rnd-20030927-1-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 <stdio.h>
18 #include <stdlib.h>
19 #include <string.h>
20 #include <time.h>
21 #include <sys/time.h>
22 #include <sys/types.h>
23 #include <sys/stat.h>
24 #include <errno.h>
25 #include <unistd.h>
26 #include <fcntl.h>
27
28 #include "libgame/libgame.h"
29
30 #include "conf_gfx.h"   /* include auto-generated data structure definitions */
31 #include "conf_snd.h"   /* include auto-generated data structure definitions */
32
33 #define IMG_UNDEFINED           (-1)
34 #define IMG_EMPTY               IMG_EMPTY_SPACE
35 #define IMG_SP_EMPTY            IMG_SP_EMPTY_SPACE
36 #define IMG_EXPLOSION           IMG_DEFAULT_EXPLODING
37 #define IMG_CHAR_START          IMG_CHAR_SPACE
38 #define IMG_CUSTOM_START        IMG_CUSTOM_1
39
40 #define SND_UNDEFINED           (-1)
41
42 #define WIN_XSIZE               672
43 #define WIN_YSIZE               560
44
45 #define SCR_FIELDX              17
46 #define SCR_FIELDY              17
47 #define MAX_BUF_XSIZE           (SCR_FIELDX + 2)
48 #define MAX_BUF_YSIZE           (SCR_FIELDY + 2)
49 #define MIN_LEV_FIELDX          3
50 #define MIN_LEV_FIELDY          3
51 #define STD_LEV_FIELDX          64
52 #define STD_LEV_FIELDY          32
53 #define MAX_LEV_FIELDX          128
54 #define MAX_LEV_FIELDY          128
55
56 #define SCREENX(a)              ((a) - scroll_x)
57 #define SCREENY(a)              ((a) - scroll_y)
58 #define LEVELX(a)               ((a) + scroll_x)
59 #define LEVELY(a)               ((a) + scroll_y)
60 #define IN_VIS_FIELD(x,y) ((x)>=0 && (x)<SCR_FIELDX && (y)>=0 &&(y)<SCR_FIELDY)
61 #define IN_SCR_FIELD(x,y) ((x)>=BX1 && (x)<=BX2 && (y)>=BY1 &&(y)<=BY2)
62 #define IN_LEV_FIELD(x,y) ((x)>=0 && (x)<lev_fieldx && (y)>=0 &&(y)<lev_fieldy)
63
64 /* values for configurable properties (custom elem's only, else pre-defined) */
65 #define EP_DIGGABLE             0
66 #define EP_COLLECTIBLE_ONLY     1
67 #define EP_DONT_RUN_INTO        2
68 #define EP_DONT_COLLIDE_WITH    3
69 #define EP_DONT_TOUCH           4
70 #define EP_INDESTRUCTIBLE       5
71 #define EP_SLIPPERY             6
72 #define EP_CAN_CHANGE           7
73 #define EP_CAN_MOVE             8
74 #define EP_CAN_FALL             9
75 #define EP_CAN_SMASH_PLAYER     10
76 #define EP_CAN_SMASH_ENEMIES    11
77 #define EP_CAN_SMASH_EVERYTHING 12
78 #define EP_CAN_EXPLODE_BY_FIRE  13
79 #define EP_CAN_EXPLODE_SMASHED  14
80 #define EP_CAN_EXPLODE_IMPACT   15
81 #define EP_WALKABLE_OVER        16
82 #define EP_WALKABLE_INSIDE      17
83 #define EP_WALKABLE_UNDER       18
84 #define EP_PASSABLE_OVER        19
85 #define EP_PASSABLE_INSIDE      20
86 #define EP_PASSABLE_UNDER       21
87 #define EP_DROPPABLE            22
88 #define EP_CAN_EXPLODE_1X1      23
89 #define EP_PUSHABLE             24
90
91 /* values for pre-defined properties */
92 #define EP_PLAYER               32
93 #define EP_CAN_PASS_MAGIC_WALL  33
94 #define EP_SWITCHABLE           34
95 #define EP_BD_ELEMENT           35
96 #define EP_SP_ELEMENT           36
97 #define EP_SB_ELEMENT           37
98 #define EP_GEM                  38
99 #define EP_FOOD_DARK_YAMYAM     39
100 #define EP_FOOD_PENGUIN         40
101 #define EP_FOOD_PIG             41
102 #define EP_HISTORIC_WALL        42
103 #define EP_HISTORIC_SOLID       43
104 #define EP_CLASSIC_ENEMY        44
105 #define EP_BELT                 45
106 #define EP_BELT_ACTIVE          46
107 #define EP_BELT_SWITCH          47
108 #define EP_TUBE                 48
109 #define EP_KEYGATE              49
110 #define EP_AMOEBOID             50
111 #define EP_AMOEBALIVE           51
112 #define EP_HAS_CONTENT          52
113 #define EP_ACTIVE_BOMB          53
114 #define EP_INACTIVE             54
115
116 /* values for special configurable properties (depending on level settings) */
117 #define EP_EM_SLIPPERY_WALL     55
118
119 /* values for special graphics properties (no effect on game engine) */
120 #define EP_GFX_CRUMBLED         56
121
122 /* values for derived properties (determined from properties above) */
123 #define EP_ACCESSIBLE_OVER      57
124 #define EP_ACCESSIBLE_INSIDE    58
125 #define EP_ACCESSIBLE_UNDER     59
126 #define EP_WALKABLE             60
127 #define EP_PASSABLE             61
128 #define EP_ACCESSIBLE           62
129 #define EP_COLLECTIBLE          63
130 #define EP_SNAPPABLE            64
131 #define EP_WALL                 65
132 #define EP_SOLID_FOR_PUSHING    66
133 #define EP_DRAGONFIRE_PROOF     67
134 #define EP_EXPLOSION_PROOF      68
135 #define EP_CAN_SMASH            69
136 #define EP_CAN_EXPLODE          70
137 #define EP_CAN_EXPLODE_3X3      71
138
139 /* values for internal purpose only (level editor) */
140 #define EP_EXPLODE_RESULT       72
141 #define EP_WALK_TO_OBJECT       73
142 #define EP_DEADLY               74
143
144 #define NUM_ELEMENT_PROPERTIES  75
145
146 #define NUM_EP_BITFIELDS        ((NUM_ELEMENT_PROPERTIES + 31) / 32)
147 #define EP_BITFIELD_BASE        0
148
149 #define EP_BITMASK_DEFAULT      0
150
151 #define PROPERTY_BIT(p)         (1 << ((p) % 32))
152 #define PROPERTY_VAR(e,p)       (Properties[e][(p) / 32])
153 #define HAS_PROPERTY(e,p)       ((PROPERTY_VAR(e, p) & PROPERTY_BIT(p)) != 0)
154 #define SET_PROPERTY(e,p,v)     ((v) ?                                     \
155                                  (PROPERTY_VAR(e,p) |=  PROPERTY_BIT(p)) : \
156                                  (PROPERTY_VAR(e,p) &= ~PROPERTY_BIT(p)))
157
158
159 /* values for change events for custom elements (stored in level file) */
160 #define CE_DELAY                0
161 #define CE_TOUCHED_BY_PLAYER    1
162 #define CE_PRESSED_BY_PLAYER    2
163 #define CE_PUSHED_BY_PLAYER     3
164 #define CE_DROPPED_BY_PLAYER    4
165 #define CE_COLLISION            5
166 #define CE_IMPACT               6
167 #define CE_SMASHED              7
168 #define CE_OTHER_IS_TOUCHING    8
169 #define CE_OTHER_IS_CHANGING    9
170 #define CE_OTHER_IS_EXPLODING   10
171 #define CE_OTHER_GETS_TOUCHED   11
172 #define CE_OTHER_GETS_PRESSED   12
173 #define CE_OTHER_GETS_PUSHED    13
174 #define CE_OTHER_GETS_COLLECTED 14
175 #define CE_OTHER_GETS_DROPPED   15
176 #define CE_BY_PLAYER            16      /* obsolete; now CE_BY_DIRECT_ACTION */
177 #define CE_BY_COLLISION         17      /* obsolete; now CE_BY_DIRECT_ACTION */
178 #define CE_BY_OTHER_ACTION      18      /* activates other element events */
179 #define CE_BY_DIRECT_ACTION     19      /* activates direct element events */
180 #define CE_OTHER_GETS_DIGGED    20
181 #define CE_ENTERED_BY_PLAYER    21
182 #define CE_LEFT_BY_PLAYER       22
183 #define CE_OTHER_GETS_ENTERED   23
184 #define CE_OTHER_GETS_LEFT      24
185
186 /* values for derived change events (determined from properties above) */
187 #define CE_TOUCHING_SOME_SIDE   25      /* summarized left/right/up/down/any */
188
189 #define NUM_CHANGE_EVENTS       26
190
191 #define CE_BITMASK_DEFAULT      0
192
193 #define CH_EVENT_BIT(c)         (1 << (c))
194 #define CH_EVENT_VAR(e)         (element_info[e].change->events)
195 #define CH_ANY_EVENT_VAR(e)     (element_info[e].change_events)
196
197 #define HAS_CHANGE_EVENT(e,c)   (IS_CUSTOM_ELEMENT(e) &&                  \
198                                  (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
199 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) &&                \
200                                  (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
201 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ?                   \
202                                  ((v) ?                                   \
203                                   (CH_EVENT_VAR(e) |=  CH_EVENT_BIT(c)) : \
204                                   (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
205
206 /* values for change sides for custom elements */
207 #define CH_SIDE_LEFT            MV_LEFT
208 #define CH_SIDE_RIGHT           MV_RIGHT
209 #define CH_SIDE_TOP             MV_UP
210 #define CH_SIDE_BOTTOM          MV_DOWN
211 #define CH_SIDE_LEFT_RIGHT      MV_HORIZONTAL
212 #define CH_SIDE_TOP_BOTTOM      MV_VERTICAL
213 #define CH_SIDE_ANY             MV_ANY_DIRECTION
214
215 /* values for change power for custom elements */
216 #define CP_NON_DESTRUCTIVE      0
217 #define CP_HALF_DESTRUCTIVE     1
218 #define CP_FULL_DESTRUCTIVE     2
219
220 /* values for special move patterns (bits 0-3: basic move directions) */
221 #define MV_BIT_TOWARDS_PLAYER   4
222 #define MV_BIT_AWAY_FROM_PLAYER 5
223 #define MV_BIT_ALONG_LEFT_SIDE  6
224 #define MV_BIT_ALONG_RIGHT_SIDE 7
225 #define MV_BIT_TURNING_LEFT     8
226 #define MV_BIT_TURNING_RIGHT    9
227
228 /* values for special move patterns for custom elements */
229 #define MV_HORIZONTAL           (MV_LEFT | MV_RIGHT)
230 #define MV_VERTICAL             (MV_UP | MV_DOWN)
231 #define MV_ALL_DIRECTIONS       (MV_HORIZONTAL | MV_VERTICAL)
232 #define MV_ANY_DIRECTION        (MV_ALL_DIRECTIONS)
233 #define MV_TOWARDS_PLAYER       (1 << MV_BIT_TOWARDS_PLAYER)
234 #define MV_AWAY_FROM_PLAYER     (1 << MV_BIT_AWAY_FROM_PLAYER)
235 #define MV_ALONG_LEFT_SIDE      (1 << MV_BIT_ALONG_LEFT_SIDE)
236 #define MV_ALONG_RIGHT_SIDE     (1 << MV_BIT_ALONG_RIGHT_SIDE)
237 #define MV_TURNING_LEFT         (1 << MV_BIT_TURNING_LEFT)
238 #define MV_TURNING_RIGHT        (1 << MV_BIT_TURNING_RIGHT)
239
240 /* values for slippery property for custom elements */
241 #define SLIPPERY_ANY_RANDOM     0
242 #define SLIPPERY_ANY_LEFT_RIGHT 1
243 #define SLIPPERY_ANY_RIGHT_LEFT 2
244 #define SLIPPERY_ONLY_LEFT      3
245 #define SLIPPERY_ONLY_RIGHT     4
246
247 /* macros for configurable properties */
248 #define IS_DIGGABLE(e)          HAS_PROPERTY(e, EP_DIGGABLE)
249 #define IS_COLLECTIBLE_ONLY(e)  HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
250 #define DONT_RUN_INTO(e)        HAS_PROPERTY(e, EP_DONT_RUN_INTO)
251 #define DONT_COLLIDE_WITH(e)    HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
252 #define DONT_TOUCH(e)           HAS_PROPERTY(e, EP_DONT_TOUCH)
253 #define IS_INDESTRUCTIBLE(e)    HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
254 #define IS_SLIPPERY(e)          HAS_PROPERTY(e, EP_SLIPPERY)
255 #define CAN_CHANGE(e)           HAS_PROPERTY(e, EP_CAN_CHANGE)
256 #define CAN_MOVE(e)             HAS_PROPERTY(e, EP_CAN_MOVE)
257 #define CAN_FALL(e)             HAS_PROPERTY(e, EP_CAN_FALL)
258 #define CAN_SMASH_PLAYER(e)     HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
259 #define CAN_SMASH_ENEMIES(e)    HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
260 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
261 #define CAN_EXPLODE_BY_FIRE(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
262 #define CAN_EXPLODE_SMASHED(e)  HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
263 #define CAN_EXPLODE_IMPACT(e)   HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
264 #define IS_WALKABLE_OVER(e)     HAS_PROPERTY(e, EP_WALKABLE_OVER)
265 #define IS_WALKABLE_INSIDE(e)   HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
266 #define IS_WALKABLE_UNDER(e)    HAS_PROPERTY(e, EP_WALKABLE_UNDER)
267 #define IS_PASSABLE_OVER(e)     HAS_PROPERTY(e, EP_PASSABLE_OVER)
268 #define IS_PASSABLE_INSIDE(e)   HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
269 #define IS_PASSABLE_UNDER(e)    HAS_PROPERTY(e, EP_PASSABLE_UNDER)
270 #define IS_DROPPABLE(e)         HAS_PROPERTY(e, EP_DROPPABLE)
271 #define CAN_EXPLODE_1X1(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
272 #define IS_PUSHABLE(e)          HAS_PROPERTY(e, EP_PUSHABLE)
273
274 /* macros for special configurable properties */
275 #define IS_EM_SLIPPERY_WALL(e)  HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
276
277 /* macros for special graphics properties */
278 #define GFX_CRUMBLED(e)         HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
279
280 /* macros for pre-defined properties */
281 #define ELEM_IS_PLAYER(e)       HAS_PROPERTY(e, EP_PLAYER)
282 #define CAN_PASS_MAGIC_WALL(e)  HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
283 #define IS_SWITCHABLE(e)        HAS_PROPERTY(e, EP_SWITCHABLE)
284 #define IS_BD_ELEMENT(e)        HAS_PROPERTY(e, EP_BD_ELEMENT)
285 #define IS_SP_ELEMENT(e)        HAS_PROPERTY(e, EP_SP_ELEMENT)
286 #define IS_SB_ELEMENT(e)        HAS_PROPERTY(e, EP_SB_ELEMENT)
287 #define IS_GEM(e)               HAS_PROPERTY(e, EP_GEM)
288 #define IS_FOOD_DARK_YAMYAM(e)  HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
289 #define IS_FOOD_PENGUIN(e)      HAS_PROPERTY(e, EP_FOOD_PENGUIN)
290 #define IS_FOOD_PIG(e)          HAS_PROPERTY(e, EP_FOOD_PIG)
291 #define IS_HISTORIC_WALL(e)     HAS_PROPERTY(e, EP_HISTORIC_WALL)
292 #define IS_HISTORIC_SOLID(e)    HAS_PROPERTY(e, EP_HISTORIC_SOLID)
293 #define IS_CLASSIC_ENEMY(e)     HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
294 #define IS_BELT(e)              HAS_PROPERTY(e, EP_BELT)
295 #define IS_BELT_ACTIVE(e)       HAS_PROPERTY(e, EP_BELT_ACTIVE)
296 #define IS_BELT_SWITCH(e)       HAS_PROPERTY(e, EP_BELT_SWITCH)
297 #define IS_TUBE(e)              HAS_PROPERTY(e, EP_TUBE)
298 #define IS_KEYGATE(e)           HAS_PROPERTY(e, EP_KEYGATE)
299 #define IS_AMOEBOID(e)          HAS_PROPERTY(e, EP_AMOEBOID)
300 #define IS_AMOEBALIVE(e)        HAS_PROPERTY(e, EP_AMOEBALIVE)
301 #define HAS_CONTENT(e)          HAS_PROPERTY(e, EP_HAS_CONTENT)
302 #define IS_ACTIVE_BOMB(e)       HAS_PROPERTY(e, EP_ACTIVE_BOMB)
303 #define IS_INACTIVE(e)          HAS_PROPERTY(e, EP_INACTIVE)
304
305 /* macros for derived properties */
306 #define IS_ACCESSIBLE_OVER(e)   HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
307 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
308 #define IS_ACCESSIBLE_UNDER(e)  HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
309 #define IS_WALKABLE(e)          HAS_PROPERTY(e, EP_WALKABLE)
310 #define IS_PASSABLE(e)          HAS_PROPERTY(e, EP_PASSABLE)
311 #define IS_ACCESSIBLE(e)        HAS_PROPERTY(e, EP_ACCESSIBLE)
312 #define IS_COLLECTIBLE(e)       HAS_PROPERTY(e, EP_COLLECTIBLE)
313 #define IS_SNAPPABLE(e)         HAS_PROPERTY(e, EP_SNAPPABLE)
314 #define IS_WALL(e)              HAS_PROPERTY(e, EP_WALL)
315 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
316 #define IS_DRAGONFIRE_PROOF(e)  HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
317 #define IS_EXPLOSION_PROOF(e)   HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
318 #define CAN_SMASH(e)            HAS_PROPERTY(e, EP_CAN_SMASH)
319 #define CAN_EXPLODE(e)          HAS_PROPERTY(e, EP_CAN_EXPLODE)
320 #define CAN_EXPLODE_3X3(e)      HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
321
322 /* special macros used in game engine */
323 #define IS_CUSTOM_ELEMENT(e)    ((e) >= EL_CUSTOM_START &&              \
324                                  (e) <= EL_CUSTOM_END)
325
326 #define IS_ENVELOPE(e)          ((e) >= EL_ENVELOPE_1 &&                \
327                                  (e) <= EL_ENVELOPE_4)
328
329 #define GFX_ELEMENT(e)          (element_info[e].use_gfx_element ?      \
330                                  element_info[e].gfx_element : e)
331
332 #define IS_PLAYER(x,y)          (ELEM_IS_PLAYER(StorePlayer[x][y]))
333
334 #define IS_FREE(x,y)            (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
335 #define IS_FREE_OR_PLAYER(x,y)  (Feld[x][y] == EL_EMPTY)
336
337 #define IS_MOVING(x,y)          (MovPos[x][y] != 0)
338 #define IS_FALLING(x,y)         (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
339 #define IS_BLOCKED(x,y)         (Feld[x][y] == EL_BLOCKED)
340
341 #define EL_CHANGED(e)           ((e) == EL_ROCK           ? EL_EMERALD :    \
342                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
343                                  (e) == EL_EMERALD        ? EL_DIAMOND :    \
344                                  (e) == EL_EMERALD_YELLOW ? EL_DIAMOND :    \
345                                  (e) == EL_EMERALD_RED    ? EL_DIAMOND :    \
346                                  (e) == EL_EMERALD_PURPLE ? EL_DIAMOND :    \
347                                  EL_ROCK)
348 #define EL_CHANGED2(e)          ((e) == EL_ROCK           ? EL_BD_DIAMOND : \
349                                  (e) == EL_BD_ROCK        ? EL_BD_DIAMOND : \
350                                  EL_BD_ROCK)
351 #define IS_DRAWABLE(e)          ((e) < EL_BLOCKED)
352 #define IS_NOT_DRAWABLE(e)      ((e) >= EL_BLOCKED)
353 #define TAPE_IS_EMPTY(x)        ((x).length == 0)
354 #define TAPE_IS_STOPPED(x)      (!(x).recording && !(x).playing)
355
356 #define PLAYERINFO(x,y)         (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
357 #define SHIELD_ON(p)            ((p)->shield_normal_time_left > 0)
358 #define PROTECTED_FIELD(x,y)    (IS_ACCESSIBLE_INSIDE(Feld[x][y]) &&    \
359                                  IS_INDESTRUCTIBLE(Feld[x][y]))
360 #define PLAYER_PROTECTED(x,y)   (SHIELD_ON(PLAYERINFO(x, y)) ||         \
361                                  PROTECTED_FIELD(x, y))
362
363 #define PLAYER_NR_GFX(g,i)      ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
364
365 #define ANIM_FRAMES(g)          (graphic_info[g].anim_frames)
366 #define ANIM_DELAY(g)           (graphic_info[g].anim_delay)
367 #define ANIM_MODE(g)            (graphic_info[g].anim_mode)
368
369 #define IS_ANIMATED(g)          (ANIM_FRAMES(g) > 1)
370 #define IS_NEW_DELAY(f, g)      ((f) % ANIM_DELAY(g) == 0)
371 #define IS_NEW_FRAME(f, g)      (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
372 #define IS_NEXT_FRAME(f, g)     (IS_NEW_FRAME(f, g) && (f) > 0)
373
374 #define IS_LOOP_SOUND(s)        (sound_info[s].loop)
375
376
377 /* fundamental game speed values */
378 #define GAME_FRAME_DELAY        20      /* frame delay in milliseconds */
379 #define FFWD_FRAME_DELAY        10      /* 200% speed for fast forward */
380 #define FRAMES_PER_SECOND       (1000 / GAME_FRAME_DELAY)
381 #define MICROLEVEL_SCROLL_DELAY 50      /* delay for scrolling micro level */
382 #define MICROLEVEL_LABEL_DELAY  250     /* delay for micro level label */
383
384 /* boundaries of arrays etc. */
385 #define MAX_LEVEL_NAME_LEN      32
386 #define MAX_LEVEL_AUTHOR_LEN    32
387 #define MAX_ELEMENT_NAME_LEN    32
388 #define MAX_TAPELEN             (1000 * FRAMES_PER_SECOND) /* max.time x fps */
389 #define MAX_SCORE_ENTRIES       100
390 #define MAX_NUM_AMOEBA          100
391 #define MAX_INVENTORY_SIZE      1000
392 #define MIN_ENVELOPE_XSIZE      1
393 #define MIN_ENVELOPE_YSIZE      1
394 #define MAX_ENVELOPE_XSIZE      30
395 #define MAX_ENVELOPE_YSIZE      20
396 #define MAX_ENVELOPE_TEXT_LEN   (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
397 #define MIN_CHANGE_PAGES        1
398 #define MAX_CHANGE_PAGES        16
399
400 /* values for elements with content */
401 #define MIN_ELEMENT_CONTENTS    1
402 #define STD_ELEMENT_CONTENTS    4
403 #define MAX_ELEMENT_CONTENTS    8
404
405 #define LEVEL_SCORE_ELEMENTS    16      /* level elements with score */
406
407 /* often used screen positions */
408 #define SX                      8
409 #define SY                      8
410 #define REAL_SX                 (SX - 2)
411 #define REAL_SY                 (SY - 2)
412 #define DX                      566
413 #define DY                      60
414 #define VX                      DX
415 #define VY                      400
416 #define EX                      DX
417 #define EY                      (VY - 44)
418 #define TILEX                   32
419 #define TILEY                   32
420 #define MINI_TILEX              (TILEX / 2)
421 #define MINI_TILEY              (TILEY / 2)
422 #define MICRO_TILEX             (TILEX / 8)
423 #define MICRO_TILEY             (TILEY / 8)
424 #define MIDPOSX                 (SCR_FIELDX / 2)
425 #define MIDPOSY                 (SCR_FIELDY / 2)
426 #define SXSIZE                  (SCR_FIELDX * TILEX)
427 #define SYSIZE                  (SCR_FIELDY * TILEY)
428 #define FXSIZE                  ((SCR_FIELDX + 2) * TILEX)
429 #define FYSIZE                  ((SCR_FIELDY + 2) * TILEY)
430 #define DXSIZE                  100
431 #define DYSIZE                  280
432 #define VXSIZE                  DXSIZE
433 #define VYSIZE                  100
434 #define EXSIZE                  DXSIZE
435 #define EYSIZE                  (VYSIZE + 44)
436 #define FULL_SXSIZE             (2 + SXSIZE + 2)
437 #define FULL_SYSIZE             (2 + SYSIZE + 2)
438 #define MICROLEV_XSIZE          ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
439 #define MICROLEV_YSIZE          ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
440 #define MICROLEV_XPOS           (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
441 #define MICROLEV_YPOS           (SX + 12 * TILEY - MICRO_TILEY)
442 #define MICROLABEL_YPOS         (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
443
444
445 /* "real" level file elements */
446 #define EL_UNDEFINED                    -1
447
448 #define EL_EMPTY_SPACE                  0
449 #define EL_EMPTY                        EL_EMPTY_SPACE
450 #define EL_SAND                         1
451 #define EL_WALL                         2
452 #define EL_WALL_SLIPPERY                3
453 #define EL_ROCK                         4
454 #define EL_KEY_OBSOLETE                 5       /* obsolete; now EL_KEY_1 */
455 #define EL_EMERALD                      6
456 #define EL_EXIT_CLOSED                  7
457 #define EL_PLAYER_OBSOLETE              8       /* obsolete; now EL_PLAYER_1 */
458 #define EL_BUG                          9
459 #define EL_SPACESHIP                    10
460 #define EL_YAMYAM                       11
461 #define EL_ROBOT                        12
462 #define EL_STEELWALL                    13
463 #define EL_DIAMOND                      14
464 #define EL_AMOEBA_DEAD                  15
465 #define EL_QUICKSAND_EMPTY              16
466 #define EL_QUICKSAND_FULL               17
467 #define EL_AMOEBA_DROP                  18
468 #define EL_BOMB                         19
469 #define EL_MAGIC_WALL                   20
470 #define EL_SPEED_PILL                   21
471 #define EL_ACID                         22
472 #define EL_AMOEBA_WET                   23
473 #define EL_AMOEBA_DRY                   24
474 #define EL_NUT                          25
475 #define EL_GAME_OF_LIFE                 26
476 #define EL_BIOMAZE                      27
477 #define EL_DYNAMITE_ACTIVE              28
478 #define EL_STONEBLOCK                   29
479 #define EL_ROBOT_WHEEL                  30
480 #define EL_ROBOT_WHEEL_ACTIVE           31
481 #define EL_KEY_1                        32
482 #define EL_KEY_2                        33
483 #define EL_KEY_3                        34
484 #define EL_KEY_4                        35
485 #define EL_GATE_1                       36
486 #define EL_GATE_2                       37
487 #define EL_GATE_3                       38
488 #define EL_GATE_4                       39
489 #define EL_GATE_1_GRAY                  40
490 #define EL_GATE_2_GRAY                  41
491 #define EL_GATE_3_GRAY                  42
492 #define EL_GATE_4_GRAY                  43
493 #define EL_DYNAMITE                     44
494 #define EL_PACMAN                       45
495 #define EL_INVISIBLE_WALL               46
496 #define EL_LAMP                         47
497 #define EL_LAMP_ACTIVE                  48
498 #define EL_WALL_EMERALD                 49
499 #define EL_WALL_DIAMOND                 50
500 #define EL_AMOEBA_FULL                  51
501 #define EL_BD_AMOEBA                    52
502 #define EL_TIME_ORB_FULL                53
503 #define EL_TIME_ORB_EMPTY               54
504 #define EL_EXPANDABLE_WALL              55
505 #define EL_BD_DIAMOND                   56
506 #define EL_EMERALD_YELLOW               57
507 #define EL_WALL_BD_DIAMOND              58
508 #define EL_WALL_EMERALD_YELLOW          59
509 #define EL_DARK_YAMYAM                  60
510 #define EL_BD_MAGIC_WALL                61
511 #define EL_INVISIBLE_STEELWALL          62
512
513 #define EL_UNUSED_63                    63
514
515 #define EL_DYNABOMB_INCREASE_NUMBER     64
516 #define EL_DYNABOMB_INCREASE_SIZE       65
517 #define EL_DYNABOMB_INCREASE_POWER      66
518 #define EL_SOKOBAN_OBJECT               67
519 #define EL_SOKOBAN_FIELD_EMPTY          68
520 #define EL_SOKOBAN_FIELD_FULL           69
521 #define EL_BD_BUTTERFLY_RIGHT           70
522 #define EL_BD_BUTTERFLY_UP              71
523 #define EL_BD_BUTTERFLY_LEFT            72
524 #define EL_BD_BUTTERFLY_DOWN            73
525 #define EL_BD_FIREFLY_RIGHT             74
526 #define EL_BD_FIREFLY_UP                75
527 #define EL_BD_FIREFLY_LEFT              76
528 #define EL_BD_FIREFLY_DOWN              77
529 #define EL_BD_BUTTERFLY_1               EL_BD_BUTTERFLY_DOWN
530 #define EL_BD_BUTTERFLY_2               EL_BD_BUTTERFLY_LEFT
531 #define EL_BD_BUTTERFLY_3               EL_BD_BUTTERFLY_UP
532 #define EL_BD_BUTTERFLY_4               EL_BD_BUTTERFLY_RIGHT
533 #define EL_BD_FIREFLY_1                 EL_BD_FIREFLY_LEFT
534 #define EL_BD_FIREFLY_2                 EL_BD_FIREFLY_DOWN
535 #define EL_BD_FIREFLY_3                 EL_BD_FIREFLY_RIGHT
536 #define EL_BD_FIREFLY_4                 EL_BD_FIREFLY_UP
537 #define EL_BD_BUTTERFLY                 78
538 #define EL_BD_FIREFLY                   79
539 #define EL_PLAYER_1                     80
540 #define EL_PLAYER_2                     81
541 #define EL_PLAYER_3                     82
542 #define EL_PLAYER_4                     83
543 #define EL_BUG_RIGHT                    84
544 #define EL_BUG_UP                       85
545 #define EL_BUG_LEFT                     86
546 #define EL_BUG_DOWN                     87
547 #define EL_SPACESHIP_RIGHT              88
548 #define EL_SPACESHIP_UP                 89
549 #define EL_SPACESHIP_LEFT               90
550 #define EL_SPACESHIP_DOWN               91
551 #define EL_PACMAN_RIGHT                 92
552 #define EL_PACMAN_UP                    93
553 #define EL_PACMAN_LEFT                  94
554 #define EL_PACMAN_DOWN                  95
555 #define EL_EMERALD_RED                  96
556 #define EL_EMERALD_PURPLE               97
557 #define EL_WALL_EMERALD_RED             98
558 #define EL_WALL_EMERALD_PURPLE          99
559 #define EL_ACID_POOL_TOPLEFT            100
560 #define EL_ACID_POOL_TOPRIGHT           101
561 #define EL_ACID_POOL_BOTTOMLEFT         102
562 #define EL_ACID_POOL_BOTTOM             103
563 #define EL_ACID_POOL_BOTTOMRIGHT        104
564 #define EL_BD_WALL                      105
565 #define EL_BD_ROCK                      106
566 #define EL_EXIT_OPEN                    107
567 #define EL_BLACK_ORB                    108
568 #define EL_AMOEBA_TO_DIAMOND            109
569 #define EL_MOLE                         110
570 #define EL_PENGUIN                      111
571 #define EL_SATELLITE                    112
572 #define EL_ARROW_LEFT                   113
573 #define EL_ARROW_RIGHT                  114
574 #define EL_ARROW_UP                     115
575 #define EL_ARROW_DOWN                   116
576 #define EL_PIG                          117
577 #define EL_DRAGON                       118
578
579 #define EL_EM_KEY_1_FILE_OBSOLETE       119     /* obsolete; now EL_EM_KEY_1 */
580
581 #define EL_CHAR_START                   120
582 #define EL_CHAR_ASCII0                  (EL_CHAR_START  - 32)
583 #define EL_CHAR_ASCII0_START            (EL_CHAR_ASCII0 + 32)
584
585 #include "conf_chr.h"   /* include auto-generated data structure definitions */
586
587 #define EL_CHAR_ASCII0_END              (EL_CHAR_ASCII0 + 111)
588 #define EL_CHAR_END                     (EL_CHAR_START  + 79)
589
590 #define EL_CHAR(c)                      (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
591
592 #define EL_EXPANDABLE_WALL_HORIZONTAL   200
593 #define EL_EXPANDABLE_WALL_VERTICAL     201
594 #define EL_EXPANDABLE_WALL_ANY          202
595
596 #define EL_EM_GATE_1                    203
597 #define EL_EM_GATE_2                    204
598 #define EL_EM_GATE_3                    205
599 #define EL_EM_GATE_4                    206
600
601 #define EL_EM_KEY_2_FILE_OBSOLETE       207     /* obsolete; now EL_EM_KEY_2 */
602 #define EL_EM_KEY_3_FILE_OBSOLETE       208     /* obsolete; now EL_EM_KEY_3 */
603 #define EL_EM_KEY_4_FILE_OBSOLETE       209     /* obsolete; now EL_EM_KEY_4 */
604
605 #define EL_SP_START                     210
606 #define EL_SP_EMPTY_SPACE               (EL_SP_START + 0)
607 #define EL_SP_EMPTY                     EL_SP_EMPTY_SPACE
608 #define EL_SP_ZONK                      (EL_SP_START + 1)
609 #define EL_SP_BASE                      (EL_SP_START + 2)
610 #define EL_SP_MURPHY                    (EL_SP_START + 3)
611 #define EL_SP_INFOTRON                  (EL_SP_START + 4)
612 #define EL_SP_CHIP_SINGLE               (EL_SP_START + 5)
613 #define EL_SP_HARDWARE_GRAY             (EL_SP_START + 6)
614 #define EL_SP_EXIT_CLOSED               (EL_SP_START + 7)
615 #define EL_SP_DISK_ORANGE               (EL_SP_START + 8)
616 #define EL_SP_PORT_RIGHT                (EL_SP_START + 9)
617 #define EL_SP_PORT_DOWN                 (EL_SP_START + 10)
618 #define EL_SP_PORT_LEFT                 (EL_SP_START + 11)
619 #define EL_SP_PORT_UP                   (EL_SP_START + 12)
620 #define EL_SP_GRAVITY_PORT_RIGHT        (EL_SP_START + 13)
621 #define EL_SP_GRAVITY_PORT_DOWN         (EL_SP_START + 14)
622 #define EL_SP_GRAVITY_PORT_LEFT         (EL_SP_START + 15)
623 #define EL_SP_GRAVITY_PORT_UP           (EL_SP_START + 16)
624 #define EL_SP_SNIKSNAK                  (EL_SP_START + 17)
625 #define EL_SP_DISK_YELLOW               (EL_SP_START + 18)
626 #define EL_SP_TERMINAL                  (EL_SP_START + 19)
627 #define EL_SP_DISK_RED                  (EL_SP_START + 20)
628 #define EL_SP_PORT_VERTICAL             (EL_SP_START + 21)
629 #define EL_SP_PORT_HORIZONTAL           (EL_SP_START + 22)
630 #define EL_SP_PORT_ANY                  (EL_SP_START + 23)
631 #define EL_SP_ELECTRON                  (EL_SP_START + 24)
632 #define EL_SP_BUGGY_BASE                (EL_SP_START + 25)
633 #define EL_SP_CHIP_LEFT                 (EL_SP_START + 26)
634 #define EL_SP_CHIP_RIGHT                (EL_SP_START + 27)
635 #define EL_SP_HARDWARE_BASE_1           (EL_SP_START + 28)
636 #define EL_SP_HARDWARE_GREEN            (EL_SP_START + 29)
637 #define EL_SP_HARDWARE_BLUE             (EL_SP_START + 30)
638 #define EL_SP_HARDWARE_RED              (EL_SP_START + 31)
639 #define EL_SP_HARDWARE_YELLOW           (EL_SP_START + 32)
640 #define EL_SP_HARDWARE_BASE_2           (EL_SP_START + 33)
641 #define EL_SP_HARDWARE_BASE_3           (EL_SP_START + 34)
642 #define EL_SP_HARDWARE_BASE_4           (EL_SP_START + 35)
643 #define EL_SP_HARDWARE_BASE_5           (EL_SP_START + 36)
644 #define EL_SP_HARDWARE_BASE_6           (EL_SP_START + 37)
645 #define EL_SP_CHIP_TOP                  (EL_SP_START + 38)
646 #define EL_SP_CHIP_BOTTOM               (EL_SP_START + 39)
647 #define EL_SP_END                       (EL_SP_START + 39)
648
649 #define EL_EM_GATE_1_GRAY               250
650 #define EL_EM_GATE_2_GRAY               251
651 #define EL_EM_GATE_3_GRAY               252
652 #define EL_EM_GATE_4_GRAY               253
653
654 #define EL_UNUSED_254                   254
655 #define EL_UNUSED_255                   255
656
657 #define EL_PEARL                        256
658 #define EL_CRYSTAL                      257
659 #define EL_WALL_PEARL                   258
660 #define EL_WALL_CRYSTAL                 259
661 #define EL_DOOR_WHITE                   260
662 #define EL_DOOR_WHITE_GRAY              261
663 #define EL_KEY_WHITE                    262
664 #define EL_SHIELD_NORMAL                263
665 #define EL_EXTRA_TIME                   264
666 #define EL_SWITCHGATE_OPEN              265
667 #define EL_SWITCHGATE_CLOSED            266
668 #define EL_SWITCHGATE_SWITCH_UP         267
669 #define EL_SWITCHGATE_SWITCH_DOWN       268
670
671 #define EL_UNUSED_269                   269
672 #define EL_UNUSED_270                   270
673
674 #define EL_CONVEYOR_BELT_1_LEFT          271
675 #define EL_CONVEYOR_BELT_1_MIDDLE        272
676 #define EL_CONVEYOR_BELT_1_RIGHT         273
677 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT   274
678 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
679 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT  276
680 #define EL_CONVEYOR_BELT_2_LEFT          277
681 #define EL_CONVEYOR_BELT_2_MIDDLE        278
682 #define EL_CONVEYOR_BELT_2_RIGHT         279
683 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT   280
684 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
685 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT  282
686 #define EL_CONVEYOR_BELT_3_LEFT          283
687 #define EL_CONVEYOR_BELT_3_MIDDLE        284
688 #define EL_CONVEYOR_BELT_3_RIGHT         285
689 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT   286
690 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
691 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT  288
692 #define EL_CONVEYOR_BELT_4_LEFT          289
693 #define EL_CONVEYOR_BELT_4_MIDDLE        290
694 #define EL_CONVEYOR_BELT_4_RIGHT         291
695 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT   292
696 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
697 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT  294
698 #define EL_LANDMINE                     295
699 #define EL_ENVELOPE_OBSOLETE            296   /* obsolete; now EL_ENVELOPE_1 */
700 #define EL_LIGHT_SWITCH                 297
701 #define EL_LIGHT_SWITCH_ACTIVE          298
702 #define EL_SIGN_EXCLAMATION             299
703 #define EL_SIGN_RADIOACTIVITY           300
704 #define EL_SIGN_STOP                    301
705 #define EL_SIGN_WHEELCHAIR              302
706 #define EL_SIGN_PARKING                 303
707 #define EL_SIGN_ONEWAY                  304
708 #define EL_SIGN_HEART                   305
709 #define EL_SIGN_TRIANGLE                306
710 #define EL_SIGN_ROUND                   307
711 #define EL_SIGN_EXIT                    308
712 #define EL_SIGN_YINYANG                 309
713 #define EL_SIGN_OTHER                   310
714 #define EL_MOLE_LEFT                    311
715 #define EL_MOLE_RIGHT                   312
716 #define EL_MOLE_UP                      313
717 #define EL_MOLE_DOWN                    314
718 #define EL_STEELWALL_SLIPPERY           315
719 #define EL_INVISIBLE_SAND               316
720 #define EL_DX_UNKNOWN_15                317
721 #define EL_DX_UNKNOWN_42                318
722
723 #define EL_UNUSED_319                   319
724 #define EL_UNUSED_320                   320
725
726 #define EL_SHIELD_DEADLY                321
727 #define EL_TIMEGATE_OPEN                322
728 #define EL_TIMEGATE_CLOSED              323
729 #define EL_TIMEGATE_SWITCH_ACTIVE       324
730 #define EL_TIMEGATE_SWITCH              325
731
732 #define EL_BALLOON                      326
733 #define EL_BALLOON_SWITCH_LEFT          327
734 #define EL_BALLOON_SWITCH_RIGHT         328
735 #define EL_BALLOON_SWITCH_UP            329
736 #define EL_BALLOON_SWITCH_DOWN          330
737 #define EL_BALLOON_SWITCH_ANY           331
738
739 #define EL_EMC_STEELWALL_1              332
740 #define EL_EMC_STEELWALL_2              333
741 #define EL_EMC_STEELWALL_3              334
742 #define EL_EMC_STEELWALL_4              335
743 #define EL_EMC_WALL_1                   336
744 #define EL_EMC_WALL_2                   337
745 #define EL_EMC_WALL_3                   338
746 #define EL_EMC_WALL_4                   339
747 #define EL_EMC_WALL_5                   340
748 #define EL_EMC_WALL_6                   341
749 #define EL_EMC_WALL_7                   342
750 #define EL_EMC_WALL_8                   343
751
752 #define EL_TUBE_ANY                     344
753 #define EL_TUBE_VERTICAL                345
754 #define EL_TUBE_HORIZONTAL              346
755 #define EL_TUBE_VERTICAL_LEFT           347
756 #define EL_TUBE_VERTICAL_RIGHT          348
757 #define EL_TUBE_HORIZONTAL_UP           349
758 #define EL_TUBE_HORIZONTAL_DOWN         350
759 #define EL_TUBE_LEFT_UP                 351
760 #define EL_TUBE_LEFT_DOWN               352
761 #define EL_TUBE_RIGHT_UP                353
762 #define EL_TUBE_RIGHT_DOWN              354
763 #define EL_SPRING                       355
764 #define EL_TRAP                         356
765 #define EL_DX_SUPABOMB                  357
766
767 #define EL_UNUSED_358                   358
768 #define EL_UNUSED_359                   359
769
770 /* ---------- begin of custom elements section ----------------------------- */
771 #define EL_CUSTOM_START                 360
772
773 #include "conf_cus.h"   /* include auto-generated data structure definitions */
774
775 #define NUM_CUSTOM_ELEMENTS             256
776 #define EL_CUSTOM_END                   615
777 /* ---------- end of custom elements section ------------------------------- */
778
779 #define EL_EM_KEY_1                     616
780 #define EL_EM_KEY_2                     617
781 #define EL_EM_KEY_3                     618
782 #define EL_EM_KEY_4                     619
783 #define EL_ENVELOPE_1                   620
784 #define EL_ENVELOPE_2                   621
785 #define EL_ENVELOPE_3                   622
786 #define EL_ENVELOPE_4                   623
787
788 #define NUM_FILE_ELEMENTS               624
789
790
791 /* "real" (and therefore drawable) runtime elements */
792 #define EL_FIRST_RUNTIME_REAL           NUM_FILE_ELEMENTS
793
794 #define EL_DYNABOMB_PLAYER_1_ACTIVE     (EL_FIRST_RUNTIME_REAL + 0)
795 #define EL_DYNABOMB_PLAYER_2_ACTIVE     (EL_FIRST_RUNTIME_REAL + 1)
796 #define EL_DYNABOMB_PLAYER_3_ACTIVE     (EL_FIRST_RUNTIME_REAL + 2)
797 #define EL_DYNABOMB_PLAYER_4_ACTIVE     (EL_FIRST_RUNTIME_REAL + 3)
798 #define EL_SP_DISK_RED_ACTIVE           (EL_FIRST_RUNTIME_REAL + 4)
799 #define EL_SWITCHGATE_OPENING           (EL_FIRST_RUNTIME_REAL + 5)
800 #define EL_SWITCHGATE_CLOSING           (EL_FIRST_RUNTIME_REAL + 6)
801 #define EL_TIMEGATE_OPENING             (EL_FIRST_RUNTIME_REAL + 7)
802 #define EL_TIMEGATE_CLOSING             (EL_FIRST_RUNTIME_REAL + 8)
803 #define EL_PEARL_BREAKING               (EL_FIRST_RUNTIME_REAL + 9)
804 #define EL_TRAP_ACTIVE                  (EL_FIRST_RUNTIME_REAL + 10)
805 #define EL_INVISIBLE_STEELWALL_ACTIVE   (EL_FIRST_RUNTIME_REAL + 11)
806 #define EL_INVISIBLE_WALL_ACTIVE        (EL_FIRST_RUNTIME_REAL + 12)
807 #define EL_INVISIBLE_SAND_ACTIVE        (EL_FIRST_RUNTIME_REAL + 13)
808 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 14)
809 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
810 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 16)
811 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 17)
812 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
813 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 19)
814 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 20)
815 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
816 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 22)
817 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE   (EL_FIRST_RUNTIME_REAL + 23)
818 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
819 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE  (EL_FIRST_RUNTIME_REAL + 25)
820 #define EL_EXIT_OPENING                 (EL_FIRST_RUNTIME_REAL + 26)
821 #define EL_EXIT_CLOSING                 (EL_FIRST_RUNTIME_REAL + 27)
822 #define EL_SP_EXIT_OPEN                 (EL_FIRST_RUNTIME_REAL + 28)
823 #define EL_SP_TERMINAL_ACTIVE           (EL_FIRST_RUNTIME_REAL + 29)
824 #define EL_SP_BUGGY_BASE_ACTIVATING     (EL_FIRST_RUNTIME_REAL + 30)
825 #define EL_SP_BUGGY_BASE_ACTIVE         (EL_FIRST_RUNTIME_REAL + 31)
826 #define EL_SP_MURPHY_CLONE              (EL_FIRST_RUNTIME_REAL + 32)
827 #define EL_AMOEBA_DROPPING              (EL_FIRST_RUNTIME_REAL + 33)
828 #define EL_QUICKSAND_EMPTYING           (EL_FIRST_RUNTIME_REAL + 34)
829 #define EL_MAGIC_WALL_ACTIVE            (EL_FIRST_RUNTIME_REAL + 35)
830 #define EL_BD_MAGIC_WALL_ACTIVE         (EL_FIRST_RUNTIME_REAL + 36)
831 #define EL_MAGIC_WALL_FULL              (EL_FIRST_RUNTIME_REAL + 37)
832 #define EL_BD_MAGIC_WALL_FULL           (EL_FIRST_RUNTIME_REAL + 38)
833 #define EL_MAGIC_WALL_EMPTYING          (EL_FIRST_RUNTIME_REAL + 39)
834 #define EL_BD_MAGIC_WALL_EMPTYING       (EL_FIRST_RUNTIME_REAL + 40)
835 #define EL_MAGIC_WALL_DEAD              (EL_FIRST_RUNTIME_REAL + 41)
836 #define EL_BD_MAGIC_WALL_DEAD           (EL_FIRST_RUNTIME_REAL + 42)
837
838 /* "unreal" (and therefore not drawable) runtime elements */
839 #define EL_FIRST_RUNTIME_UNREAL         (EL_FIRST_RUNTIME_REAL + 43)
840
841 #define EL_BLOCKED                      (EL_FIRST_RUNTIME_UNREAL + 0)
842 #define EL_EXPLOSION                    (EL_FIRST_RUNTIME_UNREAL + 1)
843 #define EL_NUT_BREAKING                 (EL_FIRST_RUNTIME_UNREAL + 2)
844 #define EL_DIAMOND_BREAKING             (EL_FIRST_RUNTIME_UNREAL + 3)
845 #define EL_ACID_SPLASH_LEFT             (EL_FIRST_RUNTIME_UNREAL + 4)
846 #define EL_ACID_SPLASH_RIGHT            (EL_FIRST_RUNTIME_UNREAL + 5)
847 #define EL_AMOEBA_GROWING               (EL_FIRST_RUNTIME_UNREAL + 6)
848 #define EL_AMOEBA_SHRINKING             (EL_FIRST_RUNTIME_UNREAL + 7)
849 #define EL_EXPANDABLE_WALL_GROWING      (EL_FIRST_RUNTIME_UNREAL + 8)
850 #define EL_FLAMES                       (EL_FIRST_RUNTIME_UNREAL + 9)
851 #define EL_PLAYER_IS_LEAVING            (EL_FIRST_RUNTIME_UNREAL + 10)
852 #define EL_QUICKSAND_FILLING            (EL_FIRST_RUNTIME_UNREAL + 11)
853 #define EL_MAGIC_WALL_FILLING           (EL_FIRST_RUNTIME_UNREAL + 12)
854 #define EL_BD_MAGIC_WALL_FILLING        (EL_FIRST_RUNTIME_UNREAL + 13)
855
856 /* dummy elements (never used as game elements, only used as graphics) */
857 #define EL_FIRST_DUMMY                  (EL_FIRST_RUNTIME_UNREAL + 14)
858
859 #define EL_STEELWALL_TOPLEFT                    (EL_FIRST_DUMMY + 0)
860 #define EL_STEELWALL_TOPRIGHT                   (EL_FIRST_DUMMY + 1)
861 #define EL_STEELWALL_BOTTOMLEFT                 (EL_FIRST_DUMMY + 2)
862 #define EL_STEELWALL_BOTTOMRIGHT                (EL_FIRST_DUMMY + 3)
863 #define EL_STEELWALL_HORIZONTAL                 (EL_FIRST_DUMMY + 4)
864 #define EL_STEELWALL_VERTICAL                   (EL_FIRST_DUMMY + 5)
865 #define EL_INVISIBLE_STEELWALL_TOPLEFT          (EL_FIRST_DUMMY + 6)
866 #define EL_INVISIBLE_STEELWALL_TOPRIGHT         (EL_FIRST_DUMMY + 7)
867 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT       (EL_FIRST_DUMMY + 8)
868 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT      (EL_FIRST_DUMMY + 9)
869 #define EL_INVISIBLE_STEELWALL_HORIZONTAL       (EL_FIRST_DUMMY + 10)
870 #define EL_INVISIBLE_STEELWALL_VERTICAL         (EL_FIRST_DUMMY + 11)
871 #define EL_DYNABOMB                             (EL_FIRST_DUMMY + 12)
872 #define EL_DYNABOMB_ACTIVE                      (EL_FIRST_DUMMY + 13)
873 #define EL_DYNABOMB_PLAYER_1                    (EL_FIRST_DUMMY + 14)
874 #define EL_DYNABOMB_PLAYER_2                    (EL_FIRST_DUMMY + 15)
875 #define EL_DYNABOMB_PLAYER_3                    (EL_FIRST_DUMMY + 16)
876 #define EL_DYNABOMB_PLAYER_4                    (EL_FIRST_DUMMY + 17)
877 #define EL_SHIELD_NORMAL_ACTIVE                 (EL_FIRST_DUMMY + 18)
878 #define EL_SHIELD_DEADLY_ACTIVE                 (EL_FIRST_DUMMY + 19)
879 #define EL_DEFAULT                              (EL_FIRST_DUMMY + 20)
880 #define EL_BD_DEFAULT                           (EL_FIRST_DUMMY + 21)
881 #define EL_SP_DEFAULT                           (EL_FIRST_DUMMY + 22)
882 #define EL_SB_DEFAULT                           (EL_FIRST_DUMMY + 23)
883
884 #define MAX_NUM_ELEMENTS                        (EL_FIRST_DUMMY + 24)
885
886
887 /* values for graphics/sounds action types */
888 #define ACTION_DEFAULT                          0
889 #define ACTION_WAITING                          1
890 #define ACTION_FALLING                          2
891 #define ACTION_MOVING                           3
892 #define ACTION_DIGGING                          4
893 #define ACTION_SNAPPING                         5
894 #define ACTION_COLLECTING                       6
895 #define ACTION_DROPPING                         7
896 #define ACTION_PUSHING                          8
897 #define ACTION_WALKING                          9
898 #define ACTION_PASSING                          10
899 #define ACTION_IMPACT                           11
900 #define ACTION_BREAKING                         12
901 #define ACTION_ACTIVATING                       13
902 #define ACTION_DEACTIVATING                     14
903 #define ACTION_OPENING                          15
904 #define ACTION_CLOSING                          16
905 #define ACTION_ATTACKING                        17
906 #define ACTION_GROWING                          18
907 #define ACTION_SHRINKING                        19
908 #define ACTION_ACTIVE                           20
909 #define ACTION_FILLING                          21
910 #define ACTION_EMPTYING                         22
911 #define ACTION_CHANGING                         23
912 #define ACTION_EXPLODING                        24
913 #define ACTION_DYING                            25
914 #define ACTION_OTHER                            26
915
916 #define NUM_ACTIONS                             27
917
918 /* values for special image configuration suffixes (must match game mode) */
919 #define GFX_SPECIAL_ARG_MAIN                    0
920 #define GFX_SPECIAL_ARG_LEVELS                  1
921 #define GFX_SPECIAL_ARG_SCORES                  2
922 #define GFX_SPECIAL_ARG_EDITOR                  3
923 #define GFX_SPECIAL_ARG_INFO                    4
924 #define GFX_SPECIAL_ARG_SETUP                   5
925 #define GFX_SPECIAL_ARG_PLAYING                 6
926 #define GFX_SPECIAL_ARG_DOOR                    7
927 #define GFX_SPECIAL_ARG_PREVIEW                 8
928 #define GFX_SPECIAL_ARG_CRUMBLED                9
929
930 #define NUM_SPECIAL_GFX_ARGS                    10
931
932
933 /* values for image configuration suffixes */
934 #define GFX_ARG_X                               0
935 #define GFX_ARG_Y                               1
936 #define GFX_ARG_XPOS                            2
937 #define GFX_ARG_YPOS                            3
938 #define GFX_ARG_WIDTH                           4
939 #define GFX_ARG_HEIGHT                          5
940 #define GFX_ARG_OFFSET                          6
941 #define GFX_ARG_VERTICAL                        7
942 #define GFX_ARG_XOFFSET                         8
943 #define GFX_ARG_YOFFSET                         9
944 #define GFX_ARG_FRAMES                          10
945 #define GFX_ARG_FRAMES_PER_LINE                 11
946 #define GFX_ARG_START_FRAME                     12
947 #define GFX_ARG_DELAY                           13
948 #define GFX_ARG_ANIM_MODE                       14
949 #define GFX_ARG_GLOBAL_SYNC                     15
950 #define GFX_ARG_CRUMBLED_LIKE                   16
951 #define GFX_ARG_DIGGABLE_LIKE                   17
952 #define GFX_ARG_BORDER_SIZE                     18
953 #define GFX_ARG_STEP_OFFSET                     19
954 #define GFX_ARG_STEP_DELAY                      20
955 #define GFX_ARG_DIRECTION                       21
956 #define GFX_ARG_POSITION                        22
957 #define GFX_ARG_DRAW_XOFFSET                    23
958 #define GFX_ARG_DRAW_YOFFSET                    24
959 #define GFX_ARG_DRAW_MASKED                     25
960 #define GFX_ARG_NAME                            26
961
962 #define NUM_GFX_ARGS                            27
963
964
965 /* values for sound configuration suffixes */
966 #define SND_ARG_MODE_LOOP                       0
967
968 #define NUM_SND_ARGS                            1
969
970
971 /* values for font configuration */
972
973 #define FONT_INITIAL_1                          0
974 #define FONT_INITIAL_2                          1
975 #define FONT_INITIAL_3                          2
976 #define FONT_INITIAL_4                          3
977 #define FONT_TITLE_1                            4
978 #define FONT_TITLE_2                            5
979 #define FONT_MENU_1                             6
980 #define FONT_MENU_2                             7
981 #define FONT_TEXT_1_ACTIVE                      8
982 #define FONT_TEXT_2_ACTIVE                      9
983 #define FONT_TEXT_3_ACTIVE                      10
984 #define FONT_TEXT_4_ACTIVE                      11
985 #define FONT_TEXT_1                             12
986 #define FONT_TEXT_2                             13
987 #define FONT_TEXT_3                             14
988 #define FONT_TEXT_4                             15
989 #define FONT_INPUT_1_ACTIVE                     16
990 #define FONT_INPUT_2_ACTIVE                     17
991 #define FONT_INPUT_1                            18
992 #define FONT_INPUT_2                            19
993 #define FONT_OPTION_OFF                         20
994 #define FONT_OPTION_ON                          21
995 #define FONT_VALUE_1                            22
996 #define FONT_VALUE_2                            23
997 #define FONT_VALUE_OLD                          24
998 #define FONT_LEVEL_NUMBER                       25
999 #define FONT_TAPE_RECORDER                      26
1000 #define FONT_GAME_INFO                          27
1001
1002 #define NUM_FONTS                               28
1003 #define NUM_INITIAL_FONTS                       4
1004
1005 /* values for game_status (must match special image configuration suffixes) */
1006 #define GAME_MODE_MAIN                          0
1007 #define GAME_MODE_LEVELS                        1
1008 #define GAME_MODE_SCORES                        2
1009 #define GAME_MODE_EDITOR                        3
1010 #define GAME_MODE_INFO                          4
1011 #define GAME_MODE_SETUP                         5
1012 #define GAME_MODE_PLAYING                       6
1013 #define GAME_MODE_PSEUDO_DOOR                   7
1014 #define GAME_MODE_PSEUDO_PREVIEW                8
1015 #define GAME_MODE_PSEUDO_CRUMBLED               9
1016
1017 /* there are no special config file suffixes for these modes */
1018 #define GAME_MODE_PSEUDO_TYPENAME               10
1019 #define GAME_MODE_QUIT                          11
1020
1021 #define PROGRAM_VERSION_MAJOR   3
1022 #define PROGRAM_VERSION_MINOR   0
1023 #define PROGRAM_VERSION_PATCH   5
1024 #define PROGRAM_VERSION_RELEASE 0
1025 #define PROGRAM_VERSION_STRING  "3.0.5"
1026
1027 #define PROGRAM_TITLE_STRING    "Rocks'n'Diamonds"
1028 #define PROGRAM_AUTHOR_STRING   "Holger Schemel"
1029 #define PROGRAM_RIGHTS_STRING   "Copyright Â©1995-2003 by"
1030 #define PROGRAM_DOS_PORT_STRING "DOS port done by Guido Schulz"
1031 #define PROGRAM_IDENT_STRING    PROGRAM_VERSION_STRING " " TARGET_STRING
1032 #define WINDOW_TITLE_STRING     PROGRAM_TITLE_STRING " " PROGRAM_IDENT_STRING
1033 #define WINDOW_SUBTITLE_STRING  PROGRAM_RIGHTS_STRING " " PROGRAM_AUTHOR_STRING
1034 #define ICON_TITLE_STRING       PROGRAM_TITLE_STRING
1035 #define COOKIE_PREFIX           "ROCKSNDIAMONDS"
1036 #define FILENAME_PREFIX         "Rocks"
1037
1038 #if defined(PLATFORM_UNIX)
1039 #define USERDATA_DIRECTORY      ".rocksndiamonds"
1040 #elif defined(PLATFORM_WIN32)
1041 #define USERDATA_DIRECTORY      PROGRAM_TITLE_STRING
1042 #else
1043 #define USERDATA_DIRECTORY      "userdata"
1044 #endif
1045
1046 #define X11_ICON_FILENAME       "rocks_icon.xbm"
1047 #define X11_ICONMASK_FILENAME   "rocks_iconmask.xbm"
1048 #define MSDOS_POINTER_FILENAME  "mouse.pcx"
1049
1050 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1051 ** currently supported/known file version numbers:
1052 **      1.0 (old)
1053 **      1.2 (still in use)
1054 **      1.4 (still in use)
1055 **      2.0 (actual)
1056 */
1057 #define FILE_VERSION_1_0        VERSION_IDENT(1,0,0)
1058 #define FILE_VERSION_1_2        VERSION_IDENT(1,2,0)
1059 #define FILE_VERSION_1_4        VERSION_IDENT(1,4,0)
1060 #define FILE_VERSION_2_0        VERSION_IDENT(2,0,0)
1061
1062 /* file version does not change for every program version, but is changed
1063    when new features are introduced that are incompatible with older file
1064    versions, so that they can be treated accordingly */
1065 #define FILE_VERSION_ACTUAL     FILE_VERSION_2_0
1066
1067 #define GAME_VERSION_1_0        FILE_VERSION_1_0
1068 #define GAME_VERSION_1_2        FILE_VERSION_1_2
1069 #define GAME_VERSION_1_4        FILE_VERSION_1_4
1070 #define GAME_VERSION_2_0        FILE_VERSION_2_0
1071
1072 #define GAME_VERSION_ACTUAL     RELEASE_IDENT(PROGRAM_VERSION_MAJOR, \
1073                                               PROGRAM_VERSION_MINOR, \
1074                                               PROGRAM_VERSION_PATCH, \
1075                                               PROGRAM_VERSION_RELEASE)
1076
1077 /* values for game_emulation */
1078 #define EMU_NONE                0
1079 #define EMU_BOULDERDASH         1
1080 #define EMU_SOKOBAN             2
1081 #define EMU_SUPAPLEX            3
1082
1083 struct MenuInfo
1084 {
1085   int draw_xoffset_default;
1086   int draw_yoffset_default;
1087   int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1088   int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1089
1090   int scrollbar_xoffset;
1091
1092   int list_size_default;
1093   int list_size[NUM_SPECIAL_GFX_ARGS];
1094 };
1095
1096 struct DoorInfo
1097 {
1098   int step_offset;
1099   int step_delay;
1100   int anim_mode;
1101 };
1102
1103 struct HiScore
1104 {
1105   char Name[MAX_PLAYER_NAME_LEN + 1];
1106   int Score;
1107 };
1108
1109 struct PlayerInfo
1110 {
1111   boolean present;              /* player present in level playfield */
1112   boolean connected;            /* player connected (locally or via network) */
1113   boolean active;               /* player (present && connected) */
1114
1115   int index_nr, client_nr, element_nr;
1116
1117   byte action;                  /* action from local input device */
1118   byte effective_action;        /* action acknowledged from network server
1119                                    or summarized over all configured input
1120                                    devices when in single player mode */
1121   byte programmed_action;       /* action forced by game itself (like moving
1122                                    through doors); overrides other actions */
1123
1124   int jx,jy, last_jx,last_jy;
1125   int MovDir, MovPos, GfxDir, GfxPos;
1126   int Frame, StepFrame;
1127
1128   int GfxAction;
1129
1130   boolean use_murphy_graphic;
1131   boolean use_disk_red_graphic;
1132
1133   boolean Pushing;
1134   boolean Switching;
1135   boolean LevelSolved, GameOver;
1136   boolean snapped;
1137
1138   int last_move_dir;
1139   boolean is_moving;
1140   boolean is_waiting;
1141   boolean is_digging;
1142   boolean is_collecting;
1143
1144   int show_envelope;
1145
1146   unsigned long move_delay;
1147   int move_delay_value;
1148
1149   unsigned long push_delay;
1150   unsigned long push_delay_value;
1151
1152   unsigned long actual_frame_counter;
1153
1154   int score;
1155   int gems_still_needed;
1156   int sokobanfields_still_needed;
1157   int lights_still_needed;
1158   int friends_still_needed;
1159   int key[4];
1160   int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1161   int shield_normal_time_left;
1162   int shield_deadly_time_left;
1163
1164   int inventory_element[MAX_INVENTORY_SIZE];
1165   int inventory_size;
1166 };
1167
1168 struct LevelInfo
1169 {
1170   int file_version;     /* file format version the level is stored with    */
1171   int game_version;     /* game release version the level was created with */
1172
1173   boolean encoding_16bit_field;         /* level contains 16-bit elements  */
1174   boolean encoding_16bit_yamyam;        /* yamyam contains 16-bit elements */
1175   boolean encoding_16bit_amoeba;        /* amoeba contains 16-bit elements */
1176
1177   int fieldx, fieldy;
1178   int time;
1179   int gems_needed;
1180   char name[MAX_LEVEL_NAME_LEN + 1];
1181   char author[MAX_LEVEL_AUTHOR_LEN + 1];
1182   char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1183   int envelope_xsize[4], envelope_ysize[4];
1184   int score[LEVEL_SCORE_ELEMENTS];
1185   int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1186   int num_yamyam_contents;
1187   int amoeba_speed;
1188   int amoeba_content;
1189   int time_magic_wall;
1190   int time_wheel;
1191   int time_light;
1192   int time_timegate;
1193   boolean double_speed;
1194   boolean gravity;
1195   boolean em_slippery_gems;     /* EM style "gems slip from wall" behaviour */
1196
1197   short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1198
1199   boolean use_custom_template;  /* use custom properties from template file */
1200
1201   boolean no_level_file;        /* set for currently undefined levels */
1202 };
1203
1204 struct TapeInfo
1205 {
1206   int file_version;     /* file format version the tape is stored with    */
1207   int game_version;     /* game release version the tape was created with */
1208   int engine_version;   /* game engine version the tape was recorded with */
1209
1210   char *level_identifier;
1211   int level_nr;
1212   unsigned long random_seed;
1213   unsigned long date;
1214   unsigned long counter;
1215   unsigned long length;
1216   unsigned long length_seconds;
1217   unsigned int delay_played;
1218   boolean pause_before_death;
1219   boolean recording, playing, pausing;
1220   boolean fast_forward;
1221   boolean index_search;
1222   boolean auto_play;
1223   boolean auto_play_level_solved;
1224   boolean quick_resume;
1225   boolean single_step;
1226   boolean changed;
1227   boolean player_participates[MAX_PLAYERS];
1228   int num_participating_players;
1229
1230   struct
1231   {
1232     byte action[MAX_PLAYERS];
1233     byte delay;
1234   } pos[MAX_TAPELEN];
1235 };
1236
1237 struct GameInfo
1238 {
1239   /* constant within running game */
1240   int engine_version;
1241   int emulation;
1242   int initial_move_delay;
1243   int initial_move_delay_value;
1244
1245   boolean envelope_active;
1246
1247   /* variable within running game */
1248   int yamyam_content_nr;
1249   boolean magic_wall_active;
1250   int magic_wall_time_left;
1251   int light_time_left;
1252   int timegate_time_left;
1253   int belt_dir[4];
1254   int belt_dir_nr[4];
1255   int switchgate_pos;
1256   int balloon_dir;
1257   boolean explosions_delayed;
1258 };
1259
1260 struct GlobalInfo
1261 {
1262   char *autoplay_leveldir;
1263   int autoplay_level_nr;
1264
1265   int num_toons;
1266
1267   float frames_per_second;
1268   boolean fps_slowdown;
1269   int fps_slowdown_factor;
1270 };
1271
1272 struct ElementChangeInfo
1273 {
1274   boolean can_change;           /* use or ignore this change info */
1275
1276   unsigned long events;         /* change events */
1277   int sides;                    /* change sides */
1278
1279   short target_element;         /* target element after change */
1280
1281   int delay_fixed;              /* added frame delay before changed (fixed) */
1282   int delay_random;             /* added frame delay before changed (random) */
1283   int delay_frames;             /* either 1 (frames) or 50 (seconds; 50 fps) */
1284
1285   short trigger_element;        /* custom element triggering change */
1286
1287   int content[3][3];            /* new elements after extended change */
1288   boolean use_content;          /* use extended change content */
1289   boolean only_complete;        /* only use complete content */
1290   boolean use_random_change;    /* use random value for setting content */
1291   int random;                   /* random value for setting content */
1292   int power;                    /* power of extended change */
1293
1294   boolean explode;              /* explode instead of change */
1295
1296   /* functions that are called before, while and after the change of an
1297      element -- currently only used for non-custom elements */
1298   void (*pre_change_function)(int x, int y);
1299   void (*change_function)(int x, int y);
1300   void (*post_change_function)(int x, int y);
1301
1302   /* ---------- internal values used in level editor ---------- */
1303
1304   int direct_action;            /* change triggered by actions on element */
1305   int other_action;             /* change triggered by other element actions */
1306 };
1307
1308 struct ElementInfo
1309 {
1310   /* ---------- token and description strings ---------- */
1311
1312   char *token_name;             /* element token used in config files */
1313   char *class_name;             /* element class used in config files */
1314   char *editor_description;     /* pre-defined description for level editor */
1315   char *custom_description;     /* alternative description from config file */
1316   char description[MAX_ELEMENT_NAME_LEN + 1];   /* for custom elements */
1317
1318   /* ---------- graphic and sound definitions ---------- */
1319
1320   int graphic[NUM_ACTIONS];     /* default graphics for several actions */
1321   int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1322                                 /* special graphics for left/right/up/down */
1323
1324   int crumbled[NUM_ACTIONS];    /* crumbled graphics for several actions */
1325   int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1326                                 /* crumbled graphics for left/right/up/down */
1327
1328   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1329                                 /* special graphics for certain screens */
1330
1331   int sound[NUM_ACTIONS];       /* default sounds for several actions */
1332
1333   /* ---------- special element property values ---------- */
1334
1335   boolean use_gfx_element;      /* use custom graphic element */
1336   short gfx_element;            /* optional custom graphic element */
1337
1338   int collect_score;            /* score value for collecting */
1339   int collect_count;            /* count value for collecting */
1340
1341   int push_delay_fixed;         /* constant frame delay for pushing */
1342   int push_delay_random;        /* additional random frame delay for pushing */
1343   int move_delay_fixed;         /* constant frame delay for moving */
1344   int move_delay_random;        /* additional random frame delay for moving */
1345
1346   int move_pattern;             /* direction movable element moves to */
1347   int move_direction_initial;   /* initial direction element moves to */
1348   int move_stepsize;            /* step size element moves with */
1349
1350   int slippery_type;            /* how/where other elements slip away */
1351
1352   int content[3][3];            /* new elements after explosion */
1353
1354   struct ElementChangeInfo *change_page; /* actual list of change pages */
1355   struct ElementChangeInfo *change;      /* pointer to current change page */
1356
1357   int num_change_pages;         /* actual number of change pages */
1358   int current_change_page;      /* currently edited change page */
1359
1360   /* ---------- internal values used at runtime when playing ---------- */
1361
1362   unsigned long change_events;  /* bitfield for combined change events */
1363
1364   int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1365   struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1366
1367   /* ---------- internal values used in level editor ---------- */
1368
1369   int access_type;              /* walkable or passable */
1370   int access_layer;             /* accessible over/inside/under */
1371   int walk_to_action;           /* diggable/collectible/pushable */
1372   int smash_targets;            /* can smash player/enemies/everything */
1373   int deadliness;               /* deadly when running/colliding/touching */
1374   int consistency;              /* indestructible/can explode */
1375
1376   boolean can_explode_by_fire;  /* element explodes by fire */
1377   boolean can_explode_smashed;  /* element explodes when smashed */
1378   boolean can_explode_impact;   /* element explodes on impact */
1379
1380   boolean modified_settings;    /* set for all modified custom elements */
1381 };
1382
1383 struct FontInfo
1384 {
1385   char *token_name;             /* font token used in config files */
1386
1387   int graphic;                  /* default graphic for this font */
1388   int special_graphic[NUM_SPECIAL_GFX_ARGS];
1389                                 /* special graphics for certain screens */
1390   int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1391                                 /* internal bitmap ID for special graphics */
1392 };
1393
1394 struct GraphicInfo
1395 {
1396   Bitmap *bitmap;
1397   int src_x, src_y;             /* start position of animation frames */
1398   int width, height;            /* width/height of each animation frame */
1399   int offset_x, offset_y;       /* x/y offset to next animation frame */
1400   int anim_frames;
1401   int anim_frames_per_line;
1402   int anim_start_frame;
1403   int anim_delay;               /* important: delay of 1 means "no delay"! */
1404   int anim_mode;
1405   boolean anim_global_sync;
1406   int crumbled_like;            /* element for cloning crumble graphics */
1407   int diggable_like;            /* element for cloning digging graphics */
1408   int border_size;              /* border size for "crumbled" graphics */
1409
1410   int step_offset;              /* optional step offset of toon animations */
1411   int step_delay;               /* optional step delay of toon animations */
1412
1413   int draw_x, draw_y;           /* optional offset for drawing fonts chars */
1414
1415   int draw_masked;              /* optional setting for drawing envelope gfx */
1416
1417 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1418   Pixmap clip_mask;             /* single-graphic-only clip mask for X11 */
1419   GC clip_gc;                   /* single-graphic-only clip gc for X11 */
1420 #endif
1421 };
1422
1423 struct SoundInfo
1424 {
1425   boolean loop;
1426 };
1427
1428 struct ElementActionInfo
1429 {
1430   char *suffix;
1431   int value;
1432   boolean is_loop_sound;
1433 };
1434
1435 struct ElementDirectionInfo
1436 {
1437   char *suffix;
1438   int value;
1439 };
1440
1441 struct SpecialSuffixInfo
1442 {
1443   char *suffix;
1444   int value;
1445 };
1446
1447
1448 #if 0
1449 extern GC                       tile_clip_gc;
1450 extern Bitmap                  *pix[];
1451 #endif
1452 extern Bitmap                  *bitmap_db_field, *bitmap_db_door;
1453 extern Pixmap                   tile_clipmask[];
1454 extern DrawBuffer             *fieldbuffer;
1455 extern DrawBuffer             *drawto_field;
1456
1457 extern int                      game_status;
1458 extern boolean                  level_editor_test_game;
1459 extern boolean                  network_playing;
1460
1461 extern int                      key_joystick_mapping;
1462
1463 extern boolean                  redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1464 extern int                      redraw_x1, redraw_y1;
1465
1466 extern short                    Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1467 extern short                    MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1468 extern short                    MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1469 extern short                    MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1470 extern short                    ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1471 extern short                    Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1472 extern short                    Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1473 extern short                    StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1474 extern short                    Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1475 extern boolean                  Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1476 extern boolean                  Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1477 extern unsigned long            Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1478 extern unsigned long            ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1479 extern short                    JustStopped[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1480 extern short                    AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1481 extern short                    AmoebaCnt[MAX_NUM_AMOEBA];
1482 extern short                    AmoebaCnt2[MAX_NUM_AMOEBA];
1483 extern short                    ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1484 extern short                    ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1485
1486 extern unsigned long            Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1487
1488 extern int                      GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1489 extern int                      GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1490 extern int                      GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1491 extern int                      GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1492
1493 extern int                      lev_fieldx, lev_fieldy;
1494 extern int                      scroll_x, scroll_y;
1495
1496 extern int                      FX, FY;
1497 extern int                      ScrollStepSize;
1498 extern int                      ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1499 extern int                      BorderElement;
1500 extern int                      GameFrameDelay;
1501 extern int                      FfwdFrameDelay;
1502 extern int                      BX1, BY1;
1503 extern int                      BX2, BY2;
1504 extern int                      SBX_Left, SBX_Right;
1505 extern int                      SBY_Upper, SBY_Lower;
1506 extern int                      ZX, ZY;
1507 extern int                      ExitX, ExitY;
1508 extern int                      AllPlayersGone;
1509
1510 extern int                      TimeFrames, TimePlayed, TimeLeft;
1511 extern boolean                  SiebAktiv;
1512 extern int                      SiebCount;
1513
1514 extern boolean                  network_player_action_received;
1515
1516 extern int                      graphics_action_mapping[];
1517
1518 extern struct LevelInfo         level, level_template;
1519 extern struct PlayerInfo        stored_player[], *local_player;
1520 extern struct HiScore           highscore[];
1521 extern struct TapeInfo          tape;
1522 extern struct GameInfo          game;
1523 extern struct GlobalInfo        global;
1524 extern struct MenuInfo          menu;
1525 extern struct DoorInfo          door_1, door_2;
1526 extern struct ElementInfo       element_info[];
1527 extern struct ElementActionInfo element_action_info[];
1528 extern struct ElementDirectionInfo element_direction_info[];
1529 extern struct SpecialSuffixInfo special_suffix_info[];
1530 extern struct TokenIntPtrInfo   image_config_vars[];
1531 extern struct FontInfo          font_info[];
1532 extern struct GraphicInfo      *graphic_info;
1533 extern struct SoundInfo        *sound_info;
1534 extern struct ConfigInfo        image_config[], sound_config[];
1535 extern struct ConfigInfo        image_config_suffix[], sound_config_suffix[];
1536
1537 #endif  /* MAIN_H */