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_DYNA 25
91 /* values for pre-defined properties */
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
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
106 #define EP_BELT_ACTIVE 46
107 #define EP_BELT_SWITCH 47
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
116 /* values for special configurable properties (depending on level settings) */
117 #define EP_EM_SLIPPERY_WALL 55
119 /* values for special graphics properties (no effect on game engine) */
120 #define EP_GFX_CRUMBLED 56
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
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
139 /* values for internal purpose only (level editor) */
140 #define EP_EXPLODE_RESULT 72
141 #define EP_WALK_TO_OBJECT 73
144 #define NUM_ELEMENT_PROPERTIES 75
146 #define NUM_EP_BITFIELDS ((NUM_ELEMENT_PROPERTIES + 31) / 32)
147 #define EP_BITFIELD_BASE 0
149 #define EP_BITMASK_DEFAULT 0
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)))
159 /* values for change events for custom elements (stored in level file) */
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_HITTING_SOMETHING 5
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_OBSOLETE 16 /* obsolete; now CE_BY_DIRECT_ACTION */
177 #define CE_BY_COLLISION_OBSOLETE 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 #define CE_SWITCHED 25
186 #define CE_OTHER_IS_SWITCHING 26
187 #define CE_HIT_BY_SOMETHING 27
188 #define CE_OTHER_IS_HITTING 28
189 #define CE_OTHER_GETS_HIT 29
191 #define NUM_CHANGE_EVENTS 30
193 #define CE_BITMASK_DEFAULT 0
195 #define CH_EVENT_BIT(c) (1 << (c))
196 #define CH_EVENT_VAR(e) (element_info[e].change->events)
197 #define CH_ANY_EVENT_VAR(e) (element_info[e].change_events)
199 #define HAS_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
200 (CH_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
201 #define HAS_ANY_CHANGE_EVENT(e,c) (IS_CUSTOM_ELEMENT(e) && \
202 (CH_ANY_EVENT_VAR(e) & CH_EVENT_BIT(c)) != 0)
203 #define SET_CHANGE_EVENT(e,c,v) (IS_CUSTOM_ELEMENT(e) ? \
205 (CH_EVENT_VAR(e) |= CH_EVENT_BIT(c)) : \
206 (CH_EVENT_VAR(e) &= ~CH_EVENT_BIT(c))) : 0)
208 /* values for change sides for custom elements */
209 #define CH_SIDE_NONE MV_NO_MOVING
210 #define CH_SIDE_LEFT MV_LEFT
211 #define CH_SIDE_RIGHT MV_RIGHT
212 #define CH_SIDE_TOP MV_UP
213 #define CH_SIDE_BOTTOM MV_DOWN
214 #define CH_SIDE_LEFT_RIGHT MV_HORIZONTAL
215 #define CH_SIDE_TOP_BOTTOM MV_VERTICAL
216 #define CH_SIDE_ANY MV_ANY_DIRECTION
218 /* values for change power for custom elements */
219 #define CP_NON_DESTRUCTIVE 0
220 #define CP_HALF_DESTRUCTIVE 1
221 #define CP_FULL_DESTRUCTIVE 2
223 /* values for special move patterns (bits 0-3: basic move directions) */
224 #define MV_BIT_TOWARDS_PLAYER 4
225 #define MV_BIT_AWAY_FROM_PLAYER 5
226 #define MV_BIT_ALONG_LEFT_SIDE 6
227 #define MV_BIT_ALONG_RIGHT_SIDE 7
228 #define MV_BIT_TURNING_LEFT 8
229 #define MV_BIT_TURNING_RIGHT 9
230 #define MV_BIT_WHEN_PUSHED 10
231 #define MV_BIT_MAZE_RUNNER 11
232 #define MV_BIT_MAZE_HUNTER 12
233 #define MV_BIT_WHEN_DROPPED 13
234 #define MV_BIT_TURNING_LEFT_RIGHT 14
235 #define MV_BIT_TURNING_RIGHT_LEFT 15
236 #define MV_BIT_TURNING_RANDOM 16
237 #define MV_BIT_PREVIOUS 17
239 /* values for special move patterns for custom elements */
240 #define MV_HORIZONTAL (MV_LEFT | MV_RIGHT)
241 #define MV_VERTICAL (MV_UP | MV_DOWN)
242 #define MV_ALL_DIRECTIONS (MV_HORIZONTAL | MV_VERTICAL)
243 #define MV_ANY_DIRECTION (MV_ALL_DIRECTIONS)
244 #define MV_RANDOM (MV_ALL_DIRECTIONS)
245 #define MV_AUTOMATIC (MV_NO_MOVING)
246 #define MV_TOWARDS_PLAYER (1 << MV_BIT_TOWARDS_PLAYER)
247 #define MV_AWAY_FROM_PLAYER (1 << MV_BIT_AWAY_FROM_PLAYER)
248 #define MV_ALONG_LEFT_SIDE (1 << MV_BIT_ALONG_LEFT_SIDE)
249 #define MV_ALONG_RIGHT_SIDE (1 << MV_BIT_ALONG_RIGHT_SIDE)
250 #define MV_TURNING_LEFT (1 << MV_BIT_TURNING_LEFT)
251 #define MV_TURNING_RIGHT (1 << MV_BIT_TURNING_RIGHT)
252 #define MV_WHEN_PUSHED (1 << MV_BIT_WHEN_PUSHED)
253 #define MV_MAZE_RUNNER (1 << MV_BIT_MAZE_RUNNER)
254 #define MV_MAZE_HUNTER (1 << MV_BIT_MAZE_HUNTER)
255 #define MV_MAZE_RUNNER_STYLE (MV_MAZE_RUNNER | MV_MAZE_HUNTER)
256 #define MV_WHEN_DROPPED (1 << MV_BIT_WHEN_DROPPED)
257 #define MV_TURNING_LEFT_RIGHT (1 << MV_BIT_TURNING_LEFT_RIGHT)
258 #define MV_TURNING_RIGHT_LEFT (1 << MV_BIT_TURNING_RIGHT_LEFT)
259 #define MV_TURNING_RANDOM (1 << MV_BIT_TURNING_RANDOM)
260 #define MV_PREVIOUS (1 << MV_BIT_PREVIOUS)
262 /* values for slippery property for custom elements */
263 #define SLIPPERY_ANY_RANDOM 0
264 #define SLIPPERY_ANY_LEFT_RIGHT 1
265 #define SLIPPERY_ANY_RIGHT_LEFT 2
266 #define SLIPPERY_ONLY_LEFT 3
267 #define SLIPPERY_ONLY_RIGHT 4
269 /* macros for configurable properties */
270 #define IS_DIGGABLE(e) HAS_PROPERTY(e, EP_DIGGABLE)
271 #define IS_COLLECTIBLE_ONLY(e) HAS_PROPERTY(e, EP_COLLECTIBLE_ONLY)
272 #define DONT_RUN_INTO(e) HAS_PROPERTY(e, EP_DONT_RUN_INTO)
273 #define DONT_COLLIDE_WITH(e) HAS_PROPERTY(e, EP_DONT_COLLIDE_WITH)
274 #define DONT_TOUCH(e) HAS_PROPERTY(e, EP_DONT_TOUCH)
275 #define IS_INDESTRUCTIBLE(e) HAS_PROPERTY(e, EP_INDESTRUCTIBLE)
276 #define IS_SLIPPERY(e) HAS_PROPERTY(e, EP_SLIPPERY)
277 #define CAN_CHANGE(e) HAS_PROPERTY(e, EP_CAN_CHANGE)
278 #define CAN_MOVE(e) HAS_PROPERTY(e, EP_CAN_MOVE)
279 #define CAN_FALL(e) HAS_PROPERTY(e, EP_CAN_FALL)
280 #define CAN_SMASH_PLAYER(e) HAS_PROPERTY(e, EP_CAN_SMASH_PLAYER)
281 #define CAN_SMASH_ENEMIES(e) HAS_PROPERTY(e, EP_CAN_SMASH_ENEMIES)
282 #define CAN_SMASH_EVERYTHING(e) HAS_PROPERTY(e, EP_CAN_SMASH_EVERYTHING)
283 #define CAN_EXPLODE_BY_FIRE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_BY_FIRE)
284 #define CAN_EXPLODE_SMASHED(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_SMASHED)
285 #define CAN_EXPLODE_IMPACT(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_IMPACT)
286 #define IS_WALKABLE_OVER(e) HAS_PROPERTY(e, EP_WALKABLE_OVER)
287 #define IS_WALKABLE_INSIDE(e) HAS_PROPERTY(e, EP_WALKABLE_INSIDE)
288 #define IS_WALKABLE_UNDER(e) HAS_PROPERTY(e, EP_WALKABLE_UNDER)
289 #define IS_PASSABLE_OVER(e) HAS_PROPERTY(e, EP_PASSABLE_OVER)
290 #define IS_PASSABLE_INSIDE(e) HAS_PROPERTY(e, EP_PASSABLE_INSIDE)
291 #define IS_PASSABLE_UNDER(e) HAS_PROPERTY(e, EP_PASSABLE_UNDER)
292 #define IS_DROPPABLE(e) HAS_PROPERTY(e, EP_DROPPABLE)
293 #define CAN_EXPLODE_1X1(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_1X1)
294 #define IS_PUSHABLE(e) HAS_PROPERTY(e, EP_PUSHABLE)
295 #define CAN_EXPLODE_DYNA(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_DYNA)
297 /* macros for special configurable properties */
298 #define IS_EM_SLIPPERY_WALL(e) HAS_PROPERTY(e, EP_EM_SLIPPERY_WALL)
300 /* macros for special graphics properties */
301 #define GFX_CRUMBLED(e) HAS_PROPERTY(GFX_ELEMENT(e), EP_GFX_CRUMBLED)
303 /* macros for pre-defined properties */
304 #define ELEM_IS_PLAYER(e) HAS_PROPERTY(e, EP_PLAYER)
305 #define CAN_PASS_MAGIC_WALL(e) HAS_PROPERTY(e, EP_CAN_PASS_MAGIC_WALL)
306 #define IS_SWITCHABLE(e) HAS_PROPERTY(e, EP_SWITCHABLE)
307 #define IS_BD_ELEMENT(e) HAS_PROPERTY(e, EP_BD_ELEMENT)
308 #define IS_SP_ELEMENT(e) HAS_PROPERTY(e, EP_SP_ELEMENT)
309 #define IS_SB_ELEMENT(e) HAS_PROPERTY(e, EP_SB_ELEMENT)
310 #define IS_GEM(e) HAS_PROPERTY(e, EP_GEM)
311 #define IS_FOOD_DARK_YAMYAM(e) HAS_PROPERTY(e, EP_FOOD_DARK_YAMYAM)
312 #define IS_FOOD_PENGUIN(e) HAS_PROPERTY(e, EP_FOOD_PENGUIN)
313 #define IS_FOOD_PIG(e) HAS_PROPERTY(e, EP_FOOD_PIG)
314 #define IS_HISTORIC_WALL(e) HAS_PROPERTY(e, EP_HISTORIC_WALL)
315 #define IS_HISTORIC_SOLID(e) HAS_PROPERTY(e, EP_HISTORIC_SOLID)
316 #define IS_CLASSIC_ENEMY(e) HAS_PROPERTY(e, EP_CLASSIC_ENEMY)
317 #define IS_BELT(e) HAS_PROPERTY(e, EP_BELT)
318 #define IS_BELT_ACTIVE(e) HAS_PROPERTY(e, EP_BELT_ACTIVE)
319 #define IS_BELT_SWITCH(e) HAS_PROPERTY(e, EP_BELT_SWITCH)
320 #define IS_TUBE(e) HAS_PROPERTY(e, EP_TUBE)
321 #define IS_KEYGATE(e) HAS_PROPERTY(e, EP_KEYGATE)
322 #define IS_AMOEBOID(e) HAS_PROPERTY(e, EP_AMOEBOID)
323 #define IS_AMOEBALIVE(e) HAS_PROPERTY(e, EP_AMOEBALIVE)
324 #define HAS_CONTENT(e) HAS_PROPERTY(e, EP_HAS_CONTENT)
325 #define IS_ACTIVE_BOMB(e) HAS_PROPERTY(e, EP_ACTIVE_BOMB)
326 #define IS_INACTIVE(e) HAS_PROPERTY(e, EP_INACTIVE)
328 /* macros for derived properties */
329 #define IS_ACCESSIBLE_OVER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_OVER)
330 #define IS_ACCESSIBLE_INSIDE(e) HAS_PROPERTY(e, EP_ACCESSIBLE_INSIDE)
331 #define IS_ACCESSIBLE_UNDER(e) HAS_PROPERTY(e, EP_ACCESSIBLE_UNDER)
332 #define IS_WALKABLE(e) HAS_PROPERTY(e, EP_WALKABLE)
333 #define IS_PASSABLE(e) HAS_PROPERTY(e, EP_PASSABLE)
334 #define IS_ACCESSIBLE(e) HAS_PROPERTY(e, EP_ACCESSIBLE)
335 #define IS_COLLECTIBLE(e) HAS_PROPERTY(e, EP_COLLECTIBLE)
336 #define IS_SNAPPABLE(e) HAS_PROPERTY(e, EP_SNAPPABLE)
337 #define IS_WALL(e) HAS_PROPERTY(e, EP_WALL)
338 #define IS_SOLID_FOR_PUSHING(e) HAS_PROPERTY(e, EP_SOLID_FOR_PUSHING)
339 #define IS_DRAGONFIRE_PROOF(e) HAS_PROPERTY(e, EP_DRAGONFIRE_PROOF)
340 #define IS_EXPLOSION_PROOF(e) HAS_PROPERTY(e, EP_EXPLOSION_PROOF)
341 #define CAN_SMASH(e) HAS_PROPERTY(e, EP_CAN_SMASH)
342 #define CAN_EXPLODE(e) HAS_PROPERTY(e, EP_CAN_EXPLODE)
343 #define CAN_EXPLODE_3X3(e) HAS_PROPERTY(e, EP_CAN_EXPLODE_3X3)
345 /* special macros used in game engine */
346 #define IS_CUSTOM_ELEMENT(e) ((e) >= EL_CUSTOM_START && \
347 (e) <= EL_CUSTOM_END)
349 #define IS_GROUP_ELEMENT(e) ((e) >= EL_GROUP_START && \
352 #define IS_ENVELOPE(e) ((e) >= EL_ENVELOPE_1 && \
353 (e) <= EL_ENVELOPE_4)
355 #define GFX_ELEMENT(e) (element_info[e].use_gfx_element ? \
356 element_info[e].gfx_element : e)
358 #define IS_PLAYER(x,y) (ELEM_IS_PLAYER(StorePlayer[x][y]))
360 #define IS_FREE(x,y) (Feld[x][y] == EL_EMPTY && !IS_PLAYER(x,y))
361 #define IS_FREE_OR_PLAYER(x,y) (Feld[x][y] == EL_EMPTY)
363 #define IS_MOVING(x,y) (MovPos[x][y] != 0)
364 #define IS_FALLING(x,y) (MovPos[x][y] != 0 && MovDir[x][y] == MV_DOWN)
365 #define IS_BLOCKED(x,y) (Feld[x][y] == EL_BLOCKED)
367 #define EL_CHANGED(e) ((e) == EL_ROCK ? EL_EMERALD : \
368 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
369 (e) == EL_EMERALD ? EL_DIAMOND : \
370 (e) == EL_EMERALD_YELLOW ? EL_DIAMOND : \
371 (e) == EL_EMERALD_RED ? EL_DIAMOND : \
372 (e) == EL_EMERALD_PURPLE ? EL_DIAMOND : \
374 #define EL_CHANGED2(e) ((e) == EL_ROCK ? EL_BD_DIAMOND : \
375 (e) == EL_BD_ROCK ? EL_BD_DIAMOND : \
377 #define IS_DRAWABLE(e) ((e) < EL_BLOCKED)
378 #define IS_NOT_DRAWABLE(e) ((e) >= EL_BLOCKED)
379 #define TAPE_IS_EMPTY(x) ((x).length == 0)
380 #define TAPE_IS_STOPPED(x) (!(x).recording && !(x).playing)
382 #define PLAYERINFO(x,y) (&stored_player[StorePlayer[x][y]-EL_PLAYER_1])
383 #define SHIELD_ON(p) ((p)->shield_normal_time_left > 0)
384 #define PROTECTED_FIELD(x,y) (IS_ACCESSIBLE_INSIDE(Feld[x][y]) && \
385 IS_INDESTRUCTIBLE(Feld[x][y]))
386 #define PLAYER_PROTECTED(x,y) (SHIELD_ON(PLAYERINFO(x, y)) || \
387 PROTECTED_FIELD(x, y))
389 #define PLAYER_SWITCHING(p,x,y) ((p)->is_switching && \
390 (p)->switch_x == (x) && (p)->switch_y == (y))
392 #define PLAYER_NR_GFX(g,i) ((g) + i * (IMG_PLAYER_2 - IMG_PLAYER_1))
394 #define ANIM_FRAMES(g) (graphic_info[g].anim_frames)
395 #define ANIM_DELAY(g) (graphic_info[g].anim_delay)
396 #define ANIM_MODE(g) (graphic_info[g].anim_mode)
398 #define IS_ANIMATED(g) (ANIM_FRAMES(g) > 1)
399 #define IS_NEW_DELAY(f, g) ((f) % ANIM_DELAY(g) == 0)
400 #define IS_NEW_FRAME(f, g) (IS_ANIMATED(g) && IS_NEW_DELAY(f, g))
401 #define IS_NEXT_FRAME(f, g) (IS_NEW_FRAME(f, g) && (f) > 0)
403 #define IS_LOOP_SOUND(s) (sound_info[s].loop)
406 /* fundamental game speed values */
407 #define GAME_FRAME_DELAY 20 /* frame delay in milliseconds */
408 #define FFWD_FRAME_DELAY 10 /* 200% speed for fast forward */
409 #define FRAMES_PER_SECOND (1000 / GAME_FRAME_DELAY)
410 #define MICROLEVEL_SCROLL_DELAY 50 /* delay for scrolling micro level */
411 #define MICROLEVEL_LABEL_DELAY 250 /* delay for micro level label */
413 /* boundaries of arrays etc. */
414 #define MAX_LEVEL_NAME_LEN 32
415 #define MAX_LEVEL_AUTHOR_LEN 32
416 #define MAX_ELEMENT_NAME_LEN 32
417 #define MAX_TAPELEN (1000 * FRAMES_PER_SECOND) /* max.time x fps */
418 #define MAX_SCORE_ENTRIES 100
419 #define MAX_NUM_AMOEBA 100
420 #define MAX_INVENTORY_SIZE 1000
421 #define MIN_ENVELOPE_XSIZE 1
422 #define MIN_ENVELOPE_YSIZE 1
423 #define MAX_ENVELOPE_XSIZE 30
424 #define MAX_ENVELOPE_YSIZE 20
425 #define MAX_ENVELOPE_TEXT_LEN (MAX_ENVELOPE_XSIZE * MAX_ENVELOPE_YSIZE)
426 #define MIN_CHANGE_PAGES 1
427 #define MAX_CHANGE_PAGES 16
428 #define MIN_ELEMENTS_IN_GROUP 1
429 #define MAX_ELEMENTS_IN_GROUP 16
431 /* values for elements with content */
432 #define MIN_ELEMENT_CONTENTS 1
433 #define STD_ELEMENT_CONTENTS 4
434 #define MAX_ELEMENT_CONTENTS 8
436 #define LEVEL_SCORE_ELEMENTS 16 /* level elements with score */
438 /* often used screen positions */
441 #define REAL_SX (SX - 2)
442 #define REAL_SY (SY - 2)
451 #define MINI_TILEX (TILEX / 2)
452 #define MINI_TILEY (TILEY / 2)
453 #define MICRO_TILEX (TILEX / 8)
454 #define MICRO_TILEY (TILEY / 8)
455 #define MIDPOSX (SCR_FIELDX / 2)
456 #define MIDPOSY (SCR_FIELDY / 2)
457 #define SXSIZE (SCR_FIELDX * TILEX)
458 #define SYSIZE (SCR_FIELDY * TILEY)
459 #define FXSIZE ((SCR_FIELDX + 2) * TILEX)
460 #define FYSIZE ((SCR_FIELDY + 2) * TILEY)
463 #define VXSIZE DXSIZE
465 #define EXSIZE DXSIZE
466 #define EYSIZE (VYSIZE + 44)
467 #define FULL_SXSIZE (2 + SXSIZE + 2)
468 #define FULL_SYSIZE (2 + SYSIZE + 2)
469 #define MICROLEV_XSIZE ((STD_LEV_FIELDX + 2) * MICRO_TILEX)
470 #define MICROLEV_YSIZE ((STD_LEV_FIELDY + 2) * MICRO_TILEY)
471 #define MICROLEV_XPOS (SX + (SXSIZE - MICROLEV_XSIZE) / 2)
472 #define MICROLEV_YPOS (SX + 12 * TILEY - MICRO_TILEY)
473 #define MICROLABEL_YPOS (MICROLEV_YPOS + MICROLEV_YSIZE + 7)
476 /* score for elements */
480 #define SC_SPACESHIP 3
485 #define SC_DYNAMITE 8
487 #define SC_TIME_BONUS 10
488 #define SC_CRYSTAL 11
493 /* "real" level file elements */
494 #define EL_UNDEFINED -1
496 #define EL_EMPTY_SPACE 0
497 #define EL_EMPTY EL_EMPTY_SPACE
500 #define EL_WALL_SLIPPERY 3
502 #define EL_KEY_OBSOLETE 5 /* obsolete; now EL_KEY_1 */
504 #define EL_EXIT_CLOSED 7
505 #define EL_PLAYER_OBSOLETE 8 /* obsolete; now EL_PLAYER_1 */
507 #define EL_SPACESHIP 10
510 #define EL_STEELWALL 13
511 #define EL_DIAMOND 14
512 #define EL_AMOEBA_DEAD 15
513 #define EL_QUICKSAND_EMPTY 16
514 #define EL_QUICKSAND_FULL 17
515 #define EL_AMOEBA_DROP 18
517 #define EL_MAGIC_WALL 20
518 #define EL_SPEED_PILL 21
520 #define EL_AMOEBA_WET 23
521 #define EL_AMOEBA_DRY 24
523 #define EL_GAME_OF_LIFE 26
524 #define EL_BIOMAZE 27
525 #define EL_DYNAMITE_ACTIVE 28
526 #define EL_STONEBLOCK 29
527 #define EL_ROBOT_WHEEL 30
528 #define EL_ROBOT_WHEEL_ACTIVE 31
537 #define EL_GATE_1_GRAY 40
538 #define EL_GATE_2_GRAY 41
539 #define EL_GATE_3_GRAY 42
540 #define EL_GATE_4_GRAY 43
541 #define EL_DYNAMITE 44
543 #define EL_INVISIBLE_WALL 46
545 #define EL_LAMP_ACTIVE 48
546 #define EL_WALL_EMERALD 49
547 #define EL_WALL_DIAMOND 50
548 #define EL_AMOEBA_FULL 51
549 #define EL_BD_AMOEBA 52
550 #define EL_TIME_ORB_FULL 53
551 #define EL_TIME_ORB_EMPTY 54
552 #define EL_EXPANDABLE_WALL 55
553 #define EL_BD_DIAMOND 56
554 #define EL_EMERALD_YELLOW 57
555 #define EL_WALL_BD_DIAMOND 58
556 #define EL_WALL_EMERALD_YELLOW 59
557 #define EL_DARK_YAMYAM 60
558 #define EL_BD_MAGIC_WALL 61
559 #define EL_INVISIBLE_STEELWALL 62
560 #define EL_SOKOBAN_FIELD_PLAYER 63
561 #define EL_DYNABOMB_INCREASE_NUMBER 64
562 #define EL_DYNABOMB_INCREASE_SIZE 65
563 #define EL_DYNABOMB_INCREASE_POWER 66
564 #define EL_SOKOBAN_OBJECT 67
565 #define EL_SOKOBAN_FIELD_EMPTY 68
566 #define EL_SOKOBAN_FIELD_FULL 69
567 #define EL_BD_BUTTERFLY_RIGHT 70
568 #define EL_BD_BUTTERFLY_UP 71
569 #define EL_BD_BUTTERFLY_LEFT 72
570 #define EL_BD_BUTTERFLY_DOWN 73
571 #define EL_BD_FIREFLY_RIGHT 74
572 #define EL_BD_FIREFLY_UP 75
573 #define EL_BD_FIREFLY_LEFT 76
574 #define EL_BD_FIREFLY_DOWN 77
575 #define EL_BD_BUTTERFLY_1 EL_BD_BUTTERFLY_DOWN
576 #define EL_BD_BUTTERFLY_2 EL_BD_BUTTERFLY_LEFT
577 #define EL_BD_BUTTERFLY_3 EL_BD_BUTTERFLY_UP
578 #define EL_BD_BUTTERFLY_4 EL_BD_BUTTERFLY_RIGHT
579 #define EL_BD_FIREFLY_1 EL_BD_FIREFLY_LEFT
580 #define EL_BD_FIREFLY_2 EL_BD_FIREFLY_DOWN
581 #define EL_BD_FIREFLY_3 EL_BD_FIREFLY_RIGHT
582 #define EL_BD_FIREFLY_4 EL_BD_FIREFLY_UP
583 #define EL_BD_BUTTERFLY 78
584 #define EL_BD_FIREFLY 79
585 #define EL_PLAYER_1 80
586 #define EL_PLAYER_2 81
587 #define EL_PLAYER_3 82
588 #define EL_PLAYER_4 83
589 #define EL_BUG_RIGHT 84
591 #define EL_BUG_LEFT 86
592 #define EL_BUG_DOWN 87
593 #define EL_SPACESHIP_RIGHT 88
594 #define EL_SPACESHIP_UP 89
595 #define EL_SPACESHIP_LEFT 90
596 #define EL_SPACESHIP_DOWN 91
597 #define EL_PACMAN_RIGHT 92
598 #define EL_PACMAN_UP 93
599 #define EL_PACMAN_LEFT 94
600 #define EL_PACMAN_DOWN 95
601 #define EL_EMERALD_RED 96
602 #define EL_EMERALD_PURPLE 97
603 #define EL_WALL_EMERALD_RED 98
604 #define EL_WALL_EMERALD_PURPLE 99
605 #define EL_ACID_POOL_TOPLEFT 100
606 #define EL_ACID_POOL_TOPRIGHT 101
607 #define EL_ACID_POOL_BOTTOMLEFT 102
608 #define EL_ACID_POOL_BOTTOM 103
609 #define EL_ACID_POOL_BOTTOMRIGHT 104
610 #define EL_BD_WALL 105
611 #define EL_BD_ROCK 106
612 #define EL_EXIT_OPEN 107
613 #define EL_BLACK_ORB 108
614 #define EL_AMOEBA_TO_DIAMOND 109
616 #define EL_PENGUIN 111
617 #define EL_SATELLITE 112
618 #define EL_ARROW_LEFT 113
619 #define EL_ARROW_RIGHT 114
620 #define EL_ARROW_UP 115
621 #define EL_ARROW_DOWN 116
623 #define EL_DRAGON 118
625 #define EL_EM_KEY_1_FILE_OBSOLETE 119 /* obsolete; now EL_EM_KEY_1 */
627 #define EL_CHAR_START 120
628 #define EL_CHAR_ASCII0 (EL_CHAR_START - 32)
629 #define EL_CHAR_ASCII0_START (EL_CHAR_ASCII0 + 32)
631 #include "conf_chr.h" /* include auto-generated data structure definitions */
633 #define EL_CHAR_ASCII0_END (EL_CHAR_ASCII0 + 111)
634 #define EL_CHAR_END (EL_CHAR_START + 79)
636 #define EL_CHAR(c) (EL_CHAR_ASCII0 + MAP_FONT_ASCII(c))
638 #define EL_EXPANDABLE_WALL_HORIZONTAL 200
639 #define EL_EXPANDABLE_WALL_VERTICAL 201
640 #define EL_EXPANDABLE_WALL_ANY 202
642 #define EL_EM_GATE_1 203
643 #define EL_EM_GATE_2 204
644 #define EL_EM_GATE_3 205
645 #define EL_EM_GATE_4 206
647 #define EL_EM_KEY_2_FILE_OBSOLETE 207 /* obsolete; now EL_EM_KEY_2 */
648 #define EL_EM_KEY_3_FILE_OBSOLETE 208 /* obsolete; now EL_EM_KEY_3 */
649 #define EL_EM_KEY_4_FILE_OBSOLETE 209 /* obsolete; now EL_EM_KEY_4 */
651 #define EL_SP_START 210
652 #define EL_SP_EMPTY_SPACE (EL_SP_START + 0)
653 #define EL_SP_EMPTY EL_SP_EMPTY_SPACE
654 #define EL_SP_ZONK (EL_SP_START + 1)
655 #define EL_SP_BASE (EL_SP_START + 2)
656 #define EL_SP_MURPHY (EL_SP_START + 3)
657 #define EL_SP_INFOTRON (EL_SP_START + 4)
658 #define EL_SP_CHIP_SINGLE (EL_SP_START + 5)
659 #define EL_SP_HARDWARE_GRAY (EL_SP_START + 6)
660 #define EL_SP_EXIT_CLOSED (EL_SP_START + 7)
661 #define EL_SP_DISK_ORANGE (EL_SP_START + 8)
662 #define EL_SP_PORT_RIGHT (EL_SP_START + 9)
663 #define EL_SP_PORT_DOWN (EL_SP_START + 10)
664 #define EL_SP_PORT_LEFT (EL_SP_START + 11)
665 #define EL_SP_PORT_UP (EL_SP_START + 12)
666 #define EL_SP_GRAVITY_PORT_RIGHT (EL_SP_START + 13)
667 #define EL_SP_GRAVITY_PORT_DOWN (EL_SP_START + 14)
668 #define EL_SP_GRAVITY_PORT_LEFT (EL_SP_START + 15)
669 #define EL_SP_GRAVITY_PORT_UP (EL_SP_START + 16)
670 #define EL_SP_SNIKSNAK (EL_SP_START + 17)
671 #define EL_SP_DISK_YELLOW (EL_SP_START + 18)
672 #define EL_SP_TERMINAL (EL_SP_START + 19)
673 #define EL_SP_DISK_RED (EL_SP_START + 20)
674 #define EL_SP_PORT_VERTICAL (EL_SP_START + 21)
675 #define EL_SP_PORT_HORIZONTAL (EL_SP_START + 22)
676 #define EL_SP_PORT_ANY (EL_SP_START + 23)
677 #define EL_SP_ELECTRON (EL_SP_START + 24)
678 #define EL_SP_BUGGY_BASE (EL_SP_START + 25)
679 #define EL_SP_CHIP_LEFT (EL_SP_START + 26)
680 #define EL_SP_CHIP_RIGHT (EL_SP_START + 27)
681 #define EL_SP_HARDWARE_BASE_1 (EL_SP_START + 28)
682 #define EL_SP_HARDWARE_GREEN (EL_SP_START + 29)
683 #define EL_SP_HARDWARE_BLUE (EL_SP_START + 30)
684 #define EL_SP_HARDWARE_RED (EL_SP_START + 31)
685 #define EL_SP_HARDWARE_YELLOW (EL_SP_START + 32)
686 #define EL_SP_HARDWARE_BASE_2 (EL_SP_START + 33)
687 #define EL_SP_HARDWARE_BASE_3 (EL_SP_START + 34)
688 #define EL_SP_HARDWARE_BASE_4 (EL_SP_START + 35)
689 #define EL_SP_HARDWARE_BASE_5 (EL_SP_START + 36)
690 #define EL_SP_HARDWARE_BASE_6 (EL_SP_START + 37)
691 #define EL_SP_CHIP_TOP (EL_SP_START + 38)
692 #define EL_SP_CHIP_BOTTOM (EL_SP_START + 39)
693 #define EL_SP_END (EL_SP_START + 39)
695 #define EL_EM_GATE_1_GRAY 250
696 #define EL_EM_GATE_2_GRAY 251
697 #define EL_EM_GATE_3_GRAY 252
698 #define EL_EM_GATE_4_GRAY 253
700 #define EL_UNUSED_254 254
701 #define EL_UNUSED_255 255
704 #define EL_CRYSTAL 257
705 #define EL_WALL_PEARL 258
706 #define EL_WALL_CRYSTAL 259
707 #define EL_DOOR_WHITE 260
708 #define EL_DOOR_WHITE_GRAY 261
709 #define EL_KEY_WHITE 262
710 #define EL_SHIELD_NORMAL 263
711 #define EL_EXTRA_TIME 264
712 #define EL_SWITCHGATE_OPEN 265
713 #define EL_SWITCHGATE_CLOSED 266
714 #define EL_SWITCHGATE_SWITCH_UP 267
715 #define EL_SWITCHGATE_SWITCH_DOWN 268
717 #define EL_UNUSED_269 269
718 #define EL_UNUSED_270 270
720 #define EL_CONVEYOR_BELT_1_LEFT 271
721 #define EL_CONVEYOR_BELT_1_MIDDLE 272
722 #define EL_CONVEYOR_BELT_1_RIGHT 273
723 #define EL_CONVEYOR_BELT_1_SWITCH_LEFT 274
724 #define EL_CONVEYOR_BELT_1_SWITCH_MIDDLE 275
725 #define EL_CONVEYOR_BELT_1_SWITCH_RIGHT 276
726 #define EL_CONVEYOR_BELT_2_LEFT 277
727 #define EL_CONVEYOR_BELT_2_MIDDLE 278
728 #define EL_CONVEYOR_BELT_2_RIGHT 279
729 #define EL_CONVEYOR_BELT_2_SWITCH_LEFT 280
730 #define EL_CONVEYOR_BELT_2_SWITCH_MIDDLE 281
731 #define EL_CONVEYOR_BELT_2_SWITCH_RIGHT 282
732 #define EL_CONVEYOR_BELT_3_LEFT 283
733 #define EL_CONVEYOR_BELT_3_MIDDLE 284
734 #define EL_CONVEYOR_BELT_3_RIGHT 285
735 #define EL_CONVEYOR_BELT_3_SWITCH_LEFT 286
736 #define EL_CONVEYOR_BELT_3_SWITCH_MIDDLE 287
737 #define EL_CONVEYOR_BELT_3_SWITCH_RIGHT 288
738 #define EL_CONVEYOR_BELT_4_LEFT 289
739 #define EL_CONVEYOR_BELT_4_MIDDLE 290
740 #define EL_CONVEYOR_BELT_4_RIGHT 291
741 #define EL_CONVEYOR_BELT_4_SWITCH_LEFT 292
742 #define EL_CONVEYOR_BELT_4_SWITCH_MIDDLE 293
743 #define EL_CONVEYOR_BELT_4_SWITCH_RIGHT 294
744 #define EL_LANDMINE 295
745 #define EL_ENVELOPE_OBSOLETE 296 /* obsolete; now EL_ENVELOPE_1 */
746 #define EL_LIGHT_SWITCH 297
747 #define EL_LIGHT_SWITCH_ACTIVE 298
748 #define EL_SIGN_EXCLAMATION 299
749 #define EL_SIGN_RADIOACTIVITY 300
750 #define EL_SIGN_STOP 301
751 #define EL_SIGN_WHEELCHAIR 302
752 #define EL_SIGN_PARKING 303
753 #define EL_SIGN_ONEWAY 304
754 #define EL_SIGN_HEART 305
755 #define EL_SIGN_TRIANGLE 306
756 #define EL_SIGN_ROUND 307
757 #define EL_SIGN_EXIT 308
758 #define EL_SIGN_YINYANG 309
759 #define EL_SIGN_OTHER 310
760 #define EL_MOLE_LEFT 311
761 #define EL_MOLE_RIGHT 312
762 #define EL_MOLE_UP 313
763 #define EL_MOLE_DOWN 314
764 #define EL_STEELWALL_SLIPPERY 315
765 #define EL_INVISIBLE_SAND 316
766 #define EL_DX_UNKNOWN_15 317
767 #define EL_DX_UNKNOWN_42 318
769 #define EL_UNUSED_319 319
770 #define EL_UNUSED_320 320
772 #define EL_SHIELD_DEADLY 321
773 #define EL_TIMEGATE_OPEN 322
774 #define EL_TIMEGATE_CLOSED 323
775 #define EL_TIMEGATE_SWITCH_ACTIVE 324
776 #define EL_TIMEGATE_SWITCH 325
778 #define EL_BALLOON 326
779 #define EL_BALLOON_SWITCH_LEFT 327
780 #define EL_BALLOON_SWITCH_RIGHT 328
781 #define EL_BALLOON_SWITCH_UP 329
782 #define EL_BALLOON_SWITCH_DOWN 330
783 #define EL_BALLOON_SWITCH_ANY 331
785 #define EL_EMC_STEELWALL_1 332
786 #define EL_EMC_STEELWALL_2 333
787 #define EL_EMC_STEELWALL_3 334
788 #define EL_EMC_STEELWALL_4 335
789 #define EL_EMC_WALL_1 336
790 #define EL_EMC_WALL_2 337
791 #define EL_EMC_WALL_3 338
792 #define EL_EMC_WALL_4 339
793 #define EL_EMC_WALL_5 340
794 #define EL_EMC_WALL_6 341
795 #define EL_EMC_WALL_7 342
796 #define EL_EMC_WALL_8 343
798 #define EL_TUBE_ANY 344
799 #define EL_TUBE_VERTICAL 345
800 #define EL_TUBE_HORIZONTAL 346
801 #define EL_TUBE_VERTICAL_LEFT 347
802 #define EL_TUBE_VERTICAL_RIGHT 348
803 #define EL_TUBE_HORIZONTAL_UP 349
804 #define EL_TUBE_HORIZONTAL_DOWN 350
805 #define EL_TUBE_LEFT_UP 351
806 #define EL_TUBE_LEFT_DOWN 352
807 #define EL_TUBE_RIGHT_UP 353
808 #define EL_TUBE_RIGHT_DOWN 354
809 #define EL_SPRING 355
811 #define EL_DX_SUPABOMB 357
813 #define EL_UNUSED_358 358
814 #define EL_UNUSED_359 359
816 /* ---------- begin of custom elements section ----------------------------- */
817 #define EL_CUSTOM_START 360
819 #include "conf_cus.h" /* include auto-generated data structure definitions */
821 #define NUM_CUSTOM_ELEMENTS 256
822 #define EL_CUSTOM_END 615
823 /* ---------- end of custom elements section ------------------------------- */
825 #define EL_EM_KEY_1 616
826 #define EL_EM_KEY_2 617
827 #define EL_EM_KEY_3 618
828 #define EL_EM_KEY_4 619
829 #define EL_ENVELOPE_1 620
830 #define EL_ENVELOPE_2 621
831 #define EL_ENVELOPE_3 622
832 #define EL_ENVELOPE_4 623
834 /* ---------- begin of group elements section ------------------------------ */
835 #define EL_GROUP_START 624
837 #include "conf_grp.h" /* include auto-generated data structure definitions */
839 #define NUM_GROUP_ELEMENTS 32
840 #define EL_GROUP_END 655
841 /* ---------- end of custom elements section ------------------------------- */
843 #define NUM_FILE_ELEMENTS 656
846 /* "real" (and therefore drawable) runtime elements */
847 #define EL_FIRST_RUNTIME_REAL NUM_FILE_ELEMENTS
849 #define EL_DYNABOMB_PLAYER_1_ACTIVE (EL_FIRST_RUNTIME_REAL + 0)
850 #define EL_DYNABOMB_PLAYER_2_ACTIVE (EL_FIRST_RUNTIME_REAL + 1)
851 #define EL_DYNABOMB_PLAYER_3_ACTIVE (EL_FIRST_RUNTIME_REAL + 2)
852 #define EL_DYNABOMB_PLAYER_4_ACTIVE (EL_FIRST_RUNTIME_REAL + 3)
853 #define EL_SP_DISK_RED_ACTIVE (EL_FIRST_RUNTIME_REAL + 4)
854 #define EL_SWITCHGATE_OPENING (EL_FIRST_RUNTIME_REAL + 5)
855 #define EL_SWITCHGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 6)
856 #define EL_TIMEGATE_OPENING (EL_FIRST_RUNTIME_REAL + 7)
857 #define EL_TIMEGATE_CLOSING (EL_FIRST_RUNTIME_REAL + 8)
858 #define EL_PEARL_BREAKING (EL_FIRST_RUNTIME_REAL + 9)
859 #define EL_TRAP_ACTIVE (EL_FIRST_RUNTIME_REAL + 10)
860 #define EL_INVISIBLE_STEELWALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 11)
861 #define EL_INVISIBLE_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 12)
862 #define EL_INVISIBLE_SAND_ACTIVE (EL_FIRST_RUNTIME_REAL + 13)
863 #define EL_CONVEYOR_BELT_1_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 14)
864 #define EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 15)
865 #define EL_CONVEYOR_BELT_1_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 16)
866 #define EL_CONVEYOR_BELT_2_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 17)
867 #define EL_CONVEYOR_BELT_2_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 18)
868 #define EL_CONVEYOR_BELT_2_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 19)
869 #define EL_CONVEYOR_BELT_3_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 20)
870 #define EL_CONVEYOR_BELT_3_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 21)
871 #define EL_CONVEYOR_BELT_3_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 22)
872 #define EL_CONVEYOR_BELT_4_LEFT_ACTIVE (EL_FIRST_RUNTIME_REAL + 23)
873 #define EL_CONVEYOR_BELT_4_MIDDLE_ACTIVE (EL_FIRST_RUNTIME_REAL + 24)
874 #define EL_CONVEYOR_BELT_4_RIGHT_ACTIVE (EL_FIRST_RUNTIME_REAL + 25)
875 #define EL_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 26)
876 #define EL_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 27)
877 #define EL_SP_EXIT_OPENING (EL_FIRST_RUNTIME_REAL + 28)
878 #define EL_SP_EXIT_CLOSING (EL_FIRST_RUNTIME_REAL + 29)
879 #define EL_SP_EXIT_OPEN (EL_FIRST_RUNTIME_REAL + 30)
880 #define EL_SP_TERMINAL_ACTIVE (EL_FIRST_RUNTIME_REAL + 31)
881 #define EL_SP_BUGGY_BASE_ACTIVATING (EL_FIRST_RUNTIME_REAL + 32)
882 #define EL_SP_BUGGY_BASE_ACTIVE (EL_FIRST_RUNTIME_REAL + 33)
883 #define EL_SP_MURPHY_CLONE (EL_FIRST_RUNTIME_REAL + 34)
884 #define EL_AMOEBA_DROPPING (EL_FIRST_RUNTIME_REAL + 35)
885 #define EL_QUICKSAND_EMPTYING (EL_FIRST_RUNTIME_REAL + 36)
886 #define EL_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 37)
887 #define EL_BD_MAGIC_WALL_ACTIVE (EL_FIRST_RUNTIME_REAL + 38)
888 #define EL_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 39)
889 #define EL_BD_MAGIC_WALL_FULL (EL_FIRST_RUNTIME_REAL + 40)
890 #define EL_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 41)
891 #define EL_BD_MAGIC_WALL_EMPTYING (EL_FIRST_RUNTIME_REAL + 42)
892 #define EL_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 43)
893 #define EL_BD_MAGIC_WALL_DEAD (EL_FIRST_RUNTIME_REAL + 44)
895 /* "unreal" (and therefore not drawable) runtime elements */
896 #define EL_FIRST_RUNTIME_UNREAL (EL_FIRST_RUNTIME_REAL + 45)
898 #define EL_BLOCKED (EL_FIRST_RUNTIME_UNREAL + 0)
899 #define EL_EXPLOSION (EL_FIRST_RUNTIME_UNREAL + 1)
900 #define EL_NUT_BREAKING (EL_FIRST_RUNTIME_UNREAL + 2)
901 #define EL_DIAMOND_BREAKING (EL_FIRST_RUNTIME_UNREAL + 3)
902 #define EL_ACID_SPLASH_LEFT (EL_FIRST_RUNTIME_UNREAL + 4)
903 #define EL_ACID_SPLASH_RIGHT (EL_FIRST_RUNTIME_UNREAL + 5)
904 #define EL_AMOEBA_GROWING (EL_FIRST_RUNTIME_UNREAL + 6)
905 #define EL_AMOEBA_SHRINKING (EL_FIRST_RUNTIME_UNREAL + 7)
906 #define EL_EXPANDABLE_WALL_GROWING (EL_FIRST_RUNTIME_UNREAL + 8)
907 #define EL_FLAMES (EL_FIRST_RUNTIME_UNREAL + 9)
908 #define EL_PLAYER_IS_LEAVING (EL_FIRST_RUNTIME_UNREAL + 10)
909 #define EL_QUICKSAND_FILLING (EL_FIRST_RUNTIME_UNREAL + 11)
910 #define EL_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 12)
911 #define EL_BD_MAGIC_WALL_FILLING (EL_FIRST_RUNTIME_UNREAL + 13)
913 /* dummy elements (never used as game elements, only used as graphics) */
914 #define EL_FIRST_DUMMY (EL_FIRST_RUNTIME_UNREAL + 14)
916 #define EL_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 0)
917 #define EL_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 1)
918 #define EL_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 2)
919 #define EL_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 3)
920 #define EL_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 4)
921 #define EL_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 5)
922 #define EL_INVISIBLE_STEELWALL_TOPLEFT (EL_FIRST_DUMMY + 6)
923 #define EL_INVISIBLE_STEELWALL_TOPRIGHT (EL_FIRST_DUMMY + 7)
924 #define EL_INVISIBLE_STEELWALL_BOTTOMLEFT (EL_FIRST_DUMMY + 8)
925 #define EL_INVISIBLE_STEELWALL_BOTTOMRIGHT (EL_FIRST_DUMMY + 9)
926 #define EL_INVISIBLE_STEELWALL_HORIZONTAL (EL_FIRST_DUMMY + 10)
927 #define EL_INVISIBLE_STEELWALL_VERTICAL (EL_FIRST_DUMMY + 11)
928 #define EL_DYNABOMB (EL_FIRST_DUMMY + 12)
929 #define EL_DYNABOMB_ACTIVE (EL_FIRST_DUMMY + 13)
930 #define EL_DYNABOMB_PLAYER_1 (EL_FIRST_DUMMY + 14)
931 #define EL_DYNABOMB_PLAYER_2 (EL_FIRST_DUMMY + 15)
932 #define EL_DYNABOMB_PLAYER_3 (EL_FIRST_DUMMY + 16)
933 #define EL_DYNABOMB_PLAYER_4 (EL_FIRST_DUMMY + 17)
934 #define EL_SHIELD_NORMAL_ACTIVE (EL_FIRST_DUMMY + 18)
935 #define EL_SHIELD_DEADLY_ACTIVE (EL_FIRST_DUMMY + 19)
936 #define EL_AMOEBA (EL_FIRST_DUMMY + 20)
937 #define EL_DEFAULT (EL_FIRST_DUMMY + 21)
938 #define EL_BD_DEFAULT (EL_FIRST_DUMMY + 22)
939 #define EL_SP_DEFAULT (EL_FIRST_DUMMY + 23)
940 #define EL_SB_DEFAULT (EL_FIRST_DUMMY + 24)
942 /* internal elements (only used for internal purposes like copying) */
943 #define EL_FIRST_INTERNAL (EL_FIRST_DUMMY + 25)
945 #define EL_INTERNAL_EDITOR (EL_FIRST_INTERNAL + 0)
946 #define EL_INTERNAL_DUMMY (EL_FIRST_INTERNAL + 1)
948 #define MAX_NUM_ELEMENTS (EL_FIRST_INTERNAL + 2)
951 /* values for graphics/sounds action types */
952 #define ACTION_DEFAULT 0
953 #define ACTION_WAITING 1
954 #define ACTION_FALLING 2
955 #define ACTION_MOVING 3
956 #define ACTION_DIGGING 4
957 #define ACTION_SNAPPING 5
958 #define ACTION_COLLECTING 6
959 #define ACTION_DROPPING 7
960 #define ACTION_PUSHING 8
961 #define ACTION_WALKING 9
962 #define ACTION_PASSING 10
963 #define ACTION_IMPACT 11
964 #define ACTION_BREAKING 12
965 #define ACTION_ACTIVATING 13
966 #define ACTION_DEACTIVATING 14
967 #define ACTION_OPENING 15
968 #define ACTION_CLOSING 16
969 #define ACTION_ATTACKING 17
970 #define ACTION_GROWING 18
971 #define ACTION_SHRINKING 19
972 #define ACTION_ACTIVE 20
973 #define ACTION_FILLING 21
974 #define ACTION_EMPTYING 22
975 #define ACTION_CHANGING 23
976 #define ACTION_EXPLODING 24
977 #define ACTION_BORING 25
978 #define ACTION_BORING_1 26
979 #define ACTION_BORING_2 27
980 #define ACTION_BORING_3 28
981 #define ACTION_BORING_4 29
982 #define ACTION_BORING_5 30
983 #define ACTION_BORING_6 31
984 #define ACTION_BORING_7 32
985 #define ACTION_BORING_8 33
986 #define ACTION_BORING_9 34
987 #define ACTION_BORING_10 35
988 #define ACTION_SLEEPING 36
989 #define ACTION_SLEEPING_1 37
990 #define ACTION_SLEEPING_2 38
991 #define ACTION_SLEEPING_3 39
992 #define ACTION_AWAKENING 40
993 #define ACTION_DYING 41
994 #define ACTION_TURNING 42
995 #define ACTION_TURNING_FROM_LEFT 43
996 #define ACTION_TURNING_FROM_RIGHT 44
997 #define ACTION_TURNING_FROM_UP 45
998 #define ACTION_TURNING_FROM_DOWN 46
999 #define ACTION_OTHER 47
1001 #define NUM_ACTIONS 48
1003 #define ACTION_BORING_LAST ACTION_BORING_10
1004 #define ACTION_SLEEPING_LAST ACTION_SLEEPING_3
1007 /* values for special image configuration suffixes (must match game mode) */
1008 #define GFX_SPECIAL_ARG_DEFAULT 0
1009 #define GFX_SPECIAL_ARG_MAIN 1
1010 #define GFX_SPECIAL_ARG_LEVELS 2
1011 #define GFX_SPECIAL_ARG_SCORES 3
1012 #define GFX_SPECIAL_ARG_EDITOR 4
1013 #define GFX_SPECIAL_ARG_INFO 5
1014 #define GFX_SPECIAL_ARG_SETUP 6
1015 #define GFX_SPECIAL_ARG_PLAYING 7
1016 #define GFX_SPECIAL_ARG_DOOR 8
1017 #define GFX_SPECIAL_ARG_PREVIEW 9
1018 #define GFX_SPECIAL_ARG_CRUMBLED 10
1020 #define NUM_SPECIAL_GFX_ARGS 11
1023 /* values for image configuration suffixes */
1026 #define GFX_ARG_XPOS 2
1027 #define GFX_ARG_YPOS 3
1028 #define GFX_ARG_WIDTH 4
1029 #define GFX_ARG_HEIGHT 5
1030 #define GFX_ARG_OFFSET 6
1031 #define GFX_ARG_VERTICAL 7
1032 #define GFX_ARG_XOFFSET 8
1033 #define GFX_ARG_YOFFSET 9
1034 #define GFX_ARG_FRAMES 10
1035 #define GFX_ARG_FRAMES_PER_LINE 11
1036 #define GFX_ARG_START_FRAME 12
1037 #define GFX_ARG_DELAY 13
1038 #define GFX_ARG_ANIM_MODE 14
1039 #define GFX_ARG_GLOBAL_SYNC 15
1040 #define GFX_ARG_CRUMBLED_LIKE 16
1041 #define GFX_ARG_DIGGABLE_LIKE 17
1042 #define GFX_ARG_BORDER_SIZE 18
1043 #define GFX_ARG_STEP_OFFSET 19
1044 #define GFX_ARG_STEP_DELAY 20
1045 #define GFX_ARG_DIRECTION 21
1046 #define GFX_ARG_POSITION 22
1047 #define GFX_ARG_DRAW_XOFFSET 23
1048 #define GFX_ARG_DRAW_YOFFSET 24
1049 #define GFX_ARG_DRAW_MASKED 25
1050 #define GFX_ARG_ANIM_DELAY_FIXED 26
1051 #define GFX_ARG_ANIM_DELAY_RANDOM 27
1052 #define GFX_ARG_POST_DELAY_FIXED 28
1053 #define GFX_ARG_POST_DELAY_RANDOM 29
1054 #define GFX_ARG_NAME 30
1056 #define NUM_GFX_ARGS 31
1059 /* values for sound configuration suffixes */
1060 #define SND_ARG_MODE_LOOP 0
1062 #define NUM_SND_ARGS 1
1065 /* values for music configuration suffixes */
1066 #define MUS_ARG_MODE_LOOP 0
1068 #define NUM_MUS_ARGS 1
1071 /* values for font configuration */
1072 #define FONT_INITIAL_1 0
1073 #define FONT_INITIAL_2 1
1074 #define FONT_INITIAL_3 2
1075 #define FONT_INITIAL_4 3
1076 #define FONT_TITLE_1 4
1077 #define FONT_TITLE_2 5
1078 #define FONT_MENU_1 6
1079 #define FONT_MENU_2 7
1080 #define FONT_TEXT_1_ACTIVE 8
1081 #define FONT_TEXT_2_ACTIVE 9
1082 #define FONT_TEXT_3_ACTIVE 10
1083 #define FONT_TEXT_4_ACTIVE 11
1084 #define FONT_TEXT_1 12
1085 #define FONT_TEXT_2 13
1086 #define FONT_TEXT_3 14
1087 #define FONT_TEXT_4 15
1088 #define FONT_ENVELOPE_1 16
1089 #define FONT_ENVELOPE_2 17
1090 #define FONT_ENVELOPE_3 18
1091 #define FONT_ENVELOPE_4 19
1092 #define FONT_INPUT_1_ACTIVE 20
1093 #define FONT_INPUT_2_ACTIVE 21
1094 #define FONT_INPUT_1 22
1095 #define FONT_INPUT_2 23
1096 #define FONT_OPTION_OFF 24
1097 #define FONT_OPTION_ON 25
1098 #define FONT_VALUE_1 26
1099 #define FONT_VALUE_2 27
1100 #define FONT_VALUE_OLD 28
1101 #define FONT_LEVEL_NUMBER 29
1102 #define FONT_TAPE_RECORDER 30
1103 #define FONT_GAME_INFO 31
1105 #define NUM_FONTS 32
1106 #define NUM_INITIAL_FONTS 4
1108 /* values for game_status (must match special image configuration suffixes) */
1109 #define GAME_MODE_DEFAULT 0
1110 #define GAME_MODE_MAIN 1
1111 #define GAME_MODE_LEVELS 2
1112 #define GAME_MODE_SCORES 3
1113 #define GAME_MODE_EDITOR 4
1114 #define GAME_MODE_INFO 5
1115 #define GAME_MODE_SETUP 6
1116 #define GAME_MODE_PLAYING 7
1117 #define GAME_MODE_PSEUDO_DOOR 8
1118 #define GAME_MODE_PSEUDO_PREVIEW 9
1119 #define GAME_MODE_PSEUDO_CRUMBLED 10
1121 /* there are no special config file suffixes for these modes */
1122 #define GAME_MODE_PSEUDO_TYPENAME 11
1123 #define GAME_MODE_QUIT 12
1125 /* special definitions currently only used for custom artwork configuration */
1126 #define MUSIC_PREFIX_BACKGROUND 0
1127 #define NUM_MUSIC_PREFIXES 1
1128 #define MAX_LEVELS 1000
1130 /* definitions for demo animation lists */
1131 #define HELPANIM_LIST_NEXT -1
1132 #define HELPANIM_LIST_END -999
1135 /* program information and versioning definitions */
1137 #define PROGRAM_VERSION_MAJOR 3
1138 #define PROGRAM_VERSION_MINOR 0
1139 #define PROGRAM_VERSION_PATCH 9
1140 #define PROGRAM_VERSION_BUILD 0
1142 #define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
1143 #define PROGRAM_AUTHOR_STRING "Holger Schemel"
1144 #define PROGRAM_COPYRIGHT_STRING "Copyright ©1995-2003 by Holger Schemel"
1146 #define ICON_TITLE_STRING PROGRAM_TITLE_STRING
1147 #define COOKIE_PREFIX "ROCKSNDIAMONDS"
1148 #define FILENAME_PREFIX "Rocks"
1150 #if defined(PLATFORM_UNIX)
1151 #define USERDATA_DIRECTORY ".rocksndiamonds"
1152 #elif defined(PLATFORM_WIN32)
1153 #define USERDATA_DIRECTORY PROGRAM_TITLE_STRING
1155 #define USERDATA_DIRECTORY "userdata"
1158 #define X11_ICON_FILENAME "rocks_icon.xbm"
1159 #define X11_ICONMASK_FILENAME "rocks_iconmask.xbm"
1160 #define MSDOS_POINTER_FILENAME "mouse.pcx"
1162 /* file version numbers for resource files (levels, tapes, score, setup, etc.)
1163 ** currently supported/known file version numbers:
1165 ** 1.2 (still in use)
1166 ** 1.4 (still in use)
1169 #define FILE_VERSION_1_0 VERSION_IDENT(1,0,0,0)
1170 #define FILE_VERSION_1_2 VERSION_IDENT(1,2,0,0)
1171 #define FILE_VERSION_1_4 VERSION_IDENT(1,4,0,0)
1172 #define FILE_VERSION_2_0 VERSION_IDENT(2,0,0,0)
1174 /* file version does not change for every program version, but is changed
1175 when new features are introduced that are incompatible with older file
1176 versions, so that they can be treated accordingly */
1177 #define FILE_VERSION_ACTUAL FILE_VERSION_2_0
1179 #define GAME_VERSION_1_0 FILE_VERSION_1_0
1180 #define GAME_VERSION_1_2 FILE_VERSION_1_2
1181 #define GAME_VERSION_1_4 FILE_VERSION_1_4
1182 #define GAME_VERSION_2_0 FILE_VERSION_2_0
1184 #define GAME_VERSION_ACTUAL VERSION_IDENT(PROGRAM_VERSION_MAJOR, \
1185 PROGRAM_VERSION_MINOR, \
1186 PROGRAM_VERSION_PATCH, \
1187 PROGRAM_VERSION_BUILD)
1189 /* values for game_emulation */
1191 #define EMU_BOULDERDASH 1
1192 #define EMU_SOKOBAN 2
1193 #define EMU_SUPAPLEX 3
1197 int draw_xoffset_default;
1198 int draw_yoffset_default;
1199 int draw_xoffset[NUM_SPECIAL_GFX_ARGS];
1200 int draw_yoffset[NUM_SPECIAL_GFX_ARGS];
1202 int scrollbar_xoffset;
1204 int list_size_default;
1205 int list_size[NUM_SPECIAL_GFX_ARGS];
1207 int sound[NUM_SPECIAL_GFX_ARGS];
1208 int music[NUM_SPECIAL_GFX_ARGS];
1220 char Name[MAX_PLAYER_NAME_LEN + 1];
1226 boolean present; /* player present in level playfield */
1227 boolean connected; /* player connected (locally or via network) */
1228 boolean active; /* player present and connected */
1230 int index_nr, client_nr, element_nr;
1232 byte action; /* action from local input device */
1233 byte effective_action; /* action acknowledged from network server
1234 or summarized over all configured input
1235 devices when in single player mode */
1236 byte programmed_action; /* action forced by game itself (like moving
1237 through doors); overrides other actions */
1239 int jx, jy, last_jx, last_jy;
1240 int MovDir, MovPos, GfxDir, GfxPos;
1241 int Frame, StepFrame;
1245 boolean use_murphy_graphic;
1247 boolean LevelSolved, GameOver;
1254 boolean is_snapping;
1255 boolean is_collecting;
1257 boolean is_switching;
1258 boolean is_dropping;
1261 boolean is_sleeping;
1263 int frame_counter_bored;
1264 int frame_counter_sleeping;
1266 int anim_delay_counter;
1267 int post_delay_counter;
1269 int action_waiting, last_action_waiting;
1270 int special_action_bored;
1271 int special_action_sleeping;
1273 int num_special_action_bored;
1274 int num_special_action_sleeping;
1276 int switch_x, switch_y;
1280 unsigned long move_delay;
1281 int move_delay_value;
1283 int move_delay_reset_counter;
1285 unsigned long push_delay;
1286 unsigned long push_delay_value;
1288 unsigned long actual_frame_counter;
1295 int gems_still_needed;
1296 int sokobanfields_still_needed;
1297 int lights_still_needed;
1298 int friends_still_needed;
1300 int dynabomb_count, dynabomb_size, dynabombs_left, dynabomb_xl;
1301 int shield_normal_time_left;
1302 int shield_deadly_time_left;
1304 int inventory_element[MAX_INVENTORY_SIZE];
1310 int music[MAX_LEVELS];
1313 struct LevelFileInfo
1322 int file_version; /* file format version the level is stored with */
1323 int game_version; /* game release version the level was created with */
1325 boolean encoding_16bit_field; /* level contains 16-bit elements */
1326 boolean encoding_16bit_yamyam; /* yamyam contains 16-bit elements */
1327 boolean encoding_16bit_amoeba; /* amoeba contains 16-bit elements */
1332 char name[MAX_LEVEL_NAME_LEN + 1];
1333 char author[MAX_LEVEL_AUTHOR_LEN + 1];
1334 char envelope_text[4][MAX_ENVELOPE_TEXT_LEN + 1];
1335 int envelope_xsize[4], envelope_ysize[4];
1336 int score[LEVEL_SCORE_ELEMENTS];
1337 int yamyam_content[MAX_ELEMENT_CONTENTS][3][3];
1338 int num_yamyam_contents;
1341 int time_magic_wall;
1345 boolean double_speed;
1346 boolean initial_gravity;
1347 boolean em_slippery_gems; /* EM style "gems slip from wall" behaviour */
1349 short field[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1351 boolean use_custom_template; /* use custom properties from template file */
1353 boolean no_level_file; /* set for currently undefined levels */
1358 int file_version; /* file format version the tape is stored with */
1359 int game_version; /* game release version the tape was created with */
1360 int engine_version; /* game engine version the tape was recorded with */
1362 char *level_identifier;
1364 unsigned long random_seed;
1366 unsigned long counter;
1367 unsigned long length;
1368 unsigned long length_seconds;
1369 unsigned int delay_played;
1370 boolean pause_before_death;
1371 boolean recording, playing, pausing;
1372 boolean fast_forward;
1373 boolean index_search;
1375 boolean auto_play_level_solved;
1376 boolean quick_resume;
1377 boolean single_step;
1379 boolean player_participates[MAX_PLAYERS];
1380 int num_participating_players;
1384 byte action[MAX_PLAYERS];
1391 /* values for engine initialization */
1392 int default_push_delay_fixed;
1393 int default_push_delay_random;
1395 /* constant within running game */
1398 int initial_move_delay;
1399 int initial_move_delay_value;
1400 int initial_push_delay_value;
1402 /* variable within running game */
1403 int yamyam_content_nr;
1404 boolean magic_wall_active;
1405 int magic_wall_time_left;
1406 int light_time_left;
1407 int timegate_time_left;
1413 boolean explosions_delayed;
1414 boolean envelope_active;
1416 /* values for player idle animation (no effect on engine) */
1417 int player_boring_delay_fixed;
1418 int player_boring_delay_random;
1419 int player_sleeping_delay_fixed;
1420 int player_sleeping_delay_random;
1425 char *autoplay_leveldir;
1426 int autoplay_level_nr;
1430 float frames_per_second;
1431 boolean fps_slowdown;
1432 int fps_slowdown_factor;
1435 struct ElementChangeInfo
1437 boolean can_change; /* use or ignore this change info */
1439 unsigned long events; /* change events */
1440 int sides; /* change sides */
1442 short target_element; /* target element after change */
1444 int delay_fixed; /* added frame delay before changed (fixed) */
1445 int delay_random; /* added frame delay before changed (random) */
1446 int delay_frames; /* either 1 (frames) or 50 (seconds; 50 fps) */
1448 short trigger_element; /* custom element triggering change */
1450 int content[3][3]; /* new elements after extended change */
1451 boolean use_content; /* use extended change content */
1452 boolean only_complete; /* only use complete content */
1453 boolean use_random_change; /* use random value for setting content */
1454 int random; /* random value for setting content */
1455 int power; /* power of extended change */
1457 boolean explode; /* explode instead of change */
1459 /* functions that are called before, while and after the change of an
1460 element -- currently only used for non-custom elements */
1461 void (*pre_change_function)(int x, int y);
1462 void (*change_function)(int x, int y);
1463 void (*post_change_function)(int x, int y);
1465 /* ---------- internal values used in level editor ---------- */
1467 int direct_action; /* change triggered by actions on element */
1468 int other_action; /* change triggered by other element actions */
1471 struct ElementGroupInfo
1473 int num_elements; /* number of elements in this group */
1474 short element[MAX_ELEMENTS_IN_GROUP]; /* list of elements in this group */
1476 /* ---------- internal values used at runtime when playing ---------- */
1478 /* the following is the same as above, but with recursively resolved group
1479 elements (group elements may also contain further group elements!) */
1480 int num_elements_resolved;
1481 short element_resolved[NUM_FILE_ELEMENTS];
1486 /* ---------- token and description strings ---------- */
1488 char *token_name; /* element token used in config files */
1489 char *class_name; /* element class used in config files */
1490 char *editor_description; /* pre-defined description for level editor */
1491 char *custom_description; /* alternative description from config file */
1492 char description[MAX_ELEMENT_NAME_LEN + 1]; /* for custom/group elements */
1494 /* ---------- graphic and sound definitions ---------- */
1496 int graphic[NUM_ACTIONS]; /* default graphics for several actions */
1497 int direction_graphic[NUM_ACTIONS][NUM_DIRECTIONS];
1498 /* special graphics for left/right/up/down */
1500 int crumbled[NUM_ACTIONS]; /* crumbled graphics for several actions */
1501 int direction_crumbled[NUM_ACTIONS][NUM_DIRECTIONS];
1502 /* crumbled graphics for left/right/up/down */
1504 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1505 /* special graphics for certain screens */
1507 int sound[NUM_ACTIONS]; /* default sounds for several actions */
1509 /* ---------- special element property values ---------- */
1511 boolean use_gfx_element; /* use custom graphic element */
1512 short gfx_element; /* optional custom graphic element */
1514 int collect_score; /* score value for collecting */
1515 int collect_count; /* count value for collecting */
1517 int push_delay_fixed; /* constant frame delay for pushing */
1518 int push_delay_random; /* additional random frame delay for pushing */
1519 int move_delay_fixed; /* constant frame delay for moving */
1520 int move_delay_random; /* additional random frame delay for moving */
1522 int move_pattern; /* direction movable element moves to */
1523 int move_direction_initial; /* initial direction element moves to */
1524 int move_stepsize; /* step size element moves with */
1525 int move_enter_element; /* element that can be entered (and removed) */
1526 int move_leave_element; /* element that can be left behind */
1528 int slippery_type; /* how/where other elements slip away */
1530 int content[3][3]; /* new elements after explosion */
1532 struct ElementChangeInfo *change_page; /* actual list of change pages */
1533 struct ElementChangeInfo *change; /* pointer to current change page */
1535 int num_change_pages; /* actual number of change pages */
1536 int current_change_page; /* currently edited change page */
1538 struct ElementGroupInfo *group; /* pointer to element group info */
1540 /* ---------- internal values used at runtime when playing ---------- */
1542 unsigned long change_events; /* bitfield for combined change events */
1544 int event_page_nr[NUM_CHANGE_EVENTS]; /* page number for each event */
1545 struct ElementChangeInfo *event_page[NUM_CHANGE_EVENTS]; /* page for event */
1547 boolean in_group[NUM_GROUP_ELEMENTS];
1549 /* ---------- internal values used in level editor ---------- */
1551 int access_type; /* walkable or passable */
1552 int access_layer; /* accessible over/inside/under */
1553 int walk_to_action; /* diggable/collectible/pushable */
1554 int smash_targets; /* can smash player/enemies/everything */
1555 int deadliness; /* deadly when running/colliding/touching */
1556 int consistency; /* indestructible/can explode */
1558 boolean can_explode_by_fire; /* element explodes by fire */
1559 boolean can_explode_smashed; /* element explodes when smashed */
1560 boolean can_explode_impact; /* element explodes on impact */
1562 boolean modified_settings; /* set for all modified custom elements */
1567 char *token_name; /* font token used in config files */
1569 int graphic; /* default graphic for this font */
1570 int special_graphic[NUM_SPECIAL_GFX_ARGS];
1571 /* special graphics for certain screens */
1572 int special_bitmap_id[NUM_SPECIAL_GFX_ARGS];
1573 /* internal bitmap ID for special graphics */
1579 int src_x, src_y; /* start position of animation frames */
1580 int width, height; /* width/height of each animation frame */
1581 int offset_x, offset_y; /* x/y offset to next animation frame */
1583 int anim_frames_per_line;
1584 int anim_start_frame;
1585 int anim_delay; /* important: delay of 1 means "no delay"! */
1587 boolean anim_global_sync;
1588 int crumbled_like; /* element for cloning crumble graphics */
1589 int diggable_like; /* element for cloning digging graphics */
1590 int border_size; /* border size for "crumbled" graphics */
1592 int anim_delay_fixed; /* optional delay values for bored and */
1593 int anim_delay_random; /* sleeping player animations (animation */
1594 int post_delay_fixed; /* intervall and following pause before */
1595 int post_delay_random; /* next intervall (bored animation only) */
1597 int step_offset; /* optional step offset of toon animations */
1598 int step_delay; /* optional step delay of toon animations */
1600 int draw_x, draw_y; /* optional offset for drawing fonts chars */
1602 int draw_masked; /* optional setting for drawing envelope gfx */
1604 #if defined(TARGET_X11_NATIVE_PERFORMANCE_WORKAROUND)
1605 Pixmap clip_mask; /* single-graphic-only clip mask for X11 */
1606 GC clip_gc; /* single-graphic-only clip gc for X11 */
1620 struct MusicPrefixInfo
1623 boolean is_loop_music;
1626 struct MusicFileInfo
1631 char *artist_header;
1644 struct MusicFileInfo *next;
1647 struct ElementActionInfo
1651 boolean is_loop_sound;
1654 struct ElementDirectionInfo
1660 struct SpecialSuffixInfo
1677 extern GC tile_clip_gc;
1678 extern Bitmap *pix[];
1680 extern Bitmap *bitmap_db_field, *bitmap_db_door;
1681 extern Pixmap tile_clipmask[];
1682 extern DrawBuffer *fieldbuffer;
1683 extern DrawBuffer *drawto_field;
1685 extern int game_status;
1686 extern boolean level_editor_test_game;
1687 extern boolean network_playing;
1689 extern int key_joystick_mapping;
1691 extern boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
1692 extern int redraw_x1, redraw_y1;
1694 extern short Feld[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1695 extern short MovPos[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1696 extern short MovDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1697 extern short MovDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1698 extern short ChangeDelay[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1699 extern short ChangePage[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1700 extern short Store[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1701 extern short Store2[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1702 extern short StorePlayer[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1703 extern short Back[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1704 extern boolean Stop[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1705 extern boolean Pushed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1706 extern unsigned long Changed[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1707 extern unsigned long ChangeEvent[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1708 extern short WasJustMoving[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1709 extern short WasJustFalling[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1710 extern short AmoebaNr[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1711 extern short AmoebaCnt[MAX_NUM_AMOEBA];
1712 extern short AmoebaCnt2[MAX_NUM_AMOEBA];
1713 extern short ExplodePhase[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1714 extern short ExplodeField[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1715 extern int RunnerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1716 extern int PlayerVisit[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1718 extern unsigned long Properties[MAX_NUM_ELEMENTS][NUM_EP_BITFIELDS];
1720 extern int GfxFrame[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1721 extern int GfxRandom[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1722 extern int GfxElement[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1723 extern int GfxAction[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1724 extern int GfxDir[MAX_LEV_FIELDX][MAX_LEV_FIELDY];
1726 extern int lev_fieldx, lev_fieldy;
1727 extern int scroll_x, scroll_y;
1730 extern int ScrollStepSize;
1731 extern int ScreenMovDir, ScreenMovPos, ScreenGfxPos;
1732 extern int BorderElement;
1733 extern int GameFrameDelay;
1734 extern int FfwdFrameDelay;
1735 extern int BX1, BY1;
1736 extern int BX2, BY2;
1737 extern int SBX_Left, SBX_Right;
1738 extern int SBY_Upper, SBY_Lower;
1740 extern int ExitX, ExitY;
1741 extern int AllPlayersGone;
1743 extern int TimeFrames, TimePlayed, TimeLeft;
1744 extern boolean SiebAktiv;
1745 extern int SiebCount;
1747 extern boolean network_player_action_received;
1749 extern int graphics_action_mapping[];
1751 extern struct LevelSetInfo levelset;
1752 extern struct LevelInfo level, level_template;
1753 extern struct PlayerInfo stored_player[], *local_player;
1754 extern struct HiScore highscore[];
1755 extern struct TapeInfo tape;
1756 extern struct GameInfo game;
1757 extern struct GlobalInfo global;
1758 extern struct MenuInfo menu;
1759 extern struct DoorInfo door_1, door_2;
1760 extern struct ElementInfo element_info[];
1761 extern struct ElementActionInfo element_action_info[];
1762 extern struct ElementDirectionInfo element_direction_info[];
1763 extern struct SpecialSuffixInfo special_suffix_info[];
1764 extern struct TokenIntPtrInfo image_config_vars[];
1765 extern struct FontInfo font_info[];
1766 extern struct MusicPrefixInfo music_prefix_info[];
1767 extern struct GraphicInfo *graphic_info;
1768 extern struct SoundInfo *sound_info;
1769 extern struct MusicInfo *music_info;
1770 extern struct MusicFileInfo *music_file_info;
1771 extern struct HelpAnimInfo *helpanim_info;
1772 extern SetupFileHash *helptext_info;
1773 extern struct ConfigInfo image_config[];
1774 extern struct ConfigInfo sound_config[];
1775 extern struct ConfigInfo music_config[];
1776 extern struct ConfigInfo image_config_suffix[];
1777 extern struct ConfigInfo sound_config_suffix[];
1778 extern struct ConfigInfo music_config_suffix[];
1779 extern struct ConfigInfo helpanim_config[];
1780 extern struct ConfigInfo helptext_config[];