUT                  7
546 #define SC_DYNAMITE             8
547 #define SC_KEY                  9
548 #define SC_TIME_BONUS           10
549 #define SC_CRYSTAL              11
550 #define SC_PEARL                12
551 #define SC_SHIELD               13
552
553
554 /* "real" level file elements */
555 #define EL_UNDEFINED                    -1
556
557 #define EL_EMPTY_SPACE                  0
558 #define EL_EMPTY                        EL_EMPTY_SPACE
559 #define EL_SAND                         1
560 #define EL_WALL                         2
561 #define EL_WALL_SLIPPERY                3
562 #define EL_ROCK                         4
563 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
564 #define EL_EMERALD                      6
565 #define EL_EXIT_CLOSED                  7
566 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
567 #define EL_BUG                          9
568 #define EL_SPACESHIP                    10
569 #define EL_YAMYAM                       11
570 #define EL_ROBOT                        12
571 #define EL_STEELWALL                    13
572 #define EL_DIAMOND                      14
573 #define EL_AMOEBA_DEAD                  15
574 #define EL_QUICKSAND_EMPTY              16
575 #define EL_QUICKSAND_FULL               17
576 #define EL_AMOEBA_DROP                  18
577 #define EL_BOMB                         19
578 #define EL_MAGIC_WALL                   20
579 #define EL_SPEED_PILL                   21
580 #define EL_ACID                         22
581 #define EL_AMOEBA_WET                   23
582 #define EL_AMOEBA_DRY                   24
583 #define EL_NUT                          25
584 #define EL_GAME_OF_LIFE                 26
585 #define EL_BIOMAZE                      27
586 #define EL_DYNAMITE_ACTIVE              28
587 #define EL_STONEBLOCK                   29
588 #define EL_ROBOT_WHEEL                  30
589 #define EL_ROBOT_WHEEL_ACTIVE           31
590 #define EL_KEY_1                        32
591 #define EL_KEY_2                        33
592 #define EL_KEY_3                        34
593 #define EL_KEY_4                        35
594 #define EL_GATE_1                       36
595 #define EL_GATE_2                       37
596 #define EL_GATE_3                       38
597 #define EL_GATE_4                       39
598 #define EL_GATE_1_GRAY                  40
599 #define EL_GATE_2_GRAY                  41
600 #define EL_GATE_3_GRAY                  42
601 #define EL_GATE_4_GRAY                  43
602 #define EL_DYNAMITE                     44
603 #define EL_PACMAN                       45
604 #define EL_INVISIBLE_WALL               46
605 #define EL_LAMP                         47
606 #define EL_LAMP_ACTIVE                  48
607 #define EL_WALL_EMERALD                 49
608 #define EL_WALL_DIAMOND                 50
609 #define EL_AMOEBA_FULL                  51
610 #define EL_BD_AMOEBA                    52
611 #define EL_TIME_ORB_FULL                53
612 #define EL_TIME_ORB_EMPTY               54
613 #define EL_EXPANDABLE_WALL              55
614 #define EL_BD_DIAMOND                   56
615 #define EL_EMERALD_YELLOW               57
616 #define EL_WALL_BD_DIAMOND              58
617 #define EL_WALL_EMERALD_YELLOW          59
618 #define EL_DARK_YAMYAM                  60
619 #define EL_BD_MAGIC_WALL                61
620 #define EL_INVISIBLE_STEELWALL          62
621 #define EL_SOKOBAN_FIELD_PLAYER         63
622 #define EL_DYNABOMB_INCREASE_NUMBER     64
623 #define EL_DYNABOMB_INCREASE_SIZE       65
624 #define EL_DYNABOMB_INCREASE_POWER      66
625 #define EL_SOKOBAN_OBJECT               67
626 #define EL_SOKOBAN_FIELD_EMPTY          68
627 #define EL_SOKOBAN_FIELD_FULL           69
628 #define EL_BD_BUTTERFLY_RIGHT           70
629 #define EL_BD_BUTTERFLY_UP              71
630 #define EL_BD_BUTTERFLY_LEFT            72
631 #define EL_BD_BUTTERFLY_DOWN            73
632 #define EL_BD_FIREFLY_RIGHT             74
633 #define EL_BD_FIREFLY_UP                75
634 #define EL_BD_FIREFLY_LEFT              76
635 #define EL_BD_FIREFLY_DOWN              77
636 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
637 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
638 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
639 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
640 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
641 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
642 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
643 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
644 #define EL_BD_BUTTERFLY                 78
645 #define EL_BD_FIREFLY                   79
646 #define EL_PLAYER_1                     80
647 #define EL_PLAYER_2                     81
648 #define EL_PLAYER_3                     82
649 #define EL_PLAYER_4                     83
650 #define EL_BUG_RIGHT                    84
651 #define EL_BUG_UP                       85
652 #define EL_BUG_LEFT                     86
653 #define EL_BUG_DOWN                     87
654 #define EL_SPACESHIP_RIGHT              88
655 #define EL_SPACESHIP_UP                 89
656 #define EL_SPACESHIP_LEFT               90
657 #define EL_SPACESHIP_DOWN               91
658 #define EL_PACMAN_RIGHT                 92
659 #define EL_PACMAN_UP                    93
660 #define EL_PACMAN_LEFT                  94
661 #define EL_PACMAN_DOWN                  95
662 #define EL_EMERALD_RED                  96
663 #define EL_EMERALD_PURPLE               97
664 #define EL_WALL_EMERALD_RED             98
665 #define EL_WALL_EMERALD_PURPLE          99
666 #define EL_ACID_POOL_TOPLEFT            100
667 #define EL_ACID_POOL_TOPRIGHT           101
668 #define EL_ACID_POOL_BOTTOMLEFT         102
669 #define EL_ACID_POOL_BOTTOM             103
670 #define EL_ACID_POOL_BOTTOMRIGHT        104
671 #define EL_BD_WALL                      105
672 #define EL_BD_ROCK                      106
673 #define EL_EXIT_OPEN                    107
674 #define EL_BLACK_ORB                    108
675 #define EL_AMOEBA_TO_DIAMOND            109
676 #define EL_MOLE                         110
677 #define EL_PENGUIN                      111
678 #define EL_SATELLITE                    112
679 #define EL_ARROW_LEFT                   113
680 #define EL_ARROW_RIGHT                  114
681 #define EL_ARROW_UP                     115
682 #define EL_ARROW_DOWN                   116
683 #define EL_PIG                          117
684 #define EL_DRAGON                       118
685
686 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
687
688 #define EL_CHAR_START                   120
689 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
690 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
691
692 #include "conf_chr.h"   /* include auto-generated data structure definitions */
693
694 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
695 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
696
697 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
698
699 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
700 #define EL_EXPANDABLE_WALL_VERTICAL     201
701 #define EL_EXPANDABLE_WALL_ANY          202
702
703 #define EL_EM_GATE_1                    203
704 #define EL_EM_GATE_2                    204
705 #define EL_EM_GATE_3                    205
706 #define EL_EM_GATE_4                    206
707
708 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
709 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
710 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
711
712 #define EL_SP_START                     210
713 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
714 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
715 #define EL_SP_ZONK                      (EL_SP_START + 1)
716 #define EL_SP_BASE                      (EL_SP_START + 2)
717 #define EL_SP_MURPHY                    (EL_SP_START + 3)
718 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
719 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
720 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
721 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
722 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
723 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
724 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
725 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
726 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
727 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
728 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
729 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
730 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
731 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
732 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
733 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
734 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
735 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
736 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
737 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
738 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
739 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
740 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
741 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
742 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
743 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
744 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
745 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
746 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
747 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
748 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
749 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
750 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
751 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
752 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
753 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
754 #define EL_SP_END                       (EL_SP_START + 39)
755
756 #define EL_EM_GATE_1_GRAY               250
757 #define EL_EM_GATE_2_GRAY               251
758 #define EL_EM_GATE_3_GRAY               252
759 #define EL_EM_GATE_4_GRAY               253
760
761 #define EL_UNUSED_254                   254
762 #define EL_UNUSED_255                   255
763
764 #define EL_PEARL                        256
765 #define EL_CRYSTAL                      257
766 #define EL_WALL_PEARL                   258
767 #define EL_WALL_CRYSTAL                 259
768 #define EL_DOOR_WHITE                   260
769 #define EL_DOOR_WHITE_GRAY              261
770 #define EL_KEY_WHITE                    262
771 #define EL_SHIELD_NORMAL                263
772 #define EL_EXTRA_TIME                   264
773 #define EL_SWITCHGATE_OPEN              265
774 #define EL_SWITCHGATE_CLOSED            266
775 #define EL_SWITCHGATE_SWITCH_UP         267
776 #define EL_SWITCHGATE_SWITCH_DOWN       268
777
778 #define EL_UNUSED_269                   269
779 #define EL_UNUSED_270                   270
780
781 #define EL_CONVEYOR_BELT_1_LEFT          271
782 #define EL_CONVEYOR_BELT_1_MIDDLE        272
783 #define EL_CONVEYOR_BELT_1_RIGHT         273
784 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
785 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
786 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
787 #define EL_CONVEYOR_BELT_2_LEFT          277
788 #define EL_CONVEYOR_BELT_2_MIDDLE        278
789 #define EL_CONVEYOR_BELT_2_RIGHT         279
790 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
791 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
792 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
793 #define EL_CONVEYOR_BELT_3_LEFT          283
794 #define EL_CONVEYOR_BELT_3_MIDDLE        284
795 #define EL_CONVEYOR_BELT_3_RIGHT         285
796 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
797 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
798 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
799 #define EL_CONVEYOR_BELT_4_LEFT          289
800 #define EL_CONVEYOR_BELT_4_MIDDLE        290
801 #define EL_CONVEYOR_BELT_4_RIGHT         291
802 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
803 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
804 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
805 #define EL_LANDMINE                     295
806 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
807 #define EL_LIGHT_SWITCH                 297
808 #define EL_LIGHT_SWITCH_ACTIVE          298
809 #define EL_SIGN_EXCLAMATION             299
810 #define EL_SIGN_RADIOACTIVITY           300
811 #define EL_SIGN_STOP                    301
812 #define EL_SIGN_WHEELCHAIR              302
813 #define EL_SIGN_PARKING                 303
814 #define EL_SIGN_ONEWAY                  304
815 #define EL_SIGN_HEART                   305
816 #define EL_SIGN_TRIANGLE                306
817 #define EL_SIGN_ROUND                   307
818 #define EL_SIGN_EXIT                    308
819 #define EL_SIGN_YINYANG                 309
820 #define EL_SIGN_OTHER                   310
821 #define EL_MOLE_LEFT                    311
822 #define EL_MOLE_RIGHT                   312
823 #define EL_MOLE_UP                      313
824 #define EL_MOLE_DOWN                    314
825 #define EL_STEELWALL_SLIPPERY           315
826 #define EL_INVISIBLE_SAND               316
827 #define EL_DX_UNKNOWN_15                317
828 #define EL_DX_UNKNOWN_42                318
829
830 #define EL_UNUSED_319                   319
831 #define EL_UNUSED_320                   320
832
833 #define EL_SHIELD_DEADLY                321
834 #define EL_TIMEGATE_OPEN                322
835 #define EL_TIMEGATE_CLOSED              323
836 #define EL_TIMEGATE_SWITCH_ACTIVE       324
837 #define EL_TIMEGATE_SWITCH              325
838
839 #define EL_BALLOON                      326
840 #define EL_BALLOON_SWITCH_LEFT          327
841 #define EL_BALLOON_SWITCH_RIGHT         328
842 #define EL_BALLOON_SWITCH_UP            329
843 #define EL_BALLOON_SWITCH_DOWN          330
844 #define EL_BALLOON_SWITCH_ANY           331
845
846 #define EL_EMC_STEELWALL_1              332
847 #define EL_EMC_STEELWALL_2              333
848 #define EL_EMC_STEELWALL_3              334
849 #define EL_EMC_STEELWALL_4              335
850 #define EL_EMC_WALL_1                   336
851 #define EL_EMC_WALL_2                   337
852 #define EL_EMC_WALL_3                   338
853 #define EL_EMC_WALL_4                   339
854 #define EL_EMC_WALL_5                   340
855 #define EL_EMC_WALL_6                   341
856 #define EL_EMC_WALL_7                   342
857 #define EL_EMC_WALL_8                   343
858
859 #define EL_TUBE_ANY                     344
860 #define EL_TUBE_VERTICAL                345
861 #define EL_TUBE_HORIZONTAL              346
862 #define EL_TUBE_VERTICAL_LEFT           347
863 #define EL_TUBE_VERTICAL_RIGHT          348
864 #define EL_TUBE_HORIZONTAL_UP           349
865 #define EL_TUBE_HORIZONTAL_DOWN         350
866 #define EL_TUBE_LEFT_UP                 351
867 #define EL_TUBE_LEFT_DOWN               352
868 #define EL_TUBE_RIGHT_UP                353
869 #define EL_TUBE_RIGHT_DOWN              354
870 #define EL_SPRING                       355
871 #define EL_TRAP                         356
872 #define EL_DX_SUPABOMB                  357
873
874 #define EL_UNUSED_358                   358
875 #define EL_UNUSED_359                   359
876
877 /* ---------- begin of custom elements section ----------------------------- */
878 #define EL_CUSTOM_START                 360
879
880 #include "conf_cus.h"   /* include auto-generated data structure definitions */
881
882 #define NUM_CUSTOM_ELEMENTS             256
883 #define EL_CUSTOM_END                   615
884 /* ---------- end of custom elements section ------------------------------- */
885
886 #define EL_EM_KEY_1                     616
887 #define EL_EM_KEY_2                     617
888 #define EL_EM_KEY_3                     618
889 #define EL_EM_KEY_4                     619
890 #define EL_ENVELOPE_1                   620
891 #define EL_ENVELOPE_2                   621
892 #define EL_ENVELOPE_3                   622
893 #define EL_ENVELOPE_4                   623
894
895 /* ---------- begin of group elements section ------------------------------ */
896 #define EL_GROUP_START                  624
897
898 #include "conf_grp.h"   /* include auto-generated data structure definitions */
899
900 #define NUM_GROUP_ELEMENTS              32
901 #define EL_GROUP_END                    655
902 /* ---------- end of custom elements section ------------------------------- */
903
904 #define EL_UNKNOWN                      656
905
906 #define NUM_FILE_ELEMENTS               657
907
908
909 /* "real" (and therefore drawable) runtime elements */
910 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
911
912 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
913 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
914 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
915 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
916 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
917 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
918 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
919 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
920 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
921 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
922 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
923 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
924 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
925 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
926 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
927 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
928 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
929 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
930 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
931 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
932 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
933 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
934 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
935 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
936 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
937 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
938 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
939 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
940 #define EL_SP_EXIT_OPENING              (EL_FIRST_RUNTIME_REAL + 28)
941 #define EL_SP_EXIT_CLOSING              (EL_FIRST_RUNTIME_REAL + 29)
942 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 30)
943 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 31)
944 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 32)
945 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 33)
946 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 34)
947 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 35)
948 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 36)
949 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 37)
950 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 38)
951 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 39)
952 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 40)
953 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 41)
954 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 42)
955 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 43)
956 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 44)
957
958 /* "unreal" (and therefore not drawable) runtime elements */
959 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 45)
960
961 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
962 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
963 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
964 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
965 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
966 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
967 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
968 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
969 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
970 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
971 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
972 #define EL_PLAYER_IS_EXPLODING_1        (EL_FIRST_RUNTIME_UNREAL + 11)
973 #define EL_PLAYER_IS_EXPLODING_2        (EL_FIRST_RUNTIME_UNREAL + 12)
974 #define EL_PLAYER_IS_EXPLODING_3        (EL_FIRST_RUNTIME_UNREAL + 13)
975 #define EL_PLAYER_IS_EXPLODING_4        (EL_FIRST_RUNTIME_UNREAL + 14)
976 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 15)
977 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 16)
978 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 17)
979
980 /* dummy elements (never used as game elements, only used as graphics) */
981 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 18)
982
983 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
984 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
985 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
986 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
987 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
988 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
989 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
990 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
991 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
992 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
993 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
994 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
995 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
996 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
997 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
998 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
999 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
1000 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
1001 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
1002 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
1003 #define EL_AMOEBA                               (EL_FIRST_DUMMY + 20)
1004 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 21)
1005 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 22)
1006 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 23)
1007 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 24)
1008
1009 /* internal elements (only used for internal purposes like copying) */
1010 #define EL_FIRST_INTERNAL                       (EL_FIRST_DUMMY + 25)
1011
1012 #define EL_INTERNAL_EDITOR                      (EL_FIRST_INTERNAL + 0)
1013 #define EL_INTERNAL_DUMMY                       (EL_FIRST_INTERNAL + 1)
1014
1015 #define MAX_NUM_ELEMENTS                        (EL_FIRST_INTERNAL + 2)
1016
1017
1018 /* values for graphics/sounds action types */
1019 #define ACTION_DEFAULT                          0
1020 #define ACTION_WAITING                          1
1021 #define ACTION_FALLING                          2
1022 #define ACTION_MOVING                           3
1023 #define ACTION_DIGGING                          4
1024 #define ACTION_SNAPPING                         5
1025 #define ACTION_COLLECTING                       6
1026 #define ACTION_DROPPING                         7
1027 #define ACTION_PUSHING                          8
1028 #define ACTION_WALKING                          9
1029 #define ACTION_PASSING                          10
1030 #define ACTION_IMPACT                           11
1031 #define ACTION_BREAKING                         12
1032 #define ACTION_ACTIVATING                       13
1033 #define ACTION_DEACTIVATING                     14
1034 #define ACTION_OPENING                          15
1035 #define ACTION_CLOSING                          16
1036 #define ACTION_ATTACKING                        17
1037 #define ACTION_GROWING                          18
1038 #define ACTION_SHRINKING                        19
1039 #define ACTION_ACTIVE                           20
1040 #define ACTION_FILLING                          21
1041 #define ACTION_EMPTYING                         22
1042 #define ACTION_CHANGING                         23
1043 #define ACTION_EXPLODING                        24
1044 #define ACTION_BORING                           25
1045 #define ACTION_BORING_1                         26
1046 #define ACTION_BORING_2                         27
1047 #define ACTION_BORING_3                         28
1048 #define ACTION_BORING_4                         29
1049 #define ACTION_BORING_5                         30
1050 #define ACTION_BORING_6                         31
1051 #define ACTION_BORING_7                         32
1052 #define ACTION_BORING_8                         33
1053 #define ACTION_BORING_9                         34
1054 #define ACTION_BORING_10                        35
1055 #define ACTION_SLEEPING                         36
1056 #define ACTION_SLEEPING_1                       37
1057 #define ACTION_SLEEPING_2                       38
1058 #define ACTION_SLEEPING_3                       39
1059 #define ACTION_AWAKENING                        40
1060 #define ACTION_DYING                            41
1061 #define ACTION_TURNING                          42
1062 #define ACTION_TURNING_FROM_LEFT                43
1063 #define ACTION_TURNING_FROM_RIGHT               44
1064 #define ACTION_TURNING_FROM_UP                  45
1065 #define ACTION_TURNING_FROM_DOWN                46
1066 #define ACTION_OTHER                            47
1067
1068 #define NUM_ACTIONS                             48
1069
1070 #define ACTION_BORING_LAST                      ACTION_BORING_10
1071 #define ACTION_SLEEPING_LAST                    ACTION_SLEEPING_3
1072
1073
1074 /* values for special image configuration suffixes (must match game mode) */
1075 #define GFX_SPECIAL_ARG_DEFAULT                 0
1076 #define GFX_SPECIAL_ARG_MAIN                    1
1077 #define GFX_SPECIAL_ARG_LEVELS                  2
1078 #define GFX_SPECIAL_ARG_SCORES                  3
1079 #define GFX_SPECIAL_ARG_EDITOR                  4
1080 #define GFX_SPECIAL_ARG_INFO                    5
1081 #define GFX_SPECIAL_ARG_SETUP                   6
1082 #define GFX_SPECIAL_ARG_PLAYING                 7
1083 #define GFX_SPECIAL_ARG_DOOR                    8
1084 #define GFX_SPECIAL_ARG_PREVIEW                 9
1085 #define GFX_SPECIAL_ARG_CRUMBLED                10
1086
1087 #define NUM_SPECIAL_GFX_ARGS                    11
1088
1089
1090 /* values for image configuration suffixes */
1091 #define GFX_ARG_X                               0
1092 #define GFX_ARG_Y                               1
1093 #define GFX_ARG_XPOS                            2
1094 #define GFX_ARG_YPOS                            3
1095 #define GFX_ARG_WIDTH                           4
1096 #define GFX_ARG_HEIGHT                          5
1097 #define GFX_ARG_OFFSET                          6
1098 #define GFX_ARG_VERTICAL                        7
1099 #define GFX_ARG_XOFFSET                         8
1100 #define GFX_ARG_YOFFSET                         9
1101 #define GFX_ARG_FRAMES                          10
1102 #define GFX_ARG_FRAMES_PER_LINE                 11
1103 #define GFX_ARG_START_FRAME                     12
1104 #define GFX_ARG_DELAY                           13
1105 #define GFX_ARG_ANIM_MODE                       14
1106 #define GFX_ARG_GLOBAL_SYNC                     15
1107 #define GFX_ARG_CRUMBLED_LIKE                   16
1108 #define GFX_ARG_DIGGABLE_LIKE                   17
1109 #define GFX_ARG_BORDER_SIZE                     18
1110 #define GFX_ARG_STEP_OFFSET                     19
1111 #define GFX_ARG_STEP_DELAY                      20
1112 #define GFX_ARG_DIRECTION                       21
1113 #define GFX_ARG_POSITION                        22
1114 #define GFX_ARG_DRAW_XOFFSET                    23
1115 #define GFX_ARG_DRAW_YOFFSET                    24
1116 #define GFX_ARG_DRAW_MASKED                     25
1117 #define GFX_ARG_ANIM_DELAY_FIXED                26
1118 #define GFX_ARG_ANIM_DELAY_RANDOM               27
1119 #define GFX_ARG_POST_DELAY_FIXED                28
1120 #define GFX_ARG_POST_DELAY_RANDOM               29
1121 #define GFX_ARG_NAME                            30
1122
1123 #define NUM_GFX_ARGS                            31
1124
1125
1126 /* values for sound configuration suffixes */
1127 #define SND_ARG_MODE_LOOP                       0
1128
1129 #define NUM_SND_ARGS                            1
1130
1131
1132 /* values for music configuration suffixes */
1133 #define MUS_ARG_MODE_LOOP                       0
1134
1135 #define NUM_MUS_ARGS                            1
1136
1137
1138 /* values for font configuration */
1139 #define FONT_INITIAL_1                          0
1140 #define FONT_INITIAL_2                          1
1141 #define FONT_INITIAL_3                          2
1142 #define FONT_INITIAL_4                          3
1143 #define FONT_TITLE_1                            4
1144 #define FONT_TITLE_2                            5
1145 #define FONT_MENU_1                             6
1146 #define FONT_MENU_2                             7
1147 #define FONT_TEXT_1_ACTIVE                      8
1148 #define FONT_TEXT_2_ACTIVE                      9
1149 #define FONT_TEXT_3_ACTIVE                      10
1150 #define FONT_TEXT_4_ACTIVE                      11
1151 #define FONT_TEXT_1                             12
1152 #define FONT_TEXT_2                             13
1153 #define FONT_TEXT_3                             14
1154 #define FONT_TEXT_4                             15
1155 #define FONT_ENVELOPE_1                         16
1156 #define FONT_ENVELOPE_2                         17
1157 #define FONT_ENVELOPE_3                         18
1158 #define FONT_ENVELOPE_4                         19
1159 #define FONT_INPUT_1_ACTIVE                     20
1160 #define FONT_INPUT_2_ACTIVE                     21
1161 #define FONT_INPUT_1                            22
1162 #define FONT_INPUT_2                            23
1163 #define FONT_OPTION_OFF                         24
1164 #define FONT_OPTION_ON                          25
1165 #define FONT_VALUE_1                            26
1166 #define FONT_VALUE_2                            27
1167 #define FONT_VALUE_OLD                          28
1168 #define FONT_LEVEL_NUMBER                       29
1169 #define FONT_TAPE_RECORDER                      30
1170 #define FONT_GAME_INFO                          31
1171
1172 #define NUM_FONTS                               32
1173 #define NUM_INITIAL_FONTS                       4
1174
1175 /* values for game_status (must match special image configuration suffixes) */
1176 #define GAME_MODE_DEFAULT                       0
1177 #define GAME_MODE_MAIN                          1
1178 #define GAME_MODE_LEVELS                        2
1179 #define GAME_MODE_SCORES                        3
1180 #define GAME_MODE_EDITOR                        4
1181 #define GAME_MODE_INFO                          5
1182 #define GAME_MODE_SETUP                         6
1183 #define GAME_MODE_PLAYING                       7
1184 #define GAME_MODE_PSEUDO_DOOR                   8
1185 #define GAME_MODE_PSEUDO_PREVIEW                9
1186 #define GAME_MODE_PSEUDO_CRUMBLED               10
1187
1188 /* there are no special config file suffixes for these modes */
1189 #define GAME_MODE_PSEUDO_TYPENAME               11
1190 #define GAME_MODE_QUIT                          12
1191
1192 /* special definitions currently only used for custom artwork configuration */
1193 #define MUSIC_PREFIX_BACKGROUND                 0
1194 #define NUM_MUSIC_PREFIXES                      1
1195 #define MAX_LEVELS                              1000
1196
1197 /* definitions for demo animation lists */
1198 #define HELPANIM_LIST_NEXT                      -1
1199 #define HELPANIM_LIST_END                       -999
1200
1201
1202 /* program information and versioning definitions */
1203
1204 #define PROGRAM_VERSION_MAJOR   3
1205 #define PROGRAM_VERSION_MINOR   1
1206 #define PROGRAM_VERSION_PATCH   0
1207 #define PROGRAM_VERSION_BUILD   0
1208
1209 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1210 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1211 #define PROGRAM_COPYRIGHT_STRING "Copyright Â©1995-2003 by Holger Schemel"
1212
1213 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1214 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1215 #define FILENAME_PREFIX         "Rocks"
1216
1217 #if defined(PLATFORM_UNIX)
1218 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1219 #elif defined(PLATFORM_WIN32)
1220 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1221 #else
1222 #define USERDATA_DIRECTORY      "userdata"
1223 #endif
1224
1225 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1226 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1227 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1228
1229 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1230 ** currently supported/known file version numbers:
1231 **      1.0 (old)
1232 **      1.2 (still in use)
1233 **      1.4 (still in use)
1234 **      2.0 (actual)
1235 */
1236 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0,0)
1237 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0,0)
1238 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0,0)
1239 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0,0)
1240
1241 /* file version does not change for every program version, but is changed
1242    when new features are introduced that are incompatible with older file
1243    versions, so that they can be treated accordingly */
1244 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1245
1246 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1247 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1248 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1249 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1250
1251 #define GAME_VERSION_ACTUAL     VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1252                                               PROGRAM_VERSION_MINOR, \
1253                                               PROGRAM_VERSION_PATCH, \
1254                                               PROGRAM_VERSION_BUILD)
1255
1256 /* values for game_emulation */
1257 #define EMU_NONE                0
1258 #define EMU_BOULDERDASH         1
1259 #define EMU_SOKOBAN             2
1260 #define EMU_SUPAPLEX            3
1261
1262 struct MenuInfo
1263 {
1264   int draw_xoffset_default;
1265   int draw_yoffset_default;
1266   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1267   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1268
1269   int scrollbar_xoffset;
1270
1271   int list_size_default;
1272   int list_size[NUM_SPECIAL_GFX_ARGS];
1273
1274   int sound[NUM_SPECIAL_GFX_ARGS];
1275   int music[NUM_SPECIAL_GFX_ARGS];
1276 };
1277
1278 struct DoorInfo
1279 {
1280   int step_offset;
1281   int step_delay;
1282   int anim_mode;
1283 };
1284
1285 struct HiScore
1286 {
1287   char Name[MAX_PLAYER_NAME_LEN + 1];
1288   int Score;
1289 };
1290
1291 struct PlayerInfo
1292 {
1293   boolean present;              /* player present in level playfield */
1294   boolean connected;            /* player connected (locally or via network) */
1295   boolean active;               /* player present and connected */
1296
1297   int index_nr;                 /* player number (0 to 3) */
1298   int index_bit;                /* player number bit (1 << 0 to 1 << 3) */
1299   int element_nr;               /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1300   int client_nr;                /* network client identifier */
1301
1302   byte action;                  /* action from local input device */
1303   byte effective_action;        /* action acknowledged from network server
1304                                    or summarized over all configured input
1305                                    devices when in single player mode */
1306   byte programmed_action;       /* action forced by game itself (like moving
1307                                    through doors); overrides other actions */
1308
1309   int jx, jy, last_jx, last_jy;
1310   int MovDir, MovPos, GfxDir, GfxPos;
1311   int Frame, StepFrame;
1312
1313   int GfxAction;
1314
1315   boolean use_murphy_graphic;
1316
1317   boolean block_last_field;
1318   boolean can_fall_into_acid;
1319
1320   boolean LevelSolved, GameOver;
1321
1322   int last_move_dir;
1323
1324   boolean is_waiting;
1325   boolean is_moving;
1326   boolean is_digging;
1327   boolean is_snapping;
1328   boolean is_collecting;
1329   boolean is_pushing;
1330   boolean is_switching;
1331   boolean is_dropping;
1332
1333   boolean is_bored;
1334   boolean is_sleeping;
1335
1336   int frame_counter_bored;
1337   int frame_counter_sleeping;
1338
1339   int anim_delay_counter;
1340   int post_delay_counter;
1341
1342   int action_waiting, last_action_waiting;
1343   int special_action_bored;
1344   int special_action_sleeping;
1345
1346   int num_special_action_bored;
1347   int num_special_action_sleeping;
1348
1349   int switch_x, switch_y;
1350
1351   int show_envelope;
1352
1353   unsigned long move_delay;
1354   int move_delay_value;
1355
1356   int move_delay_reset_counter;
1357
1358   unsigned long push_delay;
1359   unsigned long push_delay_value;
1360
1361   unsigned long actual_frame_counter;
1362
1363   int drop_delay;
1364
1365   int step_counter;
1366
1367   int score;
1368   int gems_still_needed;
1369   int sokobanfields_still_needed;
1370   int lights_still_needed;
1371   int friends_still_needed;
1372   int key[4];
1373   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1374   int shield_normal_time_left;
1375   int shield_deadly_time_left;
1376
1377   int inventory_element[MAX_INVENTORY_SIZE];
1378   int inventory_infinite_element;
1379   int inventory_size;
1380 };
1381
1382 struct LevelSetInfo
1383 {
1384   int music[MAX_LEVELS];
1385 };
1386
1387 struct LevelFileInfo
1388 {
1389   int nr;
1390   int type;
1391   boolean packed;
1392   char *basename;
1393   char *filename;
1394 };
1395
1396 struct LevelInfo
1397 {
1398   int file_version;     /* file format version the level is stored with    */
1399   int game_version;     /* game release version the level was created with */
1400
1401   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1402   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1403   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1404
1405   int fieldx, fieldy;
1406
1407   int time;
1408   int gems_needed;
1409
1410   char name[MAX_LEVEL_NAME_LEN + 1];
1411   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1412
1413   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1414   int envelope_xsize[4], envelope_ysize[4];
1415
1416   int score[LEVEL_SCORE_ELEMENTS];
1417
1418   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1419   int num_yamyam_contents;
1420
1421   int amoeba_speed;
1422   int amoeba_content;
1423
1424   int time_magic_wall;
1425   int time_wheel;
1426   int time_light;
1427   int time_timegate;
1428
1429   int can_move_into_acid_bits;  /* bitfield to store property for elements */
1430   int dont_collide_with_bits;   /* bitfield to store property for elements */
1431
1432   boolean double_speed;
1433   boolean initial_gravity;
1434   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1435   boolean block_last_field;     /* player blocks previous field while moving */
1436   boolean sp_block_last_field;  /* player blocks previous field while moving */
1437   boolean use_spring_bug;       /* for compatibility with old levels */
1438
1439   int use_step_counter;         /* count steps instead of seconds for level */
1440
1441   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1442
1443   boolean use_custom_template;  /* use custom properties from template file */
1444
1445   boolean no_valid_file;        /* set when level file missing or invalid */
1446 };
1447
1448 struct TapeInfo
1449 {
1450   int file_version;     /* file format version the tape is stored with    */
1451   int game_version;     /* game release version the tape was created with */
1452   int engine_version;   /* game engine version the tape was recorded with */
1453
1454   char *level_identifier;
1455   int level_nr;
1456   unsigned long random_seed;
1457   unsigned long date;
1458   unsigned long counter;
1459   unsigned long length;
1460   unsigned long length_seconds;
1461   unsigned int delay_played;
1462   boolean pause_before_death;
1463   boolean recording, playing, pausing;
1464   boolean fast_forward;
1465   boolean index_search;
1466   boolean auto_play;
1467   boolean auto_play_level_solved;
1468   boolean quick_resume;
1469   boolean single_step;
1470   boolean changed;
1471   boolean player_participates[MAX_PLAYERS];
1472   int num_participating_players;
1473
1474   struct
1475   {
1476     byte action[MAX_PLAYERS];
1477     byte delay;
1478   } pos[MAX_TAPELEN];
1479
1480   boolean no_valid_file;        /* set when tape file missing or invalid */
1481 };
1482
1483 struct GameInfo
1484 {
1485   /* values for engine initialization */
1486   int default_push_delay_fixed;
1487   int default_push_delay_random;
1488
1489   /* constant within running game */
1490   int engine_version;
1491   int emulation;
1492   int initial_move_delay;
1493   int initial_move_delay_value;
1494   int initial_push_delay_value;
1495
1496   /* variable within running game */
1497   int yamyam_content_nr;
1498   boolean magic_wall_active;
1499   int magic_wall_time_left;
1500   int light_time_left;
1501   int timegate_time_left;
1502   int belt_dir[4];
1503   int belt_dir_nr[4];
1504   int switchgate_pos;
1505   int balloon_dir;
1506   boolean gravity;
1507   boolean explosions_delayed;
1508   boolean envelope_active;
1509
1510   /* values for player idle animation (no effect on engine) */
1511   int player_boring_delay_fixed;
1512   int player_boring_delay_random;
1513   int player_sleeping_delay_fixed;
1514   int player_sleeping_delay_random;
1515 };
1516
1517 struct GlobalInfo
1518 {
1519   char *autoplay_leveldir;
1520   int autoplay_level_nr;
1521
1522   int num_toons;
1523
1524   float frames_per_second;
1525   boolean fps_slowdown;
1526   int fps_slowdown_factor;
1527 };
1528
1529 struct ElementChangeInfo
1530 {
1531   boolean can_change;           /* use or ignore this change info */
1532
1533   unsigned long events;         /* change events */
1534
1535   int trigger_player;           /* player triggering change */
1536   int trigger_side;             /* side triggering change */
1537   int trigger_page;             /* page triggering change */
1538
1539   short target_element;         /* target element after change */
1540
1541   int delay_fixed;              /* added frame delay before changed (fixed) */
1542   int delay_random;             /* added frame delay before changed (random) */
1543   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1544
1545   short trigger_element;        /* custom element triggering change */
1546
1547   int content[3][3];            /* new elements after extended change */
1548   boolean use_content;          /* use extended change content */
1549   boolean only_complete;        /* only use complete content */
1550   boolean use_random_change;    /* use random value for setting content */
1551   int random;                   /* random value for setting content */
1552   int power;                    /* power of extended change */
1553
1554   boolean explode;              /* explode instead of change */
1555
1556   /* functions that are called before, while and after the change of an
1557      element -- currently only used for non-custom elements */
1558   void (*pre_change_function)(int x, int y);
1559   void (*change_function)(int x, int y);
1560   void (*post_change_function)(int x, int y);
1561
1562   /* ---------- internal values used in level editor ---------- */
1563
1564   int direct_action;            /* change triggered by actions on element */
1565   int other_action;             /* change triggered by other element actions */
1566 };
1567
1568 struct ElementGroupInfo
1569 {
1570   int num_elements;                     /* number of elements in this group */
1571   short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1572
1573   int choice_mode;              /* how to choose element from group */
1574
1575   /* ---------- internal values used at runtime when playing ---------- */
1576
1577   /* the following is the same as above, but with recursively resolved group
1578      elements (group elements may also contain further group elements!) */
1579   int num_elements_resolved;
1580   short element_resolved[NUM_FILE_ELEMENTS];
1581
1582   int choice_pos;               /* current element choice position */
1583 };
1584
1585 struct ElementInfo
1586 {
1587   /* ---------- token and description strings ---------- */
1588
1589   char *token_name;             /* element token used in config files */
1590   char *class_name;             /* element class used in config files */
1591   char *editor_description;     /* pre-defined description for level editor */
1592   char *custom_description;     /* alternative description from config file */
1593   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom/group elements */
1594
1595   /* ---------- graphic and sound definitions ---------- */
1596
1597   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1598   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1599                                 /* special graphics for left/right/up/down */
1600
1601   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1602   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1603                                 /* crumbled graphics for left/right/up/down */
1604
1605   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1606                                 /* special graphics for certain screens */
1607
1608   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1609
1610   /* ---------- special element property values ---------- */
1611
1612   boolean use_gfx_element;      /* use custom graphic element */
1613   short gfx_element;            /* optional custom graphic element */
1614
1615   int access_direction;         /* accessible from which direction */
1616
1617   int collect_score;            /* score value for collecting */
1618   int collect_count;            /* count value for collecting */
1619
1620   int push_delay_fixed;         /* constant frame delay for pushing */
1621   int push_delay_random;        /* additional random frame delay for pushing */
1622   int move_delay_fixed;         /* constant frame delay for moving */
1623   int move_delay_random;        /* additional random frame delay for moving */
1624
1625   int move_pattern;             /* direction movable element moves to */
1626   int move_direction_initial;   /* initial direction element moves to */
1627   int move_stepsize;            /* step size element moves with */
1628   int move_enter_element;       /* element that can be entered (and removed) */
1629   int move_leave_element;       /* element that can be left behind */
1630   int move_leave_type;          /* change (limited) or leave (unlimited) */
1631
1632   int slippery_type;            /* how/where other elements slip away */
1633
1634   int content[3][3];            /* new elements after explosion */
1635
1636   int explosion_delay;          /* duration of explosion of this element */
1637   int ignition_delay;           /* delay for explosion by other explosion */
1638
1639   struct ElementChangeInfo *change_page; /* actual list of change pages */
1640   struct ElementChangeInfo *change;      /* pointer to current change page */
1641
1642   int num_change_pages;         /* actual number of change pages */
1643   int current_change_page;      /* currently edited change page */
1644
1645   struct ElementGroupInfo *group;       /* pointer to element group info */
1646
1647   /* ---------- internal values used at runtime when playing ---------- */
1648
1649   unsigned long change_events;  /* bitfield for combined change events */
1650
1651   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1652   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1653
1654   boolean in_group[NUM_GROUP_ELEMENTS];
1655
1656   boolean can_leave_element;    /* element can leave other element behind */
1657   boolean can_leave_element_last;
1658
1659   /* ---------- internal values used in level editor ---------- */
1660
1661   int access_type;              /* walkable or passable */
1662   int access_layer;             /* accessible over/inside/under */
1663   int access_protected;         /* protection against deadly elements */
1664   int walk_to_action;           /* diggable/collectible/pushable */
1665   int smash_targets;            /* can smash player/enemies/everything */
1666   int deadliness;               /* deadly when running/colliding/touching */
1667   int consistency;              /* indestructible/can explode */
1668
1669   boolean can_explode_by_fire;  /* element explodes by fire */
1670   boolean can_explode_smashed;  /* element explodes when smashed */
1671   boolean can_explode_impact;   /* element explodes on impact */
1672
1673   boolean modified_settings;    /* set for all modified custom elements */
1674 };
1675
1676 struct FontInfo
1677 {
1678   char *token_name;             /* font token used in config files */
1679
1680   int graphic;                  /* default graphic for this font */
1681   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1682                                 /* special graphics for certain screens */
1683   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1684                                 /* internal bitmap ID for special graphics */
1685 };
1686
1687 struct GraphicInfo
1688 {
1689   Bitmap *bitmap;
1690   int src_x, src_y;             /* start position of animation frames */
1691   int width, height;            /* width/height of each animation frame */
1692   int offset_x, offset_y;       /* x/y offset to next animation frame */
1693   int anim_frames;
1694   int anim_frames_per_line;
1695   int anim_start_frame;
1696   int anim_delay;               /* important: delay of 1 means "no delay"! */
1697   int anim_mode;
1698   boolean anim_global_sync;
1699   int crumbled_like;            /* element for cloning crumble graphics */
1700   int diggable_like;            /* element for cloning digging graphics */
1701   int border_size;              /* border size for "crumbled" graphics */
1702
1703   int anim_delay_fixed;         /* optional delay values for bored and   */
1704   int anim_delay_random;        /* sleeping player animations (animation */
1705   int post_delay_fixed;         /* intervall and following pause before  */
1706   int post_delay_random;        /* next intervall (bored animation only) */
1707
1708   int step_offset;              /* optional step offset of toon animations */
1709   int step_delay;               /* optional step delay of toon animations */
1710
1711   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1712
1713   int draw_masked;              /* optional setting for drawing envelope gfx */
1714
1715 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1716   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1717   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1718 #endif
1719 };
1720
1721 struct SoundInfo
1722 {
1723   boolean loop;
1724 };
1725
1726 struct MusicInfo
1727 {
1728   boolean loop;
1729 };
1730
1731 struct MusicPrefixInfo
1732 {
1733   char *prefix;
1734   boolean is_loop_music;
1735 };
1736
1737 struct MusicFileInfo
1738 {
1739   char *basename;
1740
1741   char *title_header;
1742   char *artist_header;
1743   char *album_header;
1744   char *year_header;
1745
1746   char *title;
1747   char *artist;
1748   char *album;
1749   char *year;
1750
1751   int music;
1752
1753   boolean is_sound;
1754
1755   struct MusicFileInfo *next;
1756 };
1757
1758 struct ElementActionInfo
1759 {
1760   char *suffix;
1761   int value;
1762   boolean is_loop_sound;
1763 };
1764
1765 struct ElementDirectionInfo
1766 {
1767   char *suffix;
1768   int value;
1769 };
1770
1771 struct SpecialSuffixInfo
1772 {
1773   char *suffix;
1774   int value;
1775 };
1776
1777 struct HelpAnimInfo
1778 {
1779   int element;
1780   int action;
1781   int direction;
1782
1783   int delay;
1784 };
1785
1786
1787 #if 0
1788 extern GC                       tile_clip_gc;
1789 extern Bitmap                  *pix[];
1790 #endif
1791 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1792 extern Pixmap                   tile_clipmask[];
1793 extern DrawBuffer             *fieldbuffer;
1794 extern DrawBuffer             *drawto_field;
1795
1796 extern int                      game_status;
1797 extern boolean                  level_editor_test_game;
1798 extern boolean                  network_playing;
1799
1800 extern int                      key_joystick_mapping;
1801
1802 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1803 extern int                      redraw_x1, redraw_y1;
1804
1805 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1806 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1807 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1808 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1809 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1810 extern short                    ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1811 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1812 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1813 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1814 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1815 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1816 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1817 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1818 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1819 extern short                    WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1820 extern short                    WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1821 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1822 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1823 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1824 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1825 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1826 extern short                    ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1827 extern int                      RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1828 extern int                      PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1829
1830 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1831
1832 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1833 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1834 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1835 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1836 extern int                      GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1837
1838 extern int                      lev_fieldx, lev_fieldy;
1839 extern int                      scroll_x, scroll_y;
1840
1841 extern int                      FX, FY;
1842 extern int                      ScrollStepSize;
1843 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1844 extern int                      BorderElement;
1845 extern int                      GameFrameDelay;
1846 extern int                      FfwdFrameDelay;
1847 extern int                      BX1, BY1;
1848 extern int                      BX2, BY2;
1849 extern int                      SBX_Left, SBX_Right;
1850 extern int                      SBY_Upper, SBY_Lower;
1851 extern int                      ZX, ZY;
1852 extern int                      ExitX, ExitY;
1853 extern int                      AllPlayersGone;
1854
1855 extern int                      TimeFrames, TimePlayed, TimeLeft, TapeTime;
1856 extern boolean                  SiebAktiv;
1857 extern int                      SiebCount;
1858
1859 extern boolean                  network_player_action_received;
1860
1861 extern int                      graphics_action_mapping[];
1862
1863 extern struct LevelSetInfo      levelset;
1864 extern struct LevelInfo         level, level_template;
1865 extern struct PlayerInfo        stored_player[], *local_player;
1866 extern struct HiScore           highscore[];
1867 extern struct TapeInfo          tape;
1868 extern struct GameInfo          game;
1869 extern struct GlobalInfo        global;
1870 extern struct MenuInfo          menu;
1871 extern struct DoorInfo          door_1, door_2;
1872 extern struct ElementInfo       element_info[];
1873 extern struct ElementActionInfo element_action_info[];
1874 extern struct ElementDirectionInfo element_direction_info[];
1875 extern struct SpecialSuffixInfo special_suffix_info[];
1876 extern struct TokenIntPtrInfo   image_config_vars[];
1877 extern struct FontInfo          font_info[];
1878 extern struct MusicPrefixInfo   music_prefix_info[];
1879 extern struct GraphicInfo      *graphic_info;
1880 extern struct SoundInfo        *sound_info;
1881 extern struct MusicInfo        *music_info;
1882 extern struct MusicFileInfo    *music_file_info;
1883 extern struct HelpAnimInfo     *helpanim_info;
1884 extern SetupFileHash           *helptext_info;
1885 extern struct ConfigInfo        image_config[];
1886 extern struct ConfigInfo        sound_config[];
1887 extern struct ConfigInfo        music_config[];
1888 extern struct ConfigInfo        image_config_suffix[];
1889 extern struct ConfigInfo        sound_config_suffix[];
1890 extern struct ConfigInfo        music_config_suffix[];
1891 extern struct ConfigInfo        helpanim_config[];
1892 extern struct ConfigInfo        helptext_config[];
1893
1894 #endif  /* MAIN_H */