1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
19 #include <sys/types.h>
25 #include "libgame/libgame.h"
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 */
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
38 #define SND_UNDEFINED (-1)
39 #define MUS_UNDEFINED (-1)
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
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)
63 /* values for configurable properties (custom elem's only, else pre-defined) */
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
71 #define EP_CAN_CHANGE 7
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
93 /* values for pre-defined properties */
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
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
108 #define EP_BELT_ACTIVE 46
109 #define EP_BELT_SWITCH 47
111 #define EP_KEYGATE 49
112 #define EP_AMOEBOID 50
113 #define EP_AMOEBALIVE 51
114 #define EP_HAS_CONTENT 52
115 #define EP_CAN_TURN_EACH_MOVE 53
116 #define EP_ACTIVE_BOMB 54
117 #define EP_INACTIVE 55
119 /* values for special configurable properties (depending on level settings) */
120 #define EP_EM_SLIPPERY_WALL 56
122 /* values for special graphics properties (no effect on game engine) */
123 #define EP_GFX_CRUMBLED 57
125 /* values for derived properties (determined from properties above) */
126 #define EP_ACCESSIBLE_OVER 58
127 #define EP_ACCESSIBLE_INSIDE 59
128 #define EP_ACCESSIBLE_UNDER 60
129 #define EP_WALKABLE 61
130 #define EP_PASSABLE 62
131 #define EP_ACCESSIBLE 63
132 #define EP_COLLECTIBLE 64
133 #define EP_SNAPPABLE 65
135 #define EP_SOLID_FOR_PUSHING 67
136 #define EP_DRAGONFIRE_PROOF 68
137 #define EP_EXPLOSION_PROOF 69
138 #define EP_CAN_SMASH 70
139 #define EP_CAN_EXPLODE 71
140 #define EP_CAN_EXPLODE_3X3 72
141 #define EP_SP_PORT 73
142 #define EP_CAN_EXPLODE_BY_DRAGONFIRE 74
143 #define EP_CAN_EXPLODE_BY_EXPLOSION 75
144 #define EP_COULD_MOVE_INTO_ACID 76
145 #define EP_MAYBE_DONT_COLLIDE_WITH 77
147 /* values for internal purpose only (level editor) */
148 #define EP_EXPLODE_RESULT 78
149 #define EP_WALK_TO_OBJECT 79
152 #define NUM_ELEMENT_PROPERTIES 81
154 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
155 #define EP_BITFIELD_BASE 0
157 #define EP_BITMASK_DEFAULT 0
159 #define PROPERTY_BIT(p) (1 << ((p) % 32))
160 #define PROPERTY_VAR(e,p) (Properties[e][(p) / 32])
161 #define HAS_PROPERTY(e,p) ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
162 #define SET_PROPERTY(e,p,v) ((v) ? \
163 (PROPERTY_VAR(e,p) |= PROPERTY_BIT(p)) : \
164 (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
167 /* values for change events for custom elements (stored in level file) */
169 #define CE_TOUCHED_BY_PLAYER 1
170 #define CE_PRESSED_BY_PLAYER 2
171 #define CE_PUSHED_BY_PLAYER 3
172 #define CE_DROPPED_BY_PLAYER 4
173 #define CE_HITTING_SOMETHING 5
176 #define CE_OTHER_IS_TOUCHING 8
177 #define CE_OTHER_IS_CHANGING 9
178 #define CE_OTHER_IS_EXPLODING 10
179 #define CE_OTHER_GETS_TOUCHED 11
180 #define CE_OTHER_GETS_PRESSED 12
181 #define CE_OTHER_GETS_PUSHED 13
182 #define CE_OTHER_GETS_COLLECTED 14
183 #define CE_OTHER_GETS_DROPPED 15
184 #define CE_BY_PLAYER_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
185 #define CE_BY_COLLISION_OBSOLETE 17 /* obsolete; now CE_BY_DIRECT_ACTION */
186 #define CE_BY_OTHER_ACTION 18 /* activates other element events */
187 #define CE_BY_DIRECT_ACTION 19 /* activates direct element events */
188 #define CE_OTHER_GETS_DIGGED 20
189 #define CE_ENTERED_BY_PLAYER 21
190 #define CE_LEFT_BY_PLAYER 22
191 #define CE_OTHER_GETS_ENTERED 23
192 #define CE_OTHER_GETS_LEFT 24
193 #define CE_SWITCHED 25
194 #define CE_OTHER_IS_SWITCHING 26
195 #define CE_HIT_BY_SOMETHING 27
196 #define CE_OTHER_IS_HITTING 28
197 #define CE_OTHER_GETS_HIT 29
199 #define NUM_CHANGE_EVENTS 30
201 #define CE_BITMASK_DEFAULT 0
203 #define CH_EVENT_BIT(c) (1 << (c))
204 #define CH_EVENT_VAR(e) (element_info[e].change->events)
205 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
207 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
208 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
209 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
210 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
211 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
213 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
214 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
216 /* values for change side for custom elements */
217 #define CH_SIDE_NONE MV_NO_MOVING
218 #define CH_SIDE_LEFT MV_LEFT
219 #define CH_SIDE_RIGHT MV_RIGHT
220 #define CH_SIDE_TOP MV_UP
221 #define CH_SIDE_BOTTOM MV_DOWN
222 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
223 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
224 #define CH_SIDE_ANY MV_ANY_DIRECTION
226 /* values for change player for custom elements */
227 #define CH_PLAYER_NONE 0
228 #define CH_PLAYER_1 (1 << 0)
229 #define CH_PLAYER_2 (1 << 1)
230 #define CH_PLAYER_3 (1 << 2)
231 #define CH_PLAYER_4 (1 << 3)
232 #define CH_PLAYER_ANY (CH_PLAYER_1 | CH_PLAYER_2 | CH_PLAYER_3 | \
235 /* values for change page for custom elements */
236 #define CH_PAGE_ANY_FILE (0xff)
237 #define CH_PAGE_ANY (0xffffffff)
239 /* values for change power for custom elements */
240 #define CP_WHEN_EMPTY 0
241 #define CP_WHEN_DIGGABLE 1
242 #define CP_WHEN_DESTRUCTIBLE 2
244 /* values for custom move patterns (bits 0 - 3: basic move directions) */
245 #define MV_BIT_TOWARDS_PLAYER 4
246 #define MV_BIT_AWAY_FROM_PLAYER 5
247 #define MV_BIT_ALONG_LEFT_SIDE 6
248 #define MV_BIT_ALONG_RIGHT_SIDE 7
249 #define MV_BIT_TURNING_LEFT 8
250 #define MV_BIT_TURNING_RIGHT 9
251 #define MV_BIT_WHEN_PUSHED 10
252 #define MV_BIT_MAZE_RUNNER 11
253 #define MV_BIT_MAZE_HUNTER 12
254 #define MV_BIT_WHEN_DROPPED 13
255 #define MV_BIT_TURNING_LEFT_RIGHT 14
256 #define MV_BIT_TURNING_RIGHT_LEFT 15
257 #define MV_BIT_TURNING_RANDOM 16
259 /* values for custom move patterns */
260 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
261 #define MV_VERTICAL (MV_UP | MV_DOWN)
262 #define MV_ALL_DIRECTIONS (MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN)
263 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
264 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
265 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
266 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
267 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
268 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
269 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
270 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
271 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
272 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
273 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
274 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
275 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
276 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
277 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
279 /* values for initial move direction (bits 0 - 3: basic move directions) */
280 #define MV_START_BIT_PREVIOUS 4
282 /* values for initial move direction */
283 #define MV_START_AUTOMATIC (MV_NO_MOVING)
284 #define MV_START_LEFT (MV_LEFT)
285 #define MV_START_RIGHT (MV_RIGHT)
286 #define MV_START_UP (MV_UP)
287 #define MV_START_DOWN (MV_DOWN)
288 #define MV_START_RANDOM (MV_ALL_DIRECTIONS)
289 #define MV_START_PREVIOUS (1 << MV_START_BIT_PREVIOUS)
291 /* values for elements left behind by custom elements */
292 #define LEAVE_TYPE_UNLIMITED 0
293 #define LEAVE_TYPE_LIMITED 1
295 /* values for slippery property for custom elements */
296 #define SLIPPERY_ANY_RANDOM 0
297 #define SLIPPERY_ANY_LEFT_RIGHT 1
298 #define SLIPPERY_ANY_RIGHT_LEFT 2
299 #define SLIPPERY_ONLY_LEFT 3
300 #define SLIPPERY_ONLY_RIGHT 4
302 /* macros for configurable properties */
303 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
304 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
305 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
306 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
307 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
308 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
309 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
310 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
311 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
312 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
313 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
314 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
315 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
316 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
317 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
318 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
319 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
320 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
321 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
322 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
323 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
324 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
325 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
326 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
327 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
328 #define CAN_EXPLODE_CROSS(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_CROSS)
329 #define IS_PROTECTED(e) HAS_PROPERTY(e, EP_PROTECTED)
330 #define CAN_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_CAN_MOVE_INTO_ACID)
332 /* macros for special configurable properties */
333 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
335 /* macros for special graphics properties */
336 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
338 /* macros for pre-defined properties */
339 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
340 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
341 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
342 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
343 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
344 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
345 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
346 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
347 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
348 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
349 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
350 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
351 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
352 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
353 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
354 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
355 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
356 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
357 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
358 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
359 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
360 #define CAN_TURN_EACH_MOVE(e) HAS_PROPERTY(e, EP_CAN_TURN_EACH_MOVE)
361 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
362 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
364 /* macros for derived properties */
365 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
366 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
367 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
368 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
369 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
370 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
371 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
372 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
373 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
374 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
375 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
376 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
377 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
378 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
379 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
380 #define IS_SP_PORT(e) HAS_PROPERTY(e, EP_SP_PORT)
381 #define CAN_EXPLODE_BY_DRAGONFIRE(e) \
382 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_DRAGONFIRE)
383 #define CAN_EXPLODE_BY_EXPLOSION(e) \
384 HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_EXPLOSION)
385 #define COULD_MOVE_INTO_ACID(e) HAS_PROPERTY(e, EP_COULD_MOVE_INTO_ACID)
386 #define MAYBE_DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_MAYBE_DONT_COLLIDE_WITH)
388 /* special macros used in game engine */
389 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
390 (e) <= EL_CUSTOM_END)
392 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
395 #define IS_CLIPBOARD_ELEMENT(e) ((e) >= EL_INTERNAL_CLIPBOARD_START && \
396 (e) <= EL_INTERNAL_CLIPBOARD_END)
398 #define IS_INTERNAL_ELEMENT(e) ((e) >= EL_INTERNAL_START && \
399 (e) <= EL_INTERNAL_END)
401 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
402 (e) <= EL_ENVELOPE_4)
404 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
405 element_info[e].gfx_element : e)
407 #define IS_PLAYER(x, y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
409 #define IS_FREE(x, y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x, y))
410 #define IS_FREE_OR_PLAYER(x, y) (Feld[x][y] == EL_EMPTY)
412 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
413 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
414 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
416 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
417 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
418 (e) == EL_EMERALD ? EL_DIAMOND : \
419 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
420 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
421 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
423 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
424 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
426 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
427 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
428 #define TAPE_IS_EMPTY(x) ((x).length == 0)
429 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
431 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
432 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
436 #define ENEMY_PROTECTED_FIELD(x,y) (IS_PROTECTED(Feld[x][y]) || \
437 IS_PROTECTED(Back[x][y]))
438 #define EXPLOSION_PROTECTED_FIELD(x,y) (IS_EXPLOSION_PROOF(Feld[x][y]))
439 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
440 ENEMY_PROTECTED_FIELD(x, y))
441 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
442 EXPLOSION_PROTECTED_FIELD(x, y))
446 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
447 IS_INDESTRUCTIBLE(Feld[x][y]))
448 #define PLAYER_ENEMY_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
449 PROTECTED_FIELD(x, y))
450 #define PLAYER_EXPLOSION_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
451 PROTECTED_FIELD(x, y))
454 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
455 (p)->switch_x == (x) && (p)->switch_y == (y))
457 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
459 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
460 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
461 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
463 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
464 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
465 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
466 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
468 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
471 /* fundamental game speed values */
472 #define ONE_SECOND_DELAY 1000 /* delay value for one second */
473 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
474 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
475 #define FRAMES_PER_SECOND (ONE_SECOND_DELAY / GAME_FRAME_DELAY)
476 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
477 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
479 /* boundaries of arrays etc. */
480 #define MAX_LEVEL_NAME_LEN 32
481 #define MAX_LEVEL_AUTHOR_LEN 32
482 #define MAX_ELEMENT_NAME_LEN 32
483 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
484 #define MAX_SCORE_ENTRIES 100
485 #define MAX_NUM_AMOEBA 100
486 #define MAX_INVENTORY_SIZE 1000
489 #define NUM_BELT_PARTS 3
490 #define MIN_ENVELOPE_XSIZE 1
491 #define MIN_ENVELOPE_YSIZE 1
492 #define MAX_ENVELOPE_XSIZE 30
493 #define MAX_ENVELOPE_YSIZE 20
494 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
495 #define MIN_CHANGE_PAGES 1
496 #define MAX_CHANGE_PAGES 32
497 #define MIN_ELEMENTS_IN_GROUP 1
498 #define MAX_ELEMENTS_IN_GROUP 16
500 /* values for elements with content */
501 #define MIN_ELEMENT_CONTENTS 1
502 #define STD_ELEMENT_CONTENTS 4
503 #define MAX_ELEMENT_CONTENTS 8
505 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
507 /* often used screen positions */
510 #define REAL_SX (SX - 2)
511 #define REAL_SY (SY - 2)
520 #define MINI_TILEX (TILEX / 2)
521 #define MINI_TILEY (TILEY / 2)
522 #define MICRO_TILEX (TILEX / 8)
523 #define MICRO_TILEY (TILEY / 8)
524 #define MIDPOSX (SCR_FIELDX / 2)
525 #define MIDPOSY (SCR_FIELDY / 2)
526 #define SXSIZE (SCR_FIELDX * TILEX)
527 #define SYSIZE (SCR_FIELDY * TILEY)
528 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
529 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
532 #define VXSIZE DXSIZE
534 #define EXSIZE DXSIZE
535 #define EYSIZE (VYSIZE + 44)
536 #define FULL_SXSIZE (2 + SXSIZE + 2)
537 #define FULL_SYSIZE (2 + SYSIZE + 2)
538 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
539 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
540 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
541 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
542 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
545 /* score for elements */
549 #define SC_SPACESHIP 3
554 #define SC_DYNAMITE 8
556 #define SC_TIME_BONUS 10
557 #define SC_CRYSTAL 11
562 /* "real" level file elements */
563 #define EL_UNDEFINED -1
565 #define EL_EMPTY_SPACE 0
566 #define EL_EMPTY EL_EMPTY_SPACE
569 #define EL_WALL_SLIPPERY 3
571 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
573 #define EL_EXIT_CLOSED 7
574 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
576 #define EL_SPACESHIP 10
579 #define EL_STEELWALL 13
580 #define EL_DIAMOND 14
581 #define EL_AMOEBA_DEAD 15
582 #define EL_QUICKSAND_EMPTY 16
583 #define EL_QUICKSAND_FULL 17
584 #define EL_AMOEBA_DROP 18
586 #define EL_MAGIC_WALL 20
587 #define EL_SPEED_PILL 21
589 #define EL_AMOEBA_WET 23
590 #define EL_AMOEBA_DRY 24
592 #define EL_GAME_OF_LIFE 26
593 #define EL_BIOMAZE 27
594 #define EL_DYNAMITE_ACTIVE 28
595 #define EL_STONEBLOCK 29
596 #define EL_ROBOT_WHEEL 30
597 #define EL_ROBOT_WHEEL_ACTIVE 31
606 #define EL_GATE_1_GRAY 40
607 #define EL_GATE_2_GRAY 41
608 #define EL_GATE_3_GRAY 42
609 #define EL_GATE_4_GRAY 43
610 #define EL_DYNAMITE 44
612 #define EL_INVISIBLE_WALL 46
614 #define EL_LAMP_ACTIVE 48
615 #define EL_WALL_EMERALD 49
616 #define EL_WALL_DIAMOND 50
617 #define EL_AMOEBA_FULL 51
618 #define EL_BD_AMOEBA 52
619 #define EL_TIME_ORB_FULL 53
620 #define EL_TIME_ORB_EMPTY 54
621 #define EL_EXPANDABLE_WALL 55
622 #define EL_BD_DIAMOND 56
623 #define EL_EMERALD_YELLOW 57
624 #define EL_WALL_BD_DIAMOND 58
625 #define EL_WALL_EMERALD_YELLOW 59
626 #define EL_DARK_YAMYAM 60
627 #define EL_BD_MAGIC_WALL 61
628 #define EL_INVISIBLE_STEELWALL 62
629 #define EL_SOKOBAN_FIELD_PLAYER 63
630 #define EL_DYNABOMB_INCREASE_NUMBER 64
631 #define EL_DYNABOMB_INCREASE_SIZE 65
632 #define EL_DYNABOMB_INCREASE_POWER 66
633 #define EL_SOKOBAN_OBJECT 67
634 #define EL_SOKOBAN_FIELD_EMPTY 68
635 #define EL_SOKOBAN_FIELD_FULL 69
636 #define EL_BD_BUTTERFLY_RIGHT 70
637 #define EL_BD_BUTTERFLY_UP 71
638 #define EL_BD_BUTTERFLY_LEFT 72
639 #define EL_BD_BUTTERFLY_DOWN 73
640 #define EL_BD_FIREFLY_RIGHT 74
641 #define EL_BD_FIREFLY_UP 75
642 #define EL_BD_FIREFLY_LEFT 76
643 #define EL_BD_FIREFLY_DOWN 77
644 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
645 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
646 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
647 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
648 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
649 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
650 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
651 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
652 #define EL_BD_BUTTERFLY 78
653 #define EL_BD_FIREFLY 79
654 #define EL_PLAYER_1 80
655 #define EL_PLAYER_2 81
656 #define EL_PLAYER_3 82
657 #define EL_PLAYER_4 83
658 #define EL_BUG_RIGHT 84
660 #define EL_BUG_LEFT 86
661 #define EL_BUG_DOWN 87
662 #define EL_SPACESHIP_RIGHT 88
663 #define EL_SPACESHIP_UP 89
664 #define EL_SPACESHIP_LEFT 90
665 #define EL_SPACESHIP_DOWN 91
666 #define EL_PACMAN_RIGHT 92
667 #define EL_PACMAN_UP 93
668 #define EL_PACMAN_LEFT 94
669 #define EL_PACMAN_DOWN 95
670 #define EL_EMERALD_RED 96
671 #define EL_EMERALD_PURPLE 97
672 #define EL_WALL_EMERALD_RED 98
673 #define EL_WALL_EMERALD_PURPLE 99
674 #define EL_ACID_POOL_TOPLEFT 100
675 #define EL_ACID_POOL_TOPRIGHT 101
676 #define EL_ACID_POOL_BOTTOMLEFT 102
677 #define EL_ACID_POOL_BOTTOM 103
678 #define EL_ACID_POOL_BOTTOMRIGHT 104
679 #define EL_BD_WALL 105
680 #define EL_BD_ROCK 106
681 #define EL_EXIT_OPEN 107
682 #define EL_BLACK_ORB 108
683 #define EL_AMOEBA_TO_DIAMOND 109
685 #define EL_PENGUIN 111
686 #define EL_SATELLITE 112
687 #define EL_ARROW_LEFT 113
688 #define EL_ARROW_RIGHT 114
689 #define EL_ARROW_UP 115
690 #define EL_ARROW_DOWN 116
692 #define EL_DRAGON 118
694 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
696 #define EL_CHAR_START 120
697 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
698 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
700 #include "conf_chr.h" /* include auto-generated data structure definitions */
702 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
703 #define EL_CHAR_END (EL_CHAR_START + 79)
705 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
707 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
708 #define EL_EXPANDABLE_WALL_VERTICAL 201
709 #define EL_EXPANDABLE_WALL_ANY 202
711 #define EL_EM_GATE_1 203
712 #define EL_EM_GATE_2 204
713 #define EL_EM_GATE_3 205
714 #define EL_EM_GATE_4 206
716 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
717 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
718 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
720 #define EL_SP_START 210
721 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
722 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
723 #define EL_SP_ZONK (EL_SP_START + 1)
724 #define EL_SP_BASE (EL_SP_START + 2)
725 #define EL_SP_MURPHY (EL_SP_START + 3)
726 #define EL_SP_INFOTRON (EL_SP_START + 4)
727 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
728 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
729 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
730 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
731 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
732 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
733 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
734 #define EL_SP_PORT_UP (EL_SP_START + 12)
735 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
736 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
737 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
738 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
739 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
740 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
741 #define EL_SP_TERMINAL (EL_SP_START + 19)
742 #define EL_SP_DISK_RED (EL_SP_START + 20)
743 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
744 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
745 #define EL_SP_PORT_ANY (EL_SP_START + 23)
746 #define EL_SP_ELECTRON (EL_SP_START + 24)
747 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
748 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
749 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
750 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
751 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
752 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
753 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
754 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
755 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
756 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
757 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
758 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
759 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
760 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
761 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
762 #define EL_SP_END (EL_SP_START + 39)
764 #define EL_EM_GATE_1_GRAY 250
765 #define EL_EM_GATE_2_GRAY 251
766 #define EL_EM_GATE_3_GRAY 252
767 #define EL_EM_GATE_4_GRAY 253
769 #define EL_UNUSED_254 254
770 #define EL_UNUSED_255 255
773 #define EL_CRYSTAL 257
774 #define EL_WALL_PEARL 258
775 #define EL_WALL_CRYSTAL 259
776 #define EL_DOOR_WHITE 260
777 #define EL_DOOR_WHITE_GRAY 261
778 #define EL_KEY_WHITE 262
779 #define EL_SHIELD_NORMAL 263
780 #define EL_EXTRA_TIME 264
781 #define EL_SWITCHGATE_OPEN 265
782 #define EL_SWITCHGATE_CLOSED 266
783 #define EL_SWITCHGATE_SWITCH_UP 267
784 #define EL_SWITCHGATE_SWITCH_DOWN 268
786 #define EL_UNUSED_269 269
787 #define EL_UNUSED_270 270
789 #define EL_CONVEYOR_BELT_1_LEFT 271
790 #define EL_CONVEYOR_BELT_1_MIDDLE 272
791 #define EL_CONVEYOR_BELT_1_RIGHT 273
792 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
793 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
794 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
795 #define EL_CONVEYOR_BELT_2_LEFT 277
796 #define EL_CONVEYOR_BELT_2_MIDDLE 278
797 #define EL_CONVEYOR_BELT_2_RIGHT 279
798 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
799 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
800 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
801 #define EL_CONVEYOR_BELT_3_LEFT 283
802 #define EL_CONVEYOR_BELT_3_MIDDLE 284
803 #define EL_CONVEYOR_BELT_3_RIGHT 285
804 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
805 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
806 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
807 #define EL_CONVEYOR_BELT_4_LEFT 289
808 #define EL_CONVEYOR_BELT_4_MIDDLE 290
809 #define EL_CONVEYOR_BELT_4_RIGHT 291
810 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
811 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
812 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
813 #define EL_LANDMINE 295
814 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
815 #define EL_LIGHT_SWITCH 297
816 #define EL_LIGHT_SWITCH_ACTIVE 298
817 #define EL_SIGN_EXCLAMATION 299
818 #define EL_SIGN_RADIOACTIVITY 300
819 #define EL_SIGN_STOP 301
820 #define EL_SIGN_WHEELCHAIR 302
821 #define EL_SIGN_PARKING 303
822 #define EL_SIGN_ONEWAY 304
823 #define EL_SIGN_HEART 305
824 #define EL_SIGN_TRIANGLE 306
825 #define EL_SIGN_ROUND 307
826 #define EL_SIGN_EXIT 308
827 #define EL_SIGN_YINYANG 309
828 #define EL_SIGN_OTHER 310
829 #define EL_MOLE_LEFT 311
830 #define EL_MOLE_RIGHT 312
831 #define EL_MOLE_UP 313
832 #define EL_MOLE_DOWN 314
833 #define EL_STEELWALL_SLIPPERY 315
834 #define EL_INVISIBLE_SAND 316
835 #define EL_DX_UNKNOWN_15 317
836 #define EL_DX_UNKNOWN_42 318
838 #define EL_UNUSED_319 319
839 #define EL_UNUSED_320 320
841 #define EL_SHIELD_DEADLY 321
842 #define EL_TIMEGATE_OPEN 322
843 #define EL_TIMEGATE_CLOSED 323
844 #define EL_TIMEGATE_SWITCH_ACTIVE 324
845 #define EL_TIMEGATE_SWITCH 325
847 #define EL_BALLOON 326
848 #define EL_BALLOON_SWITCH_LEFT 327
849 #define EL_BALLOON_SWITCH_RIGHT 328
850 #define EL_BALLOON_SWITCH_UP 329
851 #define EL_BALLOON_SWITCH_DOWN 330
852 #define EL_BALLOON_SWITCH_ANY 331
854 #define EL_EMC_STEELWALL_1 332
855 #define EL_EMC_STEELWALL_2 333
856 #define EL_EMC_STEELWALL_3 334
857 #define EL_EMC_STEELWALL_4 335
858 #define EL_EMC_WALL_1 336
859 #define EL_EMC_WALL_2 337
860 #define EL_EMC_WALL_3 338
861 #define EL_EMC_WALL_4 339
862 #define EL_EMC_WALL_5 340
863 #define EL_EMC_WALL_6 341
864 #define EL_EMC_WALL_7 342
865 #define EL_EMC_WALL_8 343
867 #define EL_TUBE_ANY 344
868 #define EL_TUBE_VERTICAL 345
869 #define EL_TUBE_HORIZONTAL 346
870 #define EL_TUBE_VERTICAL_LEFT 347
871 #define EL_TUBE_VERTICAL_RIGHT 348
872 #define EL_TUBE_HORIZONTAL_UP 349
873 #define EL_TUBE_HORIZONTAL_DOWN 350
874 #define EL_TUBE_LEFT_UP 351
875 #define EL_TUBE_LEFT_DOWN 352
876 #define EL_TUBE_RIGHT_UP 353
877 #define EL_TUBE_RIGHT_DOWN 354
878 #define EL_SPRING 355
880 #define EL_DX_SUPABOMB 357
882 #define EL_UNUSED_358 358
883 #define EL_UNUSED_359 359
885 /* ---------- begin of custom elements section ----------------------------- */
886 #define EL_CUSTOM_START 360
888 #include "conf_cus.h" /* include auto-generated data structure definitions */
890 #define NUM_CUSTOM_ELEMENTS 256
891 #define EL_CUSTOM_END 615
892 /* ---------- end of custom elements section ------------------------------- */
894 #define EL_EM_KEY_1 616
895 #define EL_EM_KEY_2 617
896 #define EL_EM_KEY_3 618
897 #define EL_EM_KEY_4 619
898 #define EL_ENVELOPE_1 620
899 #define EL_ENVELOPE_2 621
900 #define EL_ENVELOPE_3 622
901 #define EL_ENVELOPE_4 623
903 /* ---------- begin of group elements section ------------------------------ */
904 #define EL_GROUP_START 624
906 #include "conf_grp.h" /* include auto-generated data structure definitions */
908 #define NUM_GROUP_ELEMENTS 32
909 #define EL_GROUP_END 655
910 /* ---------- end of custom elements section ------------------------------- */
912 #define EL_UNKNOWN 656
913 #define EL_TRIGGER_ELEMENT 657
914 #define EL_TRIGGER_PLAYER 658
916 #define NUM_FILE_ELEMENTS 659
919 /* "real" (and therefore drawable) runtime elements */
920 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
922 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
923 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
924 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
925 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
926 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
927 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
928 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
929 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
930 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
931 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
932 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
933 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
934 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
935 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
936 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
937 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
938 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
939 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
940 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
941 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
942 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
943 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
944 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
945 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
946 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
947 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
948 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
949 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
950 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
951 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
952 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
953 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
954 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
955 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
956 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
957 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
958 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
959 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
960 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
961 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
962 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
963 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
964 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
965 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
966 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
968 /* "unreal" (and therefore not drawable) runtime elements */
969 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
971 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
972 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
973 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
974 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
975 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
976 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
977 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
978 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
979 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
980 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
981 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
982 #define EL_PLAYER_IS_EXPLODING_1 (EL_FIRST_RUNTIME_UNREAL + 11)
983 #define EL_PLAYER_IS_EXPLODING_2 (EL_FIRST_RUNTIME_UNREAL + 12)
984 #define EL_PLAYER_IS_EXPLODING_3 (EL_FIRST_RUNTIME_UNREAL + 13)
985 #define EL_PLAYER_IS_EXPLODING_4 (EL_FIRST_RUNTIME_UNREAL + 14)
986 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 15)
987 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 16)
988 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 17)
990 /* dummy elements (never used as game elements, only used as graphics) */
991 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 18)
993 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
994 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
995 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
996 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
997 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
998 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
999 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
1000 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
1001 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
1002 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
1003 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
1004 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
1005 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
1006 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
1007 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
1008 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
1009 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
1010 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
1011 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
1012 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
1013 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
1014 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
1015 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
1016 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
1017 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
1019 /* internal elements (only used for internal purposes like copying) */
1020 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
1022 #define EL_INTERNAL_CLIPBOARD_CUSTOM (EL_FIRST_INTERNAL + 0)
1023 #define EL_INTERNAL_CLIPBOARD_CHANGE (EL_FIRST_INTERNAL + 1)
1024 #define EL_INTERNAL_CLIPBOARD_GROUP (EL_FIRST_INTERNAL + 2)
1025 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 3)
1027 #define EL_INTERNAL_CLIPBOARD_START (EL_FIRST_INTERNAL + 0)
1028 #define EL_INTERNAL_CLIPBOARD_END (EL_FIRST_INTERNAL + 2)
1029 #define EL_INTERNAL_START (EL_FIRST_INTERNAL + 0)
1030 #define EL_INTERNAL_END (EL_FIRST_INTERNAL + 3)
1032 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 4)
1035 /* values for graphics/sounds action types */
1036 #define ACTION_DEFAULT 0
1037 #define ACTION_WAITING 1
1038 #define ACTION_FALLING 2
1039 #define ACTION_MOVING 3
1040 #define ACTION_DIGGING 4
1041 #define ACTION_SNAPPING 5
1042 #define ACTION_COLLECTING 6
1043 #define ACTION_DROPPING 7
1044 #define ACTION_PUSHING 8
1045 #define ACTION_WALKING 9
1046 #define ACTION_PASSING 10
1047 #define ACTION_IMPACT 11
1048 #define ACTION_BREAKING 12
1049 #define ACTION_ACTIVATING 13
1050 #define ACTION_DEACTIVATING 14
1051 #define ACTION_OPENING 15
1052 #define ACTION_CLOSING 16
1053 #define ACTION_ATTACKING 17
1054 #define ACTION_GROWING 18
1055 #define ACTION_SHRINKING 19
1056 #define ACTION_ACTIVE 20
1057 #define ACTION_FILLING 21
1058 #define ACTION_EMPTYING 22
1059 #define ACTION_CHANGING 23
1060 #define ACTION_EXPLODING 24
1061 #define ACTION_BORING 25
1062 #define ACTION_BORING_1 26
1063 #define ACTION_BORING_2 27
1064 #define ACTION_BORING_3 28
1065 #define ACTION_BORING_4 29
1066 #define ACTION_BORING_5 30
1067 #define ACTION_BORING_6 31
1068 #define ACTION_BORING_7 32
1069 #define ACTION_BORING_8 33
1070 #define ACTION_BORING_9 34
1071 #define ACTION_BORING_10 35
1072 #define ACTION_SLEEPING 36
1073 #define ACTION_SLEEPING_1 37
1074 #define ACTION_SLEEPING_2 38
1075 #define ACTION_SLEEPING_3 39
1076 #define ACTION_AWAKENING 40
1077 #define ACTION_DYING 41
1078 #define ACTION_TURNING 42
1079 #define ACTION_TURNING_FROM_LEFT 43
1080 #define ACTION_TURNING_FROM_RIGHT 44
1081 #define ACTION_TURNING_FROM_UP 45
1082 #define ACTION_TURNING_FROM_DOWN 46
1083 #define ACTION_OTHER 47
1085 #define NUM_ACTIONS 48
1087 #define ACTION_BORING_LAST ACTION_BORING_10
1088 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1091 /* values for special image configuration suffixes (must match game mode) */
1092 #define GFX_SPECIAL_ARG_DEFAULT 0
1093 #define GFX_SPECIAL_ARG_MAIN 1
1094 #define GFX_SPECIAL_ARG_LEVELS 2
1095 #define GFX_SPECIAL_ARG_SCORES 3
1096 #define GFX_SPECIAL_ARG_EDITOR 4
1097 #define GFX_SPECIAL_ARG_INFO 5
1098 #define GFX_SPECIAL_ARG_SETUP 6
1099 #define GFX_SPECIAL_ARG_PLAYING 7
1100 #define GFX_SPECIAL_ARG_DOOR 8
1101 #define GFX_SPECIAL_ARG_PREVIEW 9
1102 #define GFX_SPECIAL_ARG_CRUMBLED 10
1104 #define NUM_SPECIAL_GFX_ARGS 11
1107 /* values for image configuration suffixes */
1110 #define GFX_ARG_XPOS 2
1111 #define GFX_ARG_YPOS 3
1112 #define GFX_ARG_WIDTH 4
1113 #define GFX_ARG_HEIGHT 5
1114 #define GFX_ARG_OFFSET 6
1115 #define GFX_ARG_VERTICAL 7
1116 #define GFX_ARG_XOFFSET 8
1117 #define GFX_ARG_YOFFSET 9
1118 #define GFX_ARG_FRAMES 10
1119 #define GFX_ARG_FRAMES_PER_LINE 11
1120 #define GFX_ARG_START_FRAME 12
1121 #define GFX_ARG_DELAY 13
1122 #define GFX_ARG_ANIM_MODE 14
1123 #define GFX_ARG_GLOBAL_SYNC 15
1124 #define GFX_ARG_CRUMBLED_LIKE 16
1125 #define GFX_ARG_DIGGABLE_LIKE 17
1126 #define GFX_ARG_BORDER_SIZE 18
1127 #define GFX_ARG_STEP_OFFSET 19
1128 #define GFX_ARG_STEP_DELAY 20
1129 #define GFX_ARG_DIRECTION 21
1130 #define GFX_ARG_POSITION 22
1131 #define GFX_ARG_DRAW_XOFFSET 23
1132 #define GFX_ARG_DRAW_YOFFSET 24
1133 #define GFX_ARG_DRAW_MASKED 25
1134 #define GFX_ARG_ANIM_DELAY_FIXED 26
1135 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1136 #define GFX_ARG_POST_DELAY_FIXED 28
1137 #define GFX_ARG_POST_DELAY_RANDOM 29
1138 #define GFX_ARG_NAME 30
1140 #define NUM_GFX_ARGS 31
1143 /* values for sound configuration suffixes */
1144 #define SND_ARG_MODE_LOOP 0
1146 #define NUM_SND_ARGS 1
1149 /* values for music configuration suffixes */
1150 #define MUS_ARG_MODE_LOOP 0
1152 #define NUM_MUS_ARGS 1
1155 /* values for font configuration */
1156 #define FONT_INITIAL_1 0
1157 #define FONT_INITIAL_2 1
1158 #define FONT_INITIAL_3 2
1159 #define FONT_INITIAL_4 3
1160 #define FONT_TITLE_1 4
1161 #define FONT_TITLE_2 5
1162 #define FONT_MENU_1 6
1163 #define FONT_MENU_2 7
1164 #define FONT_TEXT_1_ACTIVE 8
1165 #define FONT_TEXT_2_ACTIVE 9
1166 #define FONT_TEXT_3_ACTIVE 10
1167 #define FONT_TEXT_4_ACTIVE 11
1168 #define FONT_TEXT_1 12
1169 #define FONT_TEXT_2 13
1170 #define FONT_TEXT_3 14
1171 #define FONT_TEXT_4 15
1172 #define FONT_ENVELOPE_1 16
1173 #define FONT_ENVELOPE_2 17
1174 #define FONT_ENVELOPE_3 18
1175 #define FONT_ENVELOPE_4 19
1176 #define FONT_INPUT_1_ACTIVE 20
1177 #define FONT_INPUT_2_ACTIVE 21
1178 #define FONT_INPUT_1 22
1179 #define FONT_INPUT_2 23
1180 #define FONT_OPTION_OFF 24
1181 #define FONT_OPTION_ON 25
1182 #define FONT_VALUE_1 26
1183 #define FONT_VALUE_2 27
1184 #define FONT_VALUE_OLD 28
1185 #define FONT_LEVEL_NUMBER 29
1186 #define FONT_TAPE_RECORDER 30
1187 #define FONT_GAME_INFO 31
1189 #define NUM_FONTS 32
1190 #define NUM_INITIAL_FONTS 4
1192 /* values for game_status (must match special image configuration suffixes) */
1193 #define GAME_MODE_DEFAULT 0
1194 #define GAME_MODE_MAIN 1
1195 #define GAME_MODE_LEVELS 2
1196 #define GAME_MODE_SCORES 3
1197 #define GAME_MODE_EDITOR 4
1198 #define GAME_MODE_INFO 5
1199 #define GAME_MODE_SETUP 6
1200 #define GAME_MODE_PLAYING 7
1201 #define GAME_MODE_PSEUDO_DOOR 8
1202 #define GAME_MODE_PSEUDO_PREVIEW 9
1203 #define GAME_MODE_PSEUDO_CRUMBLED 10
1205 /* there are no special config file suffixes for these modes */
1206 #define GAME_MODE_PSEUDO_TYPENAME 11
1207 #define GAME_MODE_QUIT 12
1209 /* special definitions currently only used for custom artwork configuration */
1210 #define MUSIC_PREFIX_BACKGROUND 0
1211 #define NUM_MUSIC_PREFIXES 1
1212 #define MAX_LEVELS 1000
1214 /* definitions for demo animation lists */
1215 #define HELPANIM_LIST_NEXT -1
1216 #define HELPANIM_LIST_END -999
1219 /* program information and versioning definitions */
1221 #define PROGRAM_VERSION_MAJOR 3
1222 #define PROGRAM_VERSION_MINOR 1
1223 #define PROGRAM_VERSION_PATCH 0
1224 #define PROGRAM_VERSION_BUILD 2
1226 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1227 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1228 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
1230 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1231 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1232 #define FILENAME_PREFIX "Rocks"
1234 #if defined(PLATFORM_UNIX)
1235 #define USERDATA_DIRECTORY ".rocksndiamonds"
1236 #elif defined(PLATFORM_WIN32)
1237 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1239 #define USERDATA_DIRECTORY "userdata"
1242 #define X11_ICON_FILENAME "rocks_icon.xbm"
1243 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1244 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1246 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1247 ** currently supported/known file version numbers:
1249 ** 1.2 (still in use)
1250 ** 1.4 (still in use)
1253 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1254 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1255 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1256 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1258 /* file version does not change for every program version, but is changed
1259 when new features are introduced that are incompatible with older file
1260 versions, so that they can be treated accordingly */
1261 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1263 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1264 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1265 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1266 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1268 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1269 PROGRAM_VERSION_MINOR, \
1270 PROGRAM_VERSION_PATCH, \
1271 PROGRAM_VERSION_BUILD)
1273 /* values for game_emulation */
1275 #define EMU_BOULDERDASH 1
1276 #define EMU_SOKOBAN 2
1277 #define EMU_SUPAPLEX 3
1281 int draw_xoffset_default;
1282 int draw_yoffset_default;
1283 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1284 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1286 int scrollbar_xoffset;
1288 int list_size_default;
1289 int list_size[NUM_SPECIAL_GFX_ARGS];
1291 int sound[NUM_SPECIAL_GFX_ARGS];
1292 int music[NUM_SPECIAL_GFX_ARGS];
1304 char Name[MAX_PLAYER_NAME_LEN + 1];
1310 boolean present; /* player present in level playfield */
1311 boolean connected; /* player connected (locally or via network) */
1312 boolean active; /* player present and connected */
1314 int index_nr; /* player number (0 to 3) */
1315 int index_bit; /* player number bit (1 << 0 to 1 << 3) */
1316 int element_nr; /* element (EL_PLAYER_1 to EL_PLAYER_4) */
1317 int client_nr; /* network client identifier */
1319 byte action; /* action from local input device */
1320 byte effective_action; /* action acknowledged from network server
1321 or summarized over all configured input
1322 devices when in single player mode */
1323 byte programmed_action; /* action forced by game itself (like moving
1324 through doors); overrides other actions */
1326 int jx, jy, last_jx, last_jy;
1327 int MovDir, MovPos, GfxDir, GfxPos;
1328 int Frame, StepFrame;
1332 boolean use_murphy_graphic;
1334 boolean block_last_field;
1335 boolean can_fall_into_acid;
1337 boolean LevelSolved, GameOver;
1344 boolean is_snapping;
1345 boolean is_collecting;
1347 boolean is_switching;
1348 boolean is_dropping;
1351 boolean is_sleeping;
1353 int frame_counter_bored;
1354 int frame_counter_sleeping;
1356 int anim_delay_counter;
1357 int post_delay_counter;
1359 int action_waiting, last_action_waiting;
1360 int special_action_bored;
1361 int special_action_sleeping;
1363 int num_special_action_bored;
1364 int num_special_action_sleeping;
1366 int switch_x, switch_y;
1370 unsigned long move_delay;
1371 int move_delay_value;
1373 int move_delay_reset_counter;
1375 unsigned long push_delay;
1376 unsigned long push_delay_value;
1378 unsigned long actual_frame_counter;
1385 int gems_still_needed;
1386 int sokobanfields_still_needed;
1387 int lights_still_needed;
1388 int friends_still_needed;
1390 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1391 int shield_normal_time_left;
1392 int shield_deadly_time_left;
1394 int inventory_element[MAX_INVENTORY_SIZE];
1395 int inventory_infinite_element;
1401 int music[MAX_LEVELS];
1404 struct LevelFileInfo
1415 int file_version; /* file format version the level is stored with */
1416 int game_version; /* game release version the level was created with */
1418 boolean encoding_16bit_field; /* level contains 16-bit elements */
1419 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1420 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1427 char name[MAX_LEVEL_NAME_LEN + 1];
1428 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1430 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1431 int envelope_xsize[4], envelope_ysize[4];
1433 int score[LEVEL_SCORE_ELEMENTS];
1435 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1436 int num_yamyam_contents;
1441 int time_magic_wall;
1446 int can_move_into_acid_bits; /* bitfield to store property for elements */
1447 int dont_collide_with_bits; /* bitfield to store property for elements */
1449 boolean double_speed;
1450 boolean initial_gravity;
1451 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1452 boolean block_last_field; /* player blocks previous field while moving */
1453 boolean sp_block_last_field; /* player blocks previous field while moving */
1454 boolean use_spring_bug; /* for compatibility with old levels */
1455 boolean instant_relocation; /* no visual delay when relocating player */
1457 /* ('int' instead of 'boolean' because used as selectbox value in editor) */
1458 int use_step_counter; /* count steps instead of seconds for level */
1460 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1462 boolean use_custom_template; /* use custom properties from template file */
1464 boolean no_valid_file; /* set when level file missing or invalid */
1469 int file_version; /* file format version the tape is stored with */
1470 int game_version; /* game release version the tape was created with */
1471 int engine_version; /* game engine version the tape was recorded with */
1473 char *level_identifier;
1475 unsigned long random_seed;
1477 unsigned long counter;
1478 unsigned long length;
1479 unsigned long length_seconds;
1480 unsigned int delay_played;
1481 boolean pause_before_death;
1482 boolean recording, playing, pausing;
1483 boolean fast_forward;
1484 boolean warp_forward;
1485 boolean deactivate_display;
1487 boolean auto_play_level_solved;
1488 boolean quick_resume;
1489 boolean single_step;
1491 boolean player_participates[MAX_PLAYERS];
1492 int num_participating_players;
1496 byte action[MAX_PLAYERS];
1500 boolean no_valid_file; /* set when tape file missing or invalid */
1505 /* values for engine initialization */
1506 int default_push_delay_fixed;
1507 int default_push_delay_random;
1509 /* constant within running game */
1512 int initial_move_delay;
1513 int initial_move_delay_value;
1514 int initial_push_delay_value;
1516 /* variable within running game */
1517 int yamyam_content_nr;
1518 boolean magic_wall_active;
1519 int magic_wall_time_left;
1520 int light_time_left;
1521 int timegate_time_left;
1527 boolean explosions_delayed;
1528 boolean envelope_active;
1530 /* values for player idle animation (no effect on engine) */
1531 int player_boring_delay_fixed;
1532 int player_boring_delay_random;
1533 int player_sleeping_delay_fixed;
1534 int player_sleeping_delay_random;
1539 char *autoplay_leveldir;
1540 int autoplay_level_nr;
1544 float frames_per_second;
1545 boolean fps_slowdown;
1546 int fps_slowdown_factor;
1549 struct ElementChangeInfo
1551 boolean can_change; /* use or ignore this change info */
1553 unsigned long events; /* change events */
1555 int trigger_player; /* player triggering change */
1556 int trigger_side; /* side triggering change */
1557 int trigger_page; /* page triggering change */
1559 short target_element; /* target element after change */
1561 int delay_fixed; /* added frame delay before changed (fixed) */
1562 int delay_random; /* added frame delay before changed (random) */
1563 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1565 short trigger_element; /* element triggering change */
1567 int target_content[3][3]; /* elements for extended change target */
1568 boolean use_target_content; /* use extended change target */
1569 boolean only_if_complete; /* only use complete target content */
1570 boolean use_random_replace; /* use random value for replacing elements */
1571 int random_percentage; /* random value for replacing elements */
1572 int replace_when; /* type of elements that can be replaced */
1574 boolean explode; /* explode instead of change */
1576 /* ---------- internal values used at runtime when playing ---------- */
1578 /* functions that are called before, while and after the change of an
1579 element -- currently only used for non-custom elements */
1580 void (*pre_change_function)(int x, int y);
1581 void (*change_function)(int x, int y);
1582 void (*post_change_function)(int x, int y);
1584 short actual_trigger_element; /* element that actually triggered change */
1585 int actual_trigger_player; /* player which actually triggered change */
1587 /* ---------- internal values used in level editor ---------- */
1589 int direct_action; /* change triggered by actions on element */
1590 int other_action; /* change triggered by other element actions */
1593 struct ElementGroupInfo
1595 int num_elements; /* number of elements in this group */
1596 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1598 int choice_mode; /* how to choose element from group */
1600 /* ---------- internal values used at runtime when playing ---------- */
1602 /* the following is the same as above, but with recursively resolved group
1603 elements (group elements may also contain further group elements!) */
1604 int num_elements_resolved;
1605 short element_resolved[NUM_FILE_ELEMENTS];
1607 int choice_pos; /* current element choice position */
1612 /* ---------- token and description strings ---------- */
1614 char *token_name; /* element token used in config files */
1615 char *class_name; /* element class used in config files */
1616 char *editor_description; /* pre-defined description for level editor */
1617 char *custom_description; /* alternative description from config file */
1618 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1620 /* ---------- graphic and sound definitions ---------- */
1622 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1623 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1624 /* special graphics for left/right/up/down */
1626 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1627 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1628 /* crumbled graphics for left/right/up/down */
1630 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1631 /* special graphics for certain screens */
1633 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1635 /* ---------- special element property values ---------- */
1637 boolean use_gfx_element; /* use custom graphic element */
1638 short gfx_element; /* optional custom graphic element */
1640 int access_direction; /* accessible from which direction */
1642 int collect_score; /* score value for collecting */
1643 int collect_count; /* count value for collecting */
1645 int push_delay_fixed; /* constant delay before pushing */
1646 int push_delay_random; /* additional random delay before pushing */
1647 int drop_delay_fixed; /* constant delay after dropping */
1648 int drop_delay_random; /* additional random delay after dropping */
1649 int move_delay_fixed; /* constant delay after moving */
1650 int move_delay_random; /* additional random delay after moving */
1652 int move_pattern; /* direction movable element moves to */
1653 int move_direction_initial; /* initial direction element moves to */
1654 int move_stepsize; /* step size element moves with */
1655 int move_enter_element; /* element that can be entered (and removed) */
1656 int move_leave_element; /* element that can be left behind */
1657 int move_leave_type; /* change (limited) or leave (unlimited) */
1659 int slippery_type; /* how/where other elements slip away */
1661 int content[3][3]; /* new elements after explosion */
1663 int explosion_delay; /* duration of explosion of this element */
1664 int ignition_delay; /* delay for explosion by other explosion */
1666 struct ElementChangeInfo *change_page; /* actual list of change pages */
1667 struct ElementChangeInfo *change; /* pointer to current change page */
1669 int num_change_pages; /* actual number of change pages */
1670 int current_change_page; /* currently edited change page */
1672 struct ElementGroupInfo *group; /* pointer to element group info */
1674 /* ---------- internal values used at runtime when playing ---------- */
1676 unsigned long change_events; /* bitfield for combined change events */
1678 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1679 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1681 boolean in_group[NUM_GROUP_ELEMENTS];
1684 boolean can_leave_element; /* element can leave other element behind */
1685 boolean can_leave_element_last;
1688 /* ---------- internal values used in level editor ---------- */
1690 int access_type; /* walkable or passable */
1691 int access_layer; /* accessible over/inside/under */
1692 int access_protected; /* protection against deadly elements */
1693 int walk_to_action; /* diggable/collectible/pushable */
1694 int smash_targets; /* can smash player/enemies/everything */
1695 int deadliness; /* deadly when running/colliding/touching */
1696 int consistency; /* indestructible/can explode */
1698 boolean can_explode_by_fire; /* element explodes by fire */
1699 boolean can_explode_smashed; /* element explodes when smashed */
1700 boolean can_explode_impact; /* element explodes on impact */
1702 boolean modified_settings; /* set for all modified custom elements */
1707 char *token_name; /* font token used in config files */
1709 int graphic; /* default graphic for this font */
1710 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1711 /* special graphics for certain screens */
1712 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1713 /* internal bitmap ID for special graphics */
1719 int src_x, src_y; /* start position of animation frames */
1720 int width, height; /* width/height of each animation frame */
1721 int offset_x, offset_y; /* x/y offset to next animation frame */
1723 int anim_frames_per_line;
1724 int anim_start_frame;
1725 int anim_delay; /* important: delay of 1 means "no delay"! */
1727 boolean anim_global_sync;
1728 int crumbled_like; /* element for cloning crumble graphics */
1729 int diggable_like; /* element for cloning digging graphics */
1730 int border_size; /* border size for "crumbled" graphics */
1732 int anim_delay_fixed; /* optional delay values for bored and */
1733 int anim_delay_random; /* sleeping player animations (animation */
1734 int post_delay_fixed; /* intervall and following pause before */
1735 int post_delay_random; /* next intervall (bored animation only) */
1737 int step_offset; /* optional step offset of toon animations */
1738 int step_delay; /* optional step delay of toon animations */
1740 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1742 int draw_masked; /* optional setting for drawing envelope gfx */
1744 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1745 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1746 GC clip_gc; /* single-graphic-only clip gc for X11 */
1760 struct MusicPrefixInfo
1763 boolean is_loop_music;
1766 struct MusicFileInfo
1771 char *artist_header;
1784 struct MusicFileInfo *next;
1787 struct ElementActionInfo
1791 boolean is_loop_sound;
1794 struct ElementDirectionInfo
1800 struct SpecialSuffixInfo
1817 extern GC tile_clip_gc;
1818 extern Bitmap *pix[];
1820 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1821 extern Pixmap tile_clipmask[];
1822 extern DrawBuffer *fieldbuffer;
1823 extern DrawBuffer *drawto_field;
1825 extern int game_status;
1826 extern boolean level_editor_test_game;
1827 extern boolean network_playing;
1829 extern int key_joystick_mapping;
1831 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1832 extern int redraw_x1, redraw_y1;
1834 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1835 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1836 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1837 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1838 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1839 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1840 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1841 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1842 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1843 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1844 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1845 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1846 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1847 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1848 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1849 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1850 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1851 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1852 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1853 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1854 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1855 extern short ExplodeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1856 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1857 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1859 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1861 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1862 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1863 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1864 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1865 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1867 extern int lev_fieldx, lev_fieldy;
1868 extern int scroll_x, scroll_y;
1871 extern int ScrollStepSize;
1872 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1873 extern int BorderElement;
1874 extern int GameFrameDelay;
1875 extern int FfwdFrameDelay;
1876 extern int BX1, BY1;
1877 extern int BX2, BY2;
1878 extern int SBX_Left, SBX_Right;
1879 extern int SBY_Upper, SBY_Lower;
1881 extern int ExitX, ExitY;
1882 extern int AllPlayersGone;
1884 extern int TimeFrames, TimePlayed, TimeLeft, TapeTime;
1885 extern boolean SiebAktiv;
1886 extern int SiebCount;
1888 extern boolean network_player_action_received;
1890 extern int graphics_action_mapping[];
1892 extern struct LevelSetInfo levelset;
1893 extern struct LevelInfo level, level_template;
1894 extern struct PlayerInfo stored_player[], *local_player;
1895 extern struct HiScore highscore[];
1896 extern struct TapeInfo tape;
1897 extern struct GameInfo game;
1898 extern struct GlobalInfo global;
1899 extern struct MenuInfo menu;
1900 extern struct DoorInfo door_1, door_2;
1901 extern struct ElementInfo element_info[];
1902 extern struct ElementActionInfo element_action_info[];
1903 extern struct ElementDirectionInfo element_direction_info[];
1904 extern struct SpecialSuffixInfo special_suffix_info[];
1905 extern struct TokenIntPtrInfo image_config_vars[];
1906 extern struct FontInfo font_info[];
1907 extern struct MusicPrefixInfo music_prefix_info[];
1908 extern struct GraphicInfo *graphic_info;
1909 extern struct SoundInfo *sound_info;
1910 extern struct MusicInfo *music_info;
1911 extern struct MusicFileInfo *music_file_info;
1912 extern struct HelpAnimInfo *helpanim_info;
1913 extern SetupFileHash *helptext_info;
1914 extern struct ConfigInfo image_config[];
1915 extern struct ConfigInfo sound_config[];
1916 extern struct ConfigInfo music_config[];
1917 extern struct ConfigInfo image_config_suffix[];
1918 extern struct ConfigInfo sound_config_suffix[];
1919 extern struct ConfigInfo music_config_suffix[];
1920 extern struct ConfigInfo helpanim_config[];
1921 extern struct ConfigInfo helptext_config[];